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<title>[200812] trunk/Source/WebCore</title>
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<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<>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 <zdobersek@igalia.com>
</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<>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 <zdobersek@igalia.com>
+
</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<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</del><ins>+ Ref<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</ins><span class="cx"> m_context3D->useProgram(program->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& operation, unsigned pass, const IntSize& size, GC3Duint contentTexture)
</del><ins>+static void prepareFilterProgram(TextureMapperShaderProgram& program, const FilterOperation& operation, unsigned pass, const IntSize& size, GC3Duint contentTexture)
</ins><span class="cx"> {
</span><del>- Ref<GraphicsContext3D> context = program->context();
- context->useProgram(program->programID());
</del><ins>+ Ref<GraphicsContext3D> context = program.context();
+ context->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->uniform1f(program->filterAmountLocation(), static_cast<const BasicColorMatrixFilterOperation&>(operation).amount());
</del><ins>+ context->uniform1f(program.filterAmountLocation(), static_cast<const BasicColorMatrixFilterOperation&>(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->uniform1f(program->filterAmountLocation(), static_cast<const BasicComponentTransferFilterOperation&>(operation).amount());
</del><ins>+ context->uniform1f(program.filterAmountLocation(), static_cast<const BasicComponentTransferFilterOperation&>(operation).amount());
</ins><span class="cx"> break;
</span><span class="cx"> case FilterOperation::BLUR: {
</span><span class="cx"> const BlurFilterOperation& blur = static_cast<const BlurFilterOperation&>(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->uniform2f(program->blurRadiusLocation(), radius.width(), radius.height());
- context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</del><ins>+ context->uniform2f(program.blurRadiusLocation(), radius.width(), radius.height());
+ context->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& shadow = static_cast<const DropShadowFilterOperation&>(operation);
</span><del>- context->uniform1fv(program->gaussianKernelLocation(), GaussianKernelHalfWidth, gaussianKernel());
</del><ins>+ context->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->uniform2f(program->blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
- context->uniform2f(program->shadowOffsetLocation(), float(shadow.location().x()) / float(size.width()), float(shadow.location().y()) / float(size.height()));
</del><ins>+ context->uniform2f(program.blurRadiusLocation(), shadow.stdDeviation() / float(size.width()), 0);
+ context->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->uniform4f(program->colorLocation(), r, g, b, a);
- context->uniform2f(program->blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
- context->uniform2f(program->shadowOffsetLocation(), 0, 0);
</del><ins>+ context->uniform4f(program.colorLocation(), r, g, b, a);
+ context->uniform2f(program.blurRadiusLocation(), 0, shadow.stdDeviation() / float(size.height()));
+ context->uniform2f(program.shadowOffsetLocation(), 0, 0);
</ins><span class="cx"> context->activeTexture(GraphicsContext3D::TEXTURE1);
</span><span class="cx"> context->bindTexture(GraphicsContext3D::TEXTURE_2D, contentTexture);
</span><del>- context->uniform1i(program->contentTextureLocation(), 1);
</del><ins>+ context->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 < 1)
</span><span class="cx"> flags |= ShouldBlend;
</span><span class="cx">
</span><del>- RefPtr<TextureMapperShaderProgram> program = data().getShaderProgram(options);
</del><ins>+ Ref<TextureMapperShaderProgram> 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->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<TextureMapperShaderProgram> program = data().getShaderProgram(options);
</del><ins>+ Ref<TextureMapperShaderProgram> program = data().getShaderProgram(options);
</ins><span class="cx"> m_context3D->useProgram(program->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& 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->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
</span><del>- m_context3D->vertexAttribPointer(program->vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
</del><ins>+ m_context3D->vertexAttribPointer(program.vertexLocation(), 4, GraphicsContext3D::FLOAT, false, 0, 0);
</ins><span class="cx"> m_context3D->drawArrays(GraphicsContext3D::TRIANGLES, 0, 12);
</span><span class="cx"> m_context3D->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& 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->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, vbo);
</span><del>- m_context3D->vertexAttribPointer(program->vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
