| OLD | NEW |
| 1 // Copyright 2015 The Chromium Authors. All rights reserved. | 1 // Copyright 2015 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 #ifndef WebGL2RenderingContextBase_h | 5 #ifndef WebGL2RenderingContextBase_h |
| 6 #define WebGL2RenderingContextBase_h | 6 #define WebGL2RenderingContextBase_h |
| 7 | 7 |
| 8 #include "modules/webgl/WebGLExtension.h" | 8 #include "modules/webgl/WebGLExtension.h" |
| 9 #include "modules/webgl/WebGLRenderingContextBase.h" | 9 #include "modules/webgl/WebGLRenderingContextBase.h" |
| 10 | 10 |
| (...skipping 45 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 56 void compressedTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GL
sizei, GLsizei, GLenum, DOMArrayBufferView*); | 56 void compressedTexSubImage3D(GLenum, GLint, GLint, GLint, GLint, GLsizei, GL
sizei, GLsizei, GLenum, DOMArrayBufferView*); |
| 57 | 57 |
| 58 /* Programs and shaders */ | 58 /* Programs and shaders */ |
| 59 GLint getFragDataLocation(WebGLProgram*, const String&); | 59 GLint getFragDataLocation(WebGLProgram*, const String&); |
| 60 | 60 |
| 61 /* Uniforms and attributes */ | 61 /* Uniforms and attributes */ |
| 62 void uniform1ui(const WebGLUniformLocation*, GLuint); | 62 void uniform1ui(const WebGLUniformLocation*, GLuint); |
| 63 void uniform2ui(const WebGLUniformLocation*, GLuint, GLuint); | 63 void uniform2ui(const WebGLUniformLocation*, GLuint, GLuint); |
| 64 void uniform3ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint); | 64 void uniform3ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint); |
| 65 void uniform4ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint, GLuint)
; | 65 void uniform4ui(const WebGLUniformLocation*, GLuint, GLuint, GLuint, GLuint)
; |
| 66 void uniform1uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&
); |
| 66 void uniform1uiv(const WebGLUniformLocation*, Vector<GLuint>&); | 67 void uniform1uiv(const WebGLUniformLocation*, Vector<GLuint>&); |
| 68 void uniform2uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&
); |
| 67 void uniform2uiv(const WebGLUniformLocation*, Vector<GLuint>&); | 69 void uniform2uiv(const WebGLUniformLocation*, Vector<GLuint>&); |
| 70 void uniform3uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&
); |
| 68 void uniform3uiv(const WebGLUniformLocation*, Vector<GLuint>&); | 71 void uniform3uiv(const WebGLUniformLocation*, Vector<GLuint>&); |
| 72 void uniform4uiv(const WebGLUniformLocation*, const FlexibleUint32ArrayView&
); |
| 69 void uniform4uiv(const WebGLUniformLocation*, Vector<GLuint>&); | 73 void uniform4uiv(const WebGLUniformLocation*, Vector<GLuint>&); |
| 70 void uniformMatrix2x3fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); | 74 void uniformMatrix2x3fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); |
| 71 void uniformMatrix2x3fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); | 75 void uniformMatrix2x3fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); |
| 72 void uniformMatrix3x2fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); | 76 void uniformMatrix3x2fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); |
| 73 void uniformMatrix3x2fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); | 77 void uniformMatrix3x2fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); |
| 74 void uniformMatrix2x4fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); | 78 void uniformMatrix2x4fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); |
| 75 void uniformMatrix2x4fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); | 79 void uniformMatrix2x4fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); |
| 76 void uniformMatrix4x2fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); | 80 void uniformMatrix4x2fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); |
| 77 void uniformMatrix4x2fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); | 81 void uniformMatrix4x2fv(const WebGLUniformLocation*, GLboolean, Vector<GLflo
at>&); |
| 78 void uniformMatrix3x4fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); | 82 void uniformMatrix3x4fv(const WebGLUniformLocation*, GLboolean, DOMFloat32Ar
ray*); |
| (...skipping 171 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 250 PersistentHeapVectorWillBeHeapVector<Member<WebGLSampler>> m_samplerUnits; | 254 PersistentHeapVectorWillBeHeapVector<Member<WebGLSampler>> m_samplerUnits; |
| 251 }; | 255 }; |
| 252 | 256 |
| 253 DEFINE_TYPE_CASTS(WebGL2RenderingContextBase, CanvasRenderingContext, context, | 257 DEFINE_TYPE_CASTS(WebGL2RenderingContextBase, CanvasRenderingContext, context, |
| 254 context->is3d() && WebGLRenderingContextBase::getWebGLVersion(context) >= 2, | 258 context->is3d() && WebGLRenderingContextBase::getWebGLVersion(context) >= 2, |
| 255 context.is3d() && WebGLRenderingContextBase::getWebGLVersion(&context) >= 2)
; | 259 context.is3d() && WebGLRenderingContextBase::getWebGLVersion(&context) >= 2)
; |
| 256 | 260 |
| 257 } // namespace blink | 261 } // namespace blink |
| 258 | 262 |
| 259 #endif | 263 #endif |
| OLD | NEW |