Add support for WebGL2 FramebufferTextureLayer

Adds support for `FramebufferTextureLayer` WebGL2 call.

See: https://www.khronos.org/registry/webgl/specs/latest/2.0/#3.7.4
This commit is contained in:
Mátyás Mustoha 2020-02-14 13:14:07 +01:00
parent 61cf25c98a
commit 8389189d94
9 changed files with 145 additions and 39 deletions

View file

@ -35,7 +35,7 @@ raqote = {git = "https://github.com/jrmuizel/raqote"}
time = { version = "0.1.0", optional = true }
pixels = {path = "../pixels"}
servo_config = {path = "../config"}
sparkle = "0.1.19"
sparkle = "0.1.20"
webrender = {git = "https://github.com/servo/webrender"}
webrender_api = {git = "https://github.com/servo/webrender"}
webrender_traits = {path = "../webrender_traits"}

View file

@ -79,6 +79,8 @@ impl GLLimitsDetect for GLLimits {
max_vertex_uniform_components,
max_fragment_uniform_blocks,
max_fragment_uniform_components,
max_3d_texture_size,
max_array_texture_layers,
uniform_buffer_offset_alignment,
);
if webgl_version == WebGLVersion::WebGL2 {
@ -102,6 +104,8 @@ impl GLLimitsDetect for GLLimits {
max_fragment_uniform_blocks = gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_BLOCKS);
max_fragment_uniform_components = gl.get_integer(gl::MAX_FRAGMENT_UNIFORM_COMPONENTS);
uniform_buffer_offset_alignment = gl.get_integer(gl::UNIFORM_BUFFER_OFFSET_ALIGNMENT);
max_3d_texture_size = gl.get_integer(gl::MAX_3D_TEXTURE_SIZE);
max_array_texture_layers = gl.get_integer(gl::MAX_ARRAY_TEXTURE_LAYERS)
} else {
max_uniform_block_size = 0;
max_uniform_buffer_bindings = 0;
@ -118,6 +122,8 @@ impl GLLimitsDetect for GLLimits {
max_fragment_uniform_blocks = 0;
max_fragment_uniform_components = 0;
uniform_buffer_offset_alignment = 0;
max_3d_texture_size = 0;
max_array_texture_layers = 0;
}
GLLimits {
@ -148,6 +154,8 @@ impl GLLimitsDetect for GLLimits {
max_vertex_uniform_components,
max_fragment_uniform_blocks,
max_fragment_uniform_components,
max_3d_texture_size,
max_array_texture_layers,
uniform_buffer_offset_alignment,
}
}

View file

@ -1974,6 +1974,19 @@ impl WebGLImpl {
WebGLCommand::InvalidateSubFramebuffer(target, ref attachments, x, y, w, h) => {
gl.invalidate_sub_framebuffer(target, attachments, x, y, w, h)
},
WebGLCommand::FramebufferTextureLayer(target, attachment, tex_id, level, layer) => {
let tex_id = tex_id.map_or(0, WebGLTextureId::get);
let attach = |attachment| {
gl.framebuffer_texture_layer(target, attachment, tex_id, level, layer)
};
if attachment == gl::DEPTH_STENCIL_ATTACHMENT {
attach(gl::DEPTH_ATTACHMENT);
attach(gl::STENCIL_ATTACHMENT);
} else {
attach(attachment)
}
},
}
// If debug asertions are enabled, then check the error state.