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<title>[200812] trunk/Source/WebCore</title>
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<dl class="meta">
<dt>Revision</dt> <dd><a href="http://trac.webkit.org/projects/webkit/changeset/200812">200812</a></dd>
<dt>Author</dt> <dd>zandobersek@gmail.com</dd>
<dt>Date</dt> <dd>2016-05-12 22:48:23 -0700 (Thu, 12 May 2016)</dd>
</dl>

<h3>Log Message</h3>
<pre>[TexMap] Handle TextureMapperShaderProgram objects through references
https://bugs.webkit.org/show_bug.cgi?id=157619

Reviewed by Antonio Gomes.

TextureMapper code always expects valid TextureMapperShaderProgram
objects to be created, so it doesn't make sense to access these
objects through raw pointers or RefPtr&lt;&gt;s.

* platform/graphics/texmap/TextureMapperGL.cpp:
(WebCore::TextureMapperGL::drawBorder):
(WebCore::prepareFilterProgram):
(WebCore::TextureMapperGL::drawTexture):
(WebCore::TextureMapperGL::drawSolidColor):
(WebCore::TextureMapperGL::drawEdgeTriangles):
(WebCore::TextureMapperGL::drawUnitRect):
(WebCore::TextureMapperGL::draw):
(WebCore::TextureMapperGL::drawTexturedQuadWithProgram):
(WebCore::TextureMapperGL::drawFiltered):
(WebCore::TextureMapperGL::beginClip):
* platform/graphics/texmap/TextureMapperGL.h:</pre>

<h3>Modified Paths</h3>
<ul>
<li><a href="#trunkSourceWebCoreChangeLog">trunk/Source/WebCore/ChangeLog</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicstexmapTextureMapperGLcpp">trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.cpp</a></li>
<li><a href="#trunkSourceWebCoreplatformgraphicstexmapTextureMapperGLh">trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.h</a></li>
</ul>

</div>
<div id="patch">
<h3>Diff</h3>
<a id="trunkSourceWebCoreChangeLog"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/ChangeLog (200811 => 200812)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/ChangeLog        2016-05-13 05:46:21 UTC (rev 200811)
+++ trunk/Source/WebCore/ChangeLog        2016-05-13 05:48:23 UTC (rev 200812)
</span><span class="lines">@@ -1,5 +1,29 @@
</span><span class="cx"> 2016-05-12  Zan Dobersek  &lt;zdobersek@igalia.com&gt;
</span><span class="cx"> 
</span><ins>+        [TexMap] Handle TextureMapperShaderProgram objects through references
+        https://bugs.webkit.org/show_bug.cgi?id=157619
+
+        Reviewed by Antonio Gomes.
+
+        TextureMapper code always expects valid TextureMapperShaderProgram
+        objects to be created, so it doesn't make sense to access these
+        objects through raw pointers or RefPtr&lt;&gt;s.
+
+        * platform/graphics/texmap/TextureMapperGL.cpp:
+        (WebCore::TextureMapperGL::drawBorder):
+        (WebCore::prepareFilterProgram):
+        (WebCore::TextureMapperGL::drawTexture):
+        (WebCore::TextureMapperGL::drawSolidColor):
+        (WebCore::TextureMapperGL::drawEdgeTriangles):
+        (WebCore::TextureMapperGL::drawUnitRect):
+        (WebCore::TextureMapperGL::draw):
+        (WebCore::TextureMapperGL::drawTexturedQuadWithProgram):
+        (WebCore::TextureMapperGL::drawFiltered):
+        (WebCore::TextureMapperGL::beginClip):
+        * platform/graphics/texmap/TextureMapperGL.h:
+
+2016-05-12  Zan Dobersek  &lt;zdobersek@igalia.com&gt;
+
</ins><span class="cx">         VideoSinkGStreamer: plug a GstBuffer leak in webkitVideoSinkRequestRender()
</span><span class="cx">         https://bugs.webkit.org/show_bug.cgi?id=157617
</span><span class="cx"> 
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicstexmapTextureMapperGLcpp"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.cpp (200811 => 200812)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.cpp        2016-05-13 05:46:21 UTC (rev 200811)
+++ trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.cpp        2016-05-13 05:48:23 UTC (rev 200812)
</span><span class="lines">@@ -221,7 +221,7 @@
</span><span class="cx">     if (clipStack().isCurrentScissorBoxEmpty())
</span><span class="cx">         return;
</span><span class="cx"> 
</span><del>-    RefPtr&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</del><ins>+    Ref&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</ins><span class="cx">     m_context3D-&gt;useProgram(program-&gt;programID());
</span><span class="cx"> 
