Generated opengl function binding added. All opengl core profile function is now available but not in C# flavour.
This commit is contained in:
@@ -1,4 +1,4 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="Uniform"
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// Project: StgSharp
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@@ -41,17 +41,21 @@ namespace StgSharp.Graphics.OpenGL
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}
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public sealed class Uniform<T> : Uniform where T: unmanaged
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public sealed class Uniform<T> : Uniform where T : unmanaged
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{
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internal Uniform() { }
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform(
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GlHandle id
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)
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{
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this.id = id;
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}
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internal static Uniform<T> FromHandle(GlHandle handle)
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internal static Uniform<T> FromHandle(
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GlHandle handle
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)
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{
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return new Uniform<T>
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{
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@@ -61,17 +65,21 @@ namespace StgSharp.Graphics.OpenGL
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}
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public sealed class Uniform<T, U> : Uniform where T: unmanaged where U: struct
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public sealed class Uniform<T, U> : Uniform where T : unmanaged where U : struct
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{
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internal Uniform() { }
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform(
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GlHandle id
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)
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{
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this.id = id;
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}
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internal static Uniform<T, U> FromHandle(GlHandle handle)
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internal static Uniform<T, U> FromHandle(
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GlHandle handle
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)
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{
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return new Uniform<T, U>
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{
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@@ -81,17 +89,22 @@ namespace StgSharp.Graphics.OpenGL
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}
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public sealed class Uniform<T, U, V> : Uniform where T: unmanaged where U: struct where V: struct
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public sealed class Uniform<T, U, V> : Uniform where T : unmanaged where U : struct
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where V : struct
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{
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internal Uniform() { }
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform(
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GlHandle id
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)
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{
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this.id = id;
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}
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internal static Uniform<T, U, V> FromHandle(GlHandle handle)
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internal static Uniform<T, U, V> FromHandle(
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GlHandle handle
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)
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{
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return new Uniform<T, U, V>
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{
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@@ -101,17 +114,23 @@ namespace StgSharp.Graphics.OpenGL
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}
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public sealed class Uniform<T, U, V, W> : Uniform where T: unmanaged where U: struct where V: struct where W: struct
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public sealed class Uniform<T, U, V, W> : Uniform where T : unmanaged where U : struct
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where V : struct
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where W : struct
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{
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internal Uniform() { }
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform(
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GlHandle id
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)
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{
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this.id = id;
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}
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internal static Uniform<T, U, V, W> FromHandle(GlHandle handle)
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internal static Uniform<T, U, V, W> FromHandle(
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GlHandle handle
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)
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{
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return new Uniform<T, U, V, W>
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{
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@@ -125,46 +144,67 @@ namespace StgSharp.Graphics.OpenGL
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull] Uniform<Matrix44> uniform, Matrix44 mat)
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public void SetUniformValue(
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[NotNull] Uniform<Matrix44> uniform,
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Matrix44 mat
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)
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{
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Matrix44 temp = mat;
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Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, false, (float*)&temp);
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Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, (byte)0, (float*)&mat);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull]Uniform<float, float, float, float> uniform, Vec4 vec)
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public void SetUniformValue(
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[NotNull]Uniform<float, float, float, float> uniform,
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Vec4 vec
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)
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{
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Vec4 temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp.reg);
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Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull]Uniform<Vec4> uniform, Vec4 vec)
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public void SetUniformValue(
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[NotNull]Uniform<Vec4> uniform,
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Vec4 vec
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)
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{
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Vec4 temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp.reg);
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Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull]Uniform<float> uniform, float v0)
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public void SetUniformValue(
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[NotNull]Uniform<float> uniform,
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float v0
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)
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{
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Context.glUniform1f(uniform.id.SignedValue, v0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull]Uniform<int> uniform, int i0)
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public void SetUniformValue(
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[NotNull]Uniform<int> uniform,
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int i0
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)
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{
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Context.glUniform1i(uniform.id.SignedValue, i0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull] Uniform<float, float> uniform, float v0, float v1)
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public void SetUniformValue(
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[NotNull] Uniform<float, float> uniform,
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float v0,
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float v1
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)
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{
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Context.glUniform2f(uniform.id.SignedValue, v0, v1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue([NotNull] Uniform<float, float, float> uniform, float v0, float v1, float v2)
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public void SetUniformValue(
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[NotNull] Uniform<float, float, float> uniform,
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float v0,
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float v1,
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float v2
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)
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{
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Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2);
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}
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@@ -175,7 +215,8 @@ namespace StgSharp.Graphics.OpenGL
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float v0,
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float v1,
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float v2,
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float v3)
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float v3
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)
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{
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Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3);
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}
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