/* * Copyright (C) 2009-2017 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 "WebGLObject.h" #if ENABLE(WEBGL) #include "WebGLCompressedTextureS3TC.h" #include "WebGLContextGroup.h" #include "WebGLDebugRendererInfo.h" #include "WebGLDebugShaders.h" #include "WebGLLoseContext.h" #include "WebGLRenderingContextBase.h" namespace WebCore { void WebGLObject::setObject(PlatformGLObject object) { ASSERT(!m_object); ASSERT(!m_deleted); m_object = object; } void WebGLObject::runDestructor() { auto& lock = objectGraphLockForContext(); if (lock.isHeld()) { // Destruction of WebGLObjects can happen in chains triggered from GC. // The lock must be held only once, at the beginning of the chain. auto locker = AbstractLocker(NoLockingNecessary); deleteObject(locker, nullptr); } else { auto locker = holdLock(lock); deleteObject(locker, nullptr); } } void WebGLObject::deleteObject(const AbstractLocker& locker, GraphicsContextGL* context3d) { m_deleted = true; if (!m_object) return; if (!hasGroupOrContext()) return; // ANGLE correctly handles object deletion with WebGL semantics. // For other GL implementations, delay deletion until we know // the object is not attached anywhere. #if USE(ANGLE) if (!m_calledDelete) { m_calledDelete = true; #else if (!m_attachmentCount) { #endif if (!context3d) context3d = getAGraphicsContextGL(); if (context3d) deleteObjectImpl(locker, context3d, m_object); } if (!m_attachmentCount) m_object = 0; } void WebGLObject::detach() { m_attachmentCount = 0; // Make sure OpenGL resource is deleted. } void WebGLObject::onDetached(const AbstractLocker& locker, GraphicsContextGL* context3d) { if (m_attachmentCount) --m_attachmentCount; if (m_deleted) deleteObject(locker, context3d); } } #endif // ENABLE(WEBGL)