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71d8fd3f45
WebGLBindableName represents a GL 'name' (GLuint) that can be bound to part of the GL state machine. Similar code appeared in a number of classes that represent GL bindable names, such as WebGLBuffer, WebGLTexture, WebGLFramebuffer, etc. Cleanup to reduce copy-n-paste code that's needed for creating new objects for WebGL 2. --HG-- extra : source : ad7803e3daf5862099f62f24fdbc83639be1ed5a
92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "WebGLBuffer.h"
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#include "WebGLVertexAttribData.h"
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#include "WebGLVertexArray.h"
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#include "GLContext.h"
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using namespace mozilla;
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void
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WebGLContext::BindVertexArray(WebGLVertexArray *array)
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{
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if (IsContextLost())
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return;
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if (!ValidateObjectAllowDeletedOrNull("bindVertexArrayObject", array))
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return;
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if (array && array->IsDeleted()) {
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/* http://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt
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* BindVertexArrayOES fails and an INVALID_OPERATION error is
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* generated if array is not a name returned from a previous call to
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* GenVertexArraysOES, or if such a name has since been deleted with
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* DeleteVertexArraysOES
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*/
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ErrorInvalidOperation("bindVertexArray: can't bind a deleted array!");
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return;
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}
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InvalidateBufferFetching();
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MakeContextCurrent();
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if (array == nullptr) {
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array = mDefaultVertexArray;
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}
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array->BindVertexArray();
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MOZ_ASSERT(mBoundVertexArray == array);
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}
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already_AddRefed<WebGLVertexArray>
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WebGLContext::CreateVertexArray()
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{
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if (IsContextLost())
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return nullptr;
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nsRefPtr<WebGLVertexArray> globj = WebGLVertexArray::Create(this);
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MakeContextCurrent();
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globj->GenVertexArray();
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return globj.forget();
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}
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void
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WebGLContext::DeleteVertexArray(WebGLVertexArray *array)
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{
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if (IsContextLost())
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return;
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if (array == nullptr)
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return;
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if (array->IsDeleted())
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return;
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if (mBoundVertexArray == array)
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BindVertexArray(static_cast<WebGLVertexArray*>(nullptr));
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array->RequestDelete();
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}
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bool
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WebGLContext::IsVertexArray(WebGLVertexArray *array)
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{
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if (IsContextLost())
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return false;
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if (!array)
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return false;
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return ValidateObjectAllowDeleted("isVertexArray", array) &&
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!array->IsDeleted() &&
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array->HasEverBeenBound();
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}
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