mirror of
https://github.com/servo/servo.git
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410 lines
16 KiB
Rust
410 lines
16 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 https://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 std::cell::Cell;
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use std::os::raw::c_int;
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use std::sync::Once;
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use canvas_traits::webgl::{
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webgl_channel, GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion,
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WebGLShaderId, WebGLVersion,
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};
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use dom_struct::dom_struct;
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use mozangle::shaders::{ffi, BuiltInResources, Output, ShaderValidator};
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use crate::dom::bindings::cell::DomRefCell;
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use crate::dom::bindings::inheritance::Castable;
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use crate::dom::bindings::reflector::{reflect_dom_object, DomObject};
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use crate::dom::bindings::root::DomRoot;
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use crate::dom::bindings::str::DOMString;
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use crate::dom::webgl_extensions::ext::extfragdepth::EXTFragDepth;
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use crate::dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
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use crate::dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
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use crate::dom::webgl_extensions::WebGLExtensions;
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use crate::dom::webglobject::WebGLObject;
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use crate::dom::webglrenderingcontext::{Operation, WebGLRenderingContext};
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#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
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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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#[no_trace]
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id: WebGLShaderId,
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gl_type: u32,
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source: DomRefCell<DOMString>,
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info_log: DomRefCell<DOMString>,
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marked_for_deletion: Cell<bool>,
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attached_counter: Cell<u32>,
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compilation_status: Cell<ShaderCompilationStatus>,
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}
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static GLSLANG_INITIALIZATION: Once = Once::new();
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impl WebGLShader {
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fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
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GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
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Self {
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webgl_object: WebGLObject::new_inherited(context),
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id: id,
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gl_type: shader_type,
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source: Default::default(),
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info_log: Default::default(),
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marked_for_deletion: Cell::new(false),
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attached_counter: Cell::new(0),
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compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
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}
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}
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pub fn maybe_new(context: &WebGLRenderingContext, shader_type: u32) -> Option<DomRoot<Self>> {
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let (sender, receiver) = webgl_channel().unwrap();
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context.send_command(WebGLCommand::CreateShader(shader_type, sender));
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receiver
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.recv()
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.unwrap()
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.map(|id| WebGLShader::new(context, id, shader_type))
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}
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pub fn new(
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context: &WebGLRenderingContext,
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id: WebGLShaderId,
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shader_type: u32,
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) -> DomRoot<Self> {
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reflect_dom_object(
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Box::new(WebGLShader::new_inherited(context, id, shader_type)),
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&*context.global(),
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)
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}
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}
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// Based on https://searchfox.org/mozilla-central/rev/efdf9bb55789ea782ae3a431bda6be74a87b041e/gfx/angle/checkout/src/compiler/translator/ShaderLang.cpp#173
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fn default_validator() -> BuiltInResources {
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BuiltInResources {
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// Constants.
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MaxVertexAttribs: 8,
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MaxVertexUniformVectors: 128,
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MaxVaryingVectors: 8,
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MaxVertexTextureImageUnits: 0,
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MaxCombinedTextureImageUnits: 8,
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MaxTextureImageUnits: 8,
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MaxFragmentUniformVectors: 16,
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MaxDrawBuffers: 1,
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// Extensions.
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OES_standard_derivatives: 0,
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OES_EGL_image_external: 0,
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OES_EGL_image_external_essl3: 0,
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NV_EGL_stream_consumer_external: 0,
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ARB_texture_rectangle: 0,
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EXT_blend_func_extended: 0,
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EXT_draw_buffers: 0,
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EXT_frag_depth: 0,
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EXT_shader_texture_lod: 0,
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WEBGL_debug_shader_precision: 0,
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EXT_shader_framebuffer_fetch: 0,
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NV_shader_framebuffer_fetch: 0,
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NV_draw_buffers: 0,
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ARM_shader_framebuffer_fetch: 0,
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//OVR_multiview: 0,
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OVR_multiview2: 0,
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EXT_YUV_target: 0,
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EXT_geometry_shader: 0,
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OES_texture_storage_multisample_2d_array: 0,
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//OES_texture_3d: 0,
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ANGLE_texture_multisample: 0,
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ANGLE_multi_draw: 0,
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// Disable highp precision in fragment shader by default.
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FragmentPrecisionHigh: 0,
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// GLSL ES 3.0 constants.
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MaxVertexOutputVectors: 16,
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MaxFragmentInputVectors: 15,
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MinProgramTexelOffset: -8,
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MaxProgramTexelOffset: 7,
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// Extension constants.
