@@ -1065,41 +1065,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
10651065 GLctx : ctx
10661066 } ;
10671067
1068- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
1069- context . cannotHandleOffsetsInUniformArrayViews = ( function ( g ) {
1070- function b ( c , t ) {
1071- var s = g . createShader ( t ) ;
1072- g . shaderSource ( s , c ) ;
1073- g . compileShader ( s ) ;
1074- return s ;
1075- }
1076- try {
1077- // Note: we do not delete this program so it stays part of the context
1078- // we created, but that is ok - it does not do anything and we want to
1079- // keep this detection size minimal.
1080- var p = g . createProgram ( ) ;
1081- g . attachShader ( p , b ( "attribute vec4 p;void main(){gl_Position=p;}" , 0x8B31 /*GL_VERTEX_SHADER*/ ) ) ;
1082- g . attachShader ( p , b ( "precision lowp float;uniform vec4 u;void main(){gl_FragColor=u;}" , 0x8B30 /*GL_FRAGMENT_SHADER*/ ) ) ;
1083- g . linkProgram ( p ) ;
1084- var h = new Float32Array ( 8 ) ;
1085- h [ 4 ] = 1 ;
1086- g . useProgram ( p ) ;
1087- var l = g . getUniformLocation ( p , "u" ) ;
1088- // Uploading a 4-vector GL uniform from last four elements of array
1089- // [0,0,0,0,1,0,0,0], i.e. uploading vec4=(1,0,0,0) at offset=4.
1090- g . uniform4fv ( l , h . subarray ( 4 , 8 ) ) ;
1091- // in proper WebGL we expect to read back the vector we just uploaded:
1092- // (1,0,0,0). On buggy browser would instead have uploaded offset=0 of
1093- // above array, i.e. vec4=(0,0,0,0)
1094- return ! g . getUniform ( p , l ) [ 0 ] ; i
1095- } catch ( e ) {
1096- // If we get an exception, we assume we got some other error, and do
1097- // not trigger this workaround.
1098- return false ;
1099- }
1100- } ) ( ) ;
1101- #endif
1102-
11031068 // Store the created context object so that we can access the context
11041069 // given a canvas without having to pass the parameters again.
11051070 if ( ctx . canvas ) ctx . canvas . GLctxObject = context ;
@@ -2515,9 +2480,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
25152480#endif
25162481 {
25172482 var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*4' ) } } } ;
2518- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2519- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
2520- #endif
25212483 }
25222484 GLctx . uniform1iv ( webglGetUniformLocation ( location ) , view ) ;
25232485#endif // MIN_WEBGL_VERSION >= 2
@@ -2560,9 +2522,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
25602522#endif
25612523 {
25622524 var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*8' ) } } } ;
2563- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2564- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
2565- #endif
25662525 }
25672526 GLctx . uniform2iv ( webglGetUniformLocation ( location ) , view ) ;
25682527#endif // MIN_WEBGL_VERSION >= 2
@@ -2606,9 +2565,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
26062565#endif
26072566 {
26082567 var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*12' ) } } } ;
2609- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2610- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
2611- #endif
26122568 }
26132569 GLctx . uniform3iv ( webglGetUniformLocation ( location ) , view ) ;
26142570#endif // MIN_WEBGL_VERSION >= 2
@@ -2655,9 +2611,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
26552611#endif
26562612 {
26572613 var view = { { { makeHEAPView ( '32' , 'value' , 'value+count*16' ) } } } ;
2658- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2659- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Int32Array ( view ) ;
2660- #endif
26612614 }
26622615 GLctx . uniform4iv ( webglGetUniformLocation ( location ) , view ) ;
26632616#endif // MIN_WEBGL_VERSION >= 2
@@ -2699,9 +2652,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
26992652#endif
27002653 {
27012654 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*4' ) } } } ;
2702- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2703- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2704- #endif
27052655 }
27062656 GLctx . uniform1fv ( webglGetUniformLocation ( location ) , view ) ;
27072657#endif // MIN_WEBGL_VERSION >= 2
@@ -2746,9 +2696,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
27462696#endif
27472697 {
27482698 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*8' ) } } } ;
2749- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2750- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2751- #endif
27522699 }
27532700 GLctx . uniform2fv ( webglGetUniformLocation ( location ) , view ) ;
27542701#endif // MIN_WEBGL_VERSION >= 2
@@ -2794,9 +2741,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
27942741#endif
27952742 {
27962743 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*12' ) } } } ;
2797- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2798- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2799- #endif
28002744 }
28012745 GLctx . uniform3fv ( webglGetUniformLocation ( location ) , view ) ;
28022746#endif // MIN_WEBGL_VERSION >= 2
@@ -2847,9 +2791,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
28472791#endif
28482792 {
28492793 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*16' ) } } } ;
2850- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2851- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2852- #endif
28532794 }
28542795 GLctx . uniform4fv ( webglGetUniformLocation ( location ) , view ) ;
28552796#endif // MIN_WEBGL_VERSION >= 2
@@ -2896,9 +2837,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
28962837#endif
28972838 {
28982839 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*16' ) } } } ;
2899- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2900- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2901- #endif
29022840 }
29032841 GLctx . uniformMatrix2fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
29042842#endif // MIN_WEBGL_VERSION >= 2
@@ -2950,9 +2888,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
29502888#endif
29512889 {
29522890 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*36' ) } } } ;
2953- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
2954- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
2955- #endif
29562891 }
29572892 GLctx . uniformMatrix3fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
29582893#endif // MIN_WEBGL_VERSION >= 2
@@ -3015,9 +2950,6 @@ for (/**@suppress{duplicate}*/var i = 0; i < {{{ GL_POOL_TEMP_BUFFERS_SIZE }}};
30152950#endif
30162951 {
30172952 var view = { { { makeHEAPView ( 'F32' , 'value' , 'value+count*64' ) } } } ;
3018- #if WORKAROUND_OLD_WEBGL_UNIFORM_UPLOAD_IGNORED_OFFSET_BUG
3019- if ( GL . currentContext . cannotHandleOffsetsInUniformArrayViews ) view = new Float32Array ( view ) ;
3020- #endif
30212953 }
30222954 GLctx . uniformMatrix4fv ( webglGetUniformLocation ( location ) , ! ! transpose , view ) ;
30232955#endif // MIN_WEBGL_VERSION >= 2
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