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/*
* 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.
*/
#ifndef WebGLVertexArrayObjectBase_h
#define WebGLVertexArrayObjectBase_h
#include "WebGLBuffer.h"
#include "WebGLContextObject.h"
#include <wtf/PassRefPtr.h>
namespace WebCore {
class WebGLVertexArrayObjectBase : public WebGLContextObject {
public:
enum VAOType {
VAOTypeDefault,
VAOTypeUser,
};
virtual ~WebGLVertexArrayObjectBase() { }
// Cached values for vertex attrib range checks
struct VertexAttribState {
VertexAttribState()
: enabled(false)
, bytesPerElement(0)
, size(4)
, type(GraphicsContext3D::FLOAT)
, normalized(false)
, stride(16)
, originalStride(0)
, offset(0)
, divisor(0)
{
}
bool isBound() const { return bufferBinding && bufferBinding->object(); }
bool validateBinding() const { return !enabled || isBound(); }
bool enabled;
RefPtr<WebGLBuffer> bufferBinding;
GC3Dsizei bytesPerElement;
GC3Dint size;
GC3Denum type;
bool normalized;
GC3Dsizei stride;
GC3Dsizei originalStride;
GC3Dintptr offset;
GC3Duint divisor;
};
bool isDefaultObject() const { return m_type == VAOTypeDefault; }
bool hasEverBeenBound() const { return object() && m_hasEverBeenBound; }
void setHasEverBeenBound() { m_hasEverBeenBound = true; }
PassRefPtr<WebGLBuffer> getElementArrayBuffer() const { return m_boundElementArrayBuffer; }
void setElementArrayBuffer(PassRefPtr<WebGLBuffer>);
VertexAttribState& getVertexAttribState(int index) { return m_vertexAttribState[index]; }
void setVertexAttribState(GC3Duint, GC3Dsizei, GC3Dint, GC3Denum, GC3Dboolean, GC3Dsizei, GC3Dintptr, PassRefPtr<WebGLBuffer>);
void unbindBuffer(PassRefPtr<WebGLBuffer>);
void setVertexAttribDivisor(GC3Duint index, GC3Duint divisor);
protected:
WebGLVertexArrayObjectBase(WebGLRenderingContextBase*, VAOType);
virtual void deleteObjectImpl(GraphicsContext3D*, Platform3DObject) = 0;
VAOType m_type;
bool m_hasEverBeenBound;
RefPtr<WebGLBuffer> m_boundElementArrayBuffer;
Vector<VertexAttribState> m_vertexAttribState;
};
} // namespace WebCore
#endif // WebGLVertexArrayObjectBase_h
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