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<!DOCTYPE bugzilla SYSTEM "https://bugs.webkit.org/page.cgi?id=bugzilla.dtd">

<bugzilla version="5.0.4.1"
          urlbase="https://bugs.webkit.org/"
          
          maintainer="admin@webkit.org"
>

    <bug>
          <bug_id>126938</bug_id>
          
          <creation_ts>2014-01-13 15:38:02 -0800</creation_ts>
          <short_desc>[WebGL2] Implement new uniform and vertex methods</short_desc>
          <delta_ts>2020-07-31 15:14:42 -0700</delta_ts>
          <reporter_accessible>1</reporter_accessible>
          <cclist_accessible>1</cclist_accessible>
          <classification_id>1</classification_id>
          <classification>Unclassified</classification>
          <product>WebKit</product>
          <component>WebGL</component>
          <version>528+ (Nightly build)</version>
          <rep_platform>Unspecified</rep_platform>
          <op_sys>Unspecified</op_sys>
          <bug_status>RESOLVED</bug_status>
          <resolution>FIXED</resolution>
          
          
          <bug_file_loc></bug_file_loc>
          <status_whiteboard></status_whiteboard>
          <keywords></keywords>
          <priority>P2</priority>
          <bug_severity>Normal</bug_severity>
          <target_milestone>---</target_milestone>
          <dependson>214116</dependson>
    
    <dependson>214211</dependson>
          <blocked>126404</blocked>
    
    <blocked>215036</blocked>
          <everconfirmed>1</everconfirmed>
          <reporter name="Dean Jackson">dino</reporter>
          <assigned_to name="James Darpinian">jdarpinian</assigned_to>
          <cc>jdarpinian</cc>
          

      

      

      

          <comment_sort_order>oldest_to_newest</comment_sort_order>  
          <long_desc isprivate="0" >
    <commentid>967499</commentid>
    <comment_count>0</comment_count>
    <who name="Dean Jackson">dino</who>
    <bug_when>2014-01-13 15:38:02 -0800</bug_when>
    <thetext>Implement

/* Uniforms and attributes */
  void vertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset);

void uniform1ui(WebGLUniformLocation? location, GLuint v0);
  void uniform2ui(WebGLUniformLocation? location, GLuint v0, GLuint v1);
  void uniform3ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2);
  void uniform4ui(WebGLUniformLocation? location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
  void uniform1uiv(WebGLUniformLocation? location, sequence&lt;GLuint&gt; value);
  void uniform2uiv(WebGLUniformLocation? location, sequence&lt;GLuint&gt; value);
  void uniform3uiv(WebGLUniformLocation? location, sequence&lt;GLuint&gt; value);
  void uniform4uiv(WebGLUniformLocation? location, sequence&lt;GLuint&gt; value);
  void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value);
  void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence&lt;GLfloat&gt; value);
  void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
  void vertexAttribI4iv(GLuint index, sequence&lt;GLint&gt; v);
  void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
  void vertexAttribI4uiv(GLuint index, sequence&lt;GLuint&gt; v);</thetext>
  </long_desc><long_desc isprivate="0" >
    <commentid>967500</commentid>
    <comment_count>1</comment_count>
    <who name="Dean Jackson">dino</who>
    <bug_when>2014-01-13 15:38:40 -0800</bug_when>
    <thetext>&lt;rdar://problem/15002366&gt;</thetext>
  </long_desc><long_desc isprivate="0" >
    <commentid>1671619</commentid>
    <comment_count>2</comment_count>
    <who name="James Darpinian">jdarpinian</who>
    <bug_when>2020-07-14 17:48:36 -0700</bug_when>
    <thetext>Done in bug 214211 and bug 214116.</thetext>
  </long_desc>
      
      

    </bug>

</bugzilla>