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Diffstat (limited to 'components/script/dom/webidls/WebGLRenderingContext.webidl')
-rw-r--r--components/script/dom/webidls/WebGLRenderingContext.webidl30
1 files changed, 15 insertions, 15 deletions
diff --git a/components/script/dom/webidls/WebGLRenderingContext.webidl b/components/script/dom/webidls/WebGLRenderingContext.webidl
index 05e9212d974..6725b9f6933 100644
--- a/components/script/dom/webidls/WebGLRenderingContext.webidl
+++ b/components/script/dom/webidls/WebGLRenderingContext.webidl
@@ -510,7 +510,7 @@ interface WebGLRenderingContextBase
void clearDepth(GLclampf depth);
void clearStencil(GLint s);
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
- void compileShader(WebGLShader? shader);
+ void compileShader(WebGLShader shader);
// FIXME(simartin) The Code generator doesn't handle ArrayBufferView so we're
// using 'object' in the meantime, and marking the function as Throws to
@@ -578,11 +578,11 @@ interface WebGLRenderingContextBase
void generateMipmap(GLenum target);
- WebGLActiveInfo? getActiveAttrib(WebGLProgram? program, GLuint index);
- WebGLActiveInfo? getActiveUniform(WebGLProgram? program, GLuint index);
+ WebGLActiveInfo? getActiveAttrib(WebGLProgram program, GLuint index);
+ WebGLActiveInfo? getActiveUniform(WebGLProgram program, GLuint index);
//sequence<WebGLShader>? getAttachedShaders(WebGLProgram? program);
- [WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram? program, DOMString name);
+ [WebGLHandlesContextLoss] GLint getAttribLocation(WebGLProgram program, DOMString name);
any getBufferParameter(GLenum target, GLenum pname);
any getParameter(GLenum pname);
@@ -591,20 +591,20 @@ interface WebGLRenderingContextBase
any getFramebufferAttachmentParameter(GLenum target, GLenum attachment,
GLenum pname);
- any getProgramParameter(WebGLProgram? program, GLenum pname);
- DOMString? getProgramInfoLog(WebGLProgram? program);
+ any getProgramParameter(WebGLProgram program, GLenum pname);
+ DOMString? getProgramInfoLog(WebGLProgram program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
- any getShaderParameter(WebGLShader? shader, GLenum pname);
+ any getShaderParameter(WebGLShader shader, GLenum pname);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
- DOMString? getShaderInfoLog(WebGLShader? shader);
+ DOMString? getShaderInfoLog(WebGLShader shader);
- DOMString? getShaderSource(WebGLShader? shader);
+ DOMString? getShaderSource(WebGLShader shader);
any getTexParameter(GLenum target, GLenum pname);
- //any getUniform(WebGLProgram? program, WebGLUniformLocation? location);
+ //any getUniform(WebGLProgram program, WebGLUniformLocation location);
- WebGLUniformLocation? getUniformLocation(WebGLProgram? program, DOMString name);
+ WebGLUniformLocation? getUniformLocation(WebGLProgram program, DOMString name);
any getVertexAttrib(GLuint index, GLenum pname);
@@ -634,7 +634,7 @@ interface WebGLRenderingContextBase
void sampleCoverage(GLclampf value, GLboolean invert);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
- void shaderSource(WebGLShader? shader, DOMString source);
+ void shaderSource(WebGLShader shader, DOMString source);
void stencilFunc(GLenum func, GLint ref, GLuint mask);
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
@@ -653,7 +653,7 @@ interface WebGLRenderingContextBase
GLenum type, object? data);
[Throws]
void texImage2D(GLenum target, GLint level, GLenum internalformat,
- GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
+ GLenum format, GLenum type, TexImageSource source); // May throw DOMException
[Throws, Pref="dom.webgl.dom_to_texture.enabled"]
void texImageDOM(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLenum format, GLenum type, HTMLIFrameElement source); // May throw DOMException
@@ -667,7 +667,7 @@ interface WebGLRenderingContextBase
GLenum format, GLenum type, object? data);
[Throws]
void texSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
- GLenum format, GLenum type, TexImageSource? source); // May throw DOMException
+ GLenum format, GLenum type, TexImageSource source); // May throw DOMException
void uniform1f(WebGLUniformLocation? location, GLfloat x);
//void uniform1fv(WebGLUniformLocation? location, Float32Array v);
@@ -738,7 +738,7 @@ interface WebGLRenderingContextBase
object v);
void useProgram(WebGLProgram? program);
- void validateProgram(WebGLProgram? program);
+ void validateProgram(WebGLProgram program);
// FIXME(dmarcos)
// The code generator doesn't handle Float32Array so we're using 'object'