194 lines
6.9 KiB
C#
194 lines
6.9 KiB
C#
//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="glFunction.v4_2"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// <auto-generated>
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// Generated by StgSharp.GenerateGL on 2025-12-30 02:54:41Z
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// Version: 4.2
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// </auto-generated>
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using StgSharp.Graphics.OpenGL;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace StgSharp.Graphics.OpenGL
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{
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public unsafe partial class OpenGLFunction
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void BindImageTexture(
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uint unit,
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GlHandle texture,
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int level,
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byte layered,
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int layer,
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uint access,
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uint format
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)
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{
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Context.glBindImageTexture(unit, texture.Value, level, layered, layer, access, format);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void DrawArraysInstancedBaseInstance(
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uint mode,
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int first,
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int count,
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int instancecount,
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uint baseinstance
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)
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{
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Context.glDrawArraysInstancedBaseInstance(mode, first, count, instancecount,
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baseinstance);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void DrawElementsInstancedBaseInstance(
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uint mode,
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int count,
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ShaderType type,
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ReadOnlySpan<IntPtr> indices,
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int instancecount,
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uint baseinstance
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)
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{
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fixed (IntPtr* indicesPtr = indices) {
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Context.glDrawElementsInstancedBaseInstance(mode, count, (uint)type, indicesPtr,
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instancecount, baseinstance);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void DrawElementsInstancedBaseVertexBaseInstance(
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uint mode,
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int count,
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ShaderType type,
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ReadOnlySpan<IntPtr> indices,
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int instancecount,
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int basevertex,
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uint baseinstance
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)
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{
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fixed (IntPtr* indicesPtr = indices) {
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Context.glDrawElementsInstancedBaseVertexBaseInstance(mode, count, (uint)type,
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indicesPtr, instancecount,
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basevertex, baseinstance);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void DrawTransformFeedbackInstanced(
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uint mode,
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uint id,
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int instancecount
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)
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{
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Context.glDrawTransformFeedbackInstanced(mode, id, instancecount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void DrawTransformFeedbackStreamInstanced(
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uint mode,
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uint id,
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uint stream,
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int instancecount
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)
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{
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Context.glDrawTransformFeedbackStreamInstanced(mode, id, stream, instancecount);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void GetActiveAtomicCounterBufferiv(
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GlHandle program,
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GlHandle bufferIndex,
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uint pname,
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int* @params
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)
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{
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Context.glGetActiveAtomicCounterBufferiv(program.Value, bufferIndex.Value, pname,
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@params);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void GetInternalformativ(
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uint target,
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uint internalformat,
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uint pname,
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int count,
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int* @params
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)
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{
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Context.glGetInternalformativ(target, internalformat, pname, count, @params);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void MemoryBarrier(
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uint barriers
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)
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{
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Context.glMemoryBarrier(barriers);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TexStorage1D(
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uint target,
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int levels,
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uint internalformat,
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int width
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)
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{
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Context.glTexStorage1D(target, levels, internalformat, width);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TexStorage2D(
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uint target,
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int levels,
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uint internalformat,
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int width,
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int height
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)
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{
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Context.glTexStorage2D(target, levels, internalformat, width, height);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void TexStorage3D(
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uint target,
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int levels,
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uint internalformat,
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int width,
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int height,
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int depth
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)
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{
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Context.glTexStorage3D(target, levels, internalformat, width, height, depth);
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}
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}
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}
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