blob: c6f61063bfc7700e438efa75ea83cd7829519279 [file] [log] [blame]
/*
* Copyright (C) 2017-2022 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "JSDOMConvertWebGL.h"
#if ENABLE(WEBGL)
#include "JSANGLEInstancedArrays.h"
#include "JSDOMConvertBufferSource.h"
#include "JSEXTBlendMinMax.h"
#include "JSEXTColorBufferFloat.h"
#include "JSEXTColorBufferHalfFloat.h"
#include "JSEXTFloatBlend.h"
#include "JSEXTFragDepth.h"
#include "JSEXTShaderTextureLOD.h"
#include "JSEXTTextureCompressionBPTC.h"
#include "JSEXTTextureCompressionRGTC.h"
#include "JSEXTTextureFilterAnisotropic.h"
#include "JSEXTTextureNorm16.h"
#include "JSEXTsRGB.h"
#include "JSKHRParallelShaderCompile.h"
#include "JSOESDrawBuffersIndexed.h"
#include "JSOESElementIndexUint.h"
#include "JSOESFBORenderMipmap.h"
#include "JSOESStandardDerivatives.h"
#include "JSOESTextureFloat.h"
#include "JSOESTextureFloatLinear.h"
#include "JSOESTextureHalfFloat.h"
#include "JSOESTextureHalfFloatLinear.h"
#include "JSOESVertexArrayObject.h"
#include "JSWebGLBuffer.h"
#include "JSWebGLColorBufferFloat.h"
#include "JSWebGLCompressedTextureASTC.h"
#include "JSWebGLCompressedTextureATC.h"
#include "JSWebGLCompressedTextureETC.h"
#include "JSWebGLCompressedTextureETC1.h"
#include "JSWebGLCompressedTexturePVRTC.h"
#include "JSWebGLCompressedTextureS3TC.h"
#include "JSWebGLCompressedTextureS3TCsRGB.h"
#include "JSWebGLDebugRendererInfo.h"
#include "JSWebGLDebugShaders.h"
#include "JSWebGLDepthTexture.h"
#include "JSWebGLDrawBuffers.h"
#include "JSWebGLFramebuffer.h"
#include "JSWebGLLoseContext.h"
#include "JSWebGLMultiDraw.h"
#include "JSWebGLProgram.h"
#include "JSWebGLRenderbuffer.h"
#include "JSWebGLSampler.h"
#include "JSWebGLTexture.h"
#include "JSWebGLTransformFeedback.h"
#include "JSWebGLVertexArrayObject.h"
#include "JSWebGLVertexArrayObjectOES.h"
#include <JavaScriptCore/JSCInlines.h>
namespace WebCore {
using namespace JSC;
// FIXME: This should use the IDLUnion JSConverter.
JSValue convertToJSValue(JSGlobalObject& lexicalGlobalObject, JSDOMGlobalObject& globalObject, const WebGLAny& any)
{
return WTF::switchOn(any,
[] (std::nullptr_t) -> JSValue {
return jsNull();
}, [] (bool value) -> JSValue {
return jsBoolean(value);
}, [] (int value) -> JSValue {
return jsNumber(value);
}, [] (unsigned value) -> JSValue {
return jsNumber(value);
}, [] (long long value) -> JSValue {
return jsNumber(value);
}, [] (float value) -> JSValue {
return jsNumber(purifyNaN(value));
}, [&] (const String& value) -> JSValue {
return jsStringWithCache(lexicalGlobalObject.vm(), value);
}, [&] (const Vector<bool>& values) -> JSValue {
MarkedArgumentBuffer list;
for (auto& value : values)
list.append(jsBoolean(value));
RELEASE_ASSERT(!list.hasOverflowed());
return constructArray(&globalObject, static_cast<JSC::ArrayAllocationProfile*>(nullptr), list);
}, [&] (const Vector<int>& values) -> JSValue {
MarkedArgumentBuffer list;
for (auto& value : values)
list.append(jsNumber(value));
RELEASE_ASSERT(!list.hasOverflowed());
return constructArray(&globalObject, static_cast<JSC::ArrayAllocationProfile*>(nullptr), list);
