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https://github.com/servo/servo.git
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It implements enough WebGL spec to draw a triangle
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parent
a346f95e68
commit
79b8e7aa34
17 changed files with 741 additions and 70 deletions
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@ -11,6 +11,7 @@ use gleam::gl::types::{GLsizei};
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use util::task::spawn_named;
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use std::borrow::ToOwned;
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use std::slice::bytes::copy_memory;
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use std::sync::mpsc::{channel, Sender};
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use util::vec::byte_swap;
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use offscreen_gl_context::{GLContext, GLContextAttributes};
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@ -74,8 +75,29 @@ impl WebGLPaintTask {
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match port.recv().unwrap() {
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CanvasMsg::WebGL(message) => {
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match message {
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CanvasWebGLMsg::AttachShader(program_id, shader_id) => painter.attach_shader(program_id, shader_id),
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CanvasWebGLMsg::BindBuffer(buffer_type, buffer_id) => painter.bind_buffer(buffer_type, buffer_id),
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CanvasWebGLMsg::BufferData(buffer_type, data, usage) => painter.buffer_data(buffer_type, data, usage),
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CanvasWebGLMsg::Clear(mask) => painter.clear(mask),
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CanvasWebGLMsg::ClearColor(r, g, b, a) => painter.clear_color(r, g, b, a),
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CanvasWebGLMsg::CreateBuffer(chan) => painter.create_buffer(chan),
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CanvasWebGLMsg::DrawArrays(mode, first, count) => painter.draw_arrays(mode, first, count),
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CanvasWebGLMsg::EnableVertexAttribArray(attrib_id) => painter.enable_vertex_attrib_array(attrib_id),
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CanvasWebGLMsg::GetAttribLocation(program_id, name, chan) => painter.get_attrib_location(program_id, name, chan),
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CanvasWebGLMsg::GetShaderInfoLog(shader_id, chan) => painter.get_shader_info_log(shader_id, chan),
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CanvasWebGLMsg::GetShaderParameter(shader_id, param_id, chan) => painter.get_shader_parameter(shader_id, param_id, chan),
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CanvasWebGLMsg::GetUniformLocation(program_id, name, chan) => painter.get_uniform_location(program_id, name, chan),
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CanvasWebGLMsg::CompileShader(shader_id) => painter.compile_shader(shader_id),
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CanvasWebGLMsg::CreateProgram(chan) => painter.create_program(chan),
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CanvasWebGLMsg::CreateShader(shader_type, chan) => painter.create_shader(shader_type, chan),
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CanvasWebGLMsg::LinkProgram(program_id) => painter.link_program(program_id),
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CanvasWebGLMsg::ShaderSource(shader_id, source) => painter.shader_source(shader_id, source),
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CanvasWebGLMsg::Uniform4fv(uniform_id, data) => painter.uniform_4fv(uniform_id, data),
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CanvasWebGLMsg::UseProgram(program_id) => painter.use_program(program_id),
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CanvasWebGLMsg::VertexAttribPointer2f(attrib_id, size, normalized, stride, offset) => {
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painter.vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset);
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},
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CanvasWebGLMsg::Viewport(x, y, width, height) => painter.viewport(x, y, width, height),
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}
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},
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CanvasMsg::Common(message) => {
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@ -93,6 +115,18 @@ impl WebGLPaintTask {
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Ok(chan)
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}
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fn attach_shader(&self, program_id: u32, shader_id: u32) {
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gl::attach_shader(program_id, shader_id);
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}
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fn bind_buffer(&self, buffer_type: u32, buffer_id: u32) {
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gl::bind_buffer(buffer_type, buffer_id);
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}
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fn buffer_data(&self, buffer_type: u32, data: Vec<f32>, usage: u32) {
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gl::buffer_data(buffer_type, &data, usage);
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}
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fn clear(&self, mask: u32) {
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gl::clear(mask);
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}
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@ -101,19 +135,104 @@ impl WebGLPaintTask {
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gl::clear_color(r, g, b, a);
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}
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fn create_buffer(&self, chan: Sender<u32>) {
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let buffers = gl::gen_buffers(1);
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chan.send(buffers[0]).unwrap();
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}
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fn compile_shader(&self, shader_id: u32) {
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gl::compile_shader(shader_id);
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}
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fn create_program(&self, chan: Sender<u32>) {
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let program = gl::create_program();
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chan.send(program).unwrap();
