Bug 911855 - Remove redundant WebGL integer typedefs - r=jgilbert

This commit is contained in:
Benoit Jacob 2013-09-04 08:14:43 -04:00
Родитель 4276103912
Коммит 7e265eab98
29 изменённых файлов: 634 добавлений и 640 удалений

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@ -16,7 +16,7 @@ namespace mozilla {
class WebGLActiveInfo MOZ_FINAL
{
public:
WebGLActiveInfo(WebGLint size, WebGLenum type, const nsACString& name) :
WebGLActiveInfo(GLint size, GLenum type, const nsACString& name) :
mSize(size),
mType(type),
mName(NS_ConvertASCIItoUTF16(name))
@ -24,11 +24,11 @@ public:
// WebIDL attributes
WebGLint Size() const {
GLint Size() const {
return mSize;
}
WebGLenum Type() const {
GLenum Type() const {
return mType;
}
@ -41,8 +41,8 @@ public:
NS_INLINE_DECL_REFCOUNTING(WebGLActiveInfo)
protected:
WebGLint mSize;
WebGLenum mType;
GLint mSize;
GLenum mType;
nsString mName;
};

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@ -51,7 +51,7 @@ public:
void ElementArrayCacheBufferSubData(size_t pos, const void* ptr, size_t update_size_in_bytes);
bool Validate(WebGLenum type, uint32_t max_allowed, size_t first, size_t count) {
bool Validate(GLenum type, uint32_t max_allowed, size_t first, size_t count) {
return mCache->Validate(type, max_allowed, first, count);
}
@ -67,7 +67,7 @@ public:
protected:
WebGLuint mGLName;
GLuint mGLName;
bool mHasEverBeenBound;
WebGLsizeiptr mByteLength;
GLenum mTarget;

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@ -914,7 +914,7 @@ WebGLContext::GetContextAttributes(Nullable<dom::WebGLContextAttributesInitializ
result.mPreserveDrawingBuffer = mOptions.preserveDrawingBuffer;
}
/* [noscript] DOMString mozGetUnderlyingParamString(in WebGLenum pname); */
/* [noscript] DOMString mozGetUnderlyingParamString(in GLenum pname); */
NS_IMETHODIMP
WebGLContext::MozGetUnderlyingParamString(uint32_t pname, nsAString& retval)
{
@ -1156,7 +1156,7 @@ WebGLContext::PresentScreenBuffer()
void
WebGLContext::DummyFramebufferOperation(const char *info)
{
WebGLenum status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
GLenum status = CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status == LOCAL_GL_FRAMEBUFFER_COMPLETE)
return;
else

