1/*
2 * Copyright (C) 2015-2017 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
14 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
17 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
18 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26#include "config.h"
27#include "WebGLVertexArrayObjectBase.h"
28
29#if ENABLE(WEBGL)
30
31#include "WebGLRenderingContextBase.h"
32
33namespace WebCore {
34
35WebGLVertexArrayObjectBase::WebGLVertexArrayObjectBase(WebGLRenderingContextBase& context, Type type)
36 : WebGLContextObject(context)
37 , m_type(type)
38{
39 m_vertexAttribState.resize(context.getMaxVertexAttribs());
40}
41
42void WebGLVertexArrayObjectBase::setElementArrayBuffer(WebGLBuffer* buffer)
43{
44 if (buffer)
45 buffer->onAttached();
46 if (m_boundElementArrayBuffer)
47 m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
48 m_boundElementArrayBuffer = buffer;
49
50}
51
52void WebGLVertexArrayObjectBase::setVertexAttribState(GC3Duint index, GC3Dsizei bytesPerElement, GC3Dint size, GC3Denum type, GC3Dboolean normalized, GC3Dsizei stride, GC3Dintptr offset, WebGLBuffer& buffer)
53{
54 GC3Dsizei validatedStride = stride ? stride : bytesPerElement;
55
56 auto& state = m_vertexAttribState[index];
57
58 buffer.onAttached();
59 if (state.bufferBinding)
60 state.bufferBinding->onDetached(context()->graphicsContext3D());
61
62 state.bufferBinding = &buffer;
63 state.bytesPerElement = bytesPerElement;
64 state.size = size;
65 state.type = type;
66 state.normalized = normalized;
67 state.stride = validatedStride;
68 state.originalStride = stride;
69 state.offset = offset;
70}
71
72void WebGLVertexArrayObjectBase::unbindBuffer(WebGLBuffer& buffer)
73{
74 if (m_boundElementArrayBuffer == &buffer) {
75 m_boundElementArrayBuffer->onDetached(context()->graphicsContext3D());
76 m_boundElementArrayBuffer = nullptr;
77 }
78
79 for (size_t i = 0; i < m_vertexAttribState.size(); ++i) {
80 auto& state = m_vertexAttribState[i];
81 if (state.bufferBinding == &buffer) {
82 buffer.onDetached(context()->graphicsContext3D());
83
84 if (!i && !context()->isGLES2Compliant()) {
85 state.bufferBinding = context()->m_vertexAttrib0Buffer;
86 state.bufferBinding->onAttached();
87 state.bytesPerElement = 0;
88 state.size = 4;
89 state.type = GraphicsContext3D::FLOAT;
90 state.normalized = false;
91 state.stride = 16;
92 state.originalStride = 0;
93 state.offset = 0;
94 } else
95 state.bufferBinding = nullptr;
96 }
97 }
98}
99
100void WebGLVertexArrayObjectBase::setVertexAttribDivisor(GC3Duint index, GC3Duint divisor)
101{
102 m_vertexAttribState[index].divisor = divisor;
103}
104
105}
106
107#endif // ENABLE(WEBGL)
108