daily update on 20241002 by nitload youmu, intrinsic function rebuild, syntax style arrange

This commit is contained in:
Nitload
2024-10-03 04:03:06 +08:00
parent 0979123ac0
commit 6e2f93b053
265 changed files with 26732 additions and 19058 deletions
@@ -52,93 +52,73 @@ namespace StgSharp.Graphics.OpenGL
}
public sealed class Uniform<T> : Uniform
where T : struct
public sealed class Uniform<T> : Uniform where T: struct
{
internal Uniform()
{
internal Uniform() { }
}
internal unsafe Uniform(GlHandle id)
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T> FromHandle(GlHandle handle)
internal static Uniform<T> FromHandle( GlHandle handle )
{
return new Uniform<T> { id = handle };
}
}
public sealed class Uniform<T, U> : Uniform
where T : struct
where U : struct
public sealed class Uniform<T, U> : Uniform where T: struct where U: struct
{
internal Uniform() { }
internal Uniform()
{
}
internal unsafe Uniform(GlHandle id)
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U> FromHandle(GlHandle handle)
internal static Uniform<T, U> FromHandle( GlHandle handle )
{
return new Uniform<T, U> { id = handle };
}
}
public sealed class Uniform<T, U, V> : Uniform
where T : struct
where U : struct
where V : struct
public sealed class Uniform<T, U, V> : Uniform where T: struct
where U: struct
where V: struct
{
internal Uniform()
{
internal Uniform() { }
}
internal unsafe Uniform(GlHandle id)
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U, V> FromHandle(GlHandle handle)
internal static Uniform<T, U, V> FromHandle( GlHandle handle )
{
return new Uniform<T, U, V> { id = handle };
}
}
public sealed class Uniform<T, U, V, W> : Uniform
where T : struct
where U : struct
where V : struct
where W : struct
public sealed class Uniform<T, U, V, W> : Uniform where T: struct
where U: struct
where V: struct
where W: struct
{
internal Uniform()
{
internal Uniform() { }
}
internal unsafe Uniform(GlHandle id)
internal unsafe Uniform( GlHandle id )
{
this.id = id;
}
internal static Uniform<T, U, V, W> FromHandle(GlHandle handle)
internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
{
return new Uniform<T, U, V, W> { id = handle };
}
@@ -148,59 +128,71 @@ namespace StgSharp.Graphics.OpenGL
public unsafe partial class OpenGLFunction
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue
(Uniform<Matrix44> uniform, Matrix44 mat)
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( Uniform<Matrix44> uniform, Matrix44 mat )
{
Matrix44 temp = mat;
Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, false, (float*)&temp);
Context.glUniformMatrix4fv(
uniform.id.SignedValue, 1, false, ( float* )&temp );
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float, float, float, float> uniform, vec4d vec)
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue(
Uniform<float, float, float, float> uniform,
Vec4 vec )
{
vec4d temp = vec;
Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
Vec4 temp = vec;
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<vec4d> uniform, vec4d vec)
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( Uniform<Vec4> uniform, Vec4 vec )
{
vec4d temp = vec;
Context.glUniform1fv(uniform.id.SignedValue, 4, &temp);
Vec4 temp = vec;
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp );
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<float> uniform, float v0)
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( Uniform<float> uniform, float v0 )
{
Context.glUniform1f(uniform.id.SignedValue, v0);
Context.glUniform1f( uniform.id.SignedValue, v0 );
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(Uniform<int> uniform, int i0)
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void SetUniformValue( Uniform<int> uniform, int i0 )
{
Context.glUniform1i(uniform.id.SignedValue, i0);
Context.glUniform1i( uniform.id.SignedValue, i0 );
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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 );
}
}
}