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jsutil: Bug fix: byteLenght must be accessed every time to get the latest value
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@ -28,34 +28,28 @@ var (
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// temporaryArrayBuffer is a temporary buffer used at gl.readPixels or gl.texSubImage2D.
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// The read data is converted to Go's byte slice as soon as possible.
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// To avoid often allocating ArrayBuffer, reuse the buffer whenever possible.
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temporaryArrayBuffer = arrayBuffer.New(16)
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temporaryArrayBufferByteLength = temporaryArrayBuffer.Get("byteLength")
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temporaryArrayBuffer = arrayBuffer.New(16)
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// temporaryUint8Array is a Uint8ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
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temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
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temporaryUint8ArrayByteLength = temporaryUint8Array.Get("byteLength")
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temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
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// temporaryFloat32Array is a Float32ArrayBuffer whose underlying buffer is always temporaryArrayBuffer.
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temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
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temporaryFloat32ArrayByteLength = temporaryFloat32Array.Get("byteLength")
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temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
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)
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func ensureTemporaryArrayBufferSize(byteLength int) {
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bufl := temporaryArrayBufferByteLength.Int()
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bufl := temporaryArrayBuffer.Get("byteLength").Int()
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if bufl < byteLength {
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for bufl < byteLength {
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bufl *= 2
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}
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temporaryArrayBuffer = arrayBuffer.New(bufl)
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temporaryArrayBufferByteLength = temporaryArrayBuffer.Get("byteLength")
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}
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if temporaryUint8ArrayByteLength.Int() < bufl {
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if temporaryUint8Array.Get("byteLength").Int() < bufl {
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temporaryUint8Array = uint8Array.New(temporaryArrayBuffer)
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temporaryUint8ArrayByteLength = temporaryUint8Array.Get("byteLength")
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}
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if temporaryFloat32ArrayByteLength.Int() < bufl {
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if temporaryFloat32Array.Get("byteLength").Int() < bufl {
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temporaryFloat32Array = float32Array.New(temporaryArrayBuffer)
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temporaryFloat32ArrayByteLength = temporaryFloat32Array.Get("byteLength")
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}
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}
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