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<GLuint> value); void uniform2uiv(WebGLUniformLocation? location, sequence<GLuint> value); void uniform3uiv(WebGLUniformLocation? location, sequence<GLuint> value); void uniform4uiv(WebGLUniformLocation? location, sequence<GLuint> value); void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array value); void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> value); void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void vertexAttribI4iv(GLuint index, sequence<GLint> v); void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void vertexAttribI4uiv(GLuint index, sequence<GLuint> v);
<rdar://problem/15002366>
Done in bug 214211 and bug 214116.