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https://github.com/servo/servo.git
synced 2025-07-23 07:13:52 +01:00
Fix highp precision in shaders & Implement WebGL::GetShaderPrecisionFormat
This commit is contained in:
parent
7f825d2119
commit
6b0c898e1a
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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@ -106,9 +106,11 @@ impl WebGLShader {
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}
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if let Some(ref source) = *self.source.borrow() {
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let mut params = BuiltInResources::default();
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params.FragmentPrecisionHigh = 1;
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let validator = ShaderValidator::for_webgl(self.gl_type,
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SHADER_OUTPUT_FORMAT,
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&BuiltInResources::default()).unwrap();
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¶ms).unwrap();
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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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@ -595,7 +595,7 @@ interface WebGLRenderingContextBase
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DOMString? getProgramInfoLog(WebGLProgram? program);
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//any getRenderbufferParameter(GLenum target, GLenum pname);
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any getShaderParameter(WebGLShader? shader, GLenum pname);
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//WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
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DOMString? getShaderInfoLog(WebGLShader? shader);
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DOMString? getShaderSource(WebGLShader? shader);
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@ -1,284 +1,5 @@
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[methods.html]
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type: testharness
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[WebGL test #1: Property either does not exist or is not a function: copyTexImage2D]
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expected: FAIL
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[WebGL test #2: Property either does not exist or is not a function: copyTexSubImage2D]
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expected: FAIL
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[WebGL test #3: Property either does not exist or is not a function: detachShader]
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expected: FAIL
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[WebGL test #4: Property either does not exist or is not a function: disableVertexAttribArray]
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expected: FAIL
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[WebGL test #5: Property either does not exist or is not a function: finish]
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expected: FAIL
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[WebGL test #6: Property either does not exist or is not a function: flush]
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expected: FAIL
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[WebGL test #9: Property either does not exist or is not a function: generateMipmap]
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expected: FAIL
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[WebGL test #10: Property either does not exist or is not a function: getActiveAttrib]
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expected: FAIL
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[WebGL test #11: Property either does not exist or is not a function: getActiveUniform]
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expected: FAIL
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[WebGL test #12: Property either does not exist or is not a function: getAttachedShaders]
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expected: FAIL
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[WebGL test #13: Property either does not exist or is not a function: getFramebufferAttachmentParameter]
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expected: FAIL
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[WebGL test #14: Property either does not exist or is not a function: getProgramInfoLog]
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expected: FAIL
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[WebGL test #15: Property either does not exist or is not a function: getRenderbufferParameter]
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expected: FAIL
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[WebGL test #16: Property either does not exist or is not a function: getShaderPrecisionFormat]
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expected: FAIL
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[WebGL test #17: Property either does not exist or is not a function: getTexParameter]
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expected: FAIL
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[WebGL test #18: Property either does not exist or is not a function: getUniform]
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expected: FAIL
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[WebGL test #19: Property either does not exist or is not a function: getVertexAttrib]
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expected: FAIL
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[WebGL test #20: Property either does not exist or is not a function: getVertexAttribOffset]
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expected: FAIL
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[WebGL test #21: Property either does not exist or is not a function: isBuffer]
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expected: FAIL
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[WebGL test #22: Property either does not exist or is not a function: isContextLost]
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expected: FAIL
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[WebGL test #24: Property either does not exist or is not a function: isFramebuffer]
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expected: FAIL
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[WebGL test #25: Property either does not exist or is not a function: isProgram]
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expected: FAIL
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[WebGL test #26: Property either does not exist or is not a function: isRenderbuffer]
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expected: FAIL
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[WebGL test #27: Property either does not exist or is not a function: isShader]
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expected: FAIL
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[WebGL test #28: Property either does not exist or is not a function: isTexture]
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expected: FAIL
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[WebGL test #29: Property either does not exist or is not a function: readPixels]
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expected: FAIL
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[WebGL test #31: Property either does not exist or is not a function: sampleCoverage]
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expected: FAIL
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[WebGL test #32: Property either does not exist or is not a function: stencilFunc]
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expected: FAIL
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[WebGL test #33: Property either does not exist or is not a function: stencilFuncSeparate]
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expected: FAIL
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[WebGL test #34: Property either does not exist or is not a function: stencilMask]
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expected: FAIL
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[WebGL test #35: Property either does not exist or is not a function: stencilMaskSeparate]
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expected: FAIL
