flutter_flutter/engine/core/html/canvas/WebGLVertexArrayObjectOES.cpp
Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

165 lines
5.5 KiB
C++

/*
* 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
* 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 "sky/engine/config.h"
#include "sky/engine/core/html/canvas/WebGLVertexArrayObjectOES.h"
#include "sky/engine/core/html/canvas/WebGLRenderingContextBase.h"
namespace blink {
PassRefPtr<WebGLVertexArrayObjectOES> WebGLVertexArrayObjectOES::create(WebGLRenderingContextBase* ctx, VaoType type)
{
return adoptRef(new WebGLVertexArrayObjectOES(ctx, type));
}
WebGLVertexArrayObjectOES::WebGLVertexArrayObjectOES(WebGLRenderingContextBase* ctx, VaoType type)
: WebGLContextObject(ctx)
, m_type(type)
, m_hasEverBeenBound(false)
#if ENABLE(OILPAN)
, m_destructionInProgress(false)
#endif
, m_boundElementArrayBuffer(nullptr)
{
m_vertexAttribState.resize(ctx->maxVertexAttribs());
switch (m_type) {
case VaoTypeDefault:
break;
default:
setObject(context()->webContext()->createVertexArrayOES());
break;
}
}
WebGLVertexArrayObjectOES::~WebGLVertexArrayObjectOES()
{
#if ENABLE(OILPAN)
m_destructionInProgress = true;
#endif
// Delete the platform framebuffer resource. Explicit detachment
// is for the benefit of Oilpan, where this vertex array object
// isn't detached when it and the WebGLRenderingContextBase object
// it is registered with are both finalized. Without Oilpan, the
// object will have been detached.
//
// To keep the code regular, the trivial detach()ment is always
// performed.
detachAndDeleteObject();
}
void WebGLVertexArrayObjectOES::dispatchDetached(blink::WebGraphicsContext3D* context3d)
{
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(context3d);
for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
VertexAttribState& state = m_vertexAttribState[i];
if (state.bufferBinding)
state.bufferBinding->onDetached(context3d);
}
}
void WebGLVertexArrayObjectOES::deleteObjectImpl(blink::WebGraphicsContext3D* context3d, Platform3DObject object)
{
switch (m_type) {
case VaoTypeDefault:
break;
default:
context3d->deleteVertexArrayOES(object);
break;
}
#if ENABLE(OILPAN)
// These m_boundElementArrayBuffer and m_vertexAttribState heap
// objects must not be accessed during destruction in the oilpan
// build. They could have been already finalized. The finalizers
// of these objects (and their elements) will themselves handle
// detachment.
if (!m_destructionInProgress)
dispatchDetached(context3d);
#else
dispatchDetached(context3d);
#endif
}
void WebGLVertexArrayObjectOES::setElementArrayBuffer(PassRefPtr<WebGLBuffer> buffer)
{
if (buffer)
buffer->onAttached();
if (m_boundElementArrayBuffer)
m_boundElementArrayBuffer->onDetached(context()->webContext());
m_boundElementArrayBuffer = buffer;
}
void WebGLVertexArrayObjectOES::setVertexAttribState(
GLuint index, GLsizei bytesPerElement, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset, PassRefPtr<WebGLBuffer> buffer)
{
GLsizei validatedStride = stride ? stride : bytesPerElement;
VertexAttribState& state = m_vertexAttribState[index];
if (buffer)
buffer->onAttached();
if (state.bufferBinding)
state.bufferBinding->onDetached(context()->webContext());
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 WebGLVertexArrayObjectOES::unbindBuffer(PassRefPtr<WebGLBuffer> buffer)
{
if (m_boundElementArrayBuffer == buffer) {
m_boundElementArrayBuffer->onDetached(context()->webContext());
m_boundElementArrayBuffer = nullptr;
}
for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
VertexAttribState& state = m_vertexAttribState[i];
if (state.bufferBinding == buffer) {
buffer->onDetached(context()->webContext());
state.bufferBinding = nullptr;
}
}
}
void WebGLVertexArrayObjectOES::setVertexAttribDivisor(GLuint index, GLuint divisor)
{
VertexAttribState& state = m_vertexAttribState[index];
state.divisor = divisor;
}
}