Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="RenderStream.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 StgSharp.Graphics.OpenGL;
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using StgSharp.Math;
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using StgSharp.MVVM;
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using StgSharp.MVVM.View;
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using StgSharp.Timing;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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public abstract class RenderStream
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{
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private protected ViewPort primeArgs;
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private Camera nativeCamera;
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internal TimeSpanProvider _timeProvider;
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public (int width, int height) Size
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{
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get => (Width, Height);
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}
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public abstract bool IsContextSharable
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{
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get;
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}
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public int Height
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{
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get => primeArgs.Height;
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}
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public int Width
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{
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get => primeArgs.Width;
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}
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public IntPtr Monitor
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{
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get => primeArgs.Monitor;
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internal set => primeArgs.Monitor = value;
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}
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public string Name
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{
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get => primeArgs.Name;
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}
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public ViewPort BindedViewPortContext
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{
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get => primeArgs;
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internal set => primeArgs = value;
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}
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internal IntPtr CanvasHandle
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{
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get => primeArgs.ViewPortID;
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}
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internal IntPtr ContextHandle
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{
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get => primeArgs.GraphicHandle;
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private protected set => primeArgs.GraphicHandle = value;
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}
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protected internal Camera NativeCamera
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{
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get => nativeCamera;
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internal set => nativeCamera = value;
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}
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protected float FramePassed
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{
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get => _timeProvider.CurrentSpan;
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}
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protected int PassedFrames
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{
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get => _timeProvider.CurrentSpan;
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}
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protected float TimePassed
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{
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get => _timeProvider.CurrentSecond;
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}
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protected TimeSpanProvider TimeProvider
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{
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get => _timeProvider;
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}
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/// <summary>
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/// Set the size limit of current form
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/// </summary>
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/// <param _name="minWidth"> Minimum width of current form </param>
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/// <param _name="minHeight"> Minimum height of current form </param>
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/// <param _name="maxWidth"> Maximum width of current form </param>
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/// <param _name="maxHeight"> Maximum height of current form </param>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public abstract 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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public static TTarget ShareContextFrom<TSource, TTarget>(
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[NotNull]TSource source )
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where TSource: RenderStream
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where TTarget: RenderStream, new()
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{
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TTarget target = new TTarget();
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target.Initialize(
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source.BindedViewPortContext,
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source._timeProvider );
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return target;
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}
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/**/
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protected internal static void PollEvents()
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{
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InternalIO.glfwPollEvents();
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}
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private protected void SwapBuffers()
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{
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InternalIO.glfwSwapBuffers( CanvasHandle );
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}
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/**/
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#region native camera operation
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protected abstract 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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protected abstract void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up );
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/// <summary>
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/// Get <see cref="Uniform{T}" />(TView is <see cref="Matrix44" />) uniform from a shader.
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/// This uniform will be used as projection matrix of this camera. Additionally, for multi-
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/// shader rendering, each shader requires a uniform, so do not ignore return value of this
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/// method.
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/// </summary>
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/// <param _name="source"> Shader using this camera </param>
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/// <param _name="name"> ContextName of projection camera named in shader </param>
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/// <returns>
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/// <see cref="Uniform{T}" />(TView is <see cref="Matrix44" />) representing projection
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/// matrix in shader program.
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/// </returns>
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protected abstract Uniform<Matrix44> NativeCameraUniform(
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ShaderProgram source,
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string name );
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#endregion
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#region internal operation
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public void Initialize(
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ViewPort v,
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TimeSpanProvider timeProvider )
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{
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if( v == null ) {
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throw new ArgumentNullException( nameof( v ) );
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}
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primeArgs = v;
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this._timeProvider = timeProvider;
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nativeCamera = new Camera();
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PlatformSpecifiedInitialize();
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CustomizeInit();
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InternalIO.glfwMakeContextCurrent( IntPtr.Zero );
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}
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internal abstract void PlatformSpecifiedInitialize();
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internal abstract void Terminate();
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#endregion
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#region public operation
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protected abstract void CustomizeDeinit();
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protected abstract void CustomizeInit();
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/// <summary>
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/// Marking the start of current render operations, and set this renser context as current.
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/// </summary>
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public abstract void RenderStart();
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/// <summary>
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/// Marking the end of current render operations, and release the binding of this renser
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/// context to current, making it available for another thread as current.
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/// </summary>
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public abstract void RenderEnd();
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#endregion
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#region public resource generator
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protected abstract Shader CreateShaderSegment(
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ShaderType type,
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int count );
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protected abstract ShaderProgram CreateShaderProgram();
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#endregion
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}
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}
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