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Use surfman for managing GL surfaces
Co-authored-by: Alan Jeffrey <ajeffrey@mozilla.com> Co-authored-by: Zakor Gyula <gyula.zakor@h-lab.eu> Co-authored-by: Josh Matthews <josh@joshmatthews.net>
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48d918dcde
commit
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52 changed files with 1929 additions and 2195 deletions
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@ -2,27 +2,26 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use crate::dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextMethods;
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use crate::dom::bindings::codegen::Bindings::XRViewBinding::{XREye, XRViewMethods};
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use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding;
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use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding::XRWebGLLayerInit;
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use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding::XRWebGLLayerMethods;
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use crate::dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextBinding::WebGLRenderingContextMethods;
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use crate::dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
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use crate::dom::bindings::error::Error;
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use crate::dom::bindings::error::Fallible;
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use crate::dom::bindings::reflector::{reflect_dom_object, Reflector, DomObject};
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use crate::dom::bindings::reflector::{reflect_dom_object, DomObject, Reflector};
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use crate::dom::bindings::root::{Dom, DomRoot};
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use crate::dom::globalscope::GlobalScope;
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use crate::dom::webgl_validations::types::TexImageTarget;
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use crate::dom::webglframebuffer::WebGLFramebuffer;
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use crate::dom::webglrenderingcontext::WebGLRenderingContext;
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use crate::dom::window::Window;
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use crate::dom::xrsession::XRSession;
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use crate::dom::xrview::XRView;
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use crate::dom::xrviewport::XRViewport;
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use canvas_traits::webgl::WebGLFramebufferId;
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use dom_struct::dom_struct;
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use js::rust::CustomAutoRooter;
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use std::convert::TryInto;
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use webxr_api::SwapChainId as WebXRSwapChainId;
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use webxr_api::Views;
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#[dom_struct]
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@ -32,6 +31,8 @@ pub struct XRWebGLLayer {
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depth: bool,
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stencil: bool,
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alpha: bool,
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#[ignore_malloc_size_of = "ids don't malloc"]
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swap_chain_id: WebXRSwapChainId,
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context: Dom<WebGLRenderingContext>,
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session: Dom<XRSession>,
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framebuffer: Dom<WebGLFramebuffer>,
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@ -39,6 +40,7 @@ pub struct XRWebGLLayer {
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impl XRWebGLLayer {
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pub fn new_inherited(
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swap_chain_id: WebXRSwapChainId,
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session: &XRSession,
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context: &WebGLRenderingContext,
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init: &XRWebGLLayerInit,
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@ -50,6 +52,7 @@ impl XRWebGLLayer {
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depth: init.depth,
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stencil: init.stencil,
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alpha: init.alpha,
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swap_chain_id,
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context: Dom::from_ref(context),
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session: Dom::from_ref(session),
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framebuffer: Dom::from_ref(framebuffer),
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@ -58,6 +61,7 @@ impl XRWebGLLayer {
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pub fn new(
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global: &GlobalScope,
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swap_chain_id: WebXRSwapChainId,
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session: &XRSession,
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context: &WebGLRenderingContext,
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init: &XRWebGLLayerInit,
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@ -65,6 +69,7 @@ impl XRWebGLLayer {
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) -> DomRoot<XRWebGLLayer> {
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reflect_dom_object(
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Box::new(XRWebGLLayer::new_inherited(
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swap_chain_id,
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session,
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context,
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init,
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@ -89,108 +94,16 @@ impl XRWebGLLayer {
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// XXXManishearth step 3: throw error if context is lost
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// XXXManishearth step 4: check XR compat flag for immersive sessions
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let cx = global.get_cx();
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let old_fbo = context.bound_framebuffer();
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let old_rbo = context.bound_renderbuffer();
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let old_texture = context
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.textures()
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.active_texture_for_image_target(TexImageTarget::Texture2D);
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// Step 9.2. "Initialize layer’s framebuffer to a new opaque framebuffer created with
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// context and layerInit’s depth, stencil, and alpha values."
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let framebuffer = context.CreateFramebuffer().ok_or(Error::Operation)?;
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// Step 9.2. "Initialize layer’s framebuffer to a new opaque framebuffer created with context."
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let size = session.with_session(|session| session.recommended_framebuffer_resolution());
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let (swap_chain_id, framebuffer) =
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WebGLFramebuffer::maybe_new_webxr(session, context, size).ok_or(Error::Operation)?;
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// Step 9.3. "Allocate and initialize resources compatible with session’s XR device,
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// including GPU accessible memory buffers, as required to support the compositing of layer."
