daily update on 20240305 by nitload youmu
This commit is contained in:
@@ -1,4 +1,5 @@
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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@@ -7,11 +8,9 @@ using System.Text;
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namespace StgSharp.Graphics
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{
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/// <summary>
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/// A collecion of handle to Element Buffer Object in OpenGL.
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/// Each <see langword="int"/> value indexed from instance of this class this
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/// Each <see langword="uint"/> value indexed from instance of this class this
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/// is the only handle to one Element Buffer Object.
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/// </summary>
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public unsafe class ElementBuffer : BufferObjectBase
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@@ -22,8 +21,7 @@ namespace StgSharp.Graphics
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_bufferHandle = GL.GenBuffers(n);
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}
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public override void Bind(int index)
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public override sealed void Bind(int index)
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{
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GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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}
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@@ -31,16 +29,18 @@ namespace StgSharp.Graphics
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public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
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where T : struct, IConvertible
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{
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Console.WriteLine("Setting ebo data.");
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GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
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}
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protected sealed override void Dispose(bool disposing)
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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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GL.DeleteBuffers(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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}
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}
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}
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@@ -5,7 +5,6 @@ using System.Text;
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namespace StgSharp.Graphics
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{
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public unsafe class VertexArray : BufferObjectBase
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{
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internal VertexArray(int n, IglFunc gl)
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@@ -15,7 +14,7 @@ namespace StgSharp.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public sealed override void Bind(int index)
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public override sealed void Bind(int index)
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{
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GL.BindVertexArray(_bufferHandle[index]);
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}
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@@ -23,7 +22,7 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindNull()
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{
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GL.BindVertexArray(glHandle.Alloc(0));
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GL.BindVertexArray(glHandle.Zero);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -35,12 +34,13 @@ namespace StgSharp.Graphics
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stride, pointer);
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}
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protected sealed override void Dispose(bool disposing)
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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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GL.DeleteVertexArrays(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Net.Security;
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@@ -9,7 +10,6 @@ using System.Text;
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namespace StgSharp.Graphics
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{
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public unsafe class VertexBuffer : BufferObjectBase
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{
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internal VertexBuffer(int n, IglFunc glFunc)
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@@ -18,7 +18,7 @@ namespace StgSharp.Graphics
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_bufferHandle = GL.GenBuffers(n);
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}
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public sealed override void Bind(int index)
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public override sealed void Bind(int index)
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{
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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}
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@@ -32,9 +32,9 @@ namespace StgSharp.Graphics
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/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
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public void SetValue<T>(int index, T bufferData, BufferUsage usage) where T : IMat
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{
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Console.WriteLine("Setting vbo data.");
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GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
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}
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/// <summary>
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@@ -51,7 +51,7 @@ namespace StgSharp.Graphics
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}
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/// <summary>
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///
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///
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Unbind()
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@@ -65,13 +65,13 @@ namespace StgSharp.Graphics
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GL = gl;
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}
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protected sealed override void Dispose(bool disposing)
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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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GL.DeleteBuffers(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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}
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}
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}
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@@ -9,8 +9,35 @@ using System.Security.AccessControl;
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using System.Text;
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using System.Threading.Tasks;
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namespace System
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namespace StgSharp.Graphics
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{
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//TODO 发现一个大问题,paramQueue大多数时候取出的是数组,不是数组句柄,也就是说其内存将被长期固定且不能回收,这是内存泄漏
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public unsafe class glArrayHandle
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{
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internal readonly Array copy;
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internal GCHandle handle;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public IntPtr AddressOfArray()
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{
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return handle.AddrOfPinnedObject();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static glArrayHandle Alloc<T>(T[] array) where T : struct
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{
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Array copy = new T[array.Length];
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array.CopyTo(copy, 0);
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return new glArrayHandle(copy);
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}
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internal glArrayHandle(Array array)
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{
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copy = array;
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handle = GCHandle.Alloc(array, GCHandleType.Pinned);
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}
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}
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/// <summary>
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/// A handle to an OpenGL object,
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/// must be indexed from a <see cref="glHandleSet"/>.
