No bug - clang-format -p dom/canvas.

MozReview-Commit-ID: 2xylmA1yFvi
This commit is contained in:
Jeff Gilbert 2019-02-07 14:50:14 -08:00
Родитель 16b6c41f0d
Коммит a14d2bd45e
2 изменённых файлов: 24 добавлений и 12 удалений

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@ -145,8 +145,10 @@ bool WebGLContext::InitWebGL2(FailureReason* const out_failReason) {
gl->GetUIntegerv(LOCAL_GL_MAX_UNIFORM_BUFFER_BINDINGS,
&mGLMaxUniformBufferBindings);
mGLMinProgramTexelOffset = gl->GetIntAs<uint32_t>(LOCAL_GL_MIN_PROGRAM_TEXEL_OFFSET);
mGLMaxProgramTexelOffset = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_PROGRAM_TEXEL_OFFSET);
mGLMinProgramTexelOffset =
gl->GetIntAs<uint32_t>(LOCAL_GL_MIN_PROGRAM_TEXEL_OFFSET);
mGLMaxProgramTexelOffset =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_PROGRAM_TEXEL_OFFSET);
mIndexedUniformBufferBindings.resize(mGLMaxUniformBufferBindings);

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@ -428,25 +428,35 @@ bool WebGLContext::InitAndValidateGL(FailureReason* const out_failReason) {
////////////////
if (gl->IsGLES()) {
mGLMaxFragmentUniformVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS);
mGLMaxVertexUniformVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS);
mGLMaxFragmentUniformVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS);
mGLMaxVertexUniformVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS);
if (gl->Version() >= 300) {
mGLMaxVertexOutputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
mGLMaxFragmentInputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
mGLMaxVertexOutputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
mGLMaxFragmentInputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
} else {
mGLMaxFragmentInputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_VECTORS);
mGLMaxFragmentInputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_VECTORS);
mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors;
}
} else {
mGLMaxFragmentUniformVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS) / 4;
mGLMaxVertexUniformVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4;
mGLMaxFragmentUniformVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS) / 4;
mGLMaxVertexUniformVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS) / 4;
if (gl->Version() >= 320) {
mGLMaxVertexOutputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
mGLMaxFragmentInputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
mGLMaxVertexOutputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS) / 4;
mGLMaxFragmentInputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS) / 4;
} else {
// Same enum val as GL2's GL_MAX_VARYING_FLOATS.
mGLMaxFragmentInputVectors = gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_COMPONENTS) / 4;
mGLMaxFragmentInputVectors =
gl->GetIntAs<uint32_t>(LOCAL_GL_MAX_VARYING_COMPONENTS) / 4;
mGLMaxVertexOutputVectors = mGLMaxFragmentInputVectors;
}
}