daily update on 20240328 by nitload youmu, building thread blueprint
This commit is contained in:
@@ -37,13 +37,13 @@ using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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/// <summary>
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/// Interface of all kinds OpenGL buffer onjects
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/// Interface of all kinds OpenGL buffer objects
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/// </summary>
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public abstract class BufferObjectBase : IDisposable
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{
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protected glHandleSet _bufferHandle;
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protected Form binding;
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protected IglFunc binding;
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/// <summary>
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/// Get the only handle to one of the Object instance
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@@ -48,27 +48,27 @@ namespace StgSharp.Graphics
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internal ElementBuffer(int n, Form binding)
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{
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this.binding = binding;
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_bufferHandle = binding.GL.GenBuffers(n);
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this.binding = binding.GL;
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_bufferHandle = this.binding.GenBuffers(n);
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}
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public override sealed void Bind(int index)
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{
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binding.GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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binding.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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}
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public void SetValue<T>(int index, T[] bufferArray, BufferUsage usage)
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where T : struct, IConvertible
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{
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binding.GL.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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binding.GL.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
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binding.BindBuffer(BufferType.ELEMENT_ARRAY_BUFFER, _bufferHandle[index]);
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binding.SetBufferData(BufferType.ELEMENT_ARRAY_BUFFER, bufferArray, usage);
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}
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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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binding.GL.DeleteBuffers(_bufferHandle);
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binding.DeleteBuffers(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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@@ -40,26 +40,26 @@ namespace StgSharp.Graphics
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internal VertexArray(int n, Form binding)
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{
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this.binding = binding;
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_bufferHandle = binding.GL.GenVertexArrays(n);
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this.binding = binding.GL;
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_bufferHandle = this.binding.GenVertexArrays(n);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public override sealed void Bind(int index)
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{
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binding.GL.BindVertexArray(_bufferHandle[index]);
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binding.BindVertexArray(_bufferHandle[index]);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindNull()
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{
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binding.GL.BindVertexArray(glHandle.Zero);
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binding.BindVertexArray(glHandle.Zero);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetVertexAttribute(uint index, int vertexLength, TypeCode dataType, bool isNomalized, uint stride, int pointer)
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{
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binding.GL.SetVertexAttribute(
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binding.SetVertexAttribute(
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index, vertexLength, dataType,
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isNomalized,
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stride, pointer);
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@@ -69,7 +69,7 @@ namespace StgSharp.Graphics
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{
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if (disposing)
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{
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binding.GL.DeleteVertexArrays(_bufferHandle);
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binding.DeleteVertexArrays(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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@@ -45,13 +45,13 @@ namespace StgSharp.Graphics
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internal VertexBuffer(int n, Form binding)
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{
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this.binding = binding;
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_bufferHandle = binding.GL.GenBuffers(n);
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this.binding = binding.GL;
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_bufferHandle = this.binding.GenBuffers(n);
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}
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public override sealed void Bind(int index)
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{
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binding.GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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binding.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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}
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/// <summary>
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@@ -63,8 +63,8 @@ namespace StgSharp.Graphics
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/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
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public void SetValue<T>(int index, T bufferData, BufferUsage usage) where T : struct, IMat
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{
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binding.GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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binding.GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
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binding.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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binding.SetBufferData(BufferType.ARRAY_BUFFER, bufferData, usage);
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}
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/// <summary>
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@@ -76,8 +76,8 @@ namespace StgSharp.Graphics
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/// <param name="usage">How OpenGL use these data, defined by <see cref="BufferUsage"/></param>
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public void SetValueArray<T>(int index, T[] bufferArray, BufferUsage usage) where T : struct, IConvertible
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{
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binding.GL.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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binding.GL.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
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binding.BindBuffer(BufferType.ARRAY_BUFFER, _bufferHandle[index]);
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binding.SetBufferData(BufferType.ARRAY_BUFFER, bufferArray, usage);
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}
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/// <summary>
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@@ -86,16 +86,14 @@ namespace StgSharp.Graphics
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Unbind()
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{
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binding.GL.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
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binding.BindBuffer(BufferType.ARRAY_BUFFER, glHandle.Zero);
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}
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protected override sealed void Dispose(bool disposing)
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{
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if (disposing)
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{
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binding.GL.DeleteBuffers(_bufferHandle);
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binding.DeleteBuffers(_bufferHandle);
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_bufferHandle.Release();
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}
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}
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@@ -278,7 +278,7 @@ namespace StgSharp.Graphics
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}
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/// <summary>
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/// Realse all resource in this handle.