Просмотреть файл

@ -183,14 +183,14 @@ public:
bool LoseContext();
bool RestoreContext();
void SynthesizeGLError(WebGLenum err);
void SynthesizeGLError(WebGLenum err, const char *fmt, ...);
void SynthesizeGLError(GLenum err);
void SynthesizeGLError(GLenum err, const char *fmt, ...);
void ErrorInvalidEnum(const char *fmt = 0, ...);
void ErrorInvalidOperation(const char *fmt = 0, ...);
void ErrorInvalidValue(const char *fmt = 0, ...);
void ErrorInvalidFramebufferOperation(const char *fmt = 0, ...);
void ErrorInvalidEnumInfo(const char *info, WebGLenum enumvalue) {
void ErrorInvalidEnumInfo(const char *info, GLenum enumvalue) {
return ErrorInvalidEnum("%s: invalid enum value 0x%x", info, enumvalue);
}
void ErrorOutOfMemory(const char *fmt = 0, ...);
@ -200,7 +200,7 @@ public:
void DummyFramebufferOperation(const char *info);
WebGLTexture *activeBoundTextureForTarget(WebGLenum target) {
WebGLTexture *activeBoundTextureForTarget(GLenum target) {
return target == LOCAL_GL_TEXTURE_2D ? mBound2DTextures[mActiveTexture]
: mBoundCubeMapTextures[mActiveTexture];
}
@ -296,12 +296,12 @@ public:
dom::HTMLCanvasElement* GetCanvas() const {
return mCanvasElement;
}
WebGLsizei DrawingBufferWidth() const {
GLsizei DrawingBufferWidth() const {
if (!IsContextStable())
return 0;
return mWidth;
}
WebGLsizei DrawingBufferHeight() const {
GLsizei DrawingBufferHeight() const {
if (!IsContextStable())
return 0;
return mHeight;
@ -311,63 +311,63 @@ public:
bool IsContextLost() const { return !IsContextStable(); }
void GetSupportedExtensions(JSContext *cx, dom::Nullable< nsTArray<nsString> > &retval);
JSObject* GetExtension(JSContext* cx, const nsAString& aName, ErrorResult& rv);
void ActiveTexture(WebGLenum texture);
void ActiveTexture(GLenum texture);
void AttachShader(WebGLProgram* program, WebGLShader* shader);
void BindAttribLocation(WebGLProgram* program, WebGLuint location,
void BindAttribLocation(WebGLProgram* program, GLuint location,
const nsAString& name);
void BindFramebuffer(WebGLenum target, WebGLFramebuffer* wfb);
void BindRenderbuffer(WebGLenum target, WebGLRenderbuffer* wrb);
void BindTexture(WebGLenum target, WebGLTexture *tex);
void BindFramebuffer(GLenum target, WebGLFramebuffer* wfb);
void BindRenderbuffer(GLenum target, WebGLRenderbuffer* wrb);
void BindTexture(GLenum target, WebGLTexture *tex);
void BindVertexArray(WebGLVertexArray *vao);
void BlendColor(WebGLclampf r, WebGLclampf g, WebGLclampf b, WebGLclampf a) {
void BlendColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fBlendColor(r, g, b, a);
}
void BlendEquation(WebGLenum mode);
void BlendEquationSeparate(WebGLenum modeRGB, WebGLenum modeAlpha);
void BlendFunc(WebGLenum sfactor, WebGLenum dfactor);
void BlendFuncSeparate(WebGLenum srcRGB, WebGLenum dstRGB,
WebGLenum srcAlpha, WebGLenum dstAlpha);
WebGLenum CheckFramebufferStatus(WebGLenum target);
void Clear(WebGLbitfield mask);
void ClearColor(WebGLclampf r, WebGLclampf g, WebGLclampf b, WebGLclampf a);
void ClearDepth(WebGLclampf v);
void ClearStencil(WebGLint v);
void BlendEquation(GLenum mode);
void BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void BlendFunc(GLenum sfactor, GLenum dfactor);
void BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha);
GLenum CheckFramebufferStatus(GLenum target);
void Clear(GLbitfield mask);
void ClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a);
void ClearDepth(GLclampf v);
void ClearStencil(GLint v);
void ColorMask(WebGLboolean r, WebGLboolean g, WebGLboolean b, WebGLboolean a);
void CompileShader(WebGLShader *shader);
void CompressedTexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border,
void CompressedTexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLint border,
const dom::ArrayBufferView& view);
void CompressedTexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height,
WebGLenum format,
void CompressedTexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format,
const dom::ArrayBufferView& view);
void CopyTexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLint x, WebGLint y,
WebGLsizei width, WebGLsizei height, WebGLint border);
void CopyTexSubImage2D(WebGLenum target, WebGLint level, WebGLint xoffset,
WebGLint yoffset, WebGLint x, WebGLint y,
WebGLsizei width, WebGLsizei height);
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);
already_AddRefed<WebGLFramebuffer> CreateFramebuffer();
already_AddRefed<WebGLProgram> CreateProgram();
already_AddRefed<WebGLRenderbuffer> CreateRenderbuffer();
already_AddRefed<WebGLTexture> CreateTexture();
already_AddRefed<WebGLShader> CreateShader(WebGLenum type);
already_AddRefed<WebGLShader> CreateShader(GLenum type);
already_AddRefed<WebGLVertexArray> CreateVertexArray();
void CullFace(WebGLenum face);
void CullFace(GLenum face);
void DeleteFramebuffer(WebGLFramebuffer *fbuf);
void DeleteProgram(WebGLProgram *prog);
void DeleteRenderbuffer(WebGLRenderbuffer *rbuf);
void DeleteShader(WebGLShader *shader);
void DeleteVertexArray(WebGLVertexArray *vao);
void DeleteTexture(WebGLTexture *tex);
void DepthFunc(WebGLenum func);
void DepthFunc(GLenum func);
void DepthMask(WebGLboolean b);
void DepthRange(WebGLclampf zNear, WebGLclampf zFar);
void DepthRange(GLclampf zNear, GLclampf zFar);
void DetachShader(WebGLProgram *program, WebGLShader *shader);
void DrawBuffers(const dom::Sequence<GLenum>& buffers);
void Flush() {
@ -382,119 +382,119 @@ public:
MakeContextCurrent();
gl->fFinish();
}
void FramebufferRenderbuffer(WebGLenum target, WebGLenum attachment,
WebGLenum rbtarget, WebGLRenderbuffer *wrb);
void FramebufferTexture2D(WebGLenum target, WebGLenum attachment,
WebGLenum textarget, WebGLTexture *tobj,
WebGLint level);
void FrontFace(WebGLenum mode);
void GenerateMipmap(WebGLenum target);
void FramebufferRenderbuffer(GLenum target, GLenum attachment,
GLenum rbtarget, WebGLRenderbuffer *wrb);
void FramebufferTexture2D(GLenum target, GLenum attachment,
GLenum textarget, WebGLTexture *tobj,
GLint level);
void FrontFace(GLenum mode);
void GenerateMipmap(GLenum target);
already_AddRefed<WebGLActiveInfo> GetActiveAttrib(WebGLProgram *prog,
WebGLuint index);
GLuint index);
already_AddRefed<WebGLActiveInfo> GetActiveUniform(WebGLProgram *prog,
WebGLuint index);
GLuint index);
void GetAttachedShaders(WebGLProgram* prog,
dom::Nullable< nsTArray<WebGLShader*> > &retval);
WebGLint GetAttribLocation(WebGLProgram* prog, const nsAString& name);
JS::Value GetBufferParameter(WebGLenum target, WebGLenum pname);
JS::Value GetBufferParameter(JSContext* /* unused */, WebGLenum target,
WebGLenum pname) {
GLint GetAttribLocation(WebGLProgram* prog, const nsAString& name);
JS::Value GetBufferParameter(GLenum target, GLenum pname);
JS::Value GetBufferParameter(JSContext* /* unused */, GLenum target,
GLenum pname) {
return GetBufferParameter(target, pname);
}
WebGLenum GetError();
GLenum GetError();
JS::Value GetFramebufferAttachmentParameter(JSContext* cx,
WebGLenum target,
WebGLenum attachment,
WebGLenum pname,
GLenum target,
GLenum attachment,
GLenum pname,
ErrorResult& rv);
JS::Value GetProgramParameter(WebGLProgram *prog, WebGLenum pname);
JS::Value GetProgramParameter(WebGLProgram *prog, GLenum pname);
JS::Value GetProgramParameter(JSContext* /* unused */, WebGLProgram *prog,
WebGLenum pname) {
GLenum pname) {
return GetProgramParameter(prog, pname);
}
void GetProgramInfoLog(WebGLProgram *prog, nsACString& retval);
void GetProgramInfoLog(WebGLProgram *prog, nsAString& retval);
JS::Value GetRenderbufferParameter(WebGLenum target, WebGLenum pname);
JS::Value GetRenderbufferParameter(GLenum target, GLenum pname);
JS::Value GetRenderbufferParameter(JSContext* /* unused */,
WebGLenum target, WebGLenum pname) {
GLenum target, GLenum pname) {
return GetRenderbufferParameter(target, pname);
}
JS::Value GetShaderParameter(WebGLShader *shader, WebGLenum pname);
JS::Value GetShaderParameter(WebGLShader *shader, GLenum pname);
JS::Value GetShaderParameter(JSContext* /* unused */, WebGLShader *shader,
WebGLenum pname) {
GLenum pname) {
return GetShaderParameter(shader, pname);
}
already_AddRefed<WebGLShaderPrecisionFormat>
GetShaderPrecisionFormat(WebGLenum shadertype, WebGLenum precisiontype);
GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
void GetShaderInfoLog(WebGLShader *shader, nsACString& retval);
void GetShaderInfoLog(WebGLShader *shader, nsAString& retval);
void GetShaderSource(WebGLShader *shader, nsAString& retval);
JS::Value GetTexParameter(WebGLenum target, WebGLenum pname);
JS::Value GetTexParameter(JSContext * /* unused */, WebGLenum target,
WebGLenum pname) {
JS::Value GetTexParameter(GLenum target, GLenum pname);
JS::Value GetTexParameter(JSContext * /* unused */, GLenum target,
GLenum pname) {
return GetTexParameter(target, pname);
}
JS::Value GetUniform(JSContext* cx, WebGLProgram *prog,
WebGLUniformLocation *location, ErrorResult& rv);
already_AddRefed<WebGLUniformLocation>
GetUniformLocation(WebGLProgram *prog, const nsAString& name);
void Hint(WebGLenum target, WebGLenum mode);
void Hint(GLenum target, GLenum mode);
bool IsFramebuffer(WebGLFramebuffer *fb);
bool IsProgram(WebGLProgram *prog);
bool IsRenderbuffer(WebGLRenderbuffer *rb);
bool IsShader(WebGLShader *shader);
bool IsTexture(WebGLTexture *tex);
bool IsVertexArray(WebGLVertexArray *vao);
void LineWidth(WebGLfloat width) {
void LineWidth(GLfloat width) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fLineWidth(width);
}
void LinkProgram(WebGLProgram *program);
void PixelStorei(WebGLenum pname, WebGLint param);
void PolygonOffset(WebGLfloat factor, WebGLfloat units) {
void PixelStorei(GLenum pname, GLint param);
void PolygonOffset(GLfloat factor, GLfloat units) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fPolygonOffset(factor, units);
}
void ReadPixels(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type,
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const Nullable<dom::ArrayBufferView> &pixels,
ErrorResult& rv);
void RenderbufferStorage(WebGLenum target, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height);
void SampleCoverage(WebGLclampf value, WebGLboolean invert) {
void RenderbufferStorage(GLenum target, GLenum internalformat,
GLsizei width, GLsizei height);
void SampleCoverage(GLclampf value, WebGLboolean invert) {
if (!IsContextStable())
return;
MakeContextCurrent();
gl->fSampleCoverage(value, invert);
}
void Scissor(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height);
void Scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void ShaderSource(WebGLShader *shader, const nsAString& source);
void StencilFunc(WebGLenum func, WebGLint ref, WebGLuint mask);
void StencilFuncSeparate(WebGLenum face, WebGLenum func, WebGLint ref,
WebGLuint mask);
void StencilMask(WebGLuint mask);
void StencilMaskSeparate(WebGLenum face, WebGLuint mask);
void StencilOp(WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass);
void StencilOpSeparate(WebGLenum face, WebGLenum sfail, WebGLenum dpfail,
WebGLenum dppass);
void TexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border, WebGLenum format,
WebGLenum type,
void StencilFunc(GLenum func, GLint ref, GLuint mask);
void StencilFuncSeparate(GLenum face, GLenum func, GLint ref,
GLuint mask);
void StencilMask(GLuint mask);
void StencilMaskSeparate(GLenum face, GLuint mask);
void StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);
void StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail,
GLenum dppass);
void TexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format,
GLenum type,
const Nullable<dom::ArrayBufferView> &pixels,
ErrorResult& rv);
void TexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format, WebGLenum type,
void TexImage2D(GLenum target, GLint level,
GLenum internalformat, GLenum format, GLenum type,
dom::ImageData* pixels, ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexImage2D
template<class ElementType>
void TexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format, WebGLenum type,
void TexImage2D(GLenum target, GLint level,
GLenum internalformat, GLenum format, GLenum type,
ElementType& elt, ErrorResult& rv)
{
if (!IsContextStable())
@ -513,28 +513,28 @@ public:
0, format, type, isurf->Data(), byteLength,
-1, srcFormat, mPixelStorePremultiplyAlpha);
}
void TexParameterf(WebGLenum target, WebGLenum pname, WebGLfloat param) {
void TexParameterf(GLenum target, GLenum pname, GLfloat param) {
TexParameter_base(target, pname, nullptr, &param);
}
void TexParameteri(WebGLenum target, WebGLenum pname, WebGLint param) {
void TexParameteri(GLenum target, GLenum pname, GLint param) {
TexParameter_base(target, pname, &param, nullptr);
}
void TexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLenum format,
WebGLenum type,
void TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format,
GLenum type,
const Nullable<dom::ArrayBufferView> &pixels,
ErrorResult& rv);
void TexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset, WebGLenum format,
WebGLenum type, dom::ImageData* pixels, ErrorResult& rv);
void TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLenum format,
GLenum type, dom::ImageData* pixels, ErrorResult& rv);
// Allow whatever element types the bindings are willing to pass
// us in TexSubImage2D
template<class ElementType>
void TexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset, WebGLenum format,
WebGLenum type, ElementType& elt, ErrorResult& rv)
void TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLenum format,
GLenum type, ElementType& elt, ErrorResult& rv)
{
if (!IsContextStable())
return;
@ -555,107 +555,107 @@ public:
}
void Uniform1i(WebGLUniformLocation* location, WebGLint x);
void Uniform2i(WebGLUniformLocation* location, WebGLint x, WebGLint y);
void Uniform3i(WebGLUniformLocation* location, WebGLint x, WebGLint y,
WebGLint z);
void Uniform4i(WebGLUniformLocation* location, WebGLint x, WebGLint y,
WebGLint z, WebGLint w);
void Uniform1i(WebGLUniformLocation* location, GLint x);
void Uniform2i(WebGLUniformLocation* location, GLint x, GLint y);
void Uniform3i(WebGLUniformLocation* location, GLint x, GLint y,
GLint z);
void Uniform4i(WebGLUniformLocation* location, GLint x, GLint y,
GLint z, GLint w);
void Uniform1f(WebGLUniformLocation* location, WebGLfloat x);
void Uniform2f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y);
void Uniform3f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y,
WebGLfloat z);
void Uniform4f(WebGLUniformLocation* location, WebGLfloat x, WebGLfloat y,
WebGLfloat z, WebGLfloat w);
void Uniform1f(WebGLUniformLocation* location, GLfloat x);
void Uniform2f(WebGLUniformLocation* location, GLfloat x, GLfloat y);
void Uniform3f(WebGLUniformLocation* location, GLfloat x, GLfloat y,
GLfloat z);
void Uniform4f(WebGLUniformLocation* location, GLfloat x, GLfloat y,
GLfloat z, GLfloat w);
void Uniform1iv(WebGLUniformLocation* location,
const dom::Int32Array& arr) {
Uniform1iv_base(location, arr.Length(), arr.Data());
}
void Uniform1iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
const dom::Sequence<GLint>& arr) {
Uniform1iv_base(location, arr.Length(), arr.Elements());
}
void Uniform1iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
const GLint* data);
void Uniform2iv(WebGLUniformLocation* location,
const dom::Int32Array& arr) {
Uniform2iv_base(location, arr.Length(), arr.Data());
}
void Uniform2iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
const dom::Sequence<GLint>& arr) {
Uniform2iv_base(location, arr.Length(), arr.Elements());
}
void Uniform2iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
const GLint* data);
void Uniform3iv(WebGLUniformLocation* location,
const dom::Int32Array& arr) {
Uniform3iv_base(location, arr.Length(), arr.Data());
}
void Uniform3iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
const dom::Sequence<GLint>& arr) {
Uniform3iv_base(location, arr.Length(), arr.Elements());
}
void Uniform3iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
const GLint* data);
void Uniform4iv(WebGLUniformLocation* location,
const dom::Int32Array& arr) {
Uniform4iv_base(location, arr.Length(), arr.Data());
}
void Uniform4iv(WebGLUniformLocation* location,
const dom::Sequence<WebGLint>& arr) {
const dom::Sequence<GLint>& arr) {
Uniform4iv_base(location, arr.Length(), arr.Elements());
}
void Uniform4iv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLint* data);
const GLint* data);
void Uniform1fv(WebGLUniformLocation* location,
const dom::Float32Array& arr) {
Uniform1fv_base(location, arr.Length(), arr.Data());
}
void Uniform1fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
const dom::Sequence<GLfloat>& arr) {
Uniform1fv_base(location, arr.Length(), arr.Elements());
}
void Uniform1fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
const GLfloat* data);
void Uniform2fv(WebGLUniformLocation* location,
const dom::Float32Array& arr) {
Uniform2fv_base(location, arr.Length(), arr.Data());
}
void Uniform2fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
const dom::Sequence<GLfloat>& arr) {
Uniform2fv_base(location, arr.Length(), arr.Elements());
}
void Uniform2fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
const GLfloat* data);
void Uniform3fv(WebGLUniformLocation* location,
