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Fix highp precision in shaders & Implement WebGL::GetShaderPrecisionFormat
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7f825d2119
commit
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7 changed files with 31 additions and 346 deletions
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@ -31,6 +31,7 @@ use dom::webglframebuffer::WebGLFramebuffer;
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use dom::webglprogram::WebGLProgram;
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use dom::webglrenderbuffer::WebGLRenderbuffer;
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use dom::webglshader::WebGLShader;
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use dom::webglshaderprecisionformat::WebGLShaderPrecisionFormat;
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use dom::webgltexture::{TexParameterValue, WebGLTexture};
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use dom::webgluniformlocation::WebGLUniformLocation;
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use dom::window::Window;
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@ -1902,6 +1903,27 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
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}
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}
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.9
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fn GetShaderPrecisionFormat(&self,
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shader_type: u32,
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precision_type: u32)
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-> Option<Root<WebGLShaderPrecisionFormat>> {
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let (sender, receiver) = webrender_traits::channel::msg_channel().unwrap();
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self.ipc_renderer.send(CanvasMsg::WebGL(WebGLCommand::GetShaderPrecisionFormat(shader_type,
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precision_type,
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sender)))
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.unwrap();
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match receiver.recv().unwrap() {
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Ok((range_min, range_max, precision)) => {
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Some(WebGLShaderPrecisionFormat::new(self.global().as_window(), range_min, range_max, precision))
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},
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Err(error) => {
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self.webgl_error(error);
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None
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}
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}
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}
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
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fn GetUniformLocation(&self,
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program: Option<&WebGLProgram>,
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