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

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.h
diff --git a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h
index e97a85416c4691bbc917664d9902c54216e21094..1578fbd080ef83f8d72035a71029db3d45ce20d5 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h
+++ b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h
@@ -592,50 +592,217 @@ class WebGL2RenderingContextBase : public WebGLRenderingContextBase {
void uniform2ui(const WebGLUniformLocation*, GLuint, GLuint);
void uniform3ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint);
void uniform4ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint, GLuint);
- void uniform1uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&);
- void uniform1uiv(const WebGLUniformLocation*, Vector<GLuint>&);
- void uniform2uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&);
- void uniform2uiv(const WebGLUniformLocation*, Vector<GLuint>&);
- void uniform3uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&);
- void uniform3uiv(const WebGLUniformLocation*, Vector<GLuint>&);
- void uniform4uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&);
- void uniform4uiv(const WebGLUniformLocation*, Vector<GLuint>&);
+ void uniform1fv(const WebGLUniformLocation*,
+ const FlexibleFloat32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform1fv(const WebGLUniformLocation*,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniform2fv(const WebGLUniformLocation*,
+ const FlexibleFloat32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform2fv(const WebGLUniformLocation*,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniform3fv(const WebGLUniformLocation*,
+ const FlexibleFloat32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform3fv(const WebGLUniformLocation*,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniform4fv(const WebGLUniformLocation*,
+ const FlexibleFloat32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform4fv(const WebGLUniformLocation*,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniform1iv(const WebGLUniformLocation*,
+ const FlexibleInt32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform1iv(const WebGLUniformLocation*, Vector<GLint>&, GLuint, GLuint);
+ void uniform2iv(const WebGLUniformLocation*,
+ const FlexibleInt32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform2iv(const WebGLUniformLocation*, Vector<GLint>&, GLuint, GLuint);
+ void uniform3iv(const WebGLUniformLocation*,
+ const FlexibleInt32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform3iv(const WebGLUniformLocation*, Vector<GLint>&, GLuint, GLuint);
+ void uniform4iv(const WebGLUniformLocation*,
+ const FlexibleInt32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform4iv(const WebGLUniformLocation*, Vector<GLint>&, GLuint, GLuint);
+ void uniform1uiv(const WebGLUniformLocation*,
+ const FlexibleUint32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform1uiv(const WebGLUniformLocation*,
+ Vector<GLuint>&,
+ GLuint,
+ GLuint);
+ void uniform2uiv(const WebGLUniformLocation*,
+ const FlexibleUint32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform2uiv(const WebGLUniformLocation*,
+ Vector<GLuint>&,
+ GLuint,
+ GLuint);
+ void uniform3uiv(const WebGLUniformLocation*,
+ const FlexibleUint32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform3uiv(const WebGLUniformLocation*,
+ Vector<GLuint>&,
+ GLuint,
+ GLuint);
+ void uniform4uiv(const WebGLUniformLocation*,
+ const FlexibleUint32ArrayView&,
+ GLuint,
+ GLuint);
+ void uniform4uiv(const WebGLUniformLocation*,
+ Vector<GLuint>&,
+ GLuint,
+ GLuint);
+ void uniformMatrix2fv(const WebGLUniformLocation*,
+ GLboolean,
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
+ void uniformMatrix2fv(const WebGLUniformLocation*,
+ GLboolean,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniformMatrix3fv(const WebGLUniformLocation*,
+ GLboolean,
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
+ void uniformMatrix3fv(const WebGLUniformLocation*,
+ GLboolean,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ void uniformMatrix4fv(const WebGLUniformLocation*,
+ GLboolean,
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
+ void uniformMatrix4fv(const WebGLUniformLocation*,
+ GLboolean,
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix2x3fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix2x3fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix3x2fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix3x2fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix2x4fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix2x4fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix4x2fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix4x2fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix3x4fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix3x4fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
void uniformMatrix4x3fv(const WebGLUniformLocation*,
GLboolean,
- DOMFloat32Array*);
+ DOMFloat32Array*,
+ GLuint,
+ GLuint);
void uniformMatrix4x3fv(const WebGLUniformLocation*,
GLboolean,
- Vector<GLfloat>&);
+ Vector<GLfloat>&,
+ GLuint,
+ GLuint);
+ // Have to re-declare/re-define the following uniform*()
+ // functions from the base class. This is because the above
+ // uniform*() hide the name from base class.
+ void uniform1fv(const WebGLUniformLocation*, const FlexibleFloat32ArrayView&);
+ void uniform1fv(const WebGLUniformLocation*, Vector<GLfloat>&);
+ void uniform2fv(const WebGLUniformLocation*, const FlexibleFloat32ArrayView&);
+ void uniform2fv(const WebGLUniformLocation*, Vector<GLfloat>&);
+ void uniform3fv(const WebGLUniformLocation*, const FlexibleFloat32ArrayView&);
+ void uniform3fv(const WebGLUniformLocation*, Vector<GLfloat>&);
+ void uniform4fv(const WebGLUniformLocation*, const FlexibleFloat32ArrayView&);
+ void uniform4fv(const WebGLUniformLocation*, Vector<GLfloat>&);
+ void uniform1iv(const WebGLUniformLocation*, const FlexibleInt32ArrayView&);
+ void uniform1iv(const WebGLUniformLocation*, Vector<GLint>&);
+ void uniform2iv(const WebGLUniformLocation*, const FlexibleInt32ArrayView&);
+ void uniform2iv(const WebGLUniformLocation*, Vector<GLint>&);
+ void uniform3iv(const WebGLUniformLocation*, const FlexibleInt32ArrayView&);
+ void uniform3iv(const WebGLUniformLocation*, Vector<GLint>&);
+ void uniform4iv(const WebGLUniformLocation*, const FlexibleInt32ArrayView&);
+ void uniform4iv(const WebGLUniformLocation*, Vector<GLint>&);
+ void uniformMatrix2fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ DOMFloat32Array* value);
+ void uniformMatrix2fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ Vector<GLfloat>& value);
+ void uniformMatrix3fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ DOMFloat32Array* value);
+ void uniformMatrix3fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ Vector<GLfloat>& value);
+ void uniformMatrix4fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ DOMFloat32Array* value);
+ void uniformMatrix4fv(const WebGLUniformLocation*,
+ GLboolean transpose,
+ Vector<GLfloat>& value);
void vertexAttribI4i(GLuint, GLint, GLint, GLint, GLint);
void vertexAttribI4iv(GLuint, const DOMInt32Array*);
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