mirror of
https://github.com/servo/servo.git
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239 lines
9.5 KiB
Rust
239 lines
9.5 KiB
Rust
/* 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 canvas_traits::{CanvasMsg, CanvasWebGLMsg, CanvasCommonMsg};
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use geom::size::Size2D;
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use gleam::gl;
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use gleam::gl::types::{GLsizei};
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use util::task::spawn_named;
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use std::borrow::ToOwned;
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use std::slice::bytes::copy_memory;
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use std::sync::mpsc::{channel, Sender};
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use util::vec::byte_swap;
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use layers::platform::surface::NativeSurface;
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use offscreen_gl_context::{GLContext, GLContextAttributes, ColorAttachmentType};
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pub struct WebGLPaintTask {
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size: Size2D<i32>,
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original_context_size: Size2D<i32>,
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gl_context: GLContext,
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}
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// This allows trying to create the PaintTask
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// before creating the thread
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unsafe impl Send for WebGLPaintTask {}
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impl WebGLPaintTask {
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fn new(size: Size2D<i32>) -> Result<WebGLPaintTask, &'static str> {
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// TODO(ecoal95): Get the GLContextAttributes from the `GetContext` call
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let context = try!(
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GLContext::create_offscreen_with_color_attachment(
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size, GLContextAttributes::default(), ColorAttachmentType::TextureWithSurface));
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Ok(WebGLPaintTask {
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size: size,
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original_context_size: size,
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gl_context: context
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})
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}
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pub fn handle_webgl_message(&self, message: CanvasWebGLMsg) {
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match message {
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CanvasWebGLMsg::AttachShader(program_id, shader_id) => self.attach_shader(program_id, shader_id),
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CanvasWebGLMsg::BindBuffer(buffer_type, buffer_id) => self.bind_buffer(buffer_type, buffer_id),
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CanvasWebGLMsg::BufferData(buffer_type, data, usage) => self.buffer_data(buffer_type, data, usage),
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CanvasWebGLMsg::Clear(mask) => self.clear(mask),
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CanvasWebGLMsg::ClearColor(r, g, b, a) => self.clear_color(r, g, b, a),
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CanvasWebGLMsg::CreateBuffer(chan) => self.create_buffer(chan),
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CanvasWebGLMsg::DrawArrays(mode, first, count) => self.draw_arrays(mode, first, count),
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CanvasWebGLMsg::EnableVertexAttribArray(attrib_id) => self.enable_vertex_attrib_array(attrib_id),
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CanvasWebGLMsg::GetAttribLocation(program_id, name, chan) =>
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self.get_attrib_location(program_id, name, chan),
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CanvasWebGLMsg::GetShaderInfoLog(shader_id, chan) => self.get_shader_info_log(shader_id, chan),
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CanvasWebGLMsg::GetShaderParameter(shader_id, param_id, chan) =>
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self.get_shader_parameter(shader_id, param_id, chan),
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CanvasWebGLMsg::GetUniformLocation(program_id, name, chan) =>
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self.get_uniform_location(program_id, name, chan),
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CanvasWebGLMsg::CompileShader(shader_id) => self.compile_shader(shader_id),
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CanvasWebGLMsg::CreateProgram(chan) => self.create_program(chan),
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CanvasWebGLMsg::CreateShader(shader_type, chan) => self.create_shader(shader_type, chan),
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CanvasWebGLMsg::LinkProgram(program_id) => self.link_program(program_id),
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CanvasWebGLMsg::ShaderSource(shader_id, source) => self.shader_source(shader_id, source),
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CanvasWebGLMsg::Uniform4fv(uniform_id, data) => self.uniform_4fv(uniform_id, data),
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CanvasWebGLMsg::UseProgram(program_id) => self.use_program(program_id),
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CanvasWebGLMsg::VertexAttribPointer2f(attrib_id, size, normalized, stride, offset) => {
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self.vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset);
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},
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CanvasWebGLMsg::Viewport(x, y, width, height) => self.viewport(x, y, width, height),
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}
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}
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pub fn start(size: Size2D<i32>) -> Result<Sender<CanvasMsg>, &'static str> {
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let (chan, port) = channel::<CanvasMsg>();
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let mut painter = try!(WebGLPaintTask::new(size));
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spawn_named("WebGLTask".to_owned(), move || {
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painter.init();
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loop {
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match port.recv().unwrap() {
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CanvasMsg::WebGL(message) => painter.handle_webgl_message(message),
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CanvasMsg::Common(message) => {
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match message {
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CanvasCommonMsg::Close => break,
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CanvasCommonMsg::SendPixelContents(chan) =>
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painter.send_pixel_contents(chan),
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CanvasCommonMsg::SendNativeSurface(chan) =>
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painter.send_native_surface(chan),
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// TODO(ecoal95): handle error nicely
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CanvasCommonMsg::Recreate(size) => painter.recreate(size).unwrap(),
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}
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},
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CanvasMsg::Canvas2d(_) => panic!("Wrong message sent to WebGLTask"),
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}
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}
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});
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Ok(chan)
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}
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fn attach_shader(&self, program_id: u32, shader_id: u32) {
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gl::attach_shader(program_id, shader_id);
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}
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fn bind_buffer(&self, buffer_type: u32, buffer_id: u32) {
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gl::bind_buffer(buffer_type, buffer_id);
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}
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fn buffer_data(&self, buffer_type: u32, data: Vec<f32>, usage: u32) {
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gl::buffer_data(buffer_type, &data, usage);
