Begin to fix WebGL2RenderContext formatting.
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@@ -3761,12 +3761,10 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public function bufferData(target:Int, srcData:ArrayBufferView, usage:Int, srcOffset:Int = 0, length:Int = 0):Void
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{
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#else
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public inline function bufferData(target:Int, srcData:Dynamic, usage:Int, ?srcOffset:Int, ?length:Int):Void
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{
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#end
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{
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var size = (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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@@ -3774,17 +3772,17 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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}
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#if !lime_webgl
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public inline function bufferSubData(target:Int, offset:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?length:Int):Void
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{
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#else
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public inline function bufferSubData(target:Int, offset:Int, srcData:Dynamic, ?srcOffset:Int, ?length:Int):Void
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{
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#end
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{
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var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.bufferSubData(target, offset, size, __tempPointer);
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} public inline function checkFramebufferStatus(target:Int):Int
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}
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public inline function checkFramebufferStatus(target:Int):Int
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{
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return this.checkFramebufferStatus(target);
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}
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@@ -3851,19 +3849,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,
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srcOffset:Int = 0,
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?srcLengthOverride:Int):Void
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{
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#else
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public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic,
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?srcOffset:Int,
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?srcLengthOverride:Int):Void
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{
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#end
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer);
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} public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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}
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public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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@@ -3876,19 +3874,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:ArrayBufferView,
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srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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#else
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public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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srcData:Dynamic,
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?srcOffset:Int, ?srcLengthOverride:Int):Void
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{
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#end
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{
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var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0;
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__tempPointer.set(srcData, srcOffset);
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this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer);
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} public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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}
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public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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depth:Int, format:Int,
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srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void
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{
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@@ -4190,18 +4188,18 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void
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{
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#else
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public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:Dynamic, ?srcOffset:Dynamic, ?length:Int):Void
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{
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#end
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{
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#if !js
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var size = (length != null) ? length : (dstData != null) ? dstData.length : 0;
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this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData);
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#end
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} public inline function getContextAttributes():GLContextAttributes
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}
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public inline function getContextAttributes():GLContextAttributes
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{
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return this.getContextAttributes();
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}
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@@ -4454,15 +4452,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView,
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dstOffset:Int = 0):Void
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{
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#else
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public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:Dynamic, ?dstOffset:Int):Void
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{
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#end
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{
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__tempPointer.set(pixels, dstOffset);
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this.readPixels(x, y, width, height, format, type, __tempPointer);
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} public inline function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void
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}
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public inline function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void
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{
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this.renderbufferStorage(target, internalformat, width, height);
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}
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@@ -4536,19 +4534,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int,
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type:Int, srcData:ArrayBufferView,
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srcOffset:Int = 0):Void
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{
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#else
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public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Dynamic, ?format:Int,
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?type:Int, ?srcData:Dynamic,
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?srcOffset:Int):Void
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{
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#end
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{
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#if !lime_webgl
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__tempPointer.set(srcData, srcOffset);
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this.texImage2D(target, level, internalformat, width, height, border, format, type, __tempPointer);
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#end
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} public inline function texImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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}
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public inline function texImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int,
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format:Int, type:Int,
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srcData:ArrayBufferView, srcOffset:Int = 0):Void
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{
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@@ -4580,17 +4578,17 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int,
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type:Int, srcData:ArrayBufferView,
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srcOffset:Int = 0):Void
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{
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#else
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public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Dynamic,
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?type:Int, ?srcData:Dynamic,
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?srcOffset:Int):Void
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{
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#end
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{
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__tempPointer.set(srcData, srcOffset);
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this.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, __tempPointer);
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} public inline function texSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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}
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public inline function texSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int,
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depth:Int, format:Int, type:Int,
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srcData:ArrayBufferView, srcOffset:Int = 0):Void
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{
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@@ -4610,28 +4608,28 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform1fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#else
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public inline function uniform1fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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this.uniform1fv(location, v != null ? v.length : 0, v);
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} public inline function uniform1i(location:GLUniformLocation, v0:Int):Void
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}
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public inline function uniform1i(location:GLUniformLocation, v0:Int):Void
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{
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this.uniform1i(location, v0);
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}
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#if !lime_webgl
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public inline function uniform1iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#else
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public inline function uniform1iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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this.uniform1iv(location, v != null ? v.length : 0, v);
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} public inline function uniform1ui(location:GLUniformLocation, v0:Int):Void
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}
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public inline function uniform1ui(location:GLUniformLocation, v0:Int):Void
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{
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this.uniform1ui(location, v0);
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}
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@@ -4648,28 +4646,28 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform2fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#else
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public function uniform2fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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this.uniform2fv(location, v != null ? v.length >> 1 : 0, v);
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} public inline function uniform2i(location:GLUniformLocation, v0:Int, v1:Int):Void
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}
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public inline function uniform2i(location:GLUniformLocation, v0:Int, v1:Int):Void
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{
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this.uniform2i(location, v0, v1);
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}
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#if !lime_webgl
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public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#else
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public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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this.uniform2iv(location, v != null ? v.length >> 1 : 0, v);
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} public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void
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}
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public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void
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{
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this.uniform2ui(location, v0, v1);
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}
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@@ -4688,15 +4686,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#else
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public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#end
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{
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this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v);
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} public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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}
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public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3i(location, v0, v1, v2);
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}
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@@ -4704,15 +4702,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#else
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public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#end
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{
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this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v);
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} public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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}
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public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3ui(location, v0, v1, v2);
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}
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@@ -4732,15 +4730,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#else
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public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#end
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{
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this.uniform4fv(location, v != null ? v.length >> 2 : 0, v);
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} public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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}
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public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4i(location, v0, v1, v2, v3);
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@@ -4749,15 +4747,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#else
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public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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#end
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{
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this.uniform4iv(location, v != null ? v.length >> 2 : 0, v);
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} public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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}
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public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4ui(location, v0, v1, v2, v3);
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@@ -4778,20 +4776,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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#else
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public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = v.length >> 2;
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix2fv(location, count, transpose, __tempPointer);
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} public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool,
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}
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public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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@@ -4818,20 +4816,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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#else
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public inline function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool,
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v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = Std.int(v.length / 9);
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix3fv(location, count, transpose, __tempPointer);
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} public function uniformMatrix3x2fv(location:GLUniformLocation, transpose:Bool,
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}
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public function uniformMatrix3x2fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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@@ -4858,20 +4856,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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#if !lime_webgl
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public function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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#else
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public inline function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool,
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v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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{
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#end
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = v.length >> 4;
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix4fv(location, count, transpose, __tempPointer);
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} public function uniformMatrix4x2fv(location:GLUniformLocation,
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}
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public function uniformMatrix4x2fv(location:GLUniformLocation,
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transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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