blob: daa840988a1cfff4e8718dc777b6f261ba04d85a [file] [log] [blame]
/*
* Copyright (C) 2009 Google 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:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * 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.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT
* OWNER 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"
#if ENABLE(WEBGL)
#include "V8WebGLRenderingContext.h"
#include "ExceptionCode.h"
#include "NotImplemented.h"
#include "V8ArrayBufferView.h"
#include "V8Binding.h"
#include "V8EXTDrawBuffers.h"
#include "V8EXTTextureFilterAnisotropic.h"
#include "V8Float32Array.h"
#include "V8HTMLCanvasElement.h"
#include "V8HTMLImageElement.h"
#include "V8HTMLVideoElement.h"
#include "V8ImageData.h"
#include "V8Int16Array.h"
#include "V8Int32Array.h"
#include "V8Int8Array.h"
#include "V8OESElementIndexUint.h"
#include "V8OESStandardDerivatives.h"
#include "V8OESTextureFloat.h"
#include "V8OESTextureHalfFloat.h"
#include "V8OESVertexArrayObject.h"
#include "V8Uint16Array.h"
#include "V8Uint32Array.h"
#include "V8Uint8Array.h"
#include "V8WebGLBuffer.h"
#include "V8WebGLCompressedTextureATC.h"
#include "V8WebGLCompressedTexturePVRTC.h"
#include "V8WebGLCompressedTextureS3TC.h"
#include "V8WebGLDebugRendererInfo.h"
#include "V8WebGLDebugShaders.h"
#include "V8WebGLDepthTexture.h"
#include "V8WebGLFramebuffer.h"
#include "V8WebGLLoseContext.h"
#include "V8WebGLProgram.h"
#include "V8WebGLRenderbuffer.h"
#include "V8WebGLShader.h"
#include "V8WebGLTexture.h"
#include "V8WebGLUniformLocation.h"
#include "V8WebGLVertexArrayObjectOES.h"
#include "WebGLRenderingContext.h"
#include <limits>
#include <wtf/FastMalloc.h>
namespace WebCore {
// Allocates new storage via tryFastMalloc.
// Returns NULL if array failed to convert for any reason.
static float* jsArrayToFloatArray(v8::Handle<v8::Array> array, uint32_t len)
{
// Convert the data element-by-element.
float* data = 0;
if (len > std::numeric_limits<uint32_t>::max() / sizeof(float)
|| !tryFastMalloc(len * sizeof(float)).getValue(data))
return 0;
for (uint32_t i = 0; i < len; i++) {
v8::Local<v8::Value> val = array->Get(i);
if (!val->IsNumber()) {
fastFree(data);
return 0;
}
data[i] = toFloat(val);
}
return data;
}
// Allocates new storage via tryFastMalloc.
// Returns NULL if array failed to convert for any reason.
static int* jsArrayToIntArray(v8::Handle<v8::Array> array, uint32_t len)
{
// Convert the data element-by-element.
int* data = 0;
if (len > std::numeric_limits<uint32_t>::max() / sizeof(int)
|| !tryFastMalloc(len * sizeof(int)).getValue(data))
return 0;
for (uint32_t i = 0; i < len; i++) {
v8::Local<v8::Value> val = array->Get(i);
bool ok;
int ival = toInt32(val, ok);
if (!ok) {
fastFree(data);
return 0;
}
data[i] = ival;
}
return data;
}
static v8::Handle<v8::Value> toV8Object(const WebGLGetInfo& info, v8::Handle<v8::Object> creationContext, v8::Isolate* isolate)
{
switch (info.getType()) {
case WebGLGetInfo::kTypeBool:
return v8::Boolean::New(info.getBool());
case WebGLGetInfo::kTypeBoolArray: {
const Vector<bool>& value = info.getBoolArray();
v8::Local<v8::Array> array = v8::Array::New(value.size());
for (size_t ii = 0; ii < value.size(); ++ii)
array->Set(v8Integer(ii, isolate), v8::Boolean::New(value[ii]));
return array;
}
case WebGLGetInfo::kTypeFloat:
return v8::Number::New(info.getFloat());
case WebGLGetInfo::kTypeInt:
return v8Integer(info.getInt(), isolate);
case WebGLGetInfo::kTypeNull:
return v8Null(isolate);
case WebGLGetInfo::kTypeString:
return v8String(info.getString(), isolate);
case WebGLGetInfo::kTypeUnsignedInt:
return v8UnsignedInteger(info.getUnsignedInt(), isolate);
case WebGLGetInfo::kTypeWebGLBuffer:
return toV8(info.getWebGLBuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLFloatArray:
return toV8(info.getWebGLFloatArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLFramebuffer:
return toV8(info.getWebGLFramebuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLIntArray:
return toV8(info.getWebGLIntArray(), creationContext, isolate);
// FIXME: implement WebGLObjectArray
// case WebGLGetInfo::kTypeWebGLObjectArray:
case WebGLGetInfo::kTypeWebGLProgram:
return toV8(info.getWebGLProgram(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLRenderbuffer:
return toV8(info.getWebGLRenderbuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLTexture:
return toV8(info.getWebGLTexture(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLUnsignedByteArray:
return toV8(info.getWebGLUnsignedByteArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLUnsignedIntArray:
return toV8(info.getWebGLUnsignedIntArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLVertexArrayObjectOES:
return toV8(info.getWebGLVertexArrayObjectOES(), creationContext, isolate);
default:
notImplemented();
return v8::Undefined();
}
}
static v8::Handle<v8::Value> toV8Object(WebGLExtension* extension, v8::Handle<v8::Object> contextObject, v8::Isolate* isolate)
{
if (!extension)
return v8Null(isolate);
v8::Handle<v8::Value> extensionObject;
const char* referenceName = 0;
switch (extension->getName()) {
case WebGLExtension::WebGLLoseContextName:
extensionObject = toV8(static_cast<WebGLLoseContext*>(extension), contextObject, isolate);
referenceName = "webGLLoseContextName";
break;
case WebGLExtension::EXTDrawBuffersName:
extensionObject = toV8(static_cast<EXTDrawBuffers*>(extension), contextObject, isolate);
referenceName = "extDrawBuffersName";
break;
case WebGLExtension::EXTTextureFilterAnisotropicName:
extensionObject = toV8(static_cast<EXTTextureFilterAnisotropic*>(extension), contextObject, isolate);
referenceName = "extTextureFilterAnisotropicName";
break;
case WebGLExtension::OESStandardDerivativesName:
extensionObject = toV8(static_cast<OESStandardDerivatives*>(extension), contextObject, isolate);
referenceName = "oesStandardDerivativesName";
break;
case WebGLExtension::OESTextureFloatName:
extensionObject = toV8(static_cast<OESTextureFloat*>(extension), contextObject, isolate);
referenceName = "oesTextureFloatName";
break;
case WebGLExtension::OESTextureHalfFloatName:
extensionObject = toV8(static_cast<OESTextureHalfFloat*>(extension), contextObject, isolate);
referenceName = "oesTextureHalfFloatName";
break;
case WebGLExtension::OESVertexArrayObjectName:
extensionObject = toV8(static_cast<OESVertexArrayObject*>(extension), contextObject, isolate);
referenceName = "oesVertexArrayObjectName";
break;
case WebGLExtension::OESElementIndexUintName:
extensionObject = toV8(static_cast<OESElementIndexUint*>(extension), contextObject, isolate);
referenceName = "oesElementIndexUintName";
break;
case WebGLExtension::WebGLDebugRendererInfoName:
