LibWeb/WebGL: Move Float32List -> Span<float> conversion into helper

This allows to remove lots of duplicated code.
This commit is contained in:
Aliaksandr Kalenik 2025-09-30 15:40:59 +02:00 committed by Alexander Kalenik
commit 655cd339a7
Notes: github-actions[bot] 2025-09-30 14:48:27 +00:00
4 changed files with 84 additions and 359 deletions

View file

@ -1,5 +1,5 @@
/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2024-2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2024-2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
@ -424,30 +424,18 @@ void WebGL2RenderingContextImpl::clear_bufferfv(WebIDL::UnsignedLong buffer, Web
m_context->make_current();
m_context->notify_content_will_change();
float const* data = nullptr;
size_t count = 0;
if (values.has<Vector<float>>()) {
auto& vector = values.get<Vector<float>>();
data = vector.data();
count = vector.size();
} else if (values.has<GC::Root<JS::Float32Array>>()) {
auto& float32_array = values.get<GC::Root<JS::Float32Array>>();
data = float32_array->data().data();
count = float32_array->array_length().length();
} else {
VERIFY_NOT_REACHED();
}
auto span = span_from_float32_list(values);
switch (buffer) {
case GL_COLOR:
if (src_offset + 4 > count) {
if (src_offset + 4 > span.size()) {
set_error(GL_INVALID_VALUE);
return;
}
break;
case GL_DEPTH:
case GL_STENCIL:
if (src_offset + 1 > count) {
if (src_offset + 1 > span.size()) {
set_error(GL_INVALID_VALUE);
return;
}
@ -458,8 +446,8 @@ void WebGL2RenderingContextImpl::clear_bufferfv(WebIDL::UnsignedLong buffer, Web
return;
}
data += src_offset;
glClearBufferfv(buffer, drawbuffer, data);
span = span.slice(src_offset);
glClearBufferfv(buffer, drawbuffer, span.data());
needs_to_present();
}
@ -1202,40 +1190,28 @@ void WebGL2RenderingContextImpl::compressed_tex_sub_image2d(WebIDL::UnsignedLong
glCompressedTexSubImage2DRobustANGLE(target, level, xoffset, yoffset, width, height, format, count, src_data->byte_length(), pixels_ptr);
}
void WebGL2RenderingContextImpl::uniform1fv(GC::Root<WebGLUniformLocation> location, Float32List v, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
void WebGL2RenderingContextImpl::uniform1fv(GC::Root<WebGLUniformLocation> location, Float32List values, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
{
m_context->make_current();
if (!location)
return;
float const* data = nullptr;
size_t count = 0;
if (v.has<Vector<float>>()) {
auto& vector = v.get<Vector<float>>();
data = vector.data();
count = vector.size();
} else if (v.has<GC::Root<JS::Float32Array>>()) {
auto& typed_array = v.get<GC::Root<JS::Float32Array>>();
data = typed_array->data().data();
count = typed_array->array_length().length();
} else {
VERIFY_NOT_REACHED();
}
auto span = span_from_float32_list(values);
auto count = span.size();
if (src_offset + src_length > count) {
set_error(GL_INVALID_VALUE);
return;
}
data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniform1fv(location->handle(), count / 1, data);
glUniform1fv(location->handle(), count, span.data());
}
void WebGL2RenderingContextImpl::uniform2fv(GC::Root<WebGLUniformLocation> location, Float32List v, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1245,33 +1221,21 @@ void WebGL2RenderingContextImpl::uniform2fv(GC::Root<WebGLUniformLocation> locat
if (!location)
return;
float const* data = nullptr;
size_t count = 0;
if (v.has<Vector<float>>()) {
auto& vector = v.get<Vector<float>>();
data = vector.data();
count = vector.size();
} else if (v.has<GC::Root<JS::Float32Array>>()) {
auto& typed_array = v.get<GC::Root<JS::Float32Array>>();
data = typed_array->data().data();
count = typed_array->array_length().length();
} else {
VERIFY_NOT_REACHED();
}
if (src_offset + src_length > count) {
auto span = span_from_float32_list(v);
auto count = span.size();
if (src_offset + src_length > span.size()) {
set_error(GL_INVALID_VALUE);
return;
}
data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniform2fv(location->handle(), count / 2, data);
glUniform2fv(location->handle(), count / 2, span.data());
}
