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Fix gl.getShaderSource and gl.getShaderInfoLog
It only returns null if there was an error, and the only error isn't implemented yet.
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parent
0e93f06d8d
commit
6996d1ce36
3 changed files with 13 additions and 29 deletions
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@ -35,8 +35,8 @@ pub struct WebGLShader {
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webgl_object: WebGLObject,
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id: WebGLShaderId,
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gl_type: u32,
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source: DomRefCell<Option<DOMString>>,
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info_log: DomRefCell<Option<String>>,
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source: DomRefCell<DOMString>,
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info_log: DomRefCell<DOMString>,
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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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@ -56,8 +56,8 @@ impl 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: DomRefCell::new(None),
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info_log: DomRefCell::new(None),
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source: Default::default(),
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info_log: Default::default(),
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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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@ -113,10 +113,6 @@ impl WebGLShader {
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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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let params = BuiltInResources {
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MaxVertexAttribs: limits.max_vertex_attribs as c_int,
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@ -166,7 +162,7 @@ impl WebGLShader {
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},
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};
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match validator.compile_and_translate(&[source]) {
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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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@ -182,7 +178,7 @@ impl WebGLShader {
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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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*self.info_log.borrow_mut() = validator.info_log().into();
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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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@ -220,18 +216,18 @@ impl WebGLShader {
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}
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/// glGetShaderInfoLog
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pub fn info_log(&self) -> Option<String> {
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pub fn info_log(&self) -> DOMString {
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self.info_log.borrow().clone()
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}
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/// Get the shader source
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pub fn source(&self) -> Option<DOMString> {
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pub fn source(&self) -> DOMString {
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self.source.borrow().clone()
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}
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/// glShaderSource
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pub fn set_source(&self, source: DOMString) {
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*self.source.borrow_mut() = Some(source);
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*self.source.borrow_mut() = source;
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}
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pub fn successfully_compiled(&self) -> bool {
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