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Unified 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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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);

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