extensionObject = toV8(static_cast<WebGLDebugRendererInfo*>(extension), contextObject, isolate);
referenceName = "webGLDebugRendererInfoName";
break;
case WebGLExtension::WebGLDebugShadersName:
extensionObject = toV8(static_cast<WebGLDebugShaders*>(extension), contextObject, isolate);
referenceName = "webGLDebugShadersName";
break;
case WebGLExtension::WebGLCompressedTextureATCName:
extensionObject = toV8(static_cast<WebGLCompressedTextureATC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTextureATCName";
case WebGLExtension::WebGLCompressedTexturePVRTCName:
extensionObject = toV8(static_cast<WebGLCompressedTexturePVRTC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTexturePVRTCName";
break;
case WebGLExtension::WebGLCompressedTextureS3TCName:
extensionObject = toV8(static_cast<WebGLCompressedTextureS3TC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTextureS3TCName";
break;
case WebGLExtension::WebGLDepthTextureName:
extensionObject = toV8(static_cast<WebGLDepthTexture*>(extension), contextObject, isolate);
referenceName = "webGLDepthTextureName";
break;
}
ASSERT(!extensionObject.IsEmpty());
V8HiddenPropertyName::setNamedHiddenReference(contextObject, referenceName, extensionObject);
return extensionObject;
}
enum ObjectType {
kBuffer, kRenderbuffer, kTexture, kVertexAttrib
};
static v8::Handle<v8::Value> getObjectParameter(const v8::Arguments& args, ObjectType objectType)
{
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
unsigned target = toInt32(args[0]);
unsigned pname = toInt32(args[1]);
WebGLGetInfo info;
switch (objectType) {
case kBuffer:
info = context->getBufferParameter(target, pname, ec);
break;
case kRenderbuffer:
info = context->getRenderbufferParameter(target, pname, ec);
break;
case kTexture:
info = context->getTexParameter(target, pname, ec);
break;
case kVertexAttrib:
// target => index
info = context->getVertexAttrib(target, pname, ec);
break;
default:
notImplemented();
break;
}
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
static WebGLUniformLocation* toWebGLUniformLocation(v8::Handle<v8::Value> value, bool& ok, v8::Isolate* isolate)
{
ok = false;
WebGLUniformLocation* location = 0;
if (V8WebGLUniformLocation::HasInstance(value, isolate, worldType(isolate))) {
location = V8WebGLUniformLocation::toNative(value->ToObject());
ok = true;
}
return location;
}
enum WhichProgramCall {
kProgramParameter, kUniform
};
v8::Handle<v8::Value> V8WebGLRenderingContext::getAttachedShadersMethodCustom(const v8::Arguments& args)
{
if (args.Length() < 1)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
WebGLProgram* program = V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())) ? V8WebGLProgram::toNative(v8::Handle<v8::Object>::Cast(args[0])) : 0;
Vector<RefPtr<WebGLShader> > shaders;
bool succeed = context->getAttachedShaders(program, shaders, ec);
if (ec) {
setDOMException(ec, args.GetIsolate());
return v8Null(args.GetIsolate());
}
if (!succeed)
return v8Null(args.GetIsolate());
v8::Local<v8::Array> array = v8::Array::New(shaders.size());
for (size_t ii = 0; ii < shaders.size(); ++ii)
array->Set(v8Integer(ii, args.GetIsolate()), toV8(shaders[ii].get(), args.Holder(), args.GetIsolate()));
return array;
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getBufferParameterMethodCustom(const v8::Arguments& args)
{
return getObjectParameter(args, kBuffer);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getExtensionMethodCustom(const v8::Arguments& args)
{
WebGLRenderingContext* imp = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() < 1)
return throwNotEnoughArgumentsError(args.GetIsolate());
V8TRYCATCH_FOR_V8STRINGRESOURCE(V8StringResource<>, name, args[0]);
WebGLExtension* extension = imp->getExtension(name);
return toV8Object(extension, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getFramebufferAttachmentParameterMethodCustom(const v8::Arguments& args)
{
if (args.Length() != 3)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
unsigned target = toInt32(args[0]);
unsigned attachment = toInt32(args[1]);
unsigned pname = toInt32(args[2]);
WebGLGetInfo info = context->getFramebufferAttachmentParameter(target, attachment, pname, ec);
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getParameterMethodCustom(const v8::Arguments& args)
{
