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Auto merge of #10443 - emilio:webgl-teximage2d-overload, r=jdm
webgl: Implement the pending texImage2D overload, and add more validation This is a large-ish refactor of the Texture2D code, but it should be easier to read and of course more correct. I tried to annotate every error condition with a spec paragraph. I made just a reftest to ensure this works as intended, since I expect #10373 to land pretty soon. <!-- Reviewable:start --> --- This change is [<img src="https://reviewable.io/review_button.svg" height="35" align="absmiddle" alt="Reviewable"/>](https://reviewable.io/reviews/servo/servo/10443) <!-- Reviewable:end -->
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commit
f1defb446e
15 changed files with 615 additions and 137 deletions
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@ -23,6 +23,7 @@ pub struct WebGLProgram {
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webgl_object: WebGLObject,
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id: u32,
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is_deleted: Cell<bool>,
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linked: Cell<bool>,
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fragment_shader: MutNullableHeap<JS<WebGLShader>>,
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vertex_shader: MutNullableHeap<JS<WebGLShader>>,
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#[ignore_heap_size_of = "Defined in ipc-channel"]
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@ -35,6 +36,7 @@ impl WebGLProgram {
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webgl_object: WebGLObject::new_inherited(),
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id: id,
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is_deleted: Cell::new(false),
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linked: Cell::new(false),
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fragment_shader: Default::default(),
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vertex_shader: Default::default(),
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renderer: renderer,
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@ -71,19 +73,27 @@ impl WebGLProgram {
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/// glLinkProgram
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pub fn link(&self) {
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self.linked.set(false);
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match self.fragment_shader.get() {
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Some(ref shader) if shader.successfully_compiled() => {},
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_ => return,
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}
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match self.vertex_shader.get() {
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Some(ref shader) if shader.successfully_compiled() => {},
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_ => return,
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}
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self.linked.set(true);
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self.renderer.send(CanvasMsg::WebGL(WebGLCommand::LinkProgram(self.id))).unwrap();
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}
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/// glUseProgram
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pub fn use_program(&self) -> WebGLResult<()> {
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match self.fragment_shader.get() {
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Some(ref shader) if shader.successfully_compiled() => {},
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_ => return Err(WebGLError::InvalidOperation),
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}
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match self.vertex_shader.get() {
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Some(ref shader) if shader.successfully_compiled() => {},
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_ => return Err(WebGLError::InvalidOperation),
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if !self.linked.get() {
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return Err(WebGLError::InvalidOperation);
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}
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self.renderer.send(CanvasMsg::WebGL(WebGLCommand::UseProgram(self.id))).unwrap();
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