301 lines
9.6 KiB
C#
301 lines
9.6 KiB
C#
using StgSharp.Logic;
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using StgSharp.Math;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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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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internal unsafe partial class GLonUpdate : IglFunc
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{
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internal IntPtr ActiveTexturePtr = (IntPtr)(delegate*<void>)&InternalActiveTexture;
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internal IntPtr AttachShaderPtr = (IntPtr)(delegate*<void>)&InternalAttachShader;
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internal IntPtr BindBufferPtr = (IntPtr)(delegate*<void>)&InternalBindBuffer;
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internal IntPtr ClearColorPtr = (IntPtr)(delegate*<void>)&InternalClearColor;
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internal IntPtr ClearGraphicErrorPtr = (IntPtr)(delegate*<void>)&InternalClearGraphicError;
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internal IntPtr CompileShaderPtr = (IntPtr)(delegate*<void>)&InternalCompileShader;
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IntPtr BindTexturePtr = (IntPtr)(delegate*<void>)&InternalBindTexture;
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IntPtr BindVertexArrayPtr = (IntPtr)(delegate*<void>)&InternalBindVertexArray;
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private IntPtr ClearPtr = (IntPtr)(delegate*<void>)&InternalClear;
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private static void InternalActiveTexture()
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{
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uint t;
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paramQueue.TryDequeue(out t);
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paramQueue.context->glActiveTexture(t);
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}
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private static void InternalAttachShader()
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{
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uint p, s;
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paramQueue.TryDequeue(out p, out s);
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paramQueue.context->glAttachShader(p, s);
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}
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private static void InternalBindBuffer()
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{
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M128 m = default;
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paramQueue.TryDequeue(out m);
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paramQueue.context->glBindBuffer(m.UInt32[0], *(uint*)m.IntPtr1);
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}
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private static void InternalBindTexture()
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{
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uint t, te;
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paramQueue.TryDequeue(out t, out te);
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paramQueue.context->glBindTexture(t, te);
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}
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private static void InternalBindVertexArray()
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{
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IntPtr i;
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paramQueue.TryDequeue(out i);
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paramQueue.context->glBindVertexArray(*(uint*)i);
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}
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private static void InternalClear()
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{
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uint mt;
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paramQueue.TryDequeue(out mt);
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paramQueue.context->glClear(mt);
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}
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private static void InternalClearColor()
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{
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float r, g, b, a;
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paramQueue.TryDequeue(out r, out g, out b, out a);
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paramQueue.context->glClearColor(r, g, b, a);
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}
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private static void InternalClearGraphicError()
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{
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while (paramQueue.context->glGetError() != 0) { }
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}
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private static void InternalCompileShader()
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{
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IntPtr shaderHandle, codeHandle;
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int count, type;
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paramQueue.TryDequeue(out type, out count);
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for (int i = 0; i < count; i++)
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{
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paramQueue.TryDequeue(out shaderHandle, out codeHandle);
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*(uint*)shaderHandle = InternalIO.InternalLoadShaderCode((byte*)codeHandle, type);
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if (*(uint*)shaderHandle == 0)
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{
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IntPtr logPtr = InternalIO.InternalReadLog();
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string log;
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try
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{
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byte[] logByte = new byte[512];
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Marshal.Copy(logPtr, logByte, 0, 512);
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log = Encoding.UTF8.GetString(logByte);
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log = log.Replace("\0", "");
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bool isUseful = false;
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foreach (char item in log)
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{
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if (!char.IsControl(item))
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{
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isUseful = true; break;
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}
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}
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if (!isUseful)
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{
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throw new Exception();
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}
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}
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catch (Exception)
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{
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log = "Failed to compile shader.\nFailed to get GLSL compiler log";
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}
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InternalIO.InternalWriteLog(log, LogType.Error);
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}
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GCHandle.FromIntPtr(codeHandle).Free();
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}
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}
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private void InternalAfterAlign(Form form, Action action)
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{
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throw new NotImplementedException();
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}
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private void InternalAlignFrame(Form form)
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{
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throw new NotImplementedException();
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}
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IntPtr CreateProgramPtr = (IntPtr)(delegate*<void>)&InternalCreateProgram;
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private static void InternalCreateProgram()
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{
