Properly use Float32List and Int32List for WebGL uniform methods

This commit is contained in:
Anthony Ramine 2018-04-03 12:22:32 +02:00
parent 088ebcb095
commit 866a523914
3 changed files with 176 additions and 292 deletions

View file

@ -29,6 +29,9 @@ typedef (ImageData or
HTMLCanvasElement or
HTMLVideoElement) TexImageSource;
typedef (/*[AllowShared]*/ Float32Array or sequence<GLfloat>) Float32List;
typedef (/*[AllowShared]*/ Int32Array or sequence<GLint>) Int32List;
dictionary WebGLContextAttributes {
GLboolean alpha = true;
GLboolean depth = true;
@ -652,30 +655,19 @@ interface WebGLRenderingContextBase
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
void uniform1fv(WebGLUniformLocation? location, Float32Array v);
void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2fv(WebGLUniformLocation? location, Float32Array v);
void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform3fv(WebGLUniformLocation? location, Float32Array v);
void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform4fv(WebGLUniformLocation? location, Float32Array v);
void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform1fv(WebGLUniformLocation? location, Float32List v);
void uniform2fv(WebGLUniformLocation? location, Float32List v);
void uniform3fv(WebGLUniformLocation? location, Float32List v);
void uniform4fv(WebGLUniformLocation? location, Float32List v);
void uniform1iv(WebGLUniformLocation? location, Int32Array v);
void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2iv(WebGLUniformLocation? location, Int32Array v);
void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3iv(WebGLUniformLocation? location, Int32Array v);
void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform4iv(WebGLUniformLocation? location, Int32Array v);
void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
void uniform1iv(WebGLUniformLocation? location, Int32List v);
void uniform2iv(WebGLUniformLocation? location, Int32List v);
void uniform3iv(WebGLUniformLocation? location, Int32List v);
void uniform4iv(WebGLUniformLocation? location, Int32List v);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram program);
@ -685,14 +677,10 @@ interface WebGLRenderingContextBase
void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib1fv(GLuint indx, Float32Array values);
void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib2fv(GLuint indx, Float32Array values);
void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib3fv(GLuint indx, Float32Array values);
void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib4fv(GLuint indx, Float32Array values);
void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
void vertexAttrib1fv(GLuint indx, Float32List values);
void vertexAttrib2fv(GLuint indx, Float32List values);
void vertexAttrib3fv(GLuint indx, Float32List values);
void vertexAttrib4fv(GLuint indx, Float32List values);
void vertexAttribPointer(GLuint indx, GLint size, GLenum type,
GLboolean normalized, GLsizei stride, GLintptr offset);