}, [&] (const Vector<unsigned>& values) -> JSValue {
MarkedArgumentBuffer list;
for (auto& value : values)
list.append(jsNumber(value));
RELEASE_ASSERT(!list.hasOverflowed());
return constructArray(&globalObject, static_cast<JSC::ArrayAllocationProfile*>(nullptr), list);
}, [&] (const RefPtr<Float32Array>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
},
[&] (const RefPtr<Int32Array>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
},
[&] (const RefPtr<Uint8Array>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
},
[&] (const RefPtr<Uint32Array>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
},
[&] (const RefPtr<WebGLBuffer>& buffer) {
return toJS(&lexicalGlobalObject, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLFramebuffer>& buffer) {
return toJS(&lexicalGlobalObject, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLProgram>& program) {
return toJS(&lexicalGlobalObject, &globalObject, program.get());
},
[&] (const RefPtr<WebGLRenderbuffer>& buffer) {
return toJS(&lexicalGlobalObject, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLTexture>& texture) {
return toJS(&lexicalGlobalObject, &globalObject, texture.get());
},
[&] (const RefPtr<WebGLVertexArrayObjectOES>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
}
#if ENABLE(WEBGL2)
,
[&] (const RefPtr<WebGLSampler>& sampler) {
return toJS(&lexicalGlobalObject, &globalObject, sampler.get());
},
[&] (const RefPtr<WebGLTransformFeedback>& transformFeedback) {
return toJS(&lexicalGlobalObject, &globalObject, transformFeedback.get());
},
[&] (const RefPtr<WebGLVertexArrayObject>& array) {
return toJS(&lexicalGlobalObject, &globalObject, array.get());
}
#endif
);
}
JSValue convertToJSValue(JSGlobalObject& lexicalGlobalObject, JSDOMGlobalObject& globalObject, WebGLExtension& extension)
{
#define TO_JS(EXT) \
case WebGLExtension::EXT ## Name: \
return toJS(&lexicalGlobalObject, &globalObject, static_cast<EXT&>(extension));
switch (extension.getName()) {
TO_JS(ANGLEInstancedArrays)
TO_JS(EXTBlendMinMax)
TO_JS(EXTColorBufferFloat)
TO_JS(EXTColorBufferHalfFloat)
TO_JS(EXTFloatBlend)
TO_JS(EXTFragDepth)
TO_JS(EXTShaderTextureLOD)
TO_JS(EXTTextureCompressionBPTC)
TO_JS(EXTTextureCompressionRGTC)
TO_JS(EXTTextureFilterAnisotropic)
TO_JS(EXTTextureNorm16)
TO_JS(EXTsRGB)
TO_JS(KHRParallelShaderCompile)
TO_JS(OESDrawBuffersIndexed)
TO_JS(OESElementIndexUint)
TO_JS(OESFBORenderMipmap)
TO_JS(OESStandardDerivatives)
TO_JS(OESTextureFloat)
TO_JS(OESTextureFloatLinear)
TO_JS(OESTextureHalfFloat)
TO_JS(OESTextureHalfFloatLinear)
TO_JS(OESVertexArrayObject)
TO_JS(WebGLColorBufferFloat)
TO_JS(WebGLCompressedTextureASTC)
TO_JS(WebGLCompressedTextureATC)
TO_JS(WebGLCompressedTextureETC)
TO_JS(WebGLCompressedTextureETC1)
TO_JS(WebGLCompressedTexturePVRTC)
TO_JS(WebGLCompressedTextureS3TC)
TO_JS(WebGLCompressedTextureS3TCsRGB)
TO_JS(WebGLDebugRendererInfo)
TO_JS(WebGLDebugShaders)
TO_JS(WebGLDepthTexture)
TO_JS(WebGLDrawBuffers)
TO_JS(WebGLLoseContext)
TO_JS(WebGLMultiDraw)
}
ASSERT_NOT_REACHED();
return jsNull();
}
}
#endif