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Properly use Float32List and Int32List for WebGL uniform methods
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3 changed files with 176 additions and 292 deletions
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@ -29,6 +29,9 @@ typedef (ImageData or
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HTMLCanvasElement or
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HTMLVideoElement) TexImageSource;
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typedef (/*[AllowShared]*/ Float32Array or sequence<GLfloat>) Float32List;
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typedef (/*[AllowShared]*/ Int32Array or sequence<GLint>) Int32List;
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dictionary WebGLContextAttributes {
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GLboolean alpha = true;
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GLboolean depth = true;
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@ -652,30 +655,19 @@ interface 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, Float32Array v);
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void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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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 uniform3fv(WebGLUniformLocation? location, Float32Array v);
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void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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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 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 uniform1iv(WebGLUniformLocation? location, Int32Array v);
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void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
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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 uniform3iv(WebGLUniformLocation? location, Int32Array v);
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void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
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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 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 uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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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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void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
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void useProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram program);
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@ -685,14 +677,10 @@ interface WebGLRenderingContextBase
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void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z);
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void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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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 vertexAttrib2fv(GLuint indx, Float32Array values);
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void vertexAttrib2fv(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 vertexAttrib4fv(GLuint indx, Float32Array values);
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void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
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void vertexAttrib1fv(GLuint indx, Float32List values);
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void vertexAttrib2fv(GLuint indx, Float32List values);
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void vertexAttrib3fv(GLuint indx, Float32List values);
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void vertexAttrib4fv(GLuint indx, Float32List 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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