if (args.Length() != 1)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
unsigned pname = toInt32(args[0]);
WebGLGetInfo info = context->getParameter(pname, ec);
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getProgramParameterMethodCustom(const v8::Arguments& args)
{
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
WebGLProgram* program = V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())) ? V8WebGLProgram::toNative(v8::Handle<v8::Object>::Cast(args[0])) : 0;
unsigned pname = toInt32(args[1]);
WebGLGetInfo info = context->getProgramParameter(program, pname, ec);
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getRenderbufferParameterMethodCustom(const v8::Arguments& args)
{
return getObjectParameter(args, kRenderbuffer);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getShaderParameterMethodCustom(const v8::Arguments& args)
{
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLShader::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
WebGLShader* shader = V8WebGLShader::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())) ? V8WebGLShader::toNative(v8::Handle<v8::Object>::Cast(args[0])) : 0;
unsigned pname = toInt32(args[1]);
WebGLGetInfo info = context->getShaderParameter(shader, pname, ec);
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getSupportedExtensionsMethodCustom(const v8::Arguments& args)
{
WebGLRenderingContext* imp = V8WebGLRenderingContext::toNative(args.Holder());
if (imp->isContextLost())
return v8Null(args.GetIsolate());
Vector<String> value = imp->getSupportedExtensions();
v8::Local<v8::Array> array = v8::Array::New(value.size());
for (size_t ii = 0; ii < value.size(); ++ii)
array->Set(v8Integer(ii, args.GetIsolate()), v8String(value[ii], args.GetIsolate()));
return array;
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getTexParameterMethodCustom(const v8::Arguments& args)
{
return getObjectParameter(args, kTexture);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getUniformMethodCustom(const v8::Arguments& args)
{
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
ExceptionCode ec = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
WebGLProgram* program = V8WebGLProgram::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())) ? V8WebGLProgram::toNative(v8::Handle<v8::Object>::Cast(args[0])) : 0;
if (args.Length() > 1 && !isUndefinedOrNull(args[1]) && !V8WebGLUniformLocation::HasInstance(args[1], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
bool ok = false;
WebGLUniformLocation* location = toWebGLUniformLocation(args[1], ok, args.GetIsolate());
WebGLGetInfo info = context->getUniform(program, location, ec);
if (ec)
return setDOMException(ec, args.GetIsolate());
return toV8Object(info, args.Holder(), args.GetIsolate());
}
v8::Handle<v8::Value> V8WebGLRenderingContext::getVertexAttribMethodCustom(const v8::Arguments& args)
{
return getObjectParameter(args, kVertexAttrib);
}
enum FunctionToCall {
kUniform1v, kUniform2v, kUniform3v, kUniform4v,
kVertexAttrib1v, kVertexAttrib2v, kVertexAttrib3v, kVertexAttrib4v
};
bool isFunctionToCallForAttribute(FunctionToCall functionToCall)
{
switch (functionToCall) {
case kVertexAttrib1v:
case kVertexAttrib2v:
case kVertexAttrib3v:
case kVertexAttrib4v:
return true;
default:
break;
}
return false;
}
static v8::Handle<v8::Value> vertexAttribAndUniformHelperf(const v8::Arguments& args,
FunctionToCall functionToCall) {
// Forms:
// * glUniform1fv(WebGLUniformLocation location, Array data);
// * glUniform1fv(WebGLUniformLocation location, Float32Array data);
// * glUniform2fv(WebGLUniformLocation location, Array data);
// * glUniform2fv(WebGLUniformLocation location, Float32Array data);
// * glUniform3fv(WebGLUniformLocation location, Array data);
// * glUniform3fv(WebGLUniformLocation location, Float32Array data);
// * glUniform4fv(WebGLUniformLocation location, Array data);
// * glUniform4fv(WebGLUniformLocation location, Float32Array data);
// * glVertexAttrib1fv(GLint index, Array data);
// * glVertexAttrib1fv(GLint index, Float32Array data);
// * glVertexAttrib2fv(GLint index, Array data);
// * glVertexAttrib2fv(GLint index, Float32Array data);
// * glVertexAttrib3fv(GLint index, Array data);
// * glVertexAttrib3fv(GLint index, Float32Array data);
