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This way we could be sure that context object won't be deallocated before any of the objects that belong to it. Having a context pointer is also going to be used in upcoming changes to generate an INVALID_OPERATION error if an object does not belong to the context it's being used in.
36 lines
879 B
C++
36 lines
879 B
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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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLObjectPrototype.h>
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#include <LibWeb/WebGL/WebGLObject.h>
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namespace Web::WebGL {
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WebGLObject::WebGLObject(JS::Realm& realm, WebGLRenderingContextBase& context, GLuint handle)
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: Bindings::PlatformObject(realm)
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, m_context(&context)
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, m_handle(handle)
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{
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}
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WebGLObject::~WebGLObject() = default;
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void WebGLObject::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLObject);
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}
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void WebGLObject::visit_edges(Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_context->gc_cell());
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}
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}
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