gecko-dev/dom/canvas/WebGLVertexArray.cpp

63 строки
2.0 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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::WebGLVertexArrayObject_Binding::Wrap(cx, this, givenProto);
}
WebGLVertexArray::WebGLVertexArray(WebGLContext* const webgl, const GLuint name)
: WebGLRefCountedObject(webgl), mGLName(name) {
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();
}
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