#include "V8ANGLEInstancedArrays.h"
#include "V8EXTFragDepth.h"
+#include "V8EXTShaderTextureLOD.h"
#include "V8EXTTextureFilterAnisotropic.h"
#include "V8HTMLCanvasElement.h"
#include "V8HTMLImageElement.h"
#include "V8OESVertexArrayObject.h"
#include "V8WebGLBuffer.h"
#include "V8WebGLCompressedTextureATC.h"
+#include "V8WebGLCompressedTextureETC1.h"
#include "V8WebGLCompressedTexturePVRTC.h"
#include "V8WebGLCompressedTextureS3TC.h"
#include "V8WebGLDebugRendererInfo.h"
extensionObject = toV8(static_cast<EXTFragDepth*>(extension), contextObject, isolate);
referenceName = "extFragDepthName";
break;
+ case EXTShaderTextureLODName:
+ extensionObject = toV8(static_cast<EXTShaderTextureLOD*>(extension), contextObject, isolate);
+ referenceName = "extShaderTextureLODName";
+ break;
case EXTTextureFilterAnisotropicName:
extensionObject = toV8(static_cast<EXTTextureFilterAnisotropic*>(extension), contextObject, isolate);
referenceName = "extTextureFilterAnisotropicName";
extensionObject = toV8(static_cast<WebGLCompressedTextureATC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTextureATCName";
break;
+ case WebGLCompressedTextureETC1Name:
+ extensionObject = toV8(static_cast<WebGLCompressedTextureETC1*>(extension), contextObject, isolate);
+ referenceName = "webGLCompressedTextureETC1Name";
+ break;
case WebGLCompressedTexturePVRTCName:
extensionObject = toV8(static_cast<WebGLCompressedTexturePVRTC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTexturePVRTCName";
exceptionState.throwIfNeeded();
return;
}
- V8TRYCATCH_FOR_V8STRINGRESOURCE_VOID(V8StringResource<>, name, info[0]);
+ TOSTRING_VOID(V8StringResource<>, name, info[0]);
RefPtr<WebGLExtension> extension(impl->getExtension(name));
v8SetReturnValue(info, toV8Object(extension.get(), info.Holder(), info.GetIsolate()));
}