daily update on 20241002 by nitload youmu, intrinsic function rebuild, syntax style arrange
This commit is contained in:
@@ -42,22 +42,25 @@ namespace StgSharp.Graphics.ShaderEdit
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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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public void DisplayGLtypeDefinition();
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/// <summary>
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///
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///
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/// </summary>
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public void GainAllUniforms(ShaderProgram source, params string[] uniformName);
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public void GainAllUniforms(
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ShaderProgram source,
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params string[] uniformName );
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/// <summary>
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///
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///
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/// </summary>
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/// <returns></returns>
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public ShaderStruct GetConvertedGLtype();
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/// <summary>
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///
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///
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/// </summary>
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public void SetAllUniforms();
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@@ -45,19 +45,21 @@ namespace StgSharp.Graphics.OpenGL
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{
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/// <summary>
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/// Create an instance of <see cref="Shader"/> program
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/// Create an instance of <see cref="Shader" /> program
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/// </summary>
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/// <returns>New instance of <see cref="Shader"/> instance. </returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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/// <returns> New instance of <see cref="Shader" /> instance. </returns>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed ShaderProgram CreateShaderProgram()
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{
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return new ShaderProgram(this);
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return new ShaderProgram( this );
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected override sealed Shader CreateShaderSegment(ShaderType type, int count)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed Shader CreateShaderSegment(
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ShaderType type,
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int count )
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{
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return new Shader(GL.CreateShaderSet(count, type), type, this);
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return new Shader( GL.CreateShaderSet( count, type ), type, this );
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}
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}
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@@ -69,7 +71,10 @@ namespace StgSharp.Graphics.OpenGL
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internal readonly GlHandle[] handle;
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public readonly ShaderType type;
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internal unsafe Shader(GlHandle[] handle, ShaderType usage, glRender stream)
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internal unsafe Shader(
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GlHandle[] handle,
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ShaderType usage,
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glRender stream )
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{
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this.handle = handle;
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GL = stream.GL;
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@@ -81,60 +86,58 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Attach one shader code to a shader program.
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/// </summary>
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/// <param name="target">Shader program to attach</param>
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/// <param name="index">Index of shader code in current shader code set.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void AttachTo(int index, ShaderProgram target)
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/// <param name="target"> Shader program to attach </param>
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/// <param name="index"> Index of shader code in current shader code set. </param>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void AttachTo( int index, ShaderProgram target )
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{
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GL.AttachShader(target.handle, handle[index]);
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GL.AttachShader( target.handle, handle[ index ] );
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}
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public void CheckStatus(int index, ShaderStatus status)
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public void CheckStatus( int index, ShaderStatus status )
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{
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string log = GL.GetShaderStatus(this, index, (int)status);
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if (!string.IsNullOrEmpty(log))
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{
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throw new Exception($"{$"Shader Error \t{status}\n"}{log}");
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string log = GL.GetShaderStatus( this, index, ( int )status );
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if( !string.IsNullOrEmpty( log ) ) {
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throw new Exception( $"{$"Shader Error \t{status}\n"}{log}" );
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, byte[] codeStream)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Compile( int index, byte[] codeStream )
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{
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if (codeStream == null)
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{
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throw new ArgumentNullException(nameof(codeStream));
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if( codeStream == null ) {
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throw new ArgumentNullException( nameof( codeStream ) );
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}
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GL.LoadShaderSource(handle[index], codeStream);
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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GL.LoadShaderSource( handle[ index ], codeStream );
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GL.CompileShader( handle[ index ] );
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CheckStatus( index, ShaderStatus.CompileStatus );
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Compile(int index, string codeStream)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Compile( int index, string codeStream )
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{
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if (codeStream == null)
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{
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throw new ArgumentNullException(nameof(codeStream));
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if( codeStream == null ) {
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throw new ArgumentNullException( nameof( codeStream ) );
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}
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GL.LoadShaderSource(handle[index], Encoding.ASCII.GetBytes(codeStream));
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GL.CompileShader(handle[index]);
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CheckStatus(index, ShaderStatus.CompileStatus);
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GL.LoadShaderSource(
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handle[ index ], Encoding.ASCII.GetBytes( codeStream ) );
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GL.CompileShader( handle[ index ] );
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CheckStatus( index, ShaderStatus.CompileStatus );
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}
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public void FromBytes(byte[] stream)
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public void FromBytes( byte[] stream )
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{
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throw new NotImplementedException();
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}
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public static byte[] FromCodeFile(string fileRoute)
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public static byte[] FromCodeFile( string fileRoute )
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{
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string str = File.ReadAllText(fileRoute);
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if (string.IsNullOrEmpty(str))
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{
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throw new InvalidOperationException($"Cannot load and GLSL code from {fileRoute}");
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string str = File.ReadAllText( fileRoute );
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if( string.IsNullOrEmpty( str ) ) {
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throw new InvalidOperationException(
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$"Cannot load and GLSL code from {fileRoute}" );
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}
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return Encoding.UTF8.GetBytes(str);
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return Encoding.UTF8.GetBytes( str );
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}
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public byte[] GetBytes()
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@@ -142,7 +145,7 @@ namespace StgSharp.Graphics.OpenGL
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return Array.Empty<byte>();
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}
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public byte[] GetBytes(out int length)
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public byte[] GetBytes( out int length )
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{
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throw new NotImplementedException();
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}
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@@ -156,7 +159,9 @@ namespace StgSharp.Graphics.OpenGL
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public enum ShaderStatus : int
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{
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CompileStatus = GLconst.COMPILE_STATUS,
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}
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public class ShaderProgram
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@@ -168,64 +173,63 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// CustomizeInit a program with no shader attached.
