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The spec mandates that each uniform location object only gets used with the program it was created with.
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/*
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* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
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* Copyright (c) 2025, Undefine <undefine@undefine.pl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/Realm.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLUniformLocationPrototype.h>
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#include <LibWeb/WebGL/WebGLUniformLocation.h>
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#include <GLES2/gl2.h>
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namespace Web::WebGL {
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GC_DEFINE_ALLOCATOR(WebGLUniformLocation);
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GC::Ref<WebGLUniformLocation> WebGLUniformLocation::create(JS::Realm& realm, GLuint handle, GC::Ptr<WebGLProgram> parent_shader)
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{
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return realm.create<WebGLUniformLocation>(realm, handle, parent_shader);
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}
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WebGLUniformLocation::WebGLUniformLocation(JS::Realm& realm, GLuint handle, GC::Ptr<WebGLProgram> parent_shader)
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: Bindings::PlatformObject(realm)
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, m_handle(handle)
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, m_parent_shader(parent_shader)
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{
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}
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WebGLUniformLocation::~WebGLUniformLocation() = default;
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void WebGLUniformLocation::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLUniformLocation);
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Base::initialize(realm);
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}
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void WebGLUniformLocation::visit_edges(Cell::Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_parent_shader);
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}
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ErrorOr<GLuint> WebGLUniformLocation::handle(GC::Ptr<WebGLProgram> current_shader) const
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{
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if (current_shader == m_parent_shader)
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return m_handle;
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return Error::from_errno(GL_INVALID_OPERATION);
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}
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}
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