Fix WebGL2RenderContext indentation up to line 3847.

Perhaps going a few lines at a time will help Git manage.
This commit is contained in:
Joseph Cloutier
2023-05-07 15:32:36 -04:00
parent ec20e46dca
commit 3aec2c6a49

View File

@@ -3772,79 +3772,79 @@ 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
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
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;
{
var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0;
__tempPointer.set(srcData, srcOffset);
this.bufferSubData(target, offset, size, __tempPointer);
}
__tempPointer.set(srcData, srcOffset);
this.bufferSubData(target, offset, size, __tempPointer);
}
public inline function checkFramebufferStatus(target:Int):Int
{
return this.checkFramebufferStatus(target);
}
public inline function checkFramebufferStatus(target:Int):Int
{
return this.checkFramebufferStatus(target);
}
public inline function clear(mask:Int):Void
{
this.clear(mask);
}
public inline function clear(mask:Int):Void
{
this.clear(mask);
}
public inline function clearBufferfi(buffer:Int, drawbuffer:Int, depth:Float, stencil:Int):Void
{
this.clearBufferfi(buffer, drawbuffer, depth, stencil);
}
public inline function clearBufferfi(buffer:Int, drawbuffer:Int, depth:Float, stencil:Int):Void
{
this.clearBufferfi(buffer, drawbuffer, depth, stencil);
}
public function clearBufferfv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, srcOffset:Int = 0):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferfv(buffer, drawbuffer, __tempPointer);
}
public function clearBufferfv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, srcOffset:Int = 0):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferfv(buffer, drawbuffer, __tempPointer);
}
public function clearBufferiv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferiv(buffer, drawbuffer, __tempPointer);
}
public function clearBufferiv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferiv(buffer, drawbuffer, __tempPointer);
}
public function clearBufferuiv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferuiv(buffer, drawbuffer, __tempPointer);
}
public function clearBufferuiv(buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void
{
__tempPointer.set(values, srcOffset);
this.clearBufferuiv(buffer, drawbuffer, __tempPointer);
}
public inline function clearColor(red:Float, green:Float, blue:Float, alpha:Float):Void
{
this.clearColor(red, green, blue, alpha);
}
public inline function clearColor(red:Float, green:Float, blue:Float, alpha:Float):Void
{
this.clearColor(red, green, blue, alpha);
}
public inline function clearDepth(depth:Float):Void
{
this.clearDepthf(depth);
}
public inline function clearDepth(depth:Float):Void
{
this.clearDepthf(depth);
}
public inline function clearStencil(s:Int):Void
{
this.clearStencil(s);
}
public inline function clearStencil(s:Int):Void
{
this.clearStencil(s);
}
public inline function clientWaitSync(sync:GLSync, flags:Int, timeout:Int64):Int
{
return this.clientWaitSync(sync, flags, timeout);
}
public inline function clientWaitSync(sync:GLSync, flags:Int, timeout:Int64):Int
{
return this.clientWaitSync(sync, flags, timeout);
}
public inline function colorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void
{
this.colorMask(red, green, blue, alpha);
}
public inline function colorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void
{
this.colorMask(red, green, blue, alpha);
}
public inline function compileShader(shader:GLShader):Void
{
this.compileShader(shader);
}
public inline function compileShader(shader:GLShader):Void
{
this.compileShader(shader);
}
#if !lime_webgl
public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView,