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Unified Diff: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp

Issue 2692853006: Implement WebGL2's uniform*() with sub source. (Closed)
Patch Set: clean up Created 3 years, 10 months ago
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Index: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
diff --git a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
index 7c192eccad522feacc9930ec79d32f8b76005d79..f77eba72feb7a75104d9911d9fa369fad71493af 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
@@ -2402,249 +2402,743 @@ void WebGL2RenderingContextBase::uniform4ui(
contextGL()->Uniform4ui(location->location(), v0, v1, v2, v3);
}
+void WebGL2RenderingContextBase::uniform1fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Float32Array>("uniform1fv", location, v,
+ 1, srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform1fv(location->location(), v.length(),
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform1fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform1fv", location, v.data(), v.size(), 1,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform1fv(location->location(), v.size(), v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform2fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Float32Array>("uniform2fv", location, v,
+ 2, srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform2fv(location->location(), v.length() >> 1,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform2fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform2fv", location, v.data(), v.size(), 2,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform2fv(location->location(), v.size() >> 1,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform3fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Float32Array>("uniform3fv", location, v,
+ 3, srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform3fv(location->location(), v.length() / 3,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform3fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform3fv", location, v.data(), v.size(), 3,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform3fv(location->location(), v.size() / 3,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform4fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Float32Array>("uniform4fv", location, v,
+ 4, srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform4fv(location->location(), v.length() >> 2,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform4fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform4fv", location, v.data(), v.size(), 4,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform4fv(location->location(), v.size() >> 2,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform1iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Int32Array>("uniform1iv", location, v, 1,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform1iv(location->location(), v.length(),
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform1iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform1iv", location, v.data(), v.size(), 1,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform1iv(location->location(), v.size(), v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform2iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Int32Array>("uniform2iv", location, v, 2,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform2iv(location->location(), v.length() >> 1,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform2iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform2iv", location, v.data(), v.size(), 2,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform2iv(location->location(), v.size() >> 1,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform3iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Int32Array>("uniform3iv", location, v, 3,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform3iv(location->location(), v.length() / 3,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform3iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform3iv", location, v.data(), v.size(), 3,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform3iv(location->location(), v.size() / 3,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform4iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters<WTF::Int32Array>("uniform4iv", location, v, 4,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform4iv(location->location(), v.length() >> 2,
+ v.dataMaybeOnStack() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform4iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformParameters("uniform4iv", location, v.data(), v.size(), 4,
+ srcOffset, srcLength))
+ return;
+
+ contextGL()->Uniform4iv(location->location(), v.size() >> 2,
+ v.data() + srcOffset);
+}
+
void WebGL2RenderingContextBase::uniform1uiv(
const WebGLUniformLocation* location,
- const FlexibleUint32ArrayView& v) {
+ const FlexibleUint32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters<WTF::Uint32Array>("uniform1uiv", location, v,
- 1))
+ 1, srcOffset, srcLength))
return;
contextGL()->Uniform1uiv(location->location(), v.length(),
- v.dataMaybeOnStack());
+ v.dataMaybeOnStack() + srcOffset);
}
void WebGL2RenderingContextBase::uniform1uiv(
const WebGLUniformLocation* location,
- Vector<GLuint>& value) {
+ Vector<GLuint>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters("uniform1uiv", location, value.data(),
- value.size(), 1))
+ value.size(), 1, srcOffset, srcLength))
return;
- contextGL()->Uniform1uiv(location->location(), value.size(), value.data());
+ contextGL()->Uniform1uiv(location->location(), value.size(),
+ value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniform2uiv(
const WebGLUniformLocation* location,
- const FlexibleUint32ArrayView& v) {
