| Index: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl
|
| diff --git a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl
|
| index adfb7fe848caf44c1eb99dcf16c2bd24ff451bb0..ff1b2cec0cb1290400b85465080311de961eea0b 100644
|
| --- a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl
|
| +++ b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.idl
|
| @@ -358,26 +358,94 @@ typedef unsigned long long GLuint64;
|
| void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
|
| void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
|
| void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
|
| - void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v);
|
| - void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v);
|
| - void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v);
|
| - void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v);
|
| - void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v);
|
| - void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v);
|
| - void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v);
|
| - void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v);
|
| - void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| - void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| - void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| - void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| - void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| - void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
|
| - void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
|
| + // The WebGL1 uniform*v signatures are visible here, so srcOffset has to be non-optional
|
| + // to avoid conflicts. The effect is the same: if uniform*v is called with only two arguments,
|
| + // it goes to the WebGL1 signatures; if it's called with three or four arguments, it goes to
|
| + // the WebGL2 specific signatures.
|
| + void uniform1fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Float32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform2fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Float32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform3fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Float32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform4fv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Float32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform1iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Int32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform1iv(WebGLUniformLocation? location, sequence<GLint> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform2iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Int32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform2iv(WebGLUniformLocation? location, sequence<GLint> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform3iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Int32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform3iv(WebGLUniformLocation? location, sequence<GLint> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform4iv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Int32Array v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform4iv(WebGLUniformLocation? location, sequence<GLint> v,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniform1uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform2uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform3uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform4uiv(WebGLUniformLocation? location, [FlexibleArrayBufferView] Uint32Array v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> v,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> array,
|
| + GLuint srcOffset, optional GLuint srcLength = 0);
|
| + void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
| + void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value,
|
| + optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
|
|
|
| void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
|
| void vertexAttribI4iv(GLuint index, Int32Array v);
|
|
|