This source file includes following definitions.
- jsArrayToFloatArray
- jsArrayToIntArray
- toV8Object
- toV8Object
- getObjectParameter
- toWebGLUniformLocation
- getAttachedShadersMethodCustom
- getBufferParameterMethodCustom
- getExtensionMethodCustom
- getFramebufferAttachmentParameterMethodCustom
- getParameterMethodCustom
- getProgramParameterMethodCustom
- getRenderbufferParameterMethodCustom
- getShaderParameterMethodCustom
- getSupportedExtensionsMethodCustom
- getTexParameterMethodCustom
- getUniformMethodCustom
- getVertexAttribMethodCustom
- isFunctionToCallForAttribute
- vertexAttribAndUniformHelperf
- uniformHelperi
- uniform1fvMethodCustom
- uniform1ivMethodCustom
- uniform2fvMethodCustom
- uniform2ivMethodCustom
- uniform3fvMethodCustom
- uniform3ivMethodCustom
- uniform4fvMethodCustom
- uniform4ivMethodCustom
- uniformMatrixHelper
- uniformMatrix2fvMethodCustom
- uniformMatrix3fvMethodCustom
- uniformMatrix4fvMethodCustom
- vertexAttrib1fvMethodCustom
- vertexAttrib2fvMethodCustom
- vertexAttrib3fvMethodCustom
- vertexAttrib4fvMethodCustom
#include "config.h"
#include "V8WebGLRenderingContext.h"
#include "V8ANGLEInstancedArrays.h"
#include "V8EXTFragDepth.h"
#include "V8EXTTextureFilterAnisotropic.h"
#include "V8HTMLCanvasElement.h"
#include "V8HTMLImageElement.h"
#include "V8HTMLVideoElement.h"
#include "V8ImageData.h"
#include "V8OESElementIndexUint.h"
#include "V8OESStandardDerivatives.h"
#include "V8OESTextureFloat.h"
#include "V8OESTextureFloatLinear.h"
#include "V8OESTextureHalfFloat.h"
#include "V8OESTextureHalfFloatLinear.h"
#include "V8OESVertexArrayObject.h"
#include "V8WebGLBuffer.h"
#include "V8WebGLCompressedTextureATC.h"
#include "V8WebGLCompressedTexturePVRTC.h"
#include "V8WebGLCompressedTextureS3TC.h"
#include "V8WebGLDebugRendererInfo.h"
#include "V8WebGLDebugShaders.h"
#include "V8WebGLDepthTexture.h"
#include "V8WebGLDrawBuffers.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 "bindings/v8/ExceptionMessages.h"
#include "bindings/v8/V8Binding.h"
#include "bindings/v8/V8HiddenValue.h"
#include "bindings/v8/custom/V8ArrayBufferViewCustom.h"
#include "bindings/v8/custom/V8Float32ArrayCustom.h"
#include "bindings/v8/custom/V8Int16ArrayCustom.h"
#include "bindings/v8/custom/V8Int32ArrayCustom.h"
#include "bindings/v8/custom/V8Int8ArrayCustom.h"
#include "bindings/v8/custom/V8Uint16ArrayCustom.h"
#include "bindings/v8/custom/V8Uint32ArrayCustom.h"
#include "bindings/v8/custom/V8Uint8ArrayCustom.h"
#include "core/dom/ExceptionCode.h"
#include "core/html/canvas/WebGLRenderingContext.h"
#include "platform/NotImplemented.h"
#include "wtf/FastMalloc.h"
#include <limits>
namespace WebCore {
static float* jsArrayToFloatArray(v8::Handle<v8::Array> array, uint32_t len, ExceptionState& exceptionState)
{
if (len > std::numeric_limits<uint32_t>::max() / sizeof(float)) {
exceptionState.throwTypeError("Array length exceeds supported limit.");
return 0;
}
float* data = static_cast<float*>(fastMalloc(len * sizeof(float)));
for (uint32_t i = 0; i < len; i++) {
v8::Local<v8::Value> val = array->Get(i);
float value = toFloat(val, exceptionState);
if (exceptionState.hadException()) {
fastFree(data);
return 0;
}
data[i] = value;
}
return data;
}
static int* jsArrayToIntArray(v8::Handle<v8::Array> array, uint32_t len, ExceptionState& exceptionState)
{
if (len > std::numeric_limits<uint32_t>::max() / sizeof(int)) {
exceptionState.throwTypeError("Array length exceeds supported limit.");
return 0;
}
int* data = static_cast<int*>(fastMalloc(len * sizeof(int)));
for (uint32_t i = 0; i < len; i++) {
v8::Local<v8::Value> val = array->Get(i);
int ival = toInt32(val, exceptionState);
if (exceptionState.hadException()) {
fastFree(data);
return 0;
}
data[i] = ival;
}
return data;
}
static v8::Handle<v8::Value> toV8Object(const WebGLGetInfo& args, v8::Handle<v8::Object> creationContext, v8::Isolate* isolate)
{
switch (args.getType()) {
case WebGLGetInfo::kTypeBool:
