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