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1 // Copyright 2015 The Chromium Authors. All rights reserved. | 1 // Copyright 2015 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef WebGL2RenderingContextBase_h | 5 #ifndef WebGL2RenderingContextBase_h |
6 #define WebGL2RenderingContextBase_h | 6 #define WebGL2RenderingContextBase_h |
7 | 7 |
8 #include "bindings/core/v8/TraceWrapperMember.h" | 8 #include "bindings/core/v8/TraceWrapperMember.h" |
9 #include "modules/webgl/WebGLExtension.h" | 9 #include "modules/webgl/WebGLExtension.h" |
10 #include "modules/webgl/WebGLRenderingContextBase.h" | 10 #include "modules/webgl/WebGLRenderingContextBase.h" |
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701 DOMFloat32Array*, | 701 DOMFloat32Array*, |
702 GLuint, | 702 GLuint, |
703 GLuint); | 703 GLuint); |
704 void uniformMatrix4fv(const WebGLUniformLocation*, | 704 void uniformMatrix4fv(const WebGLUniformLocation*, |
705 GLboolean, | 705 GLboolean, |
706 Vector<GLfloat>&, | 706 Vector<GLfloat>&, |
707 GLuint, | 707 GLuint, |
708 GLuint); | 708 GLuint); |
709 void uniformMatrix2x3fv(const WebGLUniformLocation*, | 709 void uniformMatrix2x3fv(const WebGLUniformLocation*, |
710 GLboolean, | 710 GLboolean, |
711 DOMFloat32Array*, | 711 const MaybeShared<DOMFloat32Array>&, |
712 GLuint, | 712 GLuint, |
713 GLuint); | 713 GLuint); |
714 void uniformMatrix2x3fv(const WebGLUniformLocation*, | 714 void uniformMatrix2x3fv(const WebGLUniformLocation*, |
715 GLboolean, | 715 GLboolean, |
716 Vector<GLfloat>&, | 716 Vector<GLfloat>&, |
717 GLuint, | 717 GLuint, |
718 GLuint); | 718 GLuint); |
719 void uniformMatrix3x2fv(const WebGLUniformLocation*, | 719 void uniformMatrix3x2fv(const WebGLUniformLocation*, |
720 GLboolean, | 720 GLboolean, |
721 DOMFloat32Array*, | 721 const MaybeShared<DOMFloat32Array>&, |
722 GLuint, | 722 GLuint, |
723 GLuint); | 723 GLuint); |
724 void uniformMatrix3x2fv(const WebGLUniformLocation*, | 724 void uniformMatrix3x2fv(const WebGLUniformLocation*, |
725 GLboolean, | 725 GLboolean, |
726 Vector<GLfloat>&, | 726 Vector<GLfloat>&, |
727 GLuint, | 727 GLuint, |
728 GLuint); | 728 GLuint); |
729 void uniformMatrix2x4fv(const WebGLUniformLocation*, | 729 void uniformMatrix2x4fv(const WebGLUniformLocation*, |
730 GLboolean, | 730 GLboolean, |
731 DOMFloat32Array*, | 731 const MaybeShared<DOMFloat32Array>&, |
732 GLuint, | 732 GLuint, |
733 GLuint); | 733 GLuint); |
734 void uniformMatrix2x4fv(const WebGLUniformLocation*, | 734 void uniformMatrix2x4fv(const WebGLUniformLocation*, |
735 GLboolean, | 735 GLboolean, |
736 Vector<GLfloat>&, | 736 Vector<GLfloat>&, |
737 GLuint, | 737 GLuint, |
738 GLuint); | 738 GLuint); |
739 void uniformMatrix4x2fv(const WebGLUniformLocation*, | 739 void uniformMatrix4x2fv(const WebGLUniformLocation*, |
740 GLboolean, | 740 GLboolean, |
741 DOMFloat32Array*, | 741 const MaybeShared<DOMFloat32Array>&, |
742 GLuint, | 742 GLuint, |
743 GLuint); | 743 GLuint); |
744 void uniformMatrix4x2fv(const WebGLUniformLocation*, | 744 void uniformMatrix4x2fv(const WebGLUniformLocation*, |
745 GLboolean, | 745 GLboolean, |
