Files
stgsharp/源代码/StgSharp/Graphics/GL/GLonTimeout.cs
T

123 lines
4.4 KiB
C#

using StgSharp.Logic;
using StgSharp.Math;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
internal class GLonTimeout : IglFunc
{
private static readonly GLonTimeout singleInstance
= new GLonTimeout();
FrameTimeoutException refreshSIgnal = new FrameTimeoutException();
FrameTimeoutException signal = new FrameTimeoutException("This frame is timeout");
private GLonTimeout() { }
void IglFunc.ActiveTexture(uint type) => throw signal;
void IglFunc.AfterAlign(Form form, Action action) => throw signal;
void IglFunc.AlignFrame(Form form) => throw signal;
void IglFunc.AttachShader(glHandle program, glHandle shader) => throw signal;
void IglFunc.BindBuffer(BufferType bufferType, glHandle handle) => throw signal;
void IglFunc.BindTexture(uint type, uint texture) => throw signal;
void IglFunc.BindVertexArray(glHandle handle) => throw signal;
void IglFunc.Clear(MaskBufferBit mask) => throw signal;
void IglFunc.ClearColor(float R, float G, float B, float A) => throw signal;
void IglFunc.ClearGraphicError() => throw signal;
glHandleSet IglFunc.CompileShader(ShaderType shaderType, params string[] shaderCode) => throw signal;
glHandle IglFunc.CreateProgram() => throw signal;
glHandleSet IglFunc.CreateProgram(int count) => throw signal;
IntPtr IglFunc.CreateWindowHandle(int width, int height, string tittle, IntPtr monitor, Form share) => throw signal;
glHandle IglFunc.CreatGraphicProgram() => throw signal;
void IglFunc.DeleteBuffer(glHandle handle) => throw signal;
void IglFunc.DeleteBuffers(glHandleSet handle) => throw signal;
void IglFunc.DeleteVertexArrays(glHandleSet handle) => throw signal;
void IglFunc.DrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr) => throw signal;
void IglFunc.GenBuffers(uint count, glHandleSet handle) => throw signal;
void IglFunc.GenTextures(uint count, glHandleSet handle) => throw signal;
void IglFunc.GenVertexArrays(uint count, glHandleSet handle) => throw signal;
void IglFunc.GetGraphicError() => throw signal;
unsafe int IglFunc.GetUniformLocation(uint program, byte* ptr) => throw signal;
bool IglFunc.GetWindowShouldClose(Form form) => throw signal;
void IglFunc.MakeContexCurrent(Form form) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage) => throw signal;
void IglFunc.SetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage) => throw signal;
void IglFunc.SetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec) => throw signal;
void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2) => throw signal;
void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1) => throw signal;
void IglFunc.SetValue(Uniform<float> uniform, float v0) => throw signal;
void IglFunc.SetValue(Uniform<int> uniform, int i0) => throw signal;
void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec) => throw signal;
void IglFunc.SetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer) => throw signal;
void IglFunc.SetWindowShouldClose(Form form, bool mark) => throw signal;
void IglFunc.SwapBuffers(Form form) => throw signal;
unsafe void IglFunc.TextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels) => throw signal;
void IglFunc.TextureParameter(uint target, uint pname, int param) => throw signal;
void IglFunc.UseProgram(uint program) => throw signal;
void IglFunc.Viewport(int x, int y, uint width, uint height) => throw signal;
internal static GLonTimeout Set() => singleInstance;
void IglFunc.SwitchContext()
{
throw signal;
}
}
}