diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 5ca2effa3..3fdc91364 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -3761,1261 +3761,1260 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #if !lime_webgl public function bufferData(target:Int, srcData:ArrayBufferView, usage:Int, srcOffset:Int = 0, length:Int = 0):Void - { #else public inline function bufferData(target:Int, srcData:Dynamic, usage:Int, ?srcOffset:Int, ?length:Int):Void - { #end - + { var size = (srcData != null) ? srcData.byteLength : 0; __tempPointer.set(srcData, srcOffset); this.bufferData(target, size, __tempPointer, usage); } - #if !lime_webgl - 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 - { + + #if !lime_webgl + 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 + #end + { + var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0; + + __tempPointer.set(srcData, srcOffset); + this.bufferSubData(target, offset, size, __tempPointer); + } + + public inline function checkFramebufferStatus(target:Int):Int + { + return this.checkFramebufferStatus(target); + } + + 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 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 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 clearDepth(depth:Float):Void + { + this.clearDepthf(depth); + } + + 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 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); + } + + #if !lime_webgl + public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView, + srcOffset:Int = 0, + ?srcLengthOverride:Int):Void + #else + public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic, + ?srcOffset:Int, + ?srcLengthOverride:Int):Void + #end + { + var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; + + __tempPointer.set(srcData, srcOffset); + this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer); + } + + public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, + srcData:ArrayBufferView, + srcOffset:Int = 0, ?srcLengthOverride:Int):Void + { + var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; + __tempPointer.set(srcData, srcOffset); + this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer); + } + + #if !lime_webgl + public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, + srcData:ArrayBufferView, + srcOffset:Int = 0, ?srcLengthOverride:Int):Void + #else + public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, + srcData:Dynamic, + ?srcOffset:Int, ?srcLengthOverride:Int):Void + #end + { + var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; + + __tempPointer.set(srcData, srcOffset); + this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer); + } + + public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, + depth:Int, format:Int, + srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void + { + var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; + __tempPointer.set(srcData, srcOffset); + this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer); + } + + public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void + { + this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); + } + + public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void + { + this.copyTexImage2D(target, level, internalformat, x, y, width, height, border); + } + + public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void + { + this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); + } + + public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int, + height:Int):Void + { + this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); + } + + public inline function createBuffer():GLBuffer + { + return this.createBuffer(); + } + + public inline function createFramebuffer():GLFramebuffer + { + return this.createFramebuffer(); + } + + public inline function createProgram():GLProgram + { + return this.createProgram(); + } + + public inline function createQuery():GLQuery + { + return this.createQuery(); + } + + public inline function createRenderbuffer():GLRenderbuffer + { + return this.createRenderbuffer(); + } + + public inline function createSampler():GLSampler + { + return this.createSampler(); + } + + public inline function createShader(type:Int):GLShader + { + return this.createShader(type); + } + + public inline function createTexture():GLTexture + { + return this.createTexture(); + } + + public inline function createTransformFeedback():GLTransformFeedback + { + return this.createTransformFeedback(); + } + + public inline function createVertexArray():GLVertexArrayObject + { + return this.createVertexArray(); + } + + public inline function cullFace(mode:Int):Void + { + this.cullFace(mode); + } + + public inline function deleteBuffer(buffer:GLBuffer):Void + { + this.deleteBuffer(buffer); + } + + public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void + { + this.deleteFramebuffer(framebuffer); + } + + public inline function deleteProgram(program:GLProgram):Void + { + this.deleteProgram(program); + } + + public inline function deleteQuery(query:GLQuery):Void + { + this.deleteQuery(query); + } + + public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void + { + this.deleteRenderbuffer(renderbuffer); + } + + public inline function deleteSampler(sampler:GLSampler):Void + { + this.deleteSampler(sampler); + } + + public inline function deleteShader(shader:GLShader):Void + { + this.deleteShader(shader); + } + + public inline function deleteSync(sync:GLSync):Void + { + this.deleteSync(sync); + } + + public inline function deleteTexture(texture:GLTexture):Void + { + this.deleteTexture(texture); + } + + public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void + { + this.deleteTransformFeedback(transformFeedback); + } + + public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void + { + this.deleteVertexArray(vertexArray); + } + + public inline function depthFunc(func:Int):Void + { + this.depthFunc(func); + } + + public inline function depthMask(flag:Bool):Void + { + this.depthMask(flag); + } + + public inline function depthRange(zNear:Float, zFar:Float):Void + { + this.depthRangef(zNear, zFar); + } + + public inline function detachShader(program:GLProgram, shader:GLShader):Void + { + this.detachShader(program, shader); + } + + public inline function disable(cap:Int):Void + { + this.disable(cap); + } + + public inline function disableVertexAttribArray(index:Int):Void + { + this.disableVertexAttribArray(index); + } + + public inline function drawArrays(mode:Int, first:Int, count:Int):Void + { + this.drawArrays(mode, first, count); + } + + public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void + { + this.drawArraysInstanced(mode, first, count, instanceCount); + } + + public inline function drawBuffers(buffers:Array):Void + { + this.drawBuffers(buffers); + } + + public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void + { + this.drawElements(mode, count, type, offset); + } + + public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void + { + this.drawElementsInstanced(mode, count, type, offset, instanceCount); + } + + public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void + { + this.drawRangeElements(mode, start, end, count, type, offset); + } + + public inline function enable(cap:Int):Void + { + this.enable(cap); + } + + public inline function enableVertexAttribArray(index:Int):Void + { + this.enableVertexAttribArray(index); + } + + public inline function endQuery(target:Int):Void + { + this.endQuery(target); + } + + public inline function endTransformFeedback():Void + { + this.endTransformFeedback(); + } + + public inline function fenceSync(condition:Int, flags:Int):GLSync + { + return this.fenceSync(condition, flags); + } + + public inline function finish():Void + { + this.finish(); + } + + public inline function flush():Void + { + this.flush(); + } + + public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void + { + this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); + } + + public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void + { + this.framebufferTexture2D(target, attachment, textarget, texture, level); + } + + public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void + { + this.framebufferTextureLayer(target, attachment, texture, level, layer); + } + + public inline function frontFace(mode:Int):Void + { + this.frontFace(mode); + } + + public inline function generateMipmap(target:Int):Void + { + this.generateMipmap(target); + } + + public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo + { + return this.getActiveAttrib(program, index); + } + + public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo + { + return this.getActiveUniform(program, index); + } + + public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String + { + return this.getActiveUniformBlockName(program, uniformBlockIndex); + } + + public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic + { + return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname); + } + + public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array, pname:Int):Dynamic + { + return this.getActiveUniforms(program, uniformIndices, pname); + } + + public inline function getAttachedShaders(program:GLProgram):Array + { + return this.getAttachedShaders(program); + } + + public inline function getAttribLocation(program:GLProgram, name:String):Int + { + return this.getAttribLocation(program, name); + } + + public inline function getBufferParameter(target:Int, pname:Int):Dynamic + { + return this.getBufferParameter(target, pname); + } + + #if !lime_webgl + public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void + #else + public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:Dynamic, ?srcOffset:Dynamic, ?length:Int):Void + #end + { + #if !js + var size = (length != null) ? length : (dstData != null) ? dstData.length : 0; + + this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData); #end - - var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0; - - __tempPointer.set(srcData, srcOffset); - this.bufferSubData(target, offset, size, __tempPointer); - } public inline function checkFramebufferStatus(target:Int):Int - { - return this.checkFramebufferStatus(target); - } - - 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 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 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 clearDepth(depth:Float):Void - { - this.clearDepthf(depth); - } - - 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 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); - } - - #if !lime_webgl - public function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView, - srcOffset:Int = 0, - ?srcLengthOverride:Int):Void - { - #else - public inline function compressedTexImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:Dynamic, - ?srcOffset:Int, - ?srcLengthOverride:Int):Void - { - #end - - var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; - - __tempPointer.set(srcData, srcOffset); - this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer); - } public function compressedTexImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, - srcData:ArrayBufferView, - srcOffset:Int = 0, ?srcLengthOverride:Int):Void - { - var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; - __tempPointer.set(srcData, srcOffset); - this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer); - } - - #if !lime_webgl - public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, - srcData:ArrayBufferView, - srcOffset:Int = 0, ?srcLengthOverride:Int):Void - { - #else - public inline function compressedTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, - srcData:Dynamic, - ?srcOffset:Int, ?srcLengthOverride:Int):Void - { - #end - - var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; - - __tempPointer.set(srcData, srcOffset); - this.compressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, __tempPointer); - } public inline function compressedTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, - depth:Int, format:Int, - srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void - { - var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; - __tempPointer.set(srcData, srcOffset); - this.compressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, __tempPointer); - } - - public inline function copyBufferSubData(readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void - { - this.copyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); - } - - public inline function copyTexImage2D(target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void - { - this.copyTexImage2D(target, level, internalformat, x, y, width, height, border); - } - - public inline function copyTexSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void - { - this.copyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); - } - - public inline function copyTexSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int, - height:Int):Void - { - this.copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); - } - - public inline function createBuffer():GLBuffer - { - return this.createBuffer(); - } - - public inline function createFramebuffer():GLFramebuffer - { - return this.createFramebuffer(); - } - - public inline function createProgram():GLProgram - { - return this.createProgram(); - } - - public inline function createQuery():GLQuery - { - return this.createQuery(); - } - - public inline function createRenderbuffer():GLRenderbuffer - { - return this.createRenderbuffer(); - } - - public inline function createSampler():GLSampler - { - return this.createSampler(); - } - - public inline function createShader(type:Int):GLShader - { - return this.createShader(type); - } - - public inline function createTexture():GLTexture - { - return this.createTexture(); - } - - public inline function createTransformFeedback():GLTransformFeedback - { - return this.createTransformFeedback(); - } - - public inline function createVertexArray():GLVertexArrayObject - { - return this.createVertexArray(); - } - - public inline function cullFace(mode:Int):Void - { - this.cullFace(mode); - } - - public inline function deleteBuffer(buffer:GLBuffer):Void - { - this.deleteBuffer(buffer); - } - - public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void - { - this.deleteFramebuffer(framebuffer); - } - - public inline function deleteProgram(program:GLProgram):Void - { - this.deleteProgram(program); - } - - public inline function deleteQuery(query:GLQuery):Void - { - this.deleteQuery(query); - } - - public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void - { - this.deleteRenderbuffer(renderbuffer); - } - - public inline function deleteSampler(sampler:GLSampler):Void - { - this.deleteSampler(sampler); - } - - public inline function deleteShader(shader:GLShader):Void - { - this.deleteShader(shader); - } - - public inline function deleteSync(sync:GLSync):Void - { - this.deleteSync(sync); - } - - public inline function deleteTexture(texture:GLTexture):Void - { - this.deleteTexture(texture); - } - - public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void - { - this.deleteTransformFeedback(transformFeedback); - } - - public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void - { - this.deleteVertexArray(vertexArray); - } - - public inline function depthFunc(func:Int):Void - { - this.depthFunc(func); - } - - public inline function depthMask(flag:Bool):Void - { - this.depthMask(flag); - } - - public inline function depthRange(zNear:Float, zFar:Float):Void - { - this.depthRangef(zNear, zFar); - } - - public inline function detachShader(program:GLProgram, shader:GLShader):Void - { - this.detachShader(program, shader); - } - - public inline function disable(cap:Int):Void - { - this.disable(cap); - } - - public inline function disableVertexAttribArray(index:Int):Void - { - this.disableVertexAttribArray(index); - } - - public inline function drawArrays(mode:Int, first:Int, count:Int):Void - { - this.drawArrays(mode, first, count); - } - - public inline function drawArraysInstanced(mode:Int, first:Int, count:Int, instanceCount:Int):Void - { - this.drawArraysInstanced(mode, first, count, instanceCount); - } - - public inline function drawBuffers(buffers:Array):Void - { - this.drawBuffers(buffers); - } - - public inline function drawElements(mode:Int, count:Int, type:Int, offset:DataPointer):Void - { - this.drawElements(mode, count, type, offset); - } - - public inline function drawElementsInstanced(mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void - { - this.drawElementsInstanced(mode, count, type, offset, instanceCount); - } - - public inline function drawRangeElements(mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void - { - this.drawRangeElements(mode, start, end, count, type, offset); - } - - public inline function enable(cap:Int):Void - { - this.enable(cap); - } - - public inline function enableVertexAttribArray(index:Int):Void - { - this.enableVertexAttribArray(index); - } - - public inline function endQuery(target:Int):Void - { - this.endQuery(target); - } - - public inline function endTransformFeedback():Void - { - this.endTransformFeedback(); - } - - public inline function fenceSync(condition:Int, flags:Int):GLSync - { - return this.fenceSync(condition, flags); - } - - public inline function finish():Void - { - this.finish(); - } - - public inline function flush():Void - { - this.flush(); - } - - public inline function framebufferRenderbuffer(target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void - { - this.framebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); - } - - public inline function framebufferTexture2D(target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void - { - this.framebufferTexture2D(target, attachment, textarget, texture, level); - } - - public inline function framebufferTextureLayer(target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void - { - this.framebufferTextureLayer(target, attachment, texture, level, layer); - } - - public inline function frontFace(mode:Int):Void - { - this.frontFace(mode); - } - - public inline function generateMipmap(target:Int):Void - { - this.generateMipmap(target); - } - - public inline function getActiveAttrib(program:GLProgram, index:Int):GLActiveInfo - { - return this.getActiveAttrib(program, index); - } - - public inline function getActiveUniform(program:GLProgram, index:Int):GLActiveInfo - { - return this.getActiveUniform(program, index); - } - - public inline function getActiveUniformBlockName(program:GLProgram, uniformBlockIndex:Int):String - { - return this.getActiveUniformBlockName(program, uniformBlockIndex); - } - - public inline function getActiveUniformBlockParameter(program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic - { - return this.getActiveUniformBlockParameter(program, uniformBlockIndex, pname); - } - - public inline function getActiveUniforms(program:GLProgram, uniformIndices:Array, pname:Int):Dynamic - { - return this.getActiveUniforms(program, uniformIndices, pname); - } - - public inline function getAttachedShaders(program:GLProgram):Array - { - return this.getAttachedShaders(program); - } - - public inline function getAttribLocation(program:GLProgram, name:String):Int - { - return this.getAttribLocation(program, name); - } - - public inline function getBufferParameter(target:Int, pname:Int):Dynamic - { - return this.getBufferParameter(target, pname); - } - - #if !lime_webgl - public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void - { - #else - public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:Dynamic, ?srcOffset:Dynamic, ?length:Int):Void - { - #end - - #if !js - var size = (length != null) ? length : (dstData != null) ? dstData.length : 0; - - this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData); - #end - } public inline function getContextAttributes():GLContextAttributes - { - return this.getContextAttributes(); - } - - public inline function getError():Int - { - return this.getError(); - } - - public inline function getExtension(name:String):Dynamic - { - return this.getExtension(name); - } - - public inline function getFragDataLocation(program:GLProgram, name:String):Int - { - return this.getFragDataLocation(program, name); - } - - public inline function getFramebufferAttachmentParameter(target:Int, attachment:Int, pname:Int):Dynamic - { - return this.getFramebufferAttachmentParameter(target, attachment, pname); - } - - public inline function getIndexedParameter(target:Int, index:Int):Dynamic - { - return this.getIndexedParameter(target, index); - } - - public inline function getInternalformatParameter(target:Int, internalformat:Int, pname:Int):Dynamic - { - return this.getInternalformatParameter(target, internalformat, pname); - } - - public inline function getParameter(pname:Int):Dynamic - { - return this.getParameter(pname); - } - - public inline function getProgramInfoLog(program:GLProgram):String - { - return this.getProgramInfoLog(program); - } - - public inline function getProgramParameter(program:GLProgram, pname:Int):Dynamic - { - return this.getProgramParameter(program, pname); - } - - public inline function getQuery(target:Int, pname:Int):GLQuery - { - return