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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
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