Followup for bug 1041225 and bug 1041158, fix a couple of typos, r=rcampbell
authorVictor Porof <vporof@mozilla.com>
Tue, 22 Jul 2014 13:01:26 -0400
changeset 195539 ab11981ffeb0522984fa0fbbcd318748843061c6
parent 195538 3d091524a1b8b81722ef94b1bab23d70cf2e5a02
child 195540 5683746bac22b4b198e6d049742d04b870dfb480
child 195669 5796b420f292c613be6f49c50d5a485c7ba3dc56
push id27185
push userkwierso@gmail.com
push dateWed, 23 Jul 2014 01:05:43 +0000
treeherdermozilla-central@5683746bac22 [default view] [failures only]
perfherder[talos] [build metrics] [platform microbench] (compared to previous push)
reviewersrcampbell
bugs1041225, 1041158
milestone34.0a1
first release with
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
last release without
nightly linux32
nightly linux64
nightly mac
nightly win32
nightly win64
Followup for bug 1041225 and bug 1041158, fix a couple of typos, r=rcampbell
toolkit/devtools/server/actors/canvas.js
--- a/toolkit/devtools/server/actors/canvas.js
+++ b/toolkit/devtools/server/actors/canvas.js
@@ -607,17 +607,17 @@ let ContextUtils = {
     // In case of WebGL contexts, rendering will be done offscreen, in a
     // custom framebuffer, but using the same provided context. This is
     // necessary because it's very memory-unfriendly to rebuild all the
     // required GL state (like recompiling shaders, setting global flags, etc.)
     // in an entirely new canvas. However, special care is needed to not
     // permanently affect the existing GL state in the process.
     if (contextType == CallWatcherFront.CANVAS_WEBGL_CONTEXT) {
       // To keep things fast, replay the context calls on a framebuffer
-      // of smaller dimensions than the actual canvas (maximum 512x512 pixels).
+      // of smaller dimensions than the actual canvas (maximum 256x256 pixels).
       let scaling = Math.min(CanvasFront.WEBGL_SCREENSHOT_MAX_HEIGHT, h) / h;
       replayContextScaling = scaling;
       w = (w * scaling) | 0;
       h = (h * scaling) | 0;
 
       // Fetch the same WebGL context and bind a new framebuffer.
       let gl = replayContext = this.getWebGLContext(canvas);
       let { newFramebuffer, oldFramebuffer } = this.createBoundFramebuffer(gl, w, h);
@@ -662,18 +662,16 @@ let ContextUtils = {
           replayContext.viewport.apply(replayContext, customViewport);
           continue;
         }
       }
       if (type == CallWatcherFront.METHOD_FUNCTION) {
         replayContext[name].apply(replayContext, args);
       } else if (type == CallWatcherFront.SETTER_FUNCTION) {
         replayContext[name] = args;
-      } else {
-        // Ignore getter calls.
       }
       if (CanvasFront.DRAW_CALLS.has(name)) {
         lastDrawCallIndex = i;
       }
     }
 
     return {
       replayContext: replayContext,
@@ -737,17 +735,17 @@ let ContextUtils = {
   createBoundFramebuffer: function(gl, width, height) {
     let oldFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);
     let oldRenderbufferBinding = gl.getParameter(gl.RENDERBUFFER_BINDING);
     let oldTextureBinding = gl.getParameter(gl.TEXTURE_BINDING_2D);
 
     let newFramebuffer = gl.createFramebuffer();
     gl.bindFramebuffer(gl.FRAMEBUFFER, newFramebuffer);
 
-    // Use a texture as the color rendebuffer attachment, since consumers of
+    // Use a texture as the color renderbuffer attachment, since consumers of
     // this function will most likely want to read the rendered pixels back.
     let colorBuffer = gl.createTexture();
     gl.bindTexture(gl.TEXTURE_2D, colorBuffer);
     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
     gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
     gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);