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/// Release all resource in this handle.
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/// This will release all resource in this <see cref="glHandle"/>.
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/// This <see langword="glHandle"/> will be not usable.
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/// </summary>
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@@ -40,13 +40,13 @@ using System.Text;
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namespace StgSharp.Graphics
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{
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internal unsafe partial class GLonRender : IglFunc
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internal unsafe partial class GLpack : IglFunc
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{
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private FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
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internal GLcontext* api;
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internal GLonRender(GLcontext* context)
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internal GLpack(GLcontext* context)
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{
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api = context;
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}
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@@ -1,407 +0,0 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="GLonUpdate.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Logic;
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using StgSharp.Math;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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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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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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internal sealed unsafe partial class GLonUpdate : IglFunc
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{
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private GLcontext* api;
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private FrameOperationBuffer frameOpBuffer;
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internal GLonUpdate(GLcontext* context)
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{
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api = context;
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}
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public FrameOperationBuffer ActivatedOperationBuffer
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{
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get => frameOpBuffer;
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set => frameOpBuffer = value;
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}
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public void GLswapBuffers(Form form)
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{
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if (form.WindowID == IntPtr.Zero)
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{
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return;
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}
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InternalIO.glfwSwapBuffers(form.id);
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}
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void IglFunc.ActiveTexture(uint type)
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{
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frameOpBuffer.ParamEnqueue(type);
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frameOpBuffer.MethodEnqueue(ActiveTexturePtr);
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}
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void IglFunc.AfterAlign(Form form, Action action)
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{
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throw new NotImplementedException();
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}
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void IglFunc.AlignFrame(Form form)
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{
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throw new NotImplementedException();
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}
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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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frameOpBuffer.ParamEnqueue(program, shader);
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frameOpBuffer.MethodEnqueue(AttachShaderPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.BindBuffer(BufferType bufferType, glHandle handle)
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{
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M128 m = default;
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m.Write<uint>(0, (uint)bufferType);
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m.Write<ulong>(1, (ulong)handle.valuePtr);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(BindBufferPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.BindTexture(uint type, glHandle texture)
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{
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M128 m = default;
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m.Write<uint>(0, type);
