daily update on 20240206 by nitload youmu
This commit is contained in:
@@ -21,7 +21,7 @@ namespace StgSharp
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[DllImport(SSC_libname, EntryPoint = "loadShaderCode",
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CallingConvention = CallingConvention.Cdecl, CharSet = CharSet.Ansi)]
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internal static extern unsafe uint InternalLoadShaderCode(string shaderCode, int shaderType);
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internal static extern unsafe uint InternalLoadShaderCode(byte* shaderCode, int shaderType);
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[DllImport(SSC_libname, EntryPoint = "setCurrentGLContext",
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@@ -20,9 +20,6 @@ namespace StgSharp.Graphics
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/// <returns>An intptr value representing the pointer to the function</returns>
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public delegate IntPtr glLoader(string name);
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public delegate void FrameBufferSizeCallback(
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IntPtr window, int width, int height);
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#region glfwAPI
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[UnmanagedFunctionPointer(callingConvention: CallingConvention.StdCall, CharSet = CharSet.Ansi)] internal unsafe delegate GLFWcursor* glfwCreateCursor(GLFWimage* image, int xhot, int yhot);
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@@ -43,7 +43,6 @@
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{
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Fragment = 0x8B30,
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Vertex = 0x8B31,
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Program,
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}
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public enum BufferType : int
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@@ -55,6 +55,14 @@ namespace StgSharp.Graphics
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{
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}
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protected FrameBufferSizeHandler FrameBufferSizeCallback
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{
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set
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{
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gl.SetFrameBufferSizeCallback(this.windowID, value);
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}
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}
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/// <summary>
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/// Height of this form, represent in <see cref="int"/>
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/// </summary>
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@@ -292,7 +300,6 @@ namespace StgSharp.Graphics
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windowPtr = InternalIO.glfw.CreateWindow(
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width, height, tittleBytes, monitor, sharedForm.windowID);
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}
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if ((long)windowPtr == -1 || (long)windowPtr == -2)
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{
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throw new Exception("Cannot create window instance!");
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@@ -301,7 +308,6 @@ namespace StgSharp.Graphics
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{
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windowID = windowPtr;
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}
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}
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InternalIO.InternalSetCurrentGLContext(windowID, contextID);
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Data.Common;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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@@ -12,16 +13,42 @@ using System.Threading.Tasks;
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namespace System
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{
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/// <summary>
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/// A handle to an OpenGL object,
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/// must be indexed from a <see cref="glHandleSet"/>.
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/// Direct call will cause <see langword="InvalidOperationException"/>
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/// </summary>
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public unsafe struct glHandle
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{
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internal uint* valuePtr;
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public glHandle()
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{
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throw new InvalidOperationException();
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}
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internal glHandle(uint* val)
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{
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valuePtr = val;
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}
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public uint Value
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{
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get { return *valuePtr; }
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}
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}
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/// <summary>
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/// A handle to an OpenGL object.
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/// </summary>
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public unsafe class glHandle
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public unsafe class glHandleSet
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{
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private readonly uint[] _value;
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internal int length;
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internal uint* handle;
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public uint this[int index]
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public glHandle this[int index]
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{
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get
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{
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@@ -29,39 +56,27 @@ namespace System
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{
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throw new IndexOutOfRangeException();
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}
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return *(handle + index);
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}
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set
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{
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if (index > length)
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{
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throw new IndexOutOfRangeException();
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}
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*(handle + index) = value;
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return new glHandle(handle + index);
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}
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}
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public glHandle(int count)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetValue(int index, uint value)
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{
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_value[index] = value;
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}
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public glHandleSet(int count)
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{
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_value = new uint[count];
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length = count;
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handle = (uint*)GCHandle.Alloc(_value, GCHandleType.Pinned).AddrOfPinnedObject();
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}
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internal glHandle(uint[] val)
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{
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_value = val;
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length = val.Length;
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handle = (uint*)GCHandle.Alloc(_value, GCHandleType.Pinned).AddrOfPinnedObject();
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}
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internal glHandle(uint val)
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{
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_value = [val];
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length = 1;
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handle = (uint*)GCHandle.Alloc(_value, GCHandleType.Pinned).AddrOfPinnedObject();
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}
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/// <summary>
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/// temporarily release the handle of GLhandle sets.
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/// Please call <see cref="Pin"/> method before indexing.
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/// </summary>
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public void Free()
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{
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if (_value == null)
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@@ -72,6 +87,15 @@ namespace System
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h.Free();
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}
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public void Pin()
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{
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if (_value == null)
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{
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return;
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}
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handle = (uint*)GCHandle.Alloc(_value, GCHandleType.Pinned).AddrOfPinnedObject();
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}
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/// <summary>
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/// Realse all resource in this handle.
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/// This will release all resource in this <see cref="glHandle"/>.
