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Side by Side Diff: third_party/WebKit/Source/modules/webgl/WebGL2RenderingContextBase.h

Issue 2707243006: [SharedArrayBuffer] Prevent SharedArrayBuffer being used in Web APIs (Closed)
Patch Set: Created 3 years, 9 months ago
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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"
(...skipping 690 matching lines...) Expand 10 before | Expand all | Expand 10 after
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.
(...skipping 26 matching lines...) Expand all
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);
(...skipping 270 matching lines...) Expand 10 before | Expand all | Expand 10 after
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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