Auto merge of #25538 - szeged:mmatyas__webgl_fns_uniforms_p2, r=jdm

Add support for WebGL2 uniform array operations

Adds support for the WebGL2 overloads of `uniform[1234][if]v`.

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WebGL2 adds two optional parameters for the `uniform[1234][if]v` functions to allow specifying input data ranges. However, because they have the same name and overlapping parameters, the Codegen cannot make a difference between their GL1 and 2 variants. As a workaround, I've added the new parameters to the WebGL1 side, which which isn't strictly what the spec says, but shouldn't break things either. (Note: Firefox devs also run into this issue: [[1](https://searchfox.org/mozilla-central/source/dom/webidl/WebGLRenderingContext.webidl#794), [2](https://bugzilla.mozilla.org/show_bug.cgi?id=1324543)]).

cc @jdm @zakorgy @imiklos

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- [x] `./mach build -d` does not report any errors
- [x] `./mach test-tidy` does not report any errors
- [x] There are tests for these changes

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This commit is contained in:
bors-servo 2020-01-16 23:47:07 -05:00 committed by GitHub
commit d3b37ead0a
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5 changed files with 187 additions and 423 deletions

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@ -430,24 +430,6 @@ interface mixin WebGL2RenderingContextBase
void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
// void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
// void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
// optional GLuint srcLength = 0);
void uniform1uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform2uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,

View file

@ -650,15 +650,23 @@ interface mixin 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, Float32List v);
void uniform2fv(WebGLUniformLocation? location, Float32List v);
void uniform3fv(WebGLUniformLocation? location, Float32List v);
void uniform4fv(WebGLUniformLocation? location, Float32List v);
void uniform1fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform2fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform3fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform4fv(WebGLUniformLocation? location, Float32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
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 uniform1iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform2iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform3iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);