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webgl: A few fixes regarding the nullability of WebGL parameters.
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3 changed files with 102 additions and 77 deletions
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@ -492,11 +492,11 @@ interface WebGLRenderingContextBase
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//void bufferData(GLenum target, GLsizeiptr size, GLenum usage);
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// FIXME(dmarcos) The function below is the original function in the webIdl:
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// void bufferData(GLenum target, BufferDataSource? data, GLenum usage);
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// The Code generator doesn't handle BufferDataSource so we're using 'optional object'
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// The Code generator doesn't handle BufferDataSource so we're using 'object?'
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// in the meantime
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void bufferData(GLenum target, optional object data, GLenum usage);
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void bufferData(GLenum target, object? data, GLenum usage);
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//void bufferSubData(GLenum target, GLintptr offset, BufferDataSource? data);
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void bufferSubData(GLenum target, GLintptr offset, optional object data);
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void bufferSubData(GLenum target, GLintptr offset, object? data);
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//[WebGLHandlesContextLoss] GLenum checkFramebufferStatus(GLenum target);
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void clear(GLbitfield mask);
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@ -639,7 +639,7 @@ interface WebGLRenderingContextBase
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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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GLenum type, 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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@ -648,47 +648,46 @@ interface WebGLRenderingContextBase
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height,
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GLenum format, GLenum type, optional object data);
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GLenum format, GLenum type, object? data);
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void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
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void uniform1f(WebGLUniformLocation? location, GLfloat x);
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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 uniform1fv(WebGLUniformLocation? location, optional object v);
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void uniform1fv(WebGLUniformLocation? location, object v);
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void uniform1i(WebGLUniformLocation? location, GLint x);
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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 uniform1iv(WebGLUniformLocation? location, optional object v);
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void uniform1iv(WebGLUniformLocation? location, object v);
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void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
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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 uniform2fv(WebGLUniformLocation? location, optional object v);
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void uniform2fv(WebGLUniformLocation? location, object v);
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//void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
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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 uniform2iv(WebGLUniformLocation? location, optional object v);
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void uniform2iv(WebGLUniformLocation? location, object v);
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void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
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void uniform3fv(WebGLUniformLocation? location, optional object v);
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void uniform3fv(WebGLUniformLocation? location, object 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 uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
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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 uniform3iv(WebGLUniformLocation? location, optional object v);
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void uniform3iv(WebGLUniformLocation? location, object v);
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void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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// FIXME(dmarcos) The function below is the original function in the webIdl:
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//void uniform4fv(WebGLUniformLocation? location, Float32Array v);
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// The Code genearator doesn't handle BufferDataSource so we're using 'optional object'
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// in the meantime
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void uniform4fv(WebGLUniformLocation? location, optional object v);
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// The Code genearator doesn't handle typed arrays, so we use object instead.
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void uniform4fv(WebGLUniformLocation? location, object v);
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//void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v);
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void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
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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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// See FIXME above
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void uniform4iv(WebGLUniformLocation? location, optional object v);
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void uniform4iv(WebGLUniformLocation? location, object v);
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//void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose,
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// Float32Array value);
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