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Side by Side Diff: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h

Issue 1379863003: Added overloads of uniform[1234]uiv taking Uint32Array to match spec. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixed typo causing crashes in uniform API tests. Created 5 years, 2 months ago
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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
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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*);
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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
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