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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
#include "WebGLContext.h"
#include "GLContext.h"
#include "WebGLBuffer.h"
#include "WebGLVertexArray.h"
namespace mozilla {
void WebGLContext::BindVertexArray(WebGLVertexArray* array) {
FuncScope funcScope(*this, "bindVertexArray");
if (IsContextLost()) return;
funcScope.mBindFailureGuard = true;
if (array && !ValidateObject("array", *array)) return;
if (array == nullptr) {
array = mDefaultVertexArray;
}
array->BindVertexArray();
MOZ_ASSERT(mBoundVertexArray == array);
if (mBoundVertexArray) {
mBoundVertexArray->mHasBeenBound = true;
}
funcScope.mBindFailureGuard = false;
}
RefPtr<WebGLVertexArray> WebGLContext::CreateVertexArray() {
const FuncScope funcScope(*this, "createVertexArray");
if (IsContextLost()) return nullptr;
return WebGLVertexArray::Create(this);
}
} // namespace mozilla