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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLVertexArrayFake.h"
#include "GLContext.h"
#include "WebGLBuffer.h"
#include "WebGLContext.h"
namespace mozilla {
WebGLVertexArrayFake::WebGLVertexArrayFake(WebGLContext* webgl)
: WebGLVertexArray(webgl) {}
void WebGLVertexArrayFake::BindVertexArray() {
// Go through and re-bind all buffers and setup all
// vertex attribute pointers
const auto& gl = mContext->gl;
mContext->mBoundVertexArray = this;
static_assert(IsBufferTargetLazilyBound(LOCAL_GL_ARRAY_BUFFER));
static_assert(!IsBufferTargetLazilyBound(LOCAL_GL_ELEMENT_ARRAY_BUFFER));
const auto fnBind = [&](const GLenum target, WebGLBuffer* const buffer) {
gl->fBindBuffer(target, buffer ? buffer->mGLName : 0);
};
fnBind(LOCAL_GL_ELEMENT_ARRAY_BUFFER, mElementArrayBuffer);
const bool useDivisor =
mContext->IsWebGL2() ||
mContext->IsExtensionEnabled(WebGLExtensionID::ANGLE_instanced_arrays);
for (const auto i : IntegerRange(mContext->MaxVertexAttribs())) {
const auto& binding = mBindings[i];
const auto& desc = mDescs[i];
if (binding.layout.isArray) {
gl->fEnableVertexAttribArray(i);
} else {
gl->fDisableVertexAttribArray(i);
}
if (useDivisor) {
gl->fVertexAttribDivisor(i, binding.layout.divisor);
}
fnBind(LOCAL_GL_ARRAY_BUFFER, binding.buffer);
DoVertexAttribPointer(*gl, i, desc);
}
fnBind(LOCAL_GL_ARRAY_BUFFER, nullptr);
}
} // namespace mozilla
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