return v8Boolean(args.getBool(), isolate);
case WebGLGetInfo::kTypeBoolArray: {
const Vector<bool>& value = args.getBoolArray();
v8::Local<v8::Array> array = v8::Array::New(isolate, value.size());
for (size_t ii = 0; ii < value.size(); ++ii)
array->Set(v8::Integer::New(isolate, ii), v8Boolean(value[ii], isolate));
return array;
}
case WebGLGetInfo::kTypeFloat:
return v8::Number::New(isolate, args.getFloat());
case WebGLGetInfo::kTypeInt:
return v8::Integer::New(isolate, args.getInt());
case WebGLGetInfo::kTypeNull:
return v8::Null(isolate);
case WebGLGetInfo::kTypeString:
return v8String(isolate, args.getString());
case WebGLGetInfo::kTypeUnsignedInt:
return v8::Integer::NewFromUnsigned(isolate, args.getUnsignedInt());
case WebGLGetInfo::kTypeWebGLBuffer:
return toV8(args.getWebGLBuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLFloatArray:
return toV8(args.getWebGLFloatArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLFramebuffer:
return toV8(args.getWebGLFramebuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLIntArray:
return toV8(args.getWebGLIntArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLProgram:
return toV8(args.getWebGLProgram(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLRenderbuffer:
return toV8(args.getWebGLRenderbuffer(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLTexture:
return toV8(args.getWebGLTexture(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLUnsignedByteArray:
return toV8(args.getWebGLUnsignedByteArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLUnsignedIntArray:
return toV8(args.getWebGLUnsignedIntArray(), creationContext, isolate);
case WebGLGetInfo::kTypeWebGLVertexArrayObjectOES:
return toV8(args.getWebGLVertexArrayObjectOES(), creationContext, isolate);
default:
notImplemented();
return v8::Undefined(isolate);
}
}
static v8::Handle<v8::Value> toV8Object(WebGLExtension* extension, v8::Handle<v8::Object> contextObject, v8::Isolate* isolate)
{
if (!extension)
return v8::Null(isolate);
v8::Handle<v8::Value> extensionObject;
const char* referenceName = 0;
switch (extension->name()) {
case ANGLEInstancedArraysName:
extensionObject = toV8(static_cast<ANGLEInstancedArrays*>(extension), contextObject, isolate);
referenceName = "angleInstancedArraysName";
break;
case EXTFragDepthName:
extensionObject = toV8(static_cast<EXTFragDepth*>(extension), contextObject, isolate);
referenceName = "extFragDepthName";
break;
case EXTTextureFilterAnisotropicName:
extensionObject = toV8(static_cast<EXTTextureFilterAnisotropic*>(extension), contextObject, isolate);
referenceName = "extTextureFilterAnisotropicName";
break;
case OESElementIndexUintName:
extensionObject = toV8(static_cast<OESElementIndexUint*>(extension), contextObject, isolate);
referenceName = "oesElementIndexUintName";
break;
case OESStandardDerivativesName:
extensionObject = toV8(static_cast<OESStandardDerivatives*>(extension), contextObject, isolate);
referenceName = "oesStandardDerivativesName";
break;
case OESTextureFloatName:
extensionObject = toV8(static_cast<OESTextureFloat*>(extension), contextObject, isolate);
referenceName = "oesTextureFloatName";
break;
case OESTextureFloatLinearName:
extensionObject = toV8(static_cast<OESTextureFloatLinear*>(extension), contextObject, isolate);
referenceName = "oesTextureFloatLinearName";
break;
case OESTextureHalfFloatName:
extensionObject = toV8(static_cast<OESTextureHalfFloat*>(extension), contextObject, isolate);
referenceName = "oesTextureHalfFloatName";
break;
case OESTextureHalfFloatLinearName:
extensionObject = toV8(static_cast<OESTextureHalfFloatLinear*>(extension), contextObject, isolate);
referenceName = "oesTextureHalfFloatLinearName";
break;
case OESVertexArrayObjectName:
extensionObject = toV8(static_cast<OESVertexArrayObject*>(extension), contextObject, isolate);
referenceName = "oesVertexArrayObjectName";
break;
case WebGLCompressedTextureATCName:
extensionObject = toV8(static_cast<WebGLCompressedTextureATC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTextureATCName";
break;
case WebGLCompressedTexturePVRTCName:
extensionObject = toV8(static_cast<WebGLCompressedTexturePVRTC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTexturePVRTCName";
break;
case WebGLCompressedTextureS3TCName:
extensionObject = toV8(static_cast<WebGLCompressedTextureS3TC*>(extension), contextObject, isolate);
referenceName = "webGLCompressedTextureS3TCName";
break;
case WebGLDebugRendererInfoName:
extensionObject = toV8(static_cast<WebGLDebugRendererInfo*>(extension), contextObject, isolate);
referenceName = "webGLDebugRendererInfoName";
break;
case WebGLDebugShadersName:
extensionObject = toV8(static_cast<WebGLDebugShaders*>(extension), contextObject, isolate);
referenceName = "webGLDebugShadersName";
break;
case WebGLDepthTextureName:
extensionObject = toV8(static_cast<WebGLDepthTexture*>(extension), contextObject, isolate);
referenceName = "webGLDepthTextureName";
break;
case WebGLDrawBuffersName:
extensionObject = toV8(static_cast<WebGLDrawBuffers*>(extension), contextObject, isolate);
referenceName = "webGLDrawBuffersName";
break;
case WebGLLoseContextName:
extensionObject = toV8(static_cast<WebGLLoseContext*>(extension), contextObject, isolate);
referenceName = "webGLLoseContextName";
break;
case WebGLExtensionNameCount:
notImplemented();
return v8::Undefined(isolate);
}
ASSERT(!extensionObject.IsEmpty());
V8HiddenValue::setHiddenValue(isolate, contextObject, v8AtomicString(isolate, referenceName), extensionObject);
return extensionObject;
}
enum ObjectType {
kBuffer, kRenderbuffer, kTexture, kVertexAttrib
};
static void getObjectParameter(const v8::FunctionCallbackInfo<v8::Value>& info, ObjectType objectType, ExceptionState& exceptionState)
{
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
unsigned target = toInt32(info[0], exceptionState);
if (exceptionState.throwIfNeeded())
return;
unsigned pname = toInt32(info[1], exceptionState);
if (exceptionState.throwIfNeeded())
return;
WebGLGetInfo args;
switch (objectType) {
case kBuffer:
args = context->getBufferParameter(target, pname);
break;
case kRenderbuffer:
args = context->getRenderbufferParameter(target, pname);
break;
case kTexture:
args = context->getTexParameter(target, pname);
break;
case kVertexAttrib:
args = context->getVertexAttrib(target, pname);
break;
default:
notImplemented();
break;
}
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
static WebGLUniformLocation* toWebGLUniformLocation(v8::Handle<v8::Value> value, v8::Isolate* isolate)
{
return V8WebGLUniformLocation::toNativeWithTypeCheck(isolate, value);
}
enum WhichProgramCall {
kProgramParameter, kUniform
};
void V8WebGLRenderingContext::getAttachedShadersMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getAttachedShaders", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() < 1) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(1, info.Length()));
exceptionState.throwIfNeeded();
return;
}
const int programArgumentIndex = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() > 0 && !isUndefinedOrNull(info[programArgumentIndex]) && !V8WebGLProgram::hasInstance(info[programArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(programArgumentIndex + 1, "WebGLProgram"));
exceptionState.throwIfNeeded();
return;
}
WebGLProgram* program = V8WebGLProgram::toNativeWithTypeCheck(info.GetIsolate(), info[programArgumentIndex]);
Vector<RefPtr<WebGLShader> > shaders;
bool succeed = context->getAttachedShaders(program, shaders);
if (!succeed) {
v8SetReturnValueNull(info);
return;
}
v8::Local<v8::Array> array = v8::Array::New(info.GetIsolate(), shaders.size());
for (size_t ii = 0; ii < shaders.size(); ++ii)
array->Set(v8::Integer::New(info.GetIsolate(), ii), toV8(shaders[ii].get(), info.Holder(), info.GetIsolate()));
v8SetReturnValue(info, array);
}
