Begin to fix WebGL2RenderContext formatting.

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This commit is contained in:
Joseph Cloutier
2023-05-07 15:09:19 -04:00
parent d299add52d
commit 2857016a52

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