diff options
Diffstat (limited to 'WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp')
-rw-r--r-- | WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp b/WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp index 75eff67..7a031b1 100644 --- a/WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp +++ b/WebCore/bindings/v8/custom/V8WebGLRenderingContextCustom.cpp @@ -41,21 +41,21 @@ #include <wtf/FastMalloc.h> #include "V8Binding.h" -#include "V8WebGLArray.h" +#include "V8ArrayBufferView.h" #include "V8WebGLBuffer.h" -#include "V8WebGLByteArray.h" -#include "V8WebGLFloatArray.h" +#include "V8Int8Array.h" +#include "V8FloatArray.h" #include "V8WebGLFramebuffer.h" -#include "V8WebGLIntArray.h" +#include "V8Int32Array.h" #include "V8WebGLProgram.h" #include "V8WebGLRenderbuffer.h" #include "V8WebGLShader.h" -#include "V8WebGLShortArray.h" +#include "V8Int16Array.h" #include "V8WebGLTexture.h" #include "V8WebGLUniformLocation.h" -#include "V8WebGLUnsignedByteArray.h" -#include "V8WebGLUnsignedIntArray.h" -#include "V8WebGLUnsignedShortArray.h" +#include "V8Uint8Array.h" +#include "V8Uint32Array.h" +#include "V8Uint16Array.h" #include "V8HTMLCanvasElement.h" #include "V8HTMLImageElement.h" #include "V8HTMLVideoElement.h" @@ -392,21 +392,21 @@ static v8::Handle<v8::Value> vertexAttribAndUniformHelperf(const v8::Arguments& FunctionToCall functionToCall) { // Forms: // * glUniform1fv(WebGLUniformLocation location, Array data); - // * glUniform1fv(WebGLUniformLocation location, WebGLFloatArray data); + // * glUniform1fv(WebGLUniformLocation location, FloatArray data); // * glUniform2fv(WebGLUniformLocation location, Array data); - // * glUniform2fv(WebGLUniformLocation location, WebGLFloatArray data); + // * glUniform2fv(WebGLUniformLocation location, FloatArray data); // * glUniform3fv(WebGLUniformLocation location, Array data); - // * glUniform3fv(WebGLUniformLocation location, WebGLFloatArray data); + // * glUniform3fv(WebGLUniformLocation location, FloatArray data); // * glUniform4fv(WebGLUniformLocation location, Array data); - // * glUniform4fv(WebGLUniformLocation location, WebGLFloatArray data); + // * glUniform4fv(WebGLUniformLocation location, FloatArray data); // * glVertexAttrib1fv(GLint index, Array data); - // * glVertexAttrib1fv(GLint index, WebGLFloatArray data); + // * glVertexAttrib1fv(GLint index, FloatArray data); // * glVertexAttrib2fv(GLint index, Array data); - // * glVertexAttrib2fv(GLint index, WebGLFloatArray data); + // * glVertexAttrib2fv(GLint index, FloatArray data); // * glVertexAttrib3fv(GLint index, Array data); - // * glVertexAttrib3fv(GLint index, WebGLFloatArray data); + // * glVertexAttrib3fv(GLint index, FloatArray data); // * glVertexAttrib4fv(GLint index, Array data); - // * glVertexAttrib4fv(GLint index, WebGLFloatArray data); + // * glVertexAttrib4fv(GLint index, FloatArray data); if (args.Length() != 2) { V8Proxy::setDOMException(SYNTAX_ERR); @@ -424,8 +424,8 @@ static v8::Handle<v8::Value> vertexAttribAndUniformHelperf(const v8::Arguments& WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder()); - if (V8WebGLFloatArray::HasInstance(args[1])) { - WebGLFloatArray* array = V8WebGLFloatArray::toNative(args[1]->ToObject()); + if (V8FloatArray::HasInstance(args[1])) { + FloatArray* array = V8FloatArray::toNative(args[1]->ToObject()); ASSERT(array != NULL); ExceptionCode ec = 0; switch (functionToCall) { @@ -479,13 +479,13 @@ static v8::Handle<v8::Value> uniformHelperi(const v8::Arguments& args, FunctionToCall functionToCall) { // Forms: // * glUniform1iv(GLUniformLocation location, Array data); - // * glUniform1iv(GLUniformLocation location, WebGLIntArray data); + // * glUniform1iv(GLUniformLocation location, Int32Array data); // * glUniform2iv(GLUniformLocation location, Array data); - // * glUniform2iv(GLUniformLocation location, WebGLIntArray data); + // * glUniform2iv(GLUniformLocation location, Int32Array data); // * glUniform3iv(GLUniformLocation location, Array data); - // * glUniform3iv(GLUniformLocation location, WebGLIntArray data); + // * glUniform3iv(GLUniformLocation location, Int32Array data); // * glUniform4iv(GLUniformLocation location, Array data); - // * glUniform4iv(GLUniformLocation location, WebGLIntArray data); + // * glUniform4iv(GLUniformLocation location, Int32Array data); if (args.Length() != 2) { V8Proxy::setDOMException(SYNTAX_ERR); @@ -496,8 +496,8 @@ static v8::Handle<v8::Value> uniformHelperi(const v8::Arguments& args, bool ok = false; WebGLUniformLocation* location = toWebGLUniformLocation(args[0], ok); - if (V8WebGLIntArray::HasInstance(args[1])) { - WebGLIntArray* array = V8WebGLIntArray::toNative(args[1]->ToObject()); + if (V8Int32Array::HasInstance(args[1])) { + Int32Array* array = V8Int32Array::toNative(args[1]->ToObject()); ASSERT(array != NULL); ExceptionCode ec = 0; switch (functionToCall) { @@ -592,13 +592,13 @@ static v8::Handle<v8::Value> uniformMatrixHelper(const v8::Arguments& args, { // Forms: // * glUniformMatrix2fv(GLint location, GLboolean transpose, Array data); - // * glUniformMatrix2fv(GLint location, GLboolean transpose, WebGLFloatArray data); + // * glUniformMatrix2fv(GLint location, GLboolean transpose, FloatArray data); // * glUniformMatrix3fv(GLint location, GLboolean transpose, Array data); - // * glUniformMatrix3fv(GLint location, GLboolean transpose, WebGLFloatArray data); + // * glUniformMatrix3fv(GLint location, GLboolean transpose, FloatArray data); // * glUniformMatrix4fv(GLint location, GLboolean transpose, Array data); - // * glUniformMatrix4fv(GLint location, GLboolean transpose, WebGLFloatArray data); + // * glUniformMatrix4fv(GLint location, GLboolean transpose, FloatArray data); // - // FIXME: need to change to accept WebGLFloatArray as well. + // FIXME: need to change to accept FloatArray as well. if (args.Length() != 3) { V8Proxy::setDOMException(SYNTAX_ERR); return notHandledByInterceptor(); @@ -610,8 +610,8 @@ static v8::Handle<v8::Value> uniformMatrixHelper(const v8::Arguments& args, WebGLUniformLocation* location = toWebGLUniformLocation(args[0], ok); bool transpose = args[1]->BooleanValue(); - if (V8WebGLFloatArray::HasInstance(args[2])) { - WebGLFloatArray* array = V8WebGLFloatArray::toNative(args[2]->ToObject()); + if (V8FloatArray::HasInstance(args[2])) { + FloatArray* array = V8FloatArray::toNative(args[2]->ToObject()); ASSERT(array != NULL); ExceptionCode ec = 0; switch (matrixSize) { |