Compile fix

This commit is contained in:
Joshua Granick
2017-03-07 15:34:15 -08:00
parent 603e9376ce
commit 7aa88c1bde

View File

@@ -25,11 +25,7 @@ import lime.utils.DataPointer;
import js.html.CanvasElement;
#end
#if (js && html5)
@:native("WebGLRenderingContext")
#end
extern class GLRenderContext {
class GLRenderContext {
public var ACTIVE_ATTRIBUTES:Int;
@@ -617,152 +613,152 @@ extern class GLRenderContext {
public var type (default, null):GLContextType;
public var version (default, null):Float;
private function new ();
private function new () {}
public function activeTexture (texture:Int):Void;
public function attachShader (program:GLProgram, shader:GLShader):Void;
public function bindAttribLocation (program:GLProgram, index:Int, name:String):Void;
public function bindBuffer (target:Int, buffer:GLBuffer):Void;
public function bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void;
public function bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void;
public function bindTexture (target:Int, texture:GLTexture):Void;
public function blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
public function blendEquation (mode:Int):Void;
public function blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void;
public function blendFunc (sfactor:Int, dfactor:Int):Void;
public function blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void;
public function bufferData (target:Int, size:Int, srcData:DataPointer, usage:Int, srcOffset:Int = 0, length:Int = 0):Void;
public function bufferSubData (target:Int, dstByteOffset:Int, size:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
public function checkFramebufferStatus (target:Int):Int;
public function clear (mask:Int):Void;
public function clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void;
public function clearDepth (depth:Float):Void;
public function clearStencil (s:Int):Void;
public function colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void;
public function compileShader (shader:GLShader):Void;
public function compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
public function compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void;
public function copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void;
public function copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void;
public function createBuffer ():GLBuffer;
public function createFramebuffer ():GLFramebuffer;
public function createProgram ():GLProgram;
public function createRenderbuffer ():GLRenderbuffer;
public function createShader (type:Int):GLShader;
public function createTexture ():GLTexture;
public function cullFace (mode:Int):Void;
public function deleteBuffer (buffer:GLBuffer):Void;
public function deleteFramebuffer (framebuffer:GLFramebuffer):Void;
public function deleteProgram (program:GLProgram):Void;
public function deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void;
public function deleteShader (shader:GLShader):Void;
public function deleteTexture (texture:GLTexture):Void;
public function depthFunc (func:Int):Void;
public function depthMask (flag:Bool):Void;
public function depthRange (zNear:Float, zFar:Float):Void;
public function detachShader (program:GLProgram, shader:GLShader):Void;
public function disable (cap:Int):Void;
public function disableVertexAttribArray (index:Int):Void;
public function drawArrays (mode:Int, first:Int, count:Int):Void;
public function drawElements (mode:Int, count:Int, type:Int, offset:Dynamic):Void;
public function enable (cap:Int):Void;
public function enableVertexAttribArray (index:Int):Void;
public function finish ():Void;
public function flush ():Void;
public function framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void;
public function framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void;
public function frontFace (mode:Int):Void;
public function generateMipmap (target:Int):Void;
public function getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo;
public function getActiveUniform (program:GLProgram, index:Int):GLActiveInfo;
public function getAttachedShaders (program:GLProgram):Array<GLShader>;
public function getAttribLocation (program:GLProgram, name:String):Int;
public function getBoolean (pname:Int):Bool;
public function getBooleanv (pname:Int):Array<Bool>;
public function getBufferParameter (target:Int, pname:Int):Dynamic;
public function getContextAttributes ():GLContextAttributes;
public function getError ():Int;
public function getExtension (name:String):Dynamic;
public function getFloat (pname:Int):Float;
public function getFloatv (pname:Int):Array<Float>;
public function getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic;
public function getInteger (pname:Int):Int;
public function getIntegerv (pname:Int):Array<Int>;
public function getParameter (pname:Int):Dynamic;
public function getProgramInfoLog (program:GLProgram):String;
public function getProgramParameter (program:GLProgram, pname:Int):Dynamic;
public function getRenderbufferParameter (target:Int, pname:Int):Dynamic;
public function getShaderInfoLog (shader:GLShader):String;
