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Unified Diff: Source/core/html/canvas/WebGLRenderingContext.idl

Issue 141523002: Add null-correctness checking to [StrictTypeChecking] methods (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Last test Created 6 years, 11 months ago
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Index: Source/core/html/canvas/WebGLRenderingContext.idl
diff --git a/Source/core/html/canvas/WebGLRenderingContext.idl b/Source/core/html/canvas/WebGLRenderingContext.idl
index a006bae1c532a0fe6d26836b767f324fb6131879..98fa7cf98e5b07a6275e46526c562b74a471bbb4 100644
--- a/Source/core/html/canvas/WebGLRenderingContext.idl
+++ b/Source/core/html/canvas/WebGLRenderingContext.idl
@@ -461,12 +461,12 @@ typedef /*unrestricted*/ float GLclampf;
readonly attribute GLsizei drawingBufferHeight;
[StrictTypeChecking] void activeTexture(GLenum texture);
- [StrictTypeChecking] void attachShader(WebGLProgram program, WebGLShader shader);
- [StrictTypeChecking] void bindAttribLocation(WebGLProgram program, GLuint index, DOMString name);
- [StrictTypeChecking] void bindBuffer(GLenum target, WebGLBuffer buffer);
- [StrictTypeChecking] void bindFramebuffer(GLenum target, WebGLFramebuffer framebuffer);
- [StrictTypeChecking] void bindRenderbuffer(GLenum target, WebGLRenderbuffer renderbuffer);
- [StrictTypeChecking] void bindTexture(GLenum target, WebGLTexture texture);
+ [StrictTypeChecking] void attachShader(WebGLProgram? program, WebGLShader? shader);
+ [StrictTypeChecking] void bindAttribLocation(WebGLProgram? program, GLuint index, DOMString name);
+ [StrictTypeChecking] void bindBuffer(GLenum target, WebGLBuffer? buffer);
+ [StrictTypeChecking] void bindFramebuffer(GLenum target, WebGLFramebuffer? framebuffer);
+ [StrictTypeChecking] void bindRenderbuffer(GLenum target, WebGLRenderbuffer? renderbuffer);
+ [StrictTypeChecking] void bindTexture(GLenum target, WebGLTexture? texture);
[StrictTypeChecking] void blendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
[StrictTypeChecking] void blendEquation(GLenum mode);
[StrictTypeChecking] void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
@@ -484,12 +484,12 @@ typedef /*unrestricted*/ float GLclampf;
[StrictTypeChecking] void clearDepth(GLclampf depth);
[StrictTypeChecking] void clearStencil(GLint s);
[StrictTypeChecking] void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
- [StrictTypeChecking] void compileShader(WebGLShader shader);
+ [StrictTypeChecking] void compileShader(WebGLShader? shader);
[StrictTypeChecking] void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
- GLsizei width, GLsizei height, GLint border, ArrayBufferView data);
+ GLsizei width, GLsizei height, GLint border, ArrayBufferView? data);
[StrictTypeChecking] void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLsizei width, GLsizei height, GLenum format, ArrayBufferView data);
+ GLsizei width, GLsizei height, GLenum format, ArrayBufferView? data);
[StrictTypeChecking] void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
[StrictTypeChecking] void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
@@ -503,17 +503,17 @@ typedef /*unrestricted*/ float GLclampf;
[StrictTypeChecking] void cullFace(GLenum mode);
- [StrictTypeChecking] void deleteBuffer(WebGLBuffer buffer);
- [StrictTypeChecking] void deleteFramebuffer(WebGLFramebuffer framebuffer);
- [StrictTypeChecking] void deleteProgram(WebGLProgram program);
- [StrictTypeChecking] void deleteRenderbuffer(WebGLRenderbuffer renderbuffer);
- [StrictTypeChecking] void deleteShader(WebGLShader shader);
- [StrictTypeChecking] void deleteTexture(WebGLTexture texture);
