Set the correct Angle GLSL output when using WebGL 2

This commit is contained in:
Imanol Fernandez 2017-11-13 14:36:56 +01:00
parent bc58e18761
commit c22674481b
21 changed files with 99 additions and 621 deletions

View file

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