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authorIgor Matuszewski <Xanewok@gmail.com>2018-03-22 20:38:26 +0100
committerIgor Matuszewski <Xanewok@gmail.com>2018-03-23 19:25:19 +0100
commit20f21cb5f85c48e7106177db6aa41fa54365d6cc (patch)
tree47991fb8e9d1e67a78e553429bc9e77079b08c1f /components/script/dom/webidls/WebGLRenderingContext.webidl
parentc1c74ed96c035922f11c97eea020a676a562fb55 (diff)
downloadservo-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.webidl116
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);