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="glRenderStream.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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@@ -58,29 +58,28 @@ namespace StgSharp.Graphics.OpenGL
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}
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/// <summary>
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/// Initialize an opengl context and load all opengl functions.
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/// Initialize an opengl context and load all opengl functions.
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/// </summary>
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public unsafe void InitializeContext()
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{
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if( ContextHandle == default ) {
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ContextHandle = Marshal.AllocHGlobal(
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Marshal.SizeOf( typeof( OpenglContext ) ) );
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if( ContextHandle == default )
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{
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ContextHandle = Marshal.AllocHGlobal( Marshal.SizeOf( typeof( OpenglContext ) ) );
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OpenglContext* contextID = ( OpenglContext* )ContextHandle;
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contextID->glGetString = ( delegate*<uint, IntPtr> )IntPtr.Zero;
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}
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if( GL == null ) {
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_context = OpenGLFunction.BuildGlFunctionPackage(
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ContextHandle );
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_context = OpenGLFunction.BuildGlFunctionPackage( ContextHandle );
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}
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}
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/// <summary>
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
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/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
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/// viewPortDisplay.
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/// Initialize an OpenGl viewPortDisplay if current form has not been binded to any
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/// viewPortDisplay. and set the viewPortDisplay binded to current form as current OpenGL
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/// viewPortDisplay.
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/// </summary>
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/// <exception cref="Exception">
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/// Something goes wrong and StgSharp fails in creating a new OpenGL viewPortDisplay.
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/// Something goes wrong and World fails in creating a new OpenGL viewPortDisplay.
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/// </exception>
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public unsafe void MakeAsCurrentContext()
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{
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@@ -91,8 +90,7 @@ namespace StgSharp.Graphics.OpenGL
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/// <inheritdoc />
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public override void RenderEnd()
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{
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if( !renderToThread.TryGetValue( this,
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out Thread t ) || t != Thread.CurrentThread ) {
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if( !renderToThread.TryGetValue( this, out Thread t ) || t != Thread.CurrentThread ) {
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throw new InvalidOperationException(
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$"Current render has had been binded to thread {t!.ManagedThreadId}" );
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}
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@@ -106,8 +104,8 @@ namespace StgSharp.Graphics.OpenGL
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public override void RenderStart()
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{
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Thread current = Thread.CurrentThread;
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if( !renderToThread.TryGetValue( this,
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out Thread t ) || t == ThreadHelper.EmptyThread ) {
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if( !renderToThread.TryGetValue( this, out Thread t ) || t == ThreadHelper.EmptyThread )
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{
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renderToThread[ this ] = current;
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MakeAsCurrentContext();
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return;
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@@ -120,10 +118,10 @@ namespace StgSharp.Graphics.OpenGL
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public override void SetSizeLimit(
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight )
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight )
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{
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InternalIO.glfwSetWindowSizeLimits(
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this.CanvasHandle, minWidth, minHeight, maxWidth, maxHeight );
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@@ -144,8 +142,8 @@ namespace StgSharp.Graphics.OpenGL
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}
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protected override sealed Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name )
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ShaderProgram source,
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string name )
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{
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NativeCamera.GainAllUniforms( source, name );
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return NativeCamera.convertedUniform;
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@@ -153,18 +151,18 @@ namespace StgSharp.Graphics.OpenGL
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed void NativeCameraViewRange(
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth )
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth )
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{
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NativeCamera.SetViewRange(
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fieldOfRange, this.Size, offset, viewDepth );
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NativeCamera.SetViewRange( fieldOfRange, this.Size, offset, viewDepth );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up )
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Vec3 position,
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Vec3 direction,
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Vec3 up )
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{
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NativeCamera.SetViewDirection( position, direction, up );
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}
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