daily update on 20240328 by nitload youmu, building thread blueprint
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@@ -126,7 +126,7 @@ namespace StgSharp.Graphics
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}
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internal partial class GLonRender : IglFunc
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internal partial class GLpack : IglFunc
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@@ -173,118 +173,4 @@ namespace StgSharp.Graphics
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}
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internal unsafe partial class GLonUpdate
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{
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private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1f;
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private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1fv;
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private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1i;
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private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal2f;
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private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal3f;
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private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal4f;
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private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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M128 m = default;
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frameOpBuffer.TryDequeue(out m);
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activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
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}
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private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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M128 m = default, v = default;
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frameOpBuffer.TryDequeue(out m);
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frameOpBuffer.TryDequeue(out v);
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activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
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}
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private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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M128 m = default;
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frameOpBuffer.TryDequeue(out m);
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activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
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}
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private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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M128 m = default;
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frameOpBuffer.TryDequeue(out m);
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activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
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}
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private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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IntPtr handle = IntPtr.Zero;
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M128 m = default;
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frameOpBuffer.TryDequeue(out handle);
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frameOpBuffer.TryDequeue(out m);
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activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
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}
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private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
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{
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IntPtr handle = IntPtr.Zero;
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M128 m = default;
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frameOpBuffer.TryDequeue(out handle);
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frameOpBuffer.TryDequeue(out m);
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activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
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}
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unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
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{
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frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
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frameOpBuffer.ParamEnqueue(f0, f1, f2);
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frameOpBuffer.MethodEnqueue(UniformVal3fPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
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{
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M128 m = default;
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m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
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m.Write<float>(2, f0);
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m.Write<float>(3, f1);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(UniformVal2fPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float f0, float f1, float f2, float f3)
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{
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frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
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frameOpBuffer.ParamEnqueue(f0, f1, f2, f3);
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frameOpBuffer.MethodEnqueue(UniformVal4fPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
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{
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frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
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frameOpBuffer.ParamEnqueue(vec);
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frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
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{
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M128 m = default;
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m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
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m.Write<float>(2, f0);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
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{
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M128 m = default;
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m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
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m.Write<int>(2, i0);
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frameOpBuffer.ParamEnqueue(m);
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frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
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}
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unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
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{
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frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
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frameOpBuffer.ParamEnqueue(vec);
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frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
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}
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}
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}
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