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

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/core/html/canvas/WebGLRenderingContextBase.h
diff --git a/Source/core/html/canvas/WebGLRenderingContextBase.h b/Source/core/html/canvas/WebGLRenderingContextBase.h
index b4b47c49eacb7c1007219b5b6b7d6f82741105fe..b053c63b9f56a42b85e8da7fc2df55d36dd35598 100644
--- a/Source/core/html/canvas/WebGLRenderingContextBase.h
+++ b/Source/core/html/canvas/WebGLRenderingContextBase.h
@@ -28,6 +28,7 @@
#include "bindings/core/v8/Nullable.h"
#include "core/dom/ActiveDOMObject.h"
+#include "core/dom/DOMTypedArray.h"
#include "core/html/canvas/CanvasRenderingContext.h"
#include "core/html/canvas/WebGLExtensionName.h"
#include "core/html/canvas/WebGLGetInfo.h"
@@ -40,8 +41,6 @@
#include "platform/graphics/gpu/Extensions3DUtil.h"
#include "platform/graphics/gpu/WebGLImageConversion.h"
#include "public/platform/WebGraphicsContext3D.h"
-#include "wtf/Float32Array.h"
-#include "wtf/Int32Array.h"
#include "wtf/OwnPtr.h"
#include "wtf/text/WTFString.h"
@@ -127,10 +126,10 @@ public:
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void bufferData(GLenum target, long long size, GLenum usage);
- void bufferData(GLenum target, ArrayBuffer* data, GLenum usage);
- void bufferData(GLenum target, ArrayBufferView* data, GLenum usage);
- void bufferSubData(GLenum target, long long offset, ArrayBuffer* data);
- void bufferSubData(GLenum target, long long offset, ArrayBufferView* data);
+ void bufferData(GLenum target, DOMArrayBuffer* data, GLenum usage);
+ void bufferData(GLenum target, DOMArrayBufferView* data, GLenum usage);
+ void bufferSubData(GLenum target, long long offset, DOMArrayBuffer* data);
+ void bufferSubData(GLenum target, long long offset, DOMArrayBufferView* data);
GLenum checkFramebufferStatus(GLenum target);
void clear(GLbitfield mask);
@@ -140,8 +139,8 @@ public:
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void compileShader(WebGLShader*);
- void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, ArrayBufferView* data);
- void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, ArrayBufferView* data);
+ void compressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, DOMArrayBufferView* data);
+ void compressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, DOMArrayBufferView* data);
void copyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void copyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
@@ -222,7 +221,7 @@ public:
void linkProgram(WebGLProgram*);
void pixelStorei(GLenum pname, GLint param);
void polygonOffset(GLfloat factor, GLfloat units);
- void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView* pixels);
+ void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, DOMArrayBufferView* pixels);
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void sampleCoverage(GLfloat value, GLboolean invert);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
@@ -236,7 +235,7 @@ public:
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
- GLenum format, GLenum type, ArrayBufferView*, ExceptionState&);
+ GLenum format, GLenum type, DOMArrayBufferView*, ExceptionState&);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
GLenum format, GLenum type, ImageData*, ExceptionState&);
void texImage2D(GLenum target, GLint level, GLenum internalformat,
@@ -251,7 +250,7 @@ public:
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
- GLenum format, GLenum type, ArrayBufferView*, ExceptionState&);
+ GLenum format, GLenum type, DOMArrayBufferView*, ExceptionState&);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLenum format, GLenum type, ImageData*, ExceptionState&);
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
@@ -262,50 +261,50 @@ public:
GLenum format, GLenum type, HTMLVideoElement*, ExceptionState&);
void uniform1f(const WebGLUniformLocation*, GLfloat x);
- void uniform1fv(const WebGLUniformLocation*, Float32Array* v);
+ void uniform1fv(const WebGLUniformLocation*, DOMFloat32Array* v);
void uniform1fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
void uniform1i(const WebGLUniformLocation*, GLint x);
- void uniform1iv(const WebGLUniformLocation*, Int32Array* v);
+ void uniform1iv(const WebGLUniformLocation*, DOMInt32Array* v);
void uniform1iv(const WebGLUniformLocation*, GLint* v, GLsizei);
void uniform2f(const WebGLUniformLocation*, GLfloat x, GLfloat y);
- void uniform2fv(const WebGLUniformLocation*, Float32Array* v);
+ void uniform2fv(const WebGLUniformLocation*, DOMFloat32Array* v);
void uniform2fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
void uniform2i(const WebGLUniformLocation*, GLint x, GLint y);
- void uniform2iv(const WebGLUniformLocation*, Int32Array* v);
+ void uniform2iv(const WebGLUniformLocation*, DOMInt32Array* v);
void uniform2iv(const WebGLUniformLocation*, GLint* v, GLsizei);
void uniform3f(const WebGLUniformLocation*, GLfloat x, GLfloat y, GLfloat z);
- void uniform3fv(const WebGLUniformLocation*, Float32Array* v);
+ void uniform3fv(const WebGLUniformLocation*, DOMFloat32Array* v);
void uniform3fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
void uniform3i(const WebGLUniformLocation*, GLint x, GLint y, GLint z);
- void uniform3iv(const WebGLUniformLocation*, Int32Array* v);
+ void uniform3iv(const WebGLUniformLocation*, DOMInt32Array* v);
void uniform3iv(const WebGLUniformLocation*, GLint* v, GLsizei);
