gecko/dom/canvas/WebGLContextVertexArray.cpp
Dan Glastonbury 71d8fd3f45 Bug 1002281 - WebGL2 - Refactor common functions into WebGLBindableName.; r=jgilbert
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
2014-05-07 13:11:18 +10:00

92 lines
2.2 KiB
C++

/* -*- 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 "WebGLContext.h"
#include "WebGLBuffer.h"
#include "WebGLVertexAttribData.h"
#include "WebGLVertexArray.h"
#include "GLContext.h"
using namespace mozilla;
void
WebGLContext::BindVertexArray(WebGLVertexArray *array)
{
if (IsContextLost())
return;
if (!ValidateObjectAllowDeletedOrNull("bindVertexArrayObject", array))
return;
if (array && array->IsDeleted()) {
/* http://www.khronos.org/registry/gles/extensions/OES/OES_vertex_array_object.txt
* BindVertexArrayOES fails and an INVALID_OPERATION error is
* generated if array is not a name returned from a previous call to
* GenVertexArraysOES, or if such a name has since been deleted with
* DeleteVertexArraysOES
*/
ErrorInvalidOperation("bindVertexArray: can't bind a deleted array!");
return;
}
InvalidateBufferFetching();
MakeContextCurrent();
if (array == nullptr) {
array = mDefaultVertexArray;
}
array->BindVertexArray();
MOZ_ASSERT(mBoundVertexArray == array);
}
already_AddRefed<WebGLVertexArray>
WebGLContext::CreateVertexArray()
{
if (IsContextLost())
return nullptr;
nsRefPtr<WebGLVertexArray> globj = WebGLVertexArray::Create(this);
MakeContextCurrent();
globj->GenVertexArray();
return globj.forget();
}
void
WebGLContext::DeleteVertexArray(WebGLVertexArray *array)
{
if (IsContextLost())
return;
if (array == nullptr)
return;
if (array->IsDeleted())
return;
if (mBoundVertexArray == array)
BindVertexArray(static_cast<WebGLVertexArray*>(nullptr));
array->RequestDelete();
}
bool
WebGLContext::IsVertexArray(WebGLVertexArray *array)
{
if (IsContextLost())
return false;
if (!array)
return false;
return ValidateObjectAllowDeleted("isVertexArray", array) &&
!array->IsDeleted() &&
array->HasEverBeenBound();
}