コード例 #1
0
void
WebGLContext::BufferData(GLenum target,
                         const Nullable<ArrayBuffer> &maybeData,
                         GLenum usage)
{
    if (IsContextLost())
        return;

    if (maybeData.IsNull()) {
        // see http://www.khronos.org/bugzilla/show_bug.cgi?id=386
        return ErrorInvalidValue("bufferData: null object passed");
    }

    WebGLRefPtr<WebGLBuffer>* bufferSlot = GetBufferSlotByTarget(target, "bufferData");

    if (!bufferSlot) {
        return;
    }

    const ArrayBuffer& data = maybeData.Value();
    data.ComputeLengthAndData();

    // Careful: data.Length() could conceivably be any uint32_t, but GLsizeiptr
    // is like intptr_t.
    if (!CheckedInt<GLsizeiptr>(data.Length()).isValid())
        return ErrorOutOfMemory("bufferData: bad size");

    if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
        return;

    WebGLBuffer* boundBuffer = bufferSlot->get();

    if (!boundBuffer)
        return ErrorInvalidOperation("bufferData: no buffer bound!");

    MakeContextCurrent();
    InvalidateBufferFetching();

    GLenum error = CheckedBufferData(target, data.Length(), data.Data(), usage);

    if (error) {
        GenerateWarning("bufferData generated error %s", ErrorName(error));
        return;
    }

    boundBuffer->SetByteLength(data.Length());
    if (!boundBuffer->ElementArrayCacheBufferData(data.Data(), data.Length())) {
        return ErrorOutOfMemory("bufferData: out of memory");
    }
}
コード例 #2
0
void
WebGLContext::BufferData(GLenum target, WebGLsizeiptr size,
                         GLenum usage)
{
    if (IsContextLost())
        return;

    WebGLRefPtr<WebGLBuffer>* bufferSlot = GetBufferSlotByTarget(target, "bufferData");

    if (!bufferSlot) {
        return;
    }

    if (size < 0)
        return ErrorInvalidValue("bufferData: negative size");

    if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
        return;

    // careful: WebGLsizeiptr is always 64-bit, but GLsizeiptr is like intptr_t.
    if (!CheckedInt<GLsizeiptr>(size).isValid())
        return ErrorOutOfMemory("bufferData: bad size");

    WebGLBuffer* boundBuffer = bufferSlot->get();

    if (!boundBuffer)
        return ErrorInvalidOperation("bufferData: no buffer bound!");

    void* zeroBuffer = calloc(size, 1);
    if (!zeroBuffer)
        return ErrorOutOfMemory("bufferData: out of memory");

    MakeContextCurrent();
    InvalidateBufferFetching();

    GLenum error = CheckedBufferData(target, size, zeroBuffer, usage);
    free(zeroBuffer);

    if (error) {
        GenerateWarning("bufferData generated error %s", ErrorName(error));
        return;
    }

    boundBuffer->SetByteLength(size);
    if (!boundBuffer->ElementArrayCacheBufferData(nullptr, size)) {
        return ErrorOutOfMemory("bufferData: out of memory");
    }
}
コード例 #3
0
void
WebGLContext::BufferDataT(GLenum target,
                          const BufferT& data,
                          GLenum usage)
{
    if (IsContextLost())
        return;

    if (!ValidateBufferTarget(target, "bufferData"))
        return;

    const WebGLRefPtr<WebGLBuffer>& bufferSlot = GetBufferSlotByTarget(target);

    data.ComputeLengthAndData();

    // Careful: data.Length() could conceivably be any uint32_t, but GLsizeiptr
    // is like intptr_t.
    if (!CheckedInt<GLsizeiptr>(data.Length()).isValid())
        return ErrorOutOfMemory("bufferData: bad size");

    if (!ValidateBufferUsageEnum(usage, "bufferData: usage"))
        return;

    WebGLBuffer* boundBuffer = bufferSlot.get();

    if (!boundBuffer)
        return ErrorInvalidOperation("bufferData: no buffer bound!");

    MakeContextCurrent();
    InvalidateBufferFetching();

    GLenum error = CheckedBufferData(target, data.Length(), data.Data(), usage);

    if (error) {
        GenerateWarning("bufferData generated error %s", ErrorName(error));
        return;
    }

    boundBuffer->SetByteLength(data.Length());
    if (!boundBuffer->ElementArrayCacheBufferData(data.Data(), data.Length()))
        return ErrorOutOfMemory("bufferData: out of memory");
}