servo/components/script/dom/webglshader.rs
Simon Sapin aa15dc269f Remove use of unstable box syntax.
http://www.robohornet.org gives a score of 101.36 on master,
and 102.68 with this PR. The latter is slightly better,
but probably within noise level.
So it looks like this PR does not affect DOM performance.

This is expected since `Box::new` is defined as:

```rust
impl<T> Box<T> {
    #[inline(always)]
    pub fn new(x: T) -> Box<T> {
        box x
    }
}
```

With inlining, it should compile to the same as box syntax.
2017-10-16 17:16:20 +02:00

198 lines
7 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/. */
// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use angle::hl::{BuiltInResources, Output, ShaderValidator};
use canvas_traits::webgl::{webgl_channel, WebGLCommand, WebGLMsgSender, WebGLParameter, WebGLResult, WebGLShaderId};
use dom::bindings::cell::DomRefCell;
use dom::bindings::codegen::Bindings::WebGLShaderBinding;
use dom::bindings::reflector::reflect_dom_object;
use dom::bindings::root::DomRoot;
use dom::bindings::str::DOMString;
use dom::webgl_extensions::WebGLExtensions;
use dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use dom::webglobject::WebGLObject;
use dom::window::Window;
use dom_struct::dom_struct;
use std::cell::Cell;
use std::sync::{ONCE_INIT, Once};
#[derive(Clone, Copy, Debug, HeapSizeOf, JSTraceable, PartialEq)]
pub enum ShaderCompilationStatus {
NotCompiled,
Succeeded,
Failed,
}
#[dom_struct]
pub struct WebGLShader {
webgl_object: WebGLObject,
id: WebGLShaderId,
gl_type: u32,
source: DomRefCell<Option<DOMString>>,
info_log: DomRefCell<Option<String>>,
is_deleted: Cell<bool>,
attached_counter: Cell<u32>,
compilation_status: Cell<ShaderCompilationStatus>,
#[ignore_heap_size_of = "Defined in ipc-channel"]
renderer: WebGLMsgSender,
}
#[cfg(not(target_os = "android"))]
const SHADER_OUTPUT_FORMAT: Output = Output::Glsl;
#[cfg(target_os = "android")]
const SHADER_OUTPUT_FORMAT: Output = Output::Essl;
static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
impl WebGLShader {
fn new_inherited(renderer: WebGLMsgSender,
id: WebGLShaderId,
shader_type: u32)
-> WebGLShader {
GLSLANG_INITIALIZATION.call_once(|| ::angle::hl::initialize().unwrap());
WebGLShader {
webgl_object: WebGLObject::new_inherited(),
id: id,
gl_type: shader_type,
source: DomRefCell::new(None),
info_log: DomRefCell::new(None),
is_deleted: Cell::new(false),
attached_counter: Cell::new(0),
compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
renderer: renderer,
}
}
pub fn maybe_new(window: &Window,
renderer: WebGLMsgSender,
shader_type: u32)
-> Option<DomRoot<WebGLShader>> {
let (sender, receiver) = webgl_channel().unwrap();
renderer.send(WebGLCommand::CreateShader(shader_type, sender)).unwrap();
let result = receiver.recv().unwrap();
result.map(|shader_id| WebGLShader::new(window, renderer, shader_id, shader_type))
}
pub fn new(window: &Window,
renderer: WebGLMsgSender,
id: WebGLShaderId,
shader_type: u32)
-> DomRoot<WebGLShader> {
reflect_dom_object(Box::new(WebGLShader::new_inherited(renderer, id, shader_type)),
window,
WebGLShaderBinding::Wrap)
}
}
impl WebGLShader {
pub fn id(&self) -> WebGLShaderId {
self.id
}
pub fn gl_type(&self) -> u32 {
self.gl_type
}
/// glCompileShader
pub fn compile(&self, ext: &WebGLExtensions) {
if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
debug!("Compiling already compiled shader {}", self.id);
}
if let Some(ref source) = *self.source.borrow() {
let mut params = BuiltInResources::default();
params.FragmentPrecisionHigh = 1;
params.OES_standard_derivatives = ext.is_enabled::<OESStandardDerivatives>() as i32;
let validator = ShaderValidator::for_webgl(self.gl_type,
SHADER_OUTPUT_FORMAT,
&params).unwrap();
match validator.compile_and_translate(&[source]) {
Ok(translated_source) => {
debug!("Shader translated: {}", translated_source);
// NOTE: At this point we should be pretty sure that the compilation in the paint thread
// will succeed.
// It could be interesting to retrieve the info log from the paint thread though
let msg = WebGLCommand::CompileShader(self.id, translated_source);
self.renderer.send(msg).unwrap();
self.compilation_status.set(ShaderCompilationStatus::Succeeded);
},
Err(error) => {
self.compilation_status.set(ShaderCompilationStatus::Failed);
debug!("Shader {} compilation failed: {}", self.id, error);
},
}
*self.info_log.borrow_mut() = Some(validator.info_log());
// TODO(emilio): More data (like uniform data) should be collected
// here to properly validate uniforms.
//
// This requires a more complex interface with ANGLE, using C++
// bindings and being extremely cautious about destructing things.
}
}
/// Mark this shader as deleted (if it wasn't previously)
/// and delete it as if calling glDeleteShader.
/// Currently does not check if shader is attached
pub fn delete(&self) {
if !self.is_deleted.get() {
self.is_deleted.set(true);
let _ = self.renderer.send(WebGLCommand::DeleteShader(self.id));
}
}
pub fn is_deleted(&self) -> bool {
self.is_deleted.get()
}
pub fn is_attached(&self) -> bool {
self.attached_counter.get() > 0
}
pub fn increment_attached_counter(&self) {
self.attached_counter.set(self.attached_counter.get() + 1);
}
pub fn decrement_attached_counter(&self) {
assert!(self.attached_counter.get() > 0);
self.attached_counter.set(self.attached_counter.get() - 1);
}
/// glGetShaderInfoLog
pub fn info_log(&self) -> Option<String> {
self.info_log.borrow().clone()
}
/// glGetParameter
pub fn parameter(&self, param_id: u32) -> WebGLResult<WebGLParameter> {
let (sender, receiver) = webgl_channel().unwrap();
self.renderer.send(WebGLCommand::GetShaderParameter(self.id, param_id, sender)).unwrap();
receiver.recv().unwrap()
}
/// Get the shader source
pub fn source(&self) -> Option<DOMString> {
self.source.borrow().clone()
}
/// glShaderSource
pub fn set_source(&self, source: DOMString) {
*self.source.borrow_mut() = Some(source);
}
pub fn successfully_compiled(&self) -> bool {
self.compilation_status.get() == ShaderCompilationStatus::Succeeded
}
}
impl Drop for WebGLShader {
fn drop(&mut self) {
assert!(self.attached_counter.get() == 0);
self.delete();
}
}