746 Vector<GLfloat>&, | 746 Vector<GLfloat>&, |
747 GLuint, | 747 GLuint, |
748 GLuint); | 748 GLuint); |
749 void uniformMatrix3x4fv(const WebGLUniformLocation*, | 749 void uniformMatrix3x4fv(const WebGLUniformLocation*, |
750 GLboolean, | 750 GLboolean, |
751 DOMFloat32Array*, | 751 const MaybeShared<DOMFloat32Array>&, |
752 GLuint, | 752 GLuint, |
753 GLuint); | 753 GLuint); |
754 void uniformMatrix3x4fv(const WebGLUniformLocation*, | 754 void uniformMatrix3x4fv(const WebGLUniformLocation*, |
755 GLboolean, | 755 GLboolean, |
756 Vector<GLfloat>&, | 756 Vector<GLfloat>&, |
757 GLuint, | 757 GLuint, |
758 GLuint); | 758 GLuint); |
759 void uniformMatrix4x3fv(const WebGLUniformLocation*, | 759 void uniformMatrix4x3fv(const WebGLUniformLocation*, |
760 GLboolean, | 760 GLboolean, |
761 DOMFloat32Array*, | 761 const MaybeShared<DOMFloat32Array>&, |
762 GLuint, | 762 GLuint, |
763 GLuint); | 763 GLuint); |
764 void uniformMatrix4x3fv(const WebGLUniformLocation*, | 764 void uniformMatrix4x3fv(const WebGLUniformLocation*, |
765 GLboolean, | 765 GLboolean, |
766 Vector<GLfloat>&, | 766 Vector<GLfloat>&, |
767 GLuint, | 767 GLuint, |
768 GLuint); | 768 GLuint); |
769 // Have to re-declare/re-define the following uniform*() | 769 // Have to re-declare/re-define the following uniform*() |
770 // functions from the base class. This is because the above | 770 // functions from the base class. This is because the above |
771 // uniform*() hide the name from base class. | 771 // uniform*() hide the name from base class. |
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798 GLboolean transpose, | 798 GLboolean transpose, |
799 Vector<GLfloat>& value); | 799 Vector<GLfloat>& value); |
800 void uniformMatrix4fv(const WebGLUniformLocation*, | 800 void uniformMatrix4fv(const WebGLUniformLocation*, |
801 GLboolean transpose, | 801 GLboolean transpose, |
802 DOMFloat32Array* value); | 802 DOMFloat32Array* value); |
803 void uniformMatrix4fv(const WebGLUniformLocation*, | 803 void uniformMatrix4fv(const WebGLUniformLocation*, |
804 GLboolean transpose, | 804 GLboolean transpose, |
805 Vector<GLfloat>& value); | 805 Vector<GLfloat>& value); |
806 | 806 |
807 void vertexAttribI4i(GLuint, GLint, GLint, GLint, GLint); | 807 void vertexAttribI4i(GLuint, GLint, GLint, GLint, GLint); |
808 void vertexAttribI4iv(GLuint, const DOMInt32Array*); | 808 void vertexAttribI4iv(GLuint, const MaybeShared<const DOMInt32Array>&); |
809 void vertexAttribI4iv(GLuint, const Vector<GLint>&); | 809 void vertexAttribI4iv(GLuint, const Vector<GLint>&); |
810 void vertexAttribI4ui(GLuint, GLuint, GLuint, GLuint, GLuint); | 810 void vertexAttribI4ui(GLuint, GLuint, GLuint, GLuint, GLuint); |
811 void vertexAttribI4uiv(GLuint, const DOMUint32Array*); | 811 void vertexAttribI4uiv(GLuint, const MaybeShared<const DOMUint32Array>&); |
812 void vertexAttribI4uiv(GLuint, const Vector<GLuint>&); | 812 void vertexAttribI4uiv(GLuint, const Vector<GLuint>&); |
813 void vertexAttribIPointer(GLuint index, | 813 void vertexAttribIPointer(GLuint index, |
814 GLint size, | 814 GLint size, |
815 GLenum type, | 815 GLenum type, |
