Daily update on 20250430-073804 by Nitload Youmu. Additional Message : full function of syntax analyze to STEP file

Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
This commit is contained in:
Nitload
2025-04-30 07:38:04 +08:00
parent a6411e2f25
commit 74c01effe4
52 changed files with 693 additions and 442 deletions
@@ -45,9 +45,11 @@ namespace StgSharp.Graphics.OpenGL
{
/// <summary>
/// Create an instance of <see cref="Shader" /> program
/// Create an instance of <see cref="Shader" /> program
/// </summary>
/// <returns> New instance of <see cref="Shader" /> instance. </returns>
/// <returns>
/// New instance of <see cref="Shader" /> instance.
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed ShaderProgram CreateShaderProgram()
{
@@ -55,9 +57,7 @@ namespace StgSharp.Graphics.OpenGL
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed Shader CreateShaderSegment(
ShaderType type,
int count )
protected override sealed Shader CreateShaderSegment( ShaderType type, int count )
{
return new Shader( GL.CreateShaderSet( count, type ), type, this );
}
@@ -71,10 +71,7 @@ namespace StgSharp.Graphics.OpenGL
internal readonly GlHandle[] handle;
public readonly ShaderType type;
internal unsafe Shader(
GlHandle[] handle,
ShaderType usage,
glRender stream )
internal unsafe Shader( GlHandle[] handle, ShaderType usage, glRender stream )
{
this.handle = handle;
GL = stream.GL;
@@ -84,10 +81,14 @@ namespace StgSharp.Graphics.OpenGL
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
/// <summary>
/// Attach one shader code to a shader program.
/// Attach one shader code to a shader program.
/// </summary>
/// <param _name="target"> Shader program to attach </param>
/// <param _name="index"> Index of shader code in current shader code set. </param>
/// <param _name="target">
/// Shader program to attach
/// </param>
/// <param _name="index">
/// Index of shader code in current shader code set.
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void AttachTo( int index, ShaderProgram target )
{
@@ -98,16 +99,22 @@ namespace StgSharp.Graphics.OpenGL
{
string log = GL.GetShaderStatus( this, index, ( int )status );
if( !string.IsNullOrEmpty( log ) ) {
throw new Exception( $"{$"Shader Error \t{status}\n"}{log}" );
throw new InvalidOperationException( $"{$"Shader Error \t{status}\n"}{log}" );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, ReadOnlySpan<byte> codeU8Stream )
{
GL.LoadShaderSource( handle[ index ], codeU8Stream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, byte[] codeStream )
{
if( codeStream == null ) {
throw new ArgumentNullException( nameof( codeStream ) );
}
ArgumentNullException.ThrowIfNull( codeStream );
GL.LoadShaderSource( handle[ index ], codeStream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
@@ -119,8 +126,7 @@ namespace StgSharp.Graphics.OpenGL
if( codeStream == null ) {
throw new ArgumentNullException( nameof( codeStream ) );
}
GL.LoadShaderSource(
handle[ index ], codeStream.AsSpan() );
GL.LoadShaderSource( handle[ index ], codeStream.AsSpan() );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
@@ -134,8 +140,7 @@ namespace StgSharp.Graphics.OpenGL
{
string str = File.ReadAllText( fileRoute );
if( string.IsNullOrEmpty( str ) ) {
throw new InvalidOperationException(
$"Cannot load and GLSL code from {fileRoute}" );
throw new InvalidOperationException( $"Cannot load and GLSL code from {fileRoute}" );
}
return Encoding.UTF8.GetBytes( str );
}
@@ -171,7 +176,7 @@ namespace StgSharp.Graphics.OpenGL
internal readonly GlHandle handle;
/// <summary>
/// CustomizeInit a program with no shader attached.
/// CustomizeInit a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram( glRender binding )
{
@@ -180,10 +185,14 @@ namespace StgSharp.Graphics.OpenGL
}
/// <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"> ContextName of the Uniform in shader code </param>
/// <returns></returns>
/// <param _name="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
{
@@ -191,70 +200,79 @@ namespace StgSharp.Graphics.OpenGL
}
/// <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"> ContextName of the Uniform in shader code </param>
/// <returns></returns>
public unsafe Uniform<T, U> GetUniform<T, U>( string name )
where T: struct
where U: struct
/// <param _name="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U> GetUniform<T, U>( string name ) where T: struct where U: struct
{
return new Uniform<T, U>(
GL.GetUniformLocation( this.handle, name ) );
return new Uniform<T, U>( GL.GetUniformLocation( this.handle, name ) );
}
/// <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"> ContextName of the Uniform in shader code </param>
/// <returns></returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name )
where T: struct
/// <param _name="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name ) where T: struct
where U: struct
where V: struct
{
return new Uniform<T, U, V>(
GL.GetUniformLocation( this.handle, name ) );
return new Uniform<T, U, V>( GL.GetUniformLocation( this.handle, name ) );
}
/// <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"> ContextName of the Uniform in shader code </param>
/// <returns></returns>
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name )
where T: struct
/// <param _name="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name ) where T: struct
where U: struct
where V: struct
where W: struct
{
return new Uniform<T, U, V, W>(
GL.GetUniformLocation( this.handle, name ) );
return new Uniform<T, U, V, W>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Link the shader to current viewPortDisplay.
/// Link the shader to current viewPortDisplay.
/// </summary>
public unsafe void Link()
{
if( InternalIO.InternalLinkShaderProgram(
( OpenglContext* )this.GL.ContextHandle, handle.Value ) == 0 ) {
( OpenglContext* )this.GL.ContextHandle, handle.Value ) ==
0 )
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try {
try
{
byte[] logByte = new byte[512];
Marshal.Copy( logPtr, logByte, 0, 512 );
string log = Encoding.UTF8.GetString( logByte );
log = log.Replace( "\0", string.Empty );
InternalIO.InternalWriteLog( log, LogType.Error );
}
catch( Exception ex ) {
catch( Exception ex )
{
InternalIO.InternalWriteLog( ex.Message, LogType.Error );
}
}
}
/// <summary>
/// Let the current viewPortDisplay use this shader.
/// Let the current viewPortDisplay use this shader.
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Use()