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@@ -21,6 +21,12 @@ namespace StgSharp.Graphics
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{
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api = context;
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}
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void IglFunc.SwitchContext()
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{
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.ActiveTexture(uint type)
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{
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@@ -46,7 +52,7 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.AttachShader(glHandle program, glHandle shader)
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{
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api->glAttachShader(program[0], shader[0]);
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api->glAttachShader(program.value, shader.value);
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}
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void IglFunc.BindBuffer(BufferType bufferType, uint index)
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@@ -132,10 +138,10 @@ namespace StgSharp.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe glHandle IglFunc.CreateProgram(int count)
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unsafe glHandleSet IglFunc.CreateProgram(int count)
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{
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glHandle h = new glHandle(count);
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uint* p = h.handle;
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glHandleSet h = new glHandleSet(count);
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glHandle* p = h.handle;
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for (int i = 0; i < count; i++)
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{
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*(p + i) = api->glCreateProgram();
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@@ -181,16 +187,16 @@ namespace StgSharp.Graphics
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api->glDeleteBuffers(1, &handle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.DeleteBuffers(glHandle handle)
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unsafe void IglFunc.DeleteBuffers(glHandleSet handle)
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{
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api->glDeleteBuffers((uint)handle.length, handle.handle);
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api->glDeleteBuffers((uint)handle.length, (uint*)handle.handle);
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handle.Free();
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.DeleteVertexArrays(glHandle arrays)
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unsafe void IglFunc.DeleteVertexArrays(glHandleSet arrays)
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{
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api->glDeleteVertexArrays((uint)arrays.length, arrays.handle);
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api->glDeleteVertexArrays((uint)arrays.length, (uint*)arrays.handle);
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arrays.Free();
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}
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@@ -220,20 +226,20 @@ namespace StgSharp.Graphics
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.GenBuffers(uint count, glHandle handle)
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unsafe void IglFunc.GenBuffers(uint count, glHandleSet handle)
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{
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api->glGenBuffers(count, handle.handle);
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api->glGenBuffers(count, (uint*)handle.handle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.GenTextures(uint count, glHandle handle)
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unsafe void IglFunc.GenTextures(uint count, glHandleSet handle)
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{
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api->glGenTextures(count, handle.handle);
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api->glGenTextures(count, (uint*)handle.handle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.GenVertexArrays(uint count, glHandle handle)
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unsafe void IglFunc.GenVertexArrays(uint count, glHandleSet handle)
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{
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api->glGenVertexArrays(count, handle.handle);
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api->glGenVertexArrays(count, (uint*)handle.handle);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -16,6 +16,7 @@ namespace StgSharp.Graphics
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FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
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FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
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private GLonTimeout() { }
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void IglFunc.ActiveTexture(uint type) => throw signal;
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@@ -38,12 +39,12 @@ namespace StgSharp.Graphics
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void IglFunc.ClearGraphicError() => throw signal;
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glHandle IglFunc.CompileShader(string shaderCode, ShaderType shaderType) => throw signal;
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glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCode) => throw signal;
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glHandle IglFunc.CreateProgram() => throw signal;
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glHandle IglFunc.CreateProgram(int count) => throw signal;
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glHandleSet IglFunc.CreateProgram(int count) => throw signal;
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IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal;
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@@ -52,21 +53,21 @@ namespace StgSharp.Graphics
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public void DeleteBuffer(uint handle) => throw signal;
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void IglFunc.DeleteBuffers(glHandle handle) => throw signal;
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void IglFunc.DeleteBuffers(glHandleSet handle) => throw signal;
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void IglFunc.DeleteVertexArrays(glHandle handle) => throw signal;
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void IglFunc.DeleteVertexArrays(glHandleSet handle) => throw signal;
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void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr) => throw signal;
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void IglFunc.GenBuffers(uint count, glHandle ptr) => throw signal;
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void IglFunc.GenBuffers(uint count, glHandleSet handle) => throw signal;
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void IglFunc.GenTextures(uint count, glHandle handle) => throw signal;
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void IglFunc.GenTextures(uint count, glHandleSet handle) => throw signal;
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void IglFunc.GenVertexArrays(uint count, glHandle handle) => throw signal;
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void IglFunc.GenVertexArrays(uint count, glHandleSet handle) => throw signal;