816 GLsizei stride, | 816 GLsizei stride, |
817 long long offset); | 817 long long offset); |
818 | 818 |
819 /* Writing to the drawing buffer */ | 819 /* Writing to the drawing buffer */ |
820 void vertexAttribDivisor(GLuint, GLuint); | 820 void vertexAttribDivisor(GLuint, GLuint); |
821 void drawArraysInstanced(GLenum, GLint, GLsizei, GLsizei); | 821 void drawArraysInstanced(GLenum, GLint, GLsizei, GLsizei); |
822 void drawElementsInstanced(GLenum, GLsizei, GLenum, long long, GLsizei); | 822 void drawElementsInstanced(GLenum, GLsizei, GLenum, long long, GLsizei); |
823 void drawRangeElements(GLenum mode, | 823 void drawRangeElements(GLenum mode, |
824 GLuint start, | 824 GLuint start, |
825 GLuint end, | 825 GLuint end, |
826 GLsizei count, | 826 GLsizei count, |
827 GLenum type, | 827 GLenum type, |
828 long long offset); | 828 long long offset); |
829 | 829 |
830 /* Multiple Render Targets */ | 830 /* Multiple Render Targets */ |
831 void drawBuffers(const Vector<GLenum>&); | 831 void drawBuffers(const Vector<GLenum>&); |
832 void clearBufferiv(GLenum, GLint, DOMInt32Array*); | 832 void clearBufferiv(GLenum, GLint, const MaybeShared<DOMInt32Array>&); |
833 void clearBufferiv(GLenum, GLint, const Vector<GLint>&); | 833 void clearBufferiv(GLenum, GLint, const Vector<GLint>&); |
834 void clearBufferuiv(GLenum, GLint, DOMUint32Array*); | 834 void clearBufferuiv(GLenum, GLint, const MaybeShared<DOMUint32Array>&); |
835 void clearBufferuiv(GLenum, GLint, const Vector<GLuint>&); | 835 void clearBufferuiv(GLenum, GLint, const Vector<GLuint>&); |
836 void clearBufferfv(GLenum, GLint, DOMFloat32Array*); | 836 void clearBufferfv(GLenum, GLint, const MaybeShared<DOMFloat32Array>&); |
837 void clearBufferfv(GLenum, GLint, const Vector<GLfloat>&); | 837 void clearBufferfv(GLenum, GLint, const Vector<GLfloat>&); |
838 void clearBufferfi(GLenum, GLint, GLfloat, GLint); | 838 void clearBufferfi(GLenum, GLint, GLfloat, GLint); |
839 | 839 |
840 /* Query Objects */ | 840 /* Query Objects */ |
841 WebGLQuery* createQuery(); | 841 WebGLQuery* createQuery(); |
842 void deleteQuery(WebGLQuery*); | 842 void deleteQuery(WebGLQuery*); |
843 GLboolean isQuery(WebGLQuery*); | 843 GLboolean isQuery(WebGLQuery*); |
844 void beginQuery(GLenum, WebGLQuery*); | 844 void beginQuery(GLenum, WebGLQuery*); |
845 void endQuery(GLenum); | 845 void endQuery(GLenum); |
846 ScriptValue getQuery(ScriptState*, GLenum, GLenum); | 846 ScriptValue getQuery(ScriptState*, GLenum, GLenum); |
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1117 context, | 1117 context, |
1118 context->is3d() && | 1118 context->is3d() && |
1119 WebGLRenderingContextBase::getWebGLVersion(context) >= 2, | 1119 WebGLRenderingContextBase::getWebGLVersion(context) >= 2, |
1120 context.is3d() && | 1120 context.is3d() && |
1121 WebGLRenderingContextBase::getWebGLVersion(&context) >= | 1121 WebGLRenderingContextBase::getWebGLVersion(&context) >= |
1122 2); | 1122 2); |
1123 | 1123 |
1124 } // namespace blink | 1124 } // namespace blink |
1125 | 1125 |
1126 #endif | 1126 #endif |
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