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@@ -9,7 +9,5 @@ namespace StgSharp.Graphics
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{
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public unsafe partial class Form
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{
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}
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}
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}
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@@ -54,13 +54,13 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.AttachShader(glHandle program, glHandle shader)
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{
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api->glAttachShader(*program.valuePtr, *shader.valuePtr);
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api->glAttachShader(*program.valuePtr, shader.DirectValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.BindBuffer(BufferType bufferType, glHandle handle)
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{
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api->glBindBuffer((uint)bufferType, *handle.valuePtr);
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api->glBindBuffer((uint)bufferType, handle.DirectValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -93,57 +93,39 @@ namespace StgSharp.Graphics
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while (api->glGetError() != 0) { }
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}
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glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCodeArray)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream)
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{
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int l = shaderCodeArray.Length;
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if (l == 0)
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byte[] stream = Encoding.UTF8.GetBytes(codeStream);
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fixed (byte* streamPtr = stream)
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{
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throw new ArgumentException("At least one pice of code is required.");
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api->glShaderSource(shaderHandle.DirectValue, 1, &streamPtr, (void*)0);
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}
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glHandleSet handleSet = new glHandleSet(l);
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for (int i = 0; i < l; i++)
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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glHandleSet IglFunc.CreateShaderSet(int count, ShaderType type)
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{
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glHandleSet ret = new glHandleSet(count);
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uint t = (uint)type;
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for (int i = 0; i < count; i++)
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{
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uint shaderID;
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byte[] data = Encoding.UTF8.GetBytes(shaderCodeArray[i] + '\0');
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fixed (byte* codePtr = data)
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uint id = api->glCreateShader(t);
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if (id == 0)
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{
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shaderID = InternalIO.InternalLoadShaderCode(api, codePtr, (int)shaderType);
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uint error = api->glGetError();
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InternalIO.InternalWriteLog($"Failed in creating shader: {error}", LogType.Error);
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throw new Exception();
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}
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if (shaderID == 0) //compile error handler
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{
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IntPtr logPtr = InternalIO.InternalReadSSCLog();
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string log;
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try
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{
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byte[] logByte = new byte[512];
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Marshal.Copy(logPtr, logByte, 0, 512);
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log = Encoding.UTF8.GetString(logByte);
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log = log.Replace("\0", "");
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bool isUseful = false;
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foreach (char item in log)
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{
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if (!char.IsControl(item))
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{
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isUseful = true; break;
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}
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}
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if (!isUseful)
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{
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throw new Exception();
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}
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}
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catch (Exception)
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{
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log = "Failed to compile shader.\n" +
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"Failed to get GLSL compiler log";
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}
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InternalIO.InternalWriteLog(log, LogType.Error);
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}
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handleSet.SetValue(i, shaderID);
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ret.SetValue(i, id);
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}
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return handleSet;
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return ret;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.CompileShader(glHandle shaderhandle)