void V8WebGLRenderingContext::getBufferParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getBufferParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
getObjectParameter(info, kBuffer, exceptionState);
}
void V8WebGLRenderingContext::getExtensionMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getExtension", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
WebGLRenderingContext* impl = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() < 1) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(1, info.Length()));
exceptionState.throwIfNeeded();
return;
}
V8TRYCATCH_FOR_V8STRINGRESOURCE_VOID(V8StringResource<>, name, info[0]);
RefPtr<WebGLExtension> extension(impl->getExtension(name));
v8SetReturnValue(info, toV8Object(extension.get(), info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getFramebufferAttachmentParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getFramebufferAttachmentParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() != 3) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(3, info.Length()));
exceptionState.throwIfNeeded();
return;
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
unsigned target = toInt32(info[0]);
unsigned attachment = toInt32(info[1], exceptionState);
if (exceptionState.throwIfNeeded())
return;
unsigned pname = toInt32(info[2], exceptionState);
if (exceptionState.throwIfNeeded())
return;
WebGLGetInfo args = context->getFramebufferAttachmentParameter(target, attachment, pname);
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() != 1) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(1, info.Length()));
exceptionState.throwIfNeeded();
return;
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
unsigned pname = toInt32(info[0], exceptionState);
if (exceptionState.throwIfNeeded())
return;
WebGLGetInfo args = context->getParameter(pname);
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getProgramParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getProgramParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
const int programArgumentIndex = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() > 0 && !isUndefinedOrNull(info[programArgumentIndex]) && !V8WebGLProgram::hasInstance(info[programArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(programArgumentIndex + 1, "WebGLProgram"));
exceptionState.throwIfNeeded();
return;
}
WebGLProgram* program = V8WebGLProgram::toNativeWithTypeCheck(info.GetIsolate(), info[programArgumentIndex]);
unsigned pname = toInt32(info[1], exceptionState);
if (exceptionState.throwIfNeeded())
return;
WebGLGetInfo args = context->getProgramParameter(program, pname);
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getRenderbufferParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getRenderbufferParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
getObjectParameter(info, kRenderbuffer, exceptionState);
}
void V8WebGLRenderingContext::getShaderParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getShaderParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
const int shaderArgumentIndex = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() > 0 && !isUndefinedOrNull(info[shaderArgumentIndex]) && !V8WebGLShader::hasInstance(info[shaderArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(shaderArgumentIndex + 1, "WebGLShader"));
exceptionState.throwIfNeeded();
return;
}
WebGLShader* shader = V8WebGLShader::toNativeWithTypeCheck(info.GetIsolate(), info[shaderArgumentIndex]);
unsigned pname = toInt32(info[1], exceptionState);
if (exceptionState.throwIfNeeded())
return;
WebGLGetInfo args = context->getShaderParameter(shader, pname);
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getSupportedExtensionsMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
WebGLRenderingContext* impl = V8WebGLRenderingContext::toNative(info.Holder());
if (impl->isContextLost()) {
v8SetReturnValueNull(info);
return;
}
Vector<String> value = impl->getSupportedExtensions();
v8::Local<v8::Array> array = v8::Array::New(info.GetIsolate(), value.size());
