Fix WebGL2RenderContext indentation up to line 4816.

This commit is contained in:
Joseph Cloutier
2023-05-07 15:36:20 -04:00
parent 9c63387e5f
commit 542007680d

View File

@@ -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,