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m.Write<ulong>(1, (ulong)texture.valuePtr);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(BindTexturePtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.BindVertexArray(glHandle index)
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{
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frameOpBuffer.ParamEnqueue(index);
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frameOpBuffer.MethodEnqueue(BindVertexArrayPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.Clear(MaskBufferBit mask)
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{
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frameOpBuffer.ParamEnqueue((uint)mask);
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frameOpBuffer.MethodEnqueue(ClearPtr);
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}
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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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frameOpBuffer.ParamEnqueue(R, G, B, A);
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frameOpBuffer.MethodEnqueue(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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frameOpBuffer.MethodEnqueue(ClearGraphicErrorPtr);
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}
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unsafe void IglFunc.CompileShader(glHandle shaderhandle)
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{
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frameOpBuffer.ParamEnqueue((IntPtr)shaderhandle.valuePtr);
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frameOpBuffer.MethodEnqueue(CompileShaderPtr);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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glHandle IglFunc.CreateProgram()
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{
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glHandle h = glHandle.Alloc(1);
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frameOpBuffer.ParamEnqueue(h);
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frameOpBuffer.MethodEnqueue(CreateProgramPtr);
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return h;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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glHandleSet IglFunc.CreateProgram(int count)
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{
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M128 m = default;
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glHandleSet h = new glHandleSet(count);
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m.Write<ulong>(0, (ulong)h.handle);
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m.Write<int>(2, count);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(CreateProgramSetPtr);
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return h;
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}
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glHandleSet IglFunc.CreateShaderSet(int count, ShaderType type)
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{
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glHandleSet ret = new glHandleSet(count);
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M128 m = new M128();
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m.Write<int>(0, count);
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m.Write<uint>(1, (uint)type);
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m.Write<ulong>(1, (ulong)ret.handle);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(CreateShaderPtr);
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return ret;
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}
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IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share)
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{
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byte[] tittleBytes = Encoding.UTF8.GetBytes(tittle);
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IntPtr windowPtr;
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if (share == null)
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{
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windowPtr = InternalIO.glfwCreateWindow(
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width, height, tittleBytes, monitor, IntPtr.Zero);
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}
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else
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{
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windowPtr = InternalIO.glfwCreateWindow(
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width, height, tittleBytes, monitor, share.id);
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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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}
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else
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{
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return windowPtr;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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glHandle IglFunc.CreatGraphicProgram()
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{
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glHandle h = glHandle.Alloc(1);
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frameOpBuffer.ParamEnqueue(h);
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frameOpBuffer.MethodEnqueue(CreateProgramPtr);
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return h;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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unsafe void IglFunc.DeleteBuffer(glHandle handle)
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{
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M128 m = default;
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m.Write<ulong>(0, (ulong)handle.valuePtr);
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m.Write(2, 1);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(DeleBufferPtr);
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}
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unsafe void IglFunc.DeleteBuffers(glHandleSet handle)
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{
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M128 m = default;
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m.Write<ulong>(0, (ulong)handle.handle);
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m.Write<uint>(2, (uint)handle.length);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(DeleBufferPtr);
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}
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unsafe void IglFunc.DeleteVertexArrays(glHandleSet arrays)
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{
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M128 m = default; m.Write<ulong>(1, (ulong)arrays.handle);
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m.Write<int>(0, arrays.length);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(DeleteVertexArrayPtr);
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}
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void IglFunc.DrawElements(GepmetryType mode, uint count, TypeCode type, IntPtr ptr)
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{
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uint a;
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switch (type)
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{
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case TypeCode.UInt32:
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a = GLconst.UNSIGNED_INT;
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break;
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case TypeCode.UInt16:
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a = GLconst.UNSIGNED_SHORT;
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break;
|
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|
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case TypeCode.Byte:
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a = GLconst.UNSIGNED_BYTE;
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break;
|
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default:
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InternalIO.InternalWriteLog(
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$"{$"Parameter error in parameter {type} method DrawElements. "}{$"Only {TypeCode.Byte}, {TypeCode.UInt16}, {TypeCode.UInt32} types are suporrted."}",
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LogType.Error);
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return;
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}
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frameOpBuffer.ParamEnqueue((uint)mode, count, a);
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frameOpBuffer.ParamEnqueue(ptr);
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frameOpBuffer.MethodEnqueue(DrawElementsPtr);
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}
|
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void IglFunc.frameworkHandleEnqueue(IntPtr methodHandle, params M128[] param)
|
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{
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foreach (M128 item in param)
|
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{
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frameOpBuffer.ParamEnqueue(item);
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}
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frameOpBuffer.ParamEnqueue(methodHandle);
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}
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unsafe glHandleSet IglFunc.GenBuffers(int count)
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{
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glHandleSet h = new glHandleSet(count);
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M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(GenBufferPtr);
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return h;
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}
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unsafe glHandleSet IglFunc.GenTextures(int count)
|
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{
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glHandleSet h = new glHandleSet(count);
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M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
|
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(GenTexturesPtr);
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return h;
|
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}
|
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unsafe glHandleSet IglFunc.GenVertexArrays(int count)
|
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{
|
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glHandleSet h = new glHandleSet(count);
|
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M128 m = default; m.Write<uint>(2, (uint)count); m.Write<ulong>(0, (ulong)h.handle);
|
