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Unified Diff: Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp

Issue 606653006: bindings: Adds DOMArrayBuffer, etc. as thin wrappers for ArrayBuffer, etc. (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Synced. Created 6 years, 2 months ago
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Index: Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp
diff --git a/Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp b/Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp
index 0b61b748235113238cac6f02e7a984fd63cb0452..68bdb8d3a68e49a9d6785133cd58303ef4925fd0 100644
--- a/Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp
+++ b/Source/bindings/core/v8/custom/V8WebGLRenderingContextCustom.cpp
@@ -33,16 +33,19 @@
#include "bindings/core/v8/ExceptionMessages.h"
#include "bindings/core/v8/V8ANGLEInstancedArrays.h"
+#include "bindings/core/v8/V8ArrayBufferView.h"
#include "bindings/core/v8/V8Binding.h"
#include "bindings/core/v8/V8EXTBlendMinMax.h"
#include "bindings/core/v8/V8EXTFragDepth.h"
#include "bindings/core/v8/V8EXTShaderTextureLOD.h"
#include "bindings/core/v8/V8EXTTextureFilterAnisotropic.h"
+#include "bindings/core/v8/V8Float32Array.h"
#include "bindings/core/v8/V8HTMLCanvasElement.h"
#include "bindings/core/v8/V8HTMLImageElement.h"
#include "bindings/core/v8/V8HTMLVideoElement.h"
#include "bindings/core/v8/V8HiddenValue.h"
#include "bindings/core/v8/V8ImageData.h"
+#include "bindings/core/v8/V8Int32Array.h"
#include "bindings/core/v8/V8OESElementIndexUint.h"
#include "bindings/core/v8/V8OESStandardDerivatives.h"
#include "bindings/core/v8/V8OESTextureFloat.h"
@@ -50,6 +53,8 @@
#include "bindings/core/v8/V8OESTextureHalfFloat.h"
#include "bindings/core/v8/V8OESTextureHalfFloatLinear.h"
#include "bindings/core/v8/V8OESVertexArrayObject.h"
+#include "bindings/core/v8/V8Uint32Array.h"
+#include "bindings/core/v8/V8Uint8Array.h"
#include "bindings/core/v8/V8WebGLBuffer.h"
#include "bindings/core/v8/V8WebGLCompressedTextureATC.h"
#include "bindings/core/v8/V8WebGLCompressedTextureETC1.h"
@@ -67,19 +72,9 @@
#include "bindings/core/v8/V8WebGLTexture.h"
#include "bindings/core/v8/V8WebGLUniformLocation.h"
#include "bindings/core/v8/V8WebGLVertexArrayObjectOES.h"
-#include "bindings/core/v8/custom/V8ArrayBufferViewCustom.h"
-#include "bindings/core/v8/custom/V8Float32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int16ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int8ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint16ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint8ArrayCustom.h"
#include "core/dom/ExceptionCode.h"
#include "core/html/canvas/WebGLRenderingContext.h"
#include "platform/NotImplemented.h"
-#include "wtf/FastMalloc.h"
-#include <limits>
namespace blink {
@@ -513,7 +508,7 @@ static void vertexAttribAndUniformHelperf(const v8::FunctionCallbackInfo<v8::Val
const int indexArrayArgument = 1;
if (V8Float32Array::hasInstance(info[indexArrayArgument], info.GetIsolate())) {
- Float32Array* array = V8Float32Array::toImpl(info[indexArrayArgument]->ToObject());
+ DOMFloat32Array* array = V8Float32Array::toImpl(info[indexArrayArgument]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, array); break;
@@ -584,7 +579,7 @@ static void uniformHelperi(const v8::FunctionCallbackInfo<v8::Value>& info, Func
const int indexArrayArgumentIndex = 1;
if (V8Int32Array::hasInstance(info[indexArrayArgumentIndex], info.GetIsolate())) {
- Int32Array* array = V8Int32Array::toImpl(info[indexArrayArgumentIndex]->ToObject());
+ DOMInt32Array* array = V8Int32Array::toImpl(info[indexArrayArgumentIndex]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, array); break;
@@ -696,7 +691,7 @@ static void uniformMatrixHelper(const v8::FunctionCallbackInfo<v8::Value>& info,
bool transpose = info[1]->BooleanValue();
const int arrayArgumentIndex = 2;
if (V8Float32Array::hasInstance(info[arrayArgumentIndex], info.GetIsolate())) {
- Float32Array* array = V8Float32Array::toImpl(info[arrayArgumentIndex]->ToObject());
+ DOMFloat32Array* array = V8Float32Array::toImpl(info[arrayArgumentIndex]->ToObject());
ASSERT(array);
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, array); break;
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