const dom::Float32Array& arr) {
Uniform3fv_base(location, arr.Length(), arr.Data());
}
void Uniform3fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
const dom::Sequence<GLfloat>& arr) {
Uniform3fv_base(location, arr.Length(), arr.Elements());
}
void Uniform3fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
const GLfloat* data);
void Uniform4fv(WebGLUniformLocation* location,
const dom::Float32Array& arr) {
Uniform4fv_base(location, arr.Length(), arr.Data());
}
void Uniform4fv(WebGLUniformLocation* location,
const dom::Sequence<WebGLfloat>& arr) {
const dom::Sequence<GLfloat>& arr) {
Uniform4fv_base(location, arr.Length(), arr.Elements());
}
void Uniform4fv_base(WebGLUniformLocation* location, uint32_t arrayLength,
const WebGLfloat* data);
const GLfloat* data);
void UniformMatrix2fv(WebGLUniformLocation* location,
WebGLboolean transpose,
@ -714,20 +714,20 @@ public:
bool ValidateUniformLocation(const char* info, WebGLUniformLocation *location_object);
bool ValidateSamplerUniformSetter(const char* info,
WebGLUniformLocation *location,
WebGLint value);
GLint value);
void Viewport(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height);
void Viewport(GLint x, GLint y, GLsizei width, GLsizei height);
// -----------------------------------------------------------------------------
// Asynchronous Queries (WebGLContextAsyncQueries.cpp)
public:
already_AddRefed<WebGLQuery> CreateQuery();
void DeleteQuery(WebGLQuery *query);
void BeginQuery(WebGLenum target, WebGLQuery *query);
void EndQuery(WebGLenum target);
void BeginQuery(GLenum target, WebGLQuery *query);
void EndQuery(GLenum target);
bool IsQuery(WebGLQuery *query);
already_AddRefed<WebGLQuery> GetQuery(WebGLenum target, WebGLenum pname);
JS::Value GetQueryObject(JSContext* cx, WebGLQuery *query, WebGLenum pname);
already_AddRefed<WebGLQuery> GetQuery(GLenum target, GLenum pname);
JS::Value GetQueryObject(JSContext* cx, WebGLQuery *query, GLenum pname);
private:
// ANY_SAMPLES_PASSED(_CONSERVATIVE) slot
@ -736,24 +736,24 @@ private:
// LOCAL_GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN slot
WebGLRefPtr<WebGLQuery> mActiveTransformFeedbackQuery;
WebGLRefPtr<WebGLQuery>* GetQueryTargetSlot(WebGLenum target, const char* infos);
WebGLRefPtr<WebGLQuery>* GetQueryTargetSlot(GLenum target, const char* infos);
// -----------------------------------------------------------------------------
// Buffer Objects (WebGLContextBuffers.cpp)
public:
void BindBuffer(WebGLenum target, WebGLBuffer* buf);
void BindBufferBase(WebGLenum target, WebGLuint index, WebGLBuffer* buffer);
void BindBufferRange(WebGLenum target, WebGLuint index, WebGLBuffer* buffer,
void BindBuffer(GLenum target, WebGLBuffer* buf);
void BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer);
void BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer,
WebGLintptr offset, WebGLsizeiptr size);
void BufferData(WebGLenum target, WebGLsizeiptr size, WebGLenum usage);
void BufferData(WebGLenum target, const dom::ArrayBufferView &data,
WebGLenum usage);
void BufferData(WebGLenum target,
void BufferData(GLenum target, WebGLsizeiptr size, GLenum usage);
void BufferData(GLenum target, const dom::ArrayBufferView &data,
GLenum usage);
void BufferData(GLenum target,
const Nullable<dom::ArrayBuffer> &maybeData,
WebGLenum usage);
void BufferSubData(WebGLenum target, WebGLsizeiptr byteOffset,
GLenum usage);
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const dom::ArrayBufferView &data);
void BufferSubData(WebGLenum target, WebGLsizeiptr byteOffset,
void BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const Nullable<dom::ArrayBuffer> &maybeData);
already_AddRefed<WebGLBuffer> CreateBuffer();
void DeleteBuffer(WebGLBuffer *buf);
@ -769,16 +769,16 @@ private:
// these two functions emit INVALID_ENUM for invalid `target`.
WebGLRefPtr<WebGLBuffer>* GetBufferSlotByTarget(GLenum target, const char* infos);
WebGLRefPtr<WebGLBuffer>* GetBufferSlotByTargetIndexed(GLenum target, GLuint index, const char* infos);
bool ValidateBufferUsageEnum(WebGLenum target, const char* infos);
bool ValidateBufferUsageEnum(GLenum target, const char* infos);
// -----------------------------------------------------------------------------
// State and State Requests (WebGLContextState.cpp)
public:
void Disable(WebGLenum cap);
void Enable(WebGLenum cap);
JS::Value GetParameter(JSContext* cx, WebGLenum pname, ErrorResult& rv);
JS::Value GetParameterIndexed(JSContext* cx, WebGLenum pname, WebGLuint index);
bool IsEnabled(WebGLenum cap);
void Disable(GLenum cap);
void Enable(GLenum cap);
JS::Value GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv);
JS::Value GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index);
bool IsEnabled(GLenum cap);
private:
// State tracking slots
@ -786,64 +786,64 @@ private:
realGLboolean mRasterizerDiscardEnabled;
realGLboolean mScissorTestEnabled;
bool ValidateCapabilityEnum(WebGLenum cap, const char* info);
realGLboolean* GetStateTrackingSlot(WebGLenum cap);
bool ValidateCapabilityEnum(GLenum cap, const char* info);
realGLboolean* GetStateTrackingSlot(GLenum cap);
// -----------------------------------------------------------------------------
// Vertices Feature (WebGLContextVertices.cpp)
public:
void DrawArrays(GLenum mode, WebGLint first, WebGLsizei count);
void DrawArraysInstanced(GLenum mode, WebGLint first, WebGLsizei count, WebGLsizei primcount);
void DrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type, WebGLintptr byteOffset);
void DrawElementsInstanced(WebGLenum mode, WebGLsizei count, WebGLenum type,
WebGLintptr byteOffset, WebGLsizei primcount);
void DrawArrays(GLenum mode, GLint first, GLsizei count);
void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount);
void DrawElements(GLenum mode, GLsizei count, GLenum type, WebGLintptr byteOffset);
void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset, GLsizei primcount);
void EnableVertexAttribArray(WebGLuint index);
void DisableVertexAttribArray(WebGLuint index);
void EnableVertexAttribArray(GLuint index);
void DisableVertexAttribArray(GLuint index);
JS::Value GetVertexAttrib(JSContext* cx, WebGLuint index, WebGLenum pname,
JS::Value GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv);
WebGLsizeiptr GetVertexAttribOffset(WebGLuint index, WebGLenum pname);
WebGLsizeiptr GetVertexAttribOffset(GLuint index, GLenum pname);
void VertexAttrib1f(WebGLuint index, WebGLfloat x0);
void VertexAttrib2f(WebGLuint index, WebGLfloat x0, WebGLfloat x1);
void VertexAttrib3f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2);
void VertexAttrib4f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2, WebGLfloat x3);
void VertexAttrib1f(GLuint index, GLfloat x0);
void VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1);
void VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1,
GLfloat x2);
void VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1,
GLfloat x2, GLfloat x3);
void VertexAttrib1fv(WebGLuint idx, const dom::Float32Array &arr) {
void VertexAttrib1fv(GLuint idx, const dom::Float32Array &arr) {
VertexAttrib1fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib1fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
void VertexAttrib1fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib1fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib2fv(WebGLuint idx, const dom::Float32Array &arr) {
void VertexAttrib2fv(GLuint idx, const dom::Float32Array &arr) {
VertexAttrib2fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib2fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
void VertexAttrib2fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib2fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib3fv(WebGLuint idx, const dom::Float32Array &arr) {
void VertexAttrib3fv(GLuint idx, const dom::Float32Array &arr) {
VertexAttrib3fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib3fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
void VertexAttrib3fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib3fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttrib4fv(WebGLuint idx, const dom::Float32Array &arr) {
void VertexAttrib4fv(GLuint idx, const dom::Float32Array &arr) {
VertexAttrib4fv_base(idx, arr.Length(), arr.Data());
}
void VertexAttrib4fv(WebGLuint idx, const dom::Sequence<WebGLfloat>& arr) {
void VertexAttrib4fv(GLuint idx, const dom::Sequence<GLfloat>& arr) {
VertexAttrib4fv_base(idx, arr.Length(), arr.Elements());
}
void VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type,
WebGLboolean normalized, WebGLsizei stride,
void VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset);
void VertexAttribDivisor(WebGLuint index, WebGLuint divisor);
void VertexAttribDivisor(GLuint index, GLuint divisor);
private:
// Cache the max number of vertices and instances that can be read from
@ -861,15 +861,15 @@ private:
mMaxFetchedInstances = 0;
}
bool DrawArrays_check(WebGLint first, WebGLsizei count, WebGLsizei primcount, const char* info);
bool DrawElements_check(WebGLsizei count, WebGLenum type, WebGLintptr byteOffset,
WebGLsizei primcount, const char* info);
bool DrawArrays_check(GLint first, GLsizei count, GLsizei primcount, const char* info);
bool DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset,
GLsizei primcount, const char* info);
void Draw_cleanup();
void VertexAttrib1fv_base(WebGLuint idx, uint32_t arrayLength, const WebGLfloat* ptr);
void VertexAttrib2fv_base(WebGLuint idx, uint32_t arrayLength, const WebGLfloat* ptr);
void VertexAttrib3fv_base(WebGLuint idx, uint32_t arrayLength, const WebGLfloat* ptr);
void VertexAttrib4fv_base(WebGLuint idx, uint32_t arrayLength, const WebGLfloat* ptr);
void VertexAttrib1fv_base(GLuint idx, uint32_t arrayLength, const GLfloat* ptr);
void VertexAttrib2fv_base(GLuint idx, uint32_t arrayLength, const GLfloat* ptr);
void VertexAttrib3fv_base(GLuint idx, uint32_t arrayLength, const GLfloat* ptr);
void VertexAttrib4fv_base(GLuint idx, uint32_t arrayLength, const GLfloat* ptr);
bool ValidateBufferFetching(const char *info);
bool BindArrayAttribToLocation0(WebGLProgram *program);
@ -886,12 +886,12 @@ protected:
void UnbindFakeBlackTextures();
int WhatDoesVertexAttrib0Need();
bool DoFakeVertexAttrib0(WebGLuint vertexCount);
bool DoFakeVertexAttrib0(GLuint vertexCount);
void UndoFakeVertexAttrib0();
void InvalidateFakeVertexAttrib0();
static CheckedUint32 GetImageSize(WebGLsizei height,
WebGLsizei width,
static CheckedUint32 GetImageSize(GLsizei height,
GLsizei width,
uint32_t pixelSize,
uint32_t alignment);
@ -922,8 +922,8 @@ protected:
template<typename WebGLObjectType>
void DeleteWebGLObjectsArray(nsTArray<WebGLObjectType>& array);
WebGLuint mActiveTexture;
WebGLenum mWebGLError;
GLuint mActiveTexture;
GLenum mWebGLError;
// whether shader validation is supported
bool mShaderValidation;
@ -996,7 +996,7 @@ protected:
static const char* GetExtensionString(WebGLExtensionID ext);
nsTArray<WebGLenum> mCompressedTextureFormats;
nsTArray<GLenum> mCompressedTextureFormats;
// -------------------------------------------------------------------------
@ -1010,29 +1010,29 @@ protected:
// -------------------------------------------------------------------------
// Validation functions (implemented in WebGLContextValidate.cpp)
bool InitAndValidateGL();
bool ValidateBlendEquationEnum(WebGLenum cap, const char *info);
bool ValidateBlendFuncDstEnum(WebGLenum mode, const char *info);
bool ValidateBlendFuncSrcEnum(WebGLenum mode, const char *info);
bool ValidateBlendFuncEnumsCompatibility(WebGLenum sfactor, WebGLenum dfactor, const char *info);
bool ValidateTextureTargetEnum(WebGLenum target, const char *info);
bool ValidateComparisonEnum(WebGLenum target, const char *info);
bool ValidateStencilOpEnum(WebGLenum action, const char *info);
bool ValidateFaceEnum(WebGLenum face, const char *info);
bool ValidateTexFormatAndType(WebGLenum format, WebGLenum type, int jsArrayType,
bool ValidateBlendEquationEnum(GLenum cap, const char *info);
bool ValidateBlendFuncDstEnum(GLenum mode, const char *info);
bool ValidateBlendFuncSrcEnum(GLenum mode, const char *info);
bool ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor, const char *info);
bool ValidateTextureTargetEnum(GLenum target, const char *info);
bool ValidateComparisonEnum(GLenum target, const char *info);
bool ValidateStencilOpEnum(GLenum action, const char *info);
bool ValidateFaceEnum(GLenum face, const char *info);
bool ValidateTexFormatAndType(GLenum format, GLenum type, int jsArrayType,
uint32_t *texelSize, const char *info);
bool ValidateDrawModeEnum(WebGLenum mode, const char *info);
bool ValidateAttribIndex(WebGLuint index, const char *info);
bool ValidateDrawModeEnum(GLenum mode, const char *info);
bool ValidateAttribIndex(GLuint index, const char *info);
bool ValidateStencilParamsForDrawCall();
bool ValidateGLSLVariableName(const nsAString& name, const char *info);
bool ValidateGLSLCharacter(PRUnichar c);
bool ValidateGLSLString(const nsAString& string, const char *info);
bool ValidateTexImage2DTarget(WebGLenum target, WebGLsizei width, WebGLsizei height, const char* info);
bool ValidateCompressedTextureSize(WebGLenum target, WebGLint level, WebGLenum format, WebGLsizei width, WebGLsizei height, uint32_t byteLength, const char* info);
bool ValidateLevelWidthHeightForTarget(WebGLenum target, WebGLint level, WebGLsizei width, WebGLsizei height, const char* info);
bool ValidateTexImage2DTarget(GLenum target, GLsizei width, GLsizei height, const char* info);
bool ValidateCompressedTextureSize(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, uint32_t byteLength, const char* info);
bool ValidateLevelWidthHeightForTarget(GLenum target, GLint level, GLsizei width, GLsizei height, const char* info);
static uint32_t GetBitsPerTexel(WebGLenum format, WebGLenum type);
static uint32_t GetBitsPerTexel(GLenum format, GLenum type);
void Invalidate();
void DestroyResourcesAndContext();
@ -1040,21 +1040,21 @@ protected:
void MakeContextCurrent() const { gl->MakeCurrent(); }
// helpers
void TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero, WebGLint border,
WebGLenum format, WebGLenum type,
void TexImage2D_base(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei srcStrideOrZero, GLint border,
GLenum format, GLenum type,
void *data, uint32_t byteLength,
int jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void TexSubImage2D_base(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLenum format, WebGLenum type,
void TexSubImage2D_base(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLsizei srcStrideOrZero,
GLenum format, GLenum type,
void *pixels, uint32_t byteLength,
int jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied);
void TexParameter_base(WebGLenum target, WebGLenum pname,
WebGLint *intParamPtr, WebGLfloat *floatParamPtr);
void TexParameter_base(GLenum target, GLenum pname,
GLint *intParamPtr, GLfloat *floatParamPtr);
void ConvertImage(size_t width, size_t height, size_t srcStride, size_t dstStride,
const uint8_t* src, uint8_t *dst,
@ -1084,15 +1084,15 @@ protected:
gfxImageSurface **imageOut,
WebGLTexelFormat *format);
void CopyTexSubImage2D_base(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
void CopyTexSubImage2D_base(GLenum target,
GLint level,
GLenum internalformat,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
bool sub);
// Returns false if aObject is null or not valid
@ -1116,7 +1116,7 @@ private:
bool ValidateObjectAssumeNonNull(const char* info, ObjectType *aObject);
protected:
int32_t MaxTextureSizeForTarget(WebGLenum target) const {
int32_t MaxTextureSizeForTarget(GLenum target) const {
return target == LOCAL_GL_TEXTURE_2D ? mGLMaxTextureSize : mGLMaxCubeMapTextureSize;
}
@ -1173,23 +1173,23 @@ protected:
FakeBlackStatus mFakeBlackStatus;
WebGLuint mBlackTexture2D, mBlackTextureCubeMap;
GLuint mBlackTexture2D, mBlackTextureCubeMap;
bool mBlackTexturesAreInitialized;
WebGLfloat mVertexAttrib0Vector[4];
WebGLfloat mFakeVertexAttrib0BufferObjectVector[4];
GLfloat mVertexAttrib0Vector[4];
GLfloat mFakeVertexAttrib0BufferObjectVector[4];
size_t mFakeVertexAttrib0BufferObjectSize;
GLuint mFakeVertexAttrib0BufferObject;
int mFakeVertexAttrib0BufferStatus;
WebGLint mStencilRefFront, mStencilRefBack;
WebGLuint mStencilValueMaskFront, mStencilValueMaskBack,
GLint mStencilRefFront, mStencilRefBack;
GLuint mStencilValueMaskFront, mStencilValueMaskBack,
mStencilWriteMaskFront, mStencilWriteMaskBack;
realGLboolean mColorWriteMask[4];
realGLboolean mDepthWriteMask;
WebGLfloat mColorClearValue[4];
WebGLint mStencilClearValue;
WebGLfloat mDepthClearValue;
GLfloat mColorClearValue[4];
GLint mStencilClearValue;
GLfloat mDepthClearValue;
nsCOMPtr<nsITimer> mContextRestorer;
bool mAllowRestore;
@ -1224,7 +1224,7 @@ protected:
template <typename WebGLObjectType>
JSObject* WebGLObjectAsJSObject(JSContext *cx, const WebGLObjectType *, ErrorResult& rv) const;
void ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex, WebGLint level);
void ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex, GLint level);
#ifdef XP_MACOSX
// see bug 713305. This RAII helper guarantees that we're on the discrete GPU, during its lifetime

