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Store a reference to the WebGLRenderingContext in WebGLObject
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parent
8933a06eb8
commit
661e258b28
10 changed files with 231 additions and 233 deletions
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@ -3,19 +3,20 @@
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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::{WebGLCommand, WebGLError, WebGLMsgSender};
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use canvas_traits::webgl::{WebGLCommand, WebGLError};
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use canvas_traits::webgl::{WebGLResult, WebGLSLVersion, WebGLShaderId};
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use canvas_traits::webgl::{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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use dom::bindings::inheritance::Castable;
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use dom::bindings::reflector::{DomObject, reflect_dom_object};
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use dom::bindings::root::DomRoot;
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use dom::bindings::str::DOMString;
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use dom::webgl_extensions::WebGLExtensions;
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use dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
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use dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
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use dom::webglobject::WebGLObject;
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use dom::window::Window;
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use dom::webglrenderingcontext::WebGLRenderingContext;
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use dom_struct::dom_struct;
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use mozangle::shaders::{BuiltInResources, Output, ShaderValidator};
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use offscreen_gl_context::GLLimits;
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@ -40,20 +41,19 @@ pub struct WebGLShader {
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is_deleted: Cell<bool>,
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attached_counter: Cell<u32>,
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compilation_status: Cell<ShaderCompilationStatus>,
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#[ignore_malloc_size_of = "Defined in ipc-channel"]
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renderer: WebGLMsgSender,
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}
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static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
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impl WebGLShader {
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fn new_inherited(renderer: WebGLMsgSender,
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id: WebGLShaderId,
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shader_type: u32)
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-> WebGLShader {
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fn new_inherited(
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context: &WebGLRenderingContext,
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id: WebGLShaderId,
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shader_type: u32,
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) -> Self {
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GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
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WebGLShader {
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webgl_object: WebGLObject::new_inherited(),
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Self {
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webgl_object: WebGLObject::new_inherited(context),
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id: id,
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gl_type: shader_type,
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source: Default::default(),
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@ -61,29 +61,25 @@ impl WebGLShader {
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is_deleted: Cell::new(false),
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attached_counter: Cell::new(0),
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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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pub fn maybe_new(window: &Window,
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renderer: WebGLMsgSender,
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shader_type: u32)
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-> Option<DomRoot<WebGLShader>> {
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pub fn maybe_new(context: &WebGLRenderingContext, shader_type: u32) -> Option<DomRoot<Self>> {
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let (sender, receiver) = webgl_channel().unwrap();
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renderer.send(WebGLCommand::CreateShader(shader_type, sender)).unwrap();
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let result = receiver.recv().unwrap();
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result.map(|shader_id| WebGLShader::new(window, renderer, shader_id, shader_type))
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context.send_command(WebGLCommand::CreateShader(shader_type, sender));
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receiver.recv().unwrap().map(|id| WebGLShader::new(context, id, shader_type))
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}
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pub fn new(window: &Window,
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renderer: WebGLMsgSender,
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id: WebGLShaderId,
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shader_type: u32)
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-> DomRoot<WebGLShader> {
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reflect_dom_object(Box::new(WebGLShader::new_inherited(renderer, id, shader_type)),
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window,
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WebGLShaderBinding::Wrap)
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pub fn new(
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context: &WebGLRenderingContext,
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id: WebGLShaderId,
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shader_type: u32,
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) -> DomRoot<Self> {
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reflect_dom_object(
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Box::new(WebGLShader::new_inherited(context, id, shader_type)),
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&*context.global(),
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WebGLShaderBinding::Wrap,
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)
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}
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}
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@ -168,8 +164,9 @@ impl WebGLShader {
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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.upcast::<WebGLObject>()
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.context()
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.send_command(WebGLCommand::CompileShader(self.id, translated_source));
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self.compilation_status.set(ShaderCompilationStatus::Succeeded);
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},
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Err(error) => {
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@ -194,7 +191,9 @@ impl WebGLShader {
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pub fn delete(&self) {
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if !self.is_deleted.get() {
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self.is_deleted.set(true);
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let _ = self.renderer.send(WebGLCommand::DeleteShader(self.id));
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self.upcast::<WebGLObject>()
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.context()
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.send_command(WebGLCommand::DeleteShader(self.id));
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}
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}
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