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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
/*
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* Copyright (c) 2010, Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef WebGLContextAttributes_h
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#define WebGLContextAttributes_h
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#include "sky/engine/bindings/core/v8/ScriptWrappable.h"
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#include "sky/engine/core/html/canvas/CanvasContextAttributes.h"
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#include "sky/engine/public/platform/WebGraphicsContext3D.h"
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#include "sky/engine/wtf/PassRefPtr.h"
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namespace blink {
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class Settings;
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class WebGLContextAttributes final : public CanvasContextAttributes, public ScriptWrappable {
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DECLARE_EMPTY_VIRTUAL_DESTRUCTOR_WILL_BE_REMOVED(WebGLContextAttributes);
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DEFINE_WRAPPERTYPEINFO();
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public:
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// Create a new attributes object
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static PassRefPtr<WebGLContextAttributes> create();
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// Create a copy of this object.
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PassRefPtr<WebGLContextAttributes> clone() const;
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// Whether or not the drawing buffer has an alpha channel; default=true
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bool alpha() const;
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void setAlpha(bool);
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// Whether or not the drawing buffer has a depth buffer; default=true
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bool depth() const;
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void setDepth(bool);
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// Whether or not the drawing buffer has a stencil buffer; default=false
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bool stencil() const;
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void setStencil(bool);
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// Whether or not the drawing buffer is antialiased; default=true
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bool antialias() const;
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void setAntialias(bool);
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// Whether or not to treat the values in the drawing buffer as
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// though their alpha channel has already been multiplied into the
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// color channels; default=true
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bool premultipliedAlpha() const;
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void setPremultipliedAlpha(bool);
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// Whether or not to preserve the drawing buffer after presentation to the
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// screen; default=false
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bool preserveDrawingBuffer() const;
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void setPreserveDrawingBuffer(bool);
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// Whether or not to fail context creation if performance will be
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// significantly degraded compared to a native GL context; default=false
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bool failIfMajorPerformanceCaveat() const;
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void setFailIfMajorPerformanceCaveat(bool);
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// Set up the attributes that can be used to initialize a WebGraphicsContext3D.
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// It's mostly based on WebGLContextAttributes, but would be adjusted based
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// on settings.
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blink::WebGraphicsContext3D::Attributes attributes(const blink::WebString&, Settings*, unsigned webGLVersion) const;
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protected:
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WebGLContextAttributes();
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WebGLContextAttributes(const WebGLContextAttributes&);
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private:
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bool m_alpha;
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bool m_depth;
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bool m_stencil;
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bool m_antialias;
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bool m_premultipliedAlpha;
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bool m_preserveDrawingBuffer;
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bool m_failIfMajorPerformanceCaveat;
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};
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} // namespace blink
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#endif // WebGLContextAttributes_h
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