From 2857016a525b487f5a1155eb9fb891feefe6816c Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:09:19 -0400 Subject: [PATCH 1/8] Begin to fix `WebGL2RenderContext` formatting. Not removing any tabs yet, to help Git generate diffs. --- src/lime/graphics/WebGL2RenderContext.hx | 148 +++++++++++------------ 1 file changed, 73 insertions(+), 75 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 5ca2effa3..3be01bf8b 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -3761,12 +3761,10 @@ 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); @@ -3774,17 +3772,17 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #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 + } + + public inline function checkFramebufferStatus(target:Int):Int { return this.checkFramebufferStatus(target); } @@ -3851,19 +3849,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic 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, + } + + 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 { @@ -3876,19 +3874,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic 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, + } + + 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 { @@ -4190,18 +4188,18 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + public inline function getContextAttributes():GLContextAttributes { return this.getContextAttributes(); } @@ -4454,15 +4452,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + public inline function renderbufferStorage(target:Int, internalformat:Int, width:Int, height:Int):Void { this.renderbufferStorage(target, internalformat, width, height); } @@ -4536,19 +4534,19 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic 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, + } + + 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 { @@ -4580,17 +4578,17 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic 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, + } + + 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 { @@ -4610,28 +4608,28 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + 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 + } + + public inline function uniform1ui(location:GLUniformLocation, v0:Int):Void { this.uniform1ui(location, v0); } @@ -4648,28 +4646,28 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + 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 + } + + public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void { this.uniform2ui(location, v0, v1); } @@ -4688,15 +4686,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void { this.uniform3i(location, v0, v1, v2); } @@ -4704,15 +4702,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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 + } + + public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void { this.uniform3ui(location, v0, v1, v2); } @@ -4732,15 +4730,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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, + } + + public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, v3:Int):Void { this.uniform4i(location, v0, v1, v2, v3); @@ -4749,15 +4747,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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, + } + + public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, v3:Int):Void { this.uniform4ui(location, v0, v1, v2, v3); @@ -4778,20 +4776,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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, + } + + public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void { var count = 0; @@ -4818,20 +4816,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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, + } + + public function uniformMatrix3x2fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void { var count = 0; @@ -4858,20 +4856,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic #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, + } + + public function uniformMatrix4x2fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void { var count = 0; From ec20e46dca69e80d264c45e997ed8c1694aaefcb Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:24:04 -0400 Subject: [PATCH 2/8] `WebGl2RenderContext`: fix some indentation. If we fix all the indentation at once, it will permanently mess up the diff. Git will see that the new line 4544 matches the old line 3773, and conclude that it got moved 800 lines down. --- src/lime/graphics/WebGL2RenderContext.hx | 121 ++++++++++++----------- 1 file changed, 61 insertions(+), 60 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 3be01bf8b..7668ff4f2 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -3770,11 +3770,12 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic __tempPointer.set(srcData, srcOffset); this.bufferData(target, size, __tempPointer, usage); } - #if !lime_webgl + + #if !lime_webgl public inline function bufferSubData(target:Int, offset:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?length:Int):Void - #else + #else public inline function bufferSubData(target:Int, offset:Int, srcData:Dynamic, ?srcOffset:Int, ?length:Int):Void - #end + #end { var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0; @@ -3845,15 +3846,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.compileShader(shader); } - #if !lime_webgl + #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 + #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 + #end { var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; @@ -3870,15 +3871,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.compressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, __tempPointer); } - #if !lime_webgl + #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 + #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 + #end { var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; @@ -4186,17 +4187,17 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic return this.getBufferParameter(target, pname); } - #if !lime_webgl + #if !lime_webgl public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void - #else + #else public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:Dynamic, ?srcOffset:Dynamic, ?length:Int):Void - #end + #end { - #if !js + #if !js var size = (length != null) ? length : (dstData != null) ? dstData.length : 0; this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData); - #end + #end } public inline function getContextAttributes():GLContextAttributes @@ -4449,12 +4450,12 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.readBuffer(src); } - #if !lime_webgl + #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 + #else public inline function readPixels(x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:Dynamic, ?dstOffset:Int):Void - #end + #end { __tempPointer.set(pixels, dstOffset); this.readPixels(x, y, width, height, format, type, __tempPointer); @@ -4530,20 +4531,20 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.stencilOpSeparate(face, fail, zfail, zpass); } - #if !lime_webgl + #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 + #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 + #end { - #if !lime_webgl + #if !lime_webgl __tempPointer.set(srcData, srcOffset); this.texImage2D(target, level, internalformat, width, height, border, format, type, __tempPointer); - #end + #end } public inline function texImage3D(target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, @@ -4574,15 +4575,15 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.texParameteri(target, pname, param); } - #if !lime_webgl + #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 + #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 + #end { __tempPointer.set(srcData, srcOffset); this.texSubImage2D(target, level, xoffset, yoffset, width, height, format, type, __tempPointer); @@ -4606,11 +4607,11 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform1f(location, v0); } - #if !lime_webgl + #if !lime_webgl public inline function uniform1fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform1fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform1fv(location, v != null ? v.length : 0, v); } @@ -4620,11 +4621,11 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform1i(location, v0); } - #if !lime_webgl + #if !lime_webgl public inline function uniform1iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform1iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform1iv(location, v != null ? v.length : 0, v); } @@ -4644,11 +4645,11 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform2f(location, v0, v1); } - #if !lime_webgl + #if !lime_webgl public inline function uniform2fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public function uniform2fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform2fv(location, v != null ? v.length >> 1 : 0, v); } @@ -4658,11 +4659,11 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform2i(location, v0, v1); } - #if !lime_webgl + #if !lime_webgl public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform2iv(location, v != null ? v.length >> 1 : 0, v); } @@ -4683,13 +4684,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform3f(location, v0, v1, v2); } - #if !lime_webgl + #if !lime_webgl public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v); } @@ -4699,13 +4700,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform3i(location, v0, v1, v2); } - #if !lime_webgl + #if !lime_webgl public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v); } @@ -4727,13 +4728,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform4f(location, v0, v1, v2, v3); } - #if !lime_webgl + #if !lime_webgl public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform4fv(location, v != null ? v.length >> 2 : 0, v); } @@ -4744,13 +4745,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniform4i(location, v0, v1, v2, v3); } - #if !lime_webgl + #if !lime_webgl public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void - #else + #else public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { this.uniform4iv(location, v != null ? v.length >> 2 : 0, v); } @@ -4773,13 +4774,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); } - #if !lime_webgl + #if !lime_webgl public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - #else + #else public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { var count = 0; @@ -4813,13 +4814,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); } - #if !lime_webgl + #if !lime_webgl public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - #else + #else public inline function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { var count = 0; @@ -4853,13 +4854,13 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic this.uniformMatrix3x4fv(location, count, transpose, __tempPointer); } - #if !lime_webgl + #if !lime_webgl public function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - #else + #else public inline function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void - #end + #end { var count = 0; @@ -5004,12 +5005,12 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic return context.webgl2; } - #if (!doc_gen && (lime_opengl || lime_opengles)) + #if (!doc_gen && (lime_opengl || lime_opengles)) @:from private static function fromOpenGLES3RenderContext(gl:OpenGLES3RenderContext):WebGL2RenderContext { return cast gl; } - #end + #end @:from private static function fromGL(gl:Class):WebGL2RenderContext { From 3aec2c6a494d9fc1aa3684d040ccce58bb57bdd1 Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:32:36 -0400 Subject: [PATCH 3/8] Fix `WebGL2RenderContext` indentation up to line 3847. Perhaps going a few lines at a time will help Git manage. --- src/lime/graphics/WebGL2RenderContext.hx | 116 +++++++++++------------ 1 file changed, 58 insertions(+), 58 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 7668ff4f2..078f2fea1 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -3772,79 +3772,79 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #if !lime_webgl - public inline function bufferSubData(target:Int, offset:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?length:Int):Void + 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 + 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; + { + var size = (length != null) ? length : (srcData != null) ? srcData.byteLength : 0; - __tempPointer.set(srcData, srcOffset); - this.bufferSubData(target, offset, size, __tempPointer); - } + __tempPointer.set(srcData, srcOffset); + this.bufferSubData(target, offset, size, __tempPointer); + } - public