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{
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api->glCompileShader(shaderhandle.DirectValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -301,7 +283,7 @@ namespace StgSharp.Graphics
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api->glBufferData(
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(uint)bufferType,
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(IntPtr)size,
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&bufferData,
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(IntPtr)(&bufferData),
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(uint)usage);
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}
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@@ -317,7 +299,7 @@ namespace StgSharp.Graphics
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api->glBufferData(
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(uint)bufferType,
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(IntPtr)size,
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bufferPtr,
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(IntPtr)bufferPtr,
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(uint)usage);
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}
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@@ -18,11 +18,11 @@ namespace StgSharp.Graphics
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private FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
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private FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
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unsafe GLcontext* IglFunc.Context => throw signal;
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private GLonTimeout()
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{ }
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unsafe GLcontext* IglFunc.Context => throw signal;
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void IglFunc.ActiveTexture(uint type) => throw signal;
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void IglFunc.AfterAlign(Form form, Action action) => throw signal;
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@@ -43,12 +43,17 @@ namespace StgSharp.Graphics
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void IglFunc.ClearGraphicError() => throw signal;
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glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCode) => throw signal;
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public void CompileShader(glHandle shaderhandle)
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{
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throw signal;
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}
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glHandle IglFunc.CreateProgram() => throw signal;
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glHandleSet IglFunc.CreateProgram(int count) => throw signal;
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glHandleSet IglFunc.CreateShaderSet(int count, StgSharp.Graphics.ShaderType type) => throw signal;
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IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal;
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glHandle IglFunc.CreatGraphicProgram() => throw signal;
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@@ -71,6 +76,11 @@ namespace StgSharp.Graphics
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bool IglFunc.GetWindowShouldClose(Form form) => throw signal;
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void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream)
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{
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throw signal;
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}
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void IglFunc.MakeContexCurrent(Form form) => throw signal;
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void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) => throw signal;
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@@ -93,6 +103,11 @@ namespace StgSharp.Graphics
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void IglFunc.SetVertexAttribute(uint index, int size, TypeCode t, bool normalized, uint stride, int pointer) => throw signal;
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void IglFunc.SwitchContext()
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{
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throw signal;
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}
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unsafe void IglFunc.TextureImage2d<T>(int target, int level, uint internalformat, uint width, uint height, uint format, uint type, glHandle pixels) => throw signal;
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void IglFunc.TextureParameter(int target, uint pname, int param) => throw signal;
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@@ -102,10 +117,5 @@ namespace StgSharp.Graphics
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void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal;
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internal static GLonTimeout Set() => singleInstance;
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void IglFunc.SwitchContext()
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{
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throw signal;
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}
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}
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}
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@@ -17,15 +17,13 @@ namespace StgSharp.Graphics
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{
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private static ConcurrentQueue<IntPtr> glActionQueue;
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private static GLparamQueue paramQueue;
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private FrameTimeoutException refreshSignal = new();
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private GLcontext* api;
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private FrameTimeoutException refreshSignal = new();
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private IntPtr SwapBufferPtr = (IntPtr)(delegate*<IntPtr, void>)&InternalIO.glfwSwapBuffers;
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GLcontext* IglFunc.Context
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internal void ShowDequeueStream()