// * glVertexAttrib4fv(GLint index, Array data);
// * glVertexAttrib4fv(GLint index, Float32Array data);
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
bool ok = false;
int index = -1;
WebGLUniformLocation* location = 0;
if (isFunctionToCallForAttribute(functionToCall))
index = toInt32(args[0]);
else {
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLUniformLocation::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
location = toWebGLUniformLocation(args[0], ok, args.GetIsolate());
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (V8Float32Array::HasInstance(args[1], args.GetIsolate(), worldType(args.GetIsolate()))) {
Float32Array* array = V8Float32Array::toNative(args[1]->ToObject());
ASSERT(array != NULL);
ExceptionCode ec = 0;
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, array, ec); break;
case kUniform2v: context->uniform2fv(location, array, ec); break;
case kUniform3v: context->uniform3fv(location, array, ec); break;
case kUniform4v: context->uniform4fv(location, array, ec); break;
case kVertexAttrib1v: context->vertexAttrib1fv(index, array); break;
case kVertexAttrib2v: context->vertexAttrib2fv(index, array); break;
case kVertexAttrib3v: context->vertexAttrib3fv(index, array); break;
case kVertexAttrib4v: context->vertexAttrib4fv(index, array); break;
default: ASSERT_NOT_REACHED(); break;
}
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
if (args[1].IsEmpty() || !args[1]->IsArray())
return throwTypeError(0, args.GetIsolate());
v8::Handle<v8::Array> array =
v8::Local<v8::Array>::Cast(args[1]);
uint32_t len = array->Length();
float* data = jsArrayToFloatArray(array, len);
if (!data) {
// FIXME: consider different / better exception type.
return setDOMException(SYNTAX_ERR, args.GetIsolate());
}
ExceptionCode ec = 0;
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, data, len, ec); break;
case kUniform2v: context->uniform2fv(location, data, len, ec); break;
case kUniform3v: context->uniform3fv(location, data, len, ec); break;
case kUniform4v: context->uniform4fv(location, data, len, ec); break;
case kVertexAttrib1v: context->vertexAttrib1fv(index, data, len); break;
case kVertexAttrib2v: context->vertexAttrib2fv(index, data, len); break;
case kVertexAttrib3v: context->vertexAttrib3fv(index, data, len); break;
case kVertexAttrib4v: context->vertexAttrib4fv(index, data, len); break;
default: ASSERT_NOT_REACHED(); break;
}
fastFree(data);
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
static v8::Handle<v8::Value> uniformHelperi(const v8::Arguments& args,
FunctionToCall functionToCall) {
// Forms:
// * glUniform1iv(GLUniformLocation location, Array data);
// * glUniform1iv(GLUniformLocation location, Int32Array data);
// * glUniform2iv(GLUniformLocation location, Array data);
// * glUniform2iv(GLUniformLocation location, Int32Array data);
// * glUniform3iv(GLUniformLocation location, Array data);
// * glUniform3iv(GLUniformLocation location, Int32Array data);
// * glUniform4iv(GLUniformLocation location, Array data);
// * glUniform4iv(GLUniformLocation location, Int32Array data);
if (args.Length() != 2)
return throwNotEnoughArgumentsError(args.GetIsolate());
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLUniformLocation::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
bool ok = false;
WebGLUniformLocation* location = toWebGLUniformLocation(args[0], ok, args.GetIsolate());
if (V8Int32Array::HasInstance(args[1], args.GetIsolate(), worldType(args.GetIsolate()))) {
Int32Array* array = V8Int32Array::toNative(args[1]->ToObject());
ASSERT(array != NULL);
ExceptionCode ec = 0;
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, array, ec); break;
case kUniform2v: context->uniform2iv(location, array, ec); break;
case kUniform3v: context->uniform3iv(location, array, ec); break;
case kUniform4v: context->uniform4iv(location, array, ec); break;
default: ASSERT_NOT_REACHED(); break;
}
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
if (args[1].IsEmpty() || !args[1]->IsArray())
return throwTypeError(0, args.GetIsolate());
v8::Handle<v8::Array> array =
v8::Local<v8::Array>::Cast(args[1]);
uint32_t len = array->Length();
int* data = jsArrayToIntArray(array, len);
if (!data) {
// FIXME: consider different / better exception type.