inline function checkFramebufferStatus(target:Int):Int - { - return this.checkFramebufferStatus(target); - } + public inline function checkFramebufferStatus(target:Int):Int + { + return this.checkFramebufferStatus(target); + } - public inline function clear(mask:Int):Void - { - this.clear(mask); - } + 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 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 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 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 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 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 clearDepth(depth:Float):Void + { + this.clearDepthf(depth); + } - public inline function clearStencil(s:Int):Void - { - this.clearStencil(s); - } + 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 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 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); - } + 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, From 087660f7a70bc2d1d190bb2bc09a51e62f331a68 Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:33:56 -0400 Subject: [PATCH 4/8] Fix `WebGL2RenderContext` indentation up to line 4189. --- src/lime/graphics/WebGL2RenderContext.hx | 542 +++++++++++------------ 1 file changed, 271 insertions(+), 271 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 078f2fea1..03c51e669 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -3847,345 +3847,345 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #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 + 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 + 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; + { + var imageSize = (srcLengthOverride != null) ? srcLengthOverride : (srcData != null) ? srcData.byteLength : 0; - __tempPointer.set(srcData, srcOffset); - this.compressedTexImage2D(target, level, internalformat, width, height, border, imageSize, __tempPointer); - } + __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); - } + 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 + 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 + 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; + { + 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); - } + __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 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 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 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 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 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 createBuffer():GLBuffer + { + return this.createBuffer(); + } - public inline function createFramebuffer():GLFramebuffer - { - return this.createFramebuffer(); - } + public inline function createFramebuffer():GLFramebuffer + { + return this.createFramebuffer(); + } - public inline function createProgram():GLProgram - { - return this.createProgram(); - } + public inline function createProgram():GLProgram + { + return this.createProgram(); + } - public inline function createQuery():GLQuery - { - return this.createQuery(); - } + public inline function createQuery():GLQuery + { + return this.createQuery(); + } - public inline function createRenderbuffer():GLRenderbuffer - { - return this.createRenderbuffer(); - } + public inline function createRenderbuffer():GLRenderbuffer + { + return this.createRenderbuffer(); + } - public inline function createSampler():GLSampler - { - return this.createSampler(); - } + public inline function createSampler():GLSampler + { + return this.createSampler(); + } - public inline function createShader(type:Int):GLShader - { - return this.createShader(type); - } + public inline function createShader(type:Int):GLShader + { + return this.createShader(type); + } - public inline function createTexture():GLTexture - { - return this.createTexture(); - } + public inline function createTexture():GLTexture + { + return this.createTexture(); + } - public inline function createTransformFeedback():GLTransformFeedback - { - return this.createTransformFeedback(); - } + public inline function createTransformFeedback():GLTransformFeedback + { + return this.createTransformFeedback(); + } - public inline function createVertexArray():GLVertexArrayObject - { - return this.createVertexArray(); - } + public inline function createVertexArray():GLVertexArrayObject + { + return this.createVertexArray(); + } - public inline function cullFace(mode:Int):Void - { - this.cullFace(mode); - } + public inline function cullFace(mode:Int):Void + { + this.cullFace(mode); + } - public inline function deleteBuffer(buffer:GLBuffer):Void - { - this.deleteBuffer(buffer); - } + public inline function deleteBuffer(buffer:GLBuffer):Void + { + this.deleteBuffer(buffer); + } - public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void - { - this.deleteFramebuffer(framebuffer); - } + public inline function deleteFramebuffer(framebuffer:GLFramebuffer):Void + { + this.deleteFramebuffer(framebuffer); + } - public inline function deleteProgram(program:GLProgram):Void - { - this.deleteProgram(program); - } + public inline function deleteProgram(program:GLProgram):Void + { + this.deleteProgram(program); + } - public inline function deleteQuery(query:GLQuery):Void - { - this.deleteQuery(query); - } + public inline function deleteQuery(query:GLQuery):Void + { + this.deleteQuery(query); + } - public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void - { - this.deleteRenderbuffer(renderbuffer); - } + public inline function deleteRenderbuffer(renderbuffer:GLRenderbuffer):Void + { + this.deleteRenderbuffer(renderbuffer); + } - public inline function deleteSampler(sampler:GLSampler):Void - { - this.deleteSampler(sampler); - } + public inline function deleteSampler(sampler:GLSampler):Void + { + this.deleteSampler(sampler); + } - public inline function deleteShader(shader:GLShader):Void - { - this.deleteShader(shader); - } + public inline function deleteShader(shader:GLShader):Void + { + this.deleteShader(shader); + } - public inline function deleteSync(sync:GLSync):Void - { - this.deleteSync(sync); - } + public inline function deleteSync(sync:GLSync):Void + { + this.deleteSync(sync); + } - public inline function deleteTexture(texture:GLTexture):Void - { - this.deleteTexture(texture); - } + public inline function deleteTexture(texture:GLTexture):Void + { + this.deleteTexture(texture); + } - public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void - { - this.deleteTransformFeedback(transformFeedback); - } + public inline function deleteTransformFeedback(transformFeedback:GLTransformFeedback):Void + { + this.deleteTransformFeedback(transformFeedback); + } - public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void - { - this.deleteVertexArray(vertexArray); - } + public inline function deleteVertexArray(vertexArray:GLVertexArrayObject):Void + { + this.deleteVertexArray(vertexArray); + } - public inline function depthFunc(func:Int):Void - { - this.depthFunc(func); - } + public inline function depthFunc(func:Int):Void + { + this.depthFunc(func); + } - public inline function depthMask(flag:Bool):Void - { - this.depthMask(flag); - } + 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 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 detachShader(program:GLProgram, shader:GLShader):Void + { + this.detachShader(program, shader); + } - public inline function disable(cap:Int):Void - { - this.disable(cap); - } + public inline function disable(cap:Int):Void + { + this.disable(cap); + } - public inline function disableVertexAttribArray(index:Int):Void - { - this.disableVertexAttribArray(index); - } + 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 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 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 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 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 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 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 enable(cap:Int):Void + { + this.enable(cap); + } - public inline function enableVertexAttribArray(index:Int):Void - { - this.enableVertexAttribArray(index); - } + public inline function enableVertexAttribArray(index:Int):Void + { + this.enableVertexAttribArray(index); + } - public inline function endQuery(target:Int):Void - { - this.endQuery(target); - } + public inline function endQuery(target:Int):Void + { + this.endQuery(target); + } - public inline function endTransformFeedback():Void - { - this.endTransformFeedback(); - } + public inline function endTransformFeedback():Void + { + this.endTransformFeedback(); + } - public inline function fenceSync(condition:Int, flags:Int):GLSync - { - return this.fenceSync(condition, flags); - } + public inline function fenceSync(condition:Int, flags:Int):GLSync + { + return this.fenceSync(condition, flags); + } - public inline function finish():Void - { - this.finish(); - } + public inline function finish():Void + { + this.finish(); + } - public inline function flush():Void - { - this.flush(); - } + 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 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 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 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 frontFace(mode:Int):Void + { + this.frontFace(mode); + } - public inline function generateMipmap(target:Int):Void - { - this.generateMipmap(target); - } + 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 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 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 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 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 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 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 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); - } + 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 From 5f7d3170ac6dfe5b586644bb17ccb7d1869deb5e Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:34:52 -0400 Subject: [PATCH 5/8] Fix `WebGL2RenderContext` indentation up to line 4533. --- src/lime/graphics/WebGL2RenderContext.hx | 542 +++++++++++------------ 1 file changed, 271 insertions(+), 271 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 03c51e669..7595dddca 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -4188,348 +4188,348 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #if !lime_webgl - public inline function getBufferSubData(target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void + 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 + 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; + { + #if !js + var size = (length != null) ? length : (dstData != null) ? dstData.length : 0; - this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData); - #end - } + this.getBufferSubData(target, srcByteOffset + srcOffset, size, dstData); + #end + } - public inline function getContextAttributes():GLContextAttributes - { - return this.getContextAttributes(); - } + public inline function getContextAttributes():GLContextAttributes + { + return this.getContextAttributes(); + } - public inline function getError():Int - { - return this.getError(); - } + public inline function getError():Int + { + return this.getError(); + } - public inline function getExtension(name:String):Dynamic - { - return this.getExtension(name); - } + 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 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 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 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 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 getParameter(pname:Int):Dynamic + { + return this.getParameter(pname); + } - public inline function getProgramInfoLog(program:GLProgram):String - { - return this.getProgramInfoLog(program); - } + 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 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 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 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 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 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 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 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 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 getShaderSource(shader:GLShader):String + { + return this.getShaderSource(shader); + } - public inline function getSupportedExtensions():Array - { - return this.getSupportedExtensions(); - } + 