this.getQuery(target, pname); - } - - public inline function getQueryParameter(query:GLQuery, pname:Int):Dynamic - { - return this.getQueryParameter(query, pname); - } - - public inline function getRenderbufferParameter(target:Int, pname:Int):Dynamic - { - return this.getRenderbufferParameter(target, pname); - } - - public inline function getSamplerParameter(sampler:GLSampler, pname:Int):Dynamic - { - return this.getSamplerParameter(sampler, pname); - } - - public inline function getShaderInfoLog(shader:GLShader):String - { - return this.getShaderInfoLog(shader); - } - - public inline function getShaderParameter(shader:GLShader, pname:Int):Dynamic - { - return this.getShaderParameter(shader, pname); - } - - public inline function getShaderPrecisionFormat(shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat - { - return this.getShaderPrecisionFormat(shadertype, precisiontype); - } - - public inline function getShaderSource(shader:GLShader):String - { - return this.getShaderSource(shader); - } - - public inline function getSupportedExtensions():Array - { - return this.getSupportedExtensions(); - } - - public inline function getSyncParameter(sync:GLSync, pname:Int):Dynamic - { - return this.getSyncParameter(sync, pname); - } - - public inline function getTexParameter(target:Int, pname:Int):Dynamic - { - return this.getTexParameter(target, pname); - } - - public inline function getTransformFeedbackVarying(program:GLProgram, index:Int):GLActiveInfo - { - return this.getTransformFeedbackVarying(program, index); - } - - public inline function getUniform(program:GLProgram, location:GLUniformLocation):Dynamic - { - return this.getUniform(program, location); - } - - public inline function getUniformBlockIndex(program:GLProgram, uniformBlockName:String):Int - { - return this.getUniformBlockIndex(program, uniformBlockName); - } - - public inline function getUniformIndices(program:GLProgram, uniformNames:Array):Array - { - return this.getUniformIndices(program, uniformNames); - } - - public inline function getUniformLocation(program:GLProgram, name:String):GLUniformLocation - { - return this.getUniformLocation(program, name); - } - - public inline function getVertexAttrib(index:Int, pname:Int):Dynamic - { - return this.getVertexAttrib(index, pname); - } - - public inline function getVertexAttribOffset(index:Int, pname:Int):DataPointer - { - return this.getVertexAttribPointerv(index, pname); - } - - public inline function hint(target:Int, mode:Int):Void - { - this.hint(target, mode); - } - - public inline function invalidateFramebuffer(target:Int, attachments:Array):Void - { - this.invalidateFramebuffer(target, attachments); - } - - public inline function invalidateSubFramebuffer(target:Int, attachments:Array, x:Int, y:Int, width:Int, height:Int):Void - { - this.invalidateSubFramebuffer(target, attachments, x, y, width, height); - } - - public inline function isBuffer(buffer:GLBuffer):Bool - { - return this.isBuffer(buffer); - } - - public inline function isContextLost():Bool - { - return this.isContextLost(); - } - - public inline function isEnabled(cap:Int):Bool - { - return this.isEnabled(cap); - } - - public inline function isFramebuffer(framebuffer:GLFramebuffer):Bool - { - return this.isFramebuffer(framebuffer); - } - - public inline function isProgram(program:GLProgram):Bool - { - return this.isProgram(program); - } - - public inline function isQuery(query:GLQuery):Bool - { - return this.isQuery(query); - } - - public inline function isRenderbuffer(renderbuffer:GLRenderbuffer):Bool - { - return this.isRenderbuffer(renderbuffer); - } - - public inline function isSampler(sampler:GLSampler):Bool - { - return this.isSampler(sampler); - } - - public inline function isShader(shader:GLShader):Bool - { - return this.isShader(shader); - } - - public inline function isSync(sync:GLSync):Bool - { - return this.isSync(sync); - } - - public inline function isTexture(texture:GLTexture):Bool - { - return this.isTexture(texture); - } - - public inline function isTransformFeedback(transformFeedback:GLTransformFeedback):Bool - { - return this.isTransformFeedback(transformFeedback); - } - - public inline function isVertexArray(vertexArray:GLVertexArrayObject):Bool - { - return this.isVertexArray(vertexArray); - } - - public inline function lineWidth(width:Float):Void - { - this.lineWidth(width); - } - - public inline function linkProgram(program:GLProgram):Void - { - this.linkProgram(program); - } - - public inline function pauseTransformFeedback():Void - { - this.pauseTransformFeedback(); - } - - public inline function pixelStorei(pname:Int, param:Int):Void - { - this.pixelStorei(pname, param); - } - - public inline function polygonOffset(factor:Float, units:Float):Void - { - this.polygonOffset(factor, units); - } - - public inline function readBuffer(src:Int):Void - { - this.readBuffer(src); - } - - #if !lime_webgl - public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView, - dstOffset:Int = 0):Void - { - #else - public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:Dynamic, ?dstOffset:Int):Void - { - #end - - __tempPointer.set(pixels, dstOffset); - this.readPixels(x, y, width, height, format, type, __tempPointer); - } public inline function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void - { - this.renderbufferStorage(target, internalformat, width, height); - } - - public inline function renderbufferStorageMultisample(target:Int, samples:Int, internalformat:Int, width:Int, height:Int):Void - { - this.renderbufferStorageMultisample(target, samples, internalformat, width, height); - } - - public inline function resumeTransformFeedback():Void - { - this.resumeTransformFeedback(); - } - - public inline function sampleCoverage(value:Float, invert:Bool):Void - { - this.sampleCoverage(value, invert); - } - - public inline function samplerParameterf(sampler:GLSampler, pname:Int, param:Float):Void - { - this.samplerParameterf(sampler, pname, param); - } - - public inline function samplerParameteri(sampler:GLSampler, pname:Int, param:Int):Void - { - this.samplerParameteri(sampler, pname, param); - } - - public inline function scissor(x:Int, y:Int, width:Int, height:Int):Void - { - this.scissor(x, y, width, height); - } - - public inline function shaderSource(shader:GLShader, source:String):Void - { - this.shaderSource(shader, source); - } - - public inline function stencilFunc(func:Int, ref:Int, mask:Int):Void - { - this.stencilFunc(func, ref, mask); - } - - public inline function stencilFuncSeparate(face:Int, func:Int, ref:Int, mask:Int):Void - { - this.stencilFuncSeparate(face, func, ref, mask); - } - - public inline function stencilMask(mask:Int):Void - { - this.stencilMask(mask); - } - - public inline function stencilMaskSeparate(face:Int, mask:Int):Void - { - this.stencilMaskSeparate(face, mask); - } - - public inline function stencilOp(fail:Int, zfail:Int, zpass:Int):Void - { - this.stencilOp(fail, zfail, zpass); - } - - public inline function stencilOpSeparate(face:Int, fail:Int, zfail:Int, zpass:Int):Void - { - this.stencilOpSeparate(face, fail, zfail, zpass); - } - - #if !lime_webgl - public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, - type:Int, srcData:ArrayBufferView, - srcOffset:Int = 0):Void - { - #else - public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Dynamic, ?format:Int, - ?type:Int, ?srcData:Dynamic, - ?srcOffset:Int):Void - { - #end - - #if !lime_webgl - __tempPointer.set(srcData, srcOffset); - this.texImage2D(target, level, internalformat, width, height, border, format, type, __tempPointer); - #end - } public inline function texImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, - format:Int, type:Int, - srcData:ArrayBufferView, srcOffset:Int = 0):Void - { - __tempPointer.set(srcData, srcOffset); - this.texImage3D(target, level, internalformat, width, height, depth, border, format, type, __tempPointer); - } - - public inline function texStorage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int):Void - { - this.texStorage2D(target, level, internalformat, width, height); - } - - public inline function texStorage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int):Void - { - this.texStorage3D(target, level, internalformat, width, height, depth); - } - - public inline function texParameterf(target:Int, pname:Int, param:Float):Void - { - this.texParameterf(target, pname, param); - } - - public inline function texParameteri(target:Int, pname:Int, param:Int):Void - { - this.texParameteri(target, pname, param); - } - - #if !lime_webgl - public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, - type:Int, srcData:ArrayBufferView, - srcOffset:Int = 0):Void - { - #else - public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Dynamic, - ?type:Int, ?srcData:Dynamic, - ?srcOffset:Int):Void - { - #end - - __tempPointer.set(srcData, srcOffset); - this.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, __tempPointer); - } public inline function texSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, - depth:Int, format:Int, type:Int, - srcData:ArrayBufferView, srcOffset:Int = 0):Void - { - __tempPointer.set(srcData, srcOffset); - this.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, __tempPointer); - } - - public inline function transformFeedbackVaryings(program:GLProgram, varyings:Array, bufferMode:Int):Void - { - this.transformFeedbackVaryings(program, varyings, bufferMode); - } - - public inline function uniform1f(location:GLUniformLocation, v0:Float):Void - { - this.uniform1f(location, v0); - } - - #if !lime_webgl - public inline function uniform1fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - { - #else - public inline function uniform1fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - { - #end - - this.uniform1fv(location, v != null ? v.length : 0, v); - } public inline function uniform1i(location:GLUniformLocation, v0:Int):Void - { - this.uniform1i(location, v0); - } - - #if !lime_webgl - public inline function uniform1iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void - { - #else - public inline function uniform1iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - { - #end - - this.uniform1iv(location, v != null ? v.length : 0, v); - } public inline function uniform1ui(location:GLUniformLocation, v0:Int):Void - { - this.uniform1ui(location, v0); - } - - public inline function uniform1uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void - { - this.uniform1uiv(location, v != null ? v.length : 0, v); - } - - public inline function uniform2f(location:GLUniformLocation, v0:Float, v1:Float):Void - { - this.uniform2f(location, v0, v1); - } - - #if !lime_webgl - public inline function uniform2fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - { - #else - public function uniform2fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - { - #end - - this.uniform2fv(location, v != null ? v.length >> 1 : 0, v); - } public inline function uniform2i(location:GLUniformLocation, v0:Int, v1:Int):Void - { - this.uniform2i(location, v0, v1); - } - - #if !lime_webgl - 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 - { - #end - - 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 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); - } - - #if !lime_webgl - 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 - { - #end - - 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); - } - - #if !lime_webgl - 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 - { - #end - - 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 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); - } - - #if !lime_webgl - 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 - { - #end - - 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); - } - - #if !lime_webgl - 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 - { - #end - - 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 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); - } - - #if !lime_webgl - 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 - { - #end - - 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); - } 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); - - 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); - - __tempPointer.set(v, srcOffset); - - this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); - } - - #if !lime_webgl - public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - #else - public inline function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, - v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - { - #end - - var count = 0; - - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 9); - __tempPointer.set(v, srcOffset); - this.uniformMatrix3fv(location, count, transpose, __tempPointer); - } public function uniformMatrix3x2fv(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); - - this.uniformMatrix3x2fv(location, count, transpose, __tempPointer); - } - - public function uniformMatrix3x4fv(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 / 12); - - __tempPointer.set(v, srcOffset); - - this.uniformMatrix3x4fv(location, count, transpose, __tempPointer); - } - - #if !lime_webgl - public function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - #else - public inline function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, - v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - { - #end - - var count = 0; - - if (srcLength != null) count = srcLength; - else if (v != null) count = v.length >> 4; - __tempPointer.set(v, srcOffset); - this.uniformMatrix4fv(location, count, transpose, __tempPointer); - } public function uniformMatrix4x2fv(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); - - this.uniformMatrix4x2fv(location, count, transpose, __tempPointer); - } - - public function uniformMatrix4x3fv(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 / 12); - - __tempPointer.set(v, srcOffset); - - this.uniformMatrix4x3fv(location, count, transpose, __tempPointer); - } - - public inline function useProgram(program:GLProgram):Void - { - this.useProgram(program); - } - - public inline function validateProgram(program:GLProgram):Void - { - this.validateProgram(program); - } - - public inline function vertexAttrib1f(indx:Int, x:Float):Void - { - this.vertexAttrib1f(indx, x); - } - - public inline function vertexAttrib1fv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttrib1fv(indx, values); - } - - public inline function vertexAttrib2f(indx:Int, x:Float, y:Float):Void - { - this.vertexAttrib2f(indx, x, y); - } - - public inline function vertexAttrib2fv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttrib2fv(indx, values); - } - - public inline function vertexAttrib3f(indx:Int, x:Float, y:Float, z:Float):Void - { - this.vertexAttrib3f(indx, x, y, z); - } - - public inline function vertexAttrib3fv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttrib3fv(indx, values); - } - - public inline function vertexAttrib4f(indx:Int, x:Float, y:Float, z:Float, - w:Float):Void - { - this.vertexAttrib4f(indx, x, y, z, w); - } - - public inline function vertexAttrib4fv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttrib4fv(indx, values); - } - - public inline function vertexAttribDivisor(index:Int, divisor:Int):Void - { - this.vertexAttribDivisor(index, divisor); - } - - public inline function vertexAttribI4i(indx:Int, x:Int, y:Int, z:Int, - w:Int):Void - { - this.vertexAttribI4i(indx, x, y, z, w); - } - - public inline function vertexAttribI4iv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttribI4iv(indx, values); - } - - public inline function vertexAttribI4ui(indx:Int, x:Int, y:Int, z:Int, - w:Int):Void - { - this.vertexAttribI4ui(indx, x, y, z, w); - } - - public inline function vertexAttribI4uiv(indx:Int, - values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void - { - this.vertexAttribI4uiv(indx, values); - } - - public inline function vertexAttribIPointer(index:Int, size:Int, type:Int, - stride:Int, offset:DataPointer):Void - { - this.vertexAttribIPointer(index, size, type, stride, offset); - } - - public inline function vertexAttribPointer(indx:Int, size:Int, type:Int, - normalized:Bool, stride:Int, offset:DataPointer):Void - { - this.vertexAttribPointer(indx, size, type, normalized, stride, offset); - } - - public inline function viewport(x:Int, y:Int, width:Int, height:Int):Void - { - this.viewport(x, y, width, height); - } - - public inline function waitSync(sync:GLSync, flags:Int, timeout:Int64):Void - { - this.waitSync(sync, flags, timeout); - } - - @:from private static function fromRenderContext(context:RenderContext):WebGL2RenderContext - { - return context.webgl2; - } - - #if (!doc_gen && (lime_opengl || lime_opengles)) - @:from private static function fromOpenGLES3RenderContext(gl:OpenGLES3RenderContext):WebGL2RenderContext - { - return cast gl; - } - #end - - @:from private static function fromGL(gl:Class):WebGL2RenderContext - { - return cast GL.context; - } - } + } + + public inline function getContextAttributes():GLContextAttributes + { + return this.getContextAttributes(); + } + + public inline function getError():Int + { + return this.getError(); + } + + public inline function getExtension(name:String):Dynamic + { + return this.getExtension(name); + } + + public inline function getFragDataLocation(program:GLProgram, name:String):Int + { + return this.getFragDataLocation(program, name); + } + + public inline function getFramebufferAttachmentParameter(target:Int, attachment:Int, pname:Int):Dynamic + { + return this.getFramebufferAttachmentParameter(target, attachment, pname); + } + + public inline function getIndexedParameter(target:Int, index:Int):Dynamic + { + return this.getIndexedParameter(target, index); + } + + public inline function getInternalformatParameter(target:Int, internalformat:Int, pname:Int):Dynamic + { + return this.getInternalformatParameter(target, internalformat, pname); + } + + public inline function getParameter(pname:Int):Dynamic + { + return this.getParameter(pname); + } + + public inline function getProgramInfoLog(program:GLProgram):String + { + return this.getProgramInfoLog(program); + } + + public inline function getProgramParameter(program:GLProgram, pname:Int):Dynamic + { + return this.getProgramParameter(program, pname); + } + + public inline function getQuery(target:Int, pname:Int):GLQuery + { + return this.getQuery(target, pname); + } + + public inline function getQueryParameter(query:GLQuery, pname:Int):Dynamic + { + return this.getQueryParameter(query, pname); + } + + public inline function getRenderbufferParameter(target:Int, pname:Int):Dynamic + { + return this.getRenderbufferParameter(target, pname); + } + + public inline function getSamplerParameter(sampler:GLSampler, pname:Int):Dynamic + { + return this.getSamplerParameter(sampler, pname); + } + + public inline function getShaderInfoLog(shader:GLShader):String + { + return this.getShaderInfoLog(shader); + } + + public inline function getShaderParameter(shader:GLShader, pname:Int):Dynamic + { + return this.getShaderParameter(shader, pname); + } + + public inline function getShaderPrecisionFormat(shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat + { + return this.getShaderPrecisionFormat(shadertype, precisiontype); + } + + public inline function getShaderSource(shader:GLShader):String + { + return this.getShaderSource(shader); + } + + public inline function getSupportedExtensions():Array + { + return this.getSupportedExtensions(); + } + + public inline function getSyncParameter(sync:GLSync, pname:Int):Dynamic + { + return this.getSyncParameter(sync, pname); + } + + public inline function getTexParameter(target:Int, pname:Int):Dynamic + { + return this.getTexParameter(target, pname); + } + + public inline function getTransformFeedbackVarying(program:GLProgram, index:Int):GLActiveInfo + { + return this.getTransformFeedbackVarying(program, index); + } + + public inline function getUniform(program:GLProgram, location:GLUniformLocation):Dynamic + { + return this.getUniform(program, location); + } + + public inline function getUniformBlockIndex(program:GLProgram, uniformBlockName:String):Int + { + return this.getUniformBlockIndex(program, uniformBlockName); + } + + public inline function getUniformIndices(program:GLProgram, uniformNames:Array):Array + { + return this.getUniformIndices(program, uniformNames); + } + + public inline function getUniformLocation(program:GLProgram, name:String):GLUniformLocation + { + return this.getUniformLocation(program, name); + } + + public inline function getVertexAttrib(index:Int, pname:Int):Dynamic + { + return this.getVertexAttrib(index, pname); + } + + public inline function getVertexAttribOffset(index:Int, pname:Int):DataPointer + { + return this.getVertexAttribPointerv(index, pname); + } + + public inline function hint(target:Int, mode:Int):Void + { + this.hint(target, mode); + } + + public inline function invalidateFramebuffer(target:Int, attachments:Array):Void + { + this.invalidateFramebuffer(target, attachments); + } + + public inline function invalidateSubFramebuffer(target:Int, attachments:Array, x:Int, y:Int, width:Int, height:Int):Void + { + this.invalidateSubFramebuffer(target, attachments, x, y, width, height); + } + + public