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{
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get => api;
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paramQueue.ShowDequeueLog();
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}
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internal GLonUpdate(GLcontext* context)
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@@ -38,6 +36,11 @@ namespace StgSharp.Graphics
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api = context;
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}
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GLcontext* IglFunc.Context
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{
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get => api;
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}
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internal static GLparamQueue ParamQueue
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{
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get { return paramQueue; }
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@@ -84,8 +87,8 @@ namespace StgSharp.Graphics
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void IglFunc.BindBuffer(BufferType bufferType, glHandle handle)
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{
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M128 m = default;
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m.UInt32[0] = (uint)bufferType;
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m.UInt64[1] = (ulong)handle.Handle;
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m.Write<uint>(0, (uint)bufferType);
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m.Write<ulong>(1, (ulong)handle.valuePtr);
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paramQueue.Enqueue(m);
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glActionQueue.Enqueue(BindBufferPtr);
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}
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@@ -94,8 +97,8 @@ namespace StgSharp.Graphics
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void IglFunc.BindTexture(uint type, glHandle texture)
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{
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M128 m = default;
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m.UInt64[1] = (ulong)texture.valuePtr;
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m.UInt32[0] = (uint)type;
|
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m.Write<uint>(0, (uint)type);
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m.Write<ulong>(1, (ulong)texture.valuePtr);
|
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paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(BindTexturePtr);
|
||||
}
|
||||
@@ -110,6 +113,7 @@ namespace StgSharp.Graphics
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
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void IglFunc.Clear(MaskBufferBit mask)
|
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{
|
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paramQueue.Enqueue((int)mask);
|
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glActionQueue.Enqueue(ClearPtr);
|
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}
|
||||
|
||||
@@ -126,22 +130,10 @@ namespace StgSharp.Graphics
|
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glActionQueue.Enqueue(ClearGraphicErrorPtr);
|
||||
}
|
||||
|
||||
glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCode)
|
||||
unsafe void IglFunc.CompileShader(glHandle shaderhandle)
|
||||
{
|
||||
int l = shaderCode.Length;
|
||||
if (l == 0)
|
||||
{
|
||||
throw new ArgumentException("Should input at least one piece of shader code");
|
||||
}
|
||||
glHandleSet shaderHandle = new glHandleSet(shaderCode.Length);
|
||||
paramQueue.Enqueue((int)shaderType, l);
|
||||
for (int i = 0; i < l; i++)
|
||||
{
|
||||
GCHandle codePtr = GCHandle.Alloc(Encoding.UTF8.GetBytes(shaderCode[i] + '\0'), GCHandleType.Pinned);
|
||||
paramQueue.Enqueue((IntPtr)(shaderHandle.handle + i), codePtr.AddrOfPinnedObject());
|
||||
}
|
||||
paramQueue.Enqueue((IntPtr)shaderhandle.valuePtr);
|
||||
glActionQueue.Enqueue(CompileShaderPtr);
|
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return shaderHandle;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -153,18 +145,31 @@ namespace StgSharp.Graphics
|
||||
return h;
|
||||
}
|
||||
|
||||
//TODO
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
glHandleSet IglFunc.CreateProgram(int count)
|
||||
{
|
||||
M128 m = default;
|
||||
glHandleSet h = new glHandleSet(count);
|
||||
m.UInt64[0] = (ulong)h.handle;
|
||||
m.Int32[2] = count;
|
||||
m.Write<ulong>(0, (ulong)h.handle);
|
||||
m.Write<int>(2, count);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(CreateProgramSetPtr);
|
||||
return h;
|
||||
}
|
||||
|
||||
glHandleSet IglFunc.CreateShaderSet(int count, ShaderType type)
|
||||
{
|
||||
glHandleSet ret = new glHandleSet(count);
|
||||
M128 m = new M128();
|
||||
m.Write<int>(0, count);
|
||||
m.Write<uint>(1, (uint)type);
|
||||
m.Write<ulong>(1, (ulong)ret.handle);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(CreateShaderPtr);
|
||||
return ret;
|
||||
}
|
||||
|
||||
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
|
||||
{
|
||||
byte[] tittleBytes = Encoding.UTF8.GetBytes(tittle);
|
||||
@@ -203,8 +208,8 @@ namespace StgSharp.Graphics
|
||||
unsafe void IglFunc.DeleteBuffer(glHandle handle)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt64[0] = (ulong)handle.Handle;
|
||||
m.UInt32[2] = 1;
|
||||
m.Write<ulong>(0, (ulong)handle.valuePtr);
|
||||
m.Write(2, 1);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(DeleBufferPtr);
|
||||
}
|
||||
@@ -212,16 +217,16 @@ namespace StgSharp.Graphics
|
||||
unsafe void IglFunc.DeleteBuffers(glHandleSet handle)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt32[2] = (uint)handle.length;
|
||||
m.UInt64[0] = (ulong)handle.handle;
|
||||
m.Write<uint>(2, (uint)handle.length);
|
||||
m.Write<ulong>(0, (ulong)handle.handle);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(DeleBufferPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.DeleteVertexArrays(glHandleSet arrays)
|
||||
{
|
||||
M128 m = default; m.UInt64[1] = (ulong)arrays.handle;
|
||||
m.Int32[0] = arrays.length;
|
||||
M128 m = default; m.Write<ulong>(1, (ulong)arrays.handle);
|
||||
m.Write<int>(0, arrays.length);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(DeleteVertexArrayPtr);
|
||||
}
|
||||
@@ -258,7 +263,7 @@ namespace StgSharp.Graphics
|
||||
unsafe glHandleSet IglFunc.GenBuffers(int count)
|
||||
{
|
||||
