daily update on 20240209 by nitload youmu
This commit is contained in:
@@ -14,33 +14,37 @@ namespace StgSharp.Graphics
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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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protected ShaderProgram CreateShaderProgram(ShaderType shaderType)
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protected ShaderProgram CreateShaderProgram()
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{
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return new ShaderProgram(GL, 1);
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return new ShaderProgram(GL);
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}
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protected Shader CreateShader(ShaderType type, int count)
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{
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return new Shader(this.gl, new glHandleSet(count), type);
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}
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}
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public class Shader
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{
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internal readonly glHandle handle;
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internal readonly glHandleSet handle;
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public readonly ShaderType type;
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private readonly IglFunc GL;
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internal Shader(IglFunc gl, glHandle handle)
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internal Shader(IglFunc gl, glHandleSet handle, ShaderType usage)
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{
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this.handle = handle;
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GL = gl;
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type = usage;
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}
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/// <summary>
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/// Compile the vertex shader to be attached to this shader.
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/// </summary>
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/// <param name="shaderCode">GLSL code of vertex shader.</param>
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public unsafe void Compile(string shaderCode, ShaderType usage, int index)
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public unsafe void Compile(ShaderType usage, params string[] code)
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{
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handle.handle[index] = GL.CompileShader(shaderCode, type).handle;
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glHandleSet.Copy(GL.CompileShader(usage, code), handle);
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}
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//TODO:写链接着色器的文档注释
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@@ -48,20 +52,11 @@ namespace StgSharp.Graphics
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///
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/// </summary>
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/// <param name="target"></param>
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/// <param name="usage"></param>
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public void AttachTo(ShaderProgram target, ShaderType usage)
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/// <param name="index"></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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switch (usage)
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{
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case ShaderType.Fragment:
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break;
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case ShaderType.Vertex:
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GL.AttachShader(target.handle,)
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break;
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default:
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throw new ArgumentException();
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}
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GL.AttachShader(target.handle, handle[index]);
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}
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}
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@@ -74,7 +69,7 @@ namespace StgSharp.Graphics
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/// <summary>
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/// Inti a shader with no program attached.
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/// </summary>
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internal unsafe ShaderProgram(IglFunc gl, int count)
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internal unsafe ShaderProgram(IglFunc gl)
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{
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GL = gl;
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handle = GL.CreateProgram();
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@@ -85,7 +80,7 @@ namespace StgSharp.Graphics
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/// </summary>
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public void Link()
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{
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if (InternalIO.InternalLinkShaderProgram(handle[0]) == 0)
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if (InternalIO.InternalLinkShaderProgram(handle.Value) == 0)
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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try
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@@ -109,22 +104,10 @@ namespace StgSharp.Graphics
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/// </summary>
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/// <param name="name">Name 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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{
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byte[] bytes = Encoding.ASCII.GetBytes(name);
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(handle[0], ptr);
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}
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if (uniform != -1)
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{
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return new Uniform<T>(uniform);
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
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}
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return new Uniform<T>(this, name, GL);
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}
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/// <summary>
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/// Get a uniform form current shader,
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@@ -136,20 +119,7 @@ namespace StgSharp.Graphics
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where T : struct
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where U : struct
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{
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byte[] bytes = Encoding.ASCII.GetBytes(name);
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(handle[0], ptr);
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}
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if (uniform != -1)
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{
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return new Uniform<T, U>(uniform);
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
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}
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return new Uniform<T, U>(this, name, GL);
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}
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/// <summary>
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/// Get a uniform form current shader,
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@@ -157,34 +127,21 @@ namespace StgSharp.Graphics
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/// </summary>
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/// <param name="name">Name 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>(int index, string name)
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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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byte[] bytes = Encoding.ASCII.GetBytes(name);
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int uniform;
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fixed (byte* ptr = bytes)
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{
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uniform = GL.GetUniformLocation(handle[index], ptr);
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}
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if (uniform != -1)
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{
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return new Uniform<T, U, V>(uniform);
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}
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else
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{
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throw new Exception($"Cannot find the uniform {name} in shader {handle[index]}");
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}
