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webgl: Add shader validation and translation
This commit adds angle-based validation and translation to WebGL shaders. The changes to the tex_image_2d test is neccessary (it was not valid GLES 2.0 shader language).
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parent
67cbda4be3
commit
167885707d
9 changed files with 88 additions and 28 deletions
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@ -11,10 +11,19 @@ use dom::webglobject::WebGLObject;
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use dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
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use angle::hl::{BuiltInResources, Output, ShaderValidator};
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use canvas_traits::{CanvasMsg, CanvasWebGLMsg, WebGLResult, WebGLError, WebGLShaderParameter};
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use ipc_channel::ipc::{self, IpcSender};
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use std::cell::Cell;
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use std::cell::RefCell;
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use std::sync::{Once, ONCE_INIT};
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#[derive(Clone, Copy, PartialEq, Debug, JSTraceable, HeapSizeOf)]
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pub enum ShaderCompilationStatus {
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NotCompiled,
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Succeeded,
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Failed,
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}
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#[dom_struct]
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pub struct WebGLShader {
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@ -22,20 +31,32 @@ pub struct WebGLShader {
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id: u32,
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gl_type: u32,
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source: RefCell<Option<String>>,
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info_log: RefCell<Option<String>>,
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is_deleted: Cell<bool>,
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// TODO(ecoal95): Evaluate moving this to `WebGLObject`
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compilation_status: Cell<ShaderCompilationStatus>,
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#[ignore_heap_size_of = "Defined in ipc-channel"]
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renderer: IpcSender<CanvasMsg>,
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}
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#[cfg(not(target_os = "android"))]
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const SHADER_OUTPUT_FORMAT: Output = Output::Glsl;
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#[cfg(target_os = "android")]
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const SHADER_OUTPUT_FORMAT: Output = Output::Essl;
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static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
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impl WebGLShader {
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fn new_inherited(renderer: IpcSender<CanvasMsg>, id: u32, shader_type: u32) -> WebGLShader {
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GLSLANG_INITIALIZATION.call_once(|| ::angle::hl::initialize().unwrap());
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WebGLShader {
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webgl_object: WebGLObject::new_inherited(),
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id: id,
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gl_type: shader_type,
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source: RefCell::new(None),
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info_log: RefCell::new(None),
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is_deleted: Cell::new(false),
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compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
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renderer: renderer,
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}
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}
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@ -69,10 +90,33 @@ impl WebGLShader {
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self.gl_type
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}
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// TODO(ecoal95): Validate shaders to be conforming to the WebGL spec
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/// glCompileShader
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pub fn compile(&self) {
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CompileShader(self.id))).unwrap()
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if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
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debug!("Compiling already compiled shader {}", self.id);
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}
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if let Some(ref source) = *self.source.borrow() {
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let validator = ShaderValidator::for_webgl(self.gl_type,
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SHADER_OUTPUT_FORMAT,
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&BuiltInResources::default()).unwrap();
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match validator.compile_and_translate(&[source.as_bytes()]) {
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Ok(translated_source) => {
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// NOTE: At this point we should be pretty sure that the compilation in the paint task
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// will succeed.
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// It could be interesting to retrieve the info log from the paint task though
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let msg = CanvasWebGLMsg::CompileShader(self.id, translated_source);
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self.renderer.send(CanvasMsg::WebGL(msg)).unwrap();
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self.compilation_status.set(ShaderCompilationStatus::Succeeded);
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},
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Err(error) => {
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self.compilation_status.set(ShaderCompilationStatus::Failed);
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debug!("Shader {} compilation failed: {}", self.id, error);
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},
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}
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*self.info_log.borrow_mut() = Some(validator.info_log());
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}
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}
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/// Mark this shader as deleted (if it wasn't previously)
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@ -86,9 +130,7 @@ impl WebGLShader {
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/// glGetShaderInfoLog
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pub fn info_log(&self) -> Option<String> {
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let (sender, receiver) = ipc::channel().unwrap();
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderInfoLog(self.id, sender))).unwrap();
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receiver.recv().unwrap()
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self.info_log.borrow().clone()
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}
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/// glGetShaderParameter
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@ -110,7 +152,6 @@ impl WebGLShader {
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/// glShaderSource
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pub fn set_source(&self, source: String) {
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*self.source.borrow_mut() = Some(source.clone());
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::ShaderSource(self.id, source))).unwrap()
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*self.source.borrow_mut() = Some(source);
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}
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}
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