diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 1f8a1e1c3..0590c3984 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -4660,159 +4660,159 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #if !lime_webgl - public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void + 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 + public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - this.uniform2iv(location, v != null ? v.length >> 1 : 0, v); - } + { + this.uniform2iv(location, v != null ? v.length >> 1 : 0, v); + } - public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void - { - this.uniform2ui(location, v0, v1); - } + public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void + { + this.uniform2ui(location, v0, v1); + } - public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, - ?srcLength:Int):Void - { - this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v); - } + public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, + ?srcLength:Int):Void + { + this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v); + } - public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void - { - this.uniform3f(location, v0, v1, v2); - } + public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void + { + this.uniform3f(location, v0, v1, v2); + } #if !lime_webgl - public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, - ?srcLength:Int):Void + 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 + 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); - } + { + 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 - { - this.uniform3i(location, v0, v1, v2); - } + public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void + { + this.uniform3i(location, v0, v1, v2); + } #if !lime_webgl - public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, - ?srcLength:Int):Void + 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 + 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); - } + { + 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 - { - this.uniform3ui(location, v0, v1, v2); - } + public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void + { + this.uniform3ui(location, v0, v1, v2); + } - public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, - ?srcLength:Int):Void - { - this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v); - } + public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, + ?srcLength:Int):Void + { + this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v); + } - public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float, - v3:Float):Void - { - this.uniform4f(location, v0, v1, v2, v3); - } + public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float, + v3:Float):Void + { + this.uniform4f(location, v0, v1, v2, v3); + } #if !lime_webgl - public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, - ?srcLength:Int):Void + 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 + public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform4fv(location, v != null ? v.length >> 2 : 0, v); - } + { + this.uniform4fv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, - v3:Int):Void - { - this.uniform4i(location, v0, v1, v2, v3); - } + public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, + v3:Int):Void + { + this.uniform4i(location, v0, v1, v2, v3); + } #if !lime_webgl - public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, - ?srcLength:Int):Void + 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 + public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform4iv(location, v != null ? v.length >> 2 : 0, v); - } + { + this.uniform4iv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, - v3:Int):Void - { - this.uniform4ui(location, v0, v1, v2, v3); - } + public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, + v3:Int):Void + { + this.uniform4ui(location, v0, v1, v2, v3); + } - public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array, - ?srcOffset:Int, ?srcLength:Int):Void - { - this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v); - } + public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array, + ?srcOffset:Int, ?srcLength:Int):Void + { + this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int, - uniformBlockBinding:Int):Void - { - this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); - } + public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int, + uniformBlockBinding:Int):Void + { + this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); + } #if !lime_webgl - public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + 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 + public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - var count = 0; + { + 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); - } + 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, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 6); + public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + { + var count = 0; + if (srcLength != null) count = srcLength; + else if (v != null) count = Std.int(v.length / 6); - __tempPointer.set(v, srcOffset); + __tempPointer.set(v, srcOffset); - this.uniformMatrix2x3fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix2x3fv(location, count, transpose, __tempPointer); + } - public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 8); + public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + { + var count = 0; + if (srcLength != null) count = srcLength; + else if (v != null) count = Std.int(v.length / 8); - __tempPointer.set(v, srcOffset); + __tempPointer.set(v, srcOffset); - this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); + } #if !lime_webgl public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool,