mirror of
https://github.com/servo/servo.git
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Revert "Auto merge of #17891 - MortimerGoro:webgl_move, r=glennw,emilio"
This reverts commit90f55ea458
, reversing changes made to2e60b27a21
.
This commit is contained in:
parent
ee94e2b7c0
commit
cfe22e3979
54 changed files with 1426 additions and 3154 deletions
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@ -1,506 +0,0 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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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 http://mozilla.org/MPL/2.0/. */
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use core::nonzero::NonZero;
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use euclid::Size2D;
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use offscreen_gl_context::{GLContextAttributes, GLLimits};
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use std::fmt;
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use webrender_api;
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/// Sender type used in WebGLCommands.
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pub use ::webgl_channel::WebGLSender;
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/// Receiver type used in WebGLCommands.
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pub use ::webgl_channel::WebGLReceiver;
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/// Result type for send()/recv() calls in in WebGLCommands.
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pub use ::webgl_channel::WebGLSendResult;
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/// Helper function that creates a WebGL channel (WebGLSender, WebGLReceiver) to be used in WebGLCommands.
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pub use ::webgl_channel::webgl_channel;
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/// Entry point type used in a Script Pipeline to get the WebGLChan to be used in that thread.
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pub use ::webgl_channel::WebGLPipeline;
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/// Entry point channel type used for sending WebGLMsg messages to the WebGL renderer.
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pub use ::webgl_channel::WebGLChan;
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/// WebGL Message API
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#[derive(Clone, Deserialize, Serialize)]
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pub enum WebGLMsg {
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/// Creates a new WebGLContext.
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CreateContext(Size2D<i32>, GLContextAttributes, WebGLSender<Result<(WebGLCreateContextResult), String>>),
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/// Resizes a WebGLContext.
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ResizeContext(WebGLContextId, Size2D<i32>, WebGLSender<Result<(), String>>),
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/// Drops a WebGLContext.
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RemoveContext(WebGLContextId),
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/// Runs a WebGLCommand in a specific WebGLContext.
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WebGLCommand(WebGLContextId, WebGLCommand),
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/// Runs a WebVRCommand in a specific WebGLContext.
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WebVRCommand(WebGLContextId, WebVRCommand),
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/// Locks a specific WebGLContext. Lock messages are used for a correct synchronization
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/// with WebRender external image API.
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/// WR locks a external texture when it wants to use the shared texture contents.
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/// The WR client should not change the shared texture content until the Unlock call.
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/// Currently OpenGL Sync Objects are used to implement the synchronization mechanism.
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Lock(WebGLContextId, WebGLSender<(u32, Size2D<i32>)>),
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/// Unlocks a specific WebGLContext. Unlock messages are used for a correct synchronization
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/// with WebRender external image API.
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/// The WR unlocks a context when it finished reading the shared texture contents.
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/// Unlock messages are always sent after a Lock message.
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Unlock(WebGLContextId),
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/// Creates or updates the image keys required for WebRender.
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UpdateWebRenderImage(WebGLContextId, WebGLSender<webrender_api::ImageKey>),
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/// Frees all resources and closes the thread.
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Exit,
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}
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/// Contains the WebGLCommand sender and information about a WebGLContext
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#[derive(Clone, Deserialize, Serialize)]
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pub struct WebGLCreateContextResult {
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/// Sender instance to send commands to the specific WebGLContext
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pub sender: WebGLMsgSender,
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/// Information about the internal GL Context.
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pub limits: GLLimits,
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/// How the WebGLContext is shared with WebRender.
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pub share_mode: WebGLContextShareMode,
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}
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#[derive(Clone, Copy, Deserialize, HeapSizeOf, Serialize)]
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pub enum WebGLContextShareMode {
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/// Fast: a shared texture_id is used in WebRender.
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SharedTexture,
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/// Slow: glReadPixels is used to send pixels to WebRender each frame.
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Readback,
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}
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/// Helper struct to send WebGLCommands to a specific WebGLContext.
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#[derive(Clone, Deserialize, HeapSizeOf, Serialize)]
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pub struct WebGLMsgSender {
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ctx_id: WebGLContextId,
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#[ignore_heap_size_of = "channels are hard"]
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sender: WebGLChan,
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}
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impl WebGLMsgSender {
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pub fn new(id: WebGLContextId, sender: WebGLChan) -> Self {
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WebGLMsgSender {
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ctx_id: id,
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sender: sender,
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}
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}
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/// Send a WebGLCommand message
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#[inline]
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pub fn send(&self, command: WebGLCommand) -> WebGLSendResult {
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self.sender.send(WebGLMsg::WebGLCommand(self.ctx_id, command))
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}
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/// Send a WebVRCommand message
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#[inline]
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pub fn send_vr(&self, command: WebVRCommand) -> WebGLSendResult {
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self.sender.send(WebGLMsg::WebVRCommand(self.ctx_id, command))
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}
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/// Send a resize message
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#[inline]
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pub fn send_resize(&self,
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size: Size2D<i32>,
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sender: WebGLSender<Result<(), String>>)
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-> WebGLSendResult {
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self.sender.send(WebGLMsg::ResizeContext(self.ctx_id, size, sender))
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}
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#[inline]
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pub fn send_remove(&self) -> WebGLSendResult {
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self.sender.send(WebGLMsg::RemoveContext(self.ctx_id))
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}
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#[inline]
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pub fn send_update_wr_image(&self, sender: WebGLSender<webrender_api::ImageKey>) -> WebGLSendResult {
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self.sender.send(WebGLMsg::UpdateWebRenderImage(self.ctx_id, sender))
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}
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}
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/// WebGL Commands for a specific WebGLContext
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#[derive(Clone, Deserialize, Serialize)]
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pub enum WebGLCommand {
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GetContextAttributes(WebGLSender<GLContextAttributes>),
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ActiveTexture(u32),
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BlendColor(f32, f32, f32, f32),
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BlendEquation(u32),
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BlendEquationSeparate(u32, u32),
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BlendFunc(u32, u32),
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BlendFuncSeparate(u32, u32, u32, u32),
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AttachShader(WebGLProgramId, WebGLShaderId),
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DetachShader(WebGLProgramId, WebGLShaderId),
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BindAttribLocation(WebGLProgramId, u32, String),
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BufferData(u32, Vec<u8>, u32),
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BufferSubData(u32, isize, Vec<u8>),
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Clear(u32),
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ClearColor(f32, f32, f32, f32),
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ClearDepth(f64),
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ClearStencil(i32),
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ColorMask(bool, bool, bool, bool),
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CullFace(u32),
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FrontFace(u32),
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DepthFunc(u32),
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DepthMask(bool),
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DepthRange(f64, f64),
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Enable(u32),
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Disable(u32),
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CompileShader(WebGLShaderId, String),
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CopyTexImage2D(u32, i32, u32, i32, i32, i32, i32, i32),
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CopyTexSubImage2D(u32, i32, i32, i32, i32, i32, i32, i32),
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CreateBuffer(WebGLSender<Option<WebGLBufferId>>),
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CreateFramebuffer(WebGLSender<Option<WebGLFramebufferId>>),
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CreateRenderbuffer(WebGLSender<Option<WebGLRenderbufferId>>),
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CreateTexture(WebGLSender<Option<WebGLTextureId>>),
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CreateProgram(WebGLSender<Option<WebGLProgramId>>),
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CreateShader(u32, WebGLSender<Option<WebGLShaderId>>),
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DeleteBuffer(WebGLBufferId),
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DeleteFramebuffer(WebGLFramebufferId),
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DeleteRenderbuffer(WebGLRenderbufferId),
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DeleteTexture(WebGLTextureId),
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DeleteProgram(WebGLProgramId),
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DeleteShader(WebGLShaderId),
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BindBuffer(u32, Option<WebGLBufferId>),
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BindFramebuffer(u32, WebGLFramebufferBindingRequest),
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BindRenderbuffer(u32, Option<WebGLRenderbufferId>),
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BindTexture(u32, Option<WebGLTextureId>),
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DisableVertexAttribArray(u32),
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DrawArrays(u32, i32, i32),
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DrawElements(u32, i32, u32, i64),
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EnableVertexAttribArray(u32),
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FramebufferRenderbuffer(u32, u32, u32, Option<WebGLRenderbufferId>),
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FramebufferTexture2D(u32, u32, u32, Option<WebGLTextureId>, i32),
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GetBufferParameter(u32, u32, WebGLSender<WebGLResult<WebGLParameter>>),
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GetExtensions(WebGLSender<String>),
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GetParameter(u32, WebGLSender<WebGLResult<WebGLParameter>>),
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GetProgramParameter(WebGLProgramId, u32, WebGLSender<WebGLResult<WebGLParameter>>),
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GetShaderParameter(WebGLShaderId, u32, WebGLSender<WebGLResult<WebGLParameter>>),
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GetShaderPrecisionFormat(u32, u32, WebGLSender<WebGLResult<(i32, i32, i32)>>),
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GetActiveAttrib(WebGLProgramId, u32, WebGLSender<WebGLResult<(i32, u32, String)>>),
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GetActiveUniform(WebGLProgramId, u32, WebGLSender<WebGLResult<(i32, u32, String)>>),
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GetAttribLocation(WebGLProgramId, String, WebGLSender<Option<i32>>),
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GetUniformLocation(WebGLProgramId, String, WebGLSender<Option<i32>>),
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GetVertexAttrib(u32, u32, WebGLSender<WebGLResult<WebGLParameter>>),
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GetVertexAttribOffset(u32, u32, WebGLSender<WebGLResult<isize>>),
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GetShaderInfoLog(WebGLShaderId, WebGLSender<String>),
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GetProgramInfoLog(WebGLProgramId, WebGLSender<String>),
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PolygonOffset(f32, f32),
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RenderbufferStorage(u32, u32, i32, i32),
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ReadPixels(i32, i32, i32, i32, u32, u32, WebGLSender<Vec<u8>>),
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SampleCoverage(f32, bool),
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Scissor(i32, i32, i32, i32),
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StencilFunc(u32, i32, u32),
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StencilFuncSeparate(u32, u32, i32, u32),
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StencilMask(u32),
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StencilMaskSeparate(u32, u32),
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StencilOp(u32, u32, u32),
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StencilOpSeparate(u32, u32, u32, u32),
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Hint(u32, u32),
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IsEnabled(u32, WebGLSender<bool>),
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LineWidth(f32),
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PixelStorei(u32, i32),
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LinkProgram(WebGLProgramId),
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Uniform1f(i32, f32),
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Uniform1fv(i32, Vec<f32>),
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Uniform1i(i32, i32),
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Uniform1iv(i32, Vec<i32>),
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Uniform2f(i32, f32, f32),
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Uniform2fv(i32, Vec<f32>),
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Uniform2i(i32, i32, i32),
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Uniform2iv(i32, Vec<i32>),
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Uniform3f(i32, f32, f32, f32),
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Uniform3fv(i32, Vec<f32>),
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Uniform3i(i32, i32, i32, i32),
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Uniform3iv(i32, Vec<i32>),
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Uniform4f(i32, f32, f32, f32, f32),
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Uniform4fv(i32, Vec<f32>),
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Uniform4i(i32, i32, i32, i32, i32),
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Uniform4iv(i32, Vec<i32>),
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UniformMatrix2fv(i32, bool, Vec<f32>),
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UniformMatrix3fv(i32, bool, Vec<f32>),
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UniformMatrix4fv(i32, bool, Vec<f32>),
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UseProgram(WebGLProgramId),
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ValidateProgram(WebGLProgramId),
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VertexAttrib(u32, f32, f32, f32, f32),
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VertexAttribPointer(u32, i32, u32, bool, i32, u32),
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VertexAttribPointer2f(u32, i32, bool, i32, u32),
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Viewport(i32, i32, i32, i32),
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TexImage2D(u32, i32, i32, i32, i32, u32, u32, Vec<u8>),
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TexParameteri(u32, u32, i32),
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TexParameterf(u32, u32, f32),
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TexSubImage2D(u32, i32, i32, i32, i32, i32, u32, u32, Vec<u8>),
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DrawingBufferWidth(WebGLSender<i32>),
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DrawingBufferHeight(WebGLSender<i32>),
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Finish(WebGLSender<()>),
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Flush,
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GenerateMipmap(u32),
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CreateVertexArray(WebGLSender<Option<WebGLVertexArrayId>>),
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DeleteVertexArray(WebGLVertexArrayId),
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BindVertexArray(Option<WebGLVertexArrayId>),
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}
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macro_rules! define_resource_id_struct {
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($name:ident) => {
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#[derive(Clone, Copy, Eq, Hash, PartialEq)]
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pub struct $name(NonZero<u32>);
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impl $name {
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#[allow(unsafe_code)]
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#[inline]
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pub unsafe fn new(id: u32) -> Self {
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$name(NonZero::new_unchecked(id))
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}
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#[inline]
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pub fn get(self) -> u32 {
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self.0.get()
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}
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}
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};
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}
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macro_rules! define_resource_id {
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($name:ident) => {
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define_resource_id_struct!($name);
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#[allow(unsafe_code)]
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impl<'de> ::serde::Deserialize<'de> for $name {
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fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
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where D: ::serde::Deserializer<'de>
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{
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let id = try!(u32::deserialize(deserializer));
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if id == 0 {
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Err(::serde::de::Error::custom("expected a non-zero value"))
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} else {
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Ok(unsafe { $name::new(id) })
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}
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}
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}
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impl ::serde::Serialize for $name {
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fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
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where S: ::serde::Serializer
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{
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self.get().serialize(serializer)
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}
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}
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impl ::std::fmt::Debug for $name {
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fn fmt(&self, fmt: &mut ::std::fmt::Formatter)
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-> Result<(), ::std::fmt::Error> {
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fmt.debug_tuple(stringify!($name))
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.field(&self.get())
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.finish()
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}
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}
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impl ::std::fmt::Display for $name {
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fn fmt(&self, fmt: &mut ::std::fmt::Formatter)
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-> Result<(), ::std::fmt::Error> {
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write!(fmt, "{}", self.get())
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}
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}
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impl ::heapsize::HeapSizeOf for $name {
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fn heap_size_of_children(&self) -> usize { 0 }
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}
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}
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}
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define_resource_id!(WebGLBufferId);
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define_resource_id!(WebGLFramebufferId);
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define_resource_id!(WebGLRenderbufferId);
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define_resource_id!(WebGLTextureId);
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define_resource_id!(WebGLProgramId);
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define_resource_id!(WebGLShaderId);
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define_resource_id!(WebGLVertexArrayId);
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#[derive(Clone, Copy, Debug, Deserialize, Eq, Hash, Ord, PartialEq, PartialOrd, Serialize)]
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pub struct WebGLContextId(pub usize);
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impl ::heapsize::HeapSizeOf for WebGLContextId {
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fn heap_size_of_children(&self) -> usize { 0 }
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}
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#[derive(Clone, Copy, Debug, Deserialize, PartialEq, Serialize)]
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pub enum WebGLError {
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InvalidEnum,
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InvalidFramebufferOperation,
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InvalidOperation,
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InvalidValue,
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OutOfMemory,
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ContextLost,
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}
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#[derive(Clone, Debug, Deserialize, Serialize)]
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pub enum WebGLFramebufferBindingRequest {
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Explicit(WebGLFramebufferId),
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Default,
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}
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#[derive(Clone, Debug, Deserialize, Serialize)]
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pub enum WebGLParameter {
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Int(i32),
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Bool(bool),
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String(String),
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Float(f32),
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FloatArray(Vec<f32>),
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Invalid,
|
||||
}
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||||
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pub type WebGLResult<T> = Result<T, WebGLError>;
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||||
|
||||
#[derive(Clone, Debug, Deserialize, Serialize)]
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pub enum WebGLShaderParameter {
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||||
Int(i32),
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Bool(bool),
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Invalid,
|
||||
}
|
||||
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||||
pub type WebVRDeviceId = u32;
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||||
|
||||
// WebVR commands that must be called in the WebGL render thread.
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||||
#[derive(Clone, Deserialize, Serialize)]
|
||||
pub enum WebVRCommand {
|
||||
/// Start presenting to a VR device.
|
||||
Create(WebVRDeviceId),
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||||
/// Synchronize the pose information to be used in the frame.
|
||||
SyncPoses(WebVRDeviceId, f64, f64, WebGLSender<Result<Vec<u8>, ()>>),
|
||||
/// Submit the frame to a VR device using the specified texture coordinates.
|
||||
SubmitFrame(WebVRDeviceId, [f32; 4], [f32; 4]),
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/// Stop presenting to a VR device
|
||||
Release(WebVRDeviceId)
|
||||
}
|
||||
|
||||
// Trait object that handles WebVR commands.
|
||||
// Receives the texture id and size associated to the WebGLContext.
|
||||
pub trait WebVRRenderHandler: Send {
|
||||
fn handle(&mut self, command: WebVRCommand, texture: Option<(u32, Size2D<i32>)>);
|
||||
}
|
||||
|
||||
impl fmt::Debug for WebGLCommand {
|
||||
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
||||
use self::WebGLCommand::*;
|
||||
let name = match *self {
|
||||
GetContextAttributes(..) => "GetContextAttributes",
|
||||
ActiveTexture(..) => "ActiveTexture",
|
||||
BlendColor(..) => "BlendColor",
|
||||
BlendEquation(..) => "BlendEquation",
|
||||
BlendEquationSeparate(..) => "BlendEquationSeparate",
|
||||
BlendFunc(..) => "BlendFunc",
|
||||
BlendFuncSeparate(..) => "BlendFuncSeparate",
|
||||
AttachShader(..) => "AttachShader",
|
||||
DetachShader(..) => "DetachShader",
|
||||
BindAttribLocation(..) => "BindAttribLocation",
|
||||
BufferData(..) => "BufferData",
|
||||
BufferSubData(..) => "BufferSubData",
|
||||
Clear(..) => "Clear",
|
||||
ClearColor(..) => "ClearColor",
|
||||
ClearDepth(..) => "ClearDepth",
|
||||
ClearStencil(..) => "ClearStencil",
|
||||
ColorMask(..) => "ColorMask",
|
||||
CopyTexImage2D(..) => "CopyTexImage2D",
|
||||
CopyTexSubImage2D(..) => "CopyTexSubImage2D",
|
||||
CullFace(..) => "CullFace",
|
||||
FrontFace(..) => "FrontFace",
|
||||
DepthFunc(..) => "DepthFunc",
|
||||
DepthMask(..) => "DepthMask",
|
||||
DepthRange(..) => "DepthRange",
|
||||
Enable(..) => "Enable",
|
||||
Disable(..) => "Disable",
|
||||
CompileShader(..) => "CompileShader",
|
||||
CreateBuffer(..) => "CreateBuffer",
|
||||
CreateFramebuffer(..) => "CreateFramebuffer",
|
||||
CreateRenderbuffer(..) => "CreateRenderbuffer",
|
||||
CreateTexture(..) => "CreateTexture",
|
||||
CreateProgram(..) => "CreateProgram",
|
||||
CreateShader(..) => "CreateShader",
|
||||
DeleteBuffer(..) => "DeleteBuffer",
|
||||
DeleteFramebuffer(..) => "DeleteFramebuffer",
|
||||
DeleteRenderbuffer(..) => "DeleteRenderBuffer",
|
||||
DeleteTexture(..) => "DeleteTexture",
|
||||
DeleteProgram(..) => "DeleteProgram",
|
||||
DeleteShader(..) => "DeleteShader",
|
||||
BindBuffer(..) => "BindBuffer",
|
||||
BindFramebuffer(..) => "BindFramebuffer",
|
||||
BindRenderbuffer(..) => "BindRenderbuffer",
|
||||
BindTexture(..) => "BindTexture",
|
||||
DisableVertexAttribArray(..) => "DisableVertexAttribArray",
|
||||
DrawArrays(..) => "DrawArrays",
|
||||
DrawElements(..) => "DrawElements",
|
||||
EnableVertexAttribArray(..) => "EnableVertexAttribArray",
|
||||
FramebufferRenderbuffer(..) => "FramebufferRenderbuffer",
|
||||
FramebufferTexture2D(..) => "FramebufferTexture2D",
|
||||
GetBufferParameter(..) => "GetBufferParameter",
|
||||
GetExtensions(..) => "GetExtensions",
|
||||
GetParameter(..) => "GetParameter",
|
||||
GetProgramParameter(..) => "GetProgramParameter",
|
||||
GetShaderParameter(..) => "GetShaderParameter",
|
||||
GetShaderPrecisionFormat(..) => "GetShaderPrecisionFormat",
|
||||
GetActiveAttrib(..) => "GetActiveAttrib",
|
||||
GetActiveUniform(..) => "GetActiveUniform",
|
||||
GetAttribLocation(..) => "GetAttribLocation",
|
||||
GetUniformLocation(..) => "GetUniformLocation",
|
||||
GetShaderInfoLog(..) => "GetShaderInfoLog",
|
||||
GetProgramInfoLog(..) => "GetProgramInfoLog",
|
||||
GetVertexAttrib(..) => "GetVertexAttrib",
|
||||
GetVertexAttribOffset(..) => "GetVertexAttribOffset",
|
||||
PolygonOffset(..) => "PolygonOffset",
|
||||
ReadPixels(..) => "ReadPixels",
|
||||
RenderbufferStorage(..) => "RenderbufferStorage",
|
||||
SampleCoverage(..) => "SampleCoverage",
|
||||
Scissor(..) => "Scissor",
|
||||
StencilFunc(..) => "StencilFunc",
|
||||
StencilFuncSeparate(..) => "StencilFuncSeparate",
|
||||
StencilMask(..) => "StencilMask",
|
||||
StencilMaskSeparate(..) => "StencilMaskSeparate",
|
||||
StencilOp(..) => "StencilOp",
|
||||
StencilOpSeparate(..) => "StencilOpSeparate",
|
||||
Hint(..) => "Hint",
|
||||
IsEnabled(..) => "IsEnabled",
|
||||
LineWidth(..) => "LineWidth",
|
||||
PixelStorei(..) => "PixelStorei",
|
||||
LinkProgram(..) => "LinkProgram",
|
||||
Uniform1f(..) => "Uniform1f",
|
||||
Uniform1fv(..) => "Uniform1fv",
|
||||
Uniform1i(..) => "Uniform1i",
|
||||
Uniform1iv(..) => "Uniform1iv",
|
||||
Uniform2f(..) => "Uniform2f",
|
||||
Uniform2fv(..) => "Uniform2fv",
|
||||
Uniform2i(..) => "Uniform2i",
|
||||
Uniform2iv(..) => "Uniform2iv",
|
||||
Uniform3f(..) => "Uniform3f",
|
||||
Uniform3fv(..) => "Uniform3fv",
|
||||
Uniform3i(..) => "Uniform3i",
|
||||
Uniform3iv(..) => "Uniform3iv",
|
||||
Uniform4f(..) => "Uniform4f",
|
||||
Uniform4fv(..) => "Uniform4fv",
|
||||
Uniform4i(..) => "Uniform4i",
|
||||
Uniform4iv(..) => "Uniform4iv",
|
||||
UniformMatrix2fv(..) => "UniformMatrix2fv",
|
||||
UniformMatrix3fv(..) => "UniformMatrix3fv",
|
||||
UniformMatrix4fv(..) => "UniformMatrix4fv",
|
||||
UseProgram(..) => "UseProgram",
|
||||
ValidateProgram(..) => "ValidateProgram",
|
||||
VertexAttrib(..) => "VertexAttrib",
|
||||
VertexAttribPointer2f(..) => "VertexAttribPointer2f",
|
||||
VertexAttribPointer(..) => "VertexAttribPointer",
|
||||
Viewport(..) => "Viewport",
|
||||
TexImage2D(..) => "TexImage2D",
|
||||
TexParameteri(..) => "TexParameteri",
|
||||
TexParameterf(..) => "TexParameterf",
|
||||
TexSubImage2D(..) => "TexSubImage2D",
|
||||
DrawingBufferWidth(..) => "DrawingBufferWidth",
|
||||
DrawingBufferHeight(..) => "DrawingBufferHeight",
|
||||
Finish(..) => "Finish",
|
||||
Flush => "Flush",
|
||||
GenerateMipmap(..) => "GenerateMipmap",
|
||||
CreateVertexArray(..) => "CreateVertexArray",
|
||||
DeleteVertexArray(..) => "DeleteVertexArray",
|
||||
BindVertexArray(..) => "BindVertexArray"
|
||||
};
|
||||
|
||||
write!(f, "CanvasWebGLMsg::{}(..)", name)
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue