@@ -2182,7 +2182,8 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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// maps integer locations back to uniform name strings, so that we can lazily fetch uniform array locations
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program . uniformArrayNamesById = { } ;
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- for ( i = 0 ; i < GLctx . getProgramParameter ( program , 0x8B86 /*GL_ACTIVE_UNIFORMS*/ ) ; ++ i ) {
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+ var numActiveUniforms = GLctx . getProgramParameter ( program , 0x8B86 /*GL_ACTIVE_UNIFORMS*/ ) ;
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+ for ( i = 0 ; i < numActiveUniforms ; ++ i ) {
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var u = GLctx . getActiveUniform ( program , i ) ;
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var nm = u . name ;
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var sz = u . size ;
@@ -2499,8 +2500,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 2 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLIntBuffers [ 2 * count ] ;
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- for ( var i = 0 ; i < 2 * count ; i += 2 ) {
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+ count *= 2 ;
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+ var view = miniTempWebGLIntBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 2 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'i32' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'i32' ) } } } ;
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}
@@ -2541,8 +2543,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 3 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLIntBuffers [ 3 * count ] ;
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- for ( var i = 0 ; i < 3 * count ; i += 3 ) {
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+ count *= 3 ;
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+ var view = miniTempWebGLIntBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 3 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'i32' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'i32' ) } } } ;
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view [ i + 2 ] = { { { makeGetValue ( 'value' , '4*i+8' , 'i32' ) } } } ;
@@ -2584,8 +2587,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 4 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLIntBuffers [ 4 * count ] ;
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- for ( var i = 0 ; i < 4 * count ; i += 4 ) {
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+ count *= 4 ;
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+ var view = miniTempWebGLIntBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 4 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'i32' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'i32' ) } } } ;
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view [ i + 2 ] = { { { makeGetValue ( 'value' , '4*i+8' , 'i32' ) } } } ;
@@ -2669,8 +2673,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 2 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLFloatBuffers [ 2 * count ] ;
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- for ( var i = 0 ; i < 2 * count ; i += 2 ) {
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+ count *= 2 ;
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+ var view = miniTempWebGLFloatBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 2 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'float' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'float' ) } } } ;
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}
@@ -2711,8 +2716,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 3 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLFloatBuffers [ 3 * count ] ;
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- for ( var i = 0 ; i < 3 * count ; i += 3 ) {
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+ count *= 3 ;
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+ var view = miniTempWebGLFloatBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 3 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'float' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'float' ) } } } ;
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view [ i + 2 ] = { { { makeGetValue ( 'value' , '4*i+8' , 'float' ) } } } ;
@@ -2758,7 +2764,8 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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// hoist the heap out of the loop for size and for pthreads+growth.
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var heap = HEAPF32 ;
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value = { { { getHeapOffset ( 'value' , 'float' ) } } } ;
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- for ( var i = 0 ; i < 4 * count ; i += 4 ) {
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+ count *= 4 ;
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+ for ( var i = 0 ; i < count ; i += 4 ) {
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var dst = value + i ;
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view [ i ] = heap [ dst ] ;
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view [ i + 1 ] = heap [ dst + 1 ] ;
@@ -2802,8 +2809,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 4 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLFloatBuffers [ 4 * count ] ;
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- for ( var i = 0 ; i < 4 * count ; i += 4 ) {
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+ count *= 4 ;
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+ var view = miniTempWebGLFloatBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 4 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'float' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'float' ) } } } ;
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view [ i + 2 ] = { { { makeGetValue ( 'value' , '4*i+8' , 'float' ) } } } ;
@@ -2846,8 +2854,9 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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#if GL_POOL_TEMP_BUFFERS
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if ( count <= { { { GL_POOL_TEMP_BUFFERS_SIZE / 9 } } } ) {
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// avoid allocation when uploading few enough uniforms
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- var view = miniTempWebGLFloatBuffers [ 9 * count ] ;
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- for ( var i = 0 ; i < 9 * count ; i += 9 ) {
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+ count *= 9 ;
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+ var view = miniTempWebGLFloatBuffers [ count ] ;
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+ for ( var i = 0 ; i < count ; i += 9 ) {
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view [ i ] = { { { makeGetValue ( 'value' , '4*i' , 'float' ) } } } ;
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view [ i + 1 ] = { { { makeGetValue ( 'value' , '4*i+4' , 'float' ) } } } ;
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view [ i + 2 ] = { { { makeGetValue ( 'value' , '4*i+8' , 'float' ) } } } ;
@@ -2899,7 +2908,8 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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// hoist the heap out of the loop for size and for pthreads+growth.
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var heap = HEAPF32 ;
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value = { { { getHeapOffset ( 'value' , 'float' ) } } } ;
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- for ( var i = 0 ; i < 16 * count ; i += 16 ) {
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+ count *= 16 ;
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+ for ( var i = 0 ; i < count ; i += 16 ) {
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var dst = value + i ;
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view [ i ] = heap [ dst ] ;
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view [ i + 1 ] = heap [ dst + 1 ] ;
@@ -3351,21 +3361,24 @@ for (/**@suppress{duplicate}*/var i = 0; i <= {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
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{ { { makeSetValue ( 'p' , '0' , 'log.length + 1' , 'i32' ) } } } ;
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} else if ( pname == 0x8B87 /* GL_ACTIVE_UNIFORM_MAX_LENGTH */ ) {
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if ( ! program . maxUniformLength ) {
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- for ( var i = 0 ; i < GLctx . getProgramParameter ( program , 0x8B86 /*GL_ACTIVE_UNIFORMS*/ ) ; ++ i ) {
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+ var numActiveUniforms = GLctx . getProgramParameter ( program , 0x8B86 /*GL_ACTIVE_UNIFORMS*/ ) ;
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+ for ( var i = 0 ; i < numActiveUniforms ; ++ i ) {
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program . maxUniformLength = Math . max ( program . maxUniformLength , GLctx . getActiveUniform ( program , i ) . name . length + 1 ) ;
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}
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}
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{ { { makeSetValue ( 'p' , '0' , 'program.maxUniformLength' , 'i32' ) } } } ;
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} else if ( pname == 0x8B8A /* GL_ACTIVE_ATTRIBUTE_MAX_LENGTH */ ) {
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if ( ! program . maxAttributeLength ) {
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- for ( var i = 0 ; i < GLctx . getProgramParameter ( program , 0x8B89 /*GL_ACTIVE_ATTRIBUTES*/ ) ; ++ i ) {
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+ var numActiveAttributes = GLctx . getProgramParameter ( program , 0x8B89 /*GL_ACTIVE_ATTRIBUTES*/ ) ;
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+ for ( var i = 0 ; i < numActiveAttributes ; ++ i ) {
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program . maxAttributeLength = Math . max ( program . maxAttributeLength , GLctx . getActiveAttrib ( program , i ) . name . length + 1 ) ;
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}
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}
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{ { { makeSetValue ( 'p' , '0' , 'program.maxAttributeLength' , 'i32' ) } } } ;
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} else if ( pname == 0x8A35 /* GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH */ ) {
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if ( ! program . maxUniformBlockNameLength ) {
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- for ( var i = 0 ; i < GLctx . getProgramParameter ( program , 0x8A36 /*GL_ACTIVE_UNIFORM_BLOCKS*/ ) ; ++ i ) {
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+ var numActiveUniformBlocks = GLctx . getProgramParameter ( program , 0x8A36 /*GL_ACTIVE_UNIFORM_BLOCKS*/ ) ;
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+ for ( var i = 0 ; i < numActiveUniformBlocks ; ++ i ) {
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program . maxUniformBlockNameLength = Math . max ( program . maxUniformBlockNameLength , GLctx . getActiveUniformBlockName ( program , i ) . length + 1 ) ;
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}
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}
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