servo/components/script/dom/webglshader.rs
2018-09-19 17:40:47 -04:00

235 lines
8.4 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 canvas_traits::webgl::{WebGLCommand, WebGLError};
use canvas_traits::webgl::{WebGLResult, WebGLSLVersion, WebGLShaderId};
use canvas_traits::webgl::{WebGLVersion, webgl_channel};
use dom::bindings::cell::DomRefCell;
use dom::bindings::codegen::Bindings::WebGLShaderBinding;
use dom::bindings::inheritance::Castable;
use dom::bindings::reflector::{DomObject, reflect_dom_object};
use dom::bindings::root::DomRoot;
use dom::bindings::str::DOMString;
use dom::webgl_extensions::WebGLExtensions;
use dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
use dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use dom::webglobject::WebGLObject;
use dom::webglrenderingcontext::WebGLRenderingContext;
use dom_struct::dom_struct;
use mozangle::shaders::{BuiltInResources, Output, ShaderValidator};
use offscreen_gl_context::GLLimits;
use std::cell::Cell;
use std::os::raw::c_int;
use std::sync::{ONCE_INIT, Once};
#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
pub enum ShaderCompilationStatus {
NotCompiled,
Succeeded,
Failed,
}
#[dom_struct]
pub struct WebGLShader {
webgl_object: WebGLObject,
id: WebGLShaderId,
gl_type: u32,
source: DomRefCell<DOMString>,
info_log: DomRefCell<DOMString>,
marked_for_deletion: Cell<bool>,
attached_counter: Cell<u32>,
compilation_status: Cell<ShaderCompilationStatus>,
}
static GLSLANG_INITIALIZATION: Once = ONCE_INIT;
impl WebGLShader {
fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
Self {
webgl_object: WebGLObject::new_inherited(context),
id: id,
gl_type: shader_type,
source: Default::default(),
info_log: Default::default(),
marked_for_deletion: Cell::new(false),
attached_counter: Cell::new(0),
compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
}
}
pub fn maybe_new(context: &WebGLRenderingContext, shader_type: u32) -> Option<DomRoot<Self>> {
let (sender, receiver) = webgl_channel().unwrap();
context.send_command(WebGLCommand::CreateShader(shader_type, sender));
receiver
.recv()
.unwrap()
.map(|id| WebGLShader::new(context, id, shader_type))
}
pub fn new(
context: &WebGLRenderingContext,
id: WebGLShaderId,
shader_type: u32,
) -> DomRoot<Self> {
reflect_dom_object(
Box::new(WebGLShader::new_inherited(context, id, shader_type)),
&*context.global(),
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,
webgl_version: WebGLVersion,
glsl_version: WebGLSLVersion,
limits: &GLLimits,
ext: &WebGLExtensions,
) -> WebGLResult<()> {
if self.marked_for_deletion.get() && !self.is_attached() {
return Err(WebGLError::InvalidValue);
}
if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
debug!("Compiling already compiled shader {}", self.id);
}
let source = self.source.borrow();
let params = BuiltInResources {
MaxVertexAttribs: limits.max_vertex_attribs as c_int,
MaxVertexUniformVectors: limits.max_vertex_uniform_vectors as c_int,
MaxVaryingVectors: limits.max_varying_vectors as c_int,
MaxVertexTextureImageUnits: limits.max_vertex_texture_image_units as c_int,
MaxCombinedTextureImageUnits: limits.max_combined_texture_image_units as c_int,
MaxTextureImageUnits: limits.max_texture_image_units as c_int,
MaxFragmentUniformVectors: limits.max_fragment_uniform_vectors as c_int,
OES_standard_derivatives: ext.is_enabled::<OESStandardDerivatives>() as c_int,
EXT_shader_texture_lod: ext.is_enabled::<EXTShaderTextureLod>() as c_int,
FragmentPrecisionHigh: 1,
..BuiltInResources::default()
};
let validator = match webgl_version {
WebGLVersion::WebGL1 => {
let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
Output::Essl
} else {
Output::Glsl
};
ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
},
WebGLVersion::WebGL2 => {
let output_format = if cfg!(any(target_os = "android", target_os = "ios")) {
Output::Essl
} else {
match (glsl_version.major, glsl_version.minor) {
(1, 30) => Output::Glsl130,
(1, 40) => Output::Glsl140,
(1, 50) => Output::Glsl150Core,
(3, 30) => Output::Glsl330Core,
(4, 0) => Output::Glsl400Core,
(4, 10) => Output::Glsl410Core,
(4, 20) => Output::Glsl420Core,
(4, 30) => Output::Glsl430Core,
(4, 40) => Output::Glsl440Core,
(4, _) => Output::Glsl450Core,
_ => Output::Glsl140,
}
};
ShaderValidator::for_webgl2(self.gl_type, 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
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::CompileShader(self.id, translated_source));
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() = validator.info_log().into();
Ok(())
}
/// 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 mark_for_deletion(&self) {
if !self.marked_for_deletion.get() {
self.marked_for_deletion.set(true);
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::DeleteShader(self.id));
}
}
pub fn is_marked_for_deletion(&self) -> bool {
self.marked_for_deletion.get()
}
pub fn is_deleted(&self) -> bool {
self.marked_for_deletion.get() && !self.is_attached()
}
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) -> DOMString {
self.info_log.borrow().clone()
}
/// Get the shader source
pub fn source(&self) -> DOMString {
self.source.borrow().clone()
}
/// glShaderSource
pub fn set_source(&self, source: DOMString) {
*self.source.borrow_mut() = source;
}
pub fn successfully_compiled(&self) -> bool {
self.compilation_status.get() == ShaderCompilationStatus::Succeeded
}
}
impl Drop for WebGLShader {
fn drop(&mut self) {
self.mark_for_deletion();
}
}