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This should make it somewhat easier to experiment with alternative representations in the future. To reduce churn, this commit leaves the String field public, though. Also, this will allow us to use the default String type to represent the IDL USVString type, which explicitly forbids unpaired surrogates, ans as such is a better match to the Rust String type.
162 lines
5.8 KiB
Rust
162 lines
5.8 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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// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
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use angle::hl::{BuiltInResources, Output, ShaderValidator};
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use canvas_traits::{CanvasMsg, CanvasWebGLMsg, WebGLError, WebGLResult, WebGLShaderParameter};
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use dom::bindings::cell::DOMRefCell;
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use dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
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use dom::bindings::codegen::Bindings::WebGLShaderBinding;
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use dom::bindings::global::GlobalRef;
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use dom::bindings::js::Root;
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use dom::bindings::reflector::reflect_dom_object;
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use dom::webglobject::WebGLObject;
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use ipc_channel::ipc::{self, IpcSender};
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use std::cell::Cell;
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use std::sync::{ONCE_INIT, Once};
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use util::str::DOMString;
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#[derive(Clone, Copy, PartialEq, Debug, JSTraceable, HeapSizeOf)]
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pub enum ShaderCompilationStatus {
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NotCompiled,
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Succeeded,
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Failed,
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}
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#[dom_struct]
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pub struct WebGLShader {
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webgl_object: WebGLObject,
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id: u32,
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gl_type: u32,
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source: DOMRefCell<Option<DOMString>>,
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info_log: DOMRefCell<Option<String>>,
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is_deleted: Cell<bool>,
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compilation_status: Cell<ShaderCompilationStatus>,
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#[ignore_heap_size_of = "Defined in ipc-channel"]
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renderer: IpcSender<CanvasMsg>,
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}
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#[cfg(not(target_os = "android"))]
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const SHADER_OUTPUT_FORMAT: Output = Output::Glsl;
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#[cfg(target_os = "android")]
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const SHADER_OUTPUT_FORMAT: Output = Output::Essl;
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static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
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impl WebGLShader {
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fn new_inherited(renderer: IpcSender<CanvasMsg>, id: u32, shader_type: u32) -> WebGLShader {
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GLSLANG_INITIALIZATION.call_once(|| ::angle::hl::initialize().unwrap());
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WebGLShader {
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webgl_object: WebGLObject::new_inherited(),
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id: id,
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gl_type: shader_type,
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source: DOMRefCell::new(None),
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info_log: DOMRefCell::new(None),
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is_deleted: Cell::new(false),
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compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
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renderer: renderer,
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}
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}
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pub fn maybe_new(global: GlobalRef,
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renderer: IpcSender<CanvasMsg>,
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shader_type: u32) -> Option<Root<WebGLShader>> {
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let (sender, receiver) = ipc::channel().unwrap();
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renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CreateShader(shader_type, sender))).unwrap();
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let result = receiver.recv().unwrap();
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result.map(|shader_id| WebGLShader::new(global, renderer, *shader_id, shader_type))
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}
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pub fn new(global: GlobalRef,
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renderer: IpcSender<CanvasMsg>,
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id: u32,
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shader_type: u32) -> Root<WebGLShader> {
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reflect_dom_object(
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box WebGLShader::new_inherited(renderer, id, shader_type), global, WebGLShaderBinding::Wrap)
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}
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}
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impl WebGLShader {
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pub fn id(&self) -> u32 {
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self.id
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}
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pub fn gl_type(&self) -> u32 {
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self.gl_type
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}
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/// glCompileShader
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pub fn compile(&self) {
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if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
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debug!("Compiling already compiled shader {}", self.id);
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}
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if let Some(ref source) = *self.source.borrow() {
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let validator = ShaderValidator::for_webgl(self.gl_type,
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SHADER_OUTPUT_FORMAT,
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&BuiltInResources::default()).unwrap();
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match validator.compile_and_translate(&[source.as_bytes()]) {
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Ok(translated_source) => {
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// NOTE: At this point we should be pretty sure that the compilation in the paint task
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// will succeed.
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// It could be interesting to retrieve the info log from the paint task though
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let msg = CanvasWebGLMsg::CompileShader(self.id, translated_source);
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self.renderer.send(CanvasMsg::WebGL(msg)).unwrap();
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self.compilation_status.set(ShaderCompilationStatus::Succeeded);
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},
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Err(error) => {
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self.compilation_status.set(ShaderCompilationStatus::Failed);
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debug!("Shader {} compilation failed: {}", self.id, error);
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},
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}
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*self.info_log.borrow_mut() = Some(validator.info_log());
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}
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}
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/// Mark this shader as deleted (if it wasn't previously)
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/// and delete it as if calling glDeleteShader.
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pub fn delete(&self) {
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if !self.is_deleted.get() {
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self.is_deleted.set(true);
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let _ = self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::DeleteShader(self.id)));
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}
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}
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/// glGetShaderInfoLog
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pub fn info_log(&self) -> Option<String> {
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self.info_log.borrow().clone()
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}
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/// glGetShaderParameter
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pub fn parameter(&self, param_id: u32) -> WebGLResult<WebGLShaderParameter> {
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match param_id {
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constants::SHADER_TYPE | constants::DELETE_STATUS | constants::COMPILE_STATUS => {},
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_ => return Err(WebGLError::InvalidEnum),
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}
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let (sender, receiver) = ipc::channel().unwrap();
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self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderParameter(self.id, param_id, sender))).unwrap();
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Ok(receiver.recv().unwrap())
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}
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/// Get the shader source
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pub fn source(&self) -> Option<DOMString> {
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self.source.borrow().clone()
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}
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/// glShaderSource
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pub fn set_source(&self, source: DOMString) {
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*self.source.borrow_mut() = Some(source);
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}
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}
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impl Drop for WebGLShader {
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fn drop(&mut self) {
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self.delete();
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}
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}
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