+ [StrictTypeChecking] void deleteBuffer(WebGLBuffer? buffer);
+ [StrictTypeChecking] void deleteFramebuffer(WebGLFramebuffer? framebuffer);
+ [StrictTypeChecking] void deleteProgram(WebGLProgram? program);
+ [StrictTypeChecking] void deleteRenderbuffer(WebGLRenderbuffer? renderbuffer);
+ [StrictTypeChecking] void deleteShader(WebGLShader? shader);
+ [StrictTypeChecking] void deleteTexture(WebGLTexture? texture);
[StrictTypeChecking] void depthFunc(GLenum func);
[StrictTypeChecking] void depthMask(GLboolean flag);
[StrictTypeChecking] void depthRange(GLclampf zNear, GLclampf zFar);
- [StrictTypeChecking] void detachShader(WebGLProgram program, WebGLShader shader);
+ [StrictTypeChecking] void detachShader(WebGLProgram? program, WebGLShader? shader);
[StrictTypeChecking] void disable(GLenum cap);
[StrictTypeChecking] void disableVertexAttribArray(GLuint index);
[StrictTypeChecking] void drawArrays(GLenum mode, GLint first, GLsizei count);
@@ -523,17 +523,17 @@ typedef /*unrestricted*/ float GLclampf;
[StrictTypeChecking] void enableVertexAttribArray(GLuint index);
[StrictTypeChecking] void finish();
[StrictTypeChecking] void flush();
- [StrictTypeChecking] void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer renderbuffer);
- [StrictTypeChecking] void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture texture, GLint level);
+ [StrictTypeChecking] void framebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, WebGLRenderbuffer? renderbuffer);
+ [StrictTypeChecking] void framebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, WebGLTexture? texture, GLint level);
[StrictTypeChecking] void frontFace(GLenum mode);
[StrictTypeChecking] void generateMipmap(GLenum target);
- [StrictTypeChecking] WebGLActiveInfo getActiveAttrib(WebGLProgram program, GLuint index);
- [StrictTypeChecking] WebGLActiveInfo getActiveUniform(WebGLProgram program, GLuint index);
+ [StrictTypeChecking] WebGLActiveInfo getActiveAttrib(WebGLProgram? program, GLuint index);
+ [StrictTypeChecking] WebGLActiveInfo getActiveUniform(WebGLProgram? program, GLuint index);
- [StrictTypeChecking, Custom] void getAttachedShaders(WebGLProgram program);
+ [StrictTypeChecking, Custom] void getAttachedShaders(WebGLProgram? program);
- [StrictTypeChecking] GLint getAttribLocation(WebGLProgram program, DOMString name);
+ [StrictTypeChecking] GLint getAttribLocation(WebGLProgram? program, DOMString name);
[StrictTypeChecking, Custom] any getBufferParameter(GLenum target, GLenum pname);
@@ -546,49 +546,49 @@ typedef /*unrestricted*/ float GLclampf;
[StrictTypeChecking, Custom] any getFramebufferAttachmentParameter(GLenum target, GLenum attachment, GLenum pname);
[StrictTypeChecking, Custom] any getParameter(GLenum pname);
- [StrictTypeChecking, Custom] any getProgramParameter(WebGLProgram program, GLenum pname);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getProgramInfoLog(WebGLProgram program);
+ [StrictTypeChecking, Custom] any getProgramParameter(WebGLProgram? program, GLenum pname);
+ [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getProgramInfoLog(WebGLProgram? program);
[StrictTypeChecking, Custom] any getRenderbufferParameter(GLenum target, GLenum pname);
- [StrictTypeChecking, Custom] any getShaderParameter(WebGLShader shader, GLenum pname);
+ [StrictTypeChecking, Custom] any getShaderParameter(WebGLShader? shader, GLenum pname);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderInfoLog(WebGLShader shader);
+ [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderInfoLog(WebGLShader? shader);
[StrictTypeChecking] WebGLShaderPrecisionFormat getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