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void IglFunc.GetGraphicError() => throw signal;
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@@ -112,5 +113,10 @@ namespace StgSharp.Graphics
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void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal;
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internal static GLonTimeout Set() => singleInstance;
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void IglFunc.SwitchContext()
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{
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throw signal;
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}
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}
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}
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@@ -16,15 +16,16 @@ namespace StgSharp.Graphics
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internal unsafe partial class GLonUpdate : IglFunc
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{
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internal GLonUpdateInternal glUpdateInternal;
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private ConcurrentQueue<IntPtr> glActionQueue;
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private GLparamQueue paramQueue;
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private static GLparamQueue paramQueue;
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private FrameTimeoutException refreshSignal = new();
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internal GLonUpdate(GLcontext* context)
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{
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glUpdateInternal = new GLonUpdateInternal();
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paramQueue = glUpdateInternal.paramQueue;
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if (paramQueue == null)
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{
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paramQueue = new GLparamQueue();
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}
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glActionQueue = new ConcurrentQueue<IntPtr>();
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}
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@@ -38,7 +39,7 @@ namespace StgSharp.Graphics
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void IglFunc.ActiveTexture(uint type)
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{
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paramQueue.Enqueue(type);
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glActionQueue.Enqueue(glUpdateInternal.ActiveTexturePtr);
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glActionQueue.Enqueue(ActiveTexturePtr);
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}
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@@ -61,15 +62,15 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.AttachShader(glHandle program, glHandle shader)
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{
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paramQueue.Enqueue(program[0], shader[0]);
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glActionQueue.Enqueue(glUpdateInternal.AttachShaderPtr);
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paramQueue.Enqueue(program, shader);
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glActionQueue.Enqueue(AttachShaderPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.BindBuffer(BufferType bufferType, uint index)
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{
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paramQueue.Enqueue((uint)bufferType, index);
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glActionQueue.Enqueue(glUpdateInternal.BindBufferPtr
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glActionQueue.Enqueue(BindBufferPtr
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);
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}
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@@ -100,67 +101,37 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.ClearColor(float R, float G, float B, float A)
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{
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glActionQueue.Enqueue(
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() => api->glClearColor(R, G, B, A)
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);
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glActionQueue.Enqueue(ClearColorPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.ClearGraphicError()
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{
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glActionQueue.Enqueue(
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() =>
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{
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while (api->glGetError() != 0) { };
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}
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);
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glActionQueue.Enqueue(ClearGraphicErrorPtr);
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}
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|
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|
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glHandle IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
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//TODO:双线程,换运行环境
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void IglFunc.SwitchContext()
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{
|
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glHandle h = new glHandle(1);
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glActionQueue.Enqueue(
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() =>
|
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{
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uint shaderID;
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shaderCode += '\0';
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shaderID = InternalIO.InternalLoadShaderCode(shaderCode, (int)shaderType);
|
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if (shaderID == 0)
|
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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string log;
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try
|
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{
|
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byte[] logByte = new byte[512];
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Marshal.Copy(logPtr, logByte, 0, 512);
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log = Encoding.UTF8.GetString(logByte);
|
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log = log.Replace("\0", "");
|
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|
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bool isUseful = false;
|
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foreach (char item in log)
|
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{
|
||||
if (!char.IsControl(item))
|
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{
|
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isUseful = true; break;
|
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}
|
||||
}
|
||||
if (!isUseful)
|
||||
{
|
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throw new Exception();
|
||||
}
|
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}
|
||||
catch (Exception)
|
||||
{
|
||||
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
|
||||
}
|
||||
}
|
||||
|
||||
InternalIO.InternalWriteLog(log, LogType.Error);
|
||||
}
|
||||
Interlocked.Add(ref id, (int)(shaderID + 1));
|
||||
}
|
||||
);
|
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return h;
|
