bool WebGLContext::IsTexture(WebGLTexture* tex) { if (IsContextLost()) return false; if (!ValidateObjectAllowDeleted("isTexture", tex)) return false; return tex->IsTexture(); }
bool WebGL2Context::IsQuery(WebGLQuery* query) { if (IsContextLost()) return false; if (!query) return false; return (ValidateObjectAllowDeleted("isQuery", query) && !query->IsDeleted() && query->HasEverBeenActive()); }
bool WebGL2Context::IsTransformFeedback(WebGLTransformFeedback* tf) { if (IsContextLost()) return false; if (!ValidateObjectAllowDeleted("isTransformFeedback", tf)) return false; if (tf->IsDeleted()) return false; MakeContextCurrent(); return gl->fIsTransformFeedback(tf->mGLName); }
bool WebGLContext::IsBuffer(WebGLBuffer* buffer) { if (IsContextLost()) return false; if (!ValidateObjectAllowDeleted("isBuffer", buffer)) return false; if (buffer->IsDeleted()) return false; MakeContextCurrent(); return gl->fIsBuffer(buffer->mGLName); }
bool WebGLContext::IsVertexArray(WebGLVertexArray* array) { if (IsContextLost()) return false; if (!array) return false; if (!ValidateObjectAllowDeleted("isVertexArray", array)) return false; if (array->IsDeleted()) return false; MakeContextCurrent(); return array->IsVertexArray(); }
bool WebGL2Context::IsSampler(WebGLSampler* sampler) { if (IsContextLost()) return false; if (!sampler) return false; if (!ValidateObjectAllowDeleted("isSampler", sampler)) return false; if (sampler->IsDeleted()) return false; MakeContextCurrent(); return gl->fIsSampler(sampler->mGLName); }