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/*
* Copyright (C) 2015-2023 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "WebGLVertexArrayObject.h"
#if ENABLE(WEBGL)
#include "WebGL2RenderingContext.h"
#include "WebGLContextGroup.h"
#include <wtf/Lock.h>
#include <wtf/Locker.h>
namespace WebCore {
Ref<WebGLVertexArrayObject> WebGLVertexArrayObject::create(WebGLRenderingContextBase& context, Type type)
{
return adoptRef(*new WebGLVertexArrayObject(context, type));
}
WebGLVertexArrayObject::~WebGLVertexArrayObject()
{
if (!context())
return;
runDestructor();
}
WebGLVertexArrayObject::WebGLVertexArrayObject(WebGLRenderingContextBase& context, Type type)
: WebGLVertexArrayObjectBase(context, type)
{
setObject(this->context()->graphicsContextGL()->createVertexArray());
}
void WebGLVertexArrayObject::deleteObjectImpl(const AbstractLocker& locker, GraphicsContextGL* context3d, PlatformGLObject object)
{
switch (m_type) {
case Type::Default:
break;
case Type::User:
context3d->deleteVertexArray(object);
break;
}
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(locker, context3d);
for (auto& state : m_vertexAttribState) {
if (state.bufferBinding)
state.bufferBinding->onDetached(locker, context3d);
}
}
}
#endif // ENABLE(WEBGL)
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