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glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCode)
|
||||
{
|
||||
int l = shaderCode.Length;
|
||||
if (l == 0)
|
||||
{
|
||||
throw new ArgumentException("Should input at least one piece of shader code");
|
||||
}
|
||||
glHandleSet shaderHandle = new glHandleSet(shaderCode.Length);
|
||||
paramQueue.Enqueue((int)shaderType, l);
|
||||
for (int i = 0; i < l; i++)
|
||||
{
|
||||
GCHandle codePtr = GCHandle.Alloc(Encoding.UTF8.GetBytes(shaderCode[i] + '\0'), GCHandleType.Pinned);
|
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paramQueue.Enqueue((IntPtr)shaderHandle.handle + i, codePtr.AddrOfPinnedObject());
|
||||
}
|
||||
glActionQueue.Enqueue(CompileShaderPtr);
|
||||
return shaderHandle;
|
||||
}
|
||||
|
||||
|
||||
@@ -179,7 +150,7 @@ namespace StgSharp.Graphics
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
glHandle IglFunc.CreateProgram(int count)
|
||||
glHandleSet IglFunc.CreateProgram(int count)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
@@ -235,7 +206,7 @@ namespace StgSharp.Graphics
|
||||
);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.DeleteBuffers(glHandle handle)
|
||||
unsafe void IglFunc.DeleteBuffers(glHandleSet handle)
|
||||
{
|
||||
glActionQueue.Enqueue(
|
||||
() =>
|
||||
@@ -249,7 +220,7 @@ namespace StgSharp.Graphics
|
||||
);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.DeleteVertexArrays(glHandle arrays)
|
||||
unsafe void IglFunc.DeleteVertexArrays(glHandleSet arrays)
|
||||
{
|
||||
glActionQueue.Enqueue(
|
||||
() =>
|
||||
@@ -290,7 +261,7 @@ namespace StgSharp.Graphics
|
||||
);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.GenBuffers(uint count, glHandle handle)
|
||||
unsafe void IglFunc.GenBuffers(uint count, glHandleSet handle)
|
||||
{
|
||||
glActionQueue.Enqueue(
|
||||
() =>
|
||||
@@ -299,7 +270,7 @@ namespace StgSharp.Graphics
|
||||
);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.GenTextures(uint count, glHandle handle)
|
||||
unsafe void IglFunc.GenTextures(uint count, glHandleSet handle)
|
||||
{
|
||||
glActionQueue.Enqueue(
|
||||
() =>
|
||||
@@ -308,7 +279,7 @@ namespace StgSharp.Graphics
|
||||
);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.GenVertexArrays(uint count, glHandle ptr)
|
||||
unsafe void IglFunc.GenVertexArrays(uint count, glHandleSet ptr)
|
||||
{
|
||||
glActionQueue.Enqueue(
|
||||
() =>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using StgSharp.Math;
|
||||
using StgSharp.Logic;
|
||||
using StgSharp.Math;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
@@ -10,414 +11,290 @@ using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Graphics
|
||||
{
|
||||
internal unsafe struct GLonUpdateInternal : IglFunc
|
||||
internal unsafe partial class GLonUpdate : IglFunc
|
||||
{
|
||||
public IntPtr ActiveTexturePtr;
|
||||
public IntPtr AttachShaderPtr;
|
||||
public IntPtr BindBufferPtr;
|
||||
internal IntPtr ClearColorPtr;
|
||||
internal IntPtr ClearGraphicErrorPtr;
|
||||
internal IntPtr CompileShaderPtr;
|
||||
internal GLparamQueue paramQueue;
|
||||
private GLcontext* gl;
|
||||
public GLonUpdateInternal(GLcontext* api)
|
||||
{
|
||||
gl = api;
|
||||
}
|
||||
internal IntPtr ActiveTexturePtr = (IntPtr)(delegate*<void>)&InternalActiveTexture;
|
||||
internal IntPtr AttachShaderPtr = (IntPtr)(delegate*<void>)&InternalAttachShader;
|
||||
internal IntPtr BindBufferPtr = (IntPtr)(delegate*<void>)&InternalBindBuffer;
|
||||
internal IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
|
||||
internal IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
|
||||
internal IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
|
||||
private IntPtr ClearPtr = (IntPtr)(delegate*<void>)&InternalClear;
|
||||
|
||||
public void ActivePointer()
|
||||
{
|
||||
IglFunc gl = this;
|
||||
ActiveTexturePtr = Marshal.GetFunctionPointerForDelegate(gl.ActiveTexture);
|
||||
AttachShaderPtr = Marshal.GetFunctionPointerForDelegate(gl.AttachShader);
|
||||
BindBufferPtr = Marshal.GetFunctionPointerForDelegate(gl.BindBuffer);
|
||||
CompileShaderPtr = Marshal.GetFunctionPointerForDelegate(gl.CompileShader);
|
||||
}
|
||||
|
||||
void IglFunc.ActiveTexture(uint type)
|
||||
private static void InternalActiveTexture()
|
||||
{
|
||||
uint t;
|
||||
paramQueue.TryDequeue(out t);
|
||||
gl->glActiveTexture(t);
|
||||
paramQueue.context->glActiveTexture(t);
|
||||
}
|
||||
|
||||
void IglFunc.AfterAlign(Form form, Action action)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.AlignFrame(Form form)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.AttachShader(glHandle program, glHandle shader)
|
||||
private static void InternalAttachShader()
|
||||
{
|
||||
uint p, s;
|
||||
paramQueue.TryDequeue(out p, out s);
|
||||
gl->glAttachShader(p, s);
|
||||
paramQueue.context->glAttachShader(p, s);
|
||||
}
|
||||
|
||||
void IglFunc.BindBuffer(BufferType bufferType, uint index)
|
||||
private static void InternalBindBuffer()
|
||||
{
|
||||
uint t, i;
|
||||
paramQueue.TryDequeue(out t, out i);
|
||||
gl->glBindBuffer(t, i);
|
||||
paramQueue.context->glBindBuffer(t, i);
|
||||
}
|
||||
|
||||
void IglFunc.BindTexture(uint type, uint texture)
|
||||
{
|
||||
uint t, te;
|
||||
paramQueue.TryDequeue(out t, out te);
|
||||
gl->glBindTexture(t, te);
|
||||
}
|
||||
|
||||
void IglFunc.BindVertexArray(uint index)
|
||||
{
|
||||
uint i;
|
||||
paramQueue.TryDequeue(out i);
|
||||
gl->glBindVertexArray(i);
|
||||
}
|
||||
|
||||
void IglFunc.Clear(MaskBufferBit mask)
|
||||
private static void InternalClear()
|
||||
{
|
||||
uint mt;
|
||||
paramQueue.TryDequeue(out mt);
|
||||
gl->glClear(mt);
|
||||
paramQueue.context->glClear(mt);
|
||||
}
|
||||
|
||||
void IglFunc.ClearColor(float R, float G, float B, float A)
|
||||
private static void InternalClearColor()
|
||||
{
|
||||
float r, g, b, a;
|
||||
paramQueue.TryDequeue(out r, out g, out b, out a);
|
||||
gl->glClearColor(r, g, b, a);
|
||||
paramQueue.context->glClearColor(r, g, b, a);
|
||||
}
|
||||
|
||||
void IglFunc.ClearGraphicError()
|
||||
private static void InternalClearGraphicError()
|
||||
{
|
||||
while (gl->glGetError() != 0) { }
|
||||
while (paramQueue.context->glGetError() != 0) { }
|
||||
}
|
||||
|
||||
|
||||
glHandle IglFunc.CompileShader(string shaderCode, ShaderType shaderType)
|
||||
private static void InternalCompileShader()
|
||||
{
|
||||
IntPtr shaderHandle, codeHandle;
|
||||
paramQueue.TryDequeue(out codeHandle, out shaderHandle);
|
||||
uint shaderID;
|
||||
shaderCode += '\0';
|
||||
shaderID = InternalIO.InternalLoadShaderCode(shaderCode, (int)shaderType);
|
||||
if (shaderID == 0)
|
||||
int count, type;
|
||||
paramQueue.TryDequeue(out type, out count);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
IntPtr logPtr = InternalIO.InternalReadLog();
|
||||
string log;
|
||||
try
|
||||
paramQueue.TryDequeue(out shaderHandle, out codeHandle);
|
||||
*(uint*)shaderHandle = InternalIO.InternalLoadShaderCode((byte*)codeHandle, type);
|
||||
if (*(uint*)shaderHandle == 0)
|
||||
{
|
||||
byte[] logByte = new byte[512];
|
||||
Marshal.Copy(logPtr, logByte, 0, 512);
|
||||
log = Encoding.UTF8.GetString(logByte);
|
||||
log = log.Replace("\0", "");
|
||||
|
||||
bool isUseful = false;
|
||||
foreach (char item in log)
|
||||
IntPtr logPtr = InternalIO.InternalReadLog();
|
||||
string log;
|
||||
try
|
||||
{
|
||||
if (!char.IsControl(item))
|
||||
byte[] logByte = new byte[512];
|
||||
Marshal.Copy(logPtr, logByte, 0, 512);
|
||||
log = Encoding.UTF8.GetString(logByte);
|
||||
log = log.Replace("\0", "");
|
||||
|
||||
bool isUseful = false;
|
||||
foreach (char item in log)
|
||||
{
|
||||
isUseful = true; break;
|
||||
if (!char.IsControl(item))
|
||||
{
|
||||
isUseful = true; break;
|
||||
}
|
||||
}
|
||||
if (!isUseful)
|
||||
{
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
if (!isUseful)
|
||||
catch (Exception)
|
||||
{
|
