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stgsharp/StgSharp.Common/Graphics/OpenGL/ShaderEdit/Shader.cs
T

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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Shader.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;
using StgSharp.Internal;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Xml.Linq;
namespace StgSharp.Graphics.OpenGL
{
public abstract partial class glRender : RenderStream
{
/// <summary>
/// Create an instance of <see cref="Shader" /> program
/// </summary>
/// <returns>
/// New instance of <see cref="Shader" /> instance.
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed ShaderProgram CreateShaderProgram()
{
return new ShaderProgram( this );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
protected override sealed Shader CreateShaderSegment( ShaderType type, int count )
{
return new Shader( GL.CreateShaderSet( count, type ), type, this );
}
}
public class Shader : ISSDSerializable
{
private readonly OpenGLFunction GL;
internal readonly GlHandle[] handle;
public readonly ShaderType type;
internal unsafe Shader( GlHandle[] handle, ShaderType usage, glRender stream )
{
this.handle = handle;
GL = stream.GL;
type = usage;
}
public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
/// <summary>
/// Attach one shader code to a shader program.
/// </summary>
/// <param _label="target">
/// Shader program to attach
/// </param>
/// <param _label="index">
/// Index of shader code in current shader code set.
/// </param>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public void AttachTo( int index, [NotNull]ShaderProgram target )
{
GL.AttachShader( target.handle, handle[ index ] );
}
public void CheckStatus( int index, ShaderStatus status )
{
string log = GL.GetShaderStatus( this, index, ( int )status );
if( !string.IsNullOrEmpty( log ) ) {
throw new InvalidOperationException( $"{$"Shader Error \t{status}\n"}{log}" );
}
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, ReadOnlySpan<byte> codeU8Stream )
{
GL.LoadShaderSource( handle[ index ], codeU8Stream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, byte[] codeStream )
{
ArgumentNullException.ThrowIfNull( codeStream );
GL.LoadShaderSource( handle[ index ], codeStream );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Compile( int index, string codeStream )
{
ArgumentNullException.ThrowIfNull( codeStream );
GL.LoadShaderSource( handle[ index ], codeStream.AsSpan() );
GL.CompileShader( handle[ index ] );
CheckStatus( index, ShaderStatus.CompileStatus );
}
public void FromBytes( byte[] stream )
{
throw new NotImplementedException();
}
public static byte[] FromCodeFile( string fileRoute )
{
string str = File.ReadAllText( fileRoute );
if( string.IsNullOrEmpty( str ) ) {
throw new InvalidOperationException( $"Cannot load and GLSL code from {fileRoute}" );
}
return Encoding.UTF8.GetBytes( str );
}
public byte[] GetBytes()
{
return Array.Empty<byte>();
}
public byte[] GetBytes( out int length )
{
throw new NotImplementedException();
}
public override string ToString()
{
return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
}
}
public enum ShaderStatus : int
{
CompileStatus = glConst.COMPILE_STATUS,
}
public class ShaderProgram
{
private readonly OpenGLFunction GL;
internal readonly GlHandle handle;
/// <summary>
/// CustomizeInit a program with no shader attached.
/// </summary>
internal unsafe ShaderProgram( glRender binding )
{
GL = binding.GL;
handle = GL.CreateProgram();
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
{
return new Uniform<T>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U> GetUniform<T, U>( string name ) where T: struct where U: struct
{
return new Uniform<T, U>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name ) where T: struct
where U: struct
where V: struct
{
return new Uniform<T, U, V>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Get a uniform form current shader, the value type of the uniform should be provided.
/// </summary>
/// <param _label="name">
/// ContextName of the Uniform in shader code
/// </param>
/// <returns>
///
/// </returns>
public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name ) where T: struct
where U: struct
where V: struct
where W: struct
{
return new Uniform<T, U, V, W>( GL.GetUniformLocation( this.handle, name ) );
}
/// <summary>
/// Link the shader to current viewPortDisplay.
/// </summary>
public unsafe void Link()
{
if( InternalIO.InternalLinkShaderProgram(
( OpenglContext* )this.GL.ContextHandle, handle.Value ) ==
0 )
{
IntPtr logPtr = InternalIO.InternalReadSSCLog();
try
{
byte[] logByte = new byte[512];
Marshal.Copy( logPtr, logByte, 0, 512 );
string log = Encoding.UTF8.GetString( logByte );
log = log.Replace( "\0", string.Empty );
InternalIO.InternalWriteLog( log, LogType.Error );
}
catch( Exception ex )
{
InternalIO.InternalWriteLog( ex.Message, LogType.Error );
}
}
}
/// <summary>
/// Let the current viewPortDisplay use this shader.
/// </summary>
[MethodImpl( MethodImplOptions.AggressiveInlining )]
public unsafe void Use()
{
GL.UseProgram( handle );
}
~ShaderProgram()
{
//handle.Dispose();
}
}
}