| 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*);
|
|
|