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webgl: Make the api return the context limits and use them for validations
This allows keeping the VertexAttrib* calls asynchronous. Another option would be to do the validation in the apply() function, but that'd require us passing an unnecessary channel around and add extra synchronization. The counterpart of this is that it has to be updated when the context changes, but that's less problem.
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7 changed files with 44 additions and 25 deletions
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@ -39,7 +39,7 @@ use msg::webdriver_msg;
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use net_traits::image_cache_thread::ImageCacheThread;
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use net_traits::storage_thread::{StorageThread, StorageThreadMsg};
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use net_traits::{self, ResourceThread};
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use offscreen_gl_context::GLContextAttributes;
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use offscreen_gl_context::{GLContextAttributes, GLLimits};
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use pipeline::{CompositionPipeline, InitialPipelineState, Pipeline, UnprivilegedPipelineContent};
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use profile_traits::mem;
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use profile_traits::time;
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@ -1349,11 +1349,11 @@ impl<LTF: LayoutThreadFactory, STF: ScriptThreadFactory> Constellation<LTF, STF>
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&mut self,
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size: &Size2D<i32>,
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attributes: GLContextAttributes,
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response_sender: IpcSender<Result<IpcSender<CanvasMsg>, String>>) {
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response_sender: IpcSender<Result<(IpcSender<CanvasMsg>, GLLimits), String>>) {
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let webrender_api = self.webrender_api_sender.clone();
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let sender = WebGLPaintThread::start(*size, attributes, webrender_api);
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let response = WebGLPaintThread::start(*size, attributes, webrender_api);
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response_sender.send(sender)
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response_sender.send(response)
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.unwrap_or_else(|e| debug!("Create WebGL paint thread response failed ({})", e))
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}
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