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webgl: Refactor implementation to move logic inside the DOM interfaces
This improves the encapsulation and consistency in our WebGL implementation. Also allows to implement new methods such as `getShaderSource()`. It will also allow us to use `delete()` in the destructors of them (note that we will want to keep track of them from the context).
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11 changed files with 452 additions and 130 deletions
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@ -9,32 +9,120 @@ use dom::bindings::js::Root;
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use dom::bindings::utils::reflect_dom_object;
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use dom::webglobject::WebGLObject;
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use dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
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use canvas_traits::{CanvasMsg, CanvasWebGLMsg, WebGLResult, WebGLError, WebGLShaderParameter};
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use std::sync::mpsc::{channel, Sender};
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use std::cell::Cell;
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use std::cell::RefCell;
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#[dom_struct]
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pub struct WebGLShader {
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webgl_object: WebGLObject,
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id: u32,
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gl_type: u32,
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// TODO(ecoal95): is RefCell ok?
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source: RefCell<Option<String>>,
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is_deleted: Cell<bool>,
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// TODO(ecoal95): Valorate moving this to `WebGLObject`
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renderer: Sender<CanvasMsg>,
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}
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impl WebGLShader {
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fn new_inherited(id: u32) -> WebGLShader {
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fn new_inherited(renderer: Sender<CanvasMsg>, id: u32, shader_type: u32) -> WebGLShader {
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WebGLShader {
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webgl_object: WebGLObject::new_inherited(),
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id: id,
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gl_type: shader_type,
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source: RefCell::new(None),
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is_deleted: Cell::new(false),
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renderer: renderer,
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}
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}
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pub fn new(global: GlobalRef, id: u32) -> Root<WebGLShader> {
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reflect_dom_object(box WebGLShader::new_inherited(id), global, WebGLShaderBinding::Wrap)
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pub fn maybe_new(global: GlobalRef,
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renderer: Sender<CanvasMsg>,
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shader_type: u32) -> Option<Root<WebGLShader>> {
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let (sender, receiver) = channel();
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renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CreateShader(shader_type, sender))).unwrap();
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receiver.recv().unwrap()
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.map(|shader_id| WebGLShader::new(global, renderer, *shader_id, shader_type))
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}
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pub fn new(global: GlobalRef,
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renderer: Sender<CanvasMsg>,
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id: u32,
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shader_type: u32) -> Root<WebGLShader> {
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reflect_dom_object(
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box WebGLShader::new_inherited(renderer, id, shader_type), global, WebGLShaderBinding::Wrap)
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}
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}
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pub trait WebGLShaderHelpers {
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fn get_id(self) -> u32;
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fn id(self) -> u32;
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fn gl_type(self) -> u32;
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fn compile(self);
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fn delete(self);
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fn info_log(self) -> Option<String>;
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fn parameter(self, param_id: u32) -> WebGLResult<WebGLShaderParameter>;
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fn source(self) -> Option<String>;
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fn set_source(self, src: String);
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}
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impl<'a> WebGLShaderHelpers for &'a WebGLShader {
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fn get_id(self) -> u32 {
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impl<'a> WebGLShaderHelpers for JSRef<'a, WebGLShader> {
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fn id(self) -> u32 {
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self.id
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}
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fn gl_type(self) -> u32 {
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self.gl_type
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}
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// TODO(ecoal95): Validate shaders to be conforming to the WebGL spec
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/// glCompileShader
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fn compile(self) {
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// NB(ecoal95): We intentionally don't check for source, we don't wan't
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// to change gl error behavior
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CompileShader(self.id))).unwrap()
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}
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/// Mark this shader as deleted (if it wasn't previously)
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/// and delete it as if calling tr glDeleteShader.
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fn delete(self) {
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if !self.is_deleted.get() {
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self.is_deleted.set(true);
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::DeleteShader(self.id))).unwrap()
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}
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}
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/// glGetShaderInfoLog
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fn info_log(self) -> Option<String> {
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let (sender, receiver) = channel();
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderInfoLog(self.id, sender))).unwrap();
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receiver.recv().unwrap()
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}
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/// glGetShaderParameter
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fn parameter(self, param_id: u32) -> WebGLResult<WebGLShaderParameter> {
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match param_id {
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constants::SHADER_TYPE | constants::DELETE_STATUS | constants::COMPILE_STATUS => {},
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_ => return Err(WebGLError::InvalidEnum),
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}
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let (sender, receiver) = channel();
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderParameter(self.id, param_id, sender))).unwrap();
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Ok(receiver.recv().unwrap())
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}
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/// Get the shader source
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fn source(self) -> Option<String> {
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(*self.source.borrow()).clone()
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}
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/// glShaderSource
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fn set_source(self, source: String) {
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*self.source.borrow_mut() = Some(source.clone());
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::ShaderSource(self.id, source))).unwrap()
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}
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}
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