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Implement missing WebGLShader checks
Methods compileShader and getShaderParameter should emit an error when the shader has been deleted.
This commit is contained in:
parent
a62bed82e4
commit
20a309f037
3 changed files with 98 additions and 65 deletions
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@ -1966,7 +1966,10 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.9
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fn CompileShader(&self, shader: &WebGLShader) {
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shader.compile(self.webgl_version, self.glsl_version, &self.extension_manager)
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handle_potential_webgl_error!(
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self,
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shader.compile(self.webgl_version, self.glsl_version, &self.extension_manager)
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)
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}
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// TODO(emilio): Probably in the future we should keep track of the
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@ -3,8 +3,9 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
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use canvas_traits::webgl::{WebGLSLVersion, WebGLVersion};
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use canvas_traits::webgl::{webgl_channel, WebGLCommand, WebGLMsgSender, WebGLParameter, WebGLResult, WebGLShaderId};
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use canvas_traits::webgl::{WebGLCommand, WebGLError, WebGLMsgSender};
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use canvas_traits::webgl::{WebGLParameter, WebGLResult, WebGLSLVersion};
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use canvas_traits::webgl::{WebGLShaderId, WebGLVersion, webgl_channel};
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use dom::bindings::cell::DomRefCell;
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use dom::bindings::codegen::Bindings::WebGLShaderBinding;
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use dom::bindings::reflector::reflect_dom_object;
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@ -98,74 +99,83 @@ impl WebGLShader {
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&self,
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webgl_version: WebGLVersion,
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glsl_version: WebGLSLVersion,
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ext: &WebGLExtensions
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) {
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ext: &WebGLExtensions,
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) -> WebGLResult<()> {
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if self.is_deleted.get() && !self.is_attached() {
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return Err(WebGLError::InvalidValue);
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}
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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 mut params = BuiltInResources::default();
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params.FragmentPrecisionHigh = 1;
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params.OES_standard_derivatives = ext.is_enabled::<OESStandardDerivatives>() as i32;
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let validator = match webgl_version {
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WebGLVersion::WebGL1 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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Output::Glsl
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};
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ShaderValidator::for_webgl(self.gl_type,
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output_format,
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¶ms).unwrap()
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},
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WebGLVersion::WebGL2 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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match (glsl_version.major, glsl_version.minor) {
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(1, 30) => Output::Glsl130,
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(1, 40) => Output::Glsl140,
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(1, 50) => Output::Glsl150Core,
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(3, 30) => Output::Glsl330Core,
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(4, 0) => Output::Glsl400Core,
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(4, 10) => Output::Glsl410Core,
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(4, 20) => Output::Glsl420Core,
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(4, 30) => Output::Glsl430Core,
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(4, 40) => Output::Glsl440Core,
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(4, _) => Output::Glsl450Core,
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_ => Output::Glsl140
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}
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};
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ShaderValidator::for_webgl2(self.gl_type,
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output_format,
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¶ms).unwrap()
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},
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};
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let source = self.source.borrow();
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let source = match source.as_ref() {
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Some(source) => source,
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None => return Ok(()),
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};
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match validator.compile_and_translate(&[source]) {
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Ok(translated_source) => {
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debug!("Shader translated: {}", translated_source);
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// NOTE: At this point we should be pretty sure that the compilation in the paint thread
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// will succeed.
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// It could be interesting to retrieve the info log from the paint thread though
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let msg = WebGLCommand::CompileShader(self.id, translated_source);
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self.renderer.send(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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let mut params = BuiltInResources::default();
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params.FragmentPrecisionHigh = 1;
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params.OES_standard_derivatives = ext.is_enabled::<OESStandardDerivatives>() as i32;
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let validator = match webgl_version {
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WebGLVersion::WebGL1 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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Output::Glsl
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};
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ShaderValidator::for_webgl(self.gl_type,
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output_format,
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¶ms).unwrap()
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},
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WebGLVersion::WebGL2 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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match (glsl_version.major, glsl_version.minor) {
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(1, 30) => Output::Glsl130,
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(1, 40) => Output::Glsl140,
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(1, 50) => Output::Glsl150Core,
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(3, 30) => Output::Glsl330Core,
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(4, 0) => Output::Glsl400Core,
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(4, 10) => Output::Glsl410Core,
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(4, 20) => Output::Glsl420Core,
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(4, 30) => Output::Glsl430Core,
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(4, 40) => Output::Glsl440Core,
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(4, _) => Output::Glsl450Core,
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_ => Output::Glsl140
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}
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};
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ShaderValidator::for_webgl2(self.gl_type,
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output_format,
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¶ms).unwrap()
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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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// TODO(emilio): More data (like uniform data) should be collected
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// here to properly validate uniforms.
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//
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// This requires a more complex interface with ANGLE, using C++
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// bindings and being extremely cautious about destructing things.
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match validator.compile_and_translate(&[source]) {
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Ok(translated_source) => {
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debug!("Shader translated: {}", translated_source);
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// NOTE: At this point we should be pretty sure that the compilation in the paint thread
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// will succeed.
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// It could be interesting to retrieve the info log from the paint thread though
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let msg = WebGLCommand::CompileShader(self.id, translated_source);
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self.renderer.send(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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// TODO(emilio): More data (like uniform data) should be collected
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// here to properly validate uniforms.
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//
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// This requires a more complex interface with ANGLE, using C++
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// bindings and being extremely cautious about destructing things.
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Ok(())
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}
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/// Mark this shader as deleted (if it wasn't previously)
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@ -202,6 +212,9 @@ impl WebGLShader {
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/// glGetParameter
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pub fn parameter(&self, param_id: u32) -> WebGLResult<WebGLParameter> {
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if self.is_deleted.get() && !self.is_attached() {
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return Err(WebGLError::InvalidValue);
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}
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let (sender, receiver) = webgl_channel().unwrap();
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self.renderer.send(WebGLCommand::GetShaderParameter(self.id, param_id, sender)).unwrap();
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receiver.recv().unwrap()
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