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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 "WebGLContext.h"

namespace mozilla {

WebGLVertexArrayFake::WebGLVertexArrayFake(WebGLContext* webgl)
    : WebGLVertexArray(webgl, 0) {}

void WebGLVertexArrayFake::BindVertexArray() {
  // Go through and re-bind all buffers and setup all
  // vertex attribute pointers
  gl::GLContext* gl = mContext->gl;

  WebGLRefPtr<WebGLVertexArray> prevVertexArray = mContext->mBoundVertexArray;

  mContext->mBoundVertexArray = this;

  WebGLRefPtr<WebGLBuffer> prevBuffer = mContext->mBoundArrayBuffer;
  mContext->BindBuffer(LOCAL_GL_ELEMENT_ARRAY_BUFFER, mElementArrayBuffer);

  size_t i = 0;
  for (const auto& vd : mAttribs) {
    mContext->BindBuffer(LOCAL_GL_ARRAY_BUFFER, vd.mBuf);
    vd.DoVertexAttribPointer(gl, i);

    if (vd.mEnabled) {
      gl->fEnableVertexAttribArray(i);
    } else {
      gl->fDisableVertexAttribArray(i);
    }
    ++i;
  }

  size_t len = prevVertexArray->mAttribs.size();
  for (; i < len; ++i) {
    const auto& vd = prevVertexArray->mAttribs[i];

    if (vd.mEnabled) {
      gl->fDisableVertexAttribArray(i);
    }
  }

  mContext->BindBuffer(LOCAL_GL_ARRAY_BUFFER, prevBuffer);
}

}  // namespace mozilla