ladybird/Libraries/LibWeb/WebGL/Extensions/ANGLEInstancedArrays.cpp
Andreas Kling a6dfc74e93 LibWeb: Only set prototype once for object with IDL interface
Before this change, we were going through the chain of base classes for
each IDL interface object and having them set the prototype to their
prototype.

Instead of doing that, reorder things so that we set the right prototype
immediately in Foo::initialize(), and then don't bother in all the base
class overrides.

This knocks off a ~1% profile item on Speedometer 3.
2025-04-20 18:43:11 +02:00

64 lines
1.9 KiB
C++

/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibJS/Runtime/Realm.h>
#include <LibWeb/Bindings/ANGLEInstancedArraysPrototype.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/WebGL/Extensions/ANGLEInstancedArrays.h>
#include <LibWeb/WebGL/OpenGLContext.h>
#include <LibWeb/WebGL/WebGLRenderingContext.h>
#define GL_GLEXT_PROTOTYPES 1
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace Web::WebGL::Extensions {
GC_DEFINE_ALLOCATOR(ANGLEInstancedArrays);
JS::ThrowCompletionOr<GC::Ptr<ANGLEInstancedArrays>> ANGLEInstancedArrays::create(JS::Realm& realm, GC::Ref<WebGLRenderingContext> context)
{
return realm.create<ANGLEInstancedArrays>(realm, context);
}
ANGLEInstancedArrays::ANGLEInstancedArrays(JS::Realm& realm, GC::Ref<WebGLRenderingContext> context)
: PlatformObject(realm)
, m_context(context)
{
m_context->context().request_extension("GL_ANGLE_instanced_arrays");
}
void ANGLEInstancedArrays::vertex_attrib_divisor_angle(GLuint index, GLuint divisor)
{
m_context->context().make_current();
glVertexAttribDivisorANGLE(index, divisor);
}
void ANGLEInstancedArrays::draw_arrays_instanced_angle(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
m_context->context().make_current();
glDrawArraysInstancedANGLE(mode, first, count, primcount);
}
void ANGLEInstancedArrays::draw_elements_instanced_angle(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei primcount)
{
m_context->context().make_current();
glDrawElementsInstancedANGLE(mode, count, type, reinterpret_cast<void*>(offset), primcount);
}
void ANGLEInstancedArrays::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(ANGLEInstancedArrays);
Base::initialize(realm);
}
void ANGLEInstancedArrays::visit_edges(Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_context);
}
}