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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-07-26 19:38:10 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-07-26 19:48:25 +0200 |
commit | f940e5e000b30d2cd2d385782a416d547b06b0b2 (patch) | |
tree | b9b797a96e87410cd895f64a1b29b99d51b88e75 /gles_builders.py | |
parent | 326c303fc6818cdbc3dafc6a5d1fc0458f4c5891 (diff) | |
download | redot-engine-f940e5e000b30d2cd2d385782a416d547b06b0b2.tar.gz |
CI: Install master version of psf/black
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
Diffstat (limited to 'gles_builders.py')
-rw-r--r-- | gles_builders.py | 51 |
1 files changed, 34 insertions, 17 deletions
diff --git a/gles_builders.py b/gles_builders.py index 85d0112c9a..eca42236ab 100644 --- a/gles_builders.py +++ b/gles_builders.py @@ -230,59 +230,76 @@ def build_legacygl_header(filename, include, class_suffix, output_attribs, gles2 fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n") if header_data.conditionals: fd.write( - "\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n" + "\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) {" + " _set_conditional(p_conditional,p_enable); }\n\n" ) fd.write("\t#ifdef DEBUG_ENABLED\n ") fd.write( - "\t#define _FU if (get_uniform(p_uniform)<0) return; if (!is_version_valid()) return; ERR_FAIL_COND( get_active()!=this ); \n\n " + "\t#define _FU if (get_uniform(p_uniform)<0) return; if (!is_version_valid()) return; ERR_FAIL_COND(" + " get_active()!=this ); \n\n " ) fd.write("\t#else\n ") fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; \n\n ") fd.write("\t#endif\n") fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU" + " glUniform1f(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU" + " glUniform1f(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU" + " glUniform1i(get_uniform(p_uniform),p_value); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat" + " col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat" + " vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Size2i& p_vec2) { _FU GLint vec2[2]={p_vec2.x,p_vec2.y}; glUniform2iv(get_uniform(p_uniform),1,vec2); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Size2i& p_vec2) { _FU GLint" + " vec2[2]={p_vec2.x,p_vec2.y}; glUniform2iv(get_uniform(p_uniform),1,vec2); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat" + " vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU" + " glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU" + " glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n" ) fd.write( - "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n" + "\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU" + " glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n" ) fd.write( |