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Added Uniform{1iv, 2f, 2fv} #10432

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merged 3 commits into from Apr 6, 2016
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@@ -1008,6 +1008,27 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
.unwrap()
}

// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
fn Uniform1iv(&self,
_cx: *mut JSContext,
uniform: Option<&WebGLUniformLocation>,
data: Option<*mut JSObject>) {
let data = match data {
Some(data) => data,
None => return self.webgl_error(InvalidValue),
};

if let Some(data) = array_buffer_view_to_vec_checked::<i32>(data) {
if data.len() < 1 {
return self.webgl_error(InvalidOperation);
}

self.Uniform1i(uniform, data[0]);
} else {
self.webgl_error(InvalidValue);
}
}

// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
fn Uniform1fv(&self,
uniform: Option<&WebGLUniformLocation>,
@@ -1038,6 +1059,27 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
.unwrap()
}

// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
fn Uniform2fv(&self,
_cx: *mut JSContext,
uniform: Option<&WebGLUniformLocation>,
data: Option<*mut JSObject>) {
let data = match data {
Some(data) => data,
None => return self.webgl_error(InvalidValue),
};

if let Some(data) = array_buffer_view_to_vec_checked::<f32>(data) {
if data.len() < 2 {
return self.webgl_error(InvalidOperation);
}

self.Uniform2f(uniform, data[0], data[1]);
} else {
self.webgl_error(InvalidValue);
}
}

// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
fn Uniform4i(&self,
uniform: Option<&WebGLUniformLocation>,
@@ -650,9 +650,11 @@ interface WebGLRenderingContextBase
void uniform1i(WebGLUniformLocation? location, GLint x);
//void uniform1iv(WebGLUniformLocation? location, Int32Array v);
//void uniform1iv(WebGLUniformLocation? location, sequence<long> v);
void uniform1iv(WebGLUniformLocation? location, optional object v);
void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
//void uniform2fv(WebGLUniformLocation? location, Float32Array v);
//void uniform2fv(WebGLUniformLocation? location, sequence<GLfloat> v);
void uniform2fv(WebGLUniformLocation? location, optional object v);
//void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
//void uniform2iv(WebGLUniformLocation? location, Int32Array v);
//void uniform2iv(WebGLUniformLocation? location, sequence<long> v);
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