</span><span class="cx">     float r, g, b, a;
</span><span class="lines">@@ -343,23 +343,23 @@
</span><span class="cx">     return kernel;
</span><span class="cx"> }
</span><span class="cx"> 
</span><del>-static void prepareFilterProgram(TextureMapperShaderProgram* program, const FilterOperation&amp; operation, unsigned pass, const IntSize&amp; size, GC3Duint contentTexture)
</del><ins>+static void prepareFilterProgram(TextureMapperShaderProgram&amp; program, const FilterOperation&amp; operation, unsigned pass, const IntSize&amp; size, GC3Duint contentTexture)
</ins><span class="cx"> {
</span><del>-    Ref&lt;GraphicsContext3D&gt; context = program-&gt;context();
-    context-&gt;useProgram(program-&gt;programID());
</del><ins>+    Ref&lt;GraphicsContext3D&gt; context = program.context();
+    context-&gt;useProgram(program.programID());
</ins><span class="cx"> 
</span><span class="cx">     switch (operation.type()) {
</span><span class="cx">     case FilterOperation::GRAYSCALE:
</span><span class="cx">     case FilterOperation::SEPIA:
</span><span class="cx">     case FilterOperation::SATURATE:
</span><span class="cx">     case FilterOperation::HUE_ROTATE:
</span><del>-        context-&gt;uniform1f(program-&gt;filterAmountLocation(), static_cast&lt;const BasicColorMatrixFilterOperation&amp;&gt;(operation).amount());
</del><ins>+        context-&gt;uniform1f(program.filterAmountLocation(), static_cast&lt;const BasicColorMatrixFilterOperation&amp;&gt;(operation).amount());
</ins><span class="cx">         break;
</span><span class="cx">     case FilterOperation::INVERT:
</span><span class="cx">     case FilterOperation::BRIGHTNESS:
</span><span class="cx">     case FilterOperation::CONTRAST:
</span><span class="cx">     case FilterOperation::OPACITY:
</span><del>-        context-&gt;uniform1f(program-&gt;filterAmountLocation(), static_cast&lt;const BasicComponentTransferFilterOperation&amp;&gt;(operation).amount());
</del><ins>+        context-&gt;uniform1f(program.filterAmountLocation(), static_cast&lt;const BasicComponentTransferFilterOperation&amp;&gt;(operation).amount());
</ins><span class="cx">         break;
</span><span class="cx">     case FilterOperation::BLUR: {
</span><span class="cx">         const BlurFilterOperation&amp; blur = static_cast&lt;const BlurFilterOperation&amp;&gt;(operation);
</span><span class="lines">@@ -371,29 +371,29 @@
</span><span class="cx">         else
</span><span class="cx">             radius.setWidth(floatValueForLength(blur.stdDeviation(), size.width()) / size.width());
</span><span class="cx"> 
</span><del>-        context-&gt;uniform2f(program-&gt;blurRadiusLocation(), radius.width(), radius.height());
-        context-&gt;uniform1fv(program-&gt;gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</del><ins>+        context-&gt;uniform2f(program.blurRadiusLocation(), radius.width(), radius.height());
+        context-&gt;uniform1fv(program.gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</ins><span class="cx">         break;
</span><span class="cx">     }
</span><span class="cx">     case FilterOperation::DROP_SHADOW: {
</span><span class="cx">         const DropShadowFilterOperation&amp; shadow = static_cast&lt;const DropShadowFilterOperation&amp;&gt;(operation);
</span><del>-        context-&gt;uniform1fv(program-&gt;gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</del><ins>+        context-&gt;uniform1fv(program.gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</ins><span class="cx">         switch (pass) {
</span><span class="cx">         case 0:
</span><span class="cx">             // First pass: horizontal alpha blur.
</span><del>-            context-&gt;uniform2f(program-&gt;blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
-            context-&gt;uniform2f(program-&gt;shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
</del><ins>+            context-&gt;uniform2f(program.blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
+            context-&gt;uniform2f(program.shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
</ins><span class="cx">             break;
</span><span class="cx">         case 1:
</span><span class="cx">             // Second pass: we need the shadow color and the content texture for compositing.
