Daily update on 20250618-051714 by Nitload Youmu. Additional Message : Brief support to collection operation in EXPRESS. A collection type added in core lib and compilestack.
Signed-off-by: Nitload <YoumuLiu_NSI@whv0t.onmicrosoft.com>
This commit is contained in:
@@ -1,7 +1,7 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Uniform.cs"
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// Project: StgSharp
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// Project: StepVisualizer
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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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@@ -35,6 +35,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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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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@@ -65,7 +66,10 @@ namespace StgSharp.Graphics.OpenGL
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internal static Uniform<T> FromHandle( GlHandle handle )
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{
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return new Uniform<T> { id = handle };
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return new Uniform<T>
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{
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id = handle
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};
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}
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}
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@@ -82,14 +86,15 @@ namespace StgSharp.Graphics.OpenGL
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internal static Uniform<T, U> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U> { id = handle };
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return new Uniform<T, U>
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{
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id = handle
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};
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}
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}
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public sealed class Uniform<T, U, V> : Uniform where T: struct
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where U: struct
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where V: struct
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public sealed class Uniform<T, U, V> : Uniform where T: struct where U: struct where V: struct
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{
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internal Uniform() { }
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@@ -101,13 +106,15 @@ namespace StgSharp.Graphics.OpenGL
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internal static Uniform<T, U, V> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U, V> { id = handle };
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return new Uniform<T, U, V>
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{
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id = handle
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};
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}
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}
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public sealed class Uniform<T, U, V, W> : Uniform where T: struct
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where U: struct
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public sealed class Uniform<T, U, V, W> : Uniform where T: struct where U: struct
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where V: struct
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where W: struct
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{
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@@ -121,7 +128,10 @@ namespace StgSharp.Graphics.OpenGL
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internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U, V, W> { id = handle };
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return new Uniform<T, U, V, W>
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{
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id = handle
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};
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}
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}
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@@ -133,14 +143,13 @@ namespace StgSharp.Graphics.OpenGL
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public void SetUniformValue( [NotNull] Uniform<Matrix44> uniform, Matrix44 mat )
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{
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Matrix44 temp = mat;
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Context.glUniformMatrix4fv(
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uniform.id.SignedValue, 1, false, ( float* )&temp );
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Context.glUniformMatrix4fv( uniform.id.SignedValue, 1, false, ( float* )&temp );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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[NotNull]Uniform<float, float, float, float> uniform,
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Vec4 vec )
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[NotNull]Uniform<float, float, float, float> uniform,
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Vec4 vec )
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{
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Vec4 temp = vec;
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Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
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@@ -166,31 +175,28 @@ namespace StgSharp.Graphics.OpenGL
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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[NotNull] Uniform<float, float> uniform,
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float v0,
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float v1 )
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public void SetUniformValue( [NotNull] Uniform<float, float> uniform, float v0, float v1 )
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{
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Context.glUniform2f( uniform.id.SignedValue, v0, v1 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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[NotNull] Uniform<float, float, float> uniform,
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float v0,
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float v1,
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float v2 )
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[NotNull] Uniform<float, float, float> uniform,
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float v0,
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float v1,
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float v2 )
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{
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Context.glUniform3f( uniform.id.SignedValue, v0, v1, v2 );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void SetUniformValue(
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[NotNull] Uniform<float, float, float, float> uniform,
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float v0,
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float v1,
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float v2,
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float v3 )
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[NotNull] Uniform<float, float, float, float> uniform,
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float v0,
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float v1,
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float v2,
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float v3 )
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{
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Context.glUniform4f( uniform.id.SignedValue, v0, v1, v2, v3 );
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}
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