/* -*- 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 "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 givenProto) { return dom::WebGLVertexArrayObjectBinding::Wrap(cx, this, givenProto); } WebGLVertexArray::WebGLVertexArray(WebGLContext* webgl) : WebGLRefCountedObject(webgl) , mGLName(0) { 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::removeFrom(mContext->mVertexArrays); mElementArrayBuffer = nullptr; mAttribs.Clear(); } bool WebGLVertexArray::IsVertexArray() const { return IsVertexArrayImpl(); } 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