/* * 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]; 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)