glHandleSet h = new glHandleSet(count);
|
||||
M128 m = default; m.UInt32[2] = (uint)count; m.UInt64[0] = (ulong)h.handle;
|
||||
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(GenBufferPtr);
|
||||
return h;
|
||||
@@ -267,7 +272,7 @@ namespace StgSharp.Graphics
|
||||
unsafe glHandleSet IglFunc.GenTextures(int count)
|
||||
{
|
||||
glHandleSet h = new glHandleSet(count);
|
||||
M128 m = default; m.UInt32[2] = (uint)count; m.UInt64[0] = (ulong)h.handle;
|
||||
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(GenTexturesPtr);
|
||||
return h;
|
||||
@@ -276,7 +281,7 @@ namespace StgSharp.Graphics
|
||||
unsafe glHandleSet IglFunc.GenVertexArrays(int count)
|
||||
{
|
||||
glHandleSet h = new glHandleSet(count);
|
||||
M128 m = default; m.UInt32[2] = (uint)count; m.UInt64[0] = (ulong)h.handle;
|
||||
M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(GenTexturesPtr);
|
||||
return h;
|
||||
@@ -286,9 +291,9 @@ namespace StgSharp.Graphics
|
||||
unsafe glSHandle IglFunc.GetUniformLocation(glHandle program, string ptr)
|
||||
{
|
||||
glSHandle h = glSHandle.Alloc(0);
|
||||
M128 m;
|
||||
m.UInt64[0] = (ulong)program.Handle;
|
||||
m.UInt64[1] = (ulong)GCHandle.Alloc(Encoding.UTF8.GetBytes(ptr)).AddrOfPinnedObject();
|
||||
M128 m = default;
|
||||
m.Write<ulong>(0, (ulong)program.Handle);
|
||||
m.Write<ulong>(1, (ulong)GCHandle.Alloc(Encoding.UTF8.GetBytes(ptr)).AddrOfPinnedObject());
|
||||
paramQueue.Enqueue(m);
|
||||
paramQueue.Enqueue((IntPtr)h.valuePtr);
|
||||
glActionQueue.Enqueue(GetUniformLocationPtr);
|
||||
@@ -310,6 +315,12 @@ namespace StgSharp.Graphics
|
||||
InternalIO.glfwSwapBuffers(form.windowID);
|
||||
}
|
||||
|
||||
void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream)
|
||||
{
|
||||
paramQueue.Enqueue(shaderHandle);
|
||||
paramQueue.Enqueue(codeStream);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
void IglFunc.MakeContexCurrent(Form form)
|
||||
{
|
||||
@@ -330,7 +341,8 @@ namespace StgSharp.Graphics
|
||||
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
|
||||
{
|
||||
paramQueue.Enqueue((uint)bufferType, (uint)usage);
|
||||
paramQueue.Enqueue((IntPtr)(Marshal.SizeOf<T>() * bufferArray.Length), GCHandle.Alloc(bufferArray).AddrOfPinnedObject());
|
||||
paramQueue.Enqueue((IntPtr)(Marshal.SizeOf<T>() * bufferArray.Length));
|
||||
paramQueue.Enqueue<T>(bufferArray);
|
||||
glActionQueue.Enqueue(BufferDataPtr);
|
||||
}
|
||||
|
||||
@@ -359,9 +371,9 @@ namespace StgSharp.Graphics
|
||||
void IglFunc.TextureParameter(int target, uint pname, int param)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Int32[0] = target;
|
||||
m.UInt32[2] = pname;
|
||||
m.Int32[3] = param;
|
||||
m.Write<int>(0, target);
|
||||
m.Write<uint>(2, pname);
|
||||
m.Write<int>(3, param);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(TextureParameterPtr);
|
||||
}
|
||||
@@ -382,11 +394,11 @@ namespace StgSharp.Graphics
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
internal void frameworkHandleEnqueue(IntPtr methodHandle, params M128[] param)
|
||||
{
|
||||
glActionQueue.Enqueue(methodHandle);
|
||||
foreach (M128 item in param)
|
||||
{
|
||||
paramQueue.Enqueue(item);
|
||||
}
|
||||
glActionQueue.Enqueue(methodHandle);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18,16 +18,17 @@ namespace StgSharp.Graphics
|
||||
private IntPtr ActiveTexturePtr = (IntPtr)(delegate*<void>)&InternalActiveTexture;
|
||||
private IntPtr AttachShaderPtr = (IntPtr)(delegate*<void>)&InternalAttachShader;
|
||||
private IntPtr BindBufferPtr = (IntPtr)(delegate*<void>)&InternalBindBuffer;
|
||||
private IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
|
||||
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
|
||||
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
|
||||
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<void>)&InternalDeleteBuffer;
|
||||
private IntPtr BindTexturePtr = (IntPtr)(delegate*<void>)&InternalBindTexture;
|
||||
private IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalBindVertexArray;
|
||||
private IntPtr BufferDataPtr = (IntPtr)(delegate*<void>)&InternalSetBufferData;
|
||||
private IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
|
||||
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
|
||||
private IntPtr ClearPtr = (IntPtr)(delegate*<void>)&InternalClear;
|
||||
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
|
||||
private IntPtr CreateProgramPtr = (IntPtr)(delegate*<void>)&InternalCreateProgram;
|
||||
private IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<void>)&InternalCreateProgramSet;
|
||||
private IntPtr CreateShaderPtr = (IntPtr)(delegate*<void>)&InternalCreateShader;
|
||||
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<void>)&InternalDeleteBuffer;
|
||||
private IntPtr DeleteVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalDeleteVertexArrays;
|
||||
private IntPtr DrawElementsPtr = (IntPtr)(delegate*<void>)&InternalDrawElements;
|
||||
private IntPtr GenBufferPtr = (IntPtr)(delegate*<void>)&InternalGenBuffers;
|
||||
@@ -35,6 +36,7 @@ namespace StgSharp.Graphics
|
||||
private IntPtr GenVertexArraysPtr = (IntPtr)(delegate*<void>)&InternalGenVertexArrays;
|
||||
private IntPtr GetUniformLocationPtr = (IntPtr)(delegate*<void>)&InternalGetUniformLocation;
|
||||
private IntPtr SetVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalSetVertexAttribute;
|
||||
private IntPtr ShaderSourcePtr = (IntPtr)(delegate*<void>)&InternalShaderSource;
|
||||
private IntPtr textureImage2dPtr = (IntPtr)(delegate*<void>)&InternalTextureImage2d;
|
||||
private IntPtr TextureParameterPtr = (IntPtr)(delegate*<void>)&InternalTextureParameter;
|
||||
private IntPtr UseProgramPtr = (IntPtr)(delegate*<void>)&InternalUseProgram;
|
||||
@@ -56,16 +58,21 @@ namespace StgSharp.Graphics
|
||||
|
||||
private static void InternalBindBuffer()
|
||||
{
|
||||
M128 m = default;
|
||||
M128 m = new M128();
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glBindBuffer(m.UInt32[0], *(uint*)m.UInt64[1]);
|
||||
uint usage = m.Read<uint>(0);
|
||||
uint handle = *(uint*)m.Read<ulong>(1);
|
||||
paramQueue.context->glBindBuffer(usage, handle);
|
||||
}
|
||||
|
||||
private static void InternalBindTexture()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glBindTexture(m.UInt32[0], *(uint*)m.UInt64[1]);
|
||||
paramQueue.context->glBindTexture(
|
||||
m.Read<uint>(0),
|
||||
*(uint*)m.Read<ulong>(1)
|
||||
);
|
||||
}
|
||||
|
||||
private static void InternalBindVertexArray()
|
||||
@@ -94,53 +101,14 @@ namespace StgSharp.Graphics
|
||||
while (paramQueue.context->glGetError() != 0) { }
|
||||
}
|
||||
|
||||
private static void InternalCompileShader()
|
||||
