Add support for WebGL2 uniform matrix operations

Adds support for the `uniformMatrix[234]x[234]fv` WebGL2 functions.

See: https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
This commit is contained in:
Mátyás Mustoha 2020-01-16 12:34:45 +01:00
parent 0650fc3199
commit 7d5048f885
10 changed files with 398 additions and 219 deletions

View file

@ -50,7 +50,7 @@ use js::jsapi::{JSObject, Type};
use js::jsval::{BooleanValue, DoubleValue, Int32Value, UInt32Value};
use js::jsval::{JSVal, NullValue, ObjectValue, UndefinedValue};
use js::rust::CustomAutoRooterGuard;
use js::typedarray::{ArrayBufferView, CreateWith, Uint32, Uint32Array};
use js::typedarray::{ArrayBufferView, CreateWith, Float32, Uint32, Uint32Array};
use script_layout_interface::HTMLCanvasDataSource;
use std::cell::Cell;
use std::cmp;
@ -1744,8 +1744,11 @@ impl WebGL2RenderingContextMethods for WebGL2RenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.UniformMatrix2fv(location, transpose, v)
self.base
.UniformMatrix2fv(location, transpose, v, src_offset, src_length)
}
/// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
@ -1754,8 +1757,11 @@ impl WebGL2RenderingContextMethods for WebGL2RenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.UniformMatrix3fv(location, transpose, v)
self.base
.UniformMatrix3fv(location, transpose, v, src_offset, src_length)
}
/// https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.10
@ -1764,8 +1770,179 @@ impl WebGL2RenderingContextMethods for WebGL2RenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
v: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.UniformMatrix4fv(location, transpose, v)
self.base
.UniformMatrix4fv(location, transpose, v, src_offset, src_length)
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix3x2fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT3x2 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
3 * 2,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix3x2fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix4x2fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT4x2 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
4 * 2,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix4x2fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix2x3fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT2x3 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
2 * 3,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix2x3fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix4x3fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT4x3 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
4 * 3,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix4x3fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix2x4fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT2x4 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
2 * 4,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix2x4fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
fn UniformMatrix3x4fv(
&self,
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.base.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT3x4 => {},
_ => return Err(InvalidOperation),
}
let val = self.base.uniform_matrix_section(
val,
src_offset,
src_length,
transpose,
3 * 4,
location,
)?;
self.base
.send_command(WebGLCommand::UniformMatrix3x4fv(location.id(), val));
Ok(())
});
}
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.8
@ -1797,6 +1974,42 @@ impl WebGL2RenderingContextMethods for WebGL2RenderingContext {
constants::UNSIGNED_INT_VEC4 => unsafe {
uniform_typed::<Uint32>(*cx, &uniform_get(triple, WebGLCommand::GetUniformUint4))
},
constants::FLOAT_MAT2x3 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat2x3),
)
},
constants::FLOAT_MAT2x4 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat2x4),
)
},
constants::FLOAT_MAT3x2 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat3x2),
)
},
constants::FLOAT_MAT3x4 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat3x4),
)
},
constants::FLOAT_MAT4x2 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat4x2),
)
},
constants::FLOAT_MAT4x3 => unsafe {
uniform_typed::<Float32>(
*cx,
&uniform_get(triple, WebGLCommand::GetUniformFloat4x3),
)
},
_ => self.base.GetUniform(cx, program, location),
}
}

View file

@ -1322,6 +1322,25 @@ impl WebGLRenderingContext {
Ok(vec)
}
pub fn uniform_matrix_section(
&self,
vec: Float32ArrayOrUnrestrictedFloatSequence,
offset: u32,
length: u32,
transpose: bool,
uniform_size: usize,
uniform_location: &WebGLUniformLocation,
) -> WebGLResult<Vec<f32>> {
let vec = match vec {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
self.uniform_vec_section::<f32>(vec, offset, length, uniform_size, uniform_location)
}
}
#[cfg(not(feature = "webgl_backtrace"))]
@ -3526,25 +3545,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT2 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 4 || val.len() % 4 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 4 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 4, location)?;
self.send_command(WebGLCommand::UniformMatrix2fv(location.id(), val));
Ok(())
});
@ -3556,25 +3566,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT3 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 9 || val.len() % 9 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 9 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 9, location)?;
self.send_command(WebGLCommand::UniformMatrix3fv(location.id(), val));
Ok(())
});
@ -3586,25 +3587,16 @@ impl WebGLRenderingContextMethods for WebGLRenderingContext {
location: Option<&WebGLUniformLocation>,
transpose: bool,
val: Float32ArrayOrUnrestrictedFloatSequence,
src_offset: u32,
src_length: u32,
) {
self.with_location(location, |location| {
match location.type_() {
constants::FLOAT_MAT4 => {},
_ => return Err(InvalidOperation),
}
let val = match val {
Float32ArrayOrUnrestrictedFloatSequence::Float32Array(v) => v.to_vec(),
Float32ArrayOrUnrestrictedFloatSequence::UnrestrictedFloatSequence(v) => v,
};
if transpose {
return Err(InvalidValue);
}
if val.len() < 16 || val.len() % 16 != 0 {
return Err(InvalidValue);
}
if location.size().is_none() && val.len() != 16 {
return Err(InvalidOperation);
}
let val =
self.uniform_matrix_section(val, src_offset, src_length, transpose, 16, location)?;
self.send_command(WebGLCommand::UniformMatrix4fv(location.id(), val));
Ok(())
});

View file

@ -439,26 +439,20 @@ interface mixin WebGL2RenderingContextBase
void uniform4uiv(WebGLUniformLocation? location, Uint32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
// void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix3x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix4x2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix2x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix4x3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
// void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
// optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix2x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix3x4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
/* Vertex attribs */
// void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);

View file

@ -668,9 +668,12 @@ interface mixin WebGLRenderingContextBase
void uniform4iv(WebGLUniformLocation? location, Int32List data, optional GLuint srcOffset = 0,
optional GLuint srcLength = 0);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List value);
void uniformMatrix2fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix3fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void uniformMatrix4fv(WebGLUniformLocation? location, GLboolean transpose, Float32List data,
optional GLuint srcOffset = 0, optional GLuint srcLength = 0);
void useProgram(WebGLProgram? program);
void validateProgram(WebGLProgram program);