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[WebGL test #36: Property either does not exist or is not a function: stencilOp]
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expected: FAIL
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[WebGL test #37: Property either does not exist or is not a function: stencilOpSeparate]
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expected: FAIL
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[WebGL test #38: Property either does not exist or is not a function: texSubImage2D]
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expected: FAIL
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[WebGL test #39: Property either does not exist or is not a function: uniform1i]
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expected: FAIL
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[WebGL test #40: Property either does not exist or is not a function: uniform1iv]
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expected: FAIL
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[WebGL test #41: Property either does not exist or is not a function: uniform2f]
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expected: FAIL
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[WebGL test #42: Property either does not exist or is not a function: uniform2fv]
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expected: FAIL
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[WebGL test #43: Property either does not exist or is not a function: uniform2i]
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expected: FAIL
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[WebGL test #44: Property either does not exist or is not a function: uniform2iv]
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expected: FAIL
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[WebGL test #45: Property either does not exist or is not a function: uniform3f]
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expected: FAIL
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[WebGL test #46: Property either does not exist or is not a function: uniform3fv]
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expected: FAIL
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[WebGL test #47: Property either does not exist or is not a function: uniform3i]
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expected: FAIL
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[WebGL test #48: Property either does not exist or is not a function: uniform3iv]
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expected: FAIL
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[WebGL test #49: Property either does not exist or is not a function: uniform4i]
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expected: FAIL
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[WebGL test #50: Property either does not exist or is not a function: uniform4iv]
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expected: FAIL
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[WebGL test #51: Property either does not exist or is not a function: uniformMatrix2fv]
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expected: FAIL
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[WebGL test #52: Property either does not exist or is not a function: uniformMatrix3fv]
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expected: FAIL
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[WebGL test #53: Property either does not exist or is not a function: uniformMatrix4fv]
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expected: FAIL
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[WebGL test #54: Property either does not exist or is not a function: validateProgram]
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expected: FAIL
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[WebGL test #3: Property either does not exist or is not a function: disableVertexAttribArray]
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expected: FAIL
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[WebGL test #6: Property either does not exist or is not a function: getActiveAttrib]
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expected: FAIL
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[WebGL test #7: Property either does not exist or is not a function: getActiveUniform]
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expected: FAIL
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[WebGL test #8: Property either does not exist or is not a function: getAttachedShaders]
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expected: FAIL
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[WebGL test #9: Property either does not exist or is not a function: getFramebufferAttachmentParameter]
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expected: FAIL
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[WebGL test #10: Property either does not exist or is not a function: getProgramInfoLog]
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expected: FAIL
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[WebGL test #11: Property either does not exist or is not a function: getRenderbufferParameter]
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expected: FAIL
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[WebGL test #12: Property either does not exist or is not a function: getShaderPrecisionFormat]
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expected: FAIL
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[WebGL test #13: Property either does not exist or is not a function: getTexParameter]
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expected: FAIL
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[WebGL test #14: Property either does not exist or is not a function: getUniform]
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expected: FAIL
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[WebGL test #15: Property either does not exist or is not a function: getVertexAttrib]
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expected: FAIL
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[WebGL test #16: Property either does not exist or is not a function: getVertexAttribOffset]
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expected: FAIL
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[WebGL test #17: Property either does not exist or is not a function: isBuffer]
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expected: FAIL
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[WebGL test #18: Property either does not exist or is not a function: isContextLost]
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expected: FAIL
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[WebGL test #20: Property either does not exist or is not a function: isFramebuffer]
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expected: FAIL
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[WebGL test #21: Property either does not exist or is not a function: isProgram]
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expected: FAIL
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[WebGL test #22: Property either does not exist or is not a function: isRenderbuffer]
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expected: FAIL
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[WebGL test #23: Property either does not exist or is not a function: isShader]
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expected: FAIL
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[WebGL test #24: Property either does not exist or is not a function: isTexture]
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expected: FAIL
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[WebGL test #25: Property either does not exist or is not a function: readPixels]
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expected: FAIL
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[WebGL test #27: Property either does not exist or is not a function: sampleCoverage]
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expected: FAIL
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[WebGL test #28: Property either does not exist or is not a function: stencilFunc]
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expected: FAIL
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[WebGL test #29: Property either does not exist or is not a function: stencilFuncSeparate]
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expected: FAIL