public function getShaderParameter (shader:GLShader, pname:Int):Dynamic;
public function getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat;
public function getShaderSource (shader:GLShader):String;
public function getString (pname:Int):String;
public function getSupportedExtensions ():Array<String>;
public function getTexParameter (target:Int, pname:Int):Dynamic;
public function getUniform (program:GLProgram, location:GLUniformLocation):Dynamic;
public function getUniformLocation (program:GLProgram, name:String):GLUniformLocation;
public function getVertexAttrib (index:Int, pname:Int):Dynamic;
public function getVertexAttribOffset (index:Int, pname:Int):Int;
public function hint (target:Int, mode:Int):Void;
public function isBuffer (buffer:GLBuffer):Bool;
public function isContextLost ():Bool;
public function isEnabled (cap:Int):Bool;
public function isFramebuffer (framebuffer:GLFramebuffer):Bool;
public function isProgram (program:GLProgram):Bool;
public function isRenderbuffer (renderbuffer:GLRenderbuffer):Bool;
public function isShader (shader:GLShader):Bool;
public function isTexture (texture:GLTexture):Bool;
public function lineWidth (width:Float):Void;
public function linkProgram (program:GLProgram):Void;
public function pixelStorei (pname:Int, param:Int):Void;
public function polygonOffset (factor:Float, units:Float):Void;
public function readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:DataPointer, dstOffset:Int = 0):Void;
public function releaseShaderCompiler ():Void;
public function renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void;
public function sampleCoverage (value:Float, invert:Bool):Void;
public function scissor (x:Int, y:Int, width:Int, height:Int):Void;
public function shaderSource (shader:GLShader, string:String):Void;
public function stencilFunc (func:Int, ref:Int, mask:Int):Void;
public function stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void;
public function stencilMask (mask:Int):Void;
public function stencilMaskSeparate (face:Int, mask:Int):Void;
public function stencilOp (fail:Int, zfail:Int, zpass:Int):Void;
public function stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void;
public function texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void;
public function texParameterf (target:Int, pname:Int, param:Float):Void;
public function texParameteri (target:Int, pname:Int, param:Int):Void;
public function texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void;
public function uniform1f (location:GLUniformLocation, x:Float):Void;
public function uniform1fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
public function uniform1i (location:GLUniformLocation, x:Int):Void;
public function uniform1iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
public function uniform2f (location:GLUniformLocation, x:Float, y:Float):Void;
public function uniform2fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
public function uniform2i (location:GLUniformLocation, x:Int, y:Int):Void;
public function uniform2iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
public function uniform3f (location:GLUniformLocation, x:Float, y:Float, z:Float):Void;
public function uniform3fv(location:GLUniformLocation, v:lime.utils.Float32Array):Void;
public function uniform3i (location:GLUniformLocation, x:Int, y:Int, z:Int):Void;
public function uniform3iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
public function uniform4f (location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void;
public function uniform4fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void;
public function uniform4i (location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void;
public function uniform4iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void;
public function uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
public function uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
public function uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void;
public function useProgram (program:GLProgram):Void;
public function validateProgram (program:GLProgram):Void;
public function vertexAttrib1f (indx:Int, x:Float):Void;
public function vertexAttrib1fv (indx:Int, values:lime.utils.Float32Array):Void;
public function vertexAttrib2f (indx:Int, x:Float, y:Float):Void;
public function vertexAttrib2fv (indx:Int, values:lime.utils.Float32Array):Void;
public function vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void;
public function vertexAttrib3fv (indx:Int, values:lime.utils.Float32Array):Void;
public function vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void;
public function vertexAttrib4fv (indx:Int, values:lime.utils.Float32Array):Void;
public function vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void;
public function viewport (x:Int, y:Int, width:Int, height:Int):Void;
public function activeTexture (texture:Int):Void {}
public function attachShader (program:GLProgram, shader:GLShader):Void {}
public function bindAttribLocation (program:GLProgram, index:Int, name:String):Void {}
public function bindBuffer (target:Int, buffer:GLBuffer):Void {}
