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Unified Diff: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl

Issue 1387743002: Fixed expando-loss.html test. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Addressed review feedback from haraken. Created 5 years, 2 months ago
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Index: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl
index ad3c1b81635569b9403c3d6d2981ed2022995a47..520650a1219ff1c06b5ef1ea3bad6fd41d035fb9 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.idl
@@ -474,12 +474,12 @@ typedef unrestricted float GLclampf;
readonly attribute GLsizei drawingBufferHeight;
void activeTexture(GLenum texture);
- void attachShader(WebGLProgram? program, WebGLShader? shader);
+ [CallWith=ScriptState] void attachShader(WebGLProgram? program, WebGLShader? shader);
void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name);
- void bindBuffer(GLenum target, WebGLBuffer? buffer);
- void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
- void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
- void bindTexture(GLenum target, WebGLTexture? texture);
+ [CallWith=ScriptState] void bindBuffer(GLenum target, WebGLBuffer? buffer);
+ [CallWith=ScriptState] void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
+ [CallWith=ScriptState] void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
+ [CallWith=ScriptState] void bindTexture(GLenum target, WebGLTexture? texture);
void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void blendEquation(GLenum mode);
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
@@ -528,7 +528,7 @@ typedef unrestricted float GLclampf;
void depthFunc(GLenum func);
void depthMask(GLboolean flag);
void depthRange(GLclampf zNear, GLclampf zFar);
- void detachShader(WebGLProgram? program, WebGLShader? shader);
+ [CallWith=ScriptState] void detachShader(WebGLProgram? program, WebGLShader? shader);
void disable(GLenum cap);
void disableVertexAttribArray(GLuint index);
void drawArrays(GLenum mode, GLint first, GLsizei count);
@@ -538,8 +538,8 @@ typedef unrestricted float GLclampf;
void enableVertexAttribArray(GLuint index);
void finish();
void flush();
- void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
- void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
+ [CallWith=ScriptState] void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
+ [CallWith=ScriptState] void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
void frontFace(GLenum mode);
void generateMipmap(GLenum target);
@@ -682,7 +682,7 @@ typedef unrestricted float GLclampf;
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, sequence<GLfloat> array);
- void useProgram(WebGLProgram? program);
+ [CallWith=ScriptState] void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram? program);
void vertexAttrib1f(GLuint indx, GLfloat x);
@@ -697,8 +697,8 @@ typedef unrestricted float GLclampf;
void vertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(GLuint indx, Float32Array values);
void vertexAttrib4fv(GLuint indx, sequence<GLfloat> values);
- void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized,
- GLsizei stride, GLintptr offset);
+ [CallWith=ScriptState] void vertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized,
+ GLsizei stride, GLintptr offset);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
};
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