void
WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
                            const ArrayBufferView& data)
{
    if (IsContextLost())
        return;

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

    if (!bufferSlot) {
        return;
    }

    if (byteOffset < 0)
        return ErrorInvalidValue("bufferSubData: negative offset");

    WebGLBuffer* boundBuffer = bufferSlot->get();

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

    CheckedInt<WebGLsizeiptr> checked_neededByteLength = CheckedInt<WebGLsizeiptr>(byteOffset) + data.Length();
    if (!checked_neededByteLength.isValid())
        return ErrorInvalidValue("bufferSubData: integer overflow computing the needed byte length");

    if (checked_neededByteLength.value() > boundBuffer->ByteLength())
        return ErrorInvalidValue("bufferSubData: not enough data -- operation requires %d bytes, but buffer only has %d bytes",
                                 checked_neededByteLength.value(), boundBuffer->ByteLength());

    boundBuffer->ElementArrayCacheBufferSubData(byteOffset, data.Data(), data.Length());

    MakeContextCurrent();
    gl->fBufferSubData(target, byteOffset, data.Length(), data.Data());
}
void
WebGLContext::BufferSubDataT(GLenum target,
                             WebGLsizeiptr byteOffset,
                             const BufferT& data)
{
    if (IsContextLost())
        return;

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

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

    if (byteOffset < 0)
        return ErrorInvalidValue("bufferSubData: negative offset");

    WebGLBuffer* boundBuffer = bufferSlot.get();
    if (!boundBuffer)
        return ErrorInvalidOperation("bufferData: no buffer bound!");

    data.ComputeLengthAndData();

    CheckedInt<WebGLsizeiptr> checked_neededByteLength =
        CheckedInt<WebGLsizeiptr>(byteOffset) + data.Length();

    if (!checked_neededByteLength.isValid()) {
        ErrorInvalidValue("bufferSubData: Integer overflow computing the needed"
                          " byte length.");
        return;
    }

    if (checked_neededByteLength.value() > boundBuffer->ByteLength()) {
        ErrorInvalidValue("bufferSubData: Not enough data. Operation requires"
                          " %d bytes, but buffer only has %d bytes.",
                          checked_neededByteLength.value(),
                          boundBuffer->ByteLength());
        return;
    }

    boundBuffer->ElementArrayCacheBufferSubData(byteOffset, data.Data(),
                                                data.Length());

    MakeContextCurrent();
    gl->fBufferSubData(target, byteOffset, data.Length(), data.Data());
}
示例#3
0
void
WebGLContext::BufferSubData(GLenum target, WebGLsizeiptr byteOffset,
                            const Nullable<ArrayBuffer> &maybeData)
{
    if (IsContextLost())
        return;

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

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

    if (!bufferSlot) {
        return;
    }

    if (byteOffset < 0)
        return ErrorInvalidValue("bufferSubData: negative offset");

    WebGLBuffer* boundBuffer = bufferSlot->get();

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

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

    CheckedInt<WebGLsizeiptr> checked_neededByteLength = CheckedInt<WebGLsizeiptr>(byteOffset) + data.Length();
    if (!checked_neededByteLength.isValid())
        return ErrorInvalidValue("bufferSubData: integer overflow computing the needed byte length");

    if (checked_neededByteLength.value() > boundBuffer->ByteLength())
        return ErrorInvalidValue("bufferSubData: not enough data - operation requires %d bytes, but buffer only has %d bytes",
                                 checked_neededByteLength.value(), boundBuffer->ByteLength());

    MakeContextCurrent();

    boundBuffer->ElementArrayCacheBufferSubData(byteOffset, data.Data(), data.Length());

    gl->fBufferSubData(target, byteOffset, data.Length(), data.Data());
}