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).
This commit is contained in:
ecoal95 2015-08-29 18:42:42 +02:00
parent 67cbda4be3
commit 167885707d
9 changed files with 88 additions and 28 deletions

View file

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