| 1 | /* |
| 2 | * Copyright (C) 2017 Apple Inc. All rights reserved. |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions |
| 6 | * are met: |
| 7 | * 1. Redistributions of source code must retain the above copyright |
| 8 | * notice, this list of conditions and the following disclaimer. |
| 9 | * 2. Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * |
| 13 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' |
| 14 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, |
| 15 | * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 16 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS |
| 17 | * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| 18 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| 19 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| 20 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| 21 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| 22 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF |
| 23 | * THE POSSIBILITY OF SUCH DAMAGE. |
| 24 | */ |
| 25 | |
| 26 | #include "config.h" |
| 27 | #include "JSDOMConvertWebGL.h" |
| 28 | |
| 29 | #if ENABLE(WEBGL) |
| 30 | |
| 31 | #include "JSANGLEInstancedArrays.h" |
| 32 | #include "JSDOMConvertBufferSource.h" |
| 33 | #include "JSEXTBlendMinMax.h" |
| 34 | #include "JSEXTFragDepth.h" |
| 35 | #include "JSEXTShaderTextureLOD.h" |
| 36 | #include "JSEXTTextureFilterAnisotropic.h" |
| 37 | #include "JSEXTsRGB.h" |
| 38 | #include "JSOESElementIndexUint.h" |
| 39 | #include "JSOESStandardDerivatives.h" |
| 40 | #include "JSOESTextureFloat.h" |
| 41 | #include "JSOESTextureFloatLinear.h" |
| 42 | #include "JSOESTextureHalfFloat.h" |
| 43 | #include "JSOESTextureHalfFloatLinear.h" |
| 44 | #include "JSOESVertexArrayObject.h" |
| 45 | #include "JSWebGLBuffer.h" |
| 46 | #include "JSWebGLCompressedTextureASTC.h" |
| 47 | #include "JSWebGLCompressedTextureATC.h" |
| 48 | #include "JSWebGLCompressedTexturePVRTC.h" |
| 49 | #include "JSWebGLCompressedTextureS3TC.h" |
| 50 | #include "JSWebGLDebugRendererInfo.h" |
| 51 | #include "JSWebGLDebugShaders.h" |
| 52 | #include "JSWebGLDepthTexture.h" |
| 53 | #include "JSWebGLDrawBuffers.h" |
| 54 | #include "JSWebGLFramebuffer.h" |
| 55 | #include "JSWebGLLoseContext.h" |
| 56 | #include "JSWebGLProgram.h" |
| 57 | #include "JSWebGLRenderbuffer.h" |
| 58 | #include "JSWebGLTexture.h" |
| 59 | #include "JSWebGLVertexArrayObject.h" |
| 60 | #include "JSWebGLVertexArrayObjectOES.h" |
| 61 | #include <JavaScriptCore/JSCInlines.h> |
| 62 | |
| 63 | namespace WebCore { |
| 64 | using namespace JSC; |
| 65 | |
| 66 | // FIXME: This should use the IDLUnion JSConverter. |
| 67 | JSValue convertToJSValue(ExecState& state, JSDOMGlobalObject& globalObject, const WebGLAny& any) |
| 68 | { |
| 69 | return WTF::switchOn(any, |
| 70 | [] (std::nullptr_t) { |
| 71 | return jsNull(); |
| 72 | }, |
| 73 | [] (bool value) { |
| 74 | return jsBoolean(value); |
| 75 | }, |
| 76 | [] (int value) { |
| 77 | return jsNumber(value); |
| 78 | }, |
| 79 | [] (unsigned value) { |
| 80 | return jsNumber(value); |
| 81 | }, |
| 82 | [] (long long value) { |
| 83 | return jsNumber(value); |
| 84 | }, |
| 85 | [] (float value) { |
| 86 | return jsNumber(value); |
| 87 | }, |
| 88 | [&] (const String& value) { |
| 89 | return jsStringWithCache(&state, value); |
| 90 | }, |
| 91 | [&] (const Vector<bool>& values) { |
| 92 | MarkedArgumentBuffer list; |
| 93 | for (auto& value : values) |
| 94 | list.append(jsBoolean(value)); |
| 95 | RELEASE_ASSERT(!list.hasOverflowed()); |
| 96 | return constructArray(&state, 0, &globalObject, list); |
| 97 | }, |
| 98 | [&] (const Vector<int>& values) { |
| 99 | MarkedArgumentBuffer list; |
| 100 | for (auto& value : values) |
| 101 | list.append(jsNumber(value)); |
| 102 | RELEASE_ASSERT(!list.hasOverflowed()); |
| 103 | return constructArray(&state, 0, &globalObject, list); |
| 104 | }, |
| 105 | [&] (const RefPtr<Float32Array>& array) { |
| 106 | return toJS(&state, &globalObject, array.get()); |
| 107 | }, |
| 108 | [&] (const RefPtr<Int32Array>& array) { |
| 109 | return toJS(&state, &globalObject, array.get()); |
| 110 | }, |
| 111 | [&] (const RefPtr<Uint8Array>& array) { |
| 112 | return toJS(&state, &globalObject, array.get()); |
| 113 | }, |
| 114 | [&] (const RefPtr<Uint32Array>& array) { |
| 115 | return toJS(&state, &globalObject, array.get()); |
| 116 | }, |
| 117 | [&] (const RefPtr<WebGLBuffer>& buffer) { |
| 118 | return toJS(&state, &globalObject, buffer.get()); |