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// Create a new texture with size given by the session's recommended resolution
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let texture = context.CreateTexture().ok_or(Error::Operation)?;
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let render_buffer = context.CreateRenderbuffer().ok_or(Error::Operation)?;
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let resolution = session.with_session(|s| s.recommended_framebuffer_resolution());
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let mut pixels = CustomAutoRooter::new(None);
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let mut clear_bits = constants::COLOR_BUFFER_BIT;
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let formats = context.formats();
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context.BindTexture(constants::TEXTURE_2D, Some(&texture));
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let sc = context.TexImage2D(
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constants::TEXTURE_2D,
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0,
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formats.texture_format,
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resolution.width,
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resolution.height,
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0,
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formats.texture_format,
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formats.texture_type,
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pixels.root(*cx),
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);
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// Bind the new texture to the framebuffer
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context.BindFramebuffer(constants::FRAMEBUFFER, Some(&framebuffer));
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context.FramebufferTexture2D(
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constants::FRAMEBUFFER,
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constants::COLOR_ATTACHMENT0,
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constants::TEXTURE_2D,
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Some(&texture),
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0,
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);
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// Create backing store and bind a renderbuffer if requested
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if init.depth || init.stencil {
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let (internal_format, attachment) = if init.depth && init.stencil {
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clear_bits |= constants::DEPTH_BUFFER_BIT | constants::STENCIL_BUFFER_BIT;
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(
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constants::DEPTH_STENCIL,
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constants::DEPTH_STENCIL_ATTACHMENT,
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)
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} else if init.depth {
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clear_bits |= constants::DEPTH_BUFFER_BIT;
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(constants::DEPTH_COMPONENT16, constants::DEPTH_ATTACHMENT)
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} else {
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clear_bits |= constants::STENCIL_BUFFER_BIT;
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(constants::STENCIL_INDEX8, constants::STENCIL_ATTACHMENT)
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};
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context.BindRenderbuffer(constants::RENDERBUFFER, Some(&render_buffer));
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context.RenderbufferStorage(
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constants::RENDERBUFFER,
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internal_format,
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resolution.width,
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resolution.height,
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);
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context.FramebufferRenderbuffer(
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constants::FRAMEBUFFER,
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attachment,
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constants::RENDERBUFFER,
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Some(&render_buffer),
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);
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}
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context.initialize_framebuffer(clear_bits);
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// Restore the WebGL state while complaining about global mutable state
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let fb_status = context.CheckFramebufferStatus(constants::FRAMEBUFFER);
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let gl_status = context.GetError();
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context.BindTexture(constants::TEXTURE_2D, old_texture.as_ref().map(|t| &**t));
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context.BindFramebuffer(constants::FRAMEBUFFER, old_fbo.as_ref().map(|f| &**f));
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context.BindRenderbuffer(constants::RENDERBUFFER, old_rbo.as_ref().map(|f| &**f));
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// Step 9.4: "If layer’s resources were unable to be created for any reason,
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// throw an OperationError and abort these steps."
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if let Err(err) = sc {
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error!("TexImage2D error {:?} while creating XR context", err);
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return Err(Error::Operation);
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}
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if fb_status != constants::FRAMEBUFFER_COMPLETE {
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error!(
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"Framebuffer error {:x} while creating XR context",
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fb_status
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);
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return Err(Error::Operation);
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}
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if gl_status != constants::NO_ERROR {
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error!("GL error {:x} while creating XR context", gl_status);
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return Err(Error::Operation);
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}
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// Ensure that we finish setting up this layer before continuing.
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context.Finish();
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// Step 10. "Return layer."
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Ok(XRWebGLLayer::new(
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&global.global(),
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swap_chain_id,
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session,
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context,
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init,
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))
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}
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pub fn swap_chain_id(&self) -> WebXRSwapChainId {
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self.swap_chain_id
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}
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pub fn session(&self) -> &XRSession {
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&self.session
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}
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pub fn framebuffer(&self) -> &WebGLFramebuffer {
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&self.framebuffer
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pub fn swap_buffers(&self) {
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if let WebGLFramebufferId::Opaque(id) = self.framebuffer.id() {
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self.context.swap_buffers(Some(id));
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}
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}
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}
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