daily update on 20240305 by nitload youmu

This commit is contained in:
YoumuLiu
2024-03-05 10:17:02 +08:00
parent 1f2fca4c8f
commit 6a0cccae79
156 changed files with 23040 additions and 1385 deletions
@@ -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();