Просмотреть файл

@ -19,7 +19,7 @@ using namespace mozilla;
*/
static const char*
GetQueryTargetEnumString(WebGLenum target)
GetQueryTargetEnumString(GLenum target)
{
switch (target)
{
@ -108,7 +108,7 @@ WebGLContext::DeleteQuery(WebGLQuery *query)
}
void
WebGLContext::BeginQuery(WebGLenum target, WebGLQuery *query)
WebGLContext::BeginQuery(GLenum target, WebGLQuery *query)
{
if (!IsContextStable())
return;
@ -178,7 +178,7 @@ WebGLContext::BeginQuery(WebGLenum target, WebGLQuery *query)
}
void
WebGLContext::EndQuery(WebGLenum target)
WebGLContext::EndQuery(GLenum target)
{
if (!IsContextStable())
return;
@ -234,7 +234,7 @@ WebGLContext::IsQuery(WebGLQuery *query)
}
already_AddRefed<WebGLQuery>
WebGLContext::GetQuery(WebGLenum target, WebGLenum pname)
WebGLContext::GetQuery(GLenum target, GLenum pname)
{
if (!IsContextStable())
return nullptr;
@ -257,7 +257,7 @@ WebGLContext::GetQuery(WebGLenum target, WebGLenum pname)
}
JS::Value
WebGLContext::GetQueryObject(JSContext* cx, WebGLQuery *query, WebGLenum pname)
WebGLContext::GetQueryObject(JSContext* cx, WebGLQuery *query, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -333,7 +333,7 @@ WebGLContext::GetQueryObject(JSContext* cx, WebGLQuery *query, WebGLenum pname)
}
WebGLRefPtr<WebGLQuery>*
WebGLContext::GetQueryTargetSlot(WebGLenum target, const char* infos)
WebGLContext::GetQueryTargetSlot(GLenum target, const char* infos)
{
switch (target) {
case LOCAL_GL_ANY_SAMPLES_PASSED:

Просмотреть файл

@ -11,7 +11,7 @@ using namespace mozilla;
using namespace mozilla::dom;
void
WebGLContext::BindBuffer(WebGLenum target, WebGLBuffer *buffer)
WebGLContext::BindBuffer(GLenum target, WebGLBuffer *buffer)
{
if (!IsContextStable())
return;
@ -46,7 +46,7 @@ WebGLContext::BindBuffer(WebGLenum target, WebGLBuffer *buffer)
}
void
WebGLContext::BindBufferBase(WebGLenum target, WebGLuint index, WebGLBuffer* buffer)
WebGLContext::BindBufferBase(GLenum target, GLuint index, WebGLBuffer* buffer)
{
if (!IsContextStable())
return;
@ -87,7 +87,7 @@ WebGLContext::BindBufferBase(WebGLenum target, WebGLuint index, WebGLBuffer* buf
}
void
WebGLContext::BindBufferRange(WebGLenum target, WebGLuint index, WebGLBuffer* buffer,
WebGLContext::BindBufferRange(GLenum target, GLuint index, WebGLBuffer* buffer,
WebGLintptr offset, WebGLsizeiptr size)
{
if (!IsContextStable())
@ -134,8 +134,8 @@ WebGLContext::BindBufferRange(WebGLenum target, WebGLuint index, WebGLBuffer* bu
}
void
WebGLContext::BufferData(WebGLenum target, WebGLsizeiptr size,
WebGLenum usage)
WebGLContext::BufferData(GLenum target, WebGLsizeiptr size,
GLenum usage)
{
if (!IsContextStable())
return;
@ -183,9 +183,9 @@ WebGLContext::BufferData(WebGLenum target, WebGLsizeiptr size,
}
void
WebGLContext::BufferData(WebGLenum target,
WebGLContext::BufferData(GLenum target,
const Nullable<ArrayBuffer> &maybeData,
WebGLenum usage)
GLenum usage)
{
if (!IsContextStable())
return;
@ -232,8 +232,8 @@ WebGLContext::BufferData(WebGLenum target,
}
void
WebGLContext::BufferData(WebGLenum target, const ArrayBufferView& data,
WebGLenum usage)
WebGLContext::BufferData(GLenum target, const ArrayBufferView& data,
GLenum usage)
{
if (!IsContextStable())
return;
@ -315,7 +315,7 @@ WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
}
void
WebGLContext::BufferSubData(WebGLenum target, WebGLsizeiptr byteOffset,
WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
const ArrayBufferView& data)
{
if (!IsContextStable())
@ -401,7 +401,7 @@ WebGLContext::IsBuffer(WebGLBuffer *buffer)
}
bool
WebGLContext::ValidateBufferUsageEnum(WebGLenum target, const char *infos)
WebGLContext::ValidateBufferUsageEnum(GLenum target, const char *infos)
{
switch (target) {
case LOCAL_GL_STREAM_DRAW:

Просмотреть файл

@ -11,7 +11,7 @@
using namespace mozilla;
void
WebGLContext::Clear(WebGLbitfield mask)
WebGLContext::Clear(GLbitfield mask)
{
if (!IsContextStable())
return;
@ -76,8 +76,8 @@ WebGLContext::Clear(WebGLbitfield mask)
mShouldPresent = true;
}
static WebGLclampf
GLClampFloat(WebGLclampf val)
static GLclampf
GLClampFloat(GLclampf val)
{
if (val < 0.0)
return 0.0;
@ -89,8 +89,8 @@ GLClampFloat(WebGLclampf val)
}
void
WebGLContext::ClearColor(WebGLclampf r, WebGLclampf g,
WebGLclampf b, WebGLclampf a)
WebGLContext::ClearColor(GLclampf r, GLclampf g,
GLclampf b, GLclampf a)
{
if (!IsContextStable())
return;
@ -104,7 +104,7 @@ WebGLContext::ClearColor(WebGLclampf r, WebGLclampf g,
}
void
WebGLContext::ClearDepth(WebGLclampf v)
WebGLContext::ClearDepth(GLclampf v)
{
if (!IsContextStable())
return;
@ -115,7 +115,7 @@ WebGLContext::ClearDepth(WebGLclampf v)
}
void
WebGLContext::ClearStencil(WebGLint v)
WebGLContext::ClearStencil(GLint v)
{
if (!IsContextStable())
return;
@ -227,7 +227,7 @@ WebGLContext::DrawBuffers(const dom::Sequence<GLenum>& buffers)
}
void
WebGLContext::StencilMask(WebGLuint mask)
WebGLContext::StencilMask(GLuint mask)
{
if (!IsContextStable())
return;
@ -240,7 +240,7 @@ WebGLContext::StencilMask(WebGLuint mask)
}
void
WebGLContext::StencilMaskSeparate(WebGLenum face, WebGLuint mask)
WebGLContext::StencilMaskSeparate(GLenum face, GLuint mask)
{
if (!IsContextStable())
return;

