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Add initial support for WebGL2 uniform buffer functions
Adds initial support for the following WebGL2 calls: - bindBufferBase - bindBufferRange - getUniformIndices - getUniformBlockIndex - getActiveUniforms - getActiveUniformBlockParameter - getActiveUniformBlockName - uniformBlockBinding See: https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.16
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33 changed files with 891 additions and 228 deletions
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@ -553,15 +553,15 @@ interface mixin WebGL2RenderingContextBase
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void resumeTransformFeedback();
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/* Uniform Buffer Objects and Transform Feedback Buffers */
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// void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
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// void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
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void bindBufferBase(GLenum target, GLuint index, WebGLBuffer? buffer);
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void bindBufferRange(GLenum target, GLuint index, WebGLBuffer? buffer, GLintptr offset, GLsizeiptr size);
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// any getIndexedParameter(GLenum target, GLuint index);
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// sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);
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// any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);
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// GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);
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// any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);
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// DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);
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// void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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sequence<GLuint>? getUniformIndices(WebGLProgram program, sequence<DOMString> uniformNames);
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any getActiveUniforms(WebGLProgram program, sequence<GLuint> uniformIndices, GLenum pname);
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GLuint getUniformBlockIndex(WebGLProgram program, DOMString uniformBlockName);
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any getActiveUniformBlockParameter(WebGLProgram program, GLuint uniformBlockIndex, GLenum pname);
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DOMString? getActiveUniformBlockName(WebGLProgram program, GLuint uniformBlockIndex);
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void uniformBlockBinding(WebGLProgram program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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/* Vertex Array Objects */
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/*WebGLVertexArrayObject? createVertexArray();
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