Fix WebGL2RenderContext indentation up to line 4816.
This commit is contained in:
@@ -4660,159 +4660,159 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic
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}
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#if !lime_webgl
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public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void
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public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void
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#else
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public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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#end
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{
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this.uniform2iv(location, v != null ? v.length >> 1 : 0, v);
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}
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{
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this.uniform2iv(location, v != null ? v.length >> 1 : 0, v);
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}
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public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void
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{
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this.uniform2ui(location, v0, v1);
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}
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public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void
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{
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this.uniform2ui(location, v0, v1);
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}
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public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v);
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}
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public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v);
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}
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public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void
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{
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this.uniform3f(location, v0, v1, v2);
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}
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public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void
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{
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this.uniform3f(location, v0, v1, v2);
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}
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#if !lime_webgl
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public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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#else
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public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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#end
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{
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this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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{
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this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3i(location, v0, v1, v2);
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}
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public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3i(location, v0, v1, v2);
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}
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#if !lime_webgl
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public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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#else
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public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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#end
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{
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this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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{
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this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3ui(location, v0, v1, v2);
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}
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public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void
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{
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this.uniform3ui(location, v0, v1, v2);
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}
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public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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{
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this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v);
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}
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public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float,
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v3:Float):Void
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{
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this.uniform4f(location, v0, v1, v2, v3);
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}
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public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float,
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v3:Float):Void
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{
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this.uniform4f(location, v0, v1, v2, v3);
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}
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#if !lime_webgl
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public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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#else
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public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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#end
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{
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this.uniform4fv(location, v != null ? v.length >> 2 : 0, v);
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}
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{
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this.uniform4fv(location, v != null ? v.length >> 2 : 0, v);
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}
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public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4i(location, v0, v1, v2, v3);
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}
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public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4i(location, v0, v1, v2, v3);
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}
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#if !lime_webgl
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public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int,
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?srcLength:Int):Void
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#else
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public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int,
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?srcLength:Int):Void
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#end
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{
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this.uniform4iv(location, v != null ? v.length >> 2 : 0, v);
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}
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{
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this.uniform4iv(location, v != null ? v.length >> 2 : 0, v);
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}
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public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4ui(location, v0, v1, v2, v3);
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}
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public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int,
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v3:Int):Void
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{
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this.uniform4ui(location, v0, v1, v2, v3);
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}
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public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array,
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?srcOffset:Int, ?srcLength:Int):Void
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{
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this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v);
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}
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public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array,
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?srcOffset:Int, ?srcLength:Int):Void
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{
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this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v);
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}
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public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int,
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uniformBlockBinding:Int):Void
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{
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this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
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}
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public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int,
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uniformBlockBinding:Int):Void
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{
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this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
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}
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#if !lime_webgl
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public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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#else
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public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool,
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v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void
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#end
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{
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var count = 0;
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = v.length >> 2;
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix2fv(location, count, transpose, __tempPointer);
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}
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if (srcLength != null) count = srcLength;
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else if (v != null) count = v.length >> 2;
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix2fv(location, count, transpose, __tempPointer);
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}
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public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = Std.int(v.length / 6);
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public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = Std.int(v.length / 6);
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__tempPointer.set(v, srcOffset);
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix2x3fv(location, count, transpose, __tempPointer);
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}
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this.uniformMatrix2x3fv(location, count, transpose, __tempPointer);
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}
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public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = Std.int(v.length / 8);
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public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool,
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v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void
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{
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var count = 0;
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if (srcLength != null) count = srcLength;
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else if (v != null) count = Std.int(v.length / 8);
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__tempPointer.set(v, srcOffset);
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__tempPointer.set(v, srcOffset);
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this.uniformMatrix2x4fv(location, count, transpose, __tempPointer);
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}
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this.uniformMatrix2x4fv(location, count, transpose, __tempPointer);
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}
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#if !lime_webgl
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public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool,
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