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stgsharp/源代码/StgSharp/Graphics/GL/GLonUpdateInternal.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="GLonUpdateInternal.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Linq;
namespace StgSharp.Graphics
{
internal unsafe partial class GLonUpdate : IglFunc
{
private IntPtr ActiveTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalActiveTexture;
private IntPtr AttachShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalAttachShader;
private IntPtr BindBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindBuffer;
private IntPtr BindTexturePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindTexture;
private IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalBindVertexArray;
private IntPtr BufferDataPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetBufferData;
private IntPtr ClearColorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearColor;
private IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClearGraphicError;
private IntPtr ClearPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalClear;
private IntPtr CompileShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCompileShader;
private IntPtr CreateProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgram;
private IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateProgramSet;
private IntPtr CreateShaderPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalCreateShader;
private IntPtr DeleBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteBuffer;
private IntPtr DeleteVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDeleteVertexArrays;
private IntPtr DrawElementsPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalDrawElements;
private IntPtr GenBufferPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenBuffers;
private IntPtr GenTexturesPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGenTextures;
private IntPtr GetUniformLocationPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalGetUniformLocation;
private IntPtr SetVertexArrayPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalSetVertexAttribute;
private IntPtr ShaderSourcePtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalShaderSource;
private IntPtr textureImage2dPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureImage2d;
private IntPtr TextureParameterPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalTextureParameter;
private IntPtr UseProgramPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalUseProgram;
private IntPtr ViewPortPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&InternalViewport;
private static void InternalActiveTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint t;
frameBuffer.TryDequeue(out t);
activatedContext->glActiveTexture(t);
}
private static void InternalAttachShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint p, s;
frameBuffer.TryDequeue(out p, out s);
activatedContext->glAttachShader(p, s);
}
private static void InternalBindBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = new M128();
frameBuffer.TryDequeue(out m);
uint usage = m.Read<uint>(0);
uint handle = *(uint*)m.Read<ulong>(1);
activatedContext->glBindBuffer(usage, handle);
}
private static void InternalBindTexture(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glBindTexture(
m.Read<uint>(0),
*(uint*)m.Read<ulong>(1)
);
}
private static void InternalBindVertexArray(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr i;
frameBuffer.TryDequeue(out i);
activatedContext->glBindVertexArray(*(uint*)i);
}
private static void InternalClear(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint mt;
frameBuffer.TryDequeue(out mt);
activatedContext->glClear(mt);
}
private static void InternalClearColor(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
float r, g, b, a;
frameBuffer.TryDequeue(out r, out g, out b, out a);
activatedContext->glClearColor(r, g, b, a);
}
private static void InternalClearGraphicError(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
while (activatedContext->glGetError() != 0) { }
}
private static unsafe void InternalCompileShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = default;
frameBuffer.TryDequeue(out handle);
activatedContext->glCompileShader(*(uint*)handle);
}
private static void InternalCreateProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr programHandle = default;
frameBuffer.TryDequeue(out programHandle);
*(uint*)programHandle = activatedContext->glCreateProgram();
}
private static void InternalCreateProgramSet(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint* programHandle;
M128 m = default;
frameBuffer.TryDequeue(out m);
programHandle = (uint*)m.Read<ulong>(0);
for (int i = 0; i < m.Read<int>(2); i++)
{
*(programHandle + i) = activatedContext->glCreateProgram();
}
}
private static unsafe void InternalCreateShader(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
int count = m.Read<int>(0); uint type = m.Read<uint>(1); uint* handle = (uint*)m.Read<ulong>(1);
for (int i = 0; i < count; i++)
{
*(handle + i) = activatedContext->glCreateShader(type);
}
}
private static void InternalDeleteBuffer(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glDeleteBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
for (int i = 0; i < m.Read<uint>(2); i++)
{
*(((uint*)m.Read<ulong>(0)) + i) = 0;
}
}
private static void InternalDeleteVertexArrays(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glDeleteVertexArrays((uint)m.Read<int>(0), (uint*)m.Read<ulong>(0));
}
private static void InternalDrawElements(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint mode, count, type;
IntPtr ptr;
frameBuffer.TryDequeue(out mode, out count, out type);
frameBuffer.TryDequeue(out ptr);
activatedContext->glDrawElements(mode, count, type, (void*)ptr);
}
private static void InternalGenBuffers(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glGenBuffers(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
}
private static void InternalGenTextures(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glGenTextures(m.Read<uint>(2), (uint*)m.Read<ulong>(0));
}
private static void InternalGetUniformLocation(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr programHandle = default, nameHandle = default, targetHandle = default;
frameBuffer.TryDequeue(out programHandle, out nameHandle);
frameBuffer.TryDequeue(out targetHandle);
*(int*)targetHandle = activatedContext->glGetUniformLocation(*(uint*)programHandle, (byte*)nameHandle);
}
private static void InternalSetBufferData(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint type = 0, use = 0;
IntPtr size = default;
glArrayHandle array = default;
frameBuffer.TryDequeue(out type, out use);
frameBuffer.TryDequeue(out size);
frameBuffer.TryDequeue(out array);
activatedContext->glBufferData(type, size, array.AddressOfArray(), use);
}
private static void InternalSetVertexAttribute(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
uint index, type, stride;
int size, normalized, pointer;
frameBuffer.TryDequeue(out index, out type, out stride);
frameBuffer.TryDequeue(out size, out normalized, out pointer);
activatedContext->glVertexAttribPointer(index, size, type, normalized, stride, (void*)pointer);
activatedContext->glEnableVertexAttribArray(index);
}
private static unsafe void InternalShaderSource(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = default;
glArrayHandle stream = default;
frameBuffer.TryDequeue(out handle);
frameBuffer.TryDequeue(out stream);
IntPtr buffer = stream.AddressOfArray();
activatedContext->glShaderSource(*(uint*)handle, 1, (byte**)&buffer, (void*)0);
}
private static void InternalTextureImage2d(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr pix = IntPtr.Zero;
uint target, level, internalFormat, width, height, format, type;
frameBuffer.TryDequeue(out pix);
frameBuffer.TryDequeue(out level, out internalFormat, out width, out height);
frameBuffer.TryDequeue(out target, out format, out type);
activatedContext->glTexImage2D(target, (int)level, internalFormat, width, height, 0, format, type, (void*)pix);
}
private static void InternalTextureParameter(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glTextureParameteri(m.Read<uint>(0), m.Read<uint>(2), m.Read<int>(3));
}
private static void InternalUseProgram(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
frameBuffer.TryDequeue(out handle);
activatedContext->glUseProgram(*(uint*)handle);
}
private static void InternalViewport(FrameOperationBuffer frameBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameBuffer.TryDequeue(out m);
activatedContext->glViewport(m.Read<int>(0), m.Read<int>(1), m.Read<uint>(2), m.Read<uint>(3));
}
}
}