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add first prototype of texElementImage2D #3752
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@@ -266,6 +266,15 @@ <h3>Types</h3> | |
| <pre class="idl"> | ||
| typedef long long GLint64; | ||
| typedef unsigned long long GLuint64; | ||
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| dictionary WebGLCopyElementImageConfig { | ||
| GLfloat sx; | ||
| GLfloat sy; | ||
| GLfloat swidth; | ||
| GLfloat sheight; | ||
| GLsizei width; | ||
| GLsizei height; | ||
| }; | ||
| </pre> | ||
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| <!-- ======================================================================================================= --> | ||
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@@ -935,6 +944,9 @@ <h3><a name="WEBGLRENDERINGCONTEXT">The WebGL context</a></h3> | |
| optional unsigned long long srcOffset = 0, | ||
| optional GLuint srcLengthOverride = 0); | ||
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| undefined texElementImage2D(GLenum target, GLenum internalformat, (Element or ElementImage) element, | ||
| optional WebGLCopyElementImageConfig config = {}); // May throw DOMException | ||
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| undefined uniform1fv(WebGLUniformLocation? location, Float32List data, optional unsigned long long srcOffset = 0, | ||
| optional GLuint srcLength = 0); | ||
| undefined uniform2fv(WebGLUniformLocation? location, Float32List data, optional unsigned long long srcOffset = 0, | ||
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@@ -2210,6 +2222,31 @@ <h4>Texture objects</h4> | |
| <p><em>offset</em> is the byte offset into the WebGLBuffer's data store; generates an <code>INVALID_VALUE</code> error if it's less than 0.</p> | ||
| <p>The ETC2 and EAC texture formats defined in OpenGL ES 3.0 are <a href="#NO_ETC2_EAC">not available in WebGL 2.0</a>. | ||
| </dd> | ||
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| <dt class="idl-code"> | ||
| [throws] undefined texElementImage2D(GLenum target, GLenum internalformat, (Element or ElementImage) element, | ||
| optional WebGLCopyElementImageConfig config = {}); | ||
| </dt> | ||
| <dd> | ||
| <p>Renders <code>element</code> to the currently bound <code>WebGLTexture</code>, redefining level 0 of the texture. This function always operates on level 0.</p> | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Looking into this again, I think there's no strong reason to specify this special behavior given that implementations will internally call Any application concerns about texture mipmap completeness are resolvable using the |
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| <p>The <code>element</code> argument identifies an <a href="https://whatpr.org/html/11588/canvas.html#concept-canvas-element-image-snapshots">element image snapshot</a>, as defined by HTML. The HTML algorithms define how element image snapshots are created, updated, retrieved, and filtered for security- or privacy-sensitive information. If <code>element</code> is an <code>Element</code>, the source rendering is the snapshot from the most recent <code>paint</code> event for the <a href="#context-canvas">canvas</a> of the current context. If <code>element</code> is an <code>ElementImage</code>, the source rendering is that captured snapshot.</p> | ||
| <p>If this function is called with an <code>Element</code> that is not a direct child of the <a href="#context-canvas">canvas</a> of the current context in the most recent rendering update, generates an <code>INVALID_OPERATION</code> error.</p> | ||
| <p>If <code>target</code> is not <code>TEXTURE_2D</code>, generates an <code>INVALID_ENUM</code> error.</p> | ||
| <p>If no <code>WebGLTexture</code> is bound to <code>target</code>, generates an <code>INVALID_OPERATION</code> error.</p> | ||
| <p>All pixel unpack state is ignored by this function, including the <code>PIXEL_UNPACK_BUFFER</code> binding and all <code>UNPACK_</code> pixel store parameters.</p> | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. My view on this is as follows:
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| <p>If <code>config.sx</code>, <code>config.sy</code>, <code>config.swidth</code>, and <code>config.sheight</code> are all supplied, they define the source rectangle of the element image snapshot to render, in CSS pixels. If none of them are supplied, the source rectangle has <code>sx</code> and <code>sy</code> of 0, <code>swidth</code> equal to the source's natural width, and <code>sheight</code> equal to the source's natural height. If only some of them are supplied, generates an <code>INVALID_VALUE</code> error.</p> | ||
| <p>If <code>config.width</code> and <code>config.height</code> are both supplied, they define the generated texture size, in texels. If neither member is supplied, the texture width and height default to the source rectangle size scaled by the inverse of the canvas-grid-to-CSS scaling factor used to produce the element image snapshot. If only one of them is supplied, generates an <code>INVALID_VALUE</code> error.</p> | ||
| <p>The <code>internalformat</code> argument must be one of the values in the following table. Each value has an implied source format of <code>RGBA</code> and the listed implied source type:</p> | ||
| <table> | ||
| <tr><th>Internal Format</th><th>Implied Source Type</th></tr> | ||
| <tr><td>RGBA8</td><td>UNSIGNED_BYTE</td></tr> | ||
| <tr><td>SRGB8_ALPHA8</td><td>UNSIGNED_BYTE</td></tr> | ||
| <tr><td>RGBA16F</td><td>HALF_FLOAT</td></tr> | ||
| <tr><td>RGBA32F</td><td>FLOAT</td></tr> | ||
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Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The spec should be very clear about the transfer functions used in each case. I'd expect that 8-bit values are always sRGB-encoded and the choice between However, floating-point values are usually not sRGB encoded. If we aren't sure about the latter, maybe floating-point options could be omitted for now. |
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| </table> | ||
| <p>If <code>internalformat</code> is not listed in the table above, generates an <code>INVALID_ENUM</code> error.</p> | ||
| <p>If any supplied numeric member of <code>config</code> is negative, or if the computed source rectangle width, source rectangle height, texture width, or texture height is not positive, generates an <code>INVALID_VALUE</code> error.</p> | ||
| </dd> | ||
| </dl> | ||
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| <!-- ======================================================================================================= --> | ||
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