private static unsafe void InternalCompileShader()
|
||||
{
|
||||
IntPtr shaderHandle, codeHandle;
|
||||
int count, type;
|
||||
paramQueue.TryDequeue(out type, out count);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
paramQueue.TryDequeue(out shaderHandle, out codeHandle);
|
||||
GCHandle code = GCHandle.FromIntPtr(codeHandle);
|
||||
byte[] c = (byte[])code.Target;
|
||||
Console.WriteLine(Encoding.UTF8.GetString(c));
|
||||
*(uint*)shaderHandle = InternalIO.InternalLoadShaderCode(paramQueue.context, (byte*)codeHandle, type);
|
||||
if (*(uint*)shaderHandle == 0)
|
||||
{
|
||||
IntPtr logPtr = InternalIO.InternalReadSSCLog();
|
||||
string log;
|
||||
try
|
||||
{
|
||||
byte[] logByte = new byte[512];
|
||||
Marshal.Copy(logPtr, logByte, 0, 512);
|
||||
log = Encoding.UTF8.GetString(logByte);
|
||||
log = log.Replace("\0", "");
|
||||
|
||||
bool isUseful = false;
|
||||
foreach (char item in log)
|
||||
{
|
||||
if (!char.IsControl(item))
|
||||
{
|
||||
isUseful = true; break;
|
||||
}
|
||||
}
|
||||
if (!isUseful)
|
||||
{
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
|
||||
}
|
||||
|
||||
InternalIO.InternalWriteLog(log, LogType.Error);
|
||||
}
|
||||
GCHandle.FromIntPtr(codeHandle).Free();
|
||||
}
|
||||
IntPtr handle = default;
|
||||
paramQueue.TryDequeue(out handle);
|
||||
paramQueue.context->glCompileShader(*(uint*)handle);
|
||||
}
|
||||
|
||||
//TODO
|
||||
private static void InternalCreateProgram()
|
||||
{
|
||||
IntPtr programHandle = default;
|
||||
@@ -153,25 +121,36 @@ namespace StgSharp.Graphics
|
||||
uint* programHandle;
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
programHandle = (uint*)m.UInt64[0];
|
||||
for (int i = 0; i < m.Int32[2]; i++)
|
||||
programHandle = (uint*)m.Read<ulong>(0);
|
||||
for (int i = 0; i < m.Read<int>(2); i++)
|
||||
{
|
||||
*(programHandle + i) = paramQueue.context->glCreateProgram();
|
||||
}
|
||||
}
|
||||
|
||||
private static unsafe void InternalCreateShader()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
int count = m.Read<int>(0); uint type = m.Read<uint>(1); uint* handle = (uint*)m.Read<ulong>(1);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
*(handle + i) = paramQueue.context->glCreateShader(type);
|
||||
}
|
||||
}
|
||||
|
||||
private static void InternalDeleteBuffer()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glDeleteBuffers(m.UInt32[2], (uint*)m.UInt64[0]);
|
||||
paramQueue.context->glDeleteBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalDeleteVertexArrays()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glDeleteVertexArrays((uint)m.Int32[0], (uint*)m.UInt64[0]);
|
||||
paramQueue.context->glDeleteVertexArrays((uint)m.Read<int>(0), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalDrawElements()
|
||||
@@ -187,21 +166,21 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glGenBuffers(m.UInt32[2], (uint*)m.UInt64[0]);
|
||||
paramQueue.context->glGenBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalGenTextures()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glGenTextures(m.UInt32[2], (uint*)m.UInt64[0]);
|
||||
paramQueue.context->glGenTextures(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalGenVertexArrays()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glGenVertexArrays(m.UInt32[2], (uint*)m.UInt64[0]);
|
||||
paramQueue.context->glGenVertexArrays(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalGetUniformLocation()
|
||||
@@ -215,11 +194,12 @@ namespace StgSharp.Graphics
|
||||
private static void InternalSetBufferData()
|
||||
{
|
||||
uint type = 0, use = 0;
|
||||
IntPtr size = default, handle = default;
|
||||
IntPtr size = default;
|
||||
glArrayHandle array = default;
|
||||
paramQueue.TryDequeue(out type, out use);
|
||||
paramQueue.TryDequeue(out size, out handle);
|
||||
paramQueue.context->glBufferData(type, size, (void*)handle, use);
|
||||
GCHandle.FromIntPtr(handle).Free();
|
||||
paramQueue.TryDequeue(out size);
|
||||
paramQueue.TryDequeue(out array);
|
||||
paramQueue.context->glBufferData(type, size, array.AddressOfArray(), use);
|
||||
}
|
||||
|
||||
private static void InternalSetVertexAttribute()
|
||||
@@ -232,6 +212,18 @@ namespace StgSharp.Graphics
|
||||
paramQueue.context->glEnableVertexAttribArray(index);
|
||||
}
|
||||
|
||||
private static unsafe void InternalShaderSource()
|
||||
{
|
||||
IntPtr handle = default;
|
||||
byte[] stream = Array.Empty<byte>();
|
||||
paramQueue.TryDequeue(out handle);
|
||||
paramQueue.TryDequeue(out stream);
|
||||
fixed (byte* sPtr = stream)
|
||||
{
|
||||
paramQueue.context->glShaderSource(*(uint*)handle, 1, &sPtr, (void*)0);
|
||||
}
|
||||
}
|
||||
|
||||
private static void InternalTextureImage2d()
|
||||
{
|
||||
IntPtr pix = IntPtr.Zero;
|
||||
@@ -240,14 +232,13 @@ namespace StgSharp.Graphics
|
||||
paramQueue.TryDequeue(out level, out internalFormat, out width, out height);
|
||||
paramQueue.TryDequeue(out target, out format, out type);
|
||||
paramQueue.context->glTexImage2D(target, (int)level, internalFormat, width, height, 0, format, type, (void*)pix);
|
||||
GCHandle.FromIntPtr(pix).Free();
|
||||
}
|
||||
|
||||
private static void InternalTextureParameter()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glTextureParameteri(m.UInt32[0], m.UInt32[2], m.Int32[3]);
|
||||
paramQueue.context->glTextureParameteri(m.Read<uint>(0), m.Read<uint>(2), m.Read<int>(3));
|
||||
}
|
||||
|
||||
private static void InternalUseProgram()
|
||||
@@ -261,7 +252,7 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glViewport(m.Int32[0], m.Int32[1], m.UInt32[2], m.UInt32[3]);
|
||||
paramQueue.context->glViewport(m.Read<int>(0), m.Read<int>(1), m.Read<uint>(2), m.Read<uint>(3));
|
||||
}
|
||||
|
||||
private void InternalMakeContexCurrent(Form form)
|
||||
@@ -269,11 +260,6 @@ namespace StgSharp.Graphics
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
private void InternalSetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
private void InternalSwitchContext()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using StgSharp;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
@@ -19,9 +20,10 @@ namespace StgSharp.Graphics
|
||||
return new ShaderProgram(GL);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected Shader CreateShader(ShaderType type, int count)
|
||||
{
|
||||
return new Shader(this.gl, new glHandleSet(count), type);
|
||||
return new Shader(this.gl, gl.CreateShaderSet(count, type), type);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,18 +40,20 @@ namespace StgSharp.Graphics
|
||||
type = usage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compile the vertex shader to be attached to this shader.