Просмотреть файл

@ -48,8 +48,8 @@ using namespace mozilla;
using namespace mozilla::dom;
using namespace mozilla::gl;
static bool BaseTypeAndSizeFromUniformType(WebGLenum uType, WebGLenum *baseType, WebGLint *unitSize);
static WebGLenum InternalFormatForFormatAndType(WebGLenum format, WebGLenum type, bool isGLES2);
static bool BaseTypeAndSizeFromUniformType(GLenum uType, GLenum *baseType, GLint *unitSize);
static GLenum InternalFormatForFormatAndType(GLenum format, GLenum type, bool isGLES2);
//
// WebGL API
@ -61,7 +61,7 @@ inline const WebGLRectangleObject *WebGLContext::FramebufferRectangleObject() co
}
void
WebGLContext::ActiveTexture(WebGLenum texture)
WebGLContext::ActiveTexture(GLenum texture)
{
if (!IsContextStable())
return;
@ -103,7 +103,7 @@ WebGLContext::AttachShader(WebGLProgram *program, WebGLShader *shader)
void
WebGLContext::BindAttribLocation(WebGLProgram *prog, WebGLuint location,
WebGLContext::BindAttribLocation(WebGLProgram *prog, GLuint location,
const nsAString& name)
{
if (!IsContextStable())
@ -112,7 +112,7 @@ WebGLContext::BindAttribLocation(WebGLProgram *prog, WebGLuint location,
if (!ValidateObject("bindAttribLocation: program", prog))
return;
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
if (!ValidateGLSLVariableName(name, "bindAttribLocation"))
return;
@ -129,7 +129,7 @@ WebGLContext::BindAttribLocation(WebGLProgram *prog, WebGLuint location,
}
void
WebGLContext::BindFramebuffer(WebGLenum target, WebGLFramebuffer *wfb)
WebGLContext::BindFramebuffer(GLenum target, WebGLFramebuffer *wfb)
{
if (!IsContextStable())
return;
@ -149,7 +149,7 @@ WebGLContext::BindFramebuffer(WebGLenum target, WebGLFramebuffer *wfb)
if (!wfb) {
gl->fBindFramebuffer(target, 0);
} else {
WebGLuint framebuffername = wfb->GLName();
GLuint framebuffername = wfb->GLName();
gl->fBindFramebuffer(target, framebuffername);
wfb->SetHasEverBeenBound(true);
}
@ -158,7 +158,7 @@ WebGLContext::BindFramebuffer(WebGLenum target, WebGLFramebuffer *wfb)
}
void
WebGLContext::BindRenderbuffer(WebGLenum target, WebGLRenderbuffer *wrb)
WebGLContext::BindRenderbuffer(GLenum target, WebGLRenderbuffer *wrb)
{
if (!IsContextStable())
return;
@ -178,14 +178,14 @@ WebGLContext::BindRenderbuffer(WebGLenum target, WebGLRenderbuffer *wrb)
MakeContextCurrent();
WebGLuint renderbuffername = wrb ? wrb->GLName() : 0;
GLuint renderbuffername = wrb ? wrb->GLName() : 0;
gl->fBindRenderbuffer(target, renderbuffername);
mBoundRenderbuffer = wrb;
}
void
WebGLContext::BindTexture(WebGLenum target, WebGLTexture *tex)
WebGLContext::BindTexture(GLenum target, WebGLTexture *tex)
{
if (!IsContextStable())
return;
@ -214,7 +214,7 @@ WebGLContext::BindTexture(WebGLenum target, WebGLTexture *tex)
gl->fBindTexture(target, 0 /* == texturename */);
}
void WebGLContext::BlendEquation(WebGLenum mode)
void WebGLContext::BlendEquation(GLenum mode)
{
if (!IsContextStable())
return;
@ -226,7 +226,7 @@ void WebGLContext::BlendEquation(WebGLenum mode)
gl->fBlendEquation(mode);
}
void WebGLContext::BlendEquationSeparate(WebGLenum modeRGB, WebGLenum modeAlpha)
void WebGLContext::BlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
{
if (!IsContextStable())
return;
@ -239,7 +239,7 @@ void WebGLContext::BlendEquationSeparate(WebGLenum modeRGB, WebGLenum modeAlpha)
gl->fBlendEquationSeparate(modeRGB, modeAlpha);
}
void WebGLContext::BlendFunc(WebGLenum sfactor, WebGLenum dfactor)
void WebGLContext::BlendFunc(GLenum sfactor, GLenum dfactor)
{
if (!IsContextStable())
return;
@ -256,8 +256,8 @@ void WebGLContext::BlendFunc(WebGLenum sfactor, WebGLenum dfactor)
}
void
WebGLContext::BlendFuncSeparate(WebGLenum srcRGB, WebGLenum dstRGB,
WebGLenum srcAlpha, WebGLenum dstAlpha)
WebGLContext::BlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
GLenum srcAlpha, GLenum dstAlpha)
{
if (!IsContextStable())
return;
@ -312,8 +312,8 @@ GLenum WebGLContext::CheckedBufferData(GLenum target,
}
}
WebGLenum
WebGLContext::CheckFramebufferStatus(WebGLenum target)
GLenum
WebGLContext::CheckFramebufferStatus(GLenum target)
{
if (!IsContextStable())
{
@ -363,20 +363,20 @@ WebGLContext::CheckFramebufferStatus(WebGLenum target)
}
void
WebGLContext::CopyTexSubImage2D_base(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
WebGLContext::CopyTexSubImage2D_base(GLenum target,
GLint level,
GLenum internalformat,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
bool sub)
{
const WebGLRectangleObject *framebufferRect = FramebufferRectangleObject();
WebGLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
WebGLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
const char *info = sub ? "copyTexSubImage2D" : "copyTexImage2D";
@ -463,14 +463,14 @@ WebGLContext::CopyTexSubImage2D_base(WebGLenum target,
}
void
WebGLContext::CopyTexImage2D(WebGLenum target,
WebGLint level,
WebGLenum internalformat,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height,
WebGLint border)
WebGLContext::CopyTexImage2D(GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border)
{
if (!IsContextStable())
return;
@ -509,7 +509,7 @@ WebGLContext::CopyTexImage2D(WebGLenum target,
if (level < 0)
return ErrorInvalidValue("copyTexImage2D: level may not be negative");
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
GLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (!(maxTextureSize >> level))
return ErrorInvalidValue("copyTexImage2D: 2^level exceeds maximum texture size");
@ -572,14 +572,14 @@ WebGLContext::CopyTexImage2D(WebGLenum target,
}
void
WebGLContext::CopyTexSubImage2D(WebGLenum target,
WebGLint level,
WebGLint xoffset,
WebGLint yoffset,
WebGLint x,
WebGLint y,
WebGLsizei width,
WebGLsizei height)
WebGLContext::CopyTexSubImage2D(GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
if (!IsContextStable())
return;
@ -600,7 +600,7 @@ WebGLContext::CopyTexSubImage2D(WebGLenum target,
if (level < 0)
return ErrorInvalidValue("copyTexSubImage2D: level may not be negative");
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
GLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (!(maxTextureSize >> level))
return ErrorInvalidValue("copyTexSubImage2D: 2^level exceeds maximum texture size");
@ -614,13 +614,13 @@ WebGLContext::CopyTexSubImage2D(WebGLenum target,
if (!tex)
return ErrorInvalidOperation("copyTexSubImage2D: no texture bound to this target");
WebGLint face = WebGLTexture::FaceForTarget(target);
GLint face = WebGLTexture::FaceForTarget(target);
if (!tex->HasImageInfoAt(level, face))
return ErrorInvalidOperation("copyTexSubImage2D: no texture image previously defined for this level and face");
const WebGLTexture::ImageInfo &imageInfo = tex->ImageInfoAt(level, face);
WebGLsizei texWidth = imageInfo.Width();
WebGLsizei texHeight = imageInfo.Height();
GLsizei texWidth = imageInfo.Width();
GLsizei texHeight = imageInfo.Height();
if (xoffset + width > texWidth || xoffset + width < 0)
return ErrorInvalidValue("copyTexSubImage2D: xoffset+width is too large");
@ -628,7 +628,7 @@ WebGLContext::CopyTexSubImage2D(WebGLenum target,
if (yoffset + height > texHeight || yoffset + height < 0)
return ErrorInvalidValue("copyTexSubImage2D: yoffset+height is too large");
WebGLenum format = imageInfo.Format();
GLenum format = imageInfo.Format();
bool texFormatRequiresAlpha = format == LOCAL_GL_RGBA ||
format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_LUMINANCE_ALPHA;
@ -661,7 +661,7 @@ WebGLContext::CreateProgram()
}
already_AddRefed<WebGLShader>
WebGLContext::CreateShader(WebGLenum type)
WebGLContext::CreateShader(GLenum type)
{
if (!IsContextStable())
return nullptr;
@ -678,7 +678,7 @@ WebGLContext::CreateShader(WebGLenum type)
}
void
WebGLContext::CullFace(WebGLenum face)
WebGLContext::CullFace(GLenum face)
{
if (!IsContextStable())
return;
@ -746,7 +746,7 @@ WebGLContext::DeleteTexture(WebGLTexture *tex)
if (mBoundFramebuffer)
mBoundFramebuffer->DetachTexture(tex);
WebGLuint activeTexture = mActiveTexture;
GLuint activeTexture = mActiveTexture;
for (int32_t i = 0; i < mGLMaxTextureUnits; i++) {
if ((tex->Target() == LOCAL_GL_TEXTURE_2D && mBound2DTextures[i] == tex) ||
(tex->Target() == LOCAL_GL_TEXTURE_CUBE_MAP && mBoundCubeMapTextures[i] == tex))
@ -807,7 +807,7 @@ WebGLContext::DetachShader(WebGLProgram *program, WebGLShader *shader)
}
void
WebGLContext::DepthFunc(WebGLenum func)
WebGLContext::DepthFunc(GLenum func)
{
if (!IsContextStable())
return;
@ -820,7 +820,7 @@ WebGLContext::DepthFunc(WebGLenum func)
}
void
WebGLContext::DepthRange(WebGLfloat zNear, WebGLfloat zFar)
WebGLContext::DepthRange(GLfloat zNear, GLfloat zFar)
{
if (!IsContextStable())
return;
@ -853,7 +853,7 @@ WebGLContext::WhatDoesVertexAttrib0Need()
}
bool
WebGLContext::DoFakeVertexAttrib0(WebGLuint vertexCount)
WebGLContext::DoFakeVertexAttrib0(GLuint vertexCount)
{
int whatDoesAttrib0Need = WhatDoesVertexAttrib0Need();
@ -869,7 +869,7 @@ WebGLContext::DoFakeVertexAttrib0(WebGLuint vertexCount)
mAlreadyWarnedAboutFakeVertexAttrib0 = true;
}
CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(WebGLfloat);
CheckedUint32 checked_dataSize = CheckedUint32(vertexCount) * 4 * sizeof(GLfloat);
if (!checked_dataSize.isValid()) {
ErrorOutOfMemory("Integer overflow trying to construct a fake vertex attrib 0 array for a draw-operation "
@ -877,7 +877,7 @@ WebGLContext::DoFakeVertexAttrib0(WebGLuint vertexCount)
return false;
}
WebGLuint dataSize = checked_dataSize.value();
GLuint dataSize = checked_dataSize.value();
if (!mFakeVertexAttrib0BufferObject) {
gl->fGenBuffers(1, &mFakeVertexAttrib0BufferObject);
@ -910,7 +910,7 @@ WebGLContext::DoFakeVertexAttrib0(WebGLuint vertexCount)
UpdateWebGLErrorAndClearGLError();
if (mFakeVertexAttrib0BufferStatus == VertexAttrib0Status::EmulatedInitializedArray) {
nsAutoArrayPtr<WebGLfloat> array(new WebGLfloat[4 * vertexCount]);
nsAutoArrayPtr<GLfloat> array(new GLfloat[4 * vertexCount]);
for(size_t i = 0; i < vertexCount; ++i) {
array[4 * i + 0] = mVertexAttrib0Vector[0];
array[4 * i + 1] = mVertexAttrib0Vector[1];
@ -1005,7 +1005,7 @@ WebGLContext::BindFakeBlackTextures()
gl->fGenTextures(1, &mBlackTextureCubeMap);
gl->fBindTexture(LOCAL_GL_TEXTURE_CUBE_MAP, mBlackTextureCubeMap);
for (WebGLuint i = 0; i < 6; ++i) {
for (GLuint i = 0; i < 6; ++i) {
gl->fTexImage2D(LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, LOCAL_GL_RGBA, 1, 1,
0, LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE, &black);
}
@ -1051,7 +1051,7 @@ WebGLContext::UnbindFakeBlackTextures()
}
void
WebGLContext::FramebufferRenderbuffer(WebGLenum target, WebGLenum attachment, WebGLenum rbtarget, WebGLRenderbuffer *wrb)
WebGLContext::FramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum rbtarget, WebGLRenderbuffer *wrb)
{
if (!IsContextStable())
return;
@ -1063,11 +1063,11 @@ WebGLContext::FramebufferRenderbuffer(WebGLenum target, WebGLenum attachment, We
}
void
WebGLContext::FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
WebGLContext::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture *tobj,
WebGLint level)
GLint level)
{
if (!IsContextStable())
return;
@ -1079,7 +1079,7 @@ WebGLContext::FramebufferTexture2D(WebGLenum target,
}
void
WebGLContext::FrontFace(WebGLenum mode)
WebGLContext::FrontFace(GLenum mode)
{
if (!IsContextStable())
return;
@ -1108,7 +1108,7 @@ WebGLContext::GetActiveAttrib(WebGLProgram *prog, uint32_t index)
MakeContextCurrent();
GLint len = 0;
WebGLuint progname = prog->GLName();;
GLuint progname = prog->GLName();;
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &len);
if (len == 0)
return nullptr;
@ -1131,7 +1131,7 @@ WebGLContext::GetActiveAttrib(WebGLProgram *prog, uint32_t index)
}
void
WebGLContext::GenerateMipmap(WebGLenum target)
WebGLContext::GenerateMipmap(GLenum target)
{
if (!IsContextStable())
return;
@ -1193,7 +1193,7 @@ WebGLContext::GetActiveUniform(WebGLProgram *prog, uint32_t index)
MakeContextCurrent();
GLint len = 0;
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
gl->fGetProgramiv(progname, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH, &len);
if (len == 0)
return nullptr;
@ -1255,7 +1255,7 @@ WebGLContext::GetAttachedShaders(WebGLProgram *prog,
}
}
WebGLint
GLint
WebGLContext::GetAttribLocation(WebGLProgram *prog, const nsAString& name)
{
if (!IsContextStable())
@ -1271,14 +1271,14 @@ WebGLContext::GetAttribLocation(WebGLProgram *prog, const nsAString& name)
nsCString mappedName;
prog->MapIdentifier(cname, &mappedName);
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
MakeContextCurrent();
return gl->fGetAttribLocation(progname, mappedName.get());
}
JS::Value
WebGLContext::GetBufferParameter(WebGLenum target, WebGLenum pname)
WebGLContext::GetBufferParameter(GLenum target, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -1314,9 +1314,9 @@ WebGLContext::GetBufferParameter(WebGLenum target, WebGLenum pname)
JS::Value
WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
WebGLenum target,
WebGLenum attachment,
WebGLenum pname,
GLenum target,
GLenum attachment,
GLenum pname,
ErrorResult& rv)
{
if (!IsContextStable())
@ -1334,7 +1334,7 @@ WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
if (IsExtensionEnabled(WEBGL_draw_buffers))
{
if (attachment < LOCAL_GL_COLOR_ATTACHMENT0 ||
attachment >= WebGLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments))
attachment >= GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mGLMaxColorAttachments))
{
ErrorInvalidEnumInfo("getFramebufferAttachmentParameter: attachment", attachment);
return JS::NullValue();
@ -1407,7 +1407,7 @@ WebGLContext::GetFramebufferAttachmentParameter(JSContext* cx,
}
JS::Value
WebGLContext::GetRenderbufferParameter(WebGLenum target, WebGLenum pname)
WebGLContext::GetRenderbufferParameter(GLenum target, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -1458,7 +1458,7 @@ WebGLContext::CreateTexture()
return globj.forget();
}
WebGLenum
GLenum
WebGLContext::GetError()
{
if (mContextStatus == ContextStable) {
@ -1469,13 +1469,13 @@ WebGLContext::GetError()
mContextLostErrorSet = true;
}
WebGLenum err = mWebGLError;
GLenum err = mWebGLError;
mWebGLError = LOCAL_GL_NO_ERROR;
return err;
}
JS::Value
WebGLContext::GetProgramParameter(WebGLProgram *prog, WebGLenum pname)
WebGLContext::GetProgramParameter(WebGLProgram *prog, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -1483,7 +1483,7 @@ WebGLContext::GetProgramParameter(WebGLProgram *prog, WebGLenum pname)
if (!ValidateObjectAllowDeleted("getProgramParameter: program", prog))
return JS::NullValue();
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
MakeContextCurrent();
@ -1550,7 +1550,7 @@ WebGLContext::GetProgramInfoLog(WebGLProgram *prog, nsACString& retval)
return;
}
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
MakeContextCurrent();
@ -1577,17 +1577,17 @@ WebGLContext::GetProgramInfoLog(WebGLProgram *prog, nsACString& retval)
// here we have to support all pnames with both int and float params.
// See this discussion:
// https://www.khronos.org/webgl/public-mailing-list/archives/1008/msg00014.html
void WebGLContext::TexParameter_base(WebGLenum target, WebGLenum pname,
WebGLint *intParamPtr,
WebGLfloat *floatParamPtr)
void WebGLContext::TexParameter_base(GLenum target, GLenum pname,
GLint *intParamPtr,
GLfloat *floatParamPtr)
{
MOZ_ASSERT(intParamPtr || floatParamPtr);
if (!IsContextStable())
return;
WebGLint intParam = intParamPtr ? *intParamPtr : WebGLint(*floatParamPtr);
WebGLfloat floatParam = floatParamPtr ? *floatParamPtr : WebGLfloat(*intParamPtr);
GLint intParam = intParamPtr ? *intParamPtr : GLint(*floatParamPtr);
GLfloat floatParam = floatParamPtr ? *floatParamPtr : GLfloat(*intParamPtr);
if (!ValidateTextureTargetEnum(target, "texParameter: target"))
return;
@ -1684,7 +1684,7 @@ void WebGLContext::TexParameter_base(WebGLenum target, WebGLenum pname,
}
JS::Value
WebGLContext::GetTexParameter(WebGLenum target, WebGLenum pname)
WebGLContext::GetTexParameter(GLenum target, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -1749,7 +1749,7 @@ WebGLContext::GetUniform(JSContext* cx, WebGLProgram *prog,
return JS::NullValue();
}
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
MakeContextCurrent();
@ -1875,7 +1875,7 @@ WebGLContext::GetUniformLocation(WebGLProgram *prog, const nsAString& name)
nsCString mappedName;
prog->MapIdentifier(cname, &mappedName);
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
MakeContextCurrent();
GLint intlocation = gl->fGetUniformLocation(progname, mappedName.get());
@ -1891,7 +1891,7 @@ WebGLContext::GetUniformLocation(WebGLProgram *prog, const nsAString& name)
}
void
WebGLContext::Hint(WebGLenum target, WebGLenum mode)
WebGLContext::Hint(GLenum target, GLenum mode)
{
if (!IsContextStable())
return;
@ -2127,7 +2127,7 @@ WebGLContext::LinkProgram(WebGLProgram *program)
}
void
WebGLContext::PixelStorei(WebGLenum pname, WebGLint param)
WebGLContext::PixelStorei(GLenum pname, GLint param)
{
if (!IsContextStable())
return;
@ -2165,9 +2165,9 @@ WebGLContext::PixelStorei(WebGLenum pname, WebGLint param)
}
void
WebGLContext::ReadPixels(WebGLint x, WebGLint y, WebGLsizei width,
WebGLsizei height, WebGLenum format,
WebGLenum type, const Nullable<ArrayBufferView> &pixels,
WebGLContext::ReadPixels(GLint x, GLint y, GLsizei width,
GLsizei height, GLenum format,
GLenum type, const Nullable<ArrayBufferView> &pixels,
ErrorResult& rv)
{
if (!IsContextStable()) {
@ -2186,8 +2186,8 @@ WebGLContext::ReadPixels(WebGLint x, WebGLint y, WebGLsizei width,
return ErrorInvalidValue("readPixels: null destination buffer");
const WebGLRectangleObject *framebufferRect = FramebufferRectangleObject();
WebGLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
WebGLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
GLsizei framebufferWidth = framebufferRect ? framebufferRect->Width() : 0;
GLsizei framebufferHeight = framebufferRect ? framebufferRect->Height() : 0;
uint32_t channels = 0;
@ -2391,7 +2391,7 @@ WebGLContext::ReadPixels(WebGLint x, WebGLint y, WebGLsizei width,
}
void
WebGLContext::RenderbufferStorage(WebGLenum target, WebGLenum internalformat, WebGLsizei width, WebGLsizei height)
WebGLContext::RenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
{
if (!IsContextStable())
return;
@ -2409,7 +2409,7 @@ WebGLContext::RenderbufferStorage(WebGLenum target, WebGLenum internalformat, We
return ErrorInvalidValue("renderbufferStorage: width or height exceeds maximum renderbuffer size");
// certain OpenGL ES renderbuffer formats may not exist on desktop OpenGL
WebGLenum internalformatForGL = internalformat;
GLenum internalformatForGL = internalformat;
switch (internalformat) {
case LOCAL_GL_RGBA4:
@ -2468,7 +2468,7 @@ WebGLContext::RenderbufferStorage(WebGLenum target, WebGLenum internalformat, We
}
void
WebGLContext::Scissor(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height)
WebGLContext::Scissor(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (!IsContextStable())
return;
@ -2481,7 +2481,7 @@ WebGLContext::Scissor(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei heigh
}
void
WebGLContext::StencilFunc(WebGLenum func, WebGLint ref, WebGLuint mask)
WebGLContext::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
if (!IsContextStable())
return;
@ -2499,7 +2499,7 @@ WebGLContext::StencilFunc(WebGLenum func, WebGLint ref, WebGLuint mask)
}
void
WebGLContext::StencilFuncSeparate(WebGLenum face, WebGLenum func, WebGLint ref, WebGLuint mask)
WebGLContext::StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
if (!IsContextStable())
return;
@ -2530,7 +2530,7 @@ WebGLContext::StencilFuncSeparate(WebGLenum face, WebGLenum func, WebGLint ref,
}
void
WebGLContext::StencilOp(WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass)
WebGLContext::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (!IsContextStable())
return;
@ -2545,7 +2545,7 @@ WebGLContext::StencilOp(WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass)
}
void
WebGLContext::StencilOpSeparate(WebGLenum face, WebGLenum sfail, WebGLenum dpfail, WebGLenum dppass)
WebGLContext::StencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
{
if (!IsContextStable())
return;
@ -2635,7 +2635,7 @@ WebGLContext::SurfaceFromElementResultToImageSurface(nsLayoutUtils::SurfaceFromE
void
WebGLContext::Uniform1i(WebGLUniformLocation *location_object, WebGLint a1)
WebGLContext::Uniform1i(WebGLUniformLocation *location_object, GLint a1)
{
GLint location;
if (!ValidateUniformSetter("Uniform1i", location_object, location))
@ -2649,8 +2649,8 @@ WebGLContext::Uniform1i(WebGLUniformLocation *location_object, WebGLint a1)
}
void
WebGLContext::Uniform2i(WebGLUniformLocation *location_object, WebGLint a1,
WebGLint a2)
WebGLContext::Uniform2i(WebGLUniformLocation *location_object, GLint a1,
GLint a2)
{
GLint location;
if (!ValidateUniformSetter("Uniform2i", location_object, location))
@ -2667,8 +2667,8 @@ WebGLContext::Uniform2i(WebGLUniformLocation *location_object, WebGLint a1,
}
void
WebGLContext::Uniform3i(WebGLUniformLocation *location_object, WebGLint a1,
WebGLint a2, WebGLint a3)
WebGLContext::Uniform3i(WebGLUniformLocation *location_object, GLint a1,
GLint a2, GLint a3)
{
GLint location;
if (!ValidateUniformSetter("Uniform3i", location_object, location))
@ -2686,8 +2686,8 @@ WebGLContext::Uniform3i(WebGLUniformLocation *location_object, WebGLint a1,
}
void
WebGLContext::Uniform4i(WebGLUniformLocation *location_object, WebGLint a1,
WebGLint a2, WebGLint a3, WebGLint a4)
WebGLContext::Uniform4i(WebGLUniformLocation *location_object, GLint a1,
GLint a2, GLint a3, GLint a4)
{
GLint location;
if (!ValidateUniformSetter("Uniform4i", location_object, location))
@ -2706,7 +2706,7 @@ WebGLContext::Uniform4i(WebGLUniformLocation *location_object, WebGLint a1,
}
void
WebGLContext::Uniform1f(WebGLUniformLocation *location_object, WebGLfloat a1)
WebGLContext::Uniform1f(WebGLUniformLocation *location_object, GLfloat a1)
{
GLint location;
if (!ValidateUniformSetter("Uniform1f", location_object, location))
@ -2716,8 +2716,8 @@ WebGLContext::Uniform1f(WebGLUniformLocation *location_object, WebGLfloat a1)
}
void
WebGLContext::Uniform2f(WebGLUniformLocation *location_object, WebGLfloat a1,
WebGLfloat a2)
WebGLContext::Uniform2f(WebGLUniformLocation *location_object, GLfloat a1,
GLfloat a2)
{
GLint location;
if (!ValidateUniformSetter("Uniform2f", location_object, location))
@ -2727,8 +2727,8 @@ WebGLContext::Uniform2f(WebGLUniformLocation *location_object, WebGLfloat a1,
}
void
WebGLContext::Uniform3f(WebGLUniformLocation *location_object, WebGLfloat a1,
WebGLfloat a2, WebGLfloat a3)
WebGLContext::Uniform3f(WebGLUniformLocation *location_object, GLfloat a1,
GLfloat a2, GLfloat a3)
{
GLint location;
if (!ValidateUniformSetter("Uniform3f", location_object, location))
@ -2738,8 +2738,8 @@ WebGLContext::Uniform3f(WebGLUniformLocation *location_object, WebGLfloat a1,
}
void
WebGLContext::Uniform4f(WebGLUniformLocation *location_object, WebGLfloat a1,
WebGLfloat a2, WebGLfloat a3, WebGLfloat a4)
WebGLContext::Uniform4f(WebGLUniformLocation *location_object, GLfloat a1,
GLfloat a2, GLfloat a3, GLfloat a4)
{
GLint location;
if (!ValidateUniformSetter("Uniform4f", location_object, location))
@ -2750,7 +2750,7 @@ WebGLContext::Uniform4f(WebGLUniformLocation *location_object, WebGLfloat a1,
void
WebGLContext::Uniform1iv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLint* data)
uint32_t arrayLength, const GLint* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2768,7 +2768,7 @@ WebGLContext::Uniform1iv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform2iv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLint* data)
uint32_t arrayLength, const GLint* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2789,7 +2789,7 @@ WebGLContext::Uniform2iv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform3iv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLint* data)
uint32_t arrayLength, const GLint* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2811,7 +2811,7 @@ WebGLContext::Uniform3iv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform4iv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLint* data)
uint32_t arrayLength, const GLint* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2834,7 +2834,7 @@ WebGLContext::Uniform4iv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform1fv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLfloat* data)
uint32_t arrayLength, const GLfloat* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2848,7 +2848,7 @@ WebGLContext::Uniform1fv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform2fv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLfloat* data)
uint32_t arrayLength, const GLfloat* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2862,7 +2862,7 @@ WebGLContext::Uniform2fv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform3fv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLfloat* data)
uint32_t arrayLength, const GLfloat* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2876,7 +2876,7 @@ WebGLContext::Uniform3fv_base(WebGLUniformLocation *location_object,
void
WebGLContext::Uniform4fv_base(WebGLUniformLocation *location_object,
uint32_t arrayLength, const WebGLfloat* data)
uint32_t arrayLength, const GLfloat* data)
{
uint32_t numElementsToUpload;
GLint location;
@ -2946,7 +2946,7 @@ WebGLContext::UseProgram(WebGLProgram *prog)
InvalidateBufferFetching();
WebGLuint progname = prog ? prog->GLName() : 0;
GLuint progname = prog ? prog->GLName() : 0;
if (prog && !prog->LinkStatus())
return ErrorInvalidOperation("useProgram: program was not linked successfully");
@ -2975,7 +2975,7 @@ WebGLContext::ValidateProgram(WebGLProgram *prog)
}
#endif
WebGLuint progname = prog->GLName();
GLuint progname = prog->GLName();
gl->fValidateProgram(progname);
}
@ -2998,7 +2998,7 @@ WebGLContext::CreateRenderbuffer()
}
void
WebGLContext::Viewport(WebGLint x, WebGLint y, WebGLsizei width, WebGLsizei height)
WebGLContext::Viewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
if (!IsContextStable())
return;
@ -3019,7 +3019,7 @@ WebGLContext::CompileShader(WebGLShader *shader)
if (!ValidateObject("compileShader", shader))
return;
WebGLuint shadername = shader->GLName();
GLuint shadername = shader->GLName();
shader->SetCompileStatus(false);
@ -3279,8 +3279,8 @@ WebGLContext::CompileShader(WebGLShader *shader)
}
void
WebGLContext::CompressedTexImage2D(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLint border,
WebGLContext::CompressedTexImage2D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border,
const ArrayBufferView& view)
{
if (!IsContextStable()) {
@ -3319,9 +3319,9 @@ WebGLContext::CompressedTexImage2D(WebGLenum target, WebGLint level, WebGLenum i
}
void
WebGLContext::CompressedTexSubImage2D(WebGLenum target, WebGLint level, WebGLint xoffset,
WebGLint yoffset, WebGLsizei width, WebGLsizei height,
WebGLenum format, const ArrayBufferView& view)
WebGLContext::CompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLsizei width, GLsizei height,
GLenum format, const ArrayBufferView& view)
{
if (!IsContextStable()) {
return;
@ -3419,7 +3419,7 @@ WebGLContext::CompressedTexSubImage2D(WebGLenum target, WebGLint level, WebGLint
}
JS::Value
WebGLContext::GetShaderParameter(WebGLShader *shader, WebGLenum pname)
WebGLContext::GetShaderParameter(WebGLShader *shader, GLenum pname)
{
if (!IsContextStable())
return JS::NullValue();
@ -3427,7 +3427,7 @@ WebGLContext::GetShaderParameter(WebGLShader *shader, WebGLenum pname)
if (!ValidateObject("getShaderParameter: shader", shader))
return JS::NullValue();
WebGLuint shadername = shader->GLName();
GLuint shadername = shader->GLName();
MakeContextCurrent();
@ -3486,7 +3486,7 @@ WebGLContext::GetShaderInfoLog(WebGLShader *shader, nsACString& retval)
MakeContextCurrent();
WebGLuint shadername = shader->GLName();
GLuint shadername = shader->GLName();
GLint k = -1;
gl->fGetShaderiv(shadername, LOCAL_GL_INFO_LOG_LENGTH, &k);
if (k == -1) {
@ -3505,7 +3505,7 @@ WebGLContext::GetShaderInfoLog(WebGLShader *shader, nsACString& retval)
}
already_AddRefed<WebGLShaderPrecisionFormat>
WebGLContext::GetShaderPrecisionFormat(WebGLenum shadertype, WebGLenum precisiontype)
WebGLContext::GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype)
{
if (!IsContextStable())
return nullptr;
@ -3626,10 +3626,10 @@ GLenum WebGLContext::CheckedTexImage2D(GLenum target,
}
void
WebGLContext::TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum internalformat,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLint border,
WebGLenum format, WebGLenum type,
WebGLContext::TexImage2D_base(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei srcStrideOrZero,
GLint border,
GLenum format, GLenum type,
void *data, uint32_t byteLength,
int jsArrayType, // a TypedArray format enum, or -1 if not relevant
WebGLTexelFormat srcFormat, bool srcPremultiplied)
@ -3771,10 +3771,10 @@ WebGLContext::TexImage2D_base(WebGLenum target, WebGLint level, WebGLenum intern
}
void
WebGLContext::TexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLsizei width,
WebGLsizei height, WebGLint border, WebGLenum format,
WebGLenum type, const Nullable<ArrayBufferView> &pixels, ErrorResult& rv)
WebGLContext::TexImage2D(GLenum target, GLint level,
GLenum internalformat, GLsizei width,
GLsizei height, GLint border, GLenum format,
GLenum type, const Nullable<ArrayBufferView> &pixels, ErrorResult& rv)
{
if (!IsContextStable())
return;
@ -3787,9 +3787,9 @@ WebGLContext::TexImage2D(WebGLenum target, WebGLint level,
}
void
WebGLContext::TexImage2D(WebGLenum target, WebGLint level,
WebGLenum internalformat, WebGLenum format,
WebGLenum type, ImageData* pixels, ErrorResult& rv)
WebGLContext::TexImage2D(GLenum target, GLint level,
GLenum internalformat, GLenum format,
GLenum type, ImageData* pixels, ErrorResult& rv)
{
if (!IsContextStable())
return;
@ -3808,10 +3808,10 @@ WebGLContext::TexImage2D(WebGLenum target, WebGLint level,
void
WebGLContext::TexSubImage2D_base(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height, WebGLsizei srcStrideOrZero,
WebGLenum format, WebGLenum type,
WebGLContext::TexSubImage2D_base(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLsizei srcStrideOrZero,
GLenum format, GLenum type,
void *pixels, uint32_t byteLength,
int jsArrayType,
WebGLTexelFormat srcFormat, bool srcPremultiplied)
@ -3920,10 +3920,10 @@ WebGLContext::TexSubImage2D_base(WebGLenum target, WebGLint level,
}
void
WebGLContext::TexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type,
WebGLContext::TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const Nullable<ArrayBufferView> &pixels,
ErrorResult& rv)
{
@ -3941,9 +3941,9 @@ WebGLContext::TexSubImage2D(WebGLenum target, WebGLint level,
}
void
WebGLContext::TexSubImage2D(WebGLenum target, WebGLint level,
WebGLint xoffset, WebGLint yoffset,
WebGLenum format, WebGLenum type, ImageData* pixels,
WebGLContext::TexSubImage2D(GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLenum format, GLenum type, ImageData* pixels,
ErrorResult& rv)
{
if (!IsContextStable())
@ -3985,7 +3985,7 @@ WebGLContext::RestoreContext()
}
bool
BaseTypeAndSizeFromUniformType(WebGLenum uType, WebGLenum *baseType, WebGLint *unitSize)
BaseTypeAndSizeFromUniformType(GLenum uType, GLenum *baseType, GLint *unitSize)
{
switch (uType) {
case LOCAL_GL_INT:
@ -4126,8 +4126,8 @@ WebGLTexelFormat mozilla::GetWebGLTexelFormat(GLenum format, GLenum type)
}
}
WebGLenum
InternalFormatForFormatAndType(WebGLenum format, WebGLenum type, bool isGLES2)
GLenum
InternalFormatForFormatAndType(GLenum format, GLenum type, bool isGLES2)
{
// ES2 requires that format == internalformat; floating-point is
// indicated purely by the type that's loaded. For desktop GL, we
@ -4179,7 +4179,7 @@ InternalFormatForFormatAndType(WebGLenum format, WebGLenum type, bool isGLES2)
void
WebGLContext::ReattachTextureToAnyFramebufferToWorkAroundBugs(WebGLTexture *tex,
WebGLint level)
GLint level)
{
MOZ_ASSERT(tex);

