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Update WebGL procedures to contextless calling convention
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Vendored
+21
-21
@@ -10,13 +10,13 @@ Sync :: distinct u32
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TransformFeedback :: distinct u32
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VertexArrayObject :: distinct u32
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IsWebGL2Supported :: proc "c" () -> bool {
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IsWebGL2Supported :: proc "contextless" () -> bool {
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major, minor: i32
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GetWebGLVersion(&major, &minor)
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return major >= 2
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}
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@(default_calling_convention="c")
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@(default_calling_convention="contextless")
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foreign webgl2 {
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/* Buffer objects */
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CopyBufferSubData :: proc(readTarget, writeTarget: Enum, readOffset, writeOffset: int, size: int) ---
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@@ -110,7 +110,7 @@ foreign webgl2 {
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GetActiveUniformBlockName :: proc(program: Program, uniformBlockIndex: i32, buf: []byte) -> string {
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foreign webgl2 {
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_GetActiveUniformBlockName :: proc(program: Program, uniformBlockIndex: i32, buf: []byte, length: ^int) ---
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_GetActiveUniformBlockName :: proc "contextless" (program: Program, uniformBlockIndex: i32, buf: []byte, length: ^int) ---
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}
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n: int
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_GetActiveUniformBlockName(program, uniformBlockIndex, buf, &n)
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@@ -118,65 +118,65 @@ GetActiveUniformBlockName :: proc(program: Program, uniformBlockIndex: i32, buf:
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}
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Uniform1uiv :: proc "c" (location: i32, v: u32) {
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Uniform1uiv :: proc "contextless" (location: i32, v: u32) {
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Uniform1ui(location, v)
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}
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Uniform2uiv :: proc "c" (location: i32, v: glm.uvec2) {
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Uniform2uiv :: proc "contextless" (location: i32, v: glm.uvec2) {
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Uniform2ui(location, v.x, v.y)
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}
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Uniform3uiv :: proc "c" (location: i32, v: glm.uvec3) {
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Uniform3uiv :: proc "contextless" (location: i32, v: glm.uvec3) {
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Uniform3ui(location, v.x, v.y, v.z)
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}
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Uniform4uiv :: proc "c" (location: i32, v: glm.uvec4) {
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Uniform4uiv :: proc "contextless" (location: i32, v: glm.uvec4) {
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Uniform4ui(location, v.x, v.y, v.z, v.w)
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}
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UniformMatrix3x2fv :: proc "c" (location: i32, m: glm.mat3x2) {
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UniformMatrix3x2fv :: proc "contextless" (location: i32, m: glm.mat3x2) {
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foreign webgl2 {
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_UniformMatrix3x2fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix3x2fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix3x2fv(location, &array[0])
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}
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UniformMatrix4x2fv :: proc "c" (location: i32, m: glm.mat4x2) {
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UniformMatrix4x2fv :: proc "contextless" (location: i32, m: glm.mat4x2) {
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foreign webgl2 {
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_UniformMatrix4x2fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix4x2fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix4x2fv(location, &array[0])
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}
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UniformMatrix2x3fv :: proc "c" (location: i32, m: glm.mat2x3) {
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UniformMatrix2x3fv :: proc "contextless" (location: i32, m: glm.mat2x3) {
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foreign webgl2 {
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_UniformMatrix2x3fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix2x3fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix2x3fv(location, &array[0])
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}
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UniformMatrix4x3fv :: proc "c" (location: i32, m: glm.mat4x3) {
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UniformMatrix4x3fv :: proc "contextless" (location: i32, m: glm.mat4x3) {
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foreign webgl2 {
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_UniformMatrix4x3fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix4x3fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix4x3fv(location, &array[0])
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}
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UniformMatrix2x4fv :: proc "c" (location: i32, m: glm.mat2x4) {
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UniformMatrix2x4fv :: proc "contextless" (location: i32, m: glm.mat2x4) {
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foreign webgl2 {
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_UniformMatrix2x4fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix2x4fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix2x4fv(location, &array[0])
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}
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UniformMatrix3x4fv :: proc "c" (location: i32, m: glm.mat3x4) {
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UniformMatrix3x4fv :: proc "contextless" (location: i32, m: glm.mat3x4) {
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foreign webgl2 {
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_UniformMatrix3x4fv :: proc "c" (location: i32, addr: [^]f32) ---
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_UniformMatrix3x4fv :: proc "contextless" (location: i32, addr: [^]f32) ---
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}
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array := matrix_flatten(m)
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_UniformMatrix3x4fv(location, &array[0])
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}
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VertexAttribI4iv :: proc "c" (index: i32, v: glm.ivec4) {
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VertexAttribI4iv :: proc "contextless" (index: i32, v: glm.ivec4) {
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VertexAttribI4i(index, v.x, v.y, v.z, v.w)
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}
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VertexAttribI4uiv :: proc "c" (index: i32, v: glm.uvec4) {
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VertexAttribI4uiv :: proc "contextless" (index: i32, v: glm.uvec4) {
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VertexAttribI4ui(index, v.x, v.y, v.z, v.w)
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}
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