Store a reference to the WebGLRenderingContext in WebGLObject

This commit is contained in:
Anthony Ramine 2018-07-24 13:27:33 +02:00
parent 8933a06eb8
commit 661e258b28
10 changed files with 231 additions and 233 deletions

View file

@ -3,19 +3,20 @@
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use canvas_traits::webgl::{WebGLCommand, WebGLError, WebGLMsgSender};
use canvas_traits::webgl::{WebGLCommand, WebGLError};
use canvas_traits::webgl::{WebGLResult, WebGLSLVersion, WebGLShaderId};
use canvas_traits::webgl::{WebGLVersion, webgl_channel};
use dom::bindings::cell::DomRefCell;
use dom::bindings::codegen::Bindings::WebGLShaderBinding;
use dom::bindings::reflector::reflect_dom_object;
use dom::bindings::inheritance::Castable;
use dom::bindings::reflector::{DomObject, reflect_dom_object};
use dom::bindings::root::DomRoot;
use dom::bindings::str::DOMString;
use dom::webgl_extensions::WebGLExtensions;
use dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
use dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use dom::webglobject::WebGLObject;
use dom::window::Window;
use dom::webglrenderingcontext::WebGLRenderingContext;
use dom_struct::dom_struct;
use mozangle::shaders::{BuiltInResources, Output, ShaderValidator};
use offscreen_gl_context::GLLimits;
@ -40,20 +41,19 @@ pub struct WebGLShader {
is_deleted: Cell<bool>,
attached_counter: Cell<u32>,
compilation_status: Cell<ShaderCompilationStatus>,
#[ignore_malloc_size_of = "Defined in ipc-channel"]
renderer: WebGLMsgSender,
}
static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
impl WebGLShader {
fn new_inherited(renderer: WebGLMsgSender,
id: WebGLShaderId,
shader_type: u32)
-> WebGLShader {
fn new_inherited(
context: &WebGLRenderingContext,
id: WebGLShaderId,
shader_type: u32,
) -> Self {
GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
WebGLShader {
webgl_object: WebGLObject::new_inherited(),
Self {
webgl_object: WebGLObject::new_inherited(context),
id: id,
gl_type: shader_type,
source: Default::default(),
@ -61,29 +61,25 @@ impl WebGLShader {
is_deleted: Cell::new(false),
attached_counter: Cell::new(0),
compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
renderer: renderer,
}
}
pub fn maybe_new(window: &Window,
renderer: WebGLMsgSender,
shader_type: u32)
-> Option<DomRoot<WebGLShader>> {
pub fn maybe_new(context: &WebGLRenderingContext, shader_type: u32) -> Option<DomRoot<Self>> {
let (sender, receiver) = webgl_channel().unwrap();
renderer.send(WebGLCommand::CreateShader(shader_type, sender)).unwrap();
let result = receiver.recv().unwrap();
result.map(|shader_id| WebGLShader::new(window, renderer, shader_id, shader_type))
context.send_command(WebGLCommand::CreateShader(shader_type, sender));
receiver.recv().unwrap().map(|id| WebGLShader::new(context, id, shader_type))
}
pub fn new(window: &Window,
renderer: WebGLMsgSender,
id: WebGLShaderId,
shader_type: u32)
-> DomRoot<WebGLShader> {
reflect_dom_object(Box::new(WebGLShader::new_inherited(renderer, id, shader_type)),
window,
WebGLShaderBinding::Wrap)
pub fn new(
context: &WebGLRenderingContext,
id: WebGLShaderId,
shader_type: u32,
) -> DomRoot<Self> {
reflect_dom_object(
Box::new(WebGLShader::new_inherited(context, id, shader_type)),
&*context.global(),
WebGLShaderBinding::Wrap,
)
}
}
@ -168,8 +164,9 @@ impl WebGLShader {
// NOTE: At this point we should be pretty sure that the compilation in the paint thread
// will succeed.
// It could be interesting to retrieve the info log from the paint thread though
let msg = WebGLCommand::CompileShader(self.id, translated_source);
self.renderer.send(msg).unwrap();
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::CompileShader(self.id, translated_source));
self.compilation_status.set(ShaderCompilationStatus::Succeeded);
},
Err(error) => {
@ -194,7 +191,9 @@ impl WebGLShader {
pub fn delete(&self) {
if !self.is_deleted.get() {
self.is_deleted.set(true);
let _ = self.renderer.send(WebGLCommand::DeleteShader(self.id));
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::DeleteShader(self.id));
}
}