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frameOpBuffer.ParamEnqueue(m);
|
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frameOpBuffer.MethodEnqueue(GenTexturesPtr);
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return h;
|
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}
|
||||
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||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
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unsafe glSHandle IglFunc.GetUniformLocation(glHandle program, string ptr)
|
||||
{
|
||||
glSHandle h = glSHandle.Alloc(0);
|
||||
M128 m = default;
|
||||
m.Write<ulong>(0, (ulong)program.Handle);
|
||||
m.Write<ulong>(1, (ulong)GCHandle.Alloc(Encoding.UTF8.GetBytes(ptr), GCHandleType.Pinned).AddrOfPinnedObject());
|
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frameOpBuffer.ParamEnqueue(m);
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)h.valuePtr);
|
||||
frameOpBuffer.MethodEnqueue(GetUniformLocationPtr);
|
||||
return h;
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
bool IglFunc.GetWindowShouldClose(Form form)
|
||||
{
|
||||
return InternalIO.glfwWindowShouldClose(form.id) == 0;
|
||||
}
|
||||
|
||||
void IglFunc.LoadShaderSource(glHandle shaderHandle, string codeStream)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue(shaderHandle);
|
||||
frameOpBuffer.ParamEnqueue(codeStream);
|
||||
frameOpBuffer.MethodEnqueue(ShaderSourcePtr);
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
void IglFunc.MakeContexCurrent(Form form)
|
||||
{
|
||||
if (form.WindowID == IntPtr.Zero)
|
||||
{
|
||||
return;
|
||||
}
|
||||
InternalIO.glfwMakeContextCurrent(form.id);
|
||||
}
|
||||
|
||||
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((uint)bufferType, (uint)usage);
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)sizeof(T));
|
||||
frameOpBuffer.ParamEnqueue<T>(new T[] { bufferData });
|
||||
frameOpBuffer.MethodEnqueue(BufferDataPtr);
|
||||
}
|
||||
|
||||
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
|
||||
{
|
||||
T[] copy = new T[bufferArray.Length];
|
||||
lock (bufferArray)
|
||||
{
|
||||
bufferArray.CopyTo(copy, 0);
|
||||
}
|
||||
frameOpBuffer.ParamEnqueue((uint)bufferType, (uint)usage);
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)(Marshal.SizeOf<T>() * bufferArray.Length));
|
||||
frameOpBuffer.ParamEnqueue<T>(copy);
|
||||
frameOpBuffer.MethodEnqueue(BufferDataPtr);
|
||||
}
|
||||
|
||||
void IglFunc.SetVertexAttribute(uint index, int size, TypeCode t, bool normalized, uint stride, int pointer)
|
||||
{
|
||||
uint type = InternalIO.GLtype[t];
|
||||
frameOpBuffer.ParamEnqueue(index, type, stride);
|
||||
frameOpBuffer.ParamEnqueue(size, normalized ? 1 : 0, pointer);
|
||||
frameOpBuffer.MethodEnqueue(SetVertexArrayPtr);
|
||||
}
|
||||
|
||||
|
||||
unsafe void IglFunc.TextureImage2d<T>(int target, int level, uint internalFormat, uint width, uint height, uint format, uint type, glHandle pixels)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue(pixels);
|
||||
frameOpBuffer.ParamEnqueue((uint)level, internalFormat, width, height);
|
||||
frameOpBuffer.ParamEnqueue((uint)target, format, type);
|
||||
frameOpBuffer.MethodEnqueue(textureImage2dPtr);
|
||||
}
|
||||
|
||||
void IglFunc.TextureParameter(int target, uint pname, int param)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Write<int>(0, target);
|
||||
m.Write<uint>(2, pname);
|
||||
m.Write<int>(3, param);
|
||||
frameOpBuffer.ParamEnqueue(m);
|
||||
frameOpBuffer.MethodEnqueue(TextureParameterPtr);
|
||||
}
|
||||
|
||||
void IglFunc.UseProgram(glHandle program)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)program.valuePtr);
|
||||
frameOpBuffer.MethodEnqueue(UseProgramPtr);
|
||||
}
|
||||
|
||||
void IglFunc.Viewport(int x, int y, uint width, uint height)
|
||||
{
|
||||
Vec4d v = new Vec4d(x, y, (int)width, (int)height);
|
||||
frameOpBuffer.ParamEnqueue(v);
|
||||
frameOpBuffer.MethodEnqueue(ViewPortPtr);
|
||||
}
|
||||
|
||||
GLcontext* IglFunc.Context => api;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,275 +0,0 @@
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="GLonUpdateInternal.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp.Math;
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace StgSharp.Graphics
|
||||
{
|
||||
internal unsafe partial class GLonUpdate : IglFunc
|
||||
{
|
||||
|
||||
private IntPtr ActiveTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalActiveTexture;
|
||||
private IntPtr AttachShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalAttachShader;
|
||||
private IntPtr BindBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindBuffer;
|
||||
private IntPtr BindTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindTexture;
|
||||
private IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindVertexArray;
|
||||
private IntPtr BufferDataPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetBufferData;
|
||||
private IntPtr ClearColorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearColor;
|
||||
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearGraphicError;
|
||||
private IntPtr ClearPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClear;
|
||||
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCompileShader;
|
||||
private IntPtr CreateProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgram;
|
||||
private IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgramSet;
|
||||
private IntPtr CreateShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateShader;
|
||||
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteBuffer;
