servo/components/script/dom/xrwebgllayer.rs

282 lines
10 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use crate::dom::bindings::codegen::Bindings::XRViewBinding::{XREye, XRViewMethods};
use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding;
use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding::XRWebGLLayerInit;
use crate::dom::bindings::codegen::Bindings::XRWebGLLayerBinding::XRWebGLLayerMethods;
use crate::dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextBinding::WebGLRenderingContextMethods;
use crate::dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
use crate::dom::bindings::error::Error;
use crate::dom::bindings::error::Fallible;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector, DomObject};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::globalscope::GlobalScope;
use crate::dom::webgl_validations::types::TexImageTarget;
use crate::dom::webglframebuffer::WebGLFramebuffer;
use crate::dom::webglrenderingcontext::WebGLRenderingContext;
use crate::dom::window::Window;
use crate::dom::xrsession::XRSession;
use crate::dom::xrview::XRView;
use crate::dom::xrviewport::XRViewport;
use dom_struct::dom_struct;
use js::rust::CustomAutoRooter;
use std::convert::TryInto;
use webxr_api::Views;
#[dom_struct]
pub struct XRWebGLLayer {
reflector_: Reflector,
antialias: bool,
depth: bool,
stencil: bool,
alpha: bool,
context: Dom<WebGLRenderingContext>,
session: Dom<XRSession>,
framebuffer: Dom<WebGLFramebuffer>,
}
impl XRWebGLLayer {
pub fn new_inherited(
session: &XRSession,
context: &WebGLRenderingContext,
init: &XRWebGLLayerInit,
framebuffer: &WebGLFramebuffer,
) -> XRWebGLLayer {
XRWebGLLayer {
reflector_: Reflector::new(),
antialias: init.antialias,
depth: init.depth,
stencil: init.stencil,
alpha: init.alpha,
context: Dom::from_ref(context),
session: Dom::from_ref(session),
framebuffer: Dom::from_ref(framebuffer),
}
}
pub fn new(
global: &GlobalScope,
session: &XRSession,
context: &WebGLRenderingContext,
init: &XRWebGLLayerInit,
framebuffer: &WebGLFramebuffer,
) -> DomRoot<XRWebGLLayer> {
reflect_dom_object(
Box::new(XRWebGLLayer::new_inherited(
session,
context,
init,
framebuffer,
)),
global,
XRWebGLLayerBinding::Wrap,
)
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-xrwebgllayer
pub fn Constructor(
global: &Window,
session: &XRSession,
context: &WebGLRenderingContext,
init: &XRWebGLLayerInit,
) -> Fallible<DomRoot<Self>> {
// Step 2
if session.is_ended() {
return Err(Error::InvalidState);
}
// XXXManishearth step 3: throw error if context is lost
// XXXManishearth step 4: check XR compat flag for immersive sessions
let cx = global.get_cx();
let old_fbo = context.bound_framebuffer();
let old_rbo = context.bound_renderbuffer();
let old_texture = context
.textures()
.active_texture_for_image_target(TexImageTarget::Texture2D);
// Step 9.2. "Initialize layers framebuffer to a new opaque framebuffer created with
// context and layerInits depth, stencil, and alpha values."
let framebuffer = context.CreateFramebuffer().ok_or(Error::Operation)?;
// Step 9.3. "Allocate and initialize resources compatible with sessions XR device,
// including GPU accessible memory buffers, as required to support the compositing of layer."
