fune/dom/canvas/WebGLContextVertexArray.cpp
Jeff Gilbert 9561417879 Bug 1541396 - Refactor (non-)transform-feedback binding/use checks. r=lsalzman
* Remove WebGLBuffer::SetSlot
* Make most bindBuffer calls lazy.
* Replace nsTArray with std::vector in WebGLVertexArray.

Differential Revision: https://phabricator.services.mozilla.com/D36274

--HG--
extra : moz-landing-system : lando
2019-06-30 01:29:42 +00:00

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1.5 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 "WebGLContext.h"
#include "GLContext.h"
#include "WebGLBuffer.h"
#include "WebGLVertexArray.h"
#include "WebGLVertexAttribData.h"
namespace mozilla {
void WebGLContext::BindVertexArray(WebGLVertexArray* array) {
const FuncScope funcScope(*this, "bindVertexArray");
if (IsContextLost()) return;
if (array && !ValidateObject("array", *array)) return;
if (array == nullptr) {
array = mDefaultVertexArray;
}
array->BindVertexArray();
MOZ_ASSERT(mBoundVertexArray == array);
if (mBoundVertexArray) {
mBoundVertexArray->mHasBeenBound = true;
}
}
already_AddRefed<WebGLVertexArray> WebGLContext::CreateVertexArray() {
const FuncScope funcScope(*this, "createVertexArray");
if (IsContextLost()) return nullptr;
RefPtr<WebGLVertexArray> globj = CreateVertexArrayImpl();
return globj.forget();
}
WebGLVertexArray* WebGLContext::CreateVertexArrayImpl() {
return WebGLVertexArray::Create(this);
}
void WebGLContext::DeleteVertexArray(WebGLVertexArray* array) {
const FuncScope funcScope(*this, "deleteVertexArray");
if (!ValidateDeleteObject(array)) return;
if (mBoundVertexArray == array)
BindVertexArray(static_cast<WebGLVertexArray*>(nullptr));
array->RequestDelete();
}
} // namespace mozilla