daily update on 20231111 by nitload youmu
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@@ -48,15 +48,11 @@ namespace StgSharp.Graphics
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/// <param name="shaderType">An <see cref="ShaderType"/> enum represent the type of the shader to
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/// conpile, including vertex shader and fragment shader.</param>
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/// <returns>An uint value as the only mark of conpiled shader</returns>
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public static unsafe uint CompileShader(string shaderCode, ShaderType shaderType)
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public static uint CompileShader(string shaderCode, ShaderType shaderType)
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{
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uint shaderID;
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shaderCode += '\0';
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byte[] buffer = Encoding.ASCII.GetBytes(shaderCode);
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fixed (byte* data = &buffer[0])
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{
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shaderID = InternalIO.InternalLoadShaderCode(data, (int)shaderType);
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}
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shaderID = InternalIO.InternalLoadShaderCode(shaderCode, (int)shaderType);
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if (shaderID == 0)
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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@@ -84,7 +80,6 @@ namespace StgSharp.Graphics
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catch (Exception)
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{
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log = "Failed to compile shader.\nFailed to get GLSL compiler log";
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}
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InternalIO.InternalWriteLog(log, LogType.Error);
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@@ -165,11 +160,6 @@ namespace StgSharp.Graphics
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}
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public static unsafe IntPtr GetProcAddress(string name)
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{
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IntPtr ret = InternalIO.glfw.GetProcAddress(name);
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return ret;
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}
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public static unsafe bool GetWindowShouldClose(Form form)
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