|
||||
private IntPtr DeleteVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteVertexArrays;
|
||||
private IntPtr DrawElementsPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDrawElements;
|
||||
private IntPtr GenBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenBuffers;
|
||||
private IntPtr GenTexturesPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenTextures;
|
||||
private IntPtr GetUniformLocationPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGetUniformLocation;
|
||||
private IntPtr SetVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetVertexAttribute;
|
||||
private IntPtr ShaderSourcePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalShaderSource;
|
||||
private IntPtr textureImage2dPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureImage2d;
|
||||
private IntPtr TextureParameterPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureParameter;
|
||||
private IntPtr UseProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalUseProgram;
|
||||
private IntPtr ViewPortPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalViewport;
|
||||
|
||||
private static void InternalActiveTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint t;
|
||||
frameBuffer.TryDequeue(out t);
|
||||
activatedContext->glActiveTexture(t);
|
||||
}
|
||||
|
||||
private static void InternalAttachShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint p, s;
|
||||
frameBuffer.TryDequeue(out p, out s);
|
||||
activatedContext->glAttachShader(p, s);
|
||||
}
|
||||
|
||||
private static void InternalBindBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = new M128();
|
||||
frameBuffer.TryDequeue(out m);
|
||||
uint usage = m.Read<uint>(0);
|
||||
uint handle = *(uint*)m.Read<ulong>(1);
|
||||
activatedContext->glBindBuffer(usage, handle);
|
||||
}
|
||||
|
||||
private static void InternalBindTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glBindTexture(
|
||||
m.Read<uint>(0),
|
||||
*(uint*)m.Read<ulong>(1)
|
||||
);
|
||||
}
|
||||
|
||||
private static void InternalBindVertexArray(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr i;
|
||||
frameBuffer.TryDequeue(out i);
|
||||
activatedContext->glBindVertexArray(*(uint*)i);
|
||||
}
|
||||
|
||||
private static void InternalClear(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint mt;
|
||||
frameBuffer.TryDequeue(out mt);
|
||||
activatedContext->glClear(mt);
|
||||
}
|
||||
|
||||
private static void InternalClearColor(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
float r, g, b, a;
|
||||
frameBuffer.TryDequeue(out r, out g, out b, out a);
|
||||
activatedContext->glClearColor(r, g, b, a);
|
||||
}
|
||||
|
||||
private static void InternalClearGraphicError(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
while (activatedContext->glGetError() != 0) { }
|
||||
}
|
||||
|
||||
private static unsafe void InternalCompileShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr handle = default;
|
||||
frameBuffer.TryDequeue(out handle);
|
||||
activatedContext->glCompileShader(*(uint*)handle);
|
||||
}
|
||||
|
||||
private static void InternalCreateProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr programHandle = default;
|
||||
frameBuffer.TryDequeue(out programHandle);
|
||||
*(uint*)programHandle = activatedContext->glCreateProgram();
|
||||
}
|
||||
|
||||
private static void InternalCreateProgramSet(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint* programHandle;
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
programHandle = (uint*)m.Read<ulong>(0);
|
||||
for (int i = 0; i < m.Read<int>(2); i++)
|
||||
{
|
||||
*(programHandle + i) = activatedContext->glCreateProgram();
|
||||
}
|
||||
}
|
||||
|
||||
private static unsafe void InternalCreateShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
int count = m.Read<int>(0); uint type = m.Read<uint>(1); uint* handle = (uint*)m.Read<ulong>(1);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
*(handle + i) = activatedContext->glCreateShader(type);
|
||||
}
|
||||
}
|
||||
|
||||
private static void InternalDeleteBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glDeleteBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
for (int i = 0; i < m.Read<uint>(2); i++)
|
||||
{
|
||||
*(((uint*)m.Read<ulong>(0)) + i) = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private static void InternalDeleteVertexArrays(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glDeleteVertexArrays((uint)m.Read<int>(0), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalDrawElements(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint mode, count, type;
|
||||
IntPtr ptr;
|
||||
frameBuffer.TryDequeue(out mode, out count, out type);
|
||||
frameBuffer.TryDequeue(out ptr);
|
||||
activatedContext->glDrawElements(mode, count, type, (void*)ptr);
|
||||
}
|
||||
|
||||
private static void InternalGenBuffers(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glGenBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalGenTextures(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glGenTextures(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
|
||||
}
|
||||
|
||||
private static void InternalGetUniformLocation(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr programHandle = default, nameHandle = default, targetHandle = default;
|
||||
frameBuffer.TryDequeue(out programHandle, out nameHandle);
|
||||
frameBuffer.TryDequeue(out targetHandle);
|
||||
*(int*)targetHandle = activatedContext->glGetUniformLocation(*(uint*)programHandle, (byte*)nameHandle);
|
||||
}
|
||||
|
||||
