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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
965 B
C++
36 lines
965 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 <LibJS/Runtime/Realm.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLTexturePrototype.h>
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#include <LibWeb/WebGL/WebGLTexture.h>
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namespace Web::WebGL {
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GC_DEFINE_ALLOCATOR(WebGLTexture);
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GC::Ref<WebGLTexture> WebGLTexture::create(JS::Realm& realm, WebGLRenderingContextBase& context, GLuint handle)
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{
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return realm.create<WebGLTexture>(realm, context, handle);
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}
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WebGLTexture::WebGLTexture(JS::Realm& realm, WebGLRenderingContextBase& context, GLuint handle)
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: WebGLObject(realm, context, handle)
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{
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}
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WebGLTexture::~WebGLTexture() = default;
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void WebGLTexture::initialize(JS::Realm& realm)
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{
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Base::initialize(realm);
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLTexture);
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}
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}
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