Просмотреть файл

@ -17,7 +17,7 @@ using namespace mozilla;
using namespace dom;
void
WebGLContext::Disable(WebGLenum cap)
WebGLContext::Disable(GLenum cap)
{
if (!IsContextStable())
return;
@ -37,7 +37,7 @@ WebGLContext::Disable(WebGLenum cap)
}
void
WebGLContext::Enable(WebGLenum cap)
WebGLContext::Enable(GLenum cap)
{
if (!IsContextStable())
return;
@ -69,7 +69,7 @@ StringValue(JSContext* cx, const char* chars, ErrorResult& rv)
}
JS::Value
WebGLContext::GetParameter(JSContext* cx, WebGLenum pname, ErrorResult& rv)
WebGLContext::GetParameter(JSContext* cx, GLenum pname, ErrorResult& rv)
{
if (!IsContextStable())
return JS::NullValue();
@ -127,7 +127,7 @@ WebGLContext::GetParameter(JSContext* cx, WebGLenum pname, ErrorResult& rv)
return JS::Int32Value(mGLMaxDrawBuffers);
}
else if (pname >= LOCAL_GL_DRAW_BUFFER0 &&
pname < WebGLenum(LOCAL_GL_DRAW_BUFFER0 + mGLMaxDrawBuffers))
pname < GLenum(LOCAL_GL_DRAW_BUFFER0 + mGLMaxDrawBuffers))
{
if (mBoundFramebuffer) {
GLint iv = 0;
@ -484,7 +484,7 @@ WebGLContext::GetParameter(JSContext* cx, WebGLenum pname, ErrorResult& rv)
}
JS::Value
WebGLContext::GetParameterIndexed(JSContext* cx, WebGLenum pname, WebGLuint index)
WebGLContext::GetParameterIndexed(JSContext* cx, GLenum pname, GLuint index)
{
if (!IsContextStable())
return JS::NullValue();
@ -510,7 +510,7 @@ WebGLContext::GetParameterIndexed(JSContext* cx, WebGLenum pname, WebGLuint inde
}
bool
WebGLContext::IsEnabled(WebGLenum cap)
WebGLContext::IsEnabled(GLenum cap)
{
if (!IsContextStable())
return false;
@ -523,7 +523,7 @@ WebGLContext::IsEnabled(WebGLenum cap)
}
bool
WebGLContext::ValidateCapabilityEnum(WebGLenum cap, const char* info)
WebGLContext::ValidateCapabilityEnum(GLenum cap, const char* info)
{
switch (cap) {
case LOCAL_GL_BLEND:
@ -545,7 +545,7 @@ WebGLContext::ValidateCapabilityEnum(WebGLenum cap, const char* info)
}
realGLboolean*
WebGLContext::GetStateTrackingSlot(WebGLenum cap)
WebGLContext::GetStateTrackingSlot(GLenum cap)
{
switch (cap) {
case LOCAL_GL_SCISSOR_TEST:

Просмотреть файл

@ -56,8 +56,8 @@ WebGLContext::GenerateWarning(const char *fmt, va_list ap)
}
CheckedUint32
WebGLContext::GetImageSize(WebGLsizei height,
WebGLsizei width,
WebGLContext::GetImageSize(GLsizei height,
GLsizei width,
uint32_t pixelSize,
uint32_t packOrUnpackAlignment)
{
@ -74,7 +74,7 @@ WebGLContext::GetImageSize(WebGLsizei height,
}
void
WebGLContext::SynthesizeGLError(WebGLenum err)
WebGLContext::SynthesizeGLError(GLenum err)
{
// If there is already a pending error, don't overwrite it;
// but if there isn't, then we need to check for a gl error
@ -90,7 +90,7 @@ WebGLContext::SynthesizeGLError(WebGLenum err)
}
void
WebGLContext::SynthesizeGLError(WebGLenum err, const char *fmt, ...)
WebGLContext::SynthesizeGLError(GLenum err, const char *fmt, ...)
{
va_list va;
va_start(va, fmt);

Просмотреть файл

@ -108,7 +108,7 @@ WebGLProgram::UpdateInfo()
return true;
}
bool WebGLContext::ValidateBlendEquationEnum(WebGLenum mode, const char *info)
bool WebGLContext::ValidateBlendEquationEnum(GLenum mode, const char *info)
{
switch (mode) {
case LOCAL_GL_FUNC_ADD:
@ -130,7 +130,7 @@ bool WebGLContext::ValidateBlendEquationEnum(WebGLenum mode, const char *info)
return false;
}
bool WebGLContext::ValidateBlendFuncDstEnum(WebGLenum factor, const char *info)
bool WebGLContext::ValidateBlendFuncDstEnum(GLenum factor, const char *info)
{
switch (factor) {
case LOCAL_GL_ZERO:
@ -154,7 +154,7 @@ bool WebGLContext::ValidateBlendFuncDstEnum(WebGLenum factor, const char *info)
}
}
bool WebGLContext::ValidateBlendFuncSrcEnum(WebGLenum factor, const char *info)
bool WebGLContext::ValidateBlendFuncSrcEnum(GLenum factor, const char *info)
{
if (factor == LOCAL_GL_SRC_ALPHA_SATURATE)
return true;
@ -162,7 +162,7 @@ bool WebGLContext::ValidateBlendFuncSrcEnum(WebGLenum factor, const char *info)
return ValidateBlendFuncDstEnum(factor, info);
}
bool WebGLContext::ValidateBlendFuncEnumsCompatibility(WebGLenum sfactor, WebGLenum dfactor, const char *info)
bool WebGLContext::ValidateBlendFuncEnumsCompatibility(GLenum sfactor, GLenum dfactor, const char *info)
{
bool sfactorIsConstantColor = sfactor == LOCAL_GL_CONSTANT_COLOR ||
sfactor == LOCAL_GL_ONE_MINUS_CONSTANT_COLOR;
@ -181,7 +181,7 @@ bool WebGLContext::ValidateBlendFuncEnumsCompatibility(WebGLenum sfactor, WebGLe
}
}
bool WebGLContext::ValidateTextureTargetEnum(WebGLenum target, const char *info)
bool WebGLContext::ValidateTextureTargetEnum(GLenum target, const char *info)
{
switch (target) {
case LOCAL_GL_TEXTURE_2D:
@ -193,7 +193,7 @@ bool WebGLContext::ValidateTextureTargetEnum(WebGLenum target, const char *info)
}
}
bool WebGLContext::ValidateComparisonEnum(WebGLenum target, const char *info)
bool WebGLContext::ValidateComparisonEnum(GLenum target, const char *info)
{
switch (target) {
case LOCAL_GL_NEVER:
@ -211,7 +211,7 @@ bool WebGLContext::ValidateComparisonEnum(WebGLenum target, const char *info)
}
}
bool WebGLContext::ValidateStencilOpEnum(WebGLenum action, const char *info)
bool WebGLContext::ValidateStencilOpEnum(GLenum action, const char *info)
{
switch (action) {
case LOCAL_GL_KEEP:
@ -229,7 +229,7 @@ bool WebGLContext::ValidateStencilOpEnum(WebGLenum action, const char *info)
}
}
bool WebGLContext::ValidateFaceEnum(WebGLenum face, const char *info)
bool WebGLContext::ValidateFaceEnum(GLenum face, const char *info)
{
switch (face) {
case LOCAL_GL_FRONT:
@ -242,7 +242,7 @@ bool WebGLContext::ValidateFaceEnum(WebGLenum face, const char *info)
}
}
bool WebGLContext::ValidateDrawModeEnum(WebGLenum mode, const char *info)
bool WebGLContext::ValidateDrawModeEnum(GLenum mode, const char *info)
{
switch (mode) {
case LOCAL_GL_TRIANGLES:
@ -300,7 +300,7 @@ bool WebGLContext::ValidateGLSLString(const nsAString& string, const char *info)
return true;
}
bool WebGLContext::ValidateTexImage2DTarget(WebGLenum target, WebGLsizei width, WebGLsizei height,
bool WebGLContext::ValidateTexImage2DTarget(GLenum target, GLsizei width, GLsizei height,
const char* info)
{
switch (target) {
@ -325,9 +325,9 @@ bool WebGLContext::ValidateTexImage2DTarget(WebGLenum target, WebGLsizei width,
return true;
}
bool WebGLContext::ValidateCompressedTextureSize(WebGLenum target, WebGLint level,
WebGLenum format,
WebGLsizei width, WebGLsizei height, uint32_t byteLength, const char* info)
bool WebGLContext::ValidateCompressedTextureSize(GLenum target, GLint level,
GLenum format,
GLsizei width, GLsizei height, uint32_t byteLength, const char* info)
{
if (!ValidateLevelWidthHeightForTarget(target, level, width, height, info)) {
return false;
@ -408,17 +408,17 @@ bool WebGLContext::ValidateCompressedTextureSize(WebGLenum target, WebGLint leve
return true;
}
bool WebGLContext::ValidateLevelWidthHeightForTarget(WebGLenum target, WebGLint level, WebGLsizei width,
WebGLsizei height, const char* info)
bool WebGLContext::ValidateLevelWidthHeightForTarget(GLenum target, GLint level, GLsizei width,
GLsizei height, const char* info)
{
WebGLsizei maxTextureSize = MaxTextureSizeForTarget(target);
GLsizei maxTextureSize = MaxTextureSizeForTarget(target);
if (level < 0) {
ErrorInvalidValue("%s: level must be >= 0", info);
return false;
}
WebGLsizei maxAllowedSize = maxTextureSize >> level;
GLsizei maxAllowedSize = maxTextureSize >> level;
if (!maxAllowedSize) {
ErrorInvalidValue("%s: 2^level exceeds maximum texture size", info);
@ -438,7 +438,7 @@ bool WebGLContext::ValidateLevelWidthHeightForTarget(WebGLenum target, WebGLint
return true;
}
uint32_t WebGLContext::GetBitsPerTexel(WebGLenum format, WebGLenum type)
uint32_t WebGLContext::GetBitsPerTexel(GLenum format, GLenum type)
{
// If there is no defined format or type, we're not taking up any memory
if (!format || !type) {
@ -495,7 +495,7 @@ uint32_t WebGLContext::GetBitsPerTexel(WebGLenum format, WebGLenum type)
return 0;
}
bool WebGLContext::ValidateTexFormatAndType(WebGLenum format, WebGLenum type, int jsArrayType,
bool WebGLContext::ValidateTexFormatAndType(GLenum format, GLenum type, int jsArrayType,
uint32_t *texelSize, const char *info)
{
if (IsExtensionEnabled(WEBGL_depth_texture)) {
@ -635,7 +635,7 @@ WebGLContext::ValidateUniformLocation(const char* info, WebGLUniformLocation *lo
}
bool
WebGLContext::ValidateSamplerUniformSetter(const char* info, WebGLUniformLocation *location, WebGLint value)
WebGLContext::ValidateSamplerUniformSetter(const char* info, WebGLUniformLocation *location, GLint value)
{
if (location->Info().type != SH_SAMPLER_2D &&
location->Info().type != SH_SAMPLER_CUBE)
@ -764,7 +764,7 @@ WebGLContext::ValidateUniformSetter(const char* name, WebGLUniformLocation *loca
return true;
}
bool WebGLContext::ValidateAttribIndex(WebGLuint index, const char *info)
bool WebGLContext::ValidateAttribIndex(GLuint index, const char *info)
{
return mBoundVertexArray->EnsureAttribIndex(index, info);
}

Просмотреть файл

@ -21,7 +21,7 @@ using namespace dom;
static const int MAX_DRAW_CALLS_SINCE_FLUSH = 100;
void
WebGLContext::VertexAttrib1f(WebGLuint index, WebGLfloat x0)
WebGLContext::VertexAttrib1f(GLuint index, GLfloat x0)
{
if (!IsContextStable())
return;
@ -41,7 +41,7 @@ WebGLContext::VertexAttrib1f(WebGLuint index, WebGLfloat x0)
}
void
WebGLContext::VertexAttrib2f(WebGLuint index, WebGLfloat x0, WebGLfloat x1)
WebGLContext::VertexAttrib2f(GLuint index, GLfloat x0, GLfloat x1)
{
if (!IsContextStable())
return;
@ -61,7 +61,7 @@ WebGLContext::VertexAttrib2f(WebGLuint index, WebGLfloat x0, WebGLfloat x1)
}
void
WebGLContext::VertexAttrib3f(WebGLuint index, WebGLfloat x0, WebGLfloat x1, WebGLfloat x2)
WebGLContext::VertexAttrib3f(GLuint index, GLfloat x0, GLfloat x1, GLfloat x2)
{
if (!IsContextStable())
return;
@ -81,8 +81,8 @@ WebGLContext::VertexAttrib3f(WebGLuint index, WebGLfloat x0, WebGLfloat x1, WebG
}
void
WebGLContext::VertexAttrib4f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
WebGLfloat x2, WebGLfloat x3)
WebGLContext::VertexAttrib4f(GLuint index, GLfloat x0, GLfloat x1,
GLfloat x2, GLfloat x3)
{
if (!IsContextStable())
return;
@ -103,8 +103,8 @@ WebGLContext::VertexAttrib4f(WebGLuint index, WebGLfloat x0, WebGLfloat x1,
void
WebGLContext::VertexAttrib1fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr)
WebGLContext::VertexAttrib1fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib1fv", 1, arrayLength))
return;
@ -114,17 +114,17 @@ WebGLContext::VertexAttrib1fv_base(WebGLuint idx, uint32_t arrayLength,
gl->fVertexAttrib1fv(idx, ptr);
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = WebGLfloat(0);
mVertexAttrib0Vector[2] = WebGLfloat(0);
mVertexAttrib0Vector[3] = WebGLfloat(1);
mVertexAttrib0Vector[1] = GLfloat(0);
mVertexAttrib0Vector[2] = GLfloat(0);
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES2())
gl->fVertexAttrib1fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib2fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr)
WebGLContext::VertexAttrib2fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib2fv", 2, arrayLength))
return;
@ -135,16 +135,16 @@ WebGLContext::VertexAttrib2fv_base(WebGLuint idx, uint32_t arrayLength,
} else {
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = ptr[1];
mVertexAttrib0Vector[2] = WebGLfloat(0);
mVertexAttrib0Vector[3] = WebGLfloat(1);
mVertexAttrib0Vector[2] = GLfloat(0);
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES2())
gl->fVertexAttrib2fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib3fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr)
WebGLContext::VertexAttrib3fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib3fv", 3, arrayLength))
return;
@ -156,15 +156,15 @@ WebGLContext::VertexAttrib3fv_base(WebGLuint idx, uint32_t arrayLength,
mVertexAttrib0Vector[0] = ptr[0];
mVertexAttrib0Vector[1] = ptr[1];
mVertexAttrib0Vector[2] = ptr[2];
mVertexAttrib0Vector[3] = WebGLfloat(1);
mVertexAttrib0Vector[3] = GLfloat(1);
if (gl->IsGLES2())
gl->fVertexAttrib3fv(idx, ptr);
}
}
void
WebGLContext::VertexAttrib4fv_base(WebGLuint idx, uint32_t arrayLength,
const WebGLfloat* ptr)
WebGLContext::VertexAttrib4fv_base(GLuint idx, uint32_t arrayLength,
const GLfloat* ptr)
{
if (!ValidateAttribArraySetter("VertexAttrib4fv", 4, arrayLength))
return;
@ -183,7 +183,7 @@ WebGLContext::VertexAttrib4fv_base(WebGLuint idx, uint32_t arrayLength,
}
void
WebGLContext::EnableVertexAttribArray(WebGLuint index)
WebGLContext::EnableVertexAttribArray(GLuint index)
{
if (!IsContextStable())
return;
@ -199,7 +199,7 @@ WebGLContext::EnableVertexAttribArray(WebGLuint index)
}
void
WebGLContext::DisableVertexAttribArray(WebGLuint index)
WebGLContext::DisableVertexAttribArray(GLuint index)
{
if (!IsContextStable())
return;
@ -218,7 +218,7 @@ WebGLContext::DisableVertexAttribArray(WebGLuint index)
JS::Value
WebGLContext::GetVertexAttrib(JSContext* cx, WebGLuint index, WebGLenum pname,
WebGLContext::GetVertexAttrib(JSContext* cx, GLuint index, GLenum pname,
ErrorResult& rv)
{
if (!IsContextStable())
@ -271,7 +271,7 @@ WebGLContext::GetVertexAttrib(JSContext* cx, WebGLuint index, WebGLenum pname,
case LOCAL_GL_CURRENT_VERTEX_ATTRIB:
{
WebGLfloat vec[4] = {0, 0, 0, 1};
GLfloat vec[4] = {0, 0, 0, 1};
if (index) {
gl->fGetVertexAttribfv(index, LOCAL_GL_CURRENT_VERTEX_ATTRIB, &vec[0]);
} else {
@ -307,7 +307,7 @@ WebGLContext::GetVertexAttrib(JSContext* cx, WebGLuint index, WebGLenum pname,
}
WebGLsizeiptr
WebGLContext::GetVertexAttribOffset(WebGLuint index, WebGLenum pname)
WebGLContext::GetVertexAttribOffset(GLuint index, GLenum pname)
{
if (!IsContextStable())
return 0;
@ -324,8 +324,8 @@ WebGLContext::GetVertexAttribOffset(WebGLuint index, WebGLenum pname)
}
void
WebGLContext::VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type,
WebGLboolean normalized, WebGLsizei stride,
WebGLContext::VertexAttribPointer(GLuint index, GLint size, GLenum type,
WebGLboolean normalized, GLsizei stride,
WebGLintptr byteOffset)
{
if (!IsContextStable())
@ -334,7 +334,7 @@ WebGLContext::VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type
if (mBoundArrayBuffer == nullptr)
return ErrorInvalidOperation("vertexAttribPointer: must have valid GL_ARRAY_BUFFER binding");
WebGLsizei requiredAlignment = 1;
GLsizei requiredAlignment = 1;
switch (type) {
case LOCAL_GL_BYTE:
case LOCAL_GL_UNSIGNED_BYTE:
@ -353,7 +353,7 @@ WebGLContext::VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type
}
// requiredAlignment should always be a power of two.
WebGLsizei requiredAlignmentMask = requiredAlignment - 1;
GLsizei requiredAlignmentMask = requiredAlignment - 1;
if ( !mBoundVertexArray->EnsureAttribIndex(index, "vertexAttribPointer") ) {
return;
@ -403,7 +403,7 @@ WebGLContext::VertexAttribPointer(WebGLuint index, WebGLint size, WebGLenum type
}
void
WebGLContext::VertexAttribDivisor(WebGLuint index, WebGLuint divisor)
WebGLContext::VertexAttribDivisor(GLuint index, GLuint divisor)
{
if (!IsContextStable())
return;
@ -422,7 +422,7 @@ WebGLContext::VertexAttribDivisor(WebGLuint index, WebGLuint divisor)
gl->fVertexAttribDivisor(index, divisor);
}
bool WebGLContext::DrawArrays_check(WebGLint first, WebGLsizei count, WebGLsizei primcount, const char* info)
bool WebGLContext::DrawArrays_check(GLint first, GLsizei count, GLsizei primcount, const char* info)
{
if (first < 0 || count < 0) {
ErrorInvalidValue("%s: negative first or count", info);
@ -498,7 +498,7 @@ bool WebGLContext::DrawArrays_check(WebGLint first, WebGLsizei count, WebGLsizei
}
void
WebGLContext::DrawArrays(GLenum mode, WebGLint first, WebGLsizei count)
WebGLContext::DrawArrays(GLenum mode, GLint first, GLsizei count)
{
if (!IsContextStable())
return;
@ -516,7 +516,7 @@ WebGLContext::DrawArrays(GLenum mode, WebGLint first, WebGLsizei count)
}
void
WebGLContext::DrawArraysInstanced(GLenum mode, WebGLint first, WebGLsizei count, WebGLsizei primcount)
WebGLContext::DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
if (!IsContextStable())
return;
@ -534,7 +534,7 @@ WebGLContext::DrawArraysInstanced(GLenum mode, WebGLint first, WebGLsizei count,
}
bool
WebGLContext::DrawElements_check(WebGLsizei count, WebGLenum type, WebGLintptr byteOffset, WebGLsizei primcount, const char* info)
WebGLContext::DrawElements_check(GLsizei count, GLenum type, WebGLintptr byteOffset, GLsizei primcount, const char* info)
{
if (count < 0 || byteOffset < 0) {
ErrorInvalidValue("%s: negative count or offset", info);
@ -557,7 +557,7 @@ WebGLContext::DrawElements_check(WebGLsizei count, WebGLenum type, WebGLintptr b
CheckedUint32 checked_byteCount;
WebGLsizei first = 0;
GLsizei first = 0;
if (type == LOCAL_GL_UNSIGNED_SHORT) {
checked_byteCount = 2 * CheckedUint32(count);
@ -662,7 +662,7 @@ WebGLContext::DrawElements_check(WebGLsizei count, WebGLenum type, WebGLintptr b
}
void
WebGLContext::DrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type,
WebGLContext::DrawElements(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset)
{
if (!IsContextStable())
@ -681,8 +681,8 @@ WebGLContext::DrawElements(WebGLenum mode, WebGLsizei count, WebGLenum type,
}
void
WebGLContext::DrawElementsInstanced(WebGLenum mode, WebGLsizei count, WebGLenum type,
WebGLintptr byteOffset, WebGLsizei primcount)
WebGLContext::DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
WebGLintptr byteOffset, GLsizei primcount)
{
if (!IsContextStable())
return;