inline function isBuffer(buffer:GLBuffer):Bool + { + return this.isBuffer(buffer); + } + + public inline function isContextLost():Bool + { + return this.isContextLost(); + } + + public inline function isEnabled(cap:Int):Bool + { + return this.isEnabled(cap); + } + + public inline function isFramebuffer(framebuffer:GLFramebuffer):Bool + { + return this.isFramebuffer(framebuffer); + } + + public inline function isProgram(program:GLProgram):Bool + { + return this.isProgram(program); + } + + public inline function isQuery(query:GLQuery):Bool + { + return this.isQuery(query); + } + + public inline function isRenderbuffer(renderbuffer:GLRenderbuffer):Bool + { + return this.isRenderbuffer(renderbuffer); + } + + public inline function isSampler(sampler:GLSampler):Bool + { + return this.isSampler(sampler); + } + + public inline function isShader(shader:GLShader):Bool + { + return this.isShader(shader); + } + + public inline function isSync(sync:GLSync):Bool + { + return this.isSync(sync); + } + + public inline function isTexture(texture:GLTexture):Bool + { + return this.isTexture(texture); + } + + public inline function isTransformFeedback(transformFeedback:GLTransformFeedback):Bool + { + return this.isTransformFeedback(transformFeedback); + } + + public inline function isVertexArray(vertexArray:GLVertexArrayObject):Bool + { + return this.isVertexArray(vertexArray); + } + + public inline function lineWidth(width:Float):Void + { + this.lineWidth(width); + } + + public inline function linkProgram(program:GLProgram):Void + { + this.linkProgram(program); + } + + public inline function pauseTransformFeedback():Void + { + this.pauseTransformFeedback(); + } + + public inline function pixelStorei(pname:Int, param:Int):Void + { + this.pixelStorei(pname, param); + } + + public inline function polygonOffset(factor:Float, units:Float):Void + { + this.polygonOffset(factor, units); + } + + public inline function readBuffer(src:Int):Void + { + this.readBuffer(src); + } + + #if !lime_webgl + public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView, + dstOffset:Int = 0):Void + #else + public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:Dynamic, ?dstOffset:Int):Void + #end + { + __tempPointer.set(pixels, dstOffset); + this.readPixels(x, y, width, height, format, type, __tempPointer); + } + + public inline function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void + { + this.renderbufferStorage(target, internalformat, width, height); + } + + public inline function renderbufferStorageMultisample(target:Int, samples:Int, internalformat:Int, width:Int, height:Int):Void + { + this.renderbufferStorageMultisample(target, samples, internalformat, width, height); + } + + public inline function resumeTransformFeedback():Void + { + this.resumeTransformFeedback(); + } + + public inline function sampleCoverage(value:Float, invert:Bool):Void + { + this.sampleCoverage(value, invert); + } + + public inline function samplerParameterf(sampler:GLSampler, pname:Int, param:Float):Void + { + this.samplerParameterf(sampler, pname, param); + } + + public inline function samplerParameteri(sampler:GLSampler, pname:Int, param:Int):Void + { + this.samplerParameteri(sampler, pname, param); + } + + public inline function scissor(x:Int, y:Int, width:Int, height:Int):Void + { + this.scissor(x, y, width, height); + } + + public inline function shaderSource(shader:GLShader, source:String):Void + { + this.shaderSource(shader, source); + } + + public inline function stencilFunc(func:Int, ref:Int, mask:Int):Void + { + this.stencilFunc(func, ref, mask); + } + + public inline function stencilFuncSeparate(face:Int, func:Int, ref:Int, mask:Int):Void + { + this.stencilFuncSeparate(face, func, ref, mask); + } + + public inline function stencilMask(mask:Int):Void + { + this.stencilMask(mask); + } + + public inline function stencilMaskSeparate(face:Int, mask:Int):Void + { + this.stencilMaskSeparate(face, mask); + } + + public inline function stencilOp(fail:Int, zfail:Int, zpass:Int):Void + { + this.stencilOp(fail, zfail, zpass); + } + + public inline function stencilOpSeparate(face:Int, fail:Int, zfail:Int, zpass:Int):Void + { + this.stencilOpSeparate(face, fail, zfail, zpass); + } + + #if !lime_webgl + public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, + type:Int, srcData:ArrayBufferView, + srcOffset:Int = 0):Void + #else + public inline function texImage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Dynamic, ?format:Int, + ?type:Int, ?srcData:Dynamic, + ?srcOffset:Int):Void + #end + { + #if !lime_webgl + __tempPointer.set(srcData, srcOffset); + this.texImage2D(target, level, internalformat, width, height, border, format, type, __tempPointer); + #end + } + + public inline function texImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, + format:Int, type:Int, + srcData:ArrayBufferView, srcOffset:Int = 0):Void + { + __tempPointer.set(srcData, srcOffset); + this.texImage3D(target, level, internalformat, width, height, depth, border, format, type, __tempPointer); + } + + public inline function texStorage2D(target:Int, level:Int, internalformat:Int, width:Int, height:Int):Void + { + this.texStorage2D(target, level, internalformat, width, height); + } + + public inline function texStorage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int):Void + { + this.texStorage3D(target, level, internalformat, width, height, depth); + } + + public inline function texParameterf(target:Int, pname:Int, param:Float):Void + { + this.texParameterf(target, pname, param); + } + + public inline function texParameteri(target:Int, pname:Int, param:Int):Void + { + this.texParameteri(target, pname, param); + } + + #if !lime_webgl + public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, + type:Int, srcData:ArrayBufferView, + srcOffset:Int = 0):Void + #else + public inline function texSubImage2D(target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Dynamic, + ?type:Int, ?srcData:Dynamic, + ?srcOffset:Int):Void + #end + { + __tempPointer.set(srcData, srcOffset); + this.