|
||||
/// </summary>
|
||||
/// <param name="code">GLSL code of vertex shader.</param>
|
||||
public unsafe void Compile(params string[] code)
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void Compile(int index, string code)
|
||||
{
|
||||
glHandleSet.Copy(GL.CompileShader(type, code), handle);
|
||||
if (code == null)
|
||||
{
|
||||
throw new ArgumentNullException("Must provide enough code");
|
||||
}
|
||||
GL.LoadShaderSource(handle[index], code + '\0');
|
||||
GL.CompileShader(handle[index]);
|
||||
}
|
||||
|
||||
//TODO:写链接着色器的文档注释
|
||||
/// <summary>
|
||||
///
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="target"></param>
|
||||
/// <param name="index"></param>
|
||||
@@ -103,8 +107,8 @@ namespace StgSharp.Graphics
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the Uniform in shader code</param>
|
||||
/// <returns></returns>
|
||||
@@ -113,9 +117,10 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
return new Uniform<T>(this, name, GL);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the Uniform in shader code</param>
|
||||
/// <returns></returns>
|
||||
@@ -125,9 +130,10 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
return new Uniform<T, U>(this, name, GL);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// Get a uniform form current shader,
|
||||
/// the value type of the uniform should be provided.
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the Uniform in shader code</param>
|
||||
/// <returns></returns>
|
||||
@@ -148,4 +154,4 @@ namespace StgSharp.Graphics
|
||||
GL.UseProgram(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,108 @@
|
||||
using StgSharp.Graphics;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.Serialization;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharpDebug.Graphics.GL.ShaderEdit
|
||||
{
|
||||
public class ShaderGenerator
|
||||
{
|
||||
private List<string> codeList;
|
||||
private List<ShaderFunction> usedShaderFunctions;
|
||||
|
||||
public Uniform<T> DefineUniform<T>() where T : struct
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
public class ShaderFunction
|
||||
{
|
||||
private string name;
|
||||
private List<string> codeList;
|
||||
private List<ShaderParameter> inputList;
|
||||
private ShaderParameter outPut;
|
||||
|
||||
public int ParameterCount
|
||||
{
|
||||
get { return inputList.Count; }
|
||||
}
|
||||
|
||||
public void EmitCall(ShaderFunction function, ShaderParameter outPut, params ShaderParameter[] inputParams)
|
||||
{
|
||||
if (inputParams.Length != function.ParameterCount)
|
||||
{
|
||||
throw new ArgumentException("Provided parameters does not match function's parameter list.");
|
||||
}
|
||||
if (!ShaderParameter.IsSameType(outPut, function.outPut))
|
||||
{
|
||||
throw new Exception("Provided parameters does not match function's parameter list.");
|
||||
}
|
||||
for (int i = 0; i < inputParams.Length; i++)
|
||||
{
|
||||
if (!ShaderParameter.IsSameType(function.inputList[i], inputParams[i]))
|
||||
{
|
||||
throw new Exception("Provided parameters does not match function's parameter list.");
|
||||
}
|
||||
}
|
||||
string codeLine = "";
|
||||
if (outPut != ShaderParameter.Void)
|
||||
{
|
||||
codeLine += $"{outPut.name} = ";
|
||||
}
|
||||
codeLine += $"{function.name}(";
|
||||
foreach (ShaderParameter inputParam in inputParams)
|
||||
{
|
||||
codeLine += inputParam.name;
|
||||
}
|
||||
codeLine += ");\n";
|
||||
codeList.Add(codeLine);
|
||||
}
|
||||
}
|
||||
|
||||
public class ShaderParameter
|
||||
{
|
||||
internal readonly InternalShaderType type;
|
||||
internal readonly string name;
|
||||
internal readonly bool isReadOnly;
|
||||
|
||||
public ShaderParameter(string name, InternalShaderType type)
|
||||
{
|
||||
this.name = name;
|
||||
this.type = type;
|
||||
isReadOnly = false;
|
||||
}
|
||||
|
||||
public static readonly ShaderParameter Void = new ShaderParameter("", InternalShaderType.Void);
|
||||
|
||||
public static bool IsSameType(ShaderParameter param1, ShaderParameter param2)
|
||||
{
|
||||
if (param1.type != InternalShaderType.Struct)
|
||||
{
|
||||
return param1.type == param2.type;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception("Struct is currently not supported.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum InternalShaderType
|
||||
{
|
||||
#pragma warning disable CS1591
|
||||
Struct, Void,
|
||||
Int, UInt,
|
||||
Float, Double,
|
||||
Vector2, Vector3, Vector4,
|
||||
VectorD2, VectorD3, VectorD4,
|
||||
Matrix2x2, Matrix2x3, Matrix2x4,
|
||||
Matrix3x2, Matrix3x3, Matrix3x4,
|
||||
Matrix4x2, Matrix4x3, Matrix4x4,
|
||||
#pragma warning restore CS1591
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using StgSharp.Math;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -8,7 +9,6 @@ using System.Text;
|
||||
|
||||
namespace StgSharp.Graphics
|
||||
{
|
||||
|
||||
public class Uniform<T> where T : struct
|
||||
{
|
||||
internal glSHandle id;
|
||||