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return new Uniform<T, U, V>(this, name, GL);
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}
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/// <summary>
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/// Let the current context use this shader.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void Use(int index)
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public unsafe void Use()
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{
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GL.UseProgram(handle[index]);
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GL.UseProgram(handle);
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}
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}
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@@ -11,21 +11,17 @@ namespace StgSharp.Graphics
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public class Uniform<T> where T : struct
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{
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internal int id;
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internal glSHandle id;
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private IglFunc GL;
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internal unsafe Uniform(
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uint shaderID, string name, IglFunc gL)
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ShaderProgram program, string name, IglFunc gl)
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{
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byte[] namearray = Encoding.ASCII.GetBytes(name);
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GL = gL;
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fixed (byte* ptr = namearray)
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{
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id = GL.GetUniformLocation(shaderID, ptr);
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}
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GL = gl;
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id = GL.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(int id)
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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@@ -37,21 +33,17 @@ namespace StgSharp.Graphics
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where T : struct
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where U : struct
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{
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internal int id;
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internal glSHandle id;
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private IglFunc GL;
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internal unsafe Uniform(
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Shader program, string name, IglFunc glFunc)
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ShaderProgram program, string name, IglFunc gl)
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{
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byte[] namearray = Encoding.ASCII.GetBytes(name);
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GL = glFunc;
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fixed (byte* ptr = namearray)
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{
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id = GL.GetUniformLocation(program.programID, ptr);
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}
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GL = gl;
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id = GL.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(int id)
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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@@ -62,20 +54,16 @@ namespace StgSharp.Graphics
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where U : struct
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where V : struct
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{
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internal int id;
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internal glSHandle id;
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private IglFunc GL;
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public unsafe Uniform(Shader program, string name, IglFunc glFunc)
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public unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
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{
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byte[] namearray = Encoding.ASCII.GetBytes(name);
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GL = glFunc;
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fixed (byte* ptr = namearray)
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{
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id = GL.GetUniformLocation(program.programID, ptr);
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}
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GL = gl;
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id = GL.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(int id)
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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@@ -87,20 +75,16 @@ namespace StgSharp.Graphics
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where V : struct
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where W : struct
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{
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internal int id;
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internal glSHandle id;
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private IglFunc GL;
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internal unsafe Uniform(Shader program, string name, IglFunc glFunc)
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internal unsafe Uniform(ShaderProgram program, string name, IglFunc gl)
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{
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byte[] namearray = Encoding.ASCII.GetBytes(name);
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fixed (byte* ptr = namearray)
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{
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id = GL.GetUniformLocation(program.programID, ptr);
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}
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GL = glFunc;
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GL = gl;
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id = GL.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(int id)
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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@@ -113,48 +97,56 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
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{
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api->glUniform1f(uniform.id, v0);
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api->glUniform1f(uniform.id.DirectValue, v0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
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{
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api->glUniform1i(uniform.id, i0);
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api->glUniform1i(uniform.id.DirectValue, i0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
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{
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api->glUniform2f(uniform.id, v0, v1);
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api->glUniform2f(uniform.id.DirectValue, v0, v1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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api->glUniform3f(uniform.id, v0, v1, v2);
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api->glUniform3f(uniform.id.DirectValue, v0, v1, v2);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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api->glUniform4f(uniform.id, v0, v1, v2, v3);
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api->glUniform4f(uniform.id.DirectValue, v0, v1, v2, v3);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
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{
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api->glUniform1fv(uniform.id, 4, &vec);
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api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
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{
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api->glUniform1fv(uniform.id, 4, &vec);
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api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
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}
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}
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internal partial class GLonUpdate
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internal unsafe partial class GLonUpdate
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{
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private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<void>)&UniformVal3f;
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//TODO xontinue here
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private static void UniformVal3f()
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{
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paramQueue.
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}
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unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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glActionQueue.Enqueue(
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