#include "bindings/core/v8/ExceptionMessages.h"
#include "bindings/core/v8/V8ANGLEInstancedArrays.h"
+#include "bindings/core/v8/V8ArrayBufferView.h"
#include "bindings/core/v8/V8Binding.h"
#include "bindings/core/v8/V8EXTBlendMinMax.h"
#include "bindings/core/v8/V8EXTFragDepth.h"
#include "bindings/core/v8/V8EXTShaderTextureLOD.h"
#include "bindings/core/v8/V8EXTTextureFilterAnisotropic.h"
+#include "bindings/core/v8/V8EXTsRGB.h"
+#include "bindings/core/v8/V8Float32Array.h"
#include "bindings/core/v8/V8HTMLCanvasElement.h"
#include "bindings/core/v8/V8HTMLImageElement.h"
#include "bindings/core/v8/V8HTMLVideoElement.h"
#include "bindings/core/v8/V8HiddenValue.h"
#include "bindings/core/v8/V8ImageData.h"
+#include "bindings/core/v8/V8Int32Array.h"
#include "bindings/core/v8/V8OESElementIndexUint.h"
#include "bindings/core/v8/V8OESStandardDerivatives.h"
#include "bindings/core/v8/V8OESTextureFloat.h"
#include "bindings/core/v8/V8OESTextureHalfFloat.h"
#include "bindings/core/v8/V8OESTextureHalfFloatLinear.h"
#include "bindings/core/v8/V8OESVertexArrayObject.h"
+#include "bindings/core/v8/V8Uint32Array.h"
+#include "bindings/core/v8/V8Uint8Array.h"
#include "bindings/core/v8/V8WebGLBuffer.h"
#include "bindings/core/v8/V8WebGLCompressedTextureATC.h"
#include "bindings/core/v8/V8WebGLCompressedTextureETC1.h"
#include "bindings/core/v8/V8WebGLTexture.h"
#include "bindings/core/v8/V8WebGLUniformLocation.h"
#include "bindings/core/v8/V8WebGLVertexArrayObjectOES.h"
-#include "bindings/core/v8/custom/V8ArrayBufferViewCustom.h"
-#include "bindings/core/v8/custom/V8Float32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int16ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Int8ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint16ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint32ArrayCustom.h"
-#include "bindings/core/v8/custom/V8Uint8ArrayCustom.h"
#include "core/dom/ExceptionCode.h"
#include "core/html/canvas/WebGLRenderingContext.h"
#include "platform/NotImplemented.h"
-#include "wtf/FastMalloc.h"
-#include <limits>
namespace blink {
extensionObject = toV8(static_cast<EXTShaderTextureLOD*>(extension), contextObject, isolate);
referenceName = "extShaderTextureLODName";
break;
+ case EXTsRGBName:
+ extensionObject = toV8(static_cast<EXTsRGB*>(extension), contextObject, isolate);
+ referenceName = "extsRGBName";
+ break;
case EXTTextureFilterAnisotropicName:
extensionObject = toV8(static_cast<EXTTextureFilterAnisotropic*>(extension), contextObject, isolate);
referenceName = "extTextureFilterAnisotropicName";
v8::TryCatch block;
V8RethrowTryCatchScope rethrow(block);
if (info.Length() > 0 && !isUndefinedOrNull(info[0]) && !V8WebGLProgram::hasInstance(info[0], info.GetIsolate())) {
- V8ThrowException::throwTypeError(ExceptionMessages::failedToExecute("getUniform", "WebGLRenderingContext", "parameter 1 is not of type 'WebGLProgram'."), info.GetIsolate());
+ V8ThrowException::throwTypeError(info.GetIsolate(), ExceptionMessages::failedToExecute("getUniform", "WebGLRenderingContext", "parameter 1 is not of type 'WebGLProgram'."));
return;
}
TONATIVE_VOID_INTERNAL(program, V8WebGLProgram::toImplWithTypeCheck(info.GetIsolate(), info[0]));
if (info.Length() > 1 && !isUndefinedOrNull(info[1]) && !V8WebGLUniformLocation::hasInstance(info[1], info.GetIsolate())) {
- V8ThrowException::throwTypeError(ExceptionMessages::failedToExecute("getUniform", "WebGLRenderingContext", "parameter 2 is not of type 'WebGLUniformLocation'."), info.GetIsolate());
+ V8ThrowException::throwTypeError(info.GetIsolate(), ExceptionMessages::failedToExecute("getUniform", "WebGLRenderingContext", "parameter 2 is not of type 'WebGLUniformLocation'."));
return;
}
TONATIVE_VOID_INTERNAL(location, V8WebGLUniformLocation::toImplWithTypeCheck(info.GetIsolate(), info[1]));
const int indexArrayArgument = 1;
if (V8Float32Array::hasInstance(info[indexArrayArgument], info.GetIsolate())) {
- Float32Array* array = V8Float32Array::toImpl(info[indexArrayArgument]->ToObject());
+ DOMFloat32Array* array = V8Float32Array::toImpl(info[indexArrayArgument]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, array); break;
const int indexArrayArgumentIndex = 1;
if (V8Int32Array::hasInstance(info[indexArrayArgumentIndex], info.GetIsolate())) {
- Int32Array* array = V8Int32Array::toImpl(info[indexArrayArgumentIndex]->ToObject());
+ DOMInt32Array* array = V8Int32Array::toImpl(info[indexArrayArgumentIndex]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, array); break;
bool transpose = info[1]->BooleanValue();
const int arrayArgumentIndex = 2;
if (V8Float32Array::hasInstance(info[arrayArgumentIndex], info.GetIsolate())) {
- Float32Array* array = V8Float32Array::toImpl(info[arrayArgumentIndex]->ToObject());
+ DOMFloat32Array* array = V8Float32Array::toImpl(info[arrayArgumentIndex]->ToObject());
ASSERT(array);
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, array); break;