/* * Copyright (C) 2015 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" #if ENABLE(WEBGL) && ENABLE(WEBGL2) #include "WebGLVertexArrayObject.h" #include "WebGL2RenderingContext.h" #include "WebGLContextGroup.h" namespace WebCore { Ref WebGLVertexArrayObject::create(WebGLRenderingContextBase* ctx, VAOType type) { return adoptRef(*new WebGLVertexArrayObject(ctx, type)); } WebGLVertexArrayObject::~WebGLVertexArrayObject() { deleteObject(0); } WebGLVertexArrayObject::WebGLVertexArrayObject(WebGLRenderingContextBase* ctx, VAOType type) : WebGLVertexArrayObjectBase(ctx, type) { switch (m_type) { case VAOTypeDefault: break; default: setObject(context()->graphicsContext3D()->createVertexArray()); break; } } void WebGLVertexArrayObject::deleteObjectImpl(GraphicsContext3D* context3d, Platform3DObject object) { switch (m_type) { case VAOTypeDefault: break; default: context3d->deleteVertexArray(object); break; } if (m_boundElementArrayBuffer) m_boundElementArrayBuffer->onDetached(context3d); for (auto& state : m_vertexAttribState) { if (state.bufferBinding) state.bufferBinding->onDetached(context3d); } } } #endif // ENABLE(WEBGL)