||||
throw new Exception();
|
||||
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
log = "Failed to compile shader.\nFailed to get GLSL compiler log";
|
||||
}
|
||||
|
||||
InternalIO.InternalWriteLog(log, LogType.Error);
|
||||
InternalIO.InternalWriteLog(log, LogType.Error);
|
||||
}
|
||||
GCHandle.FromIntPtr(codeHandle).Free();
|
||||
}
|
||||
*(uint*)shaderHandle = shaderID;
|
||||
}
|
||||
|
||||
private void InternalAfterAlign(Form form, Action action)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
private void InternalAlignFrame(Form form)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
private void InternalBindTexture(uint type, uint texture)
|
||||
{
|
||||
uint t, te;
|
||||
paramQueue.TryDequeue(out t, out te);
|
||||
paramQueue.context->glBindTexture(t, te);
|
||||
}
|
||||
|
||||
private void InternalBindVertexArray(uint index)
|
||||
{
|
||||
uint i;
|
||||
paramQueue.TryDequeue(out i);
|
||||
paramQueue.context->glBindVertexArray(i);
|
||||
}
|
||||
|
||||
private glHandle InternalCreateProgram()
|
||||
{
|
||||
IntPtr programHandle = default;
|
||||
paramQueue.TryDequeue(out programHandle);
|
||||
*(uint*)programHandle = paramQueue.context->glCreateProgram();
|
||||
return default;
|
||||
}
|
||||
|
||||
glHandle IglFunc.CreateProgram()
|
||||
private glHandleSet InternalCreateProgram(int count)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
glHandle IglFunc.CreateProgram(int count)
|
||||
private IntPtr InternalCreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
|
||||
private glHandle InternalCreatGraphicProgram()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
glHandle IglFunc.CreatGraphicProgram()
|
||||
private void InternalDeleteBuffer(uint handle)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.DeleteBuffer(uint handle)
|
||||
private void InternalDeleteBuffers(glHandleSet handle)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.DeleteBuffers(glHandle handle)
|
||||
private void InternalDeleteVertexArrays(glHandleSet arrays)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.DeleteVertexArrays(glHandle arrays)
|
||||
private void InternalDrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
|
||||
private void InternalGenBuffers(uint count, glHandleSet ptr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.GenBuffers(uint count, glHandle ptr)
|
||||
private void InternalGenTextures(uint count, glHandleSet ptr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.GenTextures(uint count, glHandle ptr)
|
||||
private void InternalGenVertexArrays(uint count, glHandleSet ptr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.GenVertexArrays(uint count, glHandle ptr)
|
||||
private void InternalGetGraphicError()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.GetGraphicError()
|
||||
private int InternalGetUniformLocation(uint program, byte* ptr)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
int IglFunc.GetUniformLocation(uint program, byte* ptr)
|
||||
private bool InternalGetWindowShouldClose(Form form)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
bool IglFunc.GetWindowShouldClose(Form form)
|
||||
private void InternalMakeContexCurrent(Form form)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.MakeContexCurrent(Form form)
|
||||
private void InternalSetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
|
||||
private void InternalSetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
|
||||
private void InternalSetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
|
||||
private void InternalSetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
|
||||
private void InternalSetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
|
||||
private void InternalSetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
|
||||
private void InternalSetValue(Uniform<float, float> uniform, float v0, float v1)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
|
||||
private void InternalSetValue(Uniform<float> uniform, float v0)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<float> uniform, float v0)
|
||||
private void InternalSetValue(Uniform<int> uniform, int i0)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<int> uniform, int i0)
|
||||
private void InternalSetValue(Uniform<Vec4d> uniform, Vec4d vec)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
|
||||
private void InternalSetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
|
||||
private void InternalSetWindowShouldClose(Form form, bool mark)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SetWindowShouldClose(Form form, bool mark)
|
||||
private void InternalSwapBuffers(Form form)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.SwapBuffers(Form form)
|
||||
private void InternalSwitchContext()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
|
||||
private void InternalTextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.TextureParameter(uint target, uint pname, int param)
|
||||
private void InternalTextureParameter(uint target, uint pname, int param)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.UseProgram(uint program)
|
||||
private void InternalUseProgram(uint program)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
void IglFunc.Viewport(int x, int y, uint width, uint height)
|
||||
private void InternalViewport(int x, int y, uint width, uint height)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
internal unsafe class GLparamQueue
|
||||
{
|
||||
private ConcurrentQueue<M128> paramQueue;
|
||||
|
||||
public GLparamQueue()
|
||||
{
|
||||
paramQueue = new ConcurrentQueue<M128>();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(Vec4d v)
|
||||
{
|
||||
paramQueue.Enqueue(v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(uint u0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt32[0] = u0;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(uint u0, uint u1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt32[0] = u0;
|
||||
m.UInt32[1] = u1;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(float f0, float f1, float f2, float f3)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Single[0] = f0;
|
||||
m.Single[1] = f1;
|
||||
m.Single[2] = f2;
|
||||
m.Single[3] = f3;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(IntPtr p0, IntPtr p1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.IntPtr0 = p0;
|
||||
m.IntPtr1 = p1;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out IntPtr p0, out IntPtr p1)
|
||||
{
|
||||
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
p0 = ret.IntPtr0;
|
||||
p1 = ret.IntPtr1;
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out float f0, out float f1, out float f2, out float f3)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
f0 = ret.UInt32[0];
|
||||
f1 = ret.UInt32[1];
|
||||
f2 = ret.UInt32[2];
|
||||
f3 = ret.UInt32[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out uint u0)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
u0 = ret.UInt32[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out uint u0, out uint u1)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
u0 = ret.UInt32[0];
|
||||
u1 = ret.UInt32[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,34 +14,23 @@ namespace StgSharp.Graphics
|
||||
/// </summary>
|
||||
/// <returns>New instance of <see cref="Shader"/> instance. </returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
protected Shader CreateShader()
|
||||
protected ShaderProgram CreateShaderProgram(ShaderType shaderType)
|
||||
{
|
||||
return new Shader(GL);
|
||||
return new ShaderProgram(GL, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public class Shader
|
||||
{
|
||||
internal readonly glHandle Handle;
|
||||
internal readonly glHandle handle;
|
||||
public readonly ShaderType type;
|
||||
private IglFunc GL;
|
||||
private readonly IglFunc GL;
|
||||
|
||||
/// <summary>
|
||||
/// Inti a shader with no program attached.
