Format script component

This commit is contained in:
chansuke 2018-09-18 23:24:15 +09:00 committed by Josh Matthews
parent 2ca7a13473
commit c37a345dc9
357 changed files with 25485 additions and 18076 deletions

View file

@ -46,11 +46,7 @@ pub struct WebGLShader {
static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
impl WebGLShader {
fn new_inherited(
context: &WebGLRenderingContext,
id: WebGLShaderId,
shader_type: u32,
) -> Self {
fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
Self {
webgl_object: WebGLObject::new_inherited(context),
@ -67,7 +63,10 @@ impl WebGLShader {
pub fn maybe_new(context: &WebGLRenderingContext, shader_type: u32) -> Option<DomRoot<Self>> {
let (sender, receiver) = webgl_channel().unwrap();
context.send_command(WebGLCommand::CreateShader(shader_type, sender));
receiver.recv().unwrap().map(|id| WebGLShader::new(context, id, shader_type))
receiver
.recv()
.unwrap()
.map(|id| WebGLShader::new(context, id, shader_type))
}
pub fn new(
@ -83,7 +82,6 @@ impl WebGLShader {
}
}
impl WebGLShader {
pub fn id(&self) -> WebGLShaderId {
self.id
@ -130,9 +128,7 @@ impl WebGLShader {
} else {
Output::Glsl
};
ShaderValidator::for_webgl(self.gl_type,
output_format,
&params).unwrap()
ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
},
WebGLVersion::WebGL2 => {
let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
@ -149,12 +145,10 @@ impl WebGLShader {
(4, 30) => Output::Glsl430Core,
(4, 40) => Output::Glsl440Core,
(4, _) => Output::Glsl450Core,
_ => Output::Glsl140
_ => Output::Glsl140,
}
};
ShaderValidator::for_webgl2(self.gl_type,
output_format,
&params).unwrap()
ShaderValidator::for_webgl2(self.gl_type, output_format, &params).unwrap()
},
};
@ -167,7 +161,8 @@ impl WebGLShader {
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::CompileShader(self.id, translated_source));
self.compilation_status.set(ShaderCompilationStatus::Succeeded);
self.compilation_status
.set(ShaderCompilationStatus::Succeeded);
},
Err(error) => {
self.compilation_status.set(ShaderCompilationStatus::Failed);