/* * Copyright (C) 2009 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 COMPUTER, 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 COMPUTER, 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 "core/html/canvas/WebGLBuffer.h" #include "core/html/canvas/WebGLRenderingContextBase.h" namespace blink { PassRefPtrWillBeRawPtr WebGLBuffer::create(WebGLRenderingContextBase* ctx) { return adoptRefWillBeNoop(new WebGLBuffer(ctx)); } WebGLBuffer::WebGLBuffer(WebGLRenderingContextBase* ctx) : WebGLSharedObject(ctx) , m_target(0) { ScriptWrappable::init(this); setObject(ctx->webContext()->createBuffer()); } WebGLBuffer::~WebGLBuffer() { // Delete the buffer's platform object. This object will have been // detached from the WebGLContextGroup if the group object was // finalized first. With Oilpan not enabled, it always will be, // but with Oilpan enabled, the WebGLBuffer might end up being // finalized first. In which case detachment is needed to ensure // that the platform object is indeed deleted. // // To keep the code regular, the trivial detach()ment is always // performed. detachAndDeleteObject(); } void WebGLBuffer::deleteObjectImpl(blink::WebGraphicsContext3D* context3d, Platform3DObject object) { context3d->deleteBuffer(object); } void WebGLBuffer::setTarget(GLenum target) { // In WebGL, a buffer is bound to one target in its lifetime if (m_target) return; if (target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER) m_target = target; } }