| 119 | }, |
| 120 | [&] (const RefPtr<WebGLFramebuffer>& buffer) { |
| 121 | return toJS(&state, &globalObject, buffer.get()); |
| 122 | }, |
| 123 | [&] (const RefPtr<WebGLProgram>& program) { |
| 124 | return toJS(&state, &globalObject, program.get()); |
| 125 | }, |
| 126 | [&] (const RefPtr<WebGLRenderbuffer>& buffer) { |
| 127 | return toJS(&state, &globalObject, buffer.get()); |
| 128 | }, |
| 129 | [&] (const RefPtr<WebGLTexture>& texture) { |
| 130 | return toJS(&state, &globalObject, texture.get()); |
| 131 | }, |
| 132 | [&] (const RefPtr<WebGLVertexArrayObjectOES>& array) { |
| 133 | return toJS(&state, &globalObject, array.get()); |
| 134 | } |
| 135 | #if ENABLE(WEBGL2) |
| 136 | , |
| 137 | [&] (const RefPtr<WebGLVertexArrayObject>& array) { |
| 138 | return toJS(&state, &globalObject, array.get()); |
| 139 | } |
| 140 | #endif |
| 141 | ); |
| 142 | } |
| 143 | |
| 144 | JSValue convertToJSValue(ExecState& state, JSDOMGlobalObject& globalObject, WebGLExtension& extension) |
| 145 | { |
| 146 | switch (extension.getName()) { |
| 147 | case WebGLExtension::WebGLLoseContextName: |
| 148 | return toJS(&state, &globalObject, static_cast<WebGLLoseContext&>(extension)); |
| 149 | case WebGLExtension::EXTShaderTextureLODName: |
| 150 | return toJS(&state, &globalObject, static_cast<EXTShaderTextureLOD&>(extension)); |
| 151 | case WebGLExtension::EXTTextureFilterAnisotropicName: |
| 152 | return toJS(&state, &globalObject, static_cast<EXTTextureFilterAnisotropic&>(extension)); |
| 153 | case WebGLExtension::EXTsRGBName: |
| 154 | return toJS(&state, &globalObject, static_cast<EXTsRGB&>(extension)); |
| 155 | case WebGLExtension::EXTFragDepthName: |
| 156 | return toJS(&state, &globalObject, static_cast<EXTFragDepth&>(extension)); |
| 157 | case WebGLExtension::EXTBlendMinMaxName: |
| 158 | return toJS(&state, &globalObject, static_cast<EXTBlendMinMax&>(extension)); |
| 159 | case WebGLExtension::OESStandardDerivativesName: |
| 160 | return toJS(&state, &globalObject, static_cast<OESStandardDerivatives&>(extension)); |
| 161 | case WebGLExtension::OESTextureFloatName: |
| 162 | return toJS(&state, &globalObject, static_cast<OESTextureFloat&>(extension)); |
| 163 | case WebGLExtension::OESTextureFloatLinearName: |
| 164 | return toJS(&state, &globalObject, static_cast<OESTextureFloatLinear&>(extension)); |
| 165 | case WebGLExtension::OESTextureHalfFloatName: |
| 166 | return toJS(&state, &globalObject, static_cast<OESTextureHalfFloat&>(extension)); |
| 167 | case WebGLExtension::OESTextureHalfFloatLinearName: |
| 168 | return toJS(&state, &globalObject, static_cast<OESTextureHalfFloatLinear&>(extension)); |
| 169 | case WebGLExtension::OESVertexArrayObjectName: |
| 170 | return toJS(&state, &globalObject, static_cast<OESVertexArrayObject&>(extension)); |
| 171 | case WebGLExtension::OESElementIndexUintName: |
| 172 | return toJS(&state, &globalObject, static_cast<OESElementIndexUint&>(extension)); |
| 173 | case WebGLExtension::WebGLDebugRendererInfoName: |
| 174 | return toJS(&state, &globalObject, static_cast<WebGLDebugRendererInfo&>(extension)); |
| 175 | case WebGLExtension::WebGLDebugShadersName: |
| 176 | return toJS(&state, &globalObject, static_cast<WebGLDebugShaders&>(extension)); |
| 177 | case WebGLExtension::WebGLCompressedTextureATCName: |
| 178 | return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureATC&>(extension)); |
| 179 | case WebGLExtension::WebGLCompressedTexturePVRTCName: |
| 180 | return toJS(&state, &globalObject, static_cast<WebGLCompressedTexturePVRTC&>(extension)); |
| 181 | case WebGLExtension::WebGLCompressedTextureS3TCName: |
| 182 | return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureS3TC&>(extension)); |
| 183 | case WebGLExtension::WebGLCompressedTextureASTCName: |
| 184 | return toJS(&state, &globalObject, static_cast<WebGLCompressedTextureASTC&>(extension)); |
| 185 | case WebGLExtension::WebGLDepthTextureName: |
| 186 | return toJS(&state, &globalObject, static_cast<WebGLDepthTexture&>(extension)); |
| 187 | case WebGLExtension::WebGLDrawBuffersName: |
| 188 | return toJS(&state, &globalObject, static_cast<WebGLDrawBuffers&>(extension)); |
| 189 | case WebGLExtension::ANGLEInstancedArraysName: |
| 190 | return toJS(&state, &globalObject, static_cast<ANGLEInstancedArrays&>(extension)); |
| 191 | } |
| 192 | ASSERT_NOT_REACHED(); |
| 193 | return jsNull(); |
| 194 | } |
| 195 | |
| 196 | } |
| 197 | |
| 198 | #endif |
| 199 | |
| 200 | |