Update To 11.40.268.0
[platform/framework/web/crosswalk.git] / src / ui / gl / gl_bindings_skia_in_process.cc
index 0e2dfe5..cfcb7a3 100644 (file)
@@ -467,7 +467,7 @@ GLvoid StubGLTexSubImage2D(GLenum target, GLint level, GLint xoffset,
 }
 
 GLvoid StubGLUniform1f(GLint location, GLfloat v) {
-  glUniform1i(location, v);
+  glUniform1f(location, v);
 }
 
 GLvoid StubGLUniform1i(GLint location, GLint v) {
@@ -483,7 +483,7 @@ GLvoid StubGLUniform1iv(GLint location, GLsizei count, const GLint* v) {
 }
 
 GLvoid StubGLUniform2f(GLint location, GLfloat v0, GLfloat v1) {
-  glUniform2i(location, v0, v1);
+  glUniform2f(location, v0, v1);
 }
 
 GLvoid StubGLUniform2i(GLint location, GLint v0, GLint v1) {
@@ -499,7 +499,7 @@ GLvoid StubGLUniform2iv(GLint location, GLsizei count, const GLint* v) {
 }
 
 GLvoid StubGLUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
-  glUniform3i(location, v0, v1, v2);
+  glUniform3f(location, v0, v1, v2);
 }
 
 GLvoid StubGLUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
@@ -516,7 +516,7 @@ GLvoid StubGLUniform3iv(GLint location, GLsizei count, const GLint* v) {
 
 GLvoid StubGLUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
                        GLfloat v3) {
-  glUniform4i(location, v0, v1, v2, v3);
+  glUniform4f(location, v0, v1, v2, v3);
 }
 
 GLvoid StubGLUniform4i(GLint location, GLint v0, GLint v1, GLint v2,
@@ -555,6 +555,18 @@ GLvoid StubGLUseProgram(GLuint program) {
   glUseProgram(program);
 }
 
+GLvoid StubGLVertexAttrib1f(GLuint indx, const GLfloat value) {
+  glVertexAttrib1f(indx, value);
+}
+
+GLvoid StubGLVertexAttrib2fv(GLuint indx, const GLfloat* values) {
+  glVertexAttrib2fv(indx, values);
+}
+
+GLvoid StubGLVertexAttrib3fv(GLuint indx, const GLfloat* values) {
+  glVertexAttrib3fv(indx, values);
+}
+
 GLvoid StubGLVertexAttrib4fv(GLuint indx, const GLfloat* values) {
   glVertexAttrib4fv(indx, values);
 }
@@ -708,6 +720,9 @@ GrGLInterface* CreateInProcessSkiaGLBinding() {
   functions->fUniformMatrix3fv = StubGLUniformMatrix3fv;
   functions->fUniformMatrix4fv = StubGLUniformMatrix4fv;
   functions->fUseProgram = StubGLUseProgram;
+  functions->fVertexAttrib1f = StubGLVertexAttrib1f;
+  functions->fVertexAttrib2fv = StubGLVertexAttrib2fv;
+  functions->fVertexAttrib3fv = StubGLVertexAttrib3fv;
   functions->fVertexAttrib4fv = StubGLVertexAttrib4fv;
   functions->fVertexAttribPointer = StubGLVertexAttribPointer;
   functions->fViewport = StubGLViewport;