</span><span class="cx">             float r, g, b, a;
</span><span class="cx">             Color(premultipliedARGBFromColor(shadow.color())).getRGBA(r, g, b, a);
</span><del>-            context-&gt;uniform4f(program-&gt;colorLocation(), r, g, b, a);
-            context-&gt;uniform2f(program-&gt;blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
-            context-&gt;uniform2f(program-&gt;shadowOffsetLocation(), 0, 0);
</del><ins>+            context-&gt;uniform4f(program.colorLocation(), r, g, b, a);
+            context-&gt;uniform2f(program.blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
+            context-&gt;uniform2f(program.shadowOffsetLocation(), 0, 0);
</ins><span class="cx">             context-&gt;activeTexture(GraphicsContext3D::TEXTURE1);
</span><span class="cx">             context-&gt;bindTexture(GraphicsContext3D::TEXTURE_2D, contentTexture);
</span><del>-            context-&gt;uniform1i(program-&gt;contentTextureLocation(), 1);
</del><ins>+            context-&gt;uniform1i(program.contentTextureLocation(), 1);
</ins><span class="cx">             break;
</span><span class="cx">         }
</span><span class="cx">         break;
</span><span class="lines">@@ -448,7 +448,7 @@
</span><span class="cx">     if (useAntialiasing || opacity &lt; 1)
</span><span class="cx">         flags |= ShouldBlend;
</span><span class="cx"> 
</span><del>-    RefPtr&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
</del><ins>+    Ref&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
</ins><span class="cx"> 
</span><span class="cx">     if (filter)
</span><span class="cx">         prepareFilterProgram(program.get(), *filter.get(), data().filterInfo-&gt;pass, textureSize, filterContentTextureID);
</span><span class="lines">@@ -465,7 +465,7 @@
</span><span class="cx">         flags |= ShouldBlend | ShouldAntialias;
</span><span class="cx">     }
</span><span class="cx"> 
</span><del>-    RefPtr&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
</del><ins>+    Ref&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
</ins><span class="cx">     m_context3D-&gt;useProgram(program-&gt;programID());
</span><span class="cx"> 
</span><span class="cx">     float r, g, b, a;
</span><span class="lines">@@ -477,7 +477,7 @@
</span><span class="cx">     draw(rect, matrix, program.get(), GraphicsContext3D::TRIANGLE_FAN, flags);
</span><span class="cx"> }
</span><span class="cx"> 
</span><del>-void TextureMapperGL::drawEdgeTriangles(TextureMapperShaderProgram* program)
</del><ins>+void TextureMapperGL::drawEdgeTriangles(TextureMapperShaderProgram&amp; program)
</ins><span class="cx"> {
</span><span class="cx">     const GC3Dfloat left = 0;
</span><span class="cx">     const GC3Dfloat top = 0;
</span><span class="lines">@@ -502,29 +502,29 @@
</span><span class="cx"> 
</span><span class="cx">     Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 48, unitRectSideTriangles);
</span><span class="cx">     m_context3D-&gt;bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
</span><del>-    m_context3D-&gt;vertexAttribPointer(program-&gt;vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
</del><ins>+    m_context3D-&gt;vertexAttribPointer(program.vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
</ins><span class="cx">     m_context3D-&gt;drawArrays(GraphicsContext3D::TRIANGLES, 0, 12);
</span><span class="cx">     m_context3D-&gt;bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
</span><span class="cx"> }
</span><span class="cx"> 
</span><del>-void TextureMapperGL::drawUnitRect(TextureMapperShaderProgram* program, GC3Denum drawingMode)
</del><ins>+void TextureMapperGL::drawUnitRect(TextureMapperShaderProgram&amp; program, GC3Denum drawingMode)
</ins><span class="cx"> {
</span><span class="cx">     static const GC3Dfloat unitRect[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
</span><span class="cx">     Platform3DObject vbo = data().getStaticVBO(GraphicsContext3D::ARRAY_BUFFER, sizeof(GC3Dfloat) * 8, unitRect);
</span><span class="cx">     m_context3D-&gt;bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
</span><del>-    m_context3D-&gt;vertexAttribPointer(program-&gt;vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
</del><ins>+    m_context3D-&gt;vertexAttribPointer(program.vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
</ins><span class="cx">     m_context3D-&gt;drawArrays(drawingMode, 0, 4);
</span><span class="cx">     m_context3D-&gt;bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