void WebGL2RenderingContextImpl::uniform3fv(GC::Root<WebGLUniformLocation> location, Float32List v, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1281,33 +1245,21 @@ void WebGL2RenderingContextImpl::uniform3fv(GC::Root<WebGLUniformLocation> locat
if (!location)
return;
float const* data = nullptr;
size_t count = 0;
if (v.has<Vector<float>>()) {
auto& vector = v.get<Vector<float>>();
data = vector.data();
count = vector.size();
} else if (v.has<GC::Root<JS::Float32Array>>()) {
auto& typed_array = v.get<GC::Root<JS::Float32Array>>();
data = typed_array->data().data();
count = typed_array->array_length().length();
} else {
VERIFY_NOT_REACHED();
}
auto span = span_from_float32_list(v);
auto count = span.size();
if (src_offset + src_length > count) {
set_error(GL_INVALID_VALUE);
return;
}
data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniform3fv(location->handle(), count / 3, data);
glUniform3fv(location->handle(), count / 3, span.data());
}
void WebGL2RenderingContextImpl::uniform4fv(GC::Root<WebGLUniformLocation> location, Float32List v, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1317,33 +1269,21 @@ void WebGL2RenderingContextImpl::uniform4fv(GC::Root<WebGLUniformLocation> locat
if (!location)
return;
float const* data = nullptr;
size_t count = 0;
if (v.has<Vector<float>>()) {
auto& vector = v.get<Vector<float>>();
data = vector.data();
count = vector.size();
} else if (v.has<GC::Root<JS::Float32Array>>()) {
auto& typed_array = v.get<GC::Root<JS::Float32Array>>();
data = typed_array->data().data();
count = typed_array->array_length().length();
} else {
VERIFY_NOT_REACHED();
}
auto span = span_from_float32_list(v);
auto count = span.size();
if (src_offset + src_length > count) {
set_error(GL_INVALID_VALUE);
return;
}
data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniform4fv(location->handle(), count / 4, data);
glUniform4fv(location->handle(), count / 4, span.data());
}
void WebGL2RenderingContextImpl::uniform1iv(GC::Root<WebGLUniformLocation> location, Variant<GC::Root<WebIDL::BufferSource>, Vector<WebIDL::Long>> v, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1502,31 +1442,22 @@ void WebGL2RenderingContextImpl::uniform_matrix2fv(GC::Root<WebGLUniformLocation
return;
auto matrix_size = 2 * 2;
float const* raw_data = nullptr;
u64 count = 0;
if (data.has<Vector<float>>()) {
auto& vector_data = data.get<Vector<float>>();
raw_data = vector_data.data();
count = vector_data.size() / matrix_size;
} else {
auto& float32_array = data.get<GC::Root<JS::Float32Array>>();
raw_data = float32_array->data().data();
count = float32_array->array_length().length() / matrix_size;
}
auto span = span_from_float32_list(data);
auto count = span.size() / matrix_size;
if (src_offset + src_length > (count * matrix_size)) {
set_error(GL_INVALID_VALUE);
return;
}
raw_data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniformMatrix2fv(location->handle(), count, transpose, raw_data);
glUniformMatrix2fv(location->handle(), count, transpose, span.data());
}
void WebGL2RenderingContextImpl::uniform_matrix3fv(GC::Root<WebGLUniformLocation> location, bool transpose, Float32List data, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1537,31 +1468,22 @@ void WebGL2RenderingContextImpl::uniform_matrix3fv(GC::Root<WebGLUniformLocation
return;
auto matrix_size = 3 * 3;
float const* raw_data = nullptr;
u64 count = 0;
if (data.has<Vector<float>>()) {
auto& vector_data = data.get<Vector<float>>();
raw_data = vector_data.data();
count = vector_data.size() / matrix_size;
} else {
auto& float32_array = data.get<GC::Root<JS::Float32Array>>();
raw_data = float32_array->data().data();
count = float32_array->array_length().length() / matrix_size;
}
auto span = span_from_float32_list(data);
auto count = span.size() / matrix_size;
if (src_offset + src_length > (count * matrix_size)) {
set_error(GL_INVALID_VALUE);
return;
}
raw_data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniformMatrix3fv(location->handle(), count, transpose, raw_data);
glUniformMatrix3fv(location->handle(), count, transpose, span.data());
}
