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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.
35 lines
838 B
C++
35 lines
838 B
C++
/*
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* Copyright (c) 2024, Andrew Kaster <andrew@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 <LibJS/Runtime/Realm.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLSyncPrototype.h>
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#include <LibWeb/WebGL/WebGLSync.h>
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namespace Web::WebGL {
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GC_DEFINE_ALLOCATOR(WebGLSync);
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GC::Ref<WebGLSync> WebGLSync::create(JS::Realm& realm, WebGLRenderingContextBase& context, GLsyncInternal handle)
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{
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return realm.create<WebGLSync>(realm, context, handle);
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}
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WebGLSync::WebGLSync(JS::Realm& realm, WebGLRenderingContextBase& context, GLsyncInternal handle)
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: WebGLObject(realm, context, 0)
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, m_sync_handle(handle)
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{
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}
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WebGLSync::~WebGLSync() = default;
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void WebGLSync::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLSync);
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}
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}
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