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/*
* Copyright (C) 2017 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 "JSEXTFragDepth.h"
#include "JSEXTShaderTextureLOD.h"
#include "JSEXTTextureFilterAnisotropic.h"
#include "JSEXTsRGB.h"
#include "JSOESElementIndexUint.h"
#include "JSOESStandardDerivatives.h"
#include "JSOESTextureFloat.h"
#include "JSOESTextureFloatLinear.h"
#include "JSOESTextureHalfFloat.h"
#include "JSOESTextureHalfFloatLinear.h"
#include "JSOESVertexArrayObject.h"
#include "JSWebGLBuffer.h"
#include "JSWebGLCompressedTextureASTC.h"
#include "JSWebGLCompressedTextureATC.h"
#include "JSWebGLCompressedTexturePVRTC.h"
#include "JSWebGLCompressedTextureS3TC.h"
#include "JSWebGLDebugRendererInfo.h"
#include "JSWebGLDebugShaders.h"
#include "JSWebGLDepthTexture.h"
#include "JSWebGLDrawBuffers.h"
#include "JSWebGLFramebuffer.h"
#include "JSWebGLLoseContext.h"
#include "JSWebGLProgram.h"
#include "JSWebGLRenderbuffer.h"
#include "JSWebGLTexture.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(ExecState& state, JSDOMGlobalObject& globalObject, const WebGLAny& any)
{
return WTF::switchOn(any,
[] (std::nullptr_t) {
return jsNull();
},
[] (bool value) {
return jsBoolean(value);
},
[] (int value) {
return jsNumber(value);
},
[] (unsigned value) {
return jsNumber(value);
},
[] (long long value) {
return jsNumber(value);
},
[] (float value) {
return jsNumber(value);
},
[&] (const String& value) {
return jsStringWithCache(&state, value);
},
[&] (const Vector<bool>& values) {
MarkedArgumentBuffer list;
for (auto& value : values)
list.append(jsBoolean(value));
RELEASE_ASSERT(!list.hasOverflowed());
return constructArray(&state, 0, &globalObject, list);
},
[&] (const Vector<int>& values) {
MarkedArgumentBuffer list;
for (auto& value : values)
list.append(jsNumber(value));
RELEASE_ASSERT(!list.hasOverflowed());
return constructArray(&state, 0, &globalObject, list);
},
[&] (const RefPtr<Float32Array>& array) {
return toJS(&state, &globalObject, array.get());
},
[&] (const RefPtr<Int32Array>& array) {
return toJS(&state, &globalObject, array.get());
},
[&] (const RefPtr<Uint8Array>& array) {
return toJS(&state, &globalObject, array.get());
},
[&] (const RefPtr<Uint32Array>& array) {
return toJS(&state, &globalObject, array.get());
},
[&] (const RefPtr<WebGLBuffer>& buffer) {
return toJS(&state, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLFramebuffer>& buffer) {
return toJS(&state, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLProgram>& program) {
return toJS(&state, &globalObject, program.get());
},
[&] (const RefPtr<WebGLRenderbuffer>& buffer) {
return toJS(&state, &globalObject, buffer.get());
},
[&] (const RefPtr<WebGLTexture>& texture) {
return toJS(&state, &globalObject, texture.get());
},
[&] (const RefPtr<WebGLVertexArrayObjectOES>& array) {
return toJS(&state, &globalObject, array.get());
}
#if ENABLE(WEBGL2)
,
[&] (const RefPtr<WebGLVertexArrayObject>& array) {
return toJS(&state, &globalObject, array.get());
}
#endif
);
}
JSValue convertToJSValue(ExecState& state, JSDOMGlobalObject& globalObject, WebGLExtension& extension)
{
switch (extension.getName()) {
case WebGLExtension::WebGLLoseContextName:
return toJS(&state, &globalObject, static_cast<WebGLLoseContext&>(extension));
case WebGLExtension::EXTShaderTextureLODName:
return toJS(&state, &globalObject, static_cast<EXTShaderTextureLOD&>(extension));
case WebGLExtension::EXTTextureFilterAnisotropicName:
return toJS(&state, &globalObject, static_cast<EXTTextureFilterAnisotropic&>(extension));
case WebGLExtension::EXTsRGBName:
return toJS(&state, &globalObject, static_cast<EXTsRGB&>(extension));
case WebGLExtension::EXTFragDepthName:
return toJS(&state, &globalObject, static_cast<EXTFragDepth&>(extension));
case WebGLExtension::EXTBlendMinMaxName:
return toJS(&state, &globalObject, static_cast<EXTBlendMinMax&>(extension));
case WebGLExtension::OESStandardDerivativesName:
return toJS(&state, &globalObject, static_cast<OESStandardDerivatives&>(extension));
case WebGLExtension::OESTextureFloatName:
return toJS(&state, &globalObject, static_cast<OESTextureFloat&>(extension));
case WebGLExtension::OESTextureFloatLinearName:
return toJS(&state, &globalObject, static_cast<OESTextureFloatLinear&>(extension));
case WebGLExtension::OESTextureHalfFloatName:
return toJS(&state, &globalObject, static_cast<OESTextureHalfFloat&>(extension));
case WebGLExtension::OESTextureHalfFloatLinearName:
return toJS(&state, &globalObject, static_cast<OESTextureHalfFloatLinear&>(extension));
case WebGLExtension::OESVertexArrayObjectName:
return toJS(&state, &globalObject, static_cast<OESVertexArrayObject&>(extension));
case WebGLExtension::OESElementIndexUintName:
return toJS(&state, &globalObject, static_cast<OESElementIndexUint&>(extension));
case WebGLExtension::WebGLDebugRendererInfoName:
return toJS(&state, &globalObject, static_cast<WebGLDebugRendererInfo&>(extension));
case WebGLExtension::WebGLDebugShadersName:
return toJS(&state, &globalObject, static_cast<WebGLDebugShaders&>(extension));
case WebGLExtension::WebGLCompressedTextureATCName:
return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureATC&>(extension));
case WebGLExtension::WebGLCompressedTexturePVRTCName:
return toJS(&state, &globalObject, static_cast<WebGLCompressedTexturePVRTC&>(extension));
case WebGLExtension::WebGLCompressedTextureS3TCName:
return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureS3TC&>(extension));
case WebGLExtension::WebGLCompressedTextureASTCName:
return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureASTC&>(extension));
case WebGLExtension::WebGLDepthTextureName:
return toJS(&state, &globalObject, static_cast<WebGLDepthTexture&>(extension));
case WebGLExtension::WebGLDrawBuffersName:
return toJS(&state, &globalObject, static_cast<WebGLDrawBuffers&>(extension));
case WebGLExtension::ANGLEInstancedArraysName:
return toJS(&state, &globalObject, static_cast<ANGLEInstancedArrays&>(extension));
}
ASSERT_NOT_REACHED();
return jsNull();
}
}
#endif