Change var decl syntax

`var x int;` from `x: int;`
This commit is contained in:
Ginger Bill
2016-12-18 22:32:18 +00:00
parent 4c10fbdcd4
commit 77e219d442
12 changed files with 342 additions and 342 deletions
+48 -48
View File
@@ -30,11 +30,11 @@ proc GetIntegerv(name i32, v ^i32) #foreign "glGetIntegerv"
_libgl := win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
var _libgl = win32.LoadLibraryA(("opengl32.dll\x00" as string).data);
proc GetProcAddress(name string) -> proc() {
assert(name[name.count-1] == 0);
res := win32.wglGetProcAddress(name.data);
var res = win32.wglGetProcAddress(name.data);
if res == nil {
res = win32.GetProcAddress(_libgl, name.data);
}
@@ -42,63 +42,63 @@ proc GetProcAddress(name string) -> proc() {
}
GenBuffers: proc(count i32, buffers ^u32);
GenVertexArrays: proc(count i32, buffers ^u32);
GenSamplers: proc(count i32, buffers ^u32);
BindBuffer: proc(target i32, buffer u32);
BindVertexArray: proc(buffer u32);
BindSampler: proc(position i32, sampler u32);
BufferData: proc(target i32, size int, data rawptr, usage i32);
BufferSubData: proc(target i32, offset, size int, data rawptr);
var GenBuffers proc(count i32, buffers ^u32);
var GenVertexArrays proc(count i32, buffers ^u32);
var GenSamplers proc(count i32, buffers ^u32);
var BindBuffer proc(target i32, buffer u32);
var BindVertexArray proc(buffer u32);
var BindSampler proc(position i32, sampler u32);
var BufferData proc(target i32, size int, data rawptr, usage i32);
var BufferSubData proc(target i32, offset, size int, data rawptr);
DrawArrays: proc(mode, first i32, count u32);
DrawElements: proc(mode i32, count u32, type_ i32, indices rawptr);
var DrawArrays proc(mode, first i32, count u32);
var DrawElements proc(mode i32, count u32, type_ i32, indices rawptr);
MapBuffer: proc(target, access i32) -> rawptr;
UnmapBuffer: proc(target i32);
var MapBuffer proc(target, access i32) -> rawptr;
var UnmapBuffer proc(target i32);
VertexAttribPointer: proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
EnableVertexAttribArray: proc(index u32);
var VertexAttribPointer proc(index u32, size, type_ i32, normalized i32, stride u32, pointer rawptr);
var EnableVertexAttribArray proc(index u32);
CreateShader: proc(shader_type i32) -> u32;
ShaderSource: proc(shader u32, count u32, str ^^byte, length ^i32);
CompileShader: proc(shader u32);
CreateProgram: proc() -> u32;
AttachShader: proc(program, shader u32);
DetachShader: proc(program, shader u32);
DeleteShader: proc(shader u32);
LinkProgram: proc(program u32);
UseProgram: proc(program u32);
DeleteProgram: proc(program u32);
var CreateShader proc(shader_type i32) -> u32;
var ShaderSource proc(shader u32, count u32, str ^^byte, length ^i32);
var CompileShader proc(shader u32);
var CreateProgram proc() -> u32;
var AttachShader proc(program, shader u32);
var DetachShader proc(program, shader u32);
var DeleteShader proc(shader u32);
var LinkProgram proc(program u32);
var UseProgram proc(program u32);
var DeleteProgram proc(program u32);
GetShaderiv: proc(shader u32, pname i32, params ^i32);
GetProgramiv: proc(program u32, pname i32, params ^i32);
GetShaderInfoLog: proc(shader u32, max_length u32, length ^u32, info_long ^byte);
GetProgramInfoLog: proc(program u32, max_length u32, length ^u32, info_long ^byte);
var GetShaderiv proc(shader u32, pname i32, params ^i32);
var GetProgramiv proc(program u32, pname i32, params ^i32);
var GetShaderInfoLog proc(shader u32, max_length u32, length ^u32, info_long ^byte);
var GetProgramInfoLog proc(program u32, max_length u32, length ^u32, info_long ^byte);
ActiveTexture: proc(texture i32);
GenerateMipmap: proc(target i32);
var ActiveTexture proc(texture i32);
var GenerateMipmap proc(target i32);
SamplerParameteri: proc(sampler u32, pname i32, param i32);
SamplerParameterf: proc(sampler u32, pname i32, param f32);
SamplerParameteriv: proc(sampler u32, pname i32, params ^i32);
SamplerParameterfv: proc(sampler u32, pname i32, params ^f32);
SamplerParameterIiv: proc(sampler u32, pname i32, params ^i32);
SamplerParameterIuiv: proc(sampler u32, pname i32, params ^u32);
var SamplerParameteri proc(sampler u32, pname i32, param i32);
var SamplerParameterf proc(sampler u32, pname i32, param f32);
var SamplerParameteriv proc(sampler u32, pname i32, params ^i32);
var SamplerParameterfv proc(sampler u32, pname i32, params ^f32);
var SamplerParameterIiv proc(sampler u32, pname i32, params ^i32);
var SamplerParameterIuiv proc(sampler u32, pname i32, params ^u32);
Uniform1i: proc(loc i32, v0 i32);
Uniform2i: proc(loc i32, v0, v1 i32);
Uniform3i: proc(loc i32, v0, v1, v2 i32);
Uniform4i: proc(loc i32, v0, v1, v2, v3 i32);
Uniform1f: proc(loc i32, v0 f32);
Uniform2f: proc(loc i32, v0, v1 f32);
Uniform3f: proc(loc i32, v0, v1, v2 f32);
Uniform4f: proc(loc i32, v0, v1, v2, v3 f32);
UniformMatrix4fv: proc(loc i32, count u32, transpose i32, value ^f32);
var Uniform1i proc(loc i32, v0 i32);
var Uniform2i proc(loc i32, v0, v1 i32);
var Uniform3i proc(loc i32, v0, v1, v2 i32);
var Uniform4i proc(loc i32, v0, v1, v2, v3 i32);
var Uniform1f proc(loc i32, v0 f32);
var Uniform2f proc(loc i32, v0, v1 f32);
var Uniform3f proc(loc i32, v0, v1, v2 f32);
var Uniform4f proc(loc i32, v0, v1, v2, v3 f32);
var UniformMatrix4fv proc(loc i32, count u32, transpose i32, value ^f32);
GetUniformLocation: proc(program u32, name ^byte) -> i32;
var GetUniformLocation proc(program u32, name ^byte) -> i32;
proc init() {
proc set_proc_address(p rawptr, name string) #inline { (p as ^proc())^ = GetProcAddress(name); }