+ const FlexibleUint32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters<WTF::Uint32Array>("uniform2uiv", location, v,
- 2))
+ 2, srcOffset, srcLength))
return;
contextGL()->Uniform2uiv(location->location(), v.length() >> 1,
- v.dataMaybeOnStack());
+ v.dataMaybeOnStack() + srcOffset);
}
void WebGL2RenderingContextBase::uniform2uiv(
const WebGLUniformLocation* location,
- Vector<GLuint>& value) {
+ Vector<GLuint>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters("uniform2uiv", location, value.data(),
- value.size(), 2))
+ value.size(), 2, srcOffset, srcLength))
return;
contextGL()->Uniform2uiv(location->location(), value.size() / 2,
- value.data());
+ value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniform3uiv(
const WebGLUniformLocation* location,
- const FlexibleUint32ArrayView& v) {
+ const FlexibleUint32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters<WTF::Uint32Array>("uniform3uiv", location, v,
- 3))
+ 3, srcOffset, srcLength))
return;
contextGL()->Uniform3uiv(location->location(), v.length() / 3,
- v.dataMaybeOnStack());
+ v.dataMaybeOnStack() + srcOffset);
}
void WebGL2RenderingContextBase::uniform3uiv(
const WebGLUniformLocation* location,
- Vector<GLuint>& value) {
+ Vector<GLuint>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters("uniform3uiv", location, value.data(),
- value.size(), 3))
+ value.size(), 3, srcOffset, srcLength))
return;
contextGL()->Uniform3uiv(location->location(), value.size() / 3,
- value.data());
+ value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniform4uiv(
const WebGLUniformLocation* location,
- const FlexibleUint32ArrayView& v) {
+ const FlexibleUint32ArrayView& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters<WTF::Uint32Array>("uniform4uiv", location, v,
- 4))
+ 4, srcOffset, srcLength))
return;
contextGL()->Uniform4uiv(location->location(), v.length() >> 2,
- v.dataMaybeOnStack());
+ v.dataMaybeOnStack() + srcOffset);
}
void WebGL2RenderingContextBase::uniform4uiv(
const WebGLUniformLocation* location,
- Vector<GLuint>& value) {
+ Vector<GLuint>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformParameters("uniform4uiv", location, value.data(),
- value.size(), 4))
+ value.size(), 4, srcOffset, srcLength))
return;
contextGL()->Uniform4uiv(location->location(), value.size() / 4,
- value.data());
+ value.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix2fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix2fv", location, transpose,
+ v, 4, srcOffset, srcLength))
+ return;
+ contextGL()->UniformMatrix2fv(location->location(), v->length() >> 2,
+ transpose, v->data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix2fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix2fv", location, transpose,
+ v.data(), v.size(), 4, srcOffset,
+ srcLength))
+ return;
+ contextGL()->UniformMatrix2fv(location->location(), v.size() >> 2, transpose,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix3fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix3fv", location, transpose,
+ v, 9, srcOffset, srcLength))
+ return;
+ contextGL()->UniformMatrix3fv(location->location(), v->length() / 9,
+ transpose, v->data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix3fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix3fv", location, transpose,
+ v.data(), v.size(), 9, srcOffset,
+ srcLength))
+ return;
+ contextGL()->UniformMatrix3fv(location->location(), v.size() / 9, transpose,
+ v.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix4fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix4fv", location, transpose,
+ v, 16, srcOffset, srcLength))
+ return;
+ contextGL()->UniformMatrix4fv(location->location(), v->length() >> 4,
+ transpose, v->data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix4fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v,
+ GLuint srcOffset,
+ GLuint srcLength) {
+ if (isContextLost() ||
+ !validateUniformMatrixParameters("uniformMatrix4fv", location, transpose,
+ v.data(), v.size(), 16, srcOffset,
+ srcLength))
+ return;
+ contextGL()->UniformMatrix4fv(location->location(), v.size() >> 4, transpose,
+ v.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix2x3fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix2x3fv", location,
- transpose, value, 6))
+ transpose, value, 6, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix2x3fv(location->location(), value->length() / 6,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix2x3fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix2x3fv", location,
- transpose, value.data(), value.size(),
- 6))
+ transpose, value.data(), value.size(), 6,
+ srcOffset, srcLength))
return;
contextGL()->UniformMatrix2x3fv(location->location(), value.size() / 6,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix3x2fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix3x2fv", location,
- transpose, value, 6))
+ transpose, value, 6, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix3x2fv(location->location(), value->length() / 6,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix3x2fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix3x2fv", location,
- transpose, value.data(), value.size(),
- 6))
+ transpose, value.data(), value.size(), 6,
+ srcOffset, srcLength))
return;
contextGL()->UniformMatrix3x2fv(location->location(), value.size() / 6,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix2x4fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix2x4fv", location,
- transpose, value, 8))
+ transpose, value, 8, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix2x4fv(location->location(), value->length() / 8,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix2x4fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix2x4fv", location,
- transpose, value.data(), value.size(),
- 8))
+ transpose, value.data(), value.size(), 8,
+ srcOffset, srcLength))
return;
