On a GLES or compatibility underlying GL context, we were fine because
an underlying renderbuffer object would just get re-created, and
nothing too bad happened because we aren't tracking the currently
bound renderbuffer at the DOM level. However, on a desktop GL core
context, binding non-genned or deleted names is an error.
Fixes a crash in object-deletion-behavior.html.
To do this, we need to keep a map of GL names (encapsulated as
WebGLFramebufferId) to WebGLFramebuffer objects so that we can return
the right type.
Fixes#12852
The VertexAttrib[234]fv compare to the same size as in their function
name. This wasn't noticed becacuse this function isn't connected from
the .webidl yet.
This commit introduces the `WebGLValidator` trait, and uses it for multiple
validations in the texture-related WebGL code, to move that logic out of the
already bloated `webglrenderingcontext.rs` file.
It also creates a type-safe wrapper for some WebGL types, removing all the
`unreachable!`s there, and introduces a macro for generating them conveniently.
This partially addresses #10693, pending refactor more code to use this
infrastructure, and (possibly?) introducing an `AsGLError` trait for the errors
to make the error handling happen in `WebGLContext`.
Implement IsBuffer, IsFramebuffer and IsRenderbuffer for WebGLRenderingContext
- [X] `./mach build -d` does not report any errors
- [X] `./mach test-tidy --faster` does not report any errors
- [X] These changes fix#11357
- [X] There are tests for these changes
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Report use statements that use {} with only one entry
Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data:
- [X ] `./mach build -d` does not report any errors
- [X ] `./mach test-tidy --faster` does not report any errors
- [X ] These changes fix#11320 (github issue number if applicable).
Either:
- [X] There are tests for these changes OR
- [ ] These changes do not require tests because _____
Pull requests that do not address these steps are welcome, but they will require additional verification as part of the review process.
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Impl copyTexImage2D and copyTexSubImage2D
- [X] `./mach build` does not report any errors
- [X] `./mach test-tidy` does not report any errors
- [x] There are tests for these changes
Implement copyTexImage2D and copyTexSubImage2D for WebGLRenderingContext. Feedback would be appreciated. I did my best to follow the [spec](https://www.khronos.org/registry/webgl/specs/latest/1.0/#5.14.8). Please let me know if I missed anything. I couldn't find tests for this. Let me know if I should create one. I'm more than happy to do so. As always any feedback, comments,or critiques are very welcome 😄
Part of #10209
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It's a pointless abstraction that propagates the obsolete chan terminology,
swaps the order in which the sender and receiver are returned, and hides a
source of panics.
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.
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It's broken for uniform arrays, since uniform.id() stops being the index
then.
We need to add a more complex integration with angle for this to ever
be correct.
Unfortunately the ANGLE part that we should touch is C++, and it has
destructors, so we need to hook destructors there, and I can't do it
right now.
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.
This allows keeping the VertexAttrib* calls asynchronous.
Another option would be to do the validation in the apply() function,
but that'd require us passing an unnecessary channel around and add
extra synchronization.
The counterpart of this is that it has to be updated when the context
changes, but that's less problem.