Fix WebGL2RenderContext indentation up to line 4189.

This commit is contained in:
Joseph Cloutier
2023-05-07 15:33:56 -04:00
parent 3aec2c6a49
commit 087660f7a7

View File

@@ -3847,345 +3847,345 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
}
#if !lime_webgl
public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,
srcOffset:Int = 0,
?srcLengthOverride:Int):Void
public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,
srcOffset:Int = 0,
?srcLengthOverride:Int):Void
#else
public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic,
?srcOffset:Int,
?srcLengthOverride:Int):Void
public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic,
?srcOffset:Int,
?srcLengthOverride:Int):Void
#end
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer);
}
__tempPointer.set(srcData, srcOffset);
this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer);
}
public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
srcData:ArrayBufferView,
srcOffset:Int = 0, ?srcLengthOverride:Int):Void
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer);
}
public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
srcData:ArrayBufferView,
srcOffset:Int = 0, ?srcLengthOverride:Int):Void
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer);
}
#if !lime_webgl
public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
srcData:ArrayBufferView,
srcOffset:Int = 0, ?srcLengthOverride:Int):Void
public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
srcData:ArrayBufferView,
srcOffset:Int = 0, ?srcLengthOverride:Int):Void
#else
public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
srcData:Dynamic,
?srcOffset:Int, ?srcLengthOverride:Int):Void
public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
srcData:Dynamic,
?srcOffset:Int, ?srcLengthOverride:Int):Void
#end
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer);
}
__tempPointer.set(srcData, srcOffset);
this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer);
}
public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
depth:Int, format:Int,
srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer);
}
public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
depth:Int, format:Int,
srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void
{
var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer);
}
public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void
{
this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void
{
this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size);
}
public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void
{
this.copyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void
{
this.copyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
{
this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void
{
this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int,
height:Int):Void
{
this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int,
height:Int):Void
{
this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height);
}
public inline function createBuffer():GLBuffer
{
return this.createBuffer();
}
public inline function createBuffer():GLBuffer
{
return this.createBuffer();
}
public inline function createFramebuffer():GLFramebuffer
{
return this.createFramebuffer();
}
public inline function createFramebuffer():GLFramebuffer
{
return this.createFramebuffer();
}
public inline function createProgram():GLProgram
{
return this.createProgram();
}
public inline function createProgram():GLProgram
{
return this.createProgram();
}
public inline function createQuery():GLQuery
{
return this.createQuery();
}
public inline function createQuery():GLQuery
{
return this.createQuery();
}
public inline function createRenderbuffer():GLRenderbuffer
{
return this.createRenderbuffer();
}
public inline function createRenderbuffer():GLRenderbuffer
{
return this.createRenderbuffer();
}
public inline function createSampler():GLSampler
{
return this.createSampler();
}
public inline function createSampler():GLSampler
{
return this.createSampler();
}
public inline function createShader(type:Int):GLShader
{
return this.createShader(type);
}
public inline function createShader(type:Int):GLShader
{
return this.createShader(type);
}
public inline function createTexture():GLTexture
{
return this.createTexture();
}
public inline function createTexture():GLTexture
{
return this.createTexture();
}
public inline function createTransformFeedback():GLTransformFeedback
{
return this.createTransformFeedback();
}
public inline function createTransformFeedback():GLTransformFeedback
{
return this.createTransformFeedback();
}
public inline function createVertexArray():GLVertexArrayObject
{
return this.createVertexArray();
}
public inline function createVertexArray():GLVertexArrayObject
{
return this.createVertexArray();
}
public inline function cullFace(mode:Int):Void
{
this.cullFace(mode);
}
public inline function cullFace(mode:Int):Void
{
this.cullFace(mode);
}
public inline function deleteBuffer(buffer:GLBuffer):Void
{
this.deleteBuffer(buffer);
}
public inline function deleteBuffer(buffer:GLBuffer):Void
{
this.deleteBuffer(buffer);
}
public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void
{
this.deleteFramebuffer(framebuffer);
}
public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void
{
this.deleteFramebuffer(framebuffer);
}
public inline function deleteProgram(program:GLProgram):Void
{
this.deleteProgram(program);
}
public inline function deleteProgram(program:GLProgram):Void
{
this.deleteProgram(program);
}
public inline function deleteQuery(query:GLQuery):Void
{
this.deleteQuery(query);
}
public inline function deleteQuery(query:GLQuery):Void
{
this.deleteQuery(query);
}
public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void
{
this.deleteRenderbuffer(renderbuffer);
}
public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void
{
this.deleteRenderbuffer(renderbuffer);
}
public inline function deleteSampler(sampler:GLSampler):Void
{
this.deleteSampler(sampler);
}
public inline function deleteSampler(sampler:GLSampler):Void
{
this.deleteSampler(sampler);
}
public inline function deleteShader(shader:GLShader):Void
{
this.deleteShader(shader);
}
public inline function deleteShader(shader:GLShader):Void
{
this.deleteShader(shader);
}
public inline function deleteSync(sync:GLSync):Void
{
this.deleteSync(sync);
}
public inline function deleteSync(sync:GLSync):Void
{
this.deleteSync(sync);
}
public inline function deleteTexture(texture:GLTexture):Void
{
this.deleteTexture(texture);
}
public inline function deleteTexture(texture:GLTexture):Void
{
this.deleteTexture(texture);
}
public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void
{
this.deleteTransformFeedback(transformFeedback);
}
public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void
{
this.deleteTransformFeedback(transformFeedback);
}
public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void
{
this.deleteVertexArray(vertexArray);
