make some changes to opengl api gen, discussing on rewrite of all opengl binding, making it neat and structral
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@@ -5,11 +5,6 @@
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// SPDX-License-Identifier: MIT
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// -----------------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Mathematics.Graphics;
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using System.Diagnostics.CodeAnalysis;
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using System.Runtime.CompilerServices;
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namespace StgSharp.Graphics.OpenGL
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{
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public class Uniform
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@@ -120,86 +115,4 @@ namespace StgSharp.Graphics.OpenGL
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}
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public unsafe partial class OpenGLFunction
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(
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[NotNull] Uniform<GraphicsMatrix> uniform,
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GraphicsMatrix mat
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)
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{
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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(
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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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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(
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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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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(
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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(
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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(
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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(
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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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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(
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[NotNull] Uniform<float, 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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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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}
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}
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}
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