for (size_t ii = 0; ii < value.size(); ++ii)
array->Set(v8::Integer::New(info.GetIsolate(), ii), v8String(info.GetIsolate(), value[ii]));
v8SetReturnValue(info, array);
}
void V8WebGLRenderingContext::getTexParameterMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getTexParameter", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
getObjectParameter(info, kTexture, exceptionState);
}
void V8WebGLRenderingContext::getUniformMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getUniform", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
const int programArgumentIndex = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() > 0 && !isUndefinedOrNull(info[programArgumentIndex]) && !V8WebGLProgram::hasInstance(info[programArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(programArgumentIndex + 1, "WebGLProgram"));
exceptionState.throwIfNeeded();
return;
}
WebGLProgram* program = V8WebGLProgram::toNativeWithTypeCheck(info.GetIsolate(), info[programArgumentIndex]);
const int uniformArgumentIndex = 1;
if (info.Length() > 1 && !isUndefinedOrNull(info[uniformArgumentIndex]) && !V8WebGLUniformLocation::hasInstance(info[uniformArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(uniformArgumentIndex + 1, "WebGLUniformLocation"));
exceptionState.throwIfNeeded();
return;
}
const int uniformLocationArgumentIndex = 1;
WebGLUniformLocation* location = toWebGLUniformLocation(info[uniformLocationArgumentIndex], info.GetIsolate());
WebGLGetInfo args = context->getUniform(program, location);
v8SetReturnValue(info, toV8Object(args, info.Holder(), info.GetIsolate()));
}
void V8WebGLRenderingContext::getVertexAttribMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "getVertexAttrib", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
getObjectParameter(info, kVertexAttrib, exceptionState);
}
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 void vertexAttribAndUniformHelperf(const v8::FunctionCallbackInfo<v8::Value>& info, FunctionToCall functionToCall, ExceptionState& exceptionState)
{
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
int index = -1;
WebGLUniformLocation* location = 0;
if (isFunctionToCallForAttribute(functionToCall)) {
index = toInt32(info[0], exceptionState);
if (exceptionState.throwIfNeeded())
return;
} else {
const int uniformLocationArgumentIndex = 0;
if (info.Length() > 0 && !isUndefinedOrNull(info[uniformLocationArgumentIndex]) && !V8WebGLUniformLocation::hasInstance(info[uniformLocationArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(uniformLocationArgumentIndex + 1, "WebGLUniformLocation"));
exceptionState.throwIfNeeded();
return;
}
location = toWebGLUniformLocation(info[uniformLocationArgumentIndex], info.GetIsolate());
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
const int indexArrayArgument = 1;
if (V8Float32Array::hasInstance(info[indexArrayArgument], info.GetIsolate())) {
Float32Array* array = V8Float32Array::toNative(info[indexArrayArgument]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, array); break;
case kUniform2v: context->uniform2fv(location, array); break;
case kUniform3v: context->uniform3fv(location, array); break;
case kUniform4v: context->uniform4fv(location, array); 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;
}
return;
}
if (info[indexArrayArgument].IsEmpty() || !info[indexArrayArgument]->IsArray()) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(indexArrayArgument + 1, "Array"));
exceptionState.throwIfNeeded();
return;
}
v8::Handle<v8::Array> array = v8::Local<v8::Array>::Cast(info[1]);
uint32_t len = array->Length();
float* data = jsArrayToFloatArray(array, len, exceptionState);
if (exceptionState.throwIfNeeded())
return;
if (!data) {
exceptionState.throwDOMException(SyntaxError, "Failed to convert array argument");
exceptionState.throwIfNeeded();
return;
}
switch (functionToCall) {
case kUniform1v: context->uniform1fv(location, data, len); break;
