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1 /* | 1 /* |
2 * Copyright (C) 2009 Apple Inc. All rights reserved. | 2 * Copyright (C) 2009 Apple Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions | 5 * modification, are permitted provided that the following conditions |
6 * are met: | 6 * are met: |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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337 bool validateIndexArrayConservative(GC3Denum type, int& numElementsRequired)
; | 337 bool validateIndexArrayConservative(GC3Denum type, int& numElementsRequired)
; |
338 | 338 |
339 // Precise but slow index validation -- only done if conservative checks fai
l | 339 // Precise but slow index validation -- only done if conservative checks fai
l |
340 bool validateIndexArrayPrecise(GC3Dsizei count, GC3Denum type, GC3Dintptr of
fset, int& numElementsRequired); | 340 bool validateIndexArrayPrecise(GC3Dsizei count, GC3Denum type, GC3Dintptr of
fset, int& numElementsRequired); |
341 // If numElements <= 0, we only check if each enabled vertex attribute is bo
und to a buffer. | 341 // If numElements <= 0, we only check if each enabled vertex attribute is bo
und to a buffer. |
342 bool validateRenderingState(int numElements); | 342 bool validateRenderingState(int numElements); |
343 | 343 |
344 bool validateWebGLObject(WebGLObject*); | 344 bool validateWebGLObject(WebGLObject*); |
345 | 345 |
346 #if ENABLE(VIDEO) | 346 #if ENABLE(VIDEO) |
347 PassRefPtr<Image> videoFrameToImage(HTMLVideoElement*); | 347 PassRefPtr<Image> videoFrameToImage(HTMLVideoElement*, ExceptionCode&); |
348 #endif | 348 #endif |
349 | 349 |
350 RefPtr<GraphicsContext3D> m_context; | 350 RefPtr<GraphicsContext3D> m_context; |
351 | 351 |
352 class WebGLRenderingContextRestoreTimer : public TimerBase { | 352 class WebGLRenderingContextRestoreTimer : public TimerBase { |
353 public: | 353 public: |
354 WebGLRenderingContextRestoreTimer(WebGLRenderingContext* context) : m_co
ntext(context) { } | 354 WebGLRenderingContextRestoreTimer(WebGLRenderingContext* context) : m_co
ntext(context) { } |
355 private: | 355 private: |
356 virtual void fired(); | 356 virtual void fired(); |
357 WebGLRenderingContext* m_context; | 357 WebGLRenderingContext* m_context; |
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608 void initVertexAttrib0(); | 608 void initVertexAttrib0(); |
609 bool simulateVertexAttrib0(GC3Dsizei numVertex); | 609 bool simulateVertexAttrib0(GC3Dsizei numVertex); |
610 void restoreStatesAfterVertexAttrib0Simulation(); | 610 void restoreStatesAfterVertexAttrib0Simulation(); |
611 | 611 |
612 friend class WebGLStateRestorer; | 612 friend class WebGLStateRestorer; |
613 }; | 613 }; |
614 | 614 |
615 } // namespace WebCore | 615 } // namespace WebCore |
616 | 616 |
617 #endif | 617 #endif |
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