ladybird/Libraries/LibWeb/WebGL/WebGLRenderingContextBase.h
Aliaksandr Kalenik 20490d146c LibWeb/WebGL: Deduplicate read_and_pixel_convert_texture_image_source()
After we commited code produced by WebGL generator this function ended
up duplicated between WebGL 1 and 2 contexts.
2025-10-02 18:41:02 +02:00

59 lines
2.3 KiB
C++

/*
* Copyright (c) 2024-2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibJS/Runtime/TypedArray.h>
#include <LibWeb/Forward.h>
#include <LibWeb/WebIDL/Types.h>
namespace Web::WebGL {
// NOTE: This is the Variant created by the IDL wrapper generator, and needs to be updated accordingly.
using TexImageSource = Variant<GC::Root<HTML::ImageBitmap>, GC::Root<HTML::ImageData>, GC::Root<HTML::HTMLImageElement>, GC::Root<HTML::HTMLCanvasElement>, GC::Root<HTML::OffscreenCanvas>, GC::Root<HTML::HTMLVideoElement>>;
// FIXME: This object should inherit from Bindings::PlatformObject and implement the WebGLRenderingContextBase IDL interface.
// We should make WebGL code generator to produce implementation for this interface.
class WebGLRenderingContextBase {
public:
using Float32List = Variant<GC::Root<JS::Float32Array>, Vector<float>>;
using Int32List = Variant<GC::Root<JS::Int32Array>, Vector<WebIDL::Long>>;
using Uint32List = Variant<GC::Root<JS::Uint32Array>, Vector<WebIDL::UnsignedLong>>;
virtual GC::Cell const* gc_cell() const = 0;
virtual void visit_edges(JS::Cell::Visitor&) = 0;
virtual OpenGLContext& context() = 0;
static Span<float> span_from_float32_list(Float32List& float32_list)
{
if (float32_list.has<Vector<float>>())
return float32_list.get<Vector<float>>();
return float32_list.get<GC::Root<JS::Float32Array>>()->data();
}
static Span<int> span_from_int32_list(Int32List& int32_list)
{
if (int32_list.has<Vector<int>>())
return int32_list.get<Vector<int>>();
return int32_list.get<GC::Root<JS::Int32Array>>()->data();
}
static Span<u32> span_from_uint32_list(Uint32List& int32_list)
{
if (int32_list.has<Vector<u32>>())
return int32_list.get<Vector<u32>>();
return int32_list.get<GC::Root<JS::Uint32Array>>()->data();
}
struct ConvertedTexture {
ByteBuffer buffer;
int width { 0 };
int height { 0 };
};
static Optional<ConvertedTexture> read_and_pixel_convert_texture_image_source(TexImageSource const& source, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, Optional<int> destination_width = OptionalNone {}, Optional<int> destination_height = OptionalNone {});
};
}