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Unified Diff: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp

Issue 2389203002: reflow comments in modules/webgl (Closed)
Patch Set: Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
diff --git a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
index 318f736275a6bf75ab5f87817a84479e61da748a..5ee321dd48e65bd1b36e64d371f32184cd702e81 100644
--- a/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
+++ b/third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.cpp
@@ -473,8 +473,9 @@ void WebGL2RenderingContextBase::framebufferTextureLayer(GLenum target,
objectOrZero(texture), level, layer);
}
if (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.
+ // 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.
framebufferBinding->setAttachmentForBoundFramebuffer(
target, GL_DEPTH_ATTACHMENT, textarget, texture, level, layer);
framebufferBinding->setAttachmentForBoundFramebuffer(
@@ -505,7 +506,8 @@ ScriptValue WebGL2RenderingContextBase::getInternalformatParameter(
// though GL_RGB and GL_RGBA are color-renderable.
case GL_RGB:
case GL_RGBA:
- // Multisampling is not supported for signed and unsigned integer internal formats.
+ // Multisampling is not supported for signed and unsigned integer internal
+ // formats.
case GL_R8UI:
case GL_R8I:
case GL_R16UI:
@@ -597,8 +599,8 @@ bool WebGL2RenderingContextBase::checkAndTranslateAttachments(
WebGLFramebuffer* framebufferBinding = getFramebufferBinding(target);
ASSERT(framebufferBinding || drawingBuffer());
if (!framebufferBinding) {
- // For the default framebuffer
- // Translate GL_COLOR/GL_DEPTH/GL_STENCIL, because the default framebuffer of WebGL is not fb 0, it is an internal fbo
+ // For the default framebuffer, translate GL_COLOR/GL_DEPTH/GL_STENCIL.
+ // The default framebuffer of WebGL is not fb 0, it is an internal fbo.
for (size_t i = 0; i < attachments.size(); ++i) {
switch (attachments[i]) {
case GL_COLOR:
@@ -806,8 +808,9 @@ void WebGL2RenderingContextBase::readPixels(GLint x,
}
long long size = buffer->getSize() - offset;
- // If size is negative, or size is not large enough to store pixels, those cases
- // are handled by validateReadPixelsFuncParameters to generate INVALID_OPERATION.
+ // If size is negative, or size is not large enough to store pixels, those
+ // cases are handled by validateReadPixelsFuncParameters to generate
+ // INVALID_OPERATION.
if (!validateReadPixelsFuncParameters(width, height, format, type, nullptr,
size))
return;
@@ -2354,7 +2357,8 @@ void WebGL2RenderingContextBase::drawBuffers(const Vector<GLenum>& buffers) {
synthesizeGLError(GL_INVALID_OPERATION, "drawBuffers", "BACK or NONE");
return;
}
- // Because the backbuffer is simulated on all current WebKit ports, we need to change BACK to COLOR_ATTACHMENT0.
+ // Because the backbuffer is simulated on all current WebKit ports, we need
+ // to change BACK to COLOR_ATTACHMENT0.
GLenum value = (bufs[0] == GL_BACK) ? GL_COLOR_ATTACHMENT0 : GL_NONE;
contextGL()->DrawBuffersEXT(1, &value);
setBackDrawBuffer(bufs[0]);
@@ -4135,7 +4139,8 @@ ScriptValue WebGL2RenderingContextBase::getFramebufferAttachmentParameter(
// Default framebuffer (an internal fbo)
if (!framebufferBinding) {
- // We can use creationAttributes() because in WebGL 2, they are required to be honored.
+ // We can use creationAttributes() because in WebGL 2, they are required to
+ // be honored.
bool hasDepth = creationAttributes().depth();
bool hasStencil = creationAttributes().stencil();
bool hasAlpha = creationAttributes().alpha();

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