</del><ins>+ m_context3D->vertexAttribPointer(program.vertexLocation(), 2, GraphicsContext3D::FLOAT, false, 0, 0);
</ins><span class="cx"> m_context3D->drawArrays(drawingMode, 0, 4);
</span><span class="cx"> m_context3D->bindBuffer(GraphicsContext3D::ARRAY_BUFFER, 0);
</span><span class="cx"> }
</span><span class="cx">
</span><del>-void TextureMapperGL::draw(const FloatRect& rect, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram* shaderProgram, GC3Denum drawingMode, Flags flags)
</del><ins>+void TextureMapperGL::draw(const FloatRect& rect, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram& 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->enableVertexAttribArray(shaderProgram->vertexLocation());
- shaderProgram->setMatrix(shaderProgram->modelViewMatrixLocation(), matrix);
- shaderProgram->setMatrix(shaderProgram->projectionMatrixLocation(), data().projectionMatrix);
</del><ins>+ m_context3D->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->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 & 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->disableVertexAttribArray(shaderProgram->vertexLocation());
</del><ins>+ m_context3D->disableVertexAttribArray(program.vertexLocation());
</ins><span class="cx"> m_context3D->blendFunc(GraphicsContext3D::ONE, GraphicsContext3D::ONE_MINUS_SRC_ALPHA);
</span><span class="cx"> m_context3D->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& size, const FloatRect& rect, const TransformationMatrix& modelViewMatrix, float opacity)
</del><ins>+void TextureMapperGL::drawTexturedQuadWithProgram(TextureMapperShaderProgram& program, uint32_t texture, Flags flags, const IntSize& size, const FloatRect& rect, const TransformationMatrix& modelViewMatrix, float opacity)
</ins><span class="cx"> {
</span><del>- m_context3D->useProgram(program->programID());
</del><ins>+ m_context3D->useProgram(program.programID());
</ins><span class="cx"> m_context3D->activeTexture(GraphicsContext3D::TEXTURE0);
</span><span class="cx"> GC3Denum target = flags & ShouldUseARBTextureRect ? GC3Denum(Extensions3D::TEXTURE_RECTANGLE_ARB) : GC3Denum(GraphicsContext3D::TEXTURE_2D);
</span><span class="cx"> m_context3D->bindTexture(target, texture);
</span><del>- m_context3D->uniform1i(program->samplerLocation(), 0);
</del><ins>+ m_context3D->uniform1i(program.samplerLocation(), 0);
</ins><span class="cx"> if (wrapMode() == RepeatWrap) {
</span><span class="cx"> m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_S, GraphicsContext3D::REPEAT);
</span><span class="cx"> m_context3D->texParameteri(GraphicsContext3D::TEXTURE_2D, GraphicsContext3D::TEXTURE_WRAP_T, GraphicsContext3D::REPEAT);
</span><span class="lines">@@ -567,8 +567,8 @@
</span><span class="cx"> if (flags & ShouldFlipTexture)
</span><span class="cx"> patternTransform.translate(0, -1);
</span><span class="cx">
</span><del>- program->setMatrix(program->textureSpaceMatrixLocation(), patternTransform);
- m_context3D->uniform1f(program->opacityLocation(), opacity);
</del><ins>+ program.setMatrix(program.textureSpaceMatrixLocation(), patternTransform);
+ m_context3D->uniform1f(program.opacityLocation(), opacity);
</ins><span class="cx">
</span><span class="cx"> if (opacity < 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<TextureMapperShaderProgram> program = data().getShaderProgram(options);
- ASSERT(program);
</del><ins>+ Ref<TextureMapperShaderProgram> program = data().getShaderProgram(options);
</ins><span class="cx">
</span><span class="cx"> prepareFilterProgram(program.get(), filter, pass, sampler.contentSize(), contentTexture ? static_cast<const BitmapTextureGL*>(contentTexture)->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<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</del><ins>+ Ref<TextureMapperShaderProgram> program = data().getShaderProgram(TextureMapperShaderProgram::SolidColor);
</ins><span class="cx">
</span><span class="cx"> m_context3D->useProgram(program->programID());
</span><span class="cx"> m_context3D->enableVertexAttribArray(program->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&, const FloatRect&, const TransformationMatrix& modelViewMatrix, float opacity);
- void draw(const FloatRect&, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram*, GC3Denum drawingMode, Flags);
</del><ins>+ void drawTexturedQuadWithProgram(TextureMapperShaderProgram&, uint32_t texture, Flags, const IntSize&, const FloatRect&, const TransformationMatrix& modelViewMatrix, float opacity);
+ void draw(const FloatRect&, const TransformationMatrix& modelViewMatrix, TextureMapperShaderProgram&, GC3Denum drawingMode, Flags);
</ins><span class="cx">
</span><del>- void drawUnitRect(TextureMapperShaderProgram*, GC3Denum drawingMode);
- void drawEdgeTriangles(TextureMapperShaderProgram*);
</del><ins>+ void drawUnitRect(TextureMapperShaderProgram&, GC3Denum drawingMode);
+ void drawEdgeTriangles(TextureMapperShaderProgram&);
</ins><span class="cx">
</span><span class="cx"> bool beginScissorClip(const TransformationMatrix&, const FloatRect&);
</span><span class="cx"> void bindDefaultSurface();
</span></span></pre>
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