|
||||
/// </summary>
|
||||
internal unsafe Shader(IglFunc gl, ShaderType t, int count)
|
||||
{
|
||||
GL = gl;
|
||||
type = t;
|
||||
if (type == ShaderType.Program)
|
||||
{
|
||||
Handle = GL.CreateProgram();
|
||||
}
|
||||
}
|
||||
|
||||
internal void ChangeEnvironment(IglFunc gl)
|
||||
|
||||
internal Shader(IglFunc gl, glHandle handle)
|
||||
{
|
||||
this.handle = handle;
|
||||
GL = gl;
|
||||
}
|
||||
|
||||
@@ -49,20 +38,46 @@ namespace StgSharp.Graphics
|
||||
/// Compile the vertex shader to be attached to this shader.
|
||||
/// </summary>
|
||||
/// <param name="shaderCode">GLSL code of vertex shader.</param>
|
||||
public unsafe void CompileShader(string shaderCode)
|
||||
public unsafe void Compile(string shaderCode, ShaderType usage, int index)
|
||||
{
|
||||
vertexHandle = GL.CompileShader(shaderCode, type);
|
||||
GL.AttachShader(programHandle, vertexHandle);
|
||||
handle.handle[index] = GL.CompileShader(shaderCode, type).handle;
|
||||
}
|
||||
|
||||
//TODO:写链接着色器的文档注释
|
||||
/// <summary>
|
||||
/// Compile the fragment shader to be attached to this shader.
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="shaderCode">GLSL code of fragment shader.</param>
|
||||
public unsafe void CompileFragmentShader(string shaderCode)
|
||||
/// <param name="target"></param>
|
||||
/// <param name="usage"></param>
|
||||
public void AttachTo(ShaderProgram target, ShaderType usage)
|
||||
{
|
||||
fragmentHandle = GL.CompileShader(shaderCode, ShaderType.FRAGMENT);
|
||||
GL.AttachShader(programHandle, fragmentHandle);
|
||||
switch (usage)
|
||||
{
|
||||
case ShaderType.Fragment:
|
||||
|
||||
break;
|
||||
case ShaderType.Vertex:
|
||||
GL.AttachShader(target.handle,)
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentException();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public class ShaderProgram
|
||||
{
|
||||
internal readonly glHandle handle;
|
||||
private readonly IglFunc GL;
|
||||
|
||||
/// <summary>
|
||||
/// Inti a shader with no program attached.
|
||||
/// </summary>
|
||||
internal unsafe ShaderProgram(IglFunc gl, int count)
|
||||
{
|
||||
GL = gl;
|
||||
handle = GL.CreateProgram();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -70,7 +85,7 @@ namespace StgSharp.Graphics
|
||||
/// </summary>
|
||||
public void Link()
|
||||
{
|
||||
if (InternalIO.InternalLinkShaderProgram(programHandle) == 0)
|
||||
if (InternalIO.InternalLinkShaderProgram(handle[0]) == 0)
|
||||
{
|
||||
IntPtr logPtr = InternalIO.InternalReadLog();
|
||||
try
|
||||
@@ -100,7 +115,7 @@ namespace StgSharp.Graphics
|
||||
int uniform;
|
||||
fixed (byte* ptr = bytes)
|
||||
{
|
||||
uniform = GL.GetUniformLocation(programHandle, ptr);
|
||||
uniform = GL.GetUniformLocation(handle[0], ptr);
|
||||
}
|
||||
if (uniform != -1)
|
||||
{
|
||||
@@ -108,7 +123,7 @@ namespace StgSharp.Graphics
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
@@ -125,7 +140,7 @@ namespace StgSharp.Graphics
|
||||
int uniform;
|
||||
fixed (byte* ptr = bytes)
|
||||
{
|
||||
uniform = GL.GetUniformLocation(programHandle, ptr);
|
||||
uniform = GL.GetUniformLocation(handle[0], ptr);
|
||||
}
|
||||
if (uniform != -1)
|
||||
{
|
||||
@@ -133,7 +148,7 @@ namespace StgSharp.Graphics
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {handle[0]}");
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
@@ -142,7 +157,7 @@ namespace StgSharp.Graphics
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the Uniform in shader code</param>
|
||||
/// <returns></returns>
|
||||
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(string name)
|
||||
public unsafe Uniform<T, U, V> GetUniform<T, U, V>(int index, string name)
|
||||
where T : struct
|
||||
where U : struct
|
||||
where V : struct
|
||||
@@ -151,7 +166,7 @@ namespace StgSharp.Graphics
|
||||
int uniform;
|
||||
fixed (byte* ptr = bytes)
|
||||
{
|
||||
uniform = GL.GetUniformLocation(programHandle, ptr);
|
||||
uniform = GL.GetUniformLocation(handle[index], ptr);
|
||||
}
|
||||
if (uniform != -1)
|
||||
{
|
||||
@@ -159,7 +174,7 @@ namespace StgSharp.Graphics
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {programHandle}");
|
||||
throw new Exception($"Cannot find the uniform {name} in shader {handle[index]}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -167,9 +182,9 @@ namespace StgSharp.Graphics
|
||||
/// Let the current context use this shader.