case kUniform2v: context->uniform2fv(location, data, len); break;
case kUniform3v: context->uniform3fv(location, data, len); break;
case kUniform4v: context->uniform4fv(location, data, len); 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);
}
static void uniformHelperi(const v8::FunctionCallbackInfo<v8::Value>& info, FunctionToCall functionToCall, ExceptionState& exceptionState)
{
if (info.Length() != 2) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(2, info.Length()));
exceptionState.throwIfNeeded();
return;
}
const int uniformLocationArgumentIndex = 0;
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
if (info.Length() > 0 && !isUndefinedOrNull(info[uniformLocationArgumentIndex]) && !V8WebGLUniformLocation::hasInstance(info[uniformLocationArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(uniformLocationArgumentIndex + 1, "WebGLUniformLocation"));
exceptionState.throwIfNeeded();
return;
}
WebGLUniformLocation* location = toWebGLUniformLocation(info[uniformLocationArgumentIndex], info.GetIsolate());
const int indexArrayArgumentIndex = 1;
if (V8Int32Array::hasInstance(info[indexArrayArgumentIndex], info.GetIsolate())) {
Int32Array* array = V8Int32Array::toNative(info[indexArrayArgumentIndex]->ToObject());
ASSERT(array);
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, array); break;
case kUniform2v: context->uniform2iv(location, array); break;
case kUniform3v: context->uniform3iv(location, array); break;
case kUniform4v: context->uniform4iv(location, array); break;
default: ASSERT_NOT_REACHED(); break;
}
return;
}
if (info[indexArrayArgumentIndex].IsEmpty() || !info[indexArrayArgumentIndex]->IsArray()) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(indexArrayArgumentIndex + 1, "Array"));
exceptionState.throwIfNeeded();
return;
}
v8::Handle<v8::Array> array = v8::Local<v8::Array>::Cast(info[indexArrayArgumentIndex]);
uint32_t len = array->Length();
int* data = jsArrayToIntArray(array, len, exceptionState);
if (exceptionState.throwIfNeeded())
return;
if (!data) {
exceptionState.throwDOMException(SyntaxError, "Failed to convert array argument");
exceptionState.throwIfNeeded();
return;
}
switch (functionToCall) {
case kUniform1v: context->uniform1iv(location, data, len); break;
case kUniform2v: context->uniform2iv(location, data, len); break;
case kUniform3v: context->uniform3iv(location, data, len); break;
case kUniform4v: context->uniform4iv(location, data, len); break;
default: ASSERT_NOT_REACHED(); break;
}
fastFree(data);
}
void V8WebGLRenderingContext::uniform1fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform1fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kUniform1v, exceptionState);
}
void V8WebGLRenderingContext::uniform1ivMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform1iv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformHelperi(info, kUniform1v, exceptionState);
}
void V8WebGLRenderingContext::uniform2fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform2fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kUniform2v, exceptionState);
}
void V8WebGLRenderingContext::uniform2ivMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform2iv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformHelperi(info, kUniform2v, exceptionState);
}
void V8WebGLRenderingContext::uniform3fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform3fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kUniform3v, exceptionState);
}
void V8WebGLRenderingContext::uniform3ivMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform3iv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformHelperi(info, kUniform3v, exceptionState);
}
void V8WebGLRenderingContext::uniform4fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform4fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kUniform4v, exceptionState);
}
