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webgl: Implement the pending texImage2D overload, and add more validation
This is a large-ish refactor of the Texture2D code, but it should be easier to read and of course more correct. I tried to annotate every error condition with a spec paragraph.
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3 changed files with 288 additions and 34 deletions
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@ -632,6 +632,10 @@ interface WebGLRenderingContextBase
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//void texImage2D(GLenum target, GLint level, GLenum internalformat,
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// GLsizei width, GLsizei height, GLint border, GLenum format,
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// GLenum type, ArrayBufferView? pixels);
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// FIXME: SM interface arguments
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border, GLenum format,
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GLenum type, optional object data);
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void texImage2D(GLenum target, GLint level, GLenum internalformat,
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GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
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