WebGLByteArray.cpp [plain text]
#include "config.h"
#if ENABLE(3D_CANVAS)
#include "WebGLArrayBuffer.h"
#include "WebGLByteArray.h"
namespace WebCore {
PassRefPtr<WebGLByteArray> WebGLByteArray::create(unsigned length)
{
RefPtr<WebGLArrayBuffer> buffer = WebGLArrayBuffer::create(length * sizeof(signed char));
return create(buffer, 0, length);
}
PassRefPtr<WebGLByteArray> WebGLByteArray::create(signed char* array, unsigned length)
{
RefPtr<WebGLByteArray> a = WebGLByteArray::create(length);
for (unsigned i = 0; i < length; ++i)
a->set(i, array[i]);
return a;
}
PassRefPtr<WebGLByteArray> WebGLByteArray::create(PassRefPtr<WebGLArrayBuffer> buffer, int byteOffset, unsigned length)
{
if (buffer) {
if ((byteOffset + (length * sizeof(signed char))) > buffer->byteLength())
return NULL;
}
return adoptRef(new WebGLByteArray(buffer, byteOffset, length));
}
WebGLByteArray::WebGLByteArray(PassRefPtr<WebGLArrayBuffer> buffer, int offset, unsigned length)
: WebGLArray(buffer, offset)
, m_size(length)
{
}
unsigned WebGLByteArray::length() const {
return m_size;
}
unsigned WebGLByteArray::byteLength() const {
return m_size * sizeof(signed char);
}
PassRefPtr<WebGLArray> WebGLByteArray::slice(unsigned offset, unsigned length) {
unsigned startByte = m_byteOffset + offset * sizeof(signed char);
unsigned limitByte = startByte + length * sizeof(signed char);
unsigned bufferLength = buffer()->byteLength();
if (startByte >= bufferLength || limitByte > bufferLength)
return 0;
return create(buffer(), startByte, length);
}
void WebGLByteArray::set(WebGLByteArray* array, unsigned offset, ExceptionCode& ec) {
setImpl(array, offset * sizeof(signed char), ec);
}
}
#endif // ENABLE(3D_CANVAS)