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[WebGL test #30: Property either does not exist or is not a function: stencilMask]
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expected: FAIL
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[WebGL test #31: Property either does not exist or is not a function: stencilMaskSeparate]
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expected: FAIL
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[WebGL test #32: Property either does not exist or is not a function: stencilOp]
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expected: FAIL
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[WebGL test #33: Property either does not exist or is not a function: stencilOpSeparate]
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expected: FAIL
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[WebGL test #34: Property either does not exist or is not a function: texSubImage2D]
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expected: FAIL
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[WebGL test #35: Property either does not exist or is not a function: uniform1iv]
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expected: FAIL
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[WebGL test #36: Property either does not exist or is not a function: uniform2f]
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expected: FAIL
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[WebGL test #37: Property either does not exist or is not a function: uniform2fv]
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expected: FAIL
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[WebGL test #38: Property either does not exist or is not a function: uniform2i]
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expected: FAIL
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[WebGL test #39: Property either does not exist or is not a function: uniform2iv]
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expected: FAIL
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[WebGL test #40: Property either does not exist or is not a function: uniform3f]
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expected: FAIL
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[WebGL test #41: Property either does not exist or is not a function: uniform3fv]
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expected: FAIL
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[WebGL test #42: Property either does not exist or is not a function: uniform3i]
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expected: FAIL
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[WebGL test #43: Property either does not exist or is not a function: uniform3iv]
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expected: FAIL
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[WebGL test #44: Property either does not exist or is not a function: uniform4i]
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expected: FAIL
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[WebGL test #45: Property either does not exist or is not a function: uniform4iv]
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expected: FAIL
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[WebGL test #46: Property either does not exist or is not a function: uniformMatrix2fv]
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expected: FAIL
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[WebGL test #47: Property either does not exist or is not a function: uniformMatrix3fv]
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expected: FAIL
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[WebGL test #48: Property either does not exist or is not a function: uniformMatrix4fv]
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expected: FAIL
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[WebGL test #49: Property either does not exist or is not a function: validateProgram]
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expected: FAIL
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[WebGL test #0: Property either does not exist or is not a function: getAttachedShaders]
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expected: FAIL
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@ -288,18 +9,15 @@
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[WebGL test #2: Property either does not exist or is not a function: getRenderbufferParameter]
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expected: FAIL
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[WebGL test #3: Property either does not exist or is not a function: getShaderPrecisionFormat]
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[WebGL test #3: Property either does not exist or is not a function: getTexParameter]
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expected: FAIL
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[WebGL test #4: Property either does not exist or is not a function: getTexParameter]
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[WebGL test #4: Property either does not exist or is not a function: getUniform]
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expected: FAIL
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[WebGL test #5: Property either does not exist or is not a function: getUniform]
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[WebGL test #5: Property either does not exist or is not a function: getVertexAttribOffset]
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expected: FAIL
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[WebGL test #6: Property either does not exist or is not a function: getVertexAttribOffset]
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expected: FAIL
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[WebGL test #7: Property either does not exist or is not a function: isContextLost]
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[WebGL test #6: Property either does not exist or is not a function: isContextLost]
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expected: FAIL
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@ -1,6 +0,0 @@
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[constant-precision-qualifier.html]
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type: testharness
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expected: ERROR
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[Overall test]
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expected: NOTRUN
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@ -1,6 +0,0 @@
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[shader-precision-format-obeyed.html]
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type: testharness
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expected: ERROR
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[Overall test]
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expected: NOTRUN
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@ -1,45 +0,0 @@
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[shader-precision-format.html]
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type: testharness
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expected: ERROR
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[WebGL test #0: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #1: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #2: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #3: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #4: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #5: gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #6: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #7: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #8: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #9: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #10: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #11: gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_INT) instanceof WebGLShaderPrecisionFormat should be true. Threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[WebGL test #12: gl.getShaderPrecisionFormat(gl.HIGH_INT, gl.VERTEX_SHADER) threw exception TypeError: gl.getShaderPrecisionFormat is not a function]
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expected: FAIL
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[Overall test]
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expected: NOTRUN
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