webgl: A few fixes regarding the nullability of WebGL parameters.

This commit is contained in:
Emilio Cobos Álvarez 2016-09-17 13:40:18 -07:00
parent a0e404c79e
commit ea8f115b8c
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GPG key ID: 056B727BB9C1027C
3 changed files with 102 additions and 77 deletions

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@ -492,11 +492,11 @@ interface WebGLRenderingContextBase
//void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
// FIXME(dmarcos) The function below is the original function in the webIdl:
// void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
// The Code generator doesn't handle BufferDataSource so we're using 'optional object'
// The Code generator doesn't handle BufferDataSource so we're using 'object?'
// in the meantime
void bufferData(GLenum target, optional object data, GLenum usage);
void bufferData(GLenum target, object? data, GLenum usage);
//void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
void bufferSubData(GLenum target, GLintptr offset, optional object data);
void bufferSubData(GLenum target, GLintptr offset, object? data);
//[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
void clear(GLbitfield mask);
@ -639,7 +639,7 @@ interface WebGLRenderingContextBase
// FIXME: SM interface arguments
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format,
GLenum type, optional object data);
GLenum type, object? data);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
@ -648,47 +648,46 @@ interface WebGLRenderingContextBase
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type, optional object data);
GLenum format, GLenum type, object? data);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, GLfloat x);
//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
//void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform1fv(WebGLUniformLocation? location, optional object v);
void uniform1fv(WebGLUniformLocation? location, object v);
void uniform1i(WebGLUniformLocation? location, GLint x);
//void uniform1iv(WebGLUniformLocation? location, Int32Array v);
//void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform1iv(WebGLUniformLocation? location, optional object v);
void uniform1iv(WebGLUniformLocation? location, object v);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
//void uniform2fv(WebGLUniformLocation? location, Float32Array v);
//void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2fv(WebGLUniformLocation? location, optional object v);
void uniform2fv(WebGLUniformLocation? location, object v);
//void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
//void uniform2iv(WebGLUniformLocation? location, Int32Array v);
//void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
void uniform2iv(WebGLUniformLocation? location, optional object v);
void uniform2iv(WebGLUniformLocation? location, object v);
void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
void uniform3fv(WebGLUniformLocation? location, optional object v);
void uniform3fv(WebGLUniformLocation? location, object v);
//void uniform3fv(WebGLUniformLocation? location, Float32Array v);
//void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
//void uniform3iv(WebGLUniformLocation? location, Int32Array v);
//void uniform3iv(WebGLUniformLocation? location, sequence<long> v);
void uniform3iv(WebGLUniformLocation? location, optional object v);
void uniform3iv(WebGLUniformLocation? location, object v);
void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
// FIXME(dmarcos) The function below is the original function in the webIdl:
//void uniform4fv(WebGLUniformLocation? location, Float32Array v);
// The Code genearator doesn't handle BufferDataSource so we're using 'optional object'
// in the meantime
void uniform4fv(WebGLUniformLocation? location, optional object v);
// The Code genearator doesn't handle typed arrays, so we use object instead.
void uniform4fv(WebGLUniformLocation? location, object v);
//void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
//void uniform4iv(WebGLUniformLocation? location, Int32Array v);
//void uniform4iv(WebGLUniformLocation? location, sequence<long> v);
// See FIXME above
void uniform4iv(WebGLUniformLocation? location, optional object v);
void uniform4iv(WebGLUniformLocation? location, object v);
//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
// Float32Array value);