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import FIREFOX_52_6_0esr_RELEASE from mozilla-esr52 hg repo
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dcd9973243
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308
dom/canvas/WebGL2ContextUniforms.cpp
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308
dom/canvas/WebGL2ContextUniforms.cpp
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGL2Context.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGL2RenderingContextBinding.h"
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#include "mozilla/RefPtr.h"
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#include "WebGLBuffer.h"
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#include "WebGLContext.h"
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#include "WebGLProgram.h"
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#include "WebGLUniformLocation.h"
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#include "WebGLVertexArray.h"
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#include "WebGLVertexAttribData.h"
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namespace mozilla {
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bool
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WebGL2Context::ValidateUniformMatrixTranspose(bool /*transpose*/, const char* /*info*/)
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{
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return true;
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}
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// -------------------------------------------------------------------------
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// Uniforms
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void
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WebGLContext::Uniform1ui(WebGLUniformLocation* loc, GLuint v0)
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{
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if (!ValidateUniformSetter(loc, 1, LOCAL_GL_UNSIGNED_INT, "uniform1ui"))
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return;
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MakeContextCurrent();
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gl->fUniform1ui(loc->mLoc, v0);
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}
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void
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WebGLContext::Uniform2ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1)
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{
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if (!ValidateUniformSetter(loc, 2, LOCAL_GL_UNSIGNED_INT, "uniform2ui"))
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return;
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MakeContextCurrent();
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gl->fUniform2ui(loc->mLoc, v0, v1);
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}
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void
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WebGLContext::Uniform3ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2)
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{
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if (!ValidateUniformSetter(loc, 3, LOCAL_GL_UNSIGNED_INT, "uniform3ui"))
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return;
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MakeContextCurrent();
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gl->fUniform3ui(loc->mLoc, v0, v1, v2);
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}
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void
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WebGLContext::Uniform4ui(WebGLUniformLocation* loc, GLuint v0, GLuint v1, GLuint v2,
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GLuint v3)
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{
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if (!ValidateUniformSetter(loc, 4, LOCAL_GL_UNSIGNED_INT, "uniform4ui"))
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return;
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MakeContextCurrent();
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gl->fUniform4ui(loc->mLoc, v0, v1, v2, v3);
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}
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// -------------------------------------------------------------------------
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// Uniform Buffer Objects and Transform Feedback Buffers
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void
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WebGL2Context::GetIndexedParameter(JSContext* cx, GLenum target, GLuint index,
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JS::MutableHandleValue retval, ErrorResult& out_error)
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{
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const char funcName[] = "getIndexedParameter";
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retval.set(JS::NullValue());
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if (IsContextLost())
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return;
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const std::vector<IndexedBufferBinding>* bindings;
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switch (target) {
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
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bindings = &(mBoundTransformFeedback->mIndexedBindings);
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break;
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case LOCAL_GL_UNIFORM_BUFFER_BINDING:
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case LOCAL_GL_UNIFORM_BUFFER_START:
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case LOCAL_GL_UNIFORM_BUFFER_SIZE:
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bindings = &mIndexedUniformBufferBindings;
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break;
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default:
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ErrorInvalidEnumInfo("getIndexedParameter: target", target);
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return;
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}
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if (index >= bindings->size()) {
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ErrorInvalidValue("%s: `index` must be < %s.", funcName,
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"MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS");
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return;
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}
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const auto& binding = (*bindings)[index];
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JS::Value ret = JS::NullValue();
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switch (target) {
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
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case LOCAL_GL_UNIFORM_BUFFER_BINDING:
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if (binding.mBufferBinding) {
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ret = WebGLObjectAsJSValue(cx, binding.mBufferBinding.get(), out_error);
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}
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break;
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_START:
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case LOCAL_GL_UNIFORM_BUFFER_START:
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ret = JS::NumberValue(binding.mRangeStart);
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break;
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case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
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case LOCAL_GL_UNIFORM_BUFFER_SIZE:
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ret = JS::NumberValue(binding.mRangeSize);
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break;
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}
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retval.set(ret);
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}
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void
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WebGL2Context::GetUniformIndices(const WebGLProgram& program,
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const dom::Sequence<nsString>& uniformNames,
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dom::Nullable< nsTArray<GLuint> >& retval)
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{
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retval.SetNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getUniformIndices: program", program))
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return;
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if (!uniformNames.Length())
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return;
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program.GetUniformIndices(uniformNames, retval);
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}
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static bool
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ValidateUniformEnum(WebGLContext* webgl, GLenum pname, const char* info)
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{
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switch (pname) {
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case LOCAL_GL_UNIFORM_TYPE:
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case LOCAL_GL_UNIFORM_SIZE:
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case LOCAL_GL_UNIFORM_BLOCK_INDEX:
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case LOCAL_GL_UNIFORM_OFFSET:
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case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
