Add SDL2 renderer based on SDL2# wrapper. Closes #3315.
SDL2# binary was built from commit 70af91f84493a924a3c1da46ae6209bb5f7222e3.
This commit is contained in:
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OpenRA.Renderer.Sdl2/Sdl2GraphicsDevice.cs
Executable file
219
OpenRA.Renderer.Sdl2/Sdl2GraphicsDevice.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Renderer.Glsl;
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using OpenRA.Renderer.SdlCommon;
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using SDL2;
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using Tao.OpenGl;
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[assembly: Renderer(typeof(OpenRA.Renderer.Sdl2.DeviceFactory))]
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namespace OpenRA.Renderer.Sdl2
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{
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public class DeviceFactory : IDeviceFactory
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{
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public IGraphicsDevice Create(Size size, WindowMode windowMode)
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{
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Console.WriteLine("Using SDL2 renderer");
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return new Sdl2GraphicsDevice(size, windowMode);
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}
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}
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public class Sdl2GraphicsDevice : IGraphicsDevice
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{
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static string[] requiredExtensions =
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{
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"GL_ARB_vertex_shader",
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"GL_ARB_fragment_shader",
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"GL_ARB_vertex_buffer_object",
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"GL_EXT_framebuffer_object"
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};
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Size size;
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Sdl2Input input;
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IntPtr window;
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public Size WindowSize { get { return size; } }
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public Sdl2GraphicsDevice(Size windowSize, WindowMode windowMode)
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{
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size = windowSize;
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SDL.SDL_Init(SDL.SDL_INIT_NOPARACHUTE | SDL.SDL_INIT_VIDEO);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_DOUBLEBUFFER, 1);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_RED_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_GREEN_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_BLUE_SIZE, 8);
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SDL.SDL_GL_SetAttribute(SDL.SDL_GLattr.SDL_GL_ALPHA_SIZE, 0);
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var windowFlags = SDL.SDL_WindowFlags.SDL_WINDOW_OPENGL;
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if (windowMode == WindowMode.Fullscreen)
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windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
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else if (windowMode == WindowMode.PseudoFullscreen)
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{
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windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
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Environment.SetEnvironmentVariable("SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS", "0");
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}
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SDL.SDL_DisplayMode display;
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SDL.SDL_GetCurrentDisplayMode(0, out display);
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Console.WriteLine("Desktop resolution: {0}x{1}", display.w, display.h);
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if (size.Width == 0 && size.Height == 0)
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{
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Console.WriteLine("No custom resolution provided, using desktop resolution");
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size = new Size(display.w, display.h);
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}
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Console.WriteLine("Using resolution: {0}x{1}", size.Width, size.Height);
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window = SDL.SDL_CreateWindow("OpenRA", SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED, size.Width, size.Height, windowFlags);
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SDL.SDL_ShowCursor(0);
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SDL.SDL_GL_CreateContext(window);
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ErrorHandler.CheckGlError();
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var extensions = Gl.glGetString(Gl.GL_EXTENSIONS);
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if (extensions == null)
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Console.WriteLine("Failed to fetch GL_EXTENSIONS, this is bad.");
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var missingExtensions = requiredExtensions.Where(r => !extensions.Contains(r)).ToArray();
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if (missingExtensions.Any())
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{
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ErrorHandler.WriteGraphicsLog("Unsupported GPU: Missing extensions: {0}".F(missingExtensions.JoinWith(",")));
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throw new InvalidProgramException("Unsupported GPU. See graphics.log for details.");
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}
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Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
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ErrorHandler.CheckGlError();
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Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
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ErrorHandler.CheckGlError();
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SDL.SDL_SetModState(0);
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input = new Sdl2Input();
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}
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public virtual void Quit()
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{
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SDL.SDL_Quit();
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}
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int ModeFromPrimitiveType(PrimitiveType pt)
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{
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switch (pt)
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{
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case PrimitiveType.PointList: return Gl.GL_POINTS;
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case PrimitiveType.LineList: return Gl.GL_LINES;
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case PrimitiveType.TriangleList: return Gl.GL_TRIANGLES;
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case PrimitiveType.QuadList: return Gl.GL_QUADS;
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}
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throw new NotImplementedException();
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}
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public void DrawPrimitives(PrimitiveType pt, int firstVertex, int numVertices)
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{
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Gl.glDrawArrays(ModeFromPrimitiveType(pt), firstVertex, numVertices);
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ErrorHandler.CheckGlError();
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}
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public void Clear()
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{
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Gl.glClearColor(0, 0, 0, 0);
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ErrorHandler.CheckGlError();
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
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ErrorHandler.CheckGlError();
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}
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public void EnableDepthBuffer()
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{
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Gl.glClear(Gl.GL_DEPTH_BUFFER_BIT);
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ErrorHandler.CheckGlError();
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Gl.glEnable(Gl.GL_DEPTH_TEST);
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ErrorHandler.CheckGlError();
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}
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public void DisableDepthBuffer()
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{
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Gl.glDisable(Gl.GL_DEPTH_TEST);
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ErrorHandler.CheckGlError();
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}
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public void SetBlendMode(BlendMode mode)
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{
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Gl.glBlendEquation(Gl.GL_FUNC_ADD);
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ErrorHandler.CheckGlError();
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switch (mode)
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{
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case BlendMode.None:
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Gl.glDisable(Gl.GL_BLEND);
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break;
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case BlendMode.Alpha:
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
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break;
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case BlendMode.Additive:
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
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break;
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case BlendMode.Subtractive:
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Gl.glEnable(Gl.GL_BLEND);
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ErrorHandler.CheckGlError();
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Gl.glBlendFunc(Gl.GL_ONE, Gl.GL_ONE);
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ErrorHandler.CheckGlError();
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Gl.glBlendEquation(Gl.GL_FUNC_REVERSE_SUBTRACT);
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break;
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}
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ErrorHandler.CheckGlError();
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}
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public void EnableScissor(int left, int top, int width, int height)
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{
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if (width < 0)
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width = 0;
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if (height < 0)
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height = 0;
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Gl.glScissor(left, size.Height - (top + height), width, height);
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ErrorHandler.CheckGlError();
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Gl.glEnable(Gl.GL_SCISSOR_TEST);
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ErrorHandler.CheckGlError();
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}
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public void DisableScissor()
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{
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Gl.glDisable(Gl.GL_SCISSOR_TEST);
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ErrorHandler.CheckGlError();
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}
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public void SetLineWidth(float width)
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{
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Gl.glLineWidth(width);
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ErrorHandler.CheckGlError();
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}
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public void Present() { SDL.SDL_GL_SwapWindow(window); }
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public void PumpInput(IInputHandler inputHandler) { input.PumpInput(inputHandler); }
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public IVertexBuffer<Vertex> CreateVertexBuffer(int size) { return new VertexBuffer<Vertex>(size); }
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public ITexture CreateTexture() { return new Texture(); }
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public ITexture CreateTexture(Bitmap bitmap) { return new Texture(bitmap); }
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public IFrameBuffer CreateFrameBuffer(Size s) { return new FrameBuffer(s); }
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public IShader CreateShader(string name) { return new Shader(name); }
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}
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}
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