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 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 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 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 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 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 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 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 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 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 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 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 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 isBuffer(buffer:GLBuffer):Bool + { + return this.isBuffer(buffer); + } - public inline function isContextLost():Bool - { - return this.isContextLost(); - } + public inline function isContextLost():Bool + { + return this.isContextLost(); + } - public inline function isEnabled(cap:Int):Bool - { - return this.isEnabled(cap); - } + 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 isFramebuffer(framebuffer:GLFramebuffer):Bool + { + return this.isFramebuffer(framebuffer); + } - public inline function isProgram(program:GLProgram):Bool - { - return this.isProgram(program); - } + 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 isQuery(query:GLQuery):Bool + { + return this.isQuery(query); + } - public inline function isRenderbuffer(renderbuffer:GLRenderbuffer):Bool - { - return this.isRenderbuffer(renderbuffer); - } + 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 isSampler(sampler:GLSampler):Bool + { + return this.isSampler(sampler); + } - public inline function isShader(shader:GLShader):Bool - { - return this.isShader(shader); - } + 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 isSync(sync:GLSync):Bool + { + return this.isSync(sync); + } - public inline function isTexture(texture:GLTexture):Bool - { - return this.isTexture(texture); - } + 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 isTransformFeedback(transformFeedback:GLTransformFeedback):Bool + { + return this.isTransformFeedback(transformFeedback); + } - public inline function isVertexArray(vertexArray:GLVertexArrayObject):Bool - { - return this.isVertexArray(vertexArray); - } + public inline function isVertexArray(vertexArray:GLVertexArrayObject):Bool + { + return this.isVertexArray(vertexArray); + } - public inline function lineWidth(width:Float):Void - { - this.lineWidth(width); - } + public inline function lineWidth(width:Float):Void + { + this.lineWidth(width); + } - public inline function linkProgram(program:GLProgram):Void - { - this.linkProgram(program); - } + public inline function linkProgram(program:GLProgram):Void + { + this.linkProgram(program); + } - public inline function pauseTransformFeedback():Void - { - this.pauseTransformFeedback(); - } + public inline function pauseTransformFeedback():Void + { + this.pauseTransformFeedback(); + } - public inline function pixelStorei(pname:Int, param:Int):Void - { - this.pixelStorei(pname, param); - } + 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 polygonOffset(factor:Float, units:Float):Void + { + this.polygonOffset(factor, units); + } - public inline function readBuffer(src:Int):Void - { - this.readBuffer(src); - } + 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 + 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 + 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); - } + { + __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 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 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 resumeTransformFeedback():Void + { + this.resumeTransformFeedback(); + } - public inline function sampleCoverage(value:Float, invert:Bool):Void - { - this.sampleCoverage(value, invert); - } + 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 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 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 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 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 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 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 stencilMask(mask:Int):Void + { + this.stencilMask(mask); + } - public inline function stencilMaskSeparate(face:Int, mask:Int):Void - { - this.stencilMaskSeparate(face, 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 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); - } + 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, From 9c63387e5f42078663f4efb86747b5e7b61ef36a Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:35:39 -0400 Subject: [PATCH 6/8] Fix `WebGL2RenderContext` indentation up to line 4661. --- src/lime/graphics/WebGL2RenderContext.hx | 186 +++++++++++------------ 1 file changed, 93 insertions(+), 93 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 7595dddca..1f8a1e1c3 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -4532,132 +4532,132 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #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 + 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 + 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); + __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 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 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 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 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); - } + 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 + 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 + 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); - } + { + __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 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 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); - } + 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 + 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 + public inline function uniform1fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - this.uniform1fv(location, v != null ? v.length : 0, v); - } + { + this.uniform1fv(location, v != null ? v.length : 0, v); + } - public inline function uniform1i(location:GLUniformLocation, v0:Int):Void - { - this.uniform1i(location, v0); - } + 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 + 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 + public inline function uniform1iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - this.uniform1iv(location, v != null ? v.length : 0, v); - } + { + 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 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 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); - } + 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 + 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 + public function uniform2fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - this.uniform2fv(location, v != null ? v.length >> 1 : 0, v); - } + { + 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); - } + 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 From 542007680da8d44ec0b957665f8aa8ee43879f6d Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:36:20 -0400 Subject: [PATCH 7/8] Fix `WebGL2RenderContext` indentation up to line 4816. --- src/lime/graphics/WebGL2RenderContext.hx | 226 +++++++++++------------ 1 file changed, 113 insertions(+), 113 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 1f8a1e1c3..0590c3984 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -4660,159 +4660,159 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #if !lime_webgl - public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void + public inline function uniform2iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void #else - public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + public inline function uniform2iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - this.uniform2iv(location, v != null ? v.length >> 1 : 0, v); - } + { + this.uniform2iv(location, v != null ? v.length >> 1 : 0, v); + } - public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void - { - this.uniform2ui(location, v0, v1); - } + public inline function uniform2ui(location:GLUniformLocation, v0:Int, v1:Int):Void + { + this.uniform2ui(location, v0, v1); + } - public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, - ?srcLength:Int):Void - { - this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v); - } + public inline function uniform2uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, + ?srcLength:Int):Void + { + this.uniform2uiv(location, v != null ? v.length >> 1 : 0, v); + } - public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void - { - this.uniform3f(location, v0, v1, v2); - } + public inline function uniform3f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void + { + this.uniform3f(location, v0, v1, v2); + } #if !lime_webgl - public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform3fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, + ?srcLength:Int):Void #else - public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform3fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v); - } + { + this.uniform3fv(location, v != null ? Std.int(v.length / 3) : 0, v); + } - public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void - { - this.uniform3i(location, v0, v1, v2); - } + public inline function uniform3i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void + { + this.uniform3i(location, v0, v1, v2); + } #if !lime_webgl - public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform3iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, + ?srcLength:Int):Void #else - public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform3iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v); - } + { + this.uniform3iv(location, v != null ? Std.int(v.length / 3) : 0, v); + } - public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void - { - this.uniform3ui(location, v0, v1, v2); - } + public inline function uniform3ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void + { + this.uniform3ui(location, v0, v1, v2); + } - public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, - ?srcLength:Int):Void - { - this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v); - } + public inline function uniform3uiv(location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, + ?srcLength:Int):Void + { + this.uniform3uiv(location, v != null ? Std.int(v.length / 3) : 0, v); + } - public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float, - v3:Float):Void - { - this.uniform4f(location, v0, v1, v2, v3); - } + public inline function uniform4f(location:GLUniformLocation, v0:Float, v1:Float, v2:Float, + v3:Float):Void + { + this.uniform4f(location, v0, v1, v2, v3); + } #if !lime_webgl - public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform4fv(location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, + ?srcLength:Int):Void #else - public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform4fv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform4fv(location, v != null ? v.length >> 2 : 0, v); - } + { + this.uniform4fv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, - v3:Int):Void - { - this.uniform4i(location, v0, v1, v2, v3); - } + public inline function uniform4i(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, + v3:Int):Void + { + this.uniform4i(location, v0, v1, v2, v3); + } #if !lime_webgl - public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform4iv(location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, + ?srcLength:Int):Void #else - public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, - ?srcLength:Int):Void + public inline function uniform4iv(location:GLUniformLocation, v:Dynamic, ?srcOffset:Int, + ?srcLength:Int):Void #end - { - this.uniform4iv(location, v != null ? v.length >> 2 : 0, v); - } + { + this.uniform4iv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, - v3:Int):Void - { - this.uniform4ui(location, v0, v1, v2, v3); - } + public inline function uniform4ui(location:GLUniformLocation, v0:Int, v1:Int, v2:Int, + v3:Int):Void + { + this.uniform4ui(location, v0, v1, v2, v3); + } - public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array, - ?srcOffset:Int, ?srcLength:Int):Void - { - this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v); - } + public inline function uniform4uiv(location:GLUniformLocation, v:UInt32Array, + ?srcOffset:Int, ?srcLength:Int):Void + { + this.uniform4uiv(location, v != null ? v.length >> 2 : 0, v); + } - public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int, - uniformBlockBinding:Int):Void - { - this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); - } + public inline function uniformBlockBinding(program:GLProgram, uniformBlockIndex:Int, + uniformBlockBinding:Int):Void + { + this.uniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); + } #if !lime_webgl - public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + public function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void #else - public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, - v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void + public inline function uniformMatrix2fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - var count = 0; + { + var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = v.length >> 2; - __tempPointer.set(v, srcOffset); - this.uniformMatrix2fv(location, count, transpose, __tempPointer); - } + if (srcLength != null) count = srcLength; + else if (v != null) count = v.length >> 2; + __tempPointer.set(v, srcOffset); + this.uniformMatrix2fv(location, count, transpose, __tempPointer); + } - public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 6); + public function uniformMatrix2x3fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + { + var count = 0; + if (srcLength != null) count = srcLength; + else if (v != null) count = Std.int(v.length / 6); - __tempPointer.set(v, srcOffset); + __tempPointer.set(v, srcOffset); - this.uniformMatrix2x3fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix2x3fv(location, count, transpose, __tempPointer); + } - public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void - { - var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 8); + public function uniformMatrix2x4fv(location:GLUniformLocation, transpose:Bool, + v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + { + var count = 0; + if (srcLength != null) count = srcLength; + else if (v != null) count = Std.int(v.length / 8); - __tempPointer.set(v, srcOffset); + __tempPointer.set(v, srcOffset); - this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix2x4fv(location, count, transpose, __tempPointer); + } #if !lime_webgl public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, From d43eab44aff7d7543ff51ac15ae8fa869724901a Mon Sep 17 00:00:00 2001 From: Joseph Cloutier Date: Sun, 7 May 2023 15:39:50 -0400 Subject: [PATCH 8/8] Fix rest of `WebGL2RenderContext` indentation. This all could have been one big change, but the diff view would be very hard to read. Breaking it up like this allows Git to highlight the whitespace changes for you. Otherwise, it would show that 1245 lines were removed and replaced by 1245 new lines, not recognizing that any of those lines match. --- src/lime/graphics/WebGL2RenderContext.hx | 316 +++++++++++------------ 1 file changed, 158 insertions(+), 158 deletions(-) diff --git a/src/lime/graphics/WebGL2RenderContext.hx b/src/lime/graphics/WebGL2RenderContext.hx index 0590c3984..3fdc91364 100644 --- a/src/lime/graphics/WebGL2RenderContext.hx +++ b/src/lime/graphics/WebGL2RenderContext.hx @@ -4815,206 +4815,206 @@ abstract WebGL2RenderContext(Dynamic) from Dynamic to Dynamic } #if !lime_webgl - public function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + 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 + public inline function uniformMatrix3fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - var count = 0; + { + var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = Std.int(v.length / 9); - __tempPointer.set(v, srcOffset); - this.uniformMatrix3fv(location, count, transpose, __tempPointer); - } + 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); + 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); + __tempPointer.set(v, srcOffset); - this.uniformMatrix3x2fv(location, count, transpose, __tempPointer); - } + 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); + 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); + __tempPointer.set(v, srcOffset); - this.uniformMatrix3x4fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix3x4fv(location, count, transpose, __tempPointer); + } #if !lime_webgl - public function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, - v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void + 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 + public inline function uniformMatrix4fv(location:GLUniformLocation, transpose:Bool, + v:Dynamic, ?srcOffset:Int, ?srcLength:Int):Void #end - { - var count = 0; + { + var count = 0; - if (srcLength != null) count = srcLength; - else if (v != null) count = v.length >> 4; - __tempPointer.set(v, srcOffset); - this.uniformMatrix4fv(location, count, transpose, __tempPointer); - } + 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); + 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); + __tempPointer.set(v, srcOffset); - this.uniformMatrix4x2fv(location, count, transpose, __tempPointer); - } + 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); + 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); + __tempPointer.set(v, srcOffset); - this.uniformMatrix4x3fv(location, count, transpose, __tempPointer); - } + this.uniformMatrix4x3fv(location, count, transpose, __tempPointer); + } - public inline function useProgram(program:GLProgram):Void - { - this.useProgram(program); - } + public inline function useProgram(program:GLProgram):Void + { + this.useProgram(program); + } - public inline function validateProgram(program:GLProgram):Void - { - this.validateProgram(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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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); - } + 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; - } + @: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; - } + @:from private static function fromOpenGLES3RenderContext(gl:OpenGLES3RenderContext):WebGL2RenderContext + { + return cast gl; + } #end - @:from private static function fromGL(gl:Class):WebGL2RenderContext - { - return cast GL.context; - } - } + @:from private static function fromGL(gl:Class):WebGL2RenderContext + { + return cast GL.context; + } +} #end