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/// </summary>
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internal unsafe ShaderProgram(glRender binding)
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internal unsafe ShaderProgram( glRender binding )
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{
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GL = binding.GL;
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handle = GL.CreateProgram();
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}
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/// <summary>
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/// Get a uniform form current shader,
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/// the value type of the uniform should be provided.
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name">ContextName of the Uniform in shader code</param>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe Uniform<T> GetUniform<T>(string name) where T : struct
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
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{
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return new Uniform<T>(GL.GetUniformLocation(this.handle, name));
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return new Uniform<T>( GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader,
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/// the value type of the uniform should be provided.
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name">ContextName of the Uniform in shader code</param>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U> GetUniform<T, U>(string name)
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where T : struct
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where U : struct
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public unsafe Uniform<T, U> GetUniform<T, U>( string name )
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where T: struct
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where U: struct
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{
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return new Uniform<T, U>(GL.GetUniformLocation(this.handle, name));
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return new Uniform<T, U>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader,
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/// the value type of the uniform should be provided.
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name">ContextName of the Uniform in shader code</param>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name)
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where T : struct
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where U : struct
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where V : struct
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public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name )
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where T: struct
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where U: struct
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where V: struct
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{
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return new Uniform<T, U, V>(GL.GetUniformLocation(this.handle, name));
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return new Uniform<T, U, V>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader,
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/// the value type of the uniform should be provided.
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param name="name">ContextName of the Uniform in shader code</param>
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/// <param name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>(string name)
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where T : struct
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where U : struct
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where V : struct
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where W : struct
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public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name )
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where T: struct
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where U: struct
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where V: struct
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where W: struct
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{
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return new Uniform<T, U, V, W>(GL.GetUniformLocation(this.handle, name));
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return new Uniform<T, U, V, W>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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@@ -233,20 +237,18 @@ namespace StgSharp.Graphics.OpenGL
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/// </summary>
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public unsafe void Link()
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{
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if (InternalIO.InternalLinkShaderProgram((OpenglContext*)this.GL.ContextHandle, handle.Value) == 0)
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{
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if( InternalIO.InternalLinkShaderProgram(
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( OpenglContext* )this.GL.ContextHandle, handle.Value ) == 0 ) {
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IntPtr logPtr = InternalIO.InternalReadSSCLog();
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try
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{
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try {
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byte[] logByte = new byte[512];
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Marshal.Copy(logPtr, logByte, 0, 512);
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string log = Encoding.UTF8.GetString(logByte);
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log = log.Replace("\0", string.Empty);
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InternalIO.InternalWriteLog(log, LogType.Error);
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Marshal.Copy( logPtr, logByte, 0, 512 );
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string log = Encoding.UTF8.GetString( logByte );
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log = log.Replace( "\0", string.Empty );
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InternalIO.InternalWriteLog( log, LogType.Error );
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}
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catch (Exception ex)
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{
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InternalIO.InternalWriteLog(ex.Message, LogType.Error);
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catch( Exception ex ) {
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InternalIO.InternalWriteLog( ex.Message, LogType.Error );
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}
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}
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}
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@@ -254,10 +256,10 @@ namespace StgSharp.Graphics.OpenGL
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/// <summary>
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/// Let the current viewPortDisplay use this shader.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Use()
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{
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GL.UseProgram(handle);
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GL.UseProgram( handle );
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}
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~ShaderProgram()
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@@ -52,93 +52,73 @@ namespace StgSharp.Graphics.OpenGL
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}
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public sealed class Uniform<T> : Uniform
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where T : struct
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public sealed class Uniform<T> : Uniform where T: struct
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{
