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Use FLoat32Array in GamepadPose (#31106)
* Use FLoat32Array in GamepadPose Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com> * Remove unused create_typed_array Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com> --------- Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
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9a698b7bfb
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9d2c102fa0
4 changed files with 38 additions and 84 deletions
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@ -1460,10 +1460,6 @@ def getConversionConfigForType(type, isEnforceRange, isClamp, treatNullAs):
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return "()"
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def todo_switch_float_32(des):
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return des.interface.identifier.name in ['GamepadPose']
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def builtin_return_type(returnType):
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result = CGGeneric(builtinNames[returnType.tag()])
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if returnType.nullable():
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@ -1478,7 +1474,7 @@ def getRetvalDeclarationForType(returnType, descriptorProvider):
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return CGGeneric("()")
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if returnType.isPrimitive() and returnType.tag() in builtinNames:
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return builtin_return_type(returnType)
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if returnType.isTypedArray() and returnType.tag() in builtinNames and not todo_switch_float_32(descriptorProvider):
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if returnType.isTypedArray() and returnType.tag() in builtinNames:
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return builtin_return_type(returnType)
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if returnType.isDOMString():
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result = CGGeneric("DOMString")
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@ -102,4 +102,13 @@ impl HeapFloat32Array {
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pub fn get_internal(&self) -> Result<Float32Array, ()> {
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Float32Array::from(self.internal.get())
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}
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pub fn internal_to_option(&self) -> Option<Float32Array> {
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if self.is_initialized() {
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Some(self.get_internal().expect("Failed to get internal."))
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} else {
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warn!("Internal not initialized.");
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None
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}
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}
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}
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@ -30,7 +30,6 @@ use js::rust::{
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get_object_class, is_dom_class, GCMethods, Handle, HandleId, HandleObject, HandleValue,
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MutableHandleValue, ToString,
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};
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use js::typedarray::{CreateWith, Float32Array};
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use js::JS_CALLEE;
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use malloc_size_of::{MallocSizeOf, MallocSizeOfOps};
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@ -133,15 +132,6 @@ pub fn to_frozen_array<T: ToJSValConvertible>(convertibles: &[T], cx: SafeJSCont
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*ports
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}
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/// Creates a Float32 array
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pub fn create_typed_array(cx: SafeJSContext, src: &[f32], dst: &Heap<*mut JSObject>) {
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rooted!(in (*cx) let mut array = ptr::null_mut::<JSObject>());
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unsafe {
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let _ = Float32Array::create(*cx, CreateWith::Slice(src), array.handle_mut());
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}
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(*dst).set(array.get());
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}
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/// Returns the ProtoOrIfaceArray for the given global object.
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/// Fails if `global` is not a DOM global object.
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pub fn get_proto_or_iface_array(global: *mut JSObject) -> *mut ProtoOrIfaceArray {
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@ -2,13 +2,10 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use std::ptr;
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use std::ptr::NonNull;
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use dom_struct::dom_struct;
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use js::jsapi::{Heap, JSObject};
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use js::typedarray::{CreateWith, Float32Array};
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use js::typedarray::Float32Array;
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use super::bindings::typedarrays::HeapFloat32Array;
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use crate::dom::bindings::codegen::Bindings::GamepadPoseBinding::GamepadPoseMethods;
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use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
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use crate::dom::bindings::root::DomRoot;
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@ -19,55 +16,17 @@ use crate::script_runtime::JSContext;
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pub struct GamepadPose {
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reflector_: Reflector,
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#[ignore_malloc_size_of = "mozjs"]
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position: Heap<*mut JSObject>,
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position: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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orientation: Heap<*mut JSObject>,
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orientation: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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linear_vel: Heap<*mut JSObject>,
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linear_vel: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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angular_vel: Heap<*mut JSObject>,
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angular_vel: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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linear_acc: Heap<*mut JSObject>,
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linear_acc: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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angular_acc: Heap<*mut JSObject>,
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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#[allow(unsafe_code)]
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fn update_or_create_typed_array(cx: JSContext, src: Option<&[f32]>, dst: &Heap<*mut JSObject>) {
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match src {
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Some(data) => {
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if dst.get().is_null() {
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rooted!(in (*cx) let mut array = ptr::null_mut::<JSObject>());
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let _ = unsafe {
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Float32Array::create(*cx, CreateWith::Slice(data), array.handle_mut())
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};
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(*dst).set(array.get());
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} else {
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typedarray!(in(*cx) let array: Float32Array = dst.get());
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if let Ok(mut array) = array {
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unsafe { array.update(data) };
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}
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}
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},
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None => {
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if !dst.get().is_null() {
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dst.set(ptr::null_mut());
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}
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},
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}
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}
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#[inline]
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#[allow(unsafe_code)]
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fn heap_to_option(heap: &Heap<*mut JSObject>) -> Option<NonNull<JSObject>> {
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let js_object = heap.get();
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if js_object.is_null() {
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None
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} else {
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unsafe { Some(NonNull::new_unchecked(js_object)) }
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}
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angular_acc: HeapFloat32Array,
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}
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// TODO: support gamepad discovery
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@ -76,12 +35,12 @@ impl GamepadPose {
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fn new_inherited() -> GamepadPose {
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GamepadPose {
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reflector_: Reflector::new(),
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position: Heap::default(),
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orientation: Heap::default(),
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linear_vel: Heap::default(),
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angular_vel: Heap::default(),
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linear_acc: Heap::default(),
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angular_acc: Heap::default(),
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position: HeapFloat32Array::default(),
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orientation: HeapFloat32Array::default(),
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linear_vel: HeapFloat32Array::default(),
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angular_vel: HeapFloat32Array::default(),
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linear_acc: HeapFloat32Array::default(),
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angular_acc: HeapFloat32Array::default(),
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}
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}
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@ -92,42 +51,42 @@ impl GamepadPose {
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impl GamepadPoseMethods for GamepadPose {
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-position
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fn GetPosition(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.position)
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fn GetPosition(&self, _cx: JSContext) -> Option<Float32Array> {
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self.position.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-hasposition
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fn HasPosition(&self) -> bool {
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!self.position.get().is_null()
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self.position.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearvelocity
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fn GetLinearVelocity(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.linear_vel)
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fn GetLinearVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_vel.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearacceleration
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fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.linear_acc)
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fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_acc.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn GetOrientation(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.orientation)
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fn GetOrientation(&self, _cx: JSContext) -> Option<Float32Array> {
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self.orientation.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn HasOrientation(&self) -> bool {
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!self.orientation.get().is_null()
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self.orientation.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularvelocity
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fn GetAngularVelocity(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.angular_vel)
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fn GetAngularVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_vel.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularacceleration
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fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<NonNull<JSObject>> {
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heap_to_option(&self.angular_acc)
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fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_acc.internal_to_option()
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}
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}
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