servo/components/canvas/webgl_paint_task.rs

239 lines
9.5 KiB
Rust

/* 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 http://mozilla.org/MPL/2.0/. */
use canvas_traits::{CanvasMsg, CanvasWebGLMsg, CanvasCommonMsg};
use geom::size::Size2D;
use gleam::gl;
use gleam::gl::types::{GLsizei};
use util::task::spawn_named;
use std::borrow::ToOwned;
use std::slice::bytes::copy_memory;
use std::sync::mpsc::{channel, Sender};
use util::vec::byte_swap;
use layers::platform::surface::NativeSurface;
use offscreen_gl_context::{GLContext, GLContextAttributes, ColorAttachmentType};
pub struct WebGLPaintTask {
size: Size2D<i32>,
original_context_size: Size2D<i32>,
gl_context: GLContext,
}
// This allows trying to create the PaintTask
// before creating the thread
unsafe impl Send for WebGLPaintTask {}
impl WebGLPaintTask {
fn new(size: Size2D<i32>) -> Result<WebGLPaintTask, &'static str> {
// TODO(ecoal95): Get the GLContextAttributes from the `GetContext` call
let context = try!(
GLContext::create_offscreen_with_color_attachment(
size, GLContextAttributes::default(), ColorAttachmentType::TextureWithSurface));
Ok(WebGLPaintTask {
size: size,
original_context_size: size,
gl_context: context
})
}
pub fn handle_webgl_message(&self, message: CanvasWebGLMsg) {
match message {
CanvasWebGLMsg::AttachShader(program_id, shader_id) => self.attach_shader(program_id, shader_id),
CanvasWebGLMsg::BindBuffer(buffer_type, buffer_id) => self.bind_buffer(buffer_type, buffer_id),
CanvasWebGLMsg::BufferData(buffer_type, data, usage) => self.buffer_data(buffer_type, data, usage),
CanvasWebGLMsg::Clear(mask) => self.clear(mask),
CanvasWebGLMsg::ClearColor(r, g, b, a) => self.clear_color(r, g, b, a),
CanvasWebGLMsg::CreateBuffer(chan) => self.create_buffer(chan),
CanvasWebGLMsg::DrawArrays(mode, first, count) => self.draw_arrays(mode, first, count),
CanvasWebGLMsg::EnableVertexAttribArray(attrib_id) => self.enable_vertex_attrib_array(attrib_id),
CanvasWebGLMsg::GetAttribLocation(program_id, name, chan) =>
self.get_attrib_location(program_id, name, chan),
CanvasWebGLMsg::GetShaderInfoLog(shader_id, chan) => self.get_shader_info_log(shader_id, chan),
CanvasWebGLMsg::GetShaderParameter(shader_id, param_id, chan) =>
self.get_shader_parameter(shader_id, param_id, chan),
CanvasWebGLMsg::GetUniformLocation(program_id, name, chan) =>
self.get_uniform_location(program_id, name, chan),
CanvasWebGLMsg::CompileShader(shader_id) => self.compile_shader(shader_id),
CanvasWebGLMsg::CreateProgram(chan) => self.create_program(chan),
CanvasWebGLMsg::CreateShader(shader_type, chan) => self.create_shader(shader_type, chan),
CanvasWebGLMsg::LinkProgram(program_id) => self.link_program(program_id),
CanvasWebGLMsg::ShaderSource(shader_id, source) => self.shader_source(shader_id, source),
CanvasWebGLMsg::Uniform4fv(uniform_id, data) => self.uniform_4fv(uniform_id, data),
CanvasWebGLMsg::UseProgram(program_id) => self.use_program(program_id),
CanvasWebGLMsg::VertexAttribPointer2f(attrib_id, size, normalized, stride, offset) => {
self.vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset);
},
CanvasWebGLMsg::Viewport(x, y, width, height) => self.viewport(x, y, width, height),
}
}
pub fn start(size: Size2D<i32>) -> Result<Sender<CanvasMsg>, &'static str> {
let (chan, port) = channel::<CanvasMsg>();
let mut painter = try!(WebGLPaintTask::new(size));
spawn_named("WebGLTask".to_owned(), move || {
painter.init();
loop {
match port.recv().unwrap() {
CanvasMsg::WebGL(message) => painter.handle_webgl_message(message),
CanvasMsg::Common(message) => {
match message {
CanvasCommonMsg::Close => break,
CanvasCommonMsg::SendPixelContents(chan) =>
painter.send_pixel_contents(chan),
CanvasCommonMsg::SendNativeSurface(chan) =>
painter.send_native_surface(chan),
// TODO(ecoal95): handle error nicely
CanvasCommonMsg::Recreate(size) => painter.recreate(size).unwrap(),
}
},
CanvasMsg::Canvas2d(_) => panic!("Wrong message sent to WebGLTask"),
