internal void DeleteShader(glShader Shader) { int shaderHandle = Shader.Handle; lock (this) { #if NET_STANDARD_13 _glDeleteShader(shaderHandle); #else if (_CurrentThreadId == Thread.CurrentThread.ManagedThreadId) { _glDeleteShader(shaderHandle); } else { if (_PendingShaderDeleteCount == _PendingShaderDelete.Length) { Array.Resize <int>(ref _PendingShaderDelete, _PendingShaderDelete.Length * 2); } _PendingShaderDelete[_PendingShaderDeleteCount] = shaderHandle; _PendingShaderDeleteCount++; } #endif } }
internal void AttachShader(glProgram Program, glShader Shader) { _glAttachShader(Program.Handle, Shader.Handle); }
public void AttachShader(glShader Shader) { _Parent.AttachShader(this, Shader); }