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

Issue 1950763002: Remove abstractions around GLuint and GL constants. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 8 months ago
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Index: third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
diff --git a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
index 26f07ba35e335d19dcc1d2cb2c91b643b4066e83..cb9d338727ac3357a06a8a9e048613c196368e60 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGLRenderingContextBase.cpp
@@ -2196,7 +2196,7 @@ void WebGLRenderingContextBase::framebufferRenderbuffer(ScriptState* scriptState
synthesizeGLError(GL_INVALID_OPERATION, "framebufferRenderbuffer", "no framebuffer bound");
return;
}
- Platform3DObject bufferObject = objectOrZero(buffer);
+ GLuint bufferObject = objectOrZero(buffer);
if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
// On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT.
// We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2.
@@ -2230,7 +2230,7 @@ void WebGLRenderingContextBase::framebufferTexture2D(ScriptState* scriptState, G
synthesizeGLError(GL_INVALID_OPERATION, "framebufferTexture2D", "no framebuffer bound");
return;
}
- Platform3DObject textureObject = objectOrZero(texture);
+ GLuint textureObject = objectOrZero(texture);
if (isWebGL2OrHigher() && attachment == GL_DEPTH_STENCIL_ATTACHMENT) {
// On ES3, DEPTH_STENCIL_ATTACHMENT is like an alias for DEPTH_ATTACHMENT + STENCIL_ATTACHMENT.
// We divide it here so in WebGLFramebuffer, we don't have to handle DEPTH_STENCIL_ATTACHMENT in WebGL 2.
@@ -4025,7 +4025,7 @@ void WebGLRenderingContextBase::texImageCanvasByGPU(TexImageByGPUType functionTy
{
ScopedTexture2DRestorer restorer(this);
- Platform3DObject targetTexture = texture->object();
+ GLuint targetTexture = texture->object();
GLenum targetType = type;
GLenum targetInternalformat = internalformat;
GLint targetLevel = level;

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