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Bug 1048745 - Uniform array with Uint32Array. r=jgilbert, r=smaug
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@ -122,16 +122,32 @@ private:
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public:
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void Uniform1uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
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Uniform1uiv_base(loc,arr.Length(), arr.Elements());
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Uniform1uiv_base(loc, arr.Length(), arr.Elements());
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}
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void Uniform2uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
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Uniform2uiv_base(loc,arr.Length(), arr.Elements());
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Uniform2uiv_base(loc, arr.Length(), arr.Elements());
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}
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void Uniform3uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
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Uniform3uiv_base(loc,arr.Length(), arr.Elements());
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Uniform3uiv_base(loc, arr.Length(), arr.Elements());
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}
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void Uniform4uiv(WebGLUniformLocation* loc, const dom::Sequence<GLuint>& arr) {
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Uniform4uiv_base(loc,arr.Length(), arr.Elements());
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Uniform4uiv_base(loc, arr.Length(), arr.Elements());
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}
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void Uniform1uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
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arr.ComputeLengthAndData();
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Uniform1uiv_base(loc, arr.Length(), arr.Data());
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}
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void Uniform2uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
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arr.ComputeLengthAndData();
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Uniform2uiv_base(loc, arr.Length(), arr.Data());
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}
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void Uniform3uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
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arr.ComputeLengthAndData();
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Uniform3uiv_base(loc, arr.Length(), arr.Data());
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}
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void Uniform4uiv(WebGLUniformLocation* loc, const dom::Uint32Array& arr) {
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arr.ComputeLengthAndData();
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Uniform4uiv_base(loc, arr.Length(), arr.Data());
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}
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private:
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@ -375,9 +375,13 @@ interface WebGL2RenderingContext : WebGLRenderingContext
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void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
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void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
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void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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void uniform1uiv(WebGLUniformLocation? location, Uint32Array value);
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void uniform1uiv(WebGLUniformLocation? location, sequence<GLuint> value);
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void uniform2uiv(WebGLUniformLocation? location, Uint32Array value);
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void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> value);
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void uniform3uiv(WebGLUniformLocation? location, Uint32Array value);
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void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> value);
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void uniform4uiv(WebGLUniformLocation? location, Uint32Array value);
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void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> value);
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void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
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void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value);
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