Просмотреть файл

@ -21,22 +21,22 @@ WebGLExtensionInstancedArrays::~WebGLExtensionInstancedArrays()
}
void
WebGLExtensionInstancedArrays::DrawArraysInstancedANGLE(WebGLenum mode, WebGLint first,
WebGLsizei count, WebGLsizei primcount)
WebGLExtensionInstancedArrays::DrawArraysInstancedANGLE(GLenum mode, GLint first,
GLsizei count, GLsizei primcount)
{
mContext->DrawArraysInstanced(mode, first, count, primcount);
}
void
WebGLExtensionInstancedArrays::DrawElementsInstancedANGLE(WebGLenum mode, WebGLsizei count,
WebGLenum type, WebGLintptr offset,
WebGLsizei primcount)
WebGLExtensionInstancedArrays::DrawElementsInstancedANGLE(GLenum mode, GLsizei count,
GLenum type, WebGLintptr offset,
GLsizei primcount)
{
mContext->DrawElementsInstanced(mode, count, type, offset, primcount);
}
void
WebGLExtensionInstancedArrays::VertexAttribDivisorANGLE(WebGLuint index, WebGLuint divisor)
WebGLExtensionInstancedArrays::VertexAttribDivisorANGLE(GLuint index, GLuint divisor)
{
mContext->VertexAttribDivisor(index, divisor);
}

Просмотреть файл

@ -196,12 +196,12 @@ public:
WebGLExtensionInstancedArrays(WebGLContext* context);
virtual ~WebGLExtensionInstancedArrays();
void DrawArraysInstancedANGLE(WebGLenum mode, WebGLint first,
WebGLsizei count, WebGLsizei primcount);
void DrawElementsInstancedANGLE(WebGLenum mode, WebGLsizei count,
WebGLenum type, WebGLintptr offset,
WebGLsizei primcount);
void VertexAttribDivisorANGLE(WebGLuint index, WebGLuint divisor);
void DrawArraysInstancedANGLE(GLenum mode, GLint first,
GLsizei count, GLsizei primcount);
void DrawElementsInstancedANGLE(GLenum mode, GLsizei count,
GLenum type, WebGLintptr offset,
GLsizei primcount);
void VertexAttribDivisorANGLE(GLuint index, GLuint divisor);
static bool IsSupported(const WebGLContext* context);

Просмотреть файл

@ -44,7 +44,7 @@ WebGLFramebuffer::Attachment::IsDeleteRequested() const {
bool
WebGLFramebuffer::Attachment::HasAlpha() const {
WebGLenum format = 0;
GLenum format = 0;
if (Texture() && Texture()->HasImageInfoAt(mTextureLevel, mTextureCubeMapFace))
format = Texture()->ImageInfoAt(mTextureLevel, mTextureCubeMapFace).Format();
else if (Renderbuffer())
@ -57,7 +57,7 @@ WebGLFramebuffer::Attachment::HasAlpha() const {
}
void
WebGLFramebuffer::Attachment::SetTexture(WebGLTexture *tex, WebGLint level, WebGLenum face) {
WebGLFramebuffer::Attachment::SetTexture(WebGLTexture *tex, GLint level, GLenum face) {
mTexturePtr = tex;
mRenderbufferPtr = nullptr;
mTextureLevel = level;
@ -101,7 +101,7 @@ WebGLFramebuffer::Attachment::IsComplete() const {
if (!mTexturePtr->HasImageInfoAt(0, 0))
return false;
WebGLenum format = mTexturePtr->ImageInfoAt(0).Format();
GLenum format = mTexturePtr->ImageInfoAt(0).Format();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT) {
return format == LOCAL_GL_DEPTH_COMPONENT;
@ -110,7 +110,7 @@ WebGLFramebuffer::Attachment::IsComplete() const {
return format == LOCAL_GL_DEPTH_STENCIL;
}
else if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint < WebGLenum(LOCAL_GL_COLOR_ATTACHMENT0 + WebGLContext::sMaxColorAttachments)) {
mAttachmentPoint < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + WebGLContext::sMaxColorAttachments)) {
return (format == LOCAL_GL_ALPHA ||
format == LOCAL_GL_LUMINANCE ||
format == LOCAL_GL_LUMINANCE_ALPHA ||
@ -121,7 +121,7 @@ WebGLFramebuffer::Attachment::IsComplete() const {
}
if (mRenderbufferPtr) {
WebGLenum format = mRenderbufferPtr->InternalFormat();
GLenum format = mRenderbufferPtr->InternalFormat();
if (mAttachmentPoint == LOCAL_GL_DEPTH_ATTACHMENT) {
return format == LOCAL_GL_DEPTH_COMPONENT16;
@ -133,7 +133,7 @@ WebGLFramebuffer::Attachment::IsComplete() const {
return format == LOCAL_GL_DEPTH_STENCIL;
}
else if (mAttachmentPoint >= LOCAL_GL_COLOR_ATTACHMENT0 &&
mAttachmentPoint < WebGLenum(LOCAL_GL_COLOR_ATTACHMENT0 + WebGLContext::sMaxColorAttachments)) {
mAttachmentPoint < GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + WebGLContext::sMaxColorAttachments)) {
return (format == LOCAL_GL_RGB565 ||
format == LOCAL_GL_RGB5_A1 ||
format == LOCAL_GL_RGBA4);
@ -157,9 +157,9 @@ WebGLFramebuffer::Delete() {
}
void
WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
WebGLenum attachment,
WebGLenum rbtarget,
WebGLFramebuffer::FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum rbtarget,
WebGLRenderbuffer *wrb)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
@ -197,10 +197,10 @@ WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
}
mContext->MakeContextCurrent();
WebGLuint parambuffername = wrb ? wrb->GLName() : 0;
GLuint parambuffername = wrb ? wrb->GLName() : 0;
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
WebGLuint depthbuffername = parambuffername;
WebGLuint stencilbuffername = parambuffername;
GLuint depthbuffername = parambuffername;
GLuint stencilbuffername = parambuffername;
if (!parambuffername){
depthbuffername = mDepthAttachment.Renderbuffer() ? mDepthAttachment.Renderbuffer()->GLName() : 0;
stencilbuffername = mStencilAttachment.Renderbuffer() ? mStencilAttachment.Renderbuffer()->GLName() : 0;
@ -208,7 +208,7 @@ WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
mContext->gl->fFramebufferRenderbuffer(target, LOCAL_GL_DEPTH_ATTACHMENT, rbtarget, depthbuffername);
mContext->gl->fFramebufferRenderbuffer(target, LOCAL_GL_STENCIL_ATTACHMENT, rbtarget, stencilbuffername);
} else {
WebGLuint renderbuffername = parambuffername;
GLuint renderbuffername = parambuffername;
if(!parambuffername && (attachment == LOCAL_GL_DEPTH_ATTACHMENT || attachment == LOCAL_GL_STENCIL_ATTACHMENT)){
renderbuffername = mDepthStencilAttachment.Renderbuffer() ? mDepthStencilAttachment.Renderbuffer()->GLName() : 0;
}
@ -217,11 +217,11 @@ WebGLFramebuffer::FramebufferRenderbuffer(WebGLenum target,
}
void
WebGLFramebuffer::FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
WebGLFramebuffer::FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture *wtex,
WebGLint level)
GLint level)
{
MOZ_ASSERT(mContext->mBoundFramebuffer == this);
if (!mContext->ValidateObjectAllowNull("framebufferTexture2D: texture",
@ -264,10 +264,10 @@ WebGLFramebuffer::FramebufferTexture2D(WebGLenum target,
}
mContext->MakeContextCurrent();
WebGLuint paramtexturename = wtex ? wtex->GLName() : 0;
GLuint paramtexturename = wtex ? wtex->GLName() : 0;
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT) {
WebGLuint depthtexturename = paramtexturename;
WebGLuint stenciltexturename = paramtexturename;
GLuint depthtexturename = paramtexturename;
GLuint stenciltexturename = paramtexturename;
if(!paramtexturename){
depthtexturename = mDepthAttachment.Texture() ? mDepthAttachment.Texture()->GLName() : 0;
stenciltexturename = mStencilAttachment.Texture() ? mStencilAttachment.Texture()->GLName() : 0;
@ -275,7 +275,7 @@ WebGLFramebuffer::FramebufferTexture2D(WebGLenum target,
mContext->gl->fFramebufferTexture2D(target, LOCAL_GL_DEPTH_ATTACHMENT, textarget, depthtexturename, level);
mContext->gl->fFramebufferTexture2D(target, LOCAL_GL_STENCIL_ATTACHMENT, textarget, stenciltexturename, level);
} else {
WebGLuint texturename = paramtexturename;
GLuint texturename = paramtexturename;
if(!paramtexturename && (attachment == LOCAL_GL_DEPTH_ATTACHMENT || attachment == LOCAL_GL_STENCIL_ATTACHMENT)){
texturename = mDepthStencilAttachment.Texture() ? mDepthStencilAttachment.Texture()->GLName() : 0;
}
@ -320,7 +320,7 @@ WebGLFramebuffer::HasAttachmentsOfMismatchedDimensions() const {
}
const WebGLFramebuffer::Attachment&
WebGLFramebuffer::GetAttachment(WebGLenum attachment) const {
WebGLFramebuffer::GetAttachment(GLenum attachment) const {
if (attachment == LOCAL_GL_DEPTH_STENCIL_ATTACHMENT)
return mDepthStencilAttachment;
if (attachment == LOCAL_GL_DEPTH_ATTACHMENT)
@ -420,7 +420,7 @@ WebGLFramebuffer::CheckAndInitializeRenderbuffers()
mContext->MakeContextCurrent();
WebGLenum status = mContext->CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
GLenum status = mContext->CheckFramebufferStatus(LOCAL_GL_FRAMEBUFFER);
if (status != LOCAL_GL_FRAMEBUFFER_COMPLETE)
return false;
@ -471,14 +471,14 @@ WebGLFramebuffer::CheckAndInitializeRenderbuffers()
return true;
}
bool WebGLFramebuffer::CheckColorAttachementNumber(WebGLenum attachment, const char * functionName) const
bool WebGLFramebuffer::CheckColorAttachementNumber(GLenum attachment, const char * functionName) const
{
const char* const errorFormating = "%s: attachment: invalid enum value 0x%x";
if (mContext->IsExtensionEnabled(WebGLContext::WEBGL_draw_buffers))
{
if (attachment < LOCAL_GL_COLOR_ATTACHMENT0 ||
attachment > WebGLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mContext->mGLMaxColorAttachments))
attachment > GLenum(LOCAL_GL_COLOR_ATTACHMENT0 + mContext->mGLMaxColorAttachments))
{
mContext->ErrorInvalidEnum(errorFormating, functionName, attachment);
return false;

