diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 5ca2effa3..3be01bf8b 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -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;