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}
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fn create_shader(&self, shader_type: u32, chan: Sender<u32>) {
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let shader = gl::create_shader(shader_type);
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chan.send(shader).unwrap();
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}
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fn draw_arrays(&self, mode: u32, first: i32, count: i32) {
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gl::draw_arrays(mode, first, count);
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}
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fn enable_vertex_attrib_array(&self, attrib_id: u32) {
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gl::enable_vertex_attrib_array(attrib_id);
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}
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fn get_attrib_location(&self, program_id: u32, name: String, chan: Sender<i32> ) {
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let attrib_location = gl::get_attrib_location(program_id, name.as_slice());
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chan.send(attrib_location).unwrap();
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}
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fn get_shader_info_log(&self, shader_id: u32, chan: Sender<String>) {
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let info = gl::get_shader_info_log(shader_id);
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chan.send(info).unwrap();
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}
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fn get_shader_parameter(&self, shader_id: u32, param_id: u32, chan: Sender<i32>) {
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let parameter = gl::get_shader_iv(shader_id, param_id);
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chan.send(parameter as i32).unwrap();
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}
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fn get_uniform_location(&self, program_id: u32, name: String, chan: Sender<u32>) {
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let uniform_location = gl::get_uniform_location(program_id, name.as_slice());
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chan.send(uniform_location as u32).unwrap();
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}
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fn link_program(&self, program_id: u32) {
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gl::link_program(program_id);
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}
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fn send_pixel_contents(&mut self, chan: Sender<Vec<u8>>) {
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// FIXME(#5652, dmarcos) Instead of a readback strategy we have
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// to layerize the canvas
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let width = self.size.width as usize;
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let height = self.size.height as usize;
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let mut pixels = gl::read_pixels(0, 0,
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self.size.width as gl::GLsizei,
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self.size.height as gl::GLsizei,
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gl::RGBA, gl::UNSIGNED_BYTE);
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self.size.width as gl::GLsizei,
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self.size.height as gl::GLsizei,
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gl::RGBA, gl::UNSIGNED_BYTE);
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// flip image vertically (texture is upside down)
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let orig_pixels = pixels.clone();
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let stride = width * 4;
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for y in 0..height {
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let dst_start = y * stride;
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let src_start = (height - y - 1) * stride;
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let src_slice = &orig_pixels[src_start .. src_start + stride];
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copy_memory(&mut pixels[dst_start .. dst_start + stride],
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&src_slice[..stride]);
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}
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// rgba -> bgra
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byte_swap(&mut pixels);
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chan.send(pixels).unwrap();
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}
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fn shader_source(&self, shader_id: u32, source_lines: Vec<String>) {
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let mut lines: Vec<&[u8]> = source_lines.iter().map(|line| line.as_bytes()).collect();
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gl::shader_source(shader_id, lines.as_mut_slice());
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}
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fn uniform_4fv(&self, uniform_id: u32, data: Vec<f32>) {
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gl::uniform_4f(uniform_id as i32, data[0], data[1], data[2], data[3]);
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}
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fn use_program(&self, program_id: u32) {
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gl::use_program(program_id);
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}
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fn vertex_attrib_pointer_f32(&self, attrib_id: u32, size: i32,
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normalized: bool, stride: i32, offset: i64) {
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gl::vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset as u32);
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}
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fn viewport(&self, x: i32, y: i32, width: i32, height: i32) {
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gl::viewport(x, y, width, height);
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}
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fn recreate(&mut self, size: Size2D<i32>) {
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// TODO(ecoal95): GLContext should support a resize() method
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if size.width > self.original_context_size.width ||
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