webgl: Set more ANGLE shader translation properties for WebGL 2.

This commit is contained in:
Josh Matthews 2019-12-19 16:42:24 -05:00
parent aa36d5f657
commit 156ad646a0
6 changed files with 225 additions and 43 deletions

View file

@ -2,17 +2,18 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use canvas_traits::webgl::GLLimits;
use canvas_traits::webgl::{GLLimits, WebGLVersion};
use sparkle::gl;
use sparkle::gl::GLenum;
use sparkle::gl::Gl;
use sparkle::gl::GlType;
pub trait GLLimitsDetect {
fn detect(gl: &Gl) -> Self;
fn detect(gl: &Gl, webgl_version: WebGLVersion) -> Self;
}
impl GLLimitsDetect for GLLimits {
fn detect(gl: &Gl) -> GLLimits {
fn detect(gl: &Gl, webgl_version: WebGLVersion) -> GLLimits {
let max_vertex_attribs = gl.get_integer(gl::MAX_VERTEX_ATTRIBS);
let max_tex_size = gl.get_integer(gl::MAX_TEXTURE_SIZE);
let max_cube_map_tex_size = gl.get_integer(gl::MAX_CUBE_MAP_TEXTURE_SIZE);
@ -20,41 +21,74 @@ impl GLLimitsDetect for GLLimits {
let max_renderbuffer_size = gl.get_integer(gl::MAX_RENDERBUFFER_SIZE);
let max_texture_image_units = gl.get_integer(gl::MAX_TEXTURE_IMAGE_UNITS);
let max_vertex_texture_image_units = gl.get_integer(gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS);
let max_transform_feedback_separate_attribs =
gl.get_integer(gl::MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
// TODO: better value for this?
let max_client_wait_timeout_webgl = std::time::Duration::new(1, 0);
// Based on:
// https://searchfox.org/mozilla-central/rev/5a744713370ec47969595e369fd5125f123e6d24/dom/canvas/WebGLContextValidate.cpp#523-558
let (max_fragment_uniform_vectors, max_varying_vectors, max_vertex_uniform_vectors);
match gl.try_get_integer(gl::MAX_FRAGMENT_UNIFORM_VECTORS) {
Some(max_vectors) => {
max_fragment_uniform_vectors = max_vectors;
max_varying_vectors = gl.get_integer(gl::MAX_VARYING_VECTORS);
max_vertex_uniform_vectors = gl.get_integer(gl::MAX_VERTEX_UNIFORM_VECTORS);
},
None => {
let max_fragment_uniform_components =
gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_COMPONENTS);
let max_vertex_uniform_components =
gl.get_integer(gl::MAX_VERTEX_UNIFORM_COMPONENTS);
let (
max_fragment_uniform_vectors,
max_varying_vectors,
max_vertex_uniform_vectors,
max_vertex_output_vectors,
max_fragment_input_vectors,
);
if gl.get_type() == GlType::Gles {
max_fragment_uniform_vectors = gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_VECTORS);
max_varying_vectors = gl.get_integer(gl::MAX_VARYING_VECTORS);
max_vertex_uniform_vectors = gl.get_integer(gl::MAX_VERTEX_UNIFORM_VECTORS);
max_vertex_output_vectors = gl
.try_get_integer(gl::MAX_VERTEX_OUTPUT_COMPONENTS)
.map(|c| c / 4)
.unwrap_or(max_varying_vectors);
max_fragment_input_vectors = gl
.try_get_integer(gl::MAX_FRAGMENT_INPUT_COMPONENTS)
.map(|c| c / 4)
.unwrap_or(max_vertex_output_vectors);
} else {
max_fragment_uniform_vectors = gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_COMPONENTS) / 4;
max_vertex_uniform_vectors = gl.get_integer(gl::MAX_VERTEX_UNIFORM_COMPONENTS) / 4;
let max_vertex_output_components = gl
.try_get_integer(gl::MAX_VERTEX_OUTPUT_COMPONENTS)
.unwrap_or(0);
let max_fragment_input_components = gl
.try_get_integer(gl::MAX_FRAGMENT_INPUT_COMPONENTS)
.unwrap_or(0);
let max_varying_components = max_vertex_output_components
.min(max_fragment_input_components)
.max(16);
max_fragment_input_vectors = gl
.try_get_integer(gl::MAX_FRAGMENT_INPUT_COMPONENTS)
.or_else(|| gl.try_get_integer(gl::MAX_VARYING_COMPONENTS))
.map(|c| c / 4)
.unwrap_or_else(|| gl.get_integer(gl::MAX_VARYING_VECTORS));
max_vertex_output_vectors = gl
.try_get_integer(gl::MAX_VERTEX_OUTPUT_COMPONENTS)
.map(|c| c / 4)
.unwrap_or(max_fragment_input_vectors);
max_varying_vectors = max_vertex_output_vectors
.min(max_fragment_input_vectors)
.max(4);
};
max_fragment_uniform_vectors = max_fragment_uniform_components / 4;
max_varying_vectors = max_varying_components / 4;
max_vertex_uniform_vectors = max_vertex_uniform_components / 4;
},
let (
max_uniform_buffer_bindings,
min_program_texel_offset,
max_program_texel_offset,
max_transform_feedback_separate_attribs,
max_draw_buffers,
max_color_attachments,
);
if webgl_version == WebGLVersion::WebGL2 {
max_uniform_buffer_bindings = gl.get_integer(gl::MAX_UNIFORM_BUFFER_BINDINGS);
min_program_texel_offset = gl.get_integer(gl::MIN_PROGRAM_TEXEL_OFFSET);
max_program_texel_offset = gl.get_integer(gl::MAX_PROGRAM_TEXEL_OFFSET);
max_transform_feedback_separate_attribs =
gl.get_integer(gl::MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
max_color_attachments = gl.get_integer(gl::MAX_COLOR_ATTACHMENTS);
max_draw_buffers = gl
.get_integer(gl::MAX_DRAW_BUFFERS)
.min(max_color_attachments)
} else {
max_uniform_buffer_bindings = 0;
min_program_texel_offset = 0;
max_program_texel_offset = 0;
max_transform_feedback_separate_attribs = 0;
max_color_attachments = 1;
max_draw_buffers = 1;
}
GLLimits {
@ -70,6 +104,13 @@ impl GLLimitsDetect for GLLimits {
max_vertex_uniform_vectors,
max_client_wait_timeout_webgl,
max_transform_feedback_separate_attribs,
max_vertex_output_vectors,
max_fragment_input_vectors,
max_uniform_buffer_bindings,
min_program_texel_offset,
max_program_texel_offset,
max_color_attachments,
max_draw_buffers,
}
}
}