/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "WebGL2Context.h" #include "GLContext.h" using namespace mozilla; using namespace mozilla::dom; // ------------------------------------------------------------------------- // Uniforms and attributes void WebGL2Context::VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform1ui(WebGLUniformLocation* location, GLuint v0) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform2ui(WebGLUniformLocation* location, GLuint v0, GLuint v1) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform3ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform4ui(WebGLUniformLocation* location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform1uiv(WebGLUniformLocation* location, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform2uiv(WebGLUniformLocation* location, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform3uiv(WebGLUniformLocation* location, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::Uniform4uiv(WebGLUniformLocation* location, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix2x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix3x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix2x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix4x2fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix3x4fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Float32Array& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformMatrix4x3fv(WebGLUniformLocation* location, bool transpose, const dom::Sequence& value) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::VertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::VertexAttribI4iv(GLuint index, const dom::Sequence& v) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::VertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::VertexAttribI4uiv(GLuint index, const dom::Sequence& v) { MOZ_CRASH("Not Implemented."); } // ------------------------------------------------------------------------- // Uniform Buffer Objects and Transform Feedback Buffers // TODO(djg): Implemented in WebGLContext /* void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer); void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer, GLintptr offset, GLsizeiptr size); */ void WebGL2Context::GetIndexedParameter(JSContext*, GLenum target, GLuint index, JS::MutableHandleValue retval) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::GetUniformIndices(WebGLProgram* program, const dom::Sequence& uniformNames, dom::Nullable< nsTArray >& retval) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::GetActiveUniforms(WebGLProgram* program, const dom::Sequence& uniformIndices, GLenum pname, dom::Nullable< nsTArray >& retval) { MOZ_CRASH("Not Implemented."); } GLuint WebGL2Context::GetUniformBlockIndex(WebGLProgram* program, const nsAString& uniformBlockName) { MOZ_CRASH("Not Implemented."); return 0; } void WebGL2Context::GetActiveUniformBlockParameter(JSContext*, WebGLProgram* program, GLuint uniformBlockIndex, GLenum pname, JS::MutableHandleValue retval) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::GetActiveUniformBlockName(WebGLProgram* program, GLuint uniformBlockIndex, dom::DOMString& retval) { MOZ_CRASH("Not Implemented."); } void WebGL2Context::UniformBlockBinding(WebGLProgram* program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { MOZ_CRASH("Not Implemented."); }