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internal Uniform()
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{
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internal Uniform() { }
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}
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T> FromHandle(GlHandle handle)
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internal static Uniform<T> FromHandle( GlHandle handle )
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{
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return new Uniform<T> { id = handle };
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}
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}
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public sealed class Uniform<T, U> : Uniform
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where T : struct
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where U : struct
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public sealed class Uniform<T, U> : Uniform where T: struct where U: struct
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{
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internal Uniform() { }
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internal Uniform()
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{
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}
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T, U> FromHandle(GlHandle handle)
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internal static Uniform<T, U> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U> { id = handle };
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}
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}
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public sealed class Uniform<T, U, V> : Uniform
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where T : struct
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where U : struct
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where V : struct
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public sealed class Uniform<T, U, V> : Uniform where T: struct
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where U: struct
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where V: struct
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{
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internal Uniform()
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{
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internal Uniform() { }
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}
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T, U, V> FromHandle(GlHandle handle)
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internal static Uniform<T, U, V> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U, V> { id = handle };
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}
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}
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public sealed class Uniform<T, U, V, W> : Uniform
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where T : struct
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where U : struct
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where V : struct
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where W : struct
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public sealed class Uniform<T, U, V, W> : Uniform where T: struct
|
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where U: struct
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where V: struct
|
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where W: struct
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{
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internal Uniform()
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{
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internal Uniform() { }
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}
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internal unsafe Uniform(GlHandle id)
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T, U, V, W> FromHandle(GlHandle handle)
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internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
|
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{
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return new Uniform<T, U, V, W> { id = handle };
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}
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@@ -148,59 +128,71 @@ namespace StgSharp.Graphics.OpenGL
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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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(Uniform<Matrix44> uniform, Matrix44 mat)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<Matrix44> uniform, Matrix44 mat )
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{
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Matrix44 temp = mat;
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Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, false, (float*)&temp);
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Context.glUniformMatrix4fv(
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uniform.id.SignedValue, 1, false, ( float* )&temp );
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float, float, float, float> uniform, vec4d vec)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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Uniform<float, float, float, float> uniform,
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Vec4 vec )
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
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Vec4 temp = vec;
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
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}
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<vec4d> uniform, vec4d vec)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
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public void SetUniformValue( Uniform<Vec4> uniform, Vec4 vec )
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
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Vec4 temp = vec;
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<float> uniform, float v0)
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue( Uniform<float> uniform, float v0 )
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||||
{
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Context.glUniform1f(uniform.id.SignedValue, v0);
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Context.glUniform1f( uniform.id.SignedValue, v0 );
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}
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||||
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetUniformValue(Uniform<int> uniform, int i0)
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( Uniform<int> uniform, int i0 )
|
||||
{
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||||
Context.glUniform1i(uniform.id.SignedValue, i0);
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||||
Context.glUniform1i( uniform.id.SignedValue, i0 );
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||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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||||
public void SetUniformValue(Uniform<float, float> uniform, float v0, float v1)
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
Uniform<float, float> uniform,
|
||||
float v0,
|
||||
float v1 )
|
||||
{
|
||||
Context.glUniform2f(uniform.id.SignedValue, v0, v1);
|
||||
Context.glUniform2f( uniform.id.SignedValue, v0, v1 );
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetUniformValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
Uniform<float, float, float> uniform,
|
||||
float v0,
|
||||
float v1,
|
||||
float v2 )
|
||||
{
|
||||
Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2);
|
||||
Context.glUniform3f( uniform.id.SignedValue, v0, v1, v2 );
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetUniformValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
||||
Uniform<float, float, float, float> uniform,
|
||||
float v0,
|
||||
float v1,
|
||||
float v2,
|
||||
float v3 )
|
||||
{
|
||||
Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3);
|
||||
Context.glUniform4f( uniform.id.SignedValue, v0, v1, v2, v3 );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user