Implement type generation for user uniforms in vertex shader.
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@@ -973,6 +973,13 @@ static void SC_uploadToBufferObject(RsAllocation va)
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rsi_AllocationUploadToBufferObject(rsc, va);
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}
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static void SC_syncToGL(RsAllocation va)
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{
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GET_TLS();
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Allocation *a = static_cast<Allocation *>(va);
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}
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static void SC_ClearColor(float r, float g, float b, float a)
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{
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//LOGE("c %f %f %f %f", r, g, b, a);
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@@ -1321,6 +1328,9 @@ ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
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{ "uploadToBufferObject", (void *)&SC_uploadToBufferObject,
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"void", "(int)" },
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{ "syncToGL", (void *)&SC_syncToGL,
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"void", "(int)" },
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{ "colorFloatRGBAtoUNorm8", (void *)&SC_colorFloatRGBAtoUNorm8,
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"int", "(float, float, float, float)" },
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{ "colorFloatRGBto565", (void *)&SC_colorFloatRGBAto565,
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