void uniform4f(const WebGLUniformLocation*, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void uniform4fv(const WebGLUniformLocation*, Float32Array* v);
+ void uniform4fv(const WebGLUniformLocation*, DOMFloat32Array* v);
void uniform4fv(const WebGLUniformLocation*, GLfloat* v, GLsizei);
void uniform4i(const WebGLUniformLocation*, GLint x, GLint y, GLint z, GLint w);
- void uniform4iv(const WebGLUniformLocation*, Int32Array* v);
+ void uniform4iv(const WebGLUniformLocation*, DOMInt32Array* v);
void uniform4iv(const WebGLUniformLocation*, GLint* v, GLsizei);
- void uniformMatrix2fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
+ void uniformMatrix2fv(const WebGLUniformLocation*, GLboolean transpose, DOMFloat32Array* value);
void uniformMatrix2fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
- void uniformMatrix3fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
+ void uniformMatrix3fv(const WebGLUniformLocation*, GLboolean transpose, DOMFloat32Array* value);
void uniformMatrix3fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
- void uniformMatrix4fv(const WebGLUniformLocation*, GLboolean transpose, Float32Array* value);
+ void uniformMatrix4fv(const WebGLUniformLocation*, GLboolean transpose, DOMFloat32Array* value);
void uniformMatrix4fv(const WebGLUniformLocation*, GLboolean transpose, GLfloat* value, GLsizei);
void useProgram(WebGLProgram*);
void validateProgram(WebGLProgram*);
void vertexAttrib1f(GLuint index, GLfloat x);
- void vertexAttrib1fv(GLuint index, Float32Array* values);
+ void vertexAttrib1fv(GLuint index, DOMFloat32Array* values);
void vertexAttrib1fv(GLuint index, GLfloat* values, GLsizei);
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
- void vertexAttrib2fv(GLuint index, Float32Array* values);
+ void vertexAttrib2fv(GLuint index, DOMFloat32Array* values);
void vertexAttrib2fv(GLuint index, GLfloat* values, GLsizei);
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
- void vertexAttrib3fv(GLuint index, Float32Array* values);
+ void vertexAttrib3fv(GLuint index, DOMFloat32Array* values);
void vertexAttrib3fv(GLuint index, GLfloat* values, GLsizei);
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void vertexAttrib4fv(GLuint index, Float32Array* values);
+ void vertexAttrib4fv(GLuint index, DOMFloat32Array* values);
void vertexAttrib4fv(GLuint index, GLfloat* values, GLsizei);
void vertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized,
GLsizei stride, long long offset);
@@ -797,7 +796,7 @@ protected:
// Helper function to validate that the given ArrayBufferView
// is of the correct type and contains enough data for the texImage call.
// Generates GL error and returns false if parameters are invalid.
- bool validateTexFuncData(const char* functionName, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, ArrayBufferView* pixels, NullDisposition);
+ bool validateTexFuncData(const char* functionName, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, DOMArrayBufferView* pixels, NullDisposition);
// Helper function to validate a given texture format is settable as in
// you can supply data to texImage2D, or call texImage2D, copyTexImage2D and
@@ -807,7 +806,7 @@ protected:
// Helper function to validate compressed texture data is correct size
// for the given format and dimensions.
- bool validateCompressedTexFuncData(const char* functionName, GLsizei width, GLsizei height, GLenum format, ArrayBufferView* pixels);
+ bool validateCompressedTexFuncData(const char* functionName, GLsizei width, GLsizei height, GLenum format, DOMArrayBufferView* pixels);
// Helper function for validating compressed texture formats.
bool validateCompressedTexFormat(GLenum format);
@@ -853,10 +852,10 @@ protected:
bool validateCapability(const char* functionName, GLenum);
// Helper function to validate input parameters for uniform functions.
- bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Float32Array*, GLsizei mod);
- bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, Int32Array*, GLsizei mod);
+ bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, DOMFloat32Array*, GLsizei mod);
+ bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, DOMInt32Array*, GLsizei mod);
bool validateUniformParameters(const char* functionName, const WebGLUniformLocation*, void*, GLsizei, GLsizei mod);
- bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GLboolean transpose, Float32Array*, GLsizei mod);
+ bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GLboolean transpose, DOMFloat32Array*, GLsizei mod);
bool validateUniformMatrixParameters(const char* functionName, const WebGLUniformLocation*, GLboolean transpose, void*, GLsizei, GLsizei mod);
// Helper function to validate the target for bufferData.
@@ -883,7 +882,7 @@ protected:
// Helper functions for vertexAttribNf{v}.
void vertexAttribfImpl(const char* functionName, GLuint index, GLsizei expectedSize, GLfloat, GLfloat, GLfloat, GLfloat);
- void vertexAttribfvImpl(const char* functionName, GLuint index, Float32Array*, GLsizei expectedSize);
+ void vertexAttribfvImpl(const char* functionName, GLuint index, DOMFloat32Array*, GLsizei expectedSize);
void vertexAttribfvImpl(const char* functionName, GLuint index, GLfloat*, GLsizei, GLsizei expectedSize);
// Helper functions to bufferData() and bufferSubData().
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