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Make some WebGL parameters non-optional (fixes #8753)
Those parameters aren't optional in the current spec. The test element-array-buffer-delete-recreate.html now fails because we don't actually implement gl.getParameter(gl.CURRENT_PROGRAM).
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3229c62282
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f532e79dc1
6 changed files with 133 additions and 171 deletions
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@ -510,7 +510,7 @@ interface WebGLRenderingContextBase
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void clearDepth(GLclampf depth);
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void clearStencil(GLint s);
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void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
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void compileShader(WebGLShader? shader);
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void compileShader(WebGLShader shader);
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// FIXME(simartin) The Code generator doesn't handle ArrayBufferView so we're
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// using 'object' in the meantime, and marking the function as Throws to
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@ -578,11 +578,11 @@ interface WebGLRenderingContextBase
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void generateMipmap(GLenum target);
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WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
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WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
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WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
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WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
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//sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
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[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
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[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);
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any getBufferParameter(GLenum target, GLenum pname);
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any getParameter(GLenum pname);
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@ -591,20 +591,20 @@ interface WebGLRenderingContextBase
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any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
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GLenum pname);
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any getProgramParameter(WebGLProgram? program, GLenum pname);
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DOMString? getProgramInfoLog(WebGLProgram? program);
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any getProgramParameter(WebGLProgram program, GLenum pname);
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DOMString? getProgramInfoLog(WebGLProgram program);
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//any getRenderbufferParameter(GLenum target, GLenum pname);
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any getShaderParameter(WebGLShader? shader, GLenum pname);
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any getShaderParameter(WebGLShader shader, GLenum pname);
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WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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DOMString? getShaderInfoLog(WebGLShader? shader);
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DOMString? getShaderInfoLog(WebGLShader shader);
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DOMString? getShaderSource(WebGLShader? shader);
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DOMString? getShaderSource(WebGLShader shader);
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any getTexParameter(GLenum target, GLenum pname);
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//any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
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//any getUniform(WebGLProgram program, WebGLUniformLocation location);
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WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
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WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
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any getVertexAttrib(GLuint index, GLenum pname);
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@ -634,7 +634,7 @@ interface WebGLRenderingContextBase
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void sampleCoverage(GLclampf value, GLboolean invert);
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void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
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void shaderSource(WebGLShader? shader, DOMString source);
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void shaderSource(WebGLShader shader, DOMString source);
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void stencilFunc(GLenum func, GLint ref, GLuint mask);
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void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
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@ -653,7 +653,7 @@ interface WebGLRenderingContextBase
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GLenum type, object? data);
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[Throws]
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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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GLenum format, GLenum type, TexImageSource source); // May throw DOMException
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[Throws, Pref="dom.webgl.dom_to_texture.enabled"]
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void texImageDOM(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
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GLenum format, GLenum type, HTMLIFrameElement source); // May throw DOMException
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@ -667,7 +667,7 @@ interface WebGLRenderingContextBase
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GLenum format, GLenum type, object? data);
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[Throws]
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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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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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@ -738,7 +738,7 @@ interface WebGLRenderingContextBase
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object v);
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void useProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram? program);
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void validateProgram(WebGLProgram program);
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// FIXME(dmarcos)
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// The code generator doesn't handle Float32Array so we're using 'object'
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