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IntPtr programHandle = default;
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paramQueue.TryDequeue(out programHandle);
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*(uint*)programHandle = paramQueue.context->glCreateProgram();
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}
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IntPtr CreateProgramSetPtr = (IntPtr)(delegate*<void>)&InternalCreateProgramSet;
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private static void InternalCreateProgramSet()
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{
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IntPtr programHandle;
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M128 m = default;
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paramQueue.TryDequeue(out m);
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programHandle = m.IntPtr0;
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for (int i = 0; i < m.Int32[2]; i++)
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{
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*((uint*)programHandle + i) = paramQueue.context->glCreateProgram();
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}
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}
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internal IntPtr DeleBufferPtr = (IntPtr)(delegate*<void>)&InternalDeleteBuffer;
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private static void InternalDeleteBuffer()
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{
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M128 m = default;
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paramQueue.TryDequeue(out m);
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paramQueue.context->glDeleteBuffers(m.UInt32[2], (uint*)m.IntPtr0);
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}
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private void InternalDeleteVertexArrays(glHandleSet arrays)
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{
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throw new NotImplementedException();
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}
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private void InternalDrawElements(GepmetryType mode, uint count, Type type, IntPtr ptr)
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{
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throw new NotImplementedException();
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}
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private void InternalGenBuffers(uint count, glHandleSet ptr)
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{
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throw new NotImplementedException();
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}
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private void InternalGenTextures(uint count, glHandleSet ptr)
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{
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throw new NotImplementedException();
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}
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private void InternalGenVertexArrays(uint count, glHandleSet ptr)
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{
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throw new NotImplementedException();
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}
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private void InternalGetGraphicError()
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{
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throw new NotImplementedException();
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}
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private int InternalGetUniformLocation(uint program, byte* ptr)
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{
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throw new NotImplementedException();
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}
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private bool InternalGetWindowShouldClose(Form form)
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{
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throw new NotImplementedException();
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}
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private void InternalMakeContexCurrent(Form form)
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{
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throw new NotImplementedException();
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}
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private void InternalSetBufferData<T>(BufferType bufferType, T bufferData, BufferUsage usage)
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{
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throw new NotImplementedException();
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}
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private void InternalSetBufferData<T>(BufferType bufferType, T[] bufferArray, BufferUsage usage)
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{
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throw new NotImplementedException();
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}
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private void InternalSetFrameBufferSizeCallback(IntPtr id, FrameBufferSizeHandler handler)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<float, float> uniform, float v0, float v1)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<float> uniform, float v0)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<int> uniform, int i0)
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{
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throw new NotImplementedException();
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}
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private void InternalSetValue(Uniform<Vec4d> uniform, Vec4d vec)
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{
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throw new NotImplementedException();
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}
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private void InternalSetVertexAttribute(uint index, int size, Type t, bool normalized, uint stride, int pointer)
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{
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throw new NotImplementedException();
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}
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private void InternalSetWindowShouldClose(Form form, bool mark)
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{
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throw new NotImplementedException();
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}
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private void InternalSwapBuffers(Form form)
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{
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throw new NotImplementedException();
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}
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private void InternalSwitchContext()
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{
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throw new NotImplementedException();
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}
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private void InternalTextureImage2d(uint target, int level, uint internalformat, uint width, uint height, uint format, uint type, void* pixels)
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{
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throw new NotImplementedException();
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}
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private void InternalTextureParameter(uint target, uint pname, int param)
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{
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throw new NotImplementedException();
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}
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private void InternalUseProgram(uint program)
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{
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throw new NotImplementedException();
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}
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private void InternalViewport(int x, int y, uint width, uint height)
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{
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throw new NotImplementedException();
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}
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}
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}
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