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/*
* Copyright (C) 2009 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "modules/webgl/WebGLObject.h"
namespace blink {
WebGLObject::WebGLObject(WebGLRenderingContextBase*)
: m_attachmentCount(0)
, m_deleted(false)
{
}
WebGLObject::~WebGLObject()
{
// Verify that platform objects have been explicitly deleted.
ASSERT(m_deleted);
}
void WebGLObject::deleteObject(WebGraphicsContext3D* context3d)
{
m_deleted = true;
if (!hasObject())
return;
if (!hasGroupOrContext())
return;
if (!m_attachmentCount) {
if (!context3d)
context3d = getAWebGraphicsContext3D();
if (context3d) {
deleteObjectImpl(context3d);
// Ensure the inherited class no longer claims to have a valid object
ASSERT(!hasObject());
}
}
}
void WebGLObject::detach()
{
m_attachmentCount = 0; // Make sure OpenGL resource is deleted.
}
void WebGLObject::detachAndDeleteObject()
{
// To ensure that all platform objects are deleted after being detached,
// this method does them together.
//
// The individual WebGL destructors need to call detachAndDeleteObject()
// rather than do it based on Oilpan GC.
detach();
deleteObject(nullptr);
}
void WebGLObject::onDetached(WebGraphicsContext3D* context3d)
{
if (m_attachmentCount)
--m_attachmentCount;
if (m_deleted)
deleteObject(context3d);
}
} // namespace blink