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public unsafe void Use()
|
||||
public unsafe void Use(int index)
|
||||
{
|
||||
GL.UseProgram(programHandle);
|
||||
GL.UseProgram(handle[index]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -91,7 +91,7 @@ namespace StgSharp.Graphics
|
||||
/// <param name="shaderType">An <see cref="ShaderType"/> enum represent the type of the shader to
|
||||
/// conpile, including vertex shader and fragment shader.</param>
|
||||
/// <returns>An handle of conpiled shader</returns>
|
||||
glHandle CompileShader(string shaderCode, ShaderType shaderType);
|
||||
glHandleSet CompileShader(ShaderType shaderType, params string[] shaderCode);
|
||||
|
||||
/// <summary>
|
||||
/// Same function as OpenGL api, glCreateProgram
|
||||
@@ -104,7 +104,7 @@ namespace StgSharp.Graphics
|
||||
/// Used for creating multiple shader program.
|
||||
/// </summary>
|
||||
/// <returns>A handle representing all shader programs</returns>
|
||||
glHandle CreateProgram(int count);
|
||||
glHandleSet CreateProgram(int count);
|
||||
|
||||
/// <summary>
|
||||
/// Creates a form and its associated
|
||||
@@ -128,14 +128,14 @@ namespace StgSharp.Graphics
|
||||
/// <summary>
|
||||
/// Same function as OpenGL api, glDeleteBuffer. This method can delete a sets of buffers in one call.
|
||||
/// </summary>
|
||||
/// <param name="handle">Array of buffers to be deleted</param>
|
||||
unsafe void DeleteBuffers(glHandle handle);
|
||||
/// <param name="handleSet">Array of buffers to be deleted</param>
|
||||
unsafe void DeleteBuffers(glHandleSet handleSet);
|
||||
|
||||
/// <summary>
|
||||
/// Same function as OpenGL api, glDeleteVertexArrays
|
||||
/// </summary>
|
||||
/// <param name="handle">Handle of vertex objects.</param>
|
||||
unsafe void DeleteVertexArrays(glHandle handle);
|
||||
/// <param name="handleSet">Handle of vertex objects.</param>
|
||||
unsafe void DeleteVertexArrays(glHandleSet handleSet);
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
@@ -150,22 +150,22 @@ namespace StgSharp.Graphics
|
||||
/// Same fucntion as the OpenGL api glGenBuffers
|
||||
/// </summary>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="ptr"></param>
|
||||
unsafe void GenBuffers(uint count, glHandle ptr);
|
||||
/// <param name="handleSet"></param>
|
||||
unsafe void GenBuffers(uint count, glHandleSet handleSet);
|
||||
|
||||
/// <summary>
|
||||
/// Same fucnction as OpenGL api glGenTextures.
|
||||
/// </summary>
|
||||
/// <param name="count">amount of textures to generate</param>
|
||||
/// <param name="handle">Handle of texture</param>
|
||||
unsafe void GenTextures(uint count, glHandle handle);
|
||||
/// <param name="handleSet">Handle of texture</param>
|
||||
unsafe void GenTextures(uint count, glHandleSet handleSet);
|
||||
|
||||
/// <summary>
|
||||
/// Same fucntion as OpenGL api, glGenVertexArray
|
||||
/// </summary>
|
||||
/// <param name="count">Amount of vao to be generated</param>
|
||||
/// <param name="handle">Handle of vao sign array</param>
|
||||
unsafe void GenVertexArrays(uint count, glHandle handle);
|
||||
/// <param name="handleSet">Handle of vao sign array</param>
|
||||
unsafe void GenVertexArrays(uint count, glHandleSet handleSet);
|
||||
|
||||
void GetGraphicError();
|
||||
|
||||
@@ -189,13 +189,7 @@ namespace StgSharp.Graphics
|
||||
|
||||
void SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible;
|
||||
|
||||
/// <summary>
|
||||
/// sets the framebuffer resize callback of the specified <see cref="Form"/>,
|
||||
///which is called when the framebuffer of the specified <see cref="Form"/> is resized.