</span><span class="cx"> }
</span><span class="cx"> 
</span><del>-void TextureMapperGL::draw(const FloatRect&amp; rect, const TransformationMatrix&amp; modelViewMatrix, TextureMapperShaderProgram* shaderProgram, GC3Denum drawingMode, Flags flags)
</del><ins>+void TextureMapperGL::draw(const FloatRect&amp; rect, const TransformationMatrix&amp; modelViewMatrix, TextureMapperShaderProgram&amp; program, GC3Denum drawingMode, Flags flags)
</ins><span class="cx"> {
</span><span class="cx">     TransformationMatrix matrix(modelViewMatrix);
</span><span class="cx">     matrix.multiply(TransformationMatrix::rectToRect(FloatRect(0, 0, 1, 1), rect));
</span><span class="cx"> 
</span><del>-    m_context3D-&gt;enableVertexAttribArray(shaderProgram-&gt;vertexLocation());
-    shaderProgram-&gt;setMatrix(shaderProgram-&gt;modelViewMatrixLocation(), matrix);
-    shaderProgram-&gt;setMatrix(shaderProgram-&gt;projectionMatrixLocation(), data().projectionMatrix);
</del><ins>+    m_context3D-&gt;enableVertexAttribArray(program.vertexLocation());
+    program.setMatrix(program.modelViewMatrixLocation(), matrix);
+    program.setMatrix(program.projectionMatrixLocation(), data().projectionMatrix);
</ins><span class="cx"> 
</span><span class="cx">     if (isInMaskMode()) {
</span><span class="cx">         m_context3D-&gt;blendFunc(GraphicsContext3D::ZERO, GraphicsContext3D::SRC_ALPHA);
</span><span class="lines">@@ -538,22 +538,22 @@
</span><span class="cx">     }
</span><span class="cx"> 
</span><span class="cx">     if (flags &amp; ShouldAntialias)
</span><del>-        drawEdgeTriangles(shaderProgram);
</del><ins>+        drawEdgeTriangles(program);
</ins><span class="cx">     else
</span><del>-        drawUnitRect(shaderProgram, drawingMode);
</del><ins>+        drawUnitRect(program, drawingMode);
</ins><span class="cx"> 
</span><del>-    m_context3D-&gt;disableVertexAttribArray(shaderProgram-&gt;vertexLocation());
</del><ins>+    m_context3D-&gt;disableVertexAttribArray(program.vertexLocation());
</ins><span class="cx">     m_context3D-&gt;blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
</span><span class="cx">     m_context3D-&gt;enable(GraphicsContext3D::BLEND);
</span><span class="cx"> }
</span><span class="cx"> 
</span><del>-void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram* program, uint32_t texture, Flags flags, const IntSize&amp; size, const FloatRect&amp; rect, const TransformationMatrix&amp; modelViewMatrix, float opacity)
</del><ins>+void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram&amp; program, uint32_t texture, Flags flags, const IntSize&amp; size, const FloatRect&amp; rect, const TransformationMatrix&amp; modelViewMatrix, float opacity)
</ins><span class="cx"> {
</span><del>-    m_context3D-&gt;useProgram(program-&gt;programID());
</del><ins>+    m_context3D-&gt;useProgram(program.programID());
</ins><span class="cx">     m_context3D-&gt;activeTexture(GraphicsContext3D::TEXTURE0);
</span><span class="cx">     GC3Denum target = flags &amp; ShouldUseARBTextureRect ? GC3Denum(Extensions3D::TEXTURE_RECTANGLE_ARB) : GC3Denum(GraphicsContext3D::TEXTURE_2D);
</span><span class="cx">     m_context3D-&gt;bindTexture(target, texture);
</span><del>-    m_context3D-&gt;uniform1i(program-&gt;samplerLocation(), 0);
</del><ins>+    m_context3D-&gt;uniform1i(program.samplerLocation(), 0);
</ins><span class="cx">     if (wrapMode() == RepeatWrap) {
</span><span class="cx">         m_context3D-&gt;texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::REPEAT);
</span><span class="cx">         m_context3D-&gt;texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::REPEAT);
</span><span class="lines">@@ -567,8 +567,8 @@
</span><span class="cx">     if (flags &amp; ShouldFlipTexture)
</span><span class="cx">         patternTransform.translate(0, -1);
</span><span class="cx"> 
</span><del>-    program-&gt;setMatrix(program-&gt;textureSpaceMatrixLocation(), patternTransform);
-    m_context3D-&gt;uniform1f(program-&gt;opacityLocation(), opacity);
</del><ins>+    program.setMatrix(program.textureSpaceMatrixLocation(), patternTransform);
+    m_context3D-&gt;uniform1f(program.opacityLocation(), opacity);
</ins><span class="cx"> 
</span><span class="cx">     if (opacity &lt; 1)
</span><span class="cx">         flags |= ShouldBlend;
</span><span class="lines">@@ -582,8 +582,7 @@
</span><span class="cx"> {
</span><span class="cx">     // For standard filters, we always draw the whole texture without transformations.