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}
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fn clear(&self, mask: u32) {
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gl::clear(mask);
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}
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fn clear_color(&self, r: f32, g: f32, b: f32, a: f32) {
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gl::clear_color(r, g, b, a);
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}
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fn create_buffer(&self, chan: Sender<u32>) {
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let buffers = gl::gen_buffers(1);
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chan.send(buffers[0]).unwrap();
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}
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fn compile_shader(&self, shader_id: u32) {
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gl::compile_shader(shader_id);
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}
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fn create_program(&self, chan: Sender<u32>) {
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let program = gl::create_program();
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chan.send(program).unwrap();
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}
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fn create_shader(&self, shader_type: u32, chan: Sender<u32>) {
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let shader = gl::create_shader(shader_type);
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chan.send(shader).unwrap();
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}
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fn draw_arrays(&self, mode: u32, first: i32, count: i32) {
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gl::draw_arrays(mode, first, count);
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}
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fn enable_vertex_attrib_array(&self, attrib_id: u32) {
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gl::enable_vertex_attrib_array(attrib_id);
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}
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fn get_attrib_location(&self, program_id: u32, name: String, chan: Sender<i32> ) {
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let attrib_location = gl::get_attrib_location(program_id, &name);
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chan.send(attrib_location).unwrap();
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}
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fn get_shader_info_log(&self, shader_id: u32, chan: Sender<String>) {
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let info = gl::get_shader_info_log(shader_id);
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chan.send(info).unwrap();
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}
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fn get_shader_parameter(&self, shader_id: u32, param_id: u32, chan: Sender<i32>) {
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let parameter = gl::get_shader_iv(shader_id, param_id);
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chan.send(parameter as i32).unwrap();
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}
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fn get_uniform_location(&self, program_id: u32, name: String, chan: Sender<u32>) {
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let uniform_location = gl::get_uniform_location(program_id, &name);
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chan.send(uniform_location as u32).unwrap();
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}
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fn link_program(&self, program_id: u32) {
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gl::link_program(program_id);
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}
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fn send_pixel_contents(&mut self, chan: Sender<Vec<u8>>) {
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// FIXME(#5652, dmarcos) Instead of a readback strategy we have
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// to layerize the canvas
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let width = self.size.width as usize;
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let height = self.size.height as usize;
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let mut pixels = gl::read_pixels(0, 0,
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self.size.width as gl::GLsizei,
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self.size.height as gl::GLsizei,
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gl::RGBA, gl::UNSIGNED_BYTE);
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// flip image vertically (texture is upside down)
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let orig_pixels = pixels.clone();
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let stride = width * 4;
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for y in 0..height {
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let dst_start = y * stride;
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let src_start = (height - y - 1) * stride;
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let src_slice = &orig_pixels[src_start .. src_start + stride];
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copy_memory(&src_slice[..stride], &mut pixels[dst_start .. dst_start + stride]);
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}
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// rgba -> bgra
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byte_swap(&mut pixels);
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chan.send(pixels).unwrap();
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}
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fn send_native_surface(&self, _: Sender<NativeSurface>) {
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// FIXME(ecoal95): We need to make a clone of the surface in order to
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// implement this
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unimplemented!()
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}
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fn shader_source(&self, shader_id: u32, source_lines: Vec<String>) {
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let mut lines: Vec<&[u8]> = source_lines.iter().map(|line| line.as_bytes()).collect();
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gl::shader_source(shader_id, &mut lines);
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}
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fn uniform_4fv(&self, uniform_id: u32, data: Vec<f32>) {
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gl::uniform_4f(uniform_id as i32, data[0], data[1], data[2], data[3]);
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}
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fn use_program(&self, program_id: u32) {
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gl::use_program(program_id);
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}
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fn vertex_attrib_pointer_f32(&self, attrib_id: u32, size: i32,
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normalized: bool, stride: i32, offset: i64) {
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gl::vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset as u32);
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}
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fn viewport(&self, x: i32, y: i32, width: i32, height: i32) {
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gl::viewport(x, y, width, height);
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}
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fn recreate(&mut self, size: Size2D<i32>) -> Result<(), &'static str> {
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if size.width > self.original_context_size.width ||
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size.height > self.original_context_size.height {
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try!(self.gl_context.resize(size));
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self.size = size;
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} else {
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self.size = size;
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unsafe { gl::Scissor(0, 0, size.width, size.height); }
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}
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Ok(())
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}
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fn init(&mut self) {
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self.gl_context.make_current().unwrap();
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}
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}
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