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add first prototype of texElementImage2D #3752
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| Original file line number | Diff line number | Diff line change |
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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 +944,10 @@ <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, GLint level, 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 +2223,34 @@ <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, GLint level, GLenum internalformat, | ||
| (Element or ElementImage) element, | ||
| optional WebGLCopyElementImageConfig config = {}); | ||
| </dt> | ||
| <dd> | ||
| <p>The <code>level</code> argument identifies the mipmap level of the texture object bound to <code>target</code> to redefine.</p> | ||
| <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>If a WebGLBuffer is bound to the <code>PIXEL_UNPACK_BUFFER</code> target, generates an <code>INVALID_OPERATION</code> error.</p> | ||
| <p>All <code>UNPACK_</code> pixel store parameters are ignored by this function.</p> | ||
| <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> | ||
| </table> | ||
| <p>The RGBA source values produced by rendering the element image snapshot are computed independently of <code>internalformat</code>. In particular, when <code>internalformat</code> is <code>RGBA8</code> or <code>SRGB8_ALPHA8</code>, the generated <code>UNSIGNED_BYTE</code> source values are identical; the choice between those formats only affects the texture's storage and subsequent sampling behavior.</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. This looks good for the
Author
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. Can browser render HTML to floats? @szager-chromium, is it specified how chromium renders HTML to an HDR 2D canvas? 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. @ccameron-chromium, I think you know this area, can you answer the question about wide color gamuts and canvas? |
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| <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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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
RGBA8andSRGB8_ALPHA8is only to allow apps to bypass hardware sRGB decoding during texture sampling if they wish so for some reason.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.