Use wrappers for GL IDs

See https://github.com/servo/webrender_traits/pull/62.
This commit is contained in:
Anthony Ramine 2016-06-28 15:18:53 +02:00
parent 810735a846
commit 89a0b55c61
11 changed files with 117 additions and 59 deletions

View file

@ -15,7 +15,7 @@ use dom::webglobject::WebGLObject;
use ipc_channel::ipc::{self, IpcSender};
use std::cell::Cell;
use std::sync::{ONCE_INIT, Once};
use webrender_traits::{WebGLCommand, WebGLParameter, WebGLResult};
use webrender_traits::{WebGLCommand, WebGLParameter, WebGLResult, WebGLShaderId};
#[derive(Clone, Copy, PartialEq, Debug, JSTraceable, HeapSizeOf)]
pub enum ShaderCompilationStatus {
@ -27,7 +27,7 @@ pub enum ShaderCompilationStatus {
#[dom_struct]
pub struct WebGLShader {
webgl_object: WebGLObject,
id: u32,
id: WebGLShaderId,
gl_type: u32,
source: DOMRefCell<Option<DOMString>>,
info_log: DOMRefCell<Option<String>>,
@ -47,7 +47,10 @@ const SHADER_OUTPUT_FORMAT: Output = Output::Essl;
static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
impl WebGLShader {
fn new_inherited(renderer: IpcSender<CanvasMsg>, id: u32, shader_type: u32) -> WebGLShader {
fn new_inherited(renderer: IpcSender<CanvasMsg>,
id: WebGLShaderId,
shader_type: u32)
-> WebGLShader {
GLSLANG_INITIALIZATION.call_once(|| ::angle::hl::initialize().unwrap());
WebGLShader {
webgl_object: WebGLObject::new_inherited(),
@ -69,21 +72,23 @@ impl WebGLShader {
renderer.send(CanvasMsg::WebGL(WebGLCommand::CreateShader(shader_type, sender))).unwrap();
let result = receiver.recv().unwrap();
result.map(|shader_id| WebGLShader::new(global, renderer, *shader_id, shader_type))
result.map(|shader_id| WebGLShader::new(global, renderer, shader_id, shader_type))
}
pub fn new(global: GlobalRef,
renderer: IpcSender<CanvasMsg>,
id: u32,
shader_type: u32) -> Root<WebGLShader> {
reflect_dom_object(
box WebGLShader::new_inherited(renderer, id, shader_type), global, WebGLShaderBinding::Wrap)
id: WebGLShaderId,
shader_type: u32)
-> Root<WebGLShader> {
reflect_dom_object(box WebGLShader::new_inherited(renderer, id, shader_type),
global,
WebGLShaderBinding::Wrap)
}
}
impl WebGLShader {
pub fn id(&self) -> u32 {
pub fn id(&self) -> WebGLShaderId {
self.id
}