public function bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void {}
public function bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void {}
public function bindTexture (target:Int, texture:GLTexture):Void {}
public function blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void {}
public function blendEquation (mode:Int):Void {}
public function blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void {}
public function blendFunc (sfactor:Int, dfactor:Int):Void {}
public function blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void {}
public function bufferData (target:Int, size:Int, srcData:DataPointer, usage:Int, srcOffset:Int = 0, length:Int = 0):Void {}
public function bufferSubData (target:Int, dstByteOffset:Int, size:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
public function checkFramebufferStatus (target:Int):Int { return 0; }
public function clear (mask:Int):Void {}
public function clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void {}
public function clearDepth (depth:Float):Void {}
public function clearStencil (s:Int):Void {}
public function colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void {}
public function compileShader (shader:GLShader):Void {}
public function compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, imageSize:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
public function compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, imageSize:Int, srcData:DataPointer, srcOffset:Int = 0, length:Int = 0):Void {}
public function copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void {}
public function copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void {}
public function createBuffer ():GLBuffer { return null; }
public function createFramebuffer ():GLFramebuffer { return null; }
public function createProgram ():GLProgram { return null; }
public function createRenderbuffer ():GLRenderbuffer { return null; }
public function createShader (type:Int):GLShader { return null; }
public function createTexture ():GLTexture { return null; }
public function cullFace (mode:Int):Void {}
public function deleteBuffer (buffer:GLBuffer):Void {}
public function deleteFramebuffer (framebuffer:GLFramebuffer):Void {}
public function deleteProgram (program:GLProgram):Void {}
public function deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void {}
public function deleteShader (shader:GLShader):Void {}
public function deleteTexture (texture:GLTexture):Void {}
public function depthFunc (func:Int):Void {}
public function depthMask (flag:Bool):Void {}
public function depthRange (zNear:Float, zFar:Float):Void {}
public function detachShader (program:GLProgram, shader:GLShader):Void {}
public function disable (cap:Int):Void {}
public function disableVertexAttribArray (index:Int):Void {}
public function drawArrays (mode:Int, first:Int, count:Int):Void {}
public function drawElements (mode:Int, count:Int, type:Int, offset:Dynamic):Void {}
public function enable (cap:Int):Void {}
public function enableVertexAttribArray (index:Int):Void {}
public function finish ():Void {}
public function flush ():Void {}
public function framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void {}
public function framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void {}
public function frontFace (mode:Int):Void {}
public function generateMipmap (target:Int):Void {}
public function getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo { return null; }
public function getActiveUniform (program:GLProgram, index:Int):GLActiveInfo { return null; }
public function getAttachedShaders (program:GLProgram):Array<GLShader> { return null; }
public function getAttribLocation (program:GLProgram, name:String):Int { return 0; }
public function getBoolean (pname:Int):Bool { return false; }
public function getBooleanv (pname:Int):Array<Bool> { return null; }
public function getBufferParameter (target:Int, pname:Int):Dynamic { return null; }
public function getContextAttributes ():GLContextAttributes { return null; }
public function getError ():Int { return 0; }
public function getExtension (name:String):Dynamic { return null; }
public function getFloat (pname:Int):Float { return 0; }
public function getFloatv (pname:Int):Array<Float> { return null; };
public function getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic { return null; }
public function getInteger (pname:Int):Int { return 0; }
public function getIntegerv (pname:Int):Array<Int> { return null; }
public function getParameter (pname:Int):Dynamic { return null; }
public function getProgramInfoLog (program:GLProgram):String { return null; }
public function getProgramParameter (program:GLProgram, pname:Int):Dynamic { return null; }
public function getRenderbufferParameter (target:Int, pname:Int):Dynamic { return null; }
public function getShaderInfoLog (shader:GLShader):String { return null; }
public function getShaderParameter (shader:GLShader, pname:Int):Dynamic { return null; }
public function getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat { return null; }