private static void InternalSetBufferData(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint type = 0, use = 0;
|
||||
IntPtr size = default;
|
||||
glArrayHandle array = default;
|
||||
frameBuffer.TryDequeue(out type, out use);
|
||||
frameBuffer.TryDequeue(out size);
|
||||
frameBuffer.TryDequeue(out array);
|
||||
activatedContext->glBufferData(type, size, array.AddressOfArray(), use);
|
||||
}
|
||||
|
||||
private static void InternalSetVertexAttribute(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
uint index, type, stride;
|
||||
int size, normalized, pointer;
|
||||
frameBuffer.TryDequeue(out index, out type, out stride);
|
||||
frameBuffer.TryDequeue(out size, out normalized, out pointer);
|
||||
activatedContext->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
|
||||
activatedContext->glEnableVertexAttribArray(index);
|
||||
}
|
||||
|
||||
private static unsafe void InternalShaderSource(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr handle = default;
|
||||
glArrayHandle stream = default;
|
||||
frameBuffer.TryDequeue(out handle);
|
||||
frameBuffer.TryDequeue(out stream);
|
||||
IntPtr buffer = stream.AddressOfArray();
|
||||
activatedContext->glShaderSource(*(uint*)handle, 1, (byte**)&buffer, (void*)0);
|
||||
}
|
||||
|
||||
private static void InternalTextureImage2d(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr pix = IntPtr.Zero;
|
||||
uint target, level, internalFormat, width, height, format, type;
|
||||
frameBuffer.TryDequeue(out pix);
|
||||
frameBuffer.TryDequeue(out level, out internalFormat, out width, out height);
|
||||
frameBuffer.TryDequeue(out target, out format, out type);
|
||||
activatedContext->glTexImage2D(target, (int)level, internalFormat, width, height, 0, format, type, (void*)pix);
|
||||
}
|
||||
|
||||
private static void InternalTextureParameter(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glTextureParameteri(m.Read<uint>(0), m.Read<uint>(2), m.Read<int>(3));
|
||||
}
|
||||
|
||||
private static void InternalUseProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr handle = IntPtr.Zero;
|
||||
frameBuffer.TryDequeue(out handle);
|
||||
activatedContext->glUseProgram(*(uint*)handle);
|
||||
}
|
||||
|
||||
private static void InternalViewport(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameBuffer.TryDequeue(out m);
|
||||
activatedContext->glViewport(m.Read<int>(0), m.Read<int>(1), m.Read<uint>(2), m.Read<uint>(3));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -126,7 +126,7 @@ namespace StgSharp.Graphics
|
||||
|
||||
}
|
||||
|
||||
internal partial class GLonRender : IglFunc
|
||||
internal partial class GLpack : IglFunc
|
||||
{
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
@@ -173,118 +173,4 @@ namespace StgSharp.Graphics
|
||||
|
||||
}
|
||||
|
||||
internal unsafe partial class GLonUpdate
|
||||
{
|
||||
|
||||
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1f;
|
||||
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1fv;
|
||||
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1i;
|
||||
private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal2f;
|
||||
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal3f;
|
||||
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal4f;
|
||||
|
||||
private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
|
||||
}
|
||||
|
||||
private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default, v = default;
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
frameOpBuffer.TryDequeue(out v);
|
||||
activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
|
||||
}
|
||||
|
||||
private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
|
||||
}
|
||||
|
||||
private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
M128 m = default;
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
|
||||
}
|
||||
|
||||
private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr handle = IntPtr.Zero;
|
||||
M128 m = default;
|
||||
frameOpBuffer.TryDequeue(out handle);
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
|
||||
}
|
||||
|
||||
private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
|
||||
{
|
||||
IntPtr handle = IntPtr.Zero;
|
||||
M128 m = default;
|
||||
frameOpBuffer.TryDequeue(out handle);
|
||||
frameOpBuffer.TryDequeue(out m);
|
||||
activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
|
||||
frameOpBuffer.ParamEnqueue(f0, f1, f2);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal3fPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<float>(2, f0);
|
||||
m.Write<float>(3, f1);
|
||||
frameOpBuffer.ParamEnqueue(m);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal2fPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float f0, float f1, float f2, float f3)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
|
||||
frameOpBuffer.ParamEnqueue(f0, f1, f2, f3);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal4fPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
|
||||
frameOpBuffer.ParamEnqueue(vec);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<float>(2, f0);
|
||||
frameOpBuffer.ParamEnqueue(m);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
|
||||
{
|
||||
M128 m = default;
|
||||
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
|
||||
m.Write<int>(2, i0);
|
||||
frameOpBuffer.ParamEnqueue(m);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
|
||||
}
|
||||
|
||||
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
|
||||
{
|
||||
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
|
||||
frameOpBuffer.ParamEnqueue(vec);
|
||||
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user