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case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
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case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
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return true;
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default:
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webgl->ErrorInvalidEnumArg(info, "pname", pname);
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return false;
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}
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}
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void
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WebGL2Context::GetActiveUniforms(JSContext* cx, const WebGLProgram& program,
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const dom::Sequence<GLuint>& uniformIndices,
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GLenum pname, JS::MutableHandleValue retval)
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{
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const char funcName[] = "getActiveUniforms";
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retval.setNull();
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if (IsContextLost())
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return;
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if (!ValidateUniformEnum(this, pname, funcName))
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return;
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if (!ValidateObject("getActiveUniforms: program", program))
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return;
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const auto& numActiveUniforms = program.LinkInfo()->uniforms.size();
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for (const auto& curIndex : uniformIndices) {
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if (curIndex >= numActiveUniforms) {
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ErrorInvalidValue("%s: Too-large active uniform index queried.", funcName);
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return;
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}
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}
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const auto& count = uniformIndices.Length();
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JS::Rooted<JSObject*> array(cx, JS_NewArrayObject(cx, count));
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UniquePtr<GLint[]> samples(new GLint[count]);
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if (!array || !samples) {
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ErrorOutOfMemory("%s: Failed to allocate buffers.", funcName);
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return;
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}
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retval.setObject(*array);
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MakeContextCurrent();
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gl->fGetActiveUniformsiv(program.mGLName, count, uniformIndices.Elements(), pname,
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samples.get());
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switch (pname) {
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case LOCAL_GL_UNIFORM_TYPE:
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case LOCAL_GL_UNIFORM_SIZE:
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case LOCAL_GL_UNIFORM_BLOCK_INDEX:
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case LOCAL_GL_UNIFORM_OFFSET:
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case LOCAL_GL_UNIFORM_ARRAY_STRIDE:
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case LOCAL_GL_UNIFORM_MATRIX_STRIDE:
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for (size_t i = 0; i < count; ++i) {
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JS::RootedValue value(cx);
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value = JS::Int32Value(samples[i]);
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if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
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return;
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}
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break;
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case LOCAL_GL_UNIFORM_IS_ROW_MAJOR:
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for (size_t i = 0; i < count; ++i) {
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JS::RootedValue value(cx);
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value = JS::BooleanValue(samples[i]);
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if (!JS_DefineElement(cx, array, i, value, JSPROP_ENUMERATE))
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return;
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}
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break;
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default:
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MOZ_CRASH("Invalid pname");
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}
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}
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GLuint
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WebGL2Context::GetUniformBlockIndex(const WebGLProgram& program,
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const nsAString& uniformBlockName)
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{
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if (IsContextLost())
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return 0;
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if (!ValidateObject("getUniformBlockIndex: program", program))
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return 0;
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return program.GetUniformBlockIndex(uniformBlockName);
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}
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void
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WebGL2Context::GetActiveUniformBlockParameter(JSContext* cx, const WebGLProgram& program,
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GLuint uniformBlockIndex, GLenum pname,
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JS::MutableHandleValue out_retval,
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ErrorResult& out_error)
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{
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out_retval.setNull();
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniformBlockParameter: program", program))
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return;
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MakeContextCurrent();
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switch(pname) {
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case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
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case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
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case LOCAL_GL_UNIFORM_BLOCK_BINDING:
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case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:
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case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
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out_retval.set(program.GetActiveUniformBlockParam(uniformBlockIndex, pname));
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return;
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case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
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out_retval.set(program.GetActiveUniformBlockActiveUniforms(cx, uniformBlockIndex,
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&out_error));
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return;
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}
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ErrorInvalidEnumInfo("getActiveUniformBlockParameter: parameter", pname);
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}
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void
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WebGL2Context::GetActiveUniformBlockName(const WebGLProgram& program,
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GLuint uniformBlockIndex, nsAString& retval)
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{
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retval.SetIsVoid(true);
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if (IsContextLost())
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return;
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if (!ValidateObject("getActiveUniformBlockName: program", program))
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return;
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program.GetActiveUniformBlockName(uniformBlockIndex, retval);
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}
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void
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WebGL2Context::UniformBlockBinding(WebGLProgram& program, GLuint uniformBlockIndex,
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GLuint uniformBlockBinding)
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{
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if (IsContextLost())
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return;
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if (!ValidateObject("uniformBlockBinding: program", program))
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return;
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program.UniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
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}
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} // namespace mozilla
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