#include "core/html/canvas/ANGLEInstancedArrays.h"
-#include "core/html/canvas/WebGLRenderingContext.h"
+#include "core/html/canvas/WebGLRenderingContextBase.h"
namespace WebCore {
-ANGLEInstancedArrays::ANGLEInstancedArrays(WebGLRenderingContext* context)
+ANGLEInstancedArrays::ANGLEInstancedArrays(WebGLRenderingContextBase* context)
: WebGLExtension(context)
{
ScriptWrappable::init(this);
- context->graphicsContext3D()->ensureExtensionEnabled("GL_ANGLE_instanced_arrays");
+ context->extensionsUtil()->ensureExtensionEnabled("GL_ANGLE_instanced_arrays");
}
ANGLEInstancedArrays::~ANGLEInstancedArrays()
{
}
-WebGLExtension::ExtensionName ANGLEInstancedArrays::name() const
+WebGLExtensionName ANGLEInstancedArrays::name() const
{
return ANGLEInstancedArraysName;
}
-PassRefPtr<ANGLEInstancedArrays> ANGLEInstancedArrays::create(WebGLRenderingContext* context)
+PassRefPtr<ANGLEInstancedArrays> ANGLEInstancedArrays::create(WebGLRenderingContextBase* context)
{
return adoptRef(new ANGLEInstancedArrays(context));
}
-bool ANGLEInstancedArrays::supported(WebGLRenderingContext* context)
+bool ANGLEInstancedArrays::supported(WebGLRenderingContextBase* context)
{
- return context->graphicsContext3D()->supportsExtension("GL_ANGLE_instanced_arrays");
+ return context->extensionsUtil()->supportsExtension("GL_ANGLE_instanced_arrays");
}
const char* ANGLEInstancedArrays::extensionName()
m_context->drawArraysInstancedANGLE(mode, first, count, primcount);
}
-void ANGLEInstancedArrays::drawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei primcount)
+void ANGLEInstancedArrays::drawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, long long offset, GLsizei primcount)
{
if (isLost())
return;