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, __tempPointer); + } + + public inline function texSubImage3D(target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, + depth:Int, format:Int, type:Int, + srcData:ArrayBufferView, srcOffset:Int = 0):Void + { + __tempPointer.set(srcData, srcOffset); + this.texSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, __tempPointer); + } + + public inline function transformFeedbackVaryings(program:GLProgram, varyings:Array, bufferMode:Int):Void + { + this.transformFeedbackVaryings(program, varyings, bufferMode); + } + + public inline function uniform1f(location:GLUniformLocation, v0:Float):Void + { + this.uniform1f(location, v0); + } + + #if !lime_webgl + public inline function uniform1fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void + #else + public inline function uniform1fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + #end + { + this.uniform1fv(location, v != null ? v.length : 0, v); + } + + public inline function uniform1i(location:GLUniformLocation, v0:Int):Void + { + this.uniform1i(location, v0); + } + + #if !lime_webgl + public inline function uniform1iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void + #else + public inline function uniform1iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + #end + { + this.uniform1iv(location, v != null ? v.length : 0, v); + } + + public inline function uniform1ui(location:GLUniformLocation, v0:Int):Void + { + this.uniform1ui(location, v0); + } + + public inline function uniform1uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void + { + this.uniform1uiv(location, v != null ? v.length : 0, v); + } + + public inline function uniform2f(location:GLUniformLocation, v0:Float, v1:Float):Void + { + this.uniform2f(location, v0, v1); + } + + #if !lime_webgl + public inline function uniform2fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void + #else + public function uniform2fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + #end + { + this.uniform2fv(location, v != null ? v.length >> 1 : 0, v); + } + + public inline function uniform2i(location:GLUniformLocation, v0:Int, v1:Int):Void + { + this.uniform2i(location, v0, v1); + } + + #if !lime_webgl + 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 + #end + { + 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 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); + } + + #if !lime_webgl + 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 + #end + { + 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); + } + + #if !lime_webgl + 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 + #end + { + 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 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); + } + + #if !lime_webgl + 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 + #end + { + 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); + } + + #if !lime_webgl + 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 + #end + { + 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 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); + } + + #if !lime_webgl + 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 + #end + { + 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); + } + + 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); + + 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); + + __tempPointer.set(v, srcOffset); + + this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); + } + + #if !lime_webgl + public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + #else + public inline function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + #end + { + var count = 0; + + if (srcLength != null) count = srcLength; + else if (v != null) count = Std.int(v.length / 9); + __tempPointer.set(v, srcOffset); + this.uniformMatrix3fv(location, count, transpose, __tempPointer); + } + + public function uniformMatrix3x2fv(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); + + this.uniformMatrix3x2fv(location, count, transpose, __tempPointer); + } + + public function uniformMatrix3x4fv(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 / 12); + + __tempPointer.set(v, srcOffset); + + this.uniformMatrix3x4fv(location, count, transpose, __tempPointer); + } + + #if !lime_webgl + public function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + #else + public inline function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + #end + { + var count = 0; + + if (srcLength != null) count = srcLength; + else if (v != null) count = v.length >> 4; + __tempPointer.set(v, srcOffset); + this.uniformMatrix4fv(location, count, transpose, __tempPointer); + } + + public function uniformMatrix4x2fv(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); + + this.uniformMatrix4x2fv(location, count, transpose, __tempPointer); + } + + public function uniformMatrix4x3fv(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 / 12); + + __tempPointer.set(v, srcOffset); + + this.uniformMatrix4x3fv(location, count, transpose, __tempPointer); + } + + public inline function useProgram(program:GLProgram):Void + { + this.useProgram(program); + } + + public inline function validateProgram(program:GLProgram):Void + { + this.validateProgram(program); + } + + public inline function vertexAttrib1f(indx:Int, x:Float):Void + { + this.vertexAttrib1f(indx, x); + } + + public inline function vertexAttrib1fv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttrib1fv(indx, values); + } + + public inline function vertexAttrib2f(indx:Int, x:Float, y:Float):Void + { + this.vertexAttrib2f(indx, x, y); + } + + public inline function vertexAttrib2fv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttrib2fv(indx, values); + } + + public inline function vertexAttrib3f(indx:Int, x:Float, y:Float, z:Float):Void + { + this.vertexAttrib3f(indx, x, y, z); + } + + public inline function vertexAttrib3fv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttrib3fv(indx, values); + } + + public inline function vertexAttrib4f(indx:Int, x:Float, y:Float, z:Float, + w:Float):Void + { + this.vertexAttrib4f(indx, x, y, z, w); + } + + public inline function vertexAttrib4fv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttrib4fv(indx, values); + } + + public inline function vertexAttribDivisor(index:Int, divisor:Int):Void + { + this.vertexAttribDivisor(index, divisor); + } + + public inline function vertexAttribI4i(indx:Int, x:Int, y:Int, z:Int, + w:Int):Void + { + this.vertexAttribI4i(indx, x, y, z, w); + } + + public inline function vertexAttribI4iv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttribI4iv(indx, values); + } + + public inline function vertexAttribI4ui(indx:Int, x:Int, y:Int, z:Int, + w:Int):Void + { + this.vertexAttribI4ui(indx, x, y, z, w); + } + + public inline function vertexAttribI4uiv(indx:Int, + values:#if (!lime_webgl && !doc_gen) DataPointer #else Float32Array #end):Void + { + this.vertexAttribI4uiv(indx, values); + } + + public inline function vertexAttribIPointer(index:Int, size:Int, type:Int, + stride:Int, offset:DataPointer):Void + { + this.vertexAttribIPointer(index, size, type, stride, offset); + } + + public inline function vertexAttribPointer(indx:Int, size:Int, type:Int, + normalized:Bool, stride:Int, offset:DataPointer):Void + { + this.vertexAttribPointer(indx, size, type, normalized, stride, offset); + } + + public inline function viewport(x:Int, y:Int, width:Int, height:Int):Void + { + this.viewport(x, y, width, height); + } + + public inline function waitSync(sync:GLSync, flags:Int, timeout:Int64):Void + { + this.waitSync(sync, flags, timeout); + } + + @:from private static function fromRenderContext(context:RenderContext):WebGL2RenderContext + { + return context.webgl2; + } + + #if (!doc_gen && (lime_opengl || lime_opengles)) + @:from private static function fromOpenGLES3RenderContext(gl:OpenGLES3RenderContext):WebGL2RenderContext + { + return cast gl; + } + #end + + @:from private static function fromGL(gl:Class):WebGL2RenderContext + { + return cast GL.context; + } +} #end