daily update on 20240206 by nitload youmu

This commit is contained in:
Nitload
2024-02-06 13:54:30 +08:00
parent 5d778e0f2f
commit 8548757bbf
114 changed files with 86620 additions and 752 deletions
@@ -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();
}
}
}
}