- [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderSource(WebGLShader shader);
+ [StrictTypeChecking, TreatReturnedNullStringAs=Null] DOMString getShaderSource(WebGLShader? shader);
[StrictTypeChecking, Custom] sequence<DOMString> getSupportedExtensions();
[StrictTypeChecking, Custom] any getTexParameter(GLenum target, GLenum pname);
- [StrictTypeChecking, Custom] any getUniform(WebGLProgram program, WebGLUniformLocation location);
+ [StrictTypeChecking, Custom] any getUniform(WebGLProgram? program, WebGLUniformLocation location);
- [StrictTypeChecking] WebGLUniformLocation getUniformLocation(WebGLProgram program, DOMString name);
+ [StrictTypeChecking] WebGLUniformLocation getUniformLocation(WebGLProgram? program, DOMString name);
[StrictTypeChecking, Custom] any getVertexAttrib(GLuint index, GLenum pname);
[StrictTypeChecking] GLsizeiptr getVertexAttribOffset(GLuint index, GLenum pname);
[StrictTypeChecking] void hint(GLenum target, GLenum mode);
- [StrictTypeChecking] GLboolean isBuffer(WebGLBuffer buffer);
+ [StrictTypeChecking] GLboolean isBuffer(WebGLBuffer? buffer);
[StrictTypeChecking] GLboolean isContextLost();
[StrictTypeChecking] GLboolean isEnabled(GLenum cap);
- [StrictTypeChecking] GLboolean isFramebuffer(WebGLFramebuffer framebuffer);
- [StrictTypeChecking] GLboolean isProgram(WebGLProgram program);
- [StrictTypeChecking] GLboolean isRenderbuffer(WebGLRenderbuffer renderbuffer);
- [StrictTypeChecking] GLboolean isShader(WebGLShader shader);
- [StrictTypeChecking] GLboolean isTexture(WebGLTexture texture);
+ [StrictTypeChecking] GLboolean isFramebuffer(WebGLFramebuffer? framebuffer);
+ [StrictTypeChecking] GLboolean isProgram(WebGLProgram? program);
+ [StrictTypeChecking] GLboolean isRenderbuffer(WebGLRenderbuffer? renderbuffer);
+ [StrictTypeChecking] GLboolean isShader(WebGLShader? shader);
+ [StrictTypeChecking] GLboolean isTexture(WebGLTexture? texture);
[StrictTypeChecking] void lineWidth(GLfloat width);
- [StrictTypeChecking] void linkProgram(WebGLProgram program);
+ [StrictTypeChecking] void linkProgram(WebGLProgram? program);
[StrictTypeChecking] void pixelStorei(GLenum pname, GLint param);
[StrictTypeChecking] void polygonOffset(GLfloat factor, GLfloat units);
- [StrictTypeChecking] void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView pixels);
+ [StrictTypeChecking] void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView? pixels);
[StrictTypeChecking] void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
[StrictTypeChecking] void sampleCoverage(GLclampf value, GLboolean invert);
[StrictTypeChecking] void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
- [StrictTypeChecking] void shaderSource(WebGLShader shader, DOMString string);
+ [StrictTypeChecking] void shaderSource(WebGLShader? shader, DOMString string);
[StrictTypeChecking] void stencilFunc(GLenum func, GLint ref, GLuint mask);
[StrictTypeChecking] void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
[StrictTypeChecking] void stencilMask(GLuint mask);
@@ -623,29 +623,29 @@ typedef /*unrestricted*/ float GLclampf;
[StrictTypeChecking, RaisesException] void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, HTMLVideoElement? video);
- [StrictTypeChecking] void uniform1f(WebGLUniformLocation location, GLfloat x);
- [StrictTypeChecking, Custom] void uniform1fv(WebGLUniformLocation location, Float32Array v);
- [StrictTypeChecking] void uniform1i(WebGLUniformLocation location, GLint x);
- [StrictTypeChecking, Custom] void uniform1iv(WebGLUniformLocation location, Int32Array v);
- [StrictTypeChecking] void uniform2f(WebGLUniformLocation location, GLfloat x, GLfloat y);
- [StrictTypeChecking, Custom] void uniform2fv(WebGLUniformLocation location, Float32Array v);