</span><span class="cx">     TextureMapperShaderProgram::Options options = optionsForFilterType(filter.type(), pass);
</span><del>-    RefPtr&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
-    ASSERT(program);
</del><ins>+    Ref&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(options);
</ins><span class="cx"> 
</span><span class="cx">     prepareFilterProgram(program.get(), filter, pass, sampler.contentSize(), contentTexture ? static_cast&lt;const BitmapTextureGL*&gt;(contentTexture)-&gt;id() : 0);
</span><span class="cx">     FloatRect targetRect(IntPoint::zero(), sampler.contentSize());
</span><span class="lines">@@ -660,7 +659,7 @@
</span><span class="cx"> 
</span><span class="cx">     data().initializeStencil();
</span><span class="cx"> 
</span><del>-    RefPtr&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</del><ins>+    Ref&lt;TextureMapperShaderProgram&gt; program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</ins><span class="cx"> 
</span><span class="cx">     m_context3D-&gt;useProgram(program-&gt;programID());
</span><span class="cx">     m_context3D-&gt;enableVertexAttribArray(program-&gt;vertexLocation());
</span></span></pre></div>
<a id="trunkSourceWebCoreplatformgraphicstexmapTextureMapperGLh"></a>
<div class="modfile"><h4>Modified: trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.h (200811 => 200812)</h4>
<pre class="diff"><span>
<span class="info">--- trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.h        2016-05-13 05:46:21 UTC (rev 200811)
+++ trunk/Source/WebCore/platform/graphics/texmap/TextureMapperGL.h        2016-05-13 05:48:23 UTC (rev 200812)
</span><span class="lines">@@ -75,11 +75,11 @@
</span><span class="cx">     void setEnableEdgeDistanceAntialiasing(bool enabled) { m_enableEdgeDistanceAntialiasing = enabled; }
</span><span class="cx"> 
</span><span class="cx"> private:
</span><del>-    void drawTexturedQuadWithProgram(TextureMapperShaderProgram*, uint32_t texture, Flags, const IntSize&amp;, const FloatRect&amp;, const TransformationMatrix&amp; modelViewMatrix, float opacity);
-    void draw(const FloatRect&amp;, const TransformationMatrix&amp; modelViewMatrix, TextureMapperShaderProgram*, GC3Denum drawingMode, Flags);
</del><ins>+    void drawTexturedQuadWithProgram(TextureMapperShaderProgram&amp;, uint32_t texture, Flags, const IntSize&amp;, const FloatRect&amp;, const TransformationMatrix&amp; modelViewMatrix, float opacity);
+    void draw(const FloatRect&amp;, const TransformationMatrix&amp; modelViewMatrix, TextureMapperShaderProgram&amp;, GC3Denum drawingMode, Flags);
</ins><span class="cx"> 
</span><del>-    void drawUnitRect(TextureMapperShaderProgram*, GC3Denum drawingMode);
-    void drawEdgeTriangles(TextureMapperShaderProgram*);
</del><ins>+    void drawUnitRect(TextureMapperShaderProgram&amp;, GC3Denum drawingMode);
+    void drawEdgeTriangles(TextureMapperShaderProgram&amp;);
</ins><span class="cx"> 
</span><span class="cx">     bool beginScissorClip(const TransformationMatrix&amp;, const FloatRect&amp;);
</span><span class="cx">     void bindDefaultSurface();
</span></span></pre>
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