void V8WebGLRenderingContext::uniform4ivMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniform4iv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformHelperi(info, kUniform4v, exceptionState);
}
static void uniformMatrixHelper(const v8::FunctionCallbackInfo<v8::Value>& info, int matrixSize, ExceptionState& exceptionState)
{
if (info.Length() != 3) {
exceptionState.throwTypeError(ExceptionMessages::notEnoughArguments(3, info.Length()));
exceptionState.throwIfNeeded();
return;
}
WebGLRenderingContext* context = V8WebGLRenderingContext::toNative(info.Holder());
const int uniformLocationArgumentIndex = 0;
if (info.Length() > 0 && !isUndefinedOrNull(info[uniformLocationArgumentIndex]) && !V8WebGLUniformLocation::hasInstance(info[uniformLocationArgumentIndex], info.GetIsolate())) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(uniformLocationArgumentIndex + 1, "WebGLUniformLocation"));
exceptionState.throwIfNeeded();
return;
}
WebGLUniformLocation* location = toWebGLUniformLocation(info[uniformLocationArgumentIndex], info.GetIsolate());
bool transpose = info[1]->BooleanValue();
const int arrayArgumentIndex = 2;
if (V8Float32Array::hasInstance(info[arrayArgumentIndex], info.GetIsolate())) {
Float32Array* array = V8Float32Array::toNative(info[arrayArgumentIndex]->ToObject());
ASSERT(array);
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, array); break;
case 3: context->uniformMatrix3fv(location, transpose, array); break;
case 4: context->uniformMatrix4fv(location, transpose, array); break;
default: ASSERT_NOT_REACHED(); break;
}
return;
}
if (info[arrayArgumentIndex].IsEmpty() || !info[arrayArgumentIndex]->IsArray()) {
exceptionState.throwTypeError(ExceptionMessages::argumentNullOrIncorrectType(arrayArgumentIndex + 1, "Array"));
exceptionState.throwIfNeeded();
return;
}
v8::Handle<v8::Array> array = v8::Local<v8::Array>::Cast(info[2]);
uint32_t len = array->Length();
float* data = jsArrayToFloatArray(array, len, exceptionState);
if (exceptionState.throwIfNeeded())
return;
if (!data) {
exceptionState.throwDOMException(SyntaxError, "failed to convert Array value");
exceptionState.throwIfNeeded();
return;
}
switch (matrixSize) {
case 2: context->uniformMatrix2fv(location, transpose, data, len); break;
case 3: context->uniformMatrix3fv(location, transpose, data, len); break;
case 4: context->uniformMatrix4fv(location, transpose, data, len); break;
default: ASSERT_NOT_REACHED(); break;
}
fastFree(data);
}
void V8WebGLRenderingContext::uniformMatrix2fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniformMatrix2fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformMatrixHelper(info, 2, exceptionState);
}
void V8WebGLRenderingContext::uniformMatrix3fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniformMatrix3fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformMatrixHelper(info, 3, exceptionState);
}
void V8WebGLRenderingContext::uniformMatrix4fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "uniformMatrix4fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
uniformMatrixHelper(info, 4, exceptionState);
}
void V8WebGLRenderingContext::vertexAttrib1fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "vertexAttrib1fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kVertexAttrib1v, exceptionState);
}
void V8WebGLRenderingContext::vertexAttrib2fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "vertexAttrib2fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kVertexAttrib2v, exceptionState);
}
void V8WebGLRenderingContext::vertexAttrib3fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "vertexAttrib3fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kVertexAttrib3v, exceptionState);
}
void V8WebGLRenderingContext::vertexAttrib4fvMethodCustom(const v8::FunctionCallbackInfo<v8::Value>& info)
{
ExceptionState exceptionState(ExceptionState::ExecutionContext, "vertexAttrib4fv", "WebGLRenderingContext", info.Holder(), info.GetIsolate());
vertexAttribAndUniformHelperf(info, kVertexAttrib4v, exceptionState);
}
}