}
}
});
Ok(chan)
}
fn attach_shader(&self, program_id: u32, shader_id: u32) {
gl::attach_shader(program_id, shader_id);
}
fn bind_buffer(&self, buffer_type: u32, buffer_id: u32) {
gl::bind_buffer(buffer_type, buffer_id);
}
fn buffer_data(&self, buffer_type: u32, data: Vec<f32>, usage: u32) {
gl::buffer_data(buffer_type, &data, usage);
}
fn clear(&self, mask: u32) {
gl::clear(mask);
}
fn clear_color(&self, r: f32, g: f32, b: f32, a: f32) {
gl::clear_color(r, g, b, a);
}
fn create_buffer(&self, chan: Sender<u32>) {
let buffers = gl::gen_buffers(1);
chan.send(buffers[0]).unwrap();
}
fn compile_shader(&self, shader_id: u32) {
gl::compile_shader(shader_id);
}
fn create_program(&self, chan: Sender<u32>) {
let program = gl::create_program();
chan.send(program).unwrap();
}
fn create_shader(&self, shader_type: u32, chan: Sender<u32>) {
let shader = gl::create_shader(shader_type);
chan.send(shader).unwrap();
}
fn draw_arrays(&self, mode: u32, first: i32, count: i32) {
gl::draw_arrays(mode, first, count);
}
fn enable_vertex_attrib_array(&self, attrib_id: u32) {
gl::enable_vertex_attrib_array(attrib_id);
}
fn get_attrib_location(&self, program_id: u32, name: String, chan: Sender<i32> ) {
let attrib_location = gl::get_attrib_location(program_id, &name);
chan.send(attrib_location).unwrap();
}
fn get_shader_info_log(&self, shader_id: u32, chan: Sender<String>) {
let info = gl::get_shader_info_log(shader_id);
chan.send(info).unwrap();
}
fn get_shader_parameter(&self, shader_id: u32, param_id: u32, chan: Sender<i32>) {
let parameter = gl::get_shader_iv(shader_id, param_id);
chan.send(parameter as i32).unwrap();
}
fn get_uniform_location(&self, program_id: u32, name: String, chan: Sender<u32>) {
let uniform_location = gl::get_uniform_location(program_id, &name);
chan.send(uniform_location as u32).unwrap();
}
fn link_program(&self, program_id: u32) {
gl::link_program(program_id);
}
fn send_pixel_contents(&mut self, chan: Sender<Vec<u8>>) {
// FIXME(#5652, dmarcos) Instead of a readback strategy we have
// to layerize the canvas
let width = self.size.width as usize;
let height = self.size.height as usize;
let mut pixels = gl::read_pixels(0, 0,
self.size.width as gl::GLsizei,
self.size.height as gl::GLsizei,
gl::RGBA, gl::UNSIGNED_BYTE);
// flip image vertically (texture is upside down)
let orig_pixels = pixels.clone();
let stride = width * 4;
for y in 0..height {
let dst_start = y * stride;
let src_start = (height - y - 1) * stride;
let src_slice = &orig_pixels[src_start .. src_start + stride];
copy_memory(&src_slice[..stride], &mut pixels[dst_start .. dst_start + stride]);
}
// rgba -> bgra
byte_swap(&mut pixels);
chan.send(pixels).unwrap();
}
fn send_native_surface(&self, _: Sender<NativeSurface>) {
// FIXME(ecoal95): We need to make a clone of the surface in order to
// implement this
unimplemented!()
}
fn shader_source(&self, shader_id: u32, source_lines: Vec<String>) {
let mut lines: Vec<&[u8]> = source_lines.iter().map(|line| line.as_bytes()).collect();
gl::shader_source(shader_id, &mut lines);
}
fn uniform_4fv(&self, uniform_id: u32, data: Vec<f32>) {
gl::uniform_4f(uniform_id as i32, data[0], data[1], data[2], data[3]);
}
fn use_program(&self, program_id: u32) {
gl::use_program(program_id);
}
fn vertex_attrib_pointer_f32(&self, attrib_id: u32, size: i32,
normalized: bool, stride: i32, offset: i64) {
gl::vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset as u32);
}
fn viewport(&self, x: i32, y: i32, width: i32, height: i32) {
gl::viewport(x, y, width, height);
}
fn recreate(&mut self, size: Size2D<i32>) -> Result<(), &'static str> {
if size.width > self.original_context_size.width ||
size.height > self.original_context_size.height {
try!(self.gl_context.resize(size));
self.size = size;
} else {
self.size = size;
unsafe { gl::Scissor(0, 0, size.width, size.height); }
}
Ok(())
}
fn init(&mut self) {
self.gl_context.make_current().unwrap();
}
}