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Side by Side Diff: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl

Issue 2692853006: Implement WebGL2's uniform*() with sub source. (Closed)
Patch Set: clean up Created 3 years, 10 months ago
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1 // Copyright 2015 The Chromium Authors. All rights reserved. 1 // Copyright 2015 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 typedef long long GLint64; 5 typedef long long GLint64;
6 typedef unsigned long long GLuint64; 6 typedef unsigned long long GLuint64;
7 7
8 [ 8 [
9 NoInterfaceObject, 9 NoInterfaceObject,
10 ] interface WebGL2RenderingContextBase { 10 ] interface WebGL2RenderingContextBase {
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351 GLsizei imageSize, GLintptr offset); 351 GLsizei imageSize, GLintptr offset);
352 352
353 /* Programs and shaders */ 353 /* Programs and shaders */
354 GLint getFragDataLocation(WebGLProgram program, DOMString name); 354 GLint getFragDataLocation(WebGLProgram program, DOMString name);
355 355
356 /* Uniforms and attributes */ 356 /* Uniforms and attributes */
357 void uniform1ui(WebGLUniformLocation? location, GLuint v0); 357 void uniform1ui(WebGLUniformLocation? location, GLuint v0);
358 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1); 358 void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
359 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2); 359 void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
360 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); 360 void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
361 void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v); 361 // The WebGL1 uniform*v signatures are visible here, so srcOffset has to be non-optional
362 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v); 362 // to avoid conflicts. The effect is the same: if uniform*v is called with o nly two arguments,
363 void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v); 363 // it goes to the WebGL1 signatures; if it's called with three or four argum ents, it goes to
364 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v); 364 // the WebGL2 specific signatures.
365 void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v); 365 void uniform1fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl oat32Array v,
366 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v); 366 GLuint srcOffset, optional GLuint srcLength = 0);
367 void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v); 367 void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v,
368 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v); 368 GLuint srcOffset, optional GLuint srcLength = 0);
369 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 369 void uniform2fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl oat32Array v,
370 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 370 GLuint srcOffset, optional GLuint srcLength = 0);
371 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 371 void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v,
372 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 372 GLuint srcOffset, optional GLuint srcLength = 0);
373 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 373 void uniform3fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl oat32Array v,
374 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 374 GLuint srcOffset, optional GLuint srcLength = 0);
375 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 375 void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v,
376 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 376 GLuint srcOffset, optional GLuint srcLength = 0);
377 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 377 void uniform4fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Fl oat32Array v,
378 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 378 GLuint srcOffset, optional GLuint srcLength = 0);
379 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); 379 void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v,
380 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); 380 GLuint srcOffset, optional GLuint srcLength = 0);
381 void uniform1iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In t32Array v,
382 GLuint srcOffset, optional GLuint srcLength = 0);
383 void uniform1iv(WebGLUniformLocation? location, sequence<GLint> v,
384 GLuint srcOffset, optional GLuint srcLength = 0);
385 void uniform2iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In t32Array v,
386 GLuint srcOffset, optional GLuint srcLength = 0);
387 void uniform2iv(WebGLUniformLocation? location, sequence<GLint> v,
388 GLuint srcOffset, optional GLuint srcLength = 0);
389 void uniform3iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In t32Array v,
390 GLuint srcOffset, optional GLuint srcLength = 0);
391 void uniform3iv(WebGLUniformLocation? location, sequence<GLint> v,
392 GLuint srcOffset, optional GLuint srcLength = 0);
393 void uniform4iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] In t32Array v,
394 GLuint srcOffset, optional GLuint srcLength = 0);
395 void uniform4iv(WebGLUniformLocation? location, sequence<GLint> v,
396 GLuint srcOffset, optional GLuint srcLength = 0);
397 void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v,
398 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
399 void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v,
400 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
401 void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v,
402 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
403 void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v,
404 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
405 void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v,
406 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
407 void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v,
408 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
409 void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] U int32Array v,
410 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
411 void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v,
412 optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
413 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, F loat32Array array,
414 GLuint srcOffset, optional GLuint srcLength = 0);
415 void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, s equence<GLfloat> array,
416 GLuint srcOffset, optional GLuint srcLength = 0);
417 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, F loat32Array array,
418 GLuint srcOffset, optional GLuint srcLength = 0);
419 void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, s equence<GLfloat> array,
420 GLuint srcOffset, optional GLuint srcLength = 0);
421 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, F loat32Array array,
422 GLuint srcOffset, optional GLuint srcLength = 0);
423 void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, s equence<GLfloat> array,
424 GLuint srcOffset, optional GLuint srcLength = 0);
425 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
426 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
427 void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
428 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
429 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
430 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
431 void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
432 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
433 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
434 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
435 void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
436 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
437 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
438 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
439 void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
440 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
441 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
442 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
443 void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
444 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
445 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
446 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
447 void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
448 optional GLuint srcOffset = 0, optional GLuint srcLe ngth = 0);
381 449
382 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); 450 void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
383 void vertexAttribI4iv(GLuint index, Int32Array v); 451 void vertexAttribI4iv(GLuint index, Int32Array v);
384 void vertexAttribI4iv(GLuint index, sequence<GLint> v); 452 void vertexAttribI4iv(GLuint index, sequence<GLint> v);
385 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); 453 void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
386 void vertexAttribI4uiv(GLuint index, Uint32Array v); 454 void vertexAttribI4uiv(GLuint index, Uint32Array v);
387 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v); 455 void vertexAttribI4uiv(GLuint index, sequence<GLuint> v);
388 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str ide, GLintptr offset); 456 void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei str ide, GLintptr offset);
389 457
390 /* Writing to the drawing buffer */ 458 /* Writing to the drawing buffer */
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457 WebGLVertexArrayObject? createVertexArray(); 525 WebGLVertexArrayObject? createVertexArray();
458 void deleteVertexArray(WebGLVertexArrayObject? vertexArray); 526 void deleteVertexArray(WebGLVertexArrayObject? vertexArray);
459 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray); 527 GLboolean isVertexArray(WebGLVertexArrayObject? vertexArray);
460 void bindVertexArray(WebGLVertexArrayObject? vertexArray); 528 void bindVertexArray(WebGLVertexArrayObject? vertexArray);
461 529
462 /* Reading */ 530 /* Reading */
463 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form at, GLenum type, ArrayBufferView dstData, GLintptr offset); 531 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form at, GLenum type, ArrayBufferView dstData, GLintptr offset);
464 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form at, GLenum type, GLintptr offset); 532 void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum form at, GLenum type, GLintptr offset);
465 }; 533 };
466 WebGL2RenderingContextBase implements WebGLRenderingContextBase; 534 WebGL2RenderingContextBase implements WebGLRenderingContextBase;
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