|
||||
/// </summary>
|
||||
/// <param name="id">The only signiture stands for the <see cref="Form"/> to be controlled</param>
|
||||
/// <param name="handler">Method hadler </param>
|
||||
void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler);
|
||||
internal void SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler);
|
||||
|
||||
/// <summary>
|
||||
/// Set data value to a float <see cref="Uniform{T,U,V,W}"/>,
|
||||
@@ -270,6 +264,8 @@ namespace StgSharp.Graphics
|
||||
/// <param name="pointer"></param>
|
||||
void SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer);
|
||||
|
||||
void SetWindowShouldClose(Form form, bool mark);
|
||||
|
||||
void SwapBuffers(Form form);
|
||||
|
||||
/// <summary>
|
||||
@@ -308,7 +304,6 @@ namespace StgSharp.Graphics
|
||||
/// <param name="height"></param>
|
||||
void Viewport(int x, int y, uint width, uint height);
|
||||
|
||||
void SetWindowShouldClose(Form form, bool mark);
|
||||
|
||||
internal void SwitchContext();
|
||||
}
|
||||
}
|
||||
@@ -98,7 +98,7 @@ namespace StgSharp.Logic
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a new instance of <see cref="DynamicArrayList{T}">,
|
||||
/// Create a new instance of <see cref="DynamicArrayList{T}"/>,
|
||||
/// and fill the begining ones of elemtns as given instance.
|
||||
/// </summary>
|
||||
/// <param name="count">Amount of beginning elements to be filled</param>
|
||||
|
||||
@@ -0,0 +1,327 @@
|
||||
using StgSharp.Graphics;
|
||||
using StgSharp.Math;
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection.Metadata;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace StgSharp.Logic
|
||||
{
|
||||
|
||||
internal unsafe class GLparamQueue
|
||||
{
|
||||
internal GLcontext* context;
|
||||
private ConcurrentQueue<M128> paramQueue;
|
||||
public GLparamQueue()
|
||||
{
|
||||
paramQueue = new ConcurrentQueue<M128>();
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(Vec4d v)
|
||||
{
|
||||
paramQueue.Enqueue(v);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(uint u0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt32[0] = u0;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(uint u0, uint u1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.UInt32[0] = u0;
|
||||
m.UInt32[1] = u1;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(float f0, float f1, float f2, float f3)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Single[0] = f0;
|
||||
m.Single[1] = f1;
|
||||
m.Single[2] = f2;
|
||||
m.Single[3] = f3;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(IntPtr p0, IntPtr p1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.IntPtr0 = p0;
|
||||
m.IntPtr1 = p1;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(IntPtr p)
|
||||
{
|
||||
M128 m = default;
|
||||
m.IntPtr0 = p;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(glHandle handle)
|
||||
{
|
||||
M128 m = default;
|
||||
m.IntPtr0 = (IntPtr)handle.valuePtr;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out glHandle handle)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
handle.valuePtr = (uint*)ret.IntPtr0;
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(glHandle handle, glHandle handle1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.IntPtr0 = (IntPtr)handle.valuePtr;
|
||||
m.IntPtr1 = (IntPtr)handle1.valuePtr;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out glHandle handle, out glHandle handle1)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
handle.valuePtr = (uint*)ret.IntPtr0;
|
||||
handle1.valuePtr = (uint*)ret.IntPtr1;
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(int i0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Int32[0] = i0;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(int i0, int i1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Int32[0] = i0;
|
||||
m.Int32[1] = i1;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(int i0, int i1, int i2)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Int32[0] = i0;
|
||||
m.Int32[1] = i1;
|
||||
m.Int32[2] = i2;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Enqueue(int i0, int i1, int i2, int i3)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Int32[0] = i0;
|
||||
m.Int32[1] = i1;
|
||||
m.Int32[2] = i2;
|
||||
m.Int32[3] = i3;
|
||||
paramQueue.Enqueue(m);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out int i0)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
i0 = ret.Int32[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out int i0, out int i1)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
i0 = ret.Int32[0];
|
||||
i1 = ret.Int32[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out int i0, out int i1, out int i2)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
i0 = ret.Int32[0];
|
||||
i1 = ret.Int32[1];
|
||||
i2 = ret.Int32[2];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out int i0, out int i1, out int i2, out int i3)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
i0 = ret.Int32[0];
|
||||
i1 = ret.Int32[1];
|
||||
i2 = ret.Int32[2];
|
||||
i3 = ret.Int32[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out glHandle handle)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
handle = ret.UInt32[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out IntPtr p)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
p = ret.IntPtr0;
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out IntPtr p0, out IntPtr p1)
|
||||
{
|
||||
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
p0 = ret.IntPtr0;
|
||||
p1 = ret.IntPtr1;
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out float f0, out float f1, out float f2, out float f3)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
f0 = ret.UInt32[0];
|
||||
f1 = ret.UInt32[1];
|
||||
f2 = ret.UInt32[2];
|
||||
f3 = ret.UInt32[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out uint u0)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
u0 = ret.UInt32[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void TryDequeue(out uint u0, out uint u1)
|
||||
{
|
||||
M128 ret;
|
||||
if (paramQueue.TryDequeue(out ret))
|
||||
{
|
||||
u0 = ret.UInt32[0];
|
||||
u1 = ret.UInt32[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
InternalIO.InternalWriteLog("No param in buffer when calling gl function.", LogType.Error);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
internal void SetContext(GLcontext* p)
|
||||
{
|
||||
context = p;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1 +1 @@
|
||||
24c5df41ae49edf025d2ed9b429a230b0b1d6265c75acbe5047db47eef8de12f
|
||||
782e3dab3e04efa45b725f294fb2f3a1dfe839a8105c1f07be6261ca6a4264ec
|
||||
|
||||
@@ -1 +1 @@
|
||||
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/8148c10acd65bd764d3e12418a1ebd37938d8501/*"}}
|
||||
{"documents":{"D:\\NitloadIndustry\\研究项目\\1-Flagship\\TH2020\\ProjectFile\\*":"https://raw.githubusercontent.com/Nitload-NSI/CCD_Github/5d778e0f2f6e677453cebc990919697968c771f9/*"}}
|
||||
Reference in New Issue
Block a user