Просмотреть файл

@ -35,11 +35,11 @@ public:
// deleting a texture or renderbuffer immediately detaches it
WebGLRefPtr<WebGLTexture> mTexturePtr;
WebGLRefPtr<WebGLRenderbuffer> mRenderbufferPtr;
WebGLenum mAttachmentPoint;
WebGLint mTextureLevel;
WebGLenum mTextureCubeMapFace;
GLenum mAttachmentPoint;
GLint mTextureLevel;
GLenum mTextureCubeMapFace;
Attachment(WebGLenum aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0)
Attachment(GLenum aAttachmentPoint = LOCAL_GL_COLOR_ATTACHMENT0)
: mAttachmentPoint(aAttachmentPoint)
{}
@ -51,7 +51,7 @@ public:
bool HasAlpha() const;
void SetTexture(WebGLTexture *tex, WebGLint level, WebGLenum face);
void SetTexture(WebGLTexture *tex, GLint level, GLenum face);
void SetRenderbuffer(WebGLRenderbuffer *rb) {
mTexturePtr = nullptr;
mRenderbufferPtr = rb;
@ -68,10 +68,10 @@ public:
WebGLRenderbuffer *Renderbuffer() {
return mRenderbufferPtr;
}
WebGLint TextureLevel() const {
GLint TextureLevel() const {
return mTextureLevel;
}
WebGLenum TextureCubeMapFace() const {
GLenum TextureCubeMapFace() const {
return mTextureCubeMapFace;
}
@ -92,18 +92,18 @@ public:
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
GLuint GLName() { return mGLName; }
void FramebufferRenderbuffer(WebGLenum target,
WebGLenum attachment,
WebGLenum rbtarget,
void FramebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum rbtarget,
WebGLRenderbuffer *wrb);
void FramebufferTexture2D(WebGLenum target,
WebGLenum attachment,
WebGLenum textarget,
void FramebufferTexture2D(GLenum target,
GLenum attachment,
GLenum textarget,
WebGLTexture *wtex,
WebGLint level);
GLint level);
bool HasIncompleteAttachment() const;
@ -131,7 +131,7 @@ public:
return mDepthStencilAttachment;
}
const Attachment& GetAttachment(WebGLenum attachment) const;
const Attachment& GetAttachment(GLenum attachment) const;
void DetachTexture(const WebGLTexture *tex);
@ -153,9 +153,9 @@ public:
bool CheckAndInitializeRenderbuffers();
bool CheckColorAttachementNumber(WebGLenum attachment, const char * functionName) const;
bool CheckColorAttachementNumber(GLenum attachment, const char * functionName) const;
WebGLuint mGLName;
GLuint mGLName;
bool mHasEverBeenBound;
void EnsureColorAttachments(size_t colorAttachmentId);

Просмотреть файл

@ -280,16 +280,16 @@ public:
WebGLRectangleObject()
: mWidth(0), mHeight(0) { }
WebGLRectangleObject(WebGLsizei width, WebGLsizei height)
WebGLRectangleObject(GLsizei width, GLsizei height)
: mWidth(width), mHeight(height) { }
WebGLsizei Width() const { return mWidth; }
void width(WebGLsizei value) { mWidth = value; }
GLsizei Width() const { return mWidth; }
void width(GLsizei value) { mWidth = value; }
WebGLsizei Height() const { return mHeight; }
void height(WebGLsizei value) { mHeight = value; }
GLsizei Height() const { return mHeight; }
void height(GLsizei value) { mHeight = value; }
void setDimensions(WebGLsizei width, WebGLsizei height) {
void setDimensions(GLsizei width, GLsizei height) {
mWidth = width;
mHeight = height;
}
@ -309,8 +309,8 @@ public:
}
protected:
WebGLsizei mWidth;
WebGLsizei mHeight;
GLsizei mWidth;
GLsizei mHeight;
};
}// namespace mozilla

Просмотреть файл

@ -40,7 +40,7 @@ public:
mAttachedShaders.Clear();
}
WebGLuint GLName() { return mGLName; }
GLuint GLName() { return mGLName; }
const nsTArray<WebGLRefPtr<WebGLShader> >& AttachedShaders() const { return mAttachedShaders; }
bool LinkStatus() { return mLinkStatus; }
uint32_t Generation() const { return mGeneration.value(); }
@ -114,7 +114,7 @@ public:
protected:
WebGLuint mGLName;
GLuint mGLName;
bool mLinkStatus;
// attached shaders of the program object
nsTArray<WebGLRefPtr<WebGLShader> > mAttachedShaders;

Просмотреть файл

@ -80,8 +80,8 @@ private:
// -------------------------------------------------------------------------
// MEMBERS
WebGLuint mGLName;
WebGLenum mType;
GLuint mGLName;
GLenum mType;
// -------------------------------------------------------------------------
// FRIENDSHIPS

Просмотреть файл

@ -32,16 +32,16 @@ public:
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() const { return mGLName; }
GLuint GLName() const { return mGLName; }
bool Initialized() const { return mInitialized; }
void SetInitialized(bool aInitialized) { mInitialized = aInitialized; }
WebGLenum InternalFormat() const { return mInternalFormat; }
void SetInternalFormat(WebGLenum aInternalFormat) { mInternalFormat = aInternalFormat; }
GLenum InternalFormat() const { return mInternalFormat; }
void SetInternalFormat(GLenum aInternalFormat) { mInternalFormat = aInternalFormat; }
WebGLenum InternalFormatForGL() const { return mInternalFormatForGL; }
void SetInternalFormatForGL(WebGLenum aInternalFormatForGL) { mInternalFormatForGL = aInternalFormatForGL; }
GLenum InternalFormatForGL() const { return mInternalFormatForGL; }
void SetInternalFormatForGL(GLenum aInternalFormatForGL) { mInternalFormatForGL = aInternalFormatForGL; }
int64_t MemoryUsage() const;
@ -57,9 +57,9 @@ public:
protected:
WebGLuint mGLName;
WebGLenum mInternalFormat;
WebGLenum mInternalFormatForGL;
GLuint mGLName;
GLenum mInternalFormat;
GLenum mInternalFormatForGL;
bool mHasEverBeenBound;
bool mInitialized;

Просмотреть файл

@ -16,7 +16,7 @@ WebGLShader::WrapObject(JSContext *cx, JS::Handle<JSObject*> scope) {
return dom::WebGLShaderBinding::Wrap(cx, scope, this);
}
WebGLShader::WebGLShader(WebGLContext *context, WebGLenum stype)
WebGLShader::WebGLShader(WebGLContext *context, GLenum stype)
: WebGLContextBoundObject(context)
, mType(stype)
, mNeedsTranslation(true)

Просмотреть файл

@ -33,7 +33,7 @@ class WebGLShader MOZ_FINAL
friend class WebGLProgram;
public:
WebGLShader(WebGLContext *context, WebGLenum stype);
WebGLShader(WebGLContext *context, GLenum stype);
~WebGLShader() {
DeleteOnce();
@ -41,8 +41,8 @@ public:
size_t SizeOfIncludingThis(mozilla::MallocSizeOf aMallocSizeOf) const;
WebGLuint GLName() { return mGLName; }
WebGLenum ShaderType() { return mType; }
GLuint GLName() { return mGLName; }
GLenum ShaderType() { return mType; }
void SetSource(const nsAString& src) {
// XXX do some quick gzip here maybe -- getting this will be very rare
@ -84,8 +84,8 @@ public:
protected:
WebGLuint mGLName;
WebGLenum mType;
GLuint mGLName;
GLenum mType;
nsString mSource;
nsCString mTranslationLog; // The translation log should contain only ASCII characters
bool mNeedsTranslation;

Просмотреть файл

@ -16,7 +16,7 @@ class WebGLShaderPrecisionFormat MOZ_FINAL
: public WebGLContextBoundObject
{
public:
WebGLShaderPrecisionFormat(WebGLContext *context, WebGLint rangeMin, WebGLint rangeMax, WebGLint precision) :
WebGLShaderPrecisionFormat(WebGLContext *context, GLint rangeMin, GLint rangeMax, GLint precision) :
WebGLContextBoundObject(context),
mRangeMin(rangeMin),
mRangeMax(rangeMax),
@ -27,22 +27,22 @@ public:
JSObject* WrapObject(JSContext *cx, JS::Handle<JSObject*> scope);
// WebIDL WebGLShaderPrecisionFormat API
WebGLint RangeMin() const {
GLint RangeMin() const {
return mRangeMin;
}
WebGLint RangeMax() const {
GLint RangeMax() const {
return mRangeMax;
}
WebGLint Precision() const {
GLint Precision() const {
return mPrecision;
}
NS_INLINE_DECL_REFCOUNTING(WebGLShaderPrecisionFormat)
protected:
WebGLint mRangeMin;
WebGLint mRangeMax;
WebGLint mPrecision;
GLint mRangeMin;
GLint mRangeMax;
GLint mPrecision;
};
} // namespace mozilla

Просмотреть файл

@ -102,7 +102,7 @@ WebGLTexture::SetDontKnowIfNeedFakeBlack() {
}
void
WebGLTexture::Bind(WebGLenum aTarget) {
WebGLTexture::Bind(GLenum aTarget) {
// this function should only be called by bindTexture().
// it assumes that the GL context is already current.
@ -135,9 +135,9 @@ WebGLTexture::Bind(WebGLenum aTarget) {
}
void
WebGLTexture::SetImageInfo(WebGLenum aTarget, WebGLint aLevel,
WebGLsizei aWidth, WebGLsizei aHeight,
WebGLenum aFormat, WebGLenum aType)
WebGLTexture::SetImageInfo(GLenum aTarget, GLint aLevel,
GLsizei aWidth, GLsizei aHeight,
GLenum aFormat, GLenum aType)
{
if ( (aTarget == LOCAL_GL_TEXTURE_2D) != (mTarget == LOCAL_GL_TEXTURE_2D) )
return;
@ -173,11 +173,11 @@ WebGLTexture::SetCustomMipmap() {
ImageInfo imageInfo = ImageInfoAt(0, 0);
NS_ASSERTION(imageInfo.IsPowerOfTwo(), "this texture is NPOT, so how could GenerateMipmap() ever accept it?");
WebGLsizei size = std::max(imageInfo.mWidth, imageInfo.mHeight);
GLsizei size = std::max(imageInfo.mWidth, imageInfo.mHeight);
// so, the size is a power of two, let's find its log in base 2.
size_t maxLevel = 0;
for (WebGLsizei n = size; n > 1; n >>= 1)
for (GLsizei n = size; n > 1; n >>= 1)
++maxLevel;
EnsureMaxLevelWithCustomImagesAtLeast(maxLevel);

Просмотреть файл

@ -16,7 +16,7 @@
namespace mozilla {
// Zero is not an integer power of two.
inline bool is_pot_assuming_nonnegative(WebGLsizei x)
inline bool is_pot_assuming_nonnegative(GLsizei x)
{
return x && (x & (x-1)) == 0;
}
@ -40,7 +40,7 @@ public:
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() { return mGLName; }
GLuint GLName() { return mGLName; }
GLenum Target() const { return mTarget; }
WebGLContext *GetParentObject() const {
@ -59,7 +59,7 @@ protected:
friend class WebGLFramebuffer;
bool mHasEverBeenBound;
WebGLuint mGLName;
GLuint mGLName;
// we store information about the various images that are part of
// this texture (cubemap faces, mipmap levels)
@ -74,8 +74,8 @@ public:
, mIsDefined(false)
{}
ImageInfo(WebGLsizei width, WebGLsizei height,
WebGLenum format, WebGLenum type)
ImageInfo(GLsizei width, GLsizei height,
GLenum format, GLenum type)
: WebGLRectangleObject(width, height)
, mFormat(format)
, mType(type)
@ -103,10 +103,10 @@ public:
is_pot_assuming_nonnegative(mHeight); // negative sizes should never happen (caught in texImage2D...)
}
int64_t MemoryUsage() const;
WebGLenum Format() const { return mFormat; }
WebGLenum Type() const { return mType; }
GLenum Format() const { return mFormat; }
GLenum Type() const { return mType; }
protected:
WebGLenum mFormat, mType;
GLenum mFormat, mType;
bool mIsDefined;
friend class WebGLTexture;
@ -132,7 +132,7 @@ public:
ImageInfoAt(level, face).mIsDefined;
}
static size_t FaceForTarget(WebGLenum target) {
static size_t FaceForTarget(GLenum target) {
return target == LOCAL_GL_TEXTURE_2D ? 0 : target - LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
@ -140,8 +140,8 @@ public:
protected:
WebGLenum mTarget;
WebGLenum mMinFilter, mMagFilter, mWrapS, mWrapT;
GLenum mTarget;
GLenum mMinFilter, mMagFilter, mWrapS, mWrapT;
size_t mFacesCount, mMaxLevelWithCustomImages;
nsTArray<ImageInfo> mImageInfos;
@ -170,29 +170,29 @@ public:
void SetDontKnowIfNeedFakeBlack();
void Bind(WebGLenum aTarget);
void Bind(GLenum aTarget);
void SetImageInfo(WebGLenum aTarget, WebGLint aLevel,
WebGLsizei aWidth, WebGLsizei aHeight,
WebGLenum aFormat, WebGLenum aType);
void SetImageInfo(GLenum aTarget, GLint aLevel,
GLsizei aWidth, GLsizei aHeight,
GLenum aFormat, GLenum aType);
void SetMinFilter(WebGLenum aMinFilter) {
void SetMinFilter(GLenum aMinFilter) {
mMinFilter = aMinFilter;
SetDontKnowIfNeedFakeBlack();
}
void SetMagFilter(WebGLenum aMagFilter) {
void SetMagFilter(GLenum aMagFilter) {
mMagFilter = aMagFilter;
SetDontKnowIfNeedFakeBlack();
}
void SetWrapS(WebGLenum aWrapS) {
void SetWrapS(GLenum aWrapS) {
mWrapS = aWrapS;
SetDontKnowIfNeedFakeBlack();
}
void SetWrapT(WebGLenum aWrapT) {
void SetWrapT(GLenum aWrapT) {
mWrapT = aWrapT;
SetDontKnowIfNeedFakeBlack();
}
WebGLenum MinFilter() const { return mMinFilter; }
GLenum MinFilter() const { return mMinFilter; }
bool DoesMinFilterRequireMipmap() const {
return !(mMinFilter == LOCAL_GL_NEAREST || mMinFilter == LOCAL_GL_LINEAR);

Просмотреть файл

@ -6,16 +6,10 @@
#ifndef WEBGLTYPES_H_
#define WEBGLTYPES_H_
// Manual reflection of WebIDL typedefs
typedef uint32_t WebGLenum;
typedef uint32_t WebGLbitfield;
typedef int32_t WebGLint;
typedef int32_t WebGLsizei;
// Manual reflection of WebIDL typedefs that are different from the
// corresponding OpenGL typedefs.
typedef int64_t WebGLsizeiptr;
typedef int64_t WebGLintptr;
typedef uint32_t WebGLuint;
typedef float WebGLfloat;
typedef float WebGLclampf;
typedef bool WebGLboolean;
namespace mozilla {

Просмотреть файл

@ -36,10 +36,10 @@ void WebGLVertexArray::Delete() {
mAttribBuffers.Clear();
}
bool WebGLVertexArray::EnsureAttribIndex(WebGLuint index, const char *info)
bool WebGLVertexArray::EnsureAttribIndex(GLuint index, const char *info)
{
if (index >= WebGLuint(mContext->mGLMaxVertexAttribs)) {
if (index == WebGLuint(-1)) {
if (index >= GLuint(mContext->mGLMaxVertexAttribs)) {
if (index == GLuint(-1)) {
mContext->ErrorInvalidValue("%s: index -1 is invalid. That probably comes from a getAttribLocation() call, "
"where this return value -1 means that the passed name didn't correspond to an active attribute in "
"the specified program.", info);

Просмотреть файл

@ -58,9 +58,9 @@ public:
bool HasEverBeenBound() { return mHasEverBeenBound; }
void SetHasEverBeenBound(bool x) { mHasEverBeenBound = x; }
WebGLuint GLName() const { return mGLName; }
GLuint GLName() const { return mGLName; }
bool EnsureAttribIndex(WebGLuint index, const char *info);
bool EnsureAttribIndex(GLuint index, const char *info);
// -----------------------------------------------------------------------------
@ -70,7 +70,7 @@ private:
// -------------------------------------------------------------------------
// MEMBERS
WebGLuint mGLName;
GLuint mGLName;
bool mHasEverBeenBound;
nsTArray<WebGLVertexAttribData> mAttribBuffers;
WebGLRefPtr<WebGLBuffer> mBoundElementArrayBuffer;

Просмотреть файл

@ -24,9 +24,9 @@ struct WebGLVertexAttribData {
{ }
WebGLRefPtr<WebGLBuffer> buf;
WebGLuint stride;
WebGLuint size;
WebGLuint divisor;
GLuint stride;
GLuint size;
GLuint divisor;
GLuint byteOffset;
GLenum type;
bool enabled;