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author | Igor Matuszewski <Xanewok@gmail.com> | 2018-03-22 20:38:26 +0100 |
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committer | Igor Matuszewski <Xanewok@gmail.com> | 2018-03-23 19:25:19 +0100 |
commit | 20f21cb5f85c48e7106177db6aa41fa54365d6cc (patch) | |
tree | 47991fb8e9d1e67a78e553429bc9e77079b08c1f /components/script/dom/webidls/WebGLRenderingContext.webidl | |
parent | c1c74ed96c035922f11c97eea020a676a562fb55 (diff) | |
download | servo-20f21cb5f85c48e7106177db6aa41fa54365d6cc.tar.gz servo-20f21cb5f85c48e7106177db6aa41fa54365d6cc.zip |
Adapt uniform[fv] and similar to accept typed array args
Diffstat (limited to 'components/script/dom/webidls/WebGLRenderingContext.webidl')
-rw-r--r-- | components/script/dom/webidls/WebGLRenderingContext.webidl | 116 |
1 files changed, 43 insertions, 73 deletions
diff --git a/components/script/dom/webidls/WebGLRenderingContext.webidl b/components/script/dom/webidls/WebGLRenderingContext.webidl index b65582af929..9921adf2504 100644 --- a/components/script/dom/webidls/WebGLRenderingContext.webidl +++ b/components/script/dom/webidls/WebGLRenderingContext.webidl @@ -648,98 +648,68 @@ interface WebGLRenderingContextBase 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); - [Throws] - void uniform1fv(WebGLUniformLocation? location, object v); + void uniform1fv(WebGLUniformLocation? location, Float32Array v); + void uniform1fv(WebGLUniformLocation? location, sequence<GLfloat> v); + void uniform1i(WebGLUniformLocation? location, GLint x); - //void uniform1iv(WebGLUniformLocation? location, Int32Array v); - //void uniform1iv(WebGLUniformLocation? location, sequence<long> v); - [Throws] - void uniform1iv(WebGLUniformLocation? location, object v); + void uniform1iv(WebGLUniformLocation? location, Int32Array v); + void uniform1iv(WebGLUniformLocation? location, sequence<long> v); + void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y); - //void uniform2fv(WebGLUniformLocation? location, Float32Array v); - //void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v); - [Throws] - void uniform2fv(WebGLUniformLocation? location, object v); - //void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); + void uniform2fv(WebGLUniformLocation? location, Float32Array v); + void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v); + void uniform2i(WebGLUniformLocation? location, GLint x, GLint y); - //void uniform2iv(WebGLUniformLocation? location, Int32Array v); - //void uniform2iv(WebGLUniformLocation? location, sequence<long> v); - [Throws] - void uniform2iv(WebGLUniformLocation? location, object v); + void uniform2iv(WebGLUniformLocation? location, Int32Array v); + void uniform2iv(WebGLUniformLocation? location, sequence<long> v); + void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z); - [Throws] - void uniform3fv(WebGLUniformLocation? location, object v); - //void uniform3fv(WebGLUniformLocation? location, Float32Array v); - //void uniform3fv(WebGLUniformLocation? location, sequence<GLfloat> 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); - [Throws] - void uniform3iv(WebGLUniformLocation? location, object v); + void uniform3iv(WebGLUniformLocation? location, Int32Array v); + void uniform3iv(WebGLUniformLocation? location, sequence<long> 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 typed arrays, so we use object - // instead, and handle the type error ourselves. - [Throws] - void uniform4fv(WebGLUniformLocation? location, object v); - //void uniform4fv(WebGLUniformLocation? location, sequence<GLfloat> v); + void uniform4fv(WebGLUniformLocation? location, Float32Array 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 - [Throws] - void uniform4iv(WebGLUniformLocation? location, object v); + void uniform4iv(WebGLUniformLocation? location, Int32Array v); + void uniform4iv(WebGLUniformLocation? location, sequence<long> v); - //void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, - // Float32Array value); - //void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, - // sequence<GLfloat> value); - [Throws] void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, - object v); - //void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, - // Float32Array value); - //void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, - // sequence<GLfloat> value); - [Throws] + Float32Array value); + void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, + sequence<GLfloat> value); void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, - object v); - //void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, - // Float32Array value); - //void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, - // sequence<GLfloat> value); - [Throws] + Float32Array value); + void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, + sequence<GLfloat> value); + void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, + Float32Array value); void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, - object v); + sequence<GLfloat> value); void useProgram(WebGLProgram? program); void validateProgram(WebGLProgram program); - // FIXME(dmarcos) - // The code generator doesn't handle Float32Array so we're using 'object' void vertexAttrib1f(GLuint indx, GLfloat x); - //void vertexAttrib1fv(GLuint indx, Float32Array values); - [Throws] - void vertexAttrib1fv(GLuint indx, object values); - //void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib1fv(GLuint indx, Float32Array values); + void vertexAttrib1fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); - //void vertexAttrib2fv(GLuint indx, Float32Array values); - [Throws] - void vertexAttrib2fv(GLuint indx, object values); - //void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib2fv(GLuint indx, Float32Array values); + void vertexAttrib2fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); - //void vertexAttrib3fv(GLuint indx, Float32Array values); - [Throws] - void vertexAttrib3fv(GLuint indx, object values); - //void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib3fv(GLuint indx, Float32Array values); + void vertexAttrib3fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - //void vertexAttrib4fv(GLuint indx, Float32Array values); - [Throws] - void vertexAttrib4fv(GLuint indx, object values); - //void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values); + void vertexAttrib4fv(GLuint indx, Float32Array values); + void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values); void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); |