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Adapt uniform[fv] and similar to accept typed array args
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4 changed files with 414 additions and 379 deletions
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@ -648,98 +648,68 @@ interface WebGLRenderingContextBase
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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
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//void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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[Throws]
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void uniform1fv(WebGLUniformLocation? location, object v);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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//void uniform1iv(WebGLUniformLocation? location, Int32Array v);
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//void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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[Throws]
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void uniform1iv(WebGLUniformLocation? location, object v);
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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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//void uniform2fv(WebGLUniformLocation? location, Float32Array v);
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//void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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[Throws]
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void uniform2fv(WebGLUniformLocation? location, object v);
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//void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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//void uniform2iv(WebGLUniformLocation? location, Int32Array v);
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//void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
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[Throws]
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void uniform2iv(WebGLUniformLocation? location, object v);
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void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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[Throws]
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void uniform3fv(WebGLUniformLocation? location, object v);
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//void uniform3fv(WebGLUniformLocation? location, Float32Array v);
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//void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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//void uniform3iv(WebGLUniformLocation? location, Int32Array v);
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//void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
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[Throws]
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void uniform3iv(WebGLUniformLocation? location, object v);
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void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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// FIXME(dmarcos) The function below is the original function in the webIdl:
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//void uniform4fv(WebGLUniformLocation? location, Float32Array v);
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// The Code genearator doesn't handle typed arrays, so we use object
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// instead, and handle the type error ourselves.
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[Throws]
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void uniform4fv(WebGLUniformLocation? location, object v);
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//void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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//void uniform4iv(WebGLUniformLocation? location, Int32Array v);
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//void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
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// See FIXME above
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[Throws]
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void uniform4iv(WebGLUniformLocation? location, object v);
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void uniform1fv(WebGLUniformLocation? location, Float32Array v);
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void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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void uniform1iv(WebGLUniformLocation? location, Int32Array v);
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void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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void uniform2fv(WebGLUniformLocation? location, Float32Array v);
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void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform2iv(WebGLUniformLocation? location, Int32Array v);
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void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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void uniform3fv(WebGLUniformLocation? location, Float32Array v);
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void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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void uniform3iv(WebGLUniformLocation? location, Int32Array v);
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void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
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void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform4fv(WebGLUniformLocation? location, Float32Array v);
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void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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void uniform4iv(WebGLUniformLocation? location, Int32Array v);
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void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
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//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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// Float32Array value);
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//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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// sequence<GLfloat> value);
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[Throws]
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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object v);
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//void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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// Float32Array value);
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//void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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// sequence<GLfloat> value);
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[Throws]
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Float32Array value);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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sequence<GLfloat> value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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object v);
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//void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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// Float32Array value);
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//void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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// sequence<GLfloat> value);
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[Throws]
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Float32Array value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose,
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sequence<GLfloat> value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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object v);
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Float32Array value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose,
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sequence<GLfloat> value);
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void useProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram program);
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// FIXME(dmarcos)
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// The code generator doesn't handle Float32Array so we're using 'object'
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void vertexAttrib1f(GLuint indx, GLfloat x);
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//void vertexAttrib1fv(GLuint indx, Float32Array values);
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[Throws]
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void vertexAttrib1fv(GLuint indx, object values);
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//void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib1fv(GLuint indx, Float32Array values);
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void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y);
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//void vertexAttrib2fv(GLuint indx, Float32Array values);
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[Throws]
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void vertexAttrib2fv(GLuint indx, object values);
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//void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib2fv(GLuint indx, Float32Array values);
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void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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//void vertexAttrib3fv(GLuint indx, Float32Array values);
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[Throws]
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void vertexAttrib3fv(GLuint indx, object values);
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//void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib3fv(GLuint indx, Float32Array values);
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void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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//void vertexAttrib4fv(GLuint indx, Float32Array values);
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[Throws]
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void vertexAttrib4fv(GLuint indx, object values);
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//void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib4fv(GLuint indx, Float32Array values);
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void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
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GLboolean normalized, GLsizei stride, GLintptr offset);
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