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).
This commit is contained in:
Anthony Ramine 2018-03-21 12:23:42 +01:00
parent 3229c62282
commit f532e79dc1
6 changed files with 133 additions and 171 deletions

View file

@ -510,7 +510,7 @@ interface WebGLRenderingContextBase
void clearDepth(GLclampf depth);
void clearStencil(GLint s);
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void compileShader(WebGLShader? shader);
void compileShader(WebGLShader shader);
// FIXME(simartin) The Code generator doesn't handle ArrayBufferView so we're
// using 'object' in the meantime, and marking the function as Throws to
@ -578,11 +578,11 @@ interface WebGLRenderingContextBase
void generateMipmap(GLenum target);
WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
//sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
[WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);
any getBufferParameter(GLenum target, GLenum pname);
any getParameter(GLenum pname);
@ -591,20 +591,20 @@ interface WebGLRenderingContextBase
any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
GLenum pname);
any getProgramParameter(WebGLProgram? program, GLenum pname);
DOMString? getProgramInfoLog(WebGLProgram? program);
any getProgramParameter(WebGLProgram program, GLenum pname);
DOMString? getProgramInfoLog(WebGLProgram program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
any getShaderParameter(WebGLShader? shader, GLenum pname);
any getShaderParameter(WebGLShader shader, GLenum pname);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
DOMString? getShaderInfoLog(WebGLShader? shader);
DOMString? getShaderInfoLog(WebGLShader shader);
DOMString? getShaderSource(WebGLShader? shader);
DOMString? getShaderSource(WebGLShader shader);
any getTexParameter(GLenum target, GLenum pname);
//any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
//any getUniform(WebGLProgram program, WebGLUniformLocation location);
WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
any getVertexAttrib(GLuint index, GLenum pname);
@ -634,7 +634,7 @@ interface WebGLRenderingContextBase
void sampleCoverage(GLclampf value, GLboolean invert);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void shaderSource(WebGLShader? shader, DOMString source);
void shaderSource(WebGLShader shader, DOMString source);
void stencilFunc(GLenum func, GLint ref, GLuint mask);
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
@ -653,7 +653,7 @@ interface WebGLRenderingContextBase
GLenum type, object? data);
[Throws]
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
[Throws, Pref="dom.webgl.dom_to_texture.enabled"]
void texImageDOM(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLenum format, GLenum type, HTMLIFrameElement source); // May throw DOMException
@ -667,7 +667,7 @@ interface WebGLRenderingContextBase
GLenum format, GLenum type, object? data);
[Throws]
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
GLenum format, GLenum type, TexImageSource source); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, GLfloat x);
//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
@ -738,7 +738,7 @@ interface WebGLRenderingContextBase
object v);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram? program);
void validateProgram(WebGLProgram program);
// FIXME(dmarcos)
// The code generator doesn't handle Float32Array so we're using 'object'