void WebGL2RenderingContextImpl::uniform_matrix4fv(GC::Root<WebGLUniformLocation> location, bool transpose, Float32List data, WebIDL::UnsignedLongLong src_offset, WebIDL::UnsignedLong src_length)
@ -1572,31 +1494,22 @@ void WebGL2RenderingContextImpl::uniform_matrix4fv(GC::Root<WebGLUniformLocation
return;
auto matrix_size = 4 * 4;
float const* raw_data = nullptr;
u64 count = 0;
if (data.has<Vector<float>>()) {
auto& vector_data = data.get<Vector<float>>();
raw_data = vector_data.data();
count = vector_data.size() / matrix_size;
} else {
auto& float32_array = data.get<GC::Root<JS::Float32Array>>();
raw_data = float32_array->data().data();
count = float32_array->array_length().length() / matrix_size;
}
auto span = span_from_float32_list(data);
auto count = span.size() / matrix_size;
if (src_offset + src_length > (count * matrix_size)) {
set_error(GL_INVALID_VALUE);
return;
}
raw_data += src_offset;
span = span.slice(src_offset);
if (src_length == 0) {
count -= src_offset;
} else {
count = src_length;
}
glUniformMatrix4fv(location->handle(), count, transpose, raw_data);
glUniformMatrix4fv(location->handle(), count, transpose, span.data());
}
void WebGL2RenderingContextImpl::read_pixels(WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, GC::Root<WebIDL::ArrayBufferView> pixels)
@ -3431,100 +3344,48 @@ void WebGL2RenderingContextImpl::vertex_attrib1fv(WebIDL::UnsignedLong index, Fl
{
m_context->make_current();
if (values.has<Vector<float>>()) {
auto& data = values.get<Vector<float>>();
if (data.size() < 1) {
set_error(GL_INVALID_VALUE);
return;
}
glVertexAttrib1fv(index, data.data());
return;
}
auto& float32_array = *values.get<GC::Root<JS::Float32Array>>();
if (float32_array.byte_length().length() < 1 * sizeof(float)) {
auto span = span_from_float32_list(values);
if (span.size() < 1) {
set_error(GL_INVALID_VALUE);
return;
}
float const* data = float32_array.data().data();
glVertexAttrib1fv(index, data);
glVertexAttrib1fv(index, span.data());
}
void WebGL2RenderingContextImpl::vertex_attrib2fv(WebIDL::UnsignedLong index, Float32List values)
{
m_context->make_current();
if (values.has<Vector<float>>()) {
auto& data = values.get<Vector<float>>();
if (data.size() < 2) {
set_error(GL_INVALID_VALUE);
return;
}
glVertexAttrib2fv(index, data.data());
return;
}
auto& float32_array = *values.get<GC::Root<JS::Float32Array>>();
if (float32_array.byte_length().length() < 2 * sizeof(float)) {
auto span = span_from_float32_list(values);
if (span.size() < 2) {
set_error(GL_INVALID_VALUE);
return;
}
float const* data = float32_array.data().data();
glVertexAttrib2fv(index, data);
glVertexAttrib2fv(index, span.data());
}
void WebGL2RenderingContextImpl::vertex_attrib3fv(WebIDL::UnsignedLong index, Float32List values)
{
m_context->make_current();
if (values.has<Vector<float>>()) {
auto& data = values.get<Vector<float>>();
if (data.size() < 3) {
set_error(GL_INVALID_VALUE);
return;
}
glVertexAttrib3fv(index, data.data());
return;
}
auto& float32_array = *values.get<GC::Root<JS::Float32Array>>();
if (float32_array.byte_length().length() < 3 * sizeof(float)) {
auto span = span_from_float32_list(values);
if (span.size() < 3) {
set_error(GL_INVALID_VALUE);
return;
}
float const* data = float32_array.data().data();
glVertexAttrib3fv(index, data);
glVertexAttrib3fv(index, span.data());
}
void WebGL2RenderingContextImpl::vertex_attrib4fv(WebIDL::UnsignedLong index, Float32List values)
{
m_context->make_current();
if (values.has<Vector<float>>()) {
auto& data = values.get<Vector<float>>();
if (data.size() < 4) {
set_error(GL_INVALID_VALUE);
return;
}
glVertexAttrib4fv(index, data.data());
return;
}
auto& float32_array = *values.get<GC::Root<JS::Float32Array>>();
if (float32_array.byte_length().length() < 4 * sizeof(float)) {
auto span = span_from_float32_list(values);
if (span.size() < 4) {
set_error(GL_INVALID_VALUE);
return;
}
float const* data = float32_array.data().data();
glVertexAttrib4fv(index, data);
glVertexAttrib4fv(index, span.data());
}
void WebGL2RenderingContextImpl::vertex_attrib_pointer(WebIDL::UnsignedLong index, WebIDL::Long size, WebIDL::UnsignedLong type, bool normalized, WebIDL::Long stride, WebIDL::LongLong offset)