Use a bytes channel in BufferData

This means we don't need to copy the input ArrayBuffer at all on the DOM side.
This commit is contained in:
Anthony Ramine 2018-09-07 11:10:44 +02:00
parent e37856a855
commit 9f924013bc
4 changed files with 37 additions and 22 deletions

View file

@ -13,6 +13,7 @@ use dom::bindings::root::DomRoot;
use dom::webglobject::WebGLObject;
use dom::webglrenderingcontext::WebGLRenderingContext;
use dom_struct::dom_struct;
use ipc_channel::ipc;
use std::cell::Cell;
#[dom_struct]
@ -62,7 +63,7 @@ impl WebGLBuffer {
self.id
}
pub fn buffer_data(&self, data: Vec<u8>, usage: u32) -> WebGLResult<()> {
pub fn buffer_data(&self, data: &[u8], usage: u32) -> WebGLResult<()> {
match usage {
WebGLRenderingContextConstants::STREAM_DRAW |
WebGLRenderingContextConstants::STATIC_DRAW |
@ -72,9 +73,11 @@ impl WebGLBuffer {
self.capacity.set(data.len());
self.usage.set(usage);
let (sender, receiver) = ipc::bytes_channel().unwrap();
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::BufferData(self.target.get().unwrap(), data.into(), usage));
.send_command(WebGLCommand::BufferData(self.target.get().unwrap(), receiver, usage));
sender.send(data).unwrap();
Ok(())
}