MVVM frame work done, under unit test
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="GLresourceGenrator.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 System;
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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.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.OpenGL
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{
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public partial class glRenderStream
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{
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/// <summary>
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/// Create a set of <see cref="ElementBuffer"/>.
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/// </summary>
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/// <param name="count">Amount of EBO to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected ElementBuffer CreateElementBuffer(int count)
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{
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return new ElementBuffer(count, this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected RenderBuffer CreateRenderBuffer(int count)
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{
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return new RenderBuffer(count, this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected FrameBuffer CreateFrameBuffer(int count)
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{
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return new FrameBuffer(count, this);
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}
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/// <summary>
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/// Create a sets of <see cref="TextureGL"/>
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/// </summary>
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/// <param name="count">Amount of textures to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected TextureGL CreateTexture(int count)
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{
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return new TextureGL(count, this);
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}
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/// <summary>
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/// Create a set of <see cref="VertexArray"/>.
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/// </summary>
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/// <param name="count">Amount of VAO to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexArray CreateVertexArray(int count)
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{
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return new VertexArray(count, this);
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}
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/// <summary>
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/// Create a set of <see cref="VertexBuffer"/>.
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/// </summary>
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/// <param name="count">Amount of Object to be created.</param>
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/// <returns></returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected VertexBuffer CreateVertexBuffer(int count)
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{
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return new VertexBuffer(count, this);
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}
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}
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}
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