Commit 1d6d71f8 authored by Andreas Haas's avatar Andreas Haas Committed by Commit Bot

[webgl] Remove unnecessary template parameters

The removed template parameters are unnecessary, they can be determined
from the types of the normal parameters.

This is part of my work to reduce uses of blink::ArrayBuffer and co,
which were originally WTF::ArrayBuffer and co.

Bug: chromium:1008840
Change-Id: I47cd70919e711fcc0337383233da6688a96c3d21
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/1916477Reviewed-by: default avatarKentaro Hara <haraken@chromium.org>
Commit-Queue: Andreas Haas <ahaas@chromium.org>
Cr-Commit-Position: refs/heads/master@{#715300}
parent 31aedb15
......@@ -6034,8 +6034,8 @@ void WebGLRenderingContextBase::uniform1f(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform1fv(const WebGLUniformLocation* location,
const FlexibleFloat32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Float32Array>(
"uniform1fv", location, v, 1, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform1fv", location, v, 1, 0, v.length()))
return;
ContextGL()->Uniform1fv(location->Location(), v.length(),
......@@ -6068,8 +6068,8 @@ void WebGLRenderingContextBase::uniform1i(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform1iv(const WebGLUniformLocation* location,
const FlexibleInt32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Int32Array>(
"uniform1iv", location, v, 1, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform1iv", location, v, 1, 0, v.length()))
return;
ContextGL()->Uniform1iv(location->Location(), v.length(),
......@@ -6103,8 +6103,8 @@ void WebGLRenderingContextBase::uniform2f(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform2fv(const WebGLUniformLocation* location,
const FlexibleFloat32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Float32Array>(
"uniform2fv", location, v, 2, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform2fv", location, v, 2, 0, v.length()))
return;
ContextGL()->Uniform2fv(location->Location(), v.length() >> 1,
......@@ -6138,8 +6138,8 @@ void WebGLRenderingContextBase::uniform2i(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform2iv(const WebGLUniformLocation* location,
const FlexibleInt32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Int32Array>(
"uniform2iv", location, v, 2, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform2iv", location, v, 2, 0, v.length()))
return;
ContextGL()->Uniform2iv(location->Location(), v.length() >> 1,
......@@ -6174,8 +6174,8 @@ void WebGLRenderingContextBase::uniform3f(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform3fv(const WebGLUniformLocation* location,
const FlexibleFloat32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Float32Array>(
"uniform3fv", location, v, 3, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform3fv", location, v, 3, 0, v.length()))
return;
ContextGL()->Uniform3fv(location->Location(), v.length() / 3,
......@@ -6210,8 +6210,8 @@ void WebGLRenderingContextBase::uniform3i(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform3iv(const WebGLUniformLocation* location,
const FlexibleInt32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Int32Array>(
"uniform3iv", location, v, 3, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform3iv", location, v, 3, 0, v.length()))
return;
ContextGL()->Uniform3iv(location->Location(), v.length() / 3,
......@@ -6247,8 +6247,8 @@ void WebGLRenderingContextBase::uniform4f(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform4fv(const WebGLUniformLocation* location,
const FlexibleFloat32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Float32Array>(
"uniform4fv", location, v, 4, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform4fv", location, v, 4, 0, v.length()))
return;
ContextGL()->Uniform4fv(location->Location(), v.length() >> 2,
......@@ -6284,8 +6284,8 @@ void WebGLRenderingContextBase::uniform4i(const WebGLUniformLocation* location,
void WebGLRenderingContextBase::uniform4iv(const WebGLUniformLocation* location,
const FlexibleInt32ArrayView& v) {
if (isContextLost() || !ValidateUniformParameters<Int32Array>(
"uniform4iv", location, v, 4, 0, v.length()))
if (isContextLost() ||
!ValidateUniformParameters("uniform4iv", location, v, 4, 0, v.length()))
return;
ContextGL()->Uniform4iv(location->Location(), v.length() >> 2,
......
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