@@ -25,10 +25,8 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public class Uniform<T, U>
|
||||
where T : struct
|
||||
where U : struct
|
||||
@@ -88,12 +86,10 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
internal partial class GLonRender : IglFunc
|
||||
{
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
|
||||
{
|
||||
@@ -156,8 +152,9 @@ namespace StgSharp.Graphics
|
||||
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt64[0] = (ulong)uniform.id.valuePtr;
|
||||
m.Single[2] = f0; m.Single[3] = f1;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<float>(2, f0);
|
||||
m.Write<float>(3, f1);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(UniformVal2fPtr);
|
||||
}
|
||||
@@ -179,8 +176,8 @@ namespace StgSharp.Graphics
|
||||
unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt64[0] = (ulong)uniform.id.valuePtr;
|
||||
m.Single[2] = f0;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<float>(2, f0);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(UniformVal1fPtr);
|
||||
}
|
||||
@@ -188,8 +185,8 @@ namespace StgSharp.Graphics
|
||||
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt64[0] = (ulong)uniform.id.valuePtr;
|
||||
m.Int32[2] = i0;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<int>(2, i0);
|
||||
paramQueue.Enqueue(m);
|
||||
glActionQueue.Enqueue(UniformVal1fPtr);
|
||||
}
|
||||
@@ -205,28 +202,28 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform1f(*(int*)m.UInt64[0], m.Single[2]);
|
||||
paramQueue.context->glUniform1f(*(int*)m.Read<uint>(0), m.Read<uint>(2));
|
||||
}
|
||||
|
||||
private static unsafe void UniformVal1fv()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform1fv(*(int*)m.UInt64[0], 4, (Vec4d*)m.UInt64[0]);
|
||||
paramQueue.context->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&m.vec);
|
||||
}
|
||||
|
||||
private static void UniformVal1i()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform1i(*(int*)m.UInt64[0], m.Int32[2]);
|
||||
paramQueue.context->glUniform1i(*(int*)m.Read<uint>(0), m.Read<int>(2));
|
||||
}
|
||||
|
||||
private static void UniformVal2f()
|
||||
{
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform2f(*(int*)m.UInt64[0], m.Single[2], m.Single[3]);
|
||||
paramQueue.context->glUniform2f(*(int*)m.Read<uint>(0), m.Read<float>(2), m.Read<float>(3));
|
||||
}
|
||||
|
||||
private static void UniformVal3f()
|
||||
@@ -235,16 +232,16 @@ namespace StgSharp.Graphics
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out handle);
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform3f(*(int*)handle, m.Single[0], m.Single[1], m.Single[2]);
|
||||
paramQueue.context->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
|
||||
}
|
||||
|
||||
private static void UniformVal4f()
|
||||
{
|
||||
IntPtr handle = IntPtr.Zero;
|
||||
M128 m = default;
|
||||
paramQueue.TryDequeue(out handle);
|
||||
paramQueue.TryDequeue(out m);
|
||||
paramQueue.context->glUniform4f(*(int*)handle, m.Single[0], m.Single[1], m.Single[2], m.Single[2]);
|
||||
paramQueue.context->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
using StgSharp.Math;
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
@@ -746,7 +747,6 @@ namespace StgSharp.Graphics
|
||||
{
|
||||
if (!form.IsSingleThread)
|
||||
{
|
||||
Console.WriteLine("This context runs on two threads");
|
||||
form.RenderThread.Start();
|
||||
}
|
||||
}
|
||||
@@ -1001,7 +1001,7 @@ namespace StgSharp.Graphics
|
||||
|
||||
contextPtr->glBeginQuery = (delegate*<uint, uint, void>)load("glBeginQuery");
|
||||
contextPtr->glBindBuffer = (delegate*<uint, uint, void>)load("glBindBuffer");
|
||||
contextPtr->glBufferData = (delegate*<uint, IntPtr, void*, uint, void>)load("glBufferData");
|
||||
contextPtr->glBufferData = (delegate*<uint, IntPtr, IntPtr, uint, void>)load("glBufferData");
|
||||
contextPtr->glBufferSubData = (delegate*<uint, IntPtr, UIntPtr, void*, void>)load("glBufferSubData");
|
||||
contextPtr->glDeleteBuffers = (delegate*<uint, uint*, void>)load("glDeleteBuffers");
|
||||
contextPtr->glDeleteQueries = (delegate*<uint, uint*, void>)load("glDeleteQueries");
|
||||
@@ -1065,7 +1065,7 @@ namespace StgSharp.Graphics
|
||||
contextPtr->glIsProgram = (delegate*<uint, bool>)load("glIsProgram");
|
||||
contextPtr->glIsShader = (delegate*<uint, bool>)load("glIsShader");
|
||||
contextPtr->glLinkProgram = (delegate*<uint, void>)load("glLinkProgram");
|
||||
contextPtr->glShaderSource = (delegate*<uint, uint, byte*, string, byte*, void>)load("glShaderSource");
|
||||
contextPtr->glShaderSource = (delegate* unmanaged[Stdcall]<uint, uint, byte**, void*, void>)load("glShaderSource");
|
||||
contextPtr->glStencilFuncSeparate = (delegate*<uint, uint, int, uint, void>)load("glStencilFuncSeparate");
|
||||
contextPtr->glStencilMaskSeparate = (delegate*<uint, uint, void>)load("glStencilMaskSeparate");
|
||||
contextPtr->glStencilOpSeparate = (delegate*<uint, uint, uint, uint, void>)load("glStencilOpSeparate");
|
||||
|
||||
Reference in New Issue
Block a user