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

Issue 365653002: Oilpan: move 2D Canvas and WebGL objects to the heap. (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Complete VectorTraits<> specialization for VertexAttribState Created 6 years, 6 months ago
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Index: Source/core/html/canvas/WebGLRenderingContext.h
diff --git a/Source/core/html/canvas/WebGLRenderingContext.h b/Source/core/html/canvas/WebGLRenderingContext.h
index ab5d1369344cb17a9c1ce96dd50e349c951d2057..404076f731f8865973a04f868af870c9be027276 100644
--- a/Source/core/html/canvas/WebGLRenderingContext.h
+++ b/Source/core/html/canvas/WebGLRenderingContext.h
@@ -40,31 +40,33 @@ public:
virtual String contextName() const OVERRIDE { return "WebGLRenderingContext"; }
virtual void registerContextExtensions() OVERRIDE;
+ virtual void trace(Visitor*) OVERRIDE;
+
private:
WebGLRenderingContext(HTMLCanvasElement*, PassOwnPtr<blink::WebGraphicsContext3D>, WebGLContextAttributes*);
// Enabled extension objects.
- RefPtr<ANGLEInstancedArrays> m_angleInstancedArrays;
- RefPtr<EXTBlendMinMax> m_extBlendMinMax;
- RefPtr<EXTFragDepth> m_extFragDepth;
- RefPtr<EXTShaderTextureLOD> m_extShaderTextureLOD;
- RefPtr<EXTTextureFilterAnisotropic> m_extTextureFilterAnisotropic;
- RefPtr<OESTextureFloat> m_oesTextureFloat;
- RefPtr<OESTextureFloatLinear> m_oesTextureFloatLinear;
- RefPtr<OESTextureHalfFloat> m_oesTextureHalfFloat;
- RefPtr<OESTextureHalfFloatLinear> m_oesTextureHalfFloatLinear;
- RefPtr<OESStandardDerivatives> m_oesStandardDerivatives;
- RefPtr<OESVertexArrayObject> m_oesVertexArrayObject;
- RefPtr<OESElementIndexUint> m_oesElementIndexUint;
- RefPtr<WebGLLoseContext> m_webglLoseContext;
- RefPtr<WebGLDebugRendererInfo> m_webglDebugRendererInfo;
- RefPtr<WebGLDebugShaders> m_webglDebugShaders;
- RefPtr<WebGLDrawBuffers> m_webglDrawBuffers;
- RefPtr<WebGLCompressedTextureATC> m_webglCompressedTextureATC;
- RefPtr<WebGLCompressedTextureETC1> m_webglCompressedTextureETC1;
- RefPtr<WebGLCompressedTexturePVRTC> m_webglCompressedTexturePVRTC;
- RefPtr<WebGLCompressedTextureS3TC> m_webglCompressedTextureS3TC;
- RefPtr<WebGLDepthTexture> m_webglDepthTexture;
+ RefPtrWillBeMember<ANGLEInstancedArrays> m_angleInstancedArrays;
+ RefPtrWillBeMember<EXTBlendMinMax> m_extBlendMinMax;
+ RefPtrWillBeMember<EXTFragDepth> m_extFragDepth;
+ RefPtrWillBeMember<EXTShaderTextureLOD> m_extShaderTextureLOD;
+ RefPtrWillBeMember<EXTTextureFilterAnisotropic> m_extTextureFilterAnisotropic;
+ RefPtrWillBeMember<OESTextureFloat> m_oesTextureFloat;
+ RefPtrWillBeMember<OESTextureFloatLinear> m_oesTextureFloatLinear;
+ RefPtrWillBeMember<OESTextureHalfFloat> m_oesTextureHalfFloat;
+ RefPtrWillBeMember<OESTextureHalfFloatLinear> m_oesTextureHalfFloatLinear;
+ RefPtrWillBeMember<OESStandardDerivatives> m_oesStandardDerivatives;
+ RefPtrWillBeMember<OESVertexArrayObject> m_oesVertexArrayObject;
+ RefPtrWillBeMember<OESElementIndexUint> m_oesElementIndexUint;
+ RefPtrWillBeMember<WebGLLoseContext> m_webglLoseContext;
+ RefPtrWillBeMember<WebGLDebugRendererInfo> m_webglDebugRendererInfo;
+ RefPtrWillBeMember<WebGLDebugShaders> m_webglDebugShaders;
+ RefPtrWillBeMember<WebGLDrawBuffers> m_webglDrawBuffers;
+ RefPtrWillBeMember<WebGLCompressedTextureATC> m_webglCompressedTextureATC;
+ RefPtrWillBeMember<WebGLCompressedTextureETC1> m_webglCompressedTextureETC1;
+ RefPtrWillBeMember<WebGLCompressedTexturePVRTC> m_webglCompressedTexturePVRTC;
+ RefPtrWillBeMember<WebGLCompressedTextureS3TC> m_webglCompressedTextureS3TC;
+ RefPtrWillBeMember<WebGLDepthTexture> m_webglDepthTexture;
};
DEFINE_TYPE_CASTS(WebGLRenderingContext, CanvasRenderingContext, context,

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