contextGL()->UniformMatrix2x4fv(location->location(), value.size() / 8,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix4x2fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix4x2fv", location,
- transpose, value, 8))
+ transpose, value, 8, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix4x2fv(location->location(), value->length() / 8,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix4x2fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix4x2fv", location,
- transpose, value.data(), value.size(),
- 8))
+ transpose, value.data(), value.size(), 8,
+ srcOffset, srcLength))
return;
contextGL()->UniformMatrix4x2fv(location->location(), value.size() / 8,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix3x4fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix3x4fv", location,
- transpose, value, 12))
+ transpose, value, 12, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix3x4fv(location->location(), value->length() / 12,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix3x4fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix3x4fv", location,
transpose, value.data(), value.size(),
- 12))
+ 12, srcOffset, srcLength))
return;
contextGL()->UniformMatrix3x4fv(location->location(), value.size() / 12,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix4x3fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- DOMFloat32Array* value) {
+ DOMFloat32Array* value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix4x3fv", location,
- transpose, value, 12))
+ transpose, value, 12, srcOffset,
+ srcLength))
return;
contextGL()->UniformMatrix4x3fv(location->location(), value->length() / 12,
- transpose, value->data());
+ transpose, value->data() + srcOffset);
}
void WebGL2RenderingContextBase::uniformMatrix4x3fv(
const WebGLUniformLocation* location,
GLboolean transpose,
- Vector<GLfloat>& value) {
+ Vector<GLfloat>& value,
+ GLuint srcOffset,
+ GLuint srcLength) {
if (isContextLost() ||
!validateUniformMatrixParameters("uniformMatrix4x3fv", location,
transpose, value.data(), value.size(),
- 12))
+ 12, srcOffset, srcLength))
return;
contextGL()->UniformMatrix4x3fv(location->location(), value.size() / 12,
- transpose, value.data());
+ transpose, value.data() + srcOffset);
+}
+
+void WebGL2RenderingContextBase::uniform1fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v) {
+ WebGLRenderingContextBase::uniform1fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform1fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniform1fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform2fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v) {
+ WebGLRenderingContextBase::uniform2fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform2fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniform2fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform3fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v) {
+ WebGLRenderingContextBase::uniform3fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform3fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniform3fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform4fv(
+ const WebGLUniformLocation* location,
+ const FlexibleFloat32ArrayView& v) {
+ WebGLRenderingContextBase::uniform4fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform4fv(
+ const WebGLUniformLocation* location,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniform4fv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform1iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v) {
+ WebGLRenderingContextBase::uniform1iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform1iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v) {
+ WebGLRenderingContextBase::uniform1iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform2iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v) {
+ WebGLRenderingContextBase::uniform2iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform2iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v) {
+ WebGLRenderingContextBase::uniform2iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform3iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v) {
+ WebGLRenderingContextBase::uniform3iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform3iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v) {
+ WebGLRenderingContextBase::uniform3iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform4iv(
+ const WebGLUniformLocation* location,
+ const FlexibleInt32ArrayView& v) {
+ WebGLRenderingContextBase::uniform4iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniform4iv(
+ const WebGLUniformLocation* location,
+ Vector<GLint>& v) {
+ WebGLRenderingContextBase::uniform4iv(location, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix2fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v) {
+ WebGLRenderingContextBase::uniformMatrix2fv(location, transpose, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix2fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniformMatrix2fv(location, transpose, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix3fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v) {
+ WebGLRenderingContextBase::uniformMatrix3fv(location, transpose, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix3fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniformMatrix3fv(location, transpose, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix4fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ DOMFloat32Array* v) {
+ WebGLRenderingContextBase::uniformMatrix4fv(location, transpose, v);
+}
+
+void WebGL2RenderingContextBase::uniformMatrix4fv(
+ const WebGLUniformLocation* location,
+ GLboolean transpose,
+ Vector<GLfloat>& v) {
+ WebGLRenderingContextBase::uniformMatrix4fv(location, transpose, v);
}
void WebGL2RenderingContextBase::vertexAttribI4i(GLuint index,

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