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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. ``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
+ * 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 "WebGLAny.h"
+
+#if ENABLE(WEBGL)
+
+#include "JSDOMConvert.h"
+#include "JSWebGLBuffer.h"
+#include "JSWebGLFramebuffer.h"
+#include "JSWebGLProgram.h"
+#include "JSWebGLRenderbuffer.h"
+#include "JSWebGLTexture.h"
+#include "JSWebGLVertexArrayObjectOES.h"
+#include <wtf/Variant.h>
+
+#if ENABLE(WEBGL2)
+#include "JSWebGLVertexArrayObject.h"
+#endif
+
+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));
+ 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
+ );
+}
+
+}
+
+#endif