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Add support for WebGL2 uniform matrix operations
Adds support for the `uniformMatrix[234]x[234]fv` WebGL2 functions. See: https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
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10 changed files with 398 additions and 219 deletions
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@ -439,26 +439,20 @@ interface mixin WebGL2RenderingContextBase
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void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
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optional GLuint srcLength = 0);
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// void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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// void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
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optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
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/* Vertex attribs */
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// void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
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