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Add support for WebGL2 uniform array operations
Adds support for the WebGL2 overloads of `uniform[1234][if]v`.
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bc914381a8
commit
0650fc3199
5 changed files with 187 additions and 423 deletions
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@ -430,24 +430,6 @@ interface mixin WebGL2RenderingContextBase
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void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
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void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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// void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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// void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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// optional GLuint srcLength = 0);
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void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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@ -650,15 +650,23 @@ interface mixin WebGLRenderingContextBase
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void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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void uniform1fv(WebGLUniformLocation? location, Float32List v);
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void uniform2fv(WebGLUniformLocation? location, Float32List v);
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void uniform3fv(WebGLUniformLocation? location, Float32List v);
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void uniform4fv(WebGLUniformLocation? location, Float32List v);
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void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform1iv(WebGLUniformLocation? location, Int32List v);
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void uniform2iv(WebGLUniformLocation? location, Int32List v);
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void uniform3iv(WebGLUniformLocation? location, Int32List v);
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void uniform4iv(WebGLUniformLocation? location, Int32List v);
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void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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