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/*
* Copyright (C) 2015-2017 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 "WebGLVertexArrayObjectBase.h"
#if ENABLE(WEBGL)
#include "WebGLRenderingContextBase.h"
namespace WebCore {
WebGLVertexArrayObjectBase::WebGLVertexArrayObjectBase(WebGLRenderingContextBase& context, Type type)
: WebGLContextObject(context)
, m_type(type)
{
m_vertexAttribState.resize(context.getMaxVertexAttribs());
}
void WebGLVertexArrayObjectBase::setElementArrayBuffer(WebGLBuffer* buffer)
{
if (buffer)
buffer->onAttached();
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
m_boundElementArrayBuffer = buffer;
}
void WebGLVertexArrayObjectBase::setVertexAttribState(GC3Duint index, GC3Dsizei bytesPerElement, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset, WebGLBuffer* buffer)
{
GC3Dsizei validatedStride = stride ? stride : bytesPerElement;
auto& state = m_vertexAttribState[index];
if (buffer)
buffer->onAttached();
if (state.bufferBinding)
state.bufferBinding->onDetached(context()->graphicsContext3D());
state.bufferBinding = buffer;
state.bytesPerElement = bytesPerElement;
state.size = size;
state.type = type;
state.normalized = normalized;
state.stride = validatedStride;
state.originalStride = stride;
state.offset = offset;
}
void WebGLVertexArrayObjectBase::unbindBuffer(WebGLBuffer& buffer)
{
if (m_boundElementArrayBuffer == &buffer) {
m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
m_boundElementArrayBuffer = nullptr;
}
for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
auto& state = m_vertexAttribState[i];
if (state.bufferBinding == &buffer) {
buffer.onDetached(context()->graphicsContext3D());
if (!i && !context()->isGLES2Compliant()) {
state.bufferBinding = context()->m_vertexAttrib0Buffer;
state.bufferBinding->onAttached();
state.bytesPerElement = 0;
state.size = 4;
state.type = GraphicsContext3D::FLOAT;
state.normalized = false;
state.stride = 16;
state.originalStride = 0;
state.offset = 0;
} else
state.bufferBinding = nullptr;
}
}
}
void WebGLVertexArrayObjectBase::setVertexAttribDivisor(GC3Duint index, GC3Duint divisor)
{
m_vertexAttribState[index].divisor = divisor;
}
}
#endif // ENABLE(WEBGL)