// Create a new texture with size given by the session's recommended resolution
let texture = context.CreateTexture().ok_or(Error::Operation)?;
let render_buffer = context.CreateRenderbuffer().ok_or(Error::Operation)?;
let resolution = session.with_session(|s| s.recommended_framebuffer_resolution());
let mut pixels = CustomAutoRooter::new(None);
let mut clear_bits = constants::COLOR_BUFFER_BIT;
context.BindTexture(constants::TEXTURE_2D, Some(&texture));
let sc = context.TexImage2D(
constants::TEXTURE_2D,
0,
constants::RGBA,
resolution.width,
resolution.height,
0,
constants::RGBA,
constants::UNSIGNED_BYTE,
pixels.root(*cx),
);
// Bind the new texture to the framebuffer
context.BindFramebuffer(constants::FRAMEBUFFER, Some(&framebuffer));
context.FramebufferTexture2D(
constants::FRAMEBUFFER,
constants::COLOR_ATTACHMENT0,
constants::TEXTURE_2D,
Some(&texture),
0,
);
// Create backing store and bind a renderbuffer if requested
if init.depth || init.stencil {
let (internal_format, attachment) = if init.depth && init.stencil {
clear_bits |= constants::DEPTH_BUFFER_BIT | constants::STENCIL_BUFFER_BIT;
(
constants::DEPTH_STENCIL,
constants::DEPTH_STENCIL_ATTACHMENT,
)
} else if init.depth {
clear_bits |= constants::DEPTH_BUFFER_BIT;
(constants::DEPTH_COMPONENT16, constants::DEPTH_ATTACHMENT)
} else {
clear_bits |= constants::STENCIL_BUFFER_BIT;
(constants::STENCIL_INDEX8, constants::STENCIL_ATTACHMENT)
};
context.BindRenderbuffer(constants::RENDERBUFFER, Some(&render_buffer));
context.RenderbufferStorage(
constants::RENDERBUFFER,
internal_format,
resolution.width,
resolution.height,
);
context.FramebufferRenderbuffer(
constants::FRAMEBUFFER,
attachment,
constants::RENDERBUFFER,
Some(&render_buffer),
);
}
context.initialize_framebuffer(clear_bits);
// Restore the WebGL state while complaining about global mutable state
let fb_status = context.CheckFramebufferStatus(constants::FRAMEBUFFER);
let gl_status = context.GetError();
context.BindTexture(constants::TEXTURE_2D, old_texture.as_ref().map(|t| &**t));
context.BindFramebuffer(constants::FRAMEBUFFER, old_fbo.as_ref().map(|f| &**f));
context.BindRenderbuffer(constants::RENDERBUFFER, old_rbo.as_ref().map(|f| &**f));
// Step 9.4: "If layers resources were unable to be created for any reason,
// throw an OperationError and abort these steps."
if let Err(err) = sc {
error!("TexImage2D error {:?} while creating XR context", err);
return Err(Error::Operation);
}
if fb_status != constants::FRAMEBUFFER_COMPLETE {
error!(
"Framebuffer error {:x} while creating XR context",
fb_status
);
return Err(Error::Operation);
}
if gl_status != constants::NO_ERROR {
error!("GL error {:x} while creating XR context", gl_status);
return Err(Error::Operation);
}
// Step 10. "Return layer."
Ok(XRWebGLLayer::new(
&global.global(),
session,
context,
init,
&framebuffer,
))
}
pub fn session(&self) -> &XRSession {
&self.session
}
pub fn framebuffer(&self) -> &WebGLFramebuffer {
&self.framebuffer
}
}
impl XRWebGLLayerMethods for XRWebGLLayer {
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-depth
fn Depth(&self) -> bool {
self.depth
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-stencil
fn Stencil(&self) -> bool {
self.stencil
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-antialias
fn Antialias(&self) -> bool {
self.antialias
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-alpha
fn Alpha(&self) -> bool {
self.alpha
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-context
fn Context(&self) -> DomRoot<WebGLRenderingContext> {
DomRoot::from_ref(&self.context)
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-framebuffer
fn Framebuffer(&self) -> DomRoot<WebGLFramebuffer> {
DomRoot::from_ref(&self.framebuffer)
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-framebufferwidth
fn FramebufferWidth(&self) -> u32 {
self.framebuffer
.size()
.unwrap_or((0, 0))
.0
.try_into()
.unwrap_or(0)
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-framebufferheight
fn FramebufferHeight(&self) -> u32 {
self.framebuffer
.size()
.unwrap_or((0, 0))
.1
.try_into()
.unwrap_or(0)
}
/// https://immersive-web.github.io/webxr/#dom-xrwebgllayer-getviewport
fn GetViewport(&self, view: &XRView) -> Option<DomRoot<XRViewport>> {
if self.session != view.session() {
return None;
}
let views = self.session.with_session(|s| s.views().clone());
let viewport = match (view.Eye(), views) {
(XREye::None, Views::Mono(view)) => view.viewport,
(XREye::Left, Views::Stereo(view, _)) => view.viewport,
(XREye::Right, Views::Stereo(_, view)) => view.viewport,
// The spec doesn't really say what to do in this case
// https://github.com/immersive-web/webxr/issues/769
_ => return None,
};
Some(XRViewport::new(&self.global(), viewport))
}
}