public function getShaderSource (shader:GLShader):String { return null; }
public function getString (pname:Int):String { return null; }
public function getSupportedExtensions ():Array<String> { return null; }
public function getTexParameter (target:Int, pname:Int):Dynamic { return null; }
public function getUniform (program:GLProgram, location:GLUniformLocation):Dynamic { return null; }
public function getUniformLocation (program:GLProgram, name:String):GLUniformLocation { return 0; }
public function getVertexAttrib (index:Int, pname:Int):Dynamic { return null; }
public function getVertexAttribOffset (index:Int, pname:Int):Int { return 0; }
public function hint (target:Int, mode:Int):Void {}
public function isBuffer (buffer:GLBuffer):Bool { return false; }
public function isContextLost ():Bool { return false; }
public function isEnabled (cap:Int):Bool { return false; }
public function isFramebuffer (framebuffer:GLFramebuffer):Bool { return false; }
public function isProgram (program:GLProgram):Bool { return false; }
public function isRenderbuffer (renderbuffer:GLRenderbuffer):Bool { return false; }
public function isShader (shader:GLShader):Bool { return false; }
public function isTexture (texture:GLTexture):Bool { return false; }
public function lineWidth (width:Float):Void {}
public function linkProgram (program:GLProgram):Void {}
public function pixelStorei (pname:Int, param:Int):Void {}
public function polygonOffset (factor:Float, units:Float):Void {}
public function readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:DataPointer, dstOffset:Int = 0):Void {}
public function releaseShaderCompiler ():Void {}
public function renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void {}
public function sampleCoverage (value:Float, invert:Bool):Void {}
public function scissor (x:Int, y:Int, width:Int, height:Int):Void {}
public function shaderSource (shader:GLShader, string:String):Void {}
public function stencilFunc (func:Int, ref:Int, mask:Int):Void {}
public function stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void {}
public function stencilMask (mask:Int):Void {}
public function stencilMaskSeparate (face:Int, mask:Int):Void {}
public function stencilOp (fail:Int, zfail:Int, zpass:Int):Void {}
public function stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void {}
public function texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void {}
public function texParameterf (target:Int, pname:Int, param:Float):Void {}
public function texParameteri (target:Int, pname:Int, param:Int):Void {}
public function texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, srcData:DataPointer, srcOffset:Int = 0):Void {}
public function uniform1f (location:GLUniformLocation, x:Float):Void {}
public function uniform1fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
public function uniform1i (location:GLUniformLocation, x:Int):Void {}
public function uniform1iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
public function uniform2f (location:GLUniformLocation, x:Float, y:Float):Void {}
public function uniform2fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
public function uniform2i (location:GLUniformLocation, x:Int, y:Int):Void {}
public function uniform2iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
public function uniform3f (location:GLUniformLocation, x:Float, y:Float, z:Float):Void {}
public function uniform3fv(location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
public function uniform3i (location:GLUniformLocation, x:Int, y:Int, z:Int):Void {}
public function uniform3iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
public function uniform4f (location:GLUniformLocation, x:Float, y:Float, z:Float, w:Float):Void {}
public function uniform4fv (location:GLUniformLocation, v:lime.utils.Float32Array):Void {}
public function uniform4i (location:GLUniformLocation, x:Int, y:Int, z:Int, w:Int):Void {}
public function uniform4iv (location:GLUniformLocation, v:lime.utils.Int32Array):Void {}
public function uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
public function uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
public function uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, array:lime.utils.Float32Array):Void {}
public function useProgram (program:GLProgram):Void {}
public function validateProgram (program:GLProgram):Void {}
public function vertexAttrib1f (indx:Int, x:Float):Void {}
public function vertexAttrib1fv (indx:Int, values:lime.utils.Float32Array):Void {}
public function vertexAttrib2f (indx:Int, x:Float, y:Float):Void {}
public function vertexAttrib2fv (indx:Int, values:lime.utils.Float32Array):Void {}
public function vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void {}
public function vertexAttrib3fv (indx:Int, values:lime.utils.Float32Array):Void {}
public function vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void {}
public function vertexAttrib4fv (indx:Int, values:lime.utils.Float32Array):Void {}
public function vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:Int):Void {}
public function viewport (x:Int, y:Int, width:Int, height:Int):Void {}
}