Generated opengl function binding added. All opengl core profile function is now available but not in C# flavour.

This commit is contained in:
Youmu Liu
2025-12-30 19:16:05 +08:00
parent b7c32bdf6d
commit 6484307b8a
40 changed files with 14965 additions and 3893 deletions
@@ -1,37 +1,105 @@
// <auto-generated>
// Generated by StgSharp.GenerateGL on 2025-12-29 08:55:37Z
//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="glFunction.v4_6"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// <auto-generated>
// Generated by StgSharp.GenerateGL on 2025-12-30 02:54:41Z
// Version: 4.6
// </auto-generated>
using StgSharp.Graphics.OpenGL;
using System;
using System.Runtime.CompilerServices;
using StgSharp.Graphics.OpenGL;
using System.Runtime.InteropServices;
namespace StgSharp.Graphics.OpenGL
{
public unsafe partial class OpenGLFunction
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void MultiDrawArraysIndirectCount(uint mode, IntPtr* indirect, nint drawcount, int maxdrawcount, int stride)
public void MultiDrawArraysIndirectCount(
uint mode,
ReadOnlySpan<IntPtr> indirect,
nint drawcount,
int maxdrawcount,
int stride
)
{
Context.glMultiDrawArraysIndirectCount(mode, indirect, drawcount, maxdrawcount, stride);
fixed (IntPtr* indirectPtr = indirect) {
Context.glMultiDrawArraysIndirectCount(mode, indirectPtr, drawcount, maxdrawcount,
stride);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void MultiDrawElementsIndirectCount(uint mode, uint type, IntPtr* indirect, nint drawcount, int maxdrawcount, int stride)
public void MultiDrawElementsIndirectCount(
uint mode,
ShaderType type,
ReadOnlySpan<IntPtr> indirect,
nint drawcount,
int maxdrawcount,
int stride
)
{
Context.glMultiDrawElementsIndirectCount(mode, type, indirect, drawcount, maxdrawcount, stride);
fixed (IntPtr* indirectPtr = indirect) {
Context.glMultiDrawElementsIndirectCount(mode, (uint)type, indirectPtr, drawcount,
maxdrawcount, stride);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void PolygonOffsetClamp(float factor, float units, float clamp)
public void PolygonOffsetClamp(
float factor,
float units,
float clamp
)
{
Context.glPolygonOffsetClamp(factor, units, clamp);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SpecializeShader(GlHandle shader, byte* pEntryPoint, uint numSpecializationConstants, uint* pConstantIndex, uint* pConstantValue)
public void SpecializeShader(
GlHandle shader,
ReadOnlySpan<byte> pEntryPoint,
uint numSpecializationConstants,
ReadOnlySpan<uint> pConstantIndex,
ReadOnlySpan<uint> pConstantValue
)
{
Context.glSpecializeShader(shader.Value, pEntryPoint, numSpecializationConstants, pConstantIndex, pConstantValue);
fixed (byte* pEntryPointPtr = pEntryPoint)
{
fixed (uint* pConstantIndexPtr = pConstantIndex)
{
fixed (uint* pConstantValuePtr = pConstantValue) {
Context.glSpecializeShader(shader.Value, pEntryPointPtr,
numSpecializationConstants, pConstantIndexPtr,
pConstantValuePtr);
}
}
}
}
}