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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLVertexArray.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
#include "WebGLVertexArrayGL.h"
#include "WebGLVertexArrayFake.h"
namespace mozilla {
JSObject*
WebGLVertexArray::WrapObject(JSContext* cx, JS::Handle<JSObject*> givenProto)
{
return dom::WebGLVertexArrayObjectBinding::Wrap(cx, this, givenProto);
}
WebGLVertexArray::WebGLVertexArray(WebGLContext* webgl)
: WebGLRefCountedObject(webgl)
, mGLName(0)
{
mAttribs.SetLength(mContext->mGLMaxVertexAttribs);
mContext->mVertexArrays.insertBack(this);
}
WebGLVertexArray::~WebGLVertexArray()
{
MOZ_ASSERT(IsDeleted());
}
void
WebGLVertexArray::AddBufferBindCounts(int8_t addVal) const
{
const GLenum target = 0; // Anything non-TF is fine.
WebGLBuffer::AddBindCount(target, mElementArrayBuffer.get(), addVal);
for (const auto& attrib : mAttribs) {
WebGLBuffer::AddBindCount(target, attrib.mBuf.get(), addVal);
}
}
WebGLVertexArray*
WebGLVertexArray::Create(WebGLContext* webgl)
{
WebGLVertexArray* array;
if (webgl->gl->IsSupported(gl::GLFeature::vertex_array_object)) {
array = new WebGLVertexArrayGL(webgl);
} else {
array = new WebGLVertexArrayFake(webgl);
}
return array;
}
void
WebGLVertexArray::Delete()
{
DeleteImpl();
LinkedListElement<WebGLVertexArray>::removeFrom(mContext->mVertexArrays);
mElementArrayBuffer = nullptr;
mAttribs.Clear();
}
bool
WebGLVertexArray::IsVertexArray() const
{
return IsVertexArrayImpl();
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLVertexArray,
mAttribs,
mElementArrayBuffer)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLVertexArray, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLVertexArray, Release)
} // namespace mozilla
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