WebGLVertexArrayObjectOES.cpp   [plain text]


/*
 * Copyright (C) 2011 Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *    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
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#include "config.h"

#if ENABLE(WEBGL)

#include "WebGLVertexArrayObjectOES.h"

#include "Extensions3D.h"
#include "WebGLRenderingContextBase.h"

namespace WebCore {

Ref<WebGLVertexArrayObjectOES> WebGLVertexArrayObjectOES::create(WebGLRenderingContextBase& context, Type type)
{
    return adoptRef(*new WebGLVertexArrayObjectOES(context, type));
}

WebGLVertexArrayObjectOES::WebGLVertexArrayObjectOES(WebGLRenderingContextBase& context, Type type)
    : WebGLVertexArrayObjectBase(context, type)
{
    switch (type) {
    case Type::Default:
        break;
    case Type::User:
        setObject(this->context()->graphicsContext3D()->getExtensions().createVertexArrayOES());
        break;
    }
}

WebGLVertexArrayObjectOES::~WebGLVertexArrayObjectOES()
{
    deleteObject(nullptr);
}

void WebGLVertexArrayObjectOES::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject object)
{
    switch (m_type) {
    case Type::Default:
        break;
    case Type::User:
        context3d->getExtensions().deleteVertexArrayOES(object);
        break;
    }

    if (m_boundElementArrayBuffer)
        m_boundElementArrayBuffer->onDetached(context3d);

    for (auto& state : m_vertexAttribState) {
        if (state.bufferBinding)
            state.bufferBinding->onDetached(context3d);
    }
}
}

#endif // ENABLE(WEBGL)