Fix highp precision in shaders & Implement WebGL::GetShaderPrecisionFormat

This commit is contained in:
Imanol Fernandez 2017-04-20 14:55:43 +02:00
parent 7f825d2119
commit 6b0c898e1a
7 changed files with 31 additions and 346 deletions

View file

@ -31,6 +31,7 @@ use dom::webglframebuffer::WebGLFramebuffer;
use dom::webglprogram::WebGLProgram;
use dom::webglrenderbuffer::WebGLRenderbuffer;
use dom::webglshader::WebGLShader;
use dom::webglshaderprecisionformat::WebGLShaderPrecisionFormat;
use dom::webgltexture::{TexParameterValue, WebGLTexture};
use dom::webgluniformlocation::WebGLUniformLocation;
use dom::window::Window;
@ -1902,6 +1903,27 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
}
}
// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.9
fn GetShaderPrecisionFormat(&self,
shader_type: u32,
precision_type: u32)
-> Option<Root<WebGLShaderPrecisionFormat>> {
let (sender, receiver) = webrender_traits::channel::msg_channel().unwrap();
self.ipc_renderer.send(CanvasMsg::WebGL(WebGLCommand::GetShaderPrecisionFormat(shader_type,
precision_type,
sender)))
.unwrap();
match receiver.recv().unwrap() {
Ok((range_min, range_max, precision)) => {
Some(WebGLShaderPrecisionFormat::new(self.global().as_window(), range_min, range_max, precision))
},
Err(error) => {
self.webgl_error(error);
None
}
}
}
// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
fn GetUniformLocation(&self,
program: Option<&WebGLProgram>,

View file

@ -106,9 +106,11 @@ impl WebGLShader {
}
if let Some(ref source) = *self.source.borrow() {
let mut params = BuiltInResources::default();
params.FragmentPrecisionHigh = 1;
let validator = ShaderValidator::for_webgl(self.gl_type,
SHADER_OUTPUT_FORMAT,
&BuiltInResources::default()).unwrap();
&params).unwrap();
match validator.compile_and_translate(&[source]) {
Ok(translated_source) => {
debug!("Shader translated: {}", translated_source);

View file

@ -595,7 +595,7 @@ interface WebGLRenderingContextBase
DOMString? getProgramInfoLog(WebGLProgram? program);
//any getRenderbufferParameter(GLenum target, GLenum pname);
any getShaderParameter(WebGLShader? shader, GLenum pname);
//WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
DOMString? getShaderInfoLog(WebGLShader? shader);
DOMString? getShaderSource(WebGLShader? shader);