Title: [127950] trunk/Source/WebCore
- Revision
- 127950
- Author
- commit-qu...@webkit.org
- Date
- 2012-09-07 18:30:22 -0700 (Fri, 07 Sep 2012)
Log Message
Fix compilation of TextureMapperShaderManager.cpp with MSVC
https://bugs.webkit.org/show_bug.cgi?id=96121
Patch by Simon Hausmann <simon.hausm...@nokia.com> on 2012-09-07
Reviewed by Kenneth Rohde Christiansen.
Named variadic parameters in macros appear to be a GCC extension. Fortunately __VA_ARGS__ seems
to work with GCC and MSVC here.
* platform/graphics/texmap/TextureMapperShaderManager.cpp:
(WebCore):
(WebCore::StandardFilterProgram::StandardFilterProgram):
Modified Paths
Diff
Modified: trunk/Source/WebCore/ChangeLog (127949 => 127950)
--- trunk/Source/WebCore/ChangeLog 2012-09-08 01:28:44 UTC (rev 127949)
+++ trunk/Source/WebCore/ChangeLog 2012-09-08 01:30:22 UTC (rev 127950)
@@ -1,3 +1,17 @@
+2012-09-07 Simon Hausmann <simon.hausm...@nokia.com>
+
+ Fix compilation of TextureMapperShaderManager.cpp with MSVC
+ https://bugs.webkit.org/show_bug.cgi?id=96121
+
+ Reviewed by Kenneth Rohde Christiansen.
+
+ Named variadic parameters in macros appear to be a GCC extension. Fortunately __VA_ARGS__ seems
+ to work with GCC and MSVC here.
+
+ * platform/graphics/texmap/TextureMapperShaderManager.cpp:
+ (WebCore):
+ (WebCore::StandardFilterProgram::StandardFilterProgram):
+
2012-09-07 Victoria Kirst <v...@chromium.org>
Seek to end after duration change in HTMLMediaElement
Modified: trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp (127949 => 127950)
--- trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp 2012-09-08 01:28:44 UTC (rev 127949)
+++ trunk/Source/WebCore/platform/graphics/texmap/TextureMapperShaderManager.cpp 2012-09-08 01:30:22 UTC (rev 127950)
@@ -30,7 +30,7 @@
namespace WebCore {
-#define STRINGIFY(src...) #src
+#define STRINGIFY(...) #__VA_ARGS__
static const char* fragmentShaderSourceOpacityAndMask =
STRINGIFY(
@@ -388,12 +388,12 @@
}
);
-#define STANDARD_FILTER(x...) \
+#define STANDARD_FILTER(...) \
"precision mediump float;\n"\
"varying highp vec2 v_texCoord;\n"\
"uniform highp float u_amount;\n"\
"uniform sampler2D u_texture;\n"\
- #x\
+ #__VA_ARGS__ \
"void main(void)\n { gl_FragColor = shade(texture2D(u_texture, v_texCoord)); }"
const char* fragmentShaderSource = 0;
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