daily update on 20240305 by nitload youmu
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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.Linq;
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@@ -746,7 +747,6 @@ namespace StgSharp.Graphics
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{
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if (!form.IsSingleThread)
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{
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Console.WriteLine("This context runs on two threads");
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form.RenderThread.Start();
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}
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}
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@@ -1001,7 +1001,7 @@ namespace StgSharp.Graphics
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contextPtr->glBeginQuery = (delegate*<uint, uint, void>)load("glBeginQuery");
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contextPtr->glBindBuffer = (delegate*<uint, uint, void>)load("glBindBuffer");
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contextPtr->glBufferData = (delegate*<uint, IntPtr, void*, uint, void>)load("glBufferData");
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contextPtr->glBufferData = (delegate*<uint, IntPtr, IntPtr, uint, void>)load("glBufferData");
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contextPtr->glBufferSubData = (delegate*<uint, IntPtr, UIntPtr, void*, void>)load("glBufferSubData");
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contextPtr->glDeleteBuffers = (delegate*<uint, uint*, void>)load("glDeleteBuffers");
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contextPtr->glDeleteQueries = (delegate*<uint, uint*, void>)load("glDeleteQueries");
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@@ -1065,7 +1065,7 @@ namespace StgSharp.Graphics
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contextPtr->glIsProgram = (delegate*<uint, bool>)load("glIsProgram");
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contextPtr->glIsShader = (delegate*<uint, bool>)load("glIsShader");
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contextPtr->glLinkProgram = (delegate*<uint, void>)load("glLinkProgram");
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contextPtr->glShaderSource = (delegate*<uint, uint, byte*, string, byte*, void>)load("glShaderSource");
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contextPtr->glShaderSource = (delegate* unmanaged[Stdcall]<uint, uint, byte**, void*, void>)load("glShaderSource");
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contextPtr->glStencilFuncSeparate = (delegate*<uint, uint, int, uint, void>)load("glStencilFuncSeparate");
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contextPtr->glStencilMaskSeparate = (delegate*<uint, uint, void>)load("glStencilMaskSeparate");
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contextPtr->glStencilOpSeparate = (delegate*<uint, uint, uint, uint, void>)load("glStencilOpSeparate");
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