}
public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void
{
this.deleteVertexArray(vertexArray);
}
public inline function depthFunc(func:Int):Void
{
this.depthFunc(func);
}
public inline function depthFunc(func:Int):Void
{
this.depthFunc(func);
}
public inline function depthMask(flag:Bool):Void
{
this.depthMask(flag);
}
public inline function depthMask(flag:Bool):Void
{
this.depthMask(flag);
}
public inline function depthRange(zNear:Float, zFar:Float):Void
{
this.depthRangef(zNear, zFar);
}
public inline function depthRange(zNear:Float, zFar:Float):Void
{
this.depthRangef(zNear, zFar);
}
public inline function detachShader(program:GLProgram, shader:GLShader):Void
{
this.detachShader(program, shader);
}
public inline function detachShader(program:GLProgram, shader:GLShader):Void
{
this.detachShader(program, shader);
}
public inline function disable(cap:Int):Void
{
this.disable(cap);
}
public inline function disable(cap:Int):Void
{
this.disable(cap);
}
public inline function disableVertexAttribArray(index:Int):Void
{
this.disableVertexAttribArray(index);
}
public inline function disableVertexAttribArray(index:Int):Void
{
this.disableVertexAttribArray(index);
}
public inline function drawArrays(mode:Int, first:Int, count:Int):Void
{
this.drawArrays(mode, first, count);
}
public inline function drawArrays(mode:Int, first:Int, count:Int):Void
{
this.drawArrays(mode, first, count);
}
public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void
{
this.drawArraysInstanced(mode, first, count, instanceCount);
}
public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void
{
this.drawArraysInstanced(mode, first, count, instanceCount);
}
public inline function drawBuffers(buffers:Array<Int>):Void
{
this.drawBuffers(buffers);
}
public inline function drawBuffers(buffers:Array<Int>):Void
{
this.drawBuffers(buffers);
}
public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void
{
this.drawElements(mode, count, type, offset);
}
public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void
{
this.drawElements(mode, count, type, offset);
}
public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void
{
this.drawElementsInstanced(mode, count, type, offset, instanceCount);
}
public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void
{
this.drawElementsInstanced(mode, count, type, offset, instanceCount);
}
public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void
{
this.drawRangeElements(mode, start, end, count, type, offset);
}
public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void
{
this.drawRangeElements(mode, start, end, count, type, offset);
}
public inline function enable(cap:Int):Void
{
this.enable(cap);
}
public inline function enable(cap:Int):Void
{
this.enable(cap);
}
public inline function enableVertexAttribArray(index:Int):Void
{
this.enableVertexAttribArray(index);
}
public inline function enableVertexAttribArray(index:Int):Void
{
this.enableVertexAttribArray(index);
}
public inline function endQuery(target:Int):Void
{
this.endQuery(target);
}
public inline function endQuery(target:Int):Void
{
this.endQuery(target);
}
public inline function endTransformFeedback():Void
{
this.endTransformFeedback();
}
public inline function endTransformFeedback():Void
{
this.endTransformFeedback();
}
public inline function fenceSync(condition:Int, flags:Int):GLSync
{
return this.fenceSync(condition, flags);
}
public inline function fenceSync(condition:Int, flags:Int):GLSync
{
return this.fenceSync(condition, flags);
}
public inline function finish():Void
{
this.finish();
}
public inline function finish():Void
{
this.finish();
}
public inline function flush():Void
{
this.flush();
}
public inline function flush():Void
{
this.flush();
}
public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void
{
this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void
{
this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
}
public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void
{
this.framebufferTexture2D(target, attachment, textarget, texture, level);
}
public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void
{
this.framebufferTexture2D(target, attachment, textarget, texture, level);
}
public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void
{
this.framebufferTextureLayer(target, attachment, texture, level, layer);
}
public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void
{
this.framebufferTextureLayer(target, attachment, texture, level, layer);
}
public inline function frontFace(mode:Int):Void
{
this.frontFace(mode);
}
public inline function frontFace(mode:Int):Void
{
this.frontFace(mode);
}
public inline function generateMipmap(target:Int):Void
{
this.generateMipmap(target);
}
public inline function generateMipmap(target:Int):Void
{
this.generateMipmap(target);
}
public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo
{
return this.getActiveAttrib(program, index);
}
public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo
{
return this.getActiveAttrib(program, index);
}
public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo
{
return this.getActiveUniform(program, index);
}
public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo
{
return this.getActiveUniform(program, index);
}
public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String
{
return this.getActiveUniformBlockName(program, uniformBlockIndex);
}
public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String
{
return this.getActiveUniformBlockName(program, uniformBlockIndex);
}
public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic
{
return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname);
}
public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic
{
return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname);
}
public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array<Int>, pname:Int):Dynamic
{
return this.getActiveUniforms(program, uniformIndices, pname);
}
public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array<Int>, pname:Int):Dynamic
{
return this.getActiveUniforms(program, uniformIndices, pname);
}
public inline function getAttachedShaders(program:GLProgram):Array<GLShader>
{
return this.getAttachedShaders(program);
}
public inline function getAttachedShaders(program:GLProgram):Array<GLShader>
{
return this.getAttachedShaders(program);
}
public inline function getAttribLocation(program:GLProgram, name:String):Int
{
return this.getAttribLocation(program, name);
}
public inline function getAttribLocation(program:GLProgram, name:String):Int
{
return this.getAttribLocation(program, name);
}
public inline function getBufferParameter(target:Int, pname:Int):Dynamic
{
return this.getBufferParameter(target, pname);
}
public inline function getBufferParameter(target:Int, pname:Int):Dynamic
{
return this.getBufferParameter(target, pname);
}
#if !lime_webgl
public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void