return setDOMException(SYNTAX_ERR, args.GetIsolate());
}
ExceptionCode ec = 0;
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, data, len, ec); break;
case kUniform2v: context->uniform2iv(location, data, len, ec); break;
case kUniform3v: context->uniform3iv(location, data, len, ec); break;
case kUniform4v: context->uniform4iv(location, data, len, ec); break;
default: ASSERT_NOT_REACHED(); break;
}
fastFree(data);
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform1fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kUniform1v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform1ivMethodCustom(const v8::Arguments& args)
{
return uniformHelperi(args, kUniform1v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform2fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kUniform2v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform2ivMethodCustom(const v8::Arguments& args)
{
return uniformHelperi(args, kUniform2v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform3fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kUniform3v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform3ivMethodCustom(const v8::Arguments& args)
{
return uniformHelperi(args, kUniform3v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform4fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kUniform4v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniform4ivMethodCustom(const v8::Arguments& args)
{
return uniformHelperi(args, kUniform4v);
}
static v8::Handle<v8::Value> uniformMatrixHelper(const v8::Arguments& args,
int matrixSize)
{
// Forms:
// * glUniformMatrix2fv(GLint location, GLboolean transpose, Array data);
// * glUniformMatrix2fv(GLint location, GLboolean transpose, Float32Array data);
// * glUniformMatrix3fv(GLint location, GLboolean transpose, Array data);
// * glUniformMatrix3fv(GLint location, GLboolean transpose, Float32Array data);
// * glUniformMatrix4fv(GLint location, GLboolean transpose, Array data);
// * glUniformMatrix4fv(GLint location, GLboolean transpose, Float32Array data);
//
// FIXME: need to change to accept Float32Array as well.
if (args.Length() != 3)
return throwNotEnoughArgumentsError(args.GetIsolate());
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(args.Holder());
if (args.Length() > 0 && !isUndefinedOrNull(args[0]) && !V8WebGLUniformLocation::HasInstance(args[0], args.GetIsolate(), worldType(args.GetIsolate())))
return throwTypeError(0, args.GetIsolate());
bool ok = false;
WebGLUniformLocation* location = toWebGLUniformLocation(args[0], ok, args.GetIsolate());
bool transpose = args[1]->BooleanValue();
if (V8Float32Array::HasInstance(args[2], args.GetIsolate(), worldType(args.GetIsolate()))) {
Float32Array* array = V8Float32Array::toNative(args[2]->ToObject());
ASSERT(array != NULL);
ExceptionCode ec = 0;
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, array, ec); break;
case 3: context->uniformMatrix3fv(location, transpose, array, ec); break;
case 4: context->uniformMatrix4fv(location, transpose, array, ec); break;
default: ASSERT_NOT_REACHED(); break;
}
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
if (args[2].IsEmpty() || !args[2]->IsArray())
return throwTypeError(0, args.GetIsolate());
v8::Handle<v8::Array> array =
v8::Local<v8::Array>::Cast(args[2]);
uint32_t len = array->Length();
float* data = jsArrayToFloatArray(array, len);
if (!data) {
// FIXME: consider different / better exception type.
return setDOMException(SYNTAX_ERR, args.GetIsolate());
}
ExceptionCode ec = 0;
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, data, len, ec); break;
case 3: context->uniformMatrix3fv(location, transpose, data, len, ec); break;
case 4: context->uniformMatrix4fv(location, transpose, data, len, ec); break;
default: ASSERT_NOT_REACHED(); break;
}
fastFree(data);
if (ec)
return setDOMException(ec, args.GetIsolate());
return v8::Undefined();
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniformMatrix2fvMethodCustom(const v8::Arguments& args)
{
return uniformMatrixHelper(args, 2);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniformMatrix3fvMethodCustom(const v8::Arguments& args)
{
return uniformMatrixHelper(args, 3);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::uniformMatrix4fvMethodCustom(const v8::Arguments& args)
{
return uniformMatrixHelper(args, 4);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::vertexAttrib1fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kVertexAttrib1v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::vertexAttrib2fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kVertexAttrib2v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::vertexAttrib3fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kVertexAttrib3v);
}
v8::Handle<v8::Value> V8WebGLRenderingContext::vertexAttrib4fvMethodCustom(const v8::Arguments& args)
{
return vertexAttribAndUniformHelperf(args, kVertexAttrib4v);
}
} // namespace WebCore
#endif // ENABLE(WEBGL)