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Set the correct Angle GLSL output when using WebGL 2
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commit
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21 changed files with 99 additions and 621 deletions
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@ -4,8 +4,8 @@
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// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
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use angle::hl::{BuiltInResources, Output, ShaderValidator};
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use canvas_traits::webgl::{WebGLSLVersion, WebGLVersion};
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use canvas_traits::webgl::{webgl_channel, WebGLCommand, WebGLMsgSender, WebGLParameter, WebGLResult, WebGLShaderId};
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use canvas_traits::webgl::WebGLVersion;
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use dom::bindings::cell::DomRefCell;
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use dom::bindings::codegen::Bindings::WebGLShaderBinding;
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use dom::bindings::reflector::reflect_dom_object;
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@ -40,12 +40,6 @@ pub struct WebGLShader {
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renderer: WebGLMsgSender,
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}
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#[cfg(not(target_os = "android"))]
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const SHADER_OUTPUT_FORMAT: Output = Output::Glsl;
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#[cfg(target_os = "android")]
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const SHADER_OUTPUT_FORMAT: Output = Output::Essl;
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static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
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impl WebGLShader {
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@ -100,7 +94,12 @@ impl WebGLShader {
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}
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/// glCompileShader
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pub fn compile(&self, version: WebGLVersion, ext: &WebGLExtensions) {
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pub fn compile(
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&self,
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webgl_version: WebGLVersion,
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glsl_version: WebGLSLVersion,
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ext: &WebGLExtensions
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) {
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if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
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debug!("Compiling already compiled shader {}", self.id);
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}
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@ -109,15 +108,37 @@ impl WebGLShader {
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let mut params = BuiltInResources::default();
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params.FragmentPrecisionHigh = 1;
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params.OES_standard_derivatives = ext.is_enabled::<OESStandardDerivatives>() as i32;
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let validator = match version {
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let validator = match webgl_version {
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WebGLVersion::WebGL1 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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Output::Glsl
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};
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ShaderValidator::for_webgl(self.gl_type,
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SHADER_OUTPUT_FORMAT,
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output_format,
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¶ms).unwrap()
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},
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WebGLVersion::WebGL2 => {
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let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
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Output::Essl
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} else {
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match (glsl_version.major, glsl_version.minor) {
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(1, 30) => Output::Glsl130,
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(1, 40) => Output::Glsl140,
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(1, 50) => Output::Glsl150Core,
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(3, 30) => Output::Glsl330Core,
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(4, 0) => Output::Glsl400Core,
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(4, 10) => Output::Glsl410Core,
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(4, 20) => Output::Glsl420Core,
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(4, 30) => Output::Glsl430Core,
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(4, 40) => Output::Glsl440Core,
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(4, _) => Output::Glsl450Core,
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_ => Output::Glsl140
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}
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};
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ShaderValidator::for_webgl2(self.gl_type,
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SHADER_OUTPUT_FORMAT,
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output_format,
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¶ms).unwrap()
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},
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};
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