- [StrictTypeChecking] void uniform2i(WebGLUniformLocation location, GLint x, GLint y);
- [StrictTypeChecking, Custom] void uniform2iv(WebGLUniformLocation location, Int32Array v);
- [StrictTypeChecking] void uniform3f(WebGLUniformLocation location, GLfloat x, GLfloat y, GLfloat z);
- [StrictTypeChecking, Custom] void uniform3fv(WebGLUniformLocation location, Float32Array v);
- [StrictTypeChecking] void uniform3i(WebGLUniformLocation location, GLint x, GLint y, GLint z);
- [StrictTypeChecking, Custom] void uniform3iv(WebGLUniformLocation location, Int32Array v);
- [StrictTypeChecking] void uniform4f(WebGLUniformLocation location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- [StrictTypeChecking, Custom] void uniform4fv(WebGLUniformLocation location, Float32Array v);
- [StrictTypeChecking] void uniform4i(WebGLUniformLocation location, GLint x, GLint y, GLint z, GLint w);
- [StrictTypeChecking, Custom] void uniform4iv(WebGLUniformLocation location, Int32Array v);
-
- [StrictTypeChecking, Custom] void uniformMatrix2fv(WebGLUniformLocation location, GLboolean transpose, Float32Array array);
- [StrictTypeChecking, Custom] void uniformMatrix3fv(WebGLUniformLocation location, GLboolean transpose, Float32Array array);
- [StrictTypeChecking, Custom] void uniformMatrix4fv(WebGLUniformLocation location, GLboolean transpose, Float32Array array);
-
- [StrictTypeChecking] void useProgram(WebGLProgram program);
- [StrictTypeChecking] void validateProgram(WebGLProgram program);
+ [StrictTypeChecking] void uniform1f(WebGLUniformLocation? location, GLfloat x);
+ [StrictTypeChecking, Custom] void uniform1fv(WebGLUniformLocation? location, Float32Array v);
+ [StrictTypeChecking] void uniform1i(WebGLUniformLocation? location, GLint x);
+ [StrictTypeChecking, Custom] void uniform1iv(WebGLUniformLocation? location, Int32Array v);
+ [StrictTypeChecking] void uniform2f(WebGLUniformLocation? location, GLfloat x, GLfloat y);
+ [StrictTypeChecking, Custom] void uniform2fv(WebGLUniformLocation? location, Float32Array v);
+ [StrictTypeChecking] void uniform2i(WebGLUniformLocation? location, GLint x, GLint y);
+ [StrictTypeChecking, Custom] void uniform2iv(WebGLUniformLocation? location, Int32Array v);
+ [StrictTypeChecking] void uniform3f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z);
+ [StrictTypeChecking, Custom] void uniform3fv(WebGLUniformLocation? location, Float32Array v);
+ [StrictTypeChecking] void uniform3i(WebGLUniformLocation? location, GLint x, GLint y, GLint z);
+ [StrictTypeChecking, Custom] void uniform3iv(WebGLUniformLocation? location, Int32Array v);
+ [StrictTypeChecking] void uniform4f(WebGLUniformLocation? location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ [StrictTypeChecking, Custom] void uniform4fv(WebGLUniformLocation? location, Float32Array v);
+ [StrictTypeChecking] void uniform4i(WebGLUniformLocation? location, GLint x, GLint y, GLint z, GLint w);
+ [StrictTypeChecking, Custom] void uniform4iv(WebGLUniformLocation? location, Int32Array v);
+
+ [StrictTypeChecking, Custom] void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+ [StrictTypeChecking, Custom] void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+ [StrictTypeChecking, Custom] void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32Array array);
+
+ [StrictTypeChecking] void useProgram(WebGLProgram? program);
+ [StrictTypeChecking] void validateProgram(WebGLProgram? program);
[StrictTypeChecking] void vertexAttrib1f(GLuint indx, GLfloat x);
[StrictTypeChecking, Custom] void vertexAttrib1fv(GLuint indx, Float32Array values);
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