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MaxDualSourceDrawBuffers: 0,
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MaxViewsOVR: 4,
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// Disable name hashing by default.
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HashFunction: None,
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ArrayIndexClampingStrategy:
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ffi::ShArrayIndexClampingStrategy::SH_CLAMP_WITH_CLAMP_INTRINSIC,
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MaxExpressionComplexity: 256,
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MaxCallStackDepth: 256,
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MaxFunctionParameters: 1024,
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// ES 3.1 Revision 4, 7.2 Built-in Constants
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// ES 3.1, Revision 4, 8.13 Texture minification
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// "The value of MIN_PROGRAM_TEXTURE_GATHER_OFFSET must be less than or equal to the value of
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// MIN_PROGRAM_TEXEL_OFFSET. The value of MAX_PROGRAM_TEXTURE_GATHER_OFFSET must be greater than
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// or equal to the value of MAX_PROGRAM_TEXEL_OFFSET"
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MinProgramTextureGatherOffset: -8,
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MaxProgramTextureGatherOffset: 7,
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MaxImageUnits: 4,
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MaxVertexImageUniforms: 0,
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MaxFragmentImageUniforms: 0,
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MaxComputeImageUniforms: 0,
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MaxCombinedImageUniforms: 0,
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MaxUniformLocations: 1024,
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MaxCombinedShaderOutputResources: 4,
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MaxComputeWorkGroupCount: [65535, 65535, 65535],
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MaxComputeWorkGroupSize: [128, 128, 64],
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MaxComputeUniformComponents: 512,
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MaxComputeTextureImageUnits: 16,
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MaxComputeAtomicCounters: 8,
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MaxComputeAtomicCounterBuffers: 1,
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MaxVertexAtomicCounters: 0,
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MaxFragmentAtomicCounters: 0,
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MaxCombinedAtomicCounters: 8,
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MaxAtomicCounterBindings: 1,
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MaxVertexAtomicCounterBuffers: 0,
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MaxFragmentAtomicCounterBuffers: 0,
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MaxCombinedAtomicCounterBuffers: 1,
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MaxAtomicCounterBufferSize: 32,
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MaxUniformBufferBindings: 32,
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MaxShaderStorageBufferBindings: 4,
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MaxPointSize: 0.0,
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MaxGeometryUniformComponents: 1024,
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MaxGeometryUniformBlocks: 12,
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MaxGeometryInputComponents: 64,
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MaxGeometryOutputComponents: 64,
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MaxGeometryOutputVertices: 256,
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MaxGeometryTotalOutputComponents: 1024,
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MaxGeometryTextureImageUnits: 16,
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MaxGeometryAtomicCounterBuffers: 0,
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MaxGeometryAtomicCounters: 0,
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MaxGeometryShaderStorageBlocks: 0,
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MaxGeometryShaderInvocations: 32,
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MaxGeometryImageUniforms: 0,
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}
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}
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impl WebGLShader {
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pub fn id(&self) -> WebGLShaderId {
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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(
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&self,
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api_type: GlType,
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webgl_version: WebGLVersion,
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glsl_version: WebGLSLVersion,
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limits: &GLLimits,
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ext: &WebGLExtensions,
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) -> WebGLResult<()> {
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if self.marked_for_deletion.get() && !self.is_attached() {
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return Err(WebGLError::InvalidValue);
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}
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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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let source = self.source.borrow();
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let mut params = BuiltInResources {
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MaxVertexAttribs: limits.max_vertex_attribs as c_int,
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MaxVertexUniformVectors: limits.max_vertex_uniform_vectors as c_int,
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MaxVertexTextureImageUnits: limits.max_vertex_texture_image_units as c_int,
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MaxCombinedTextureImageUnits: limits.max_combined_texture_image_units as c_int,
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MaxTextureImageUnits: limits.max_texture_image_units as c_int,
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MaxFragmentUniformVectors: limits.max_fragment_uniform_vectors as c_int,
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MaxVertexOutputVectors: limits.max_vertex_output_vectors as c_int,
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MaxFragmentInputVectors: limits.max_fragment_input_vectors as c_int,
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MaxVaryingVectors: limits.max_varying_vectors as c_int,
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OES_standard_derivatives: ext.is_enabled::<OESStandardDerivatives>() as c_int,
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EXT_shader_texture_lod: ext.is_enabled::<EXTShaderTextureLod>() as c_int,
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EXT_frag_depth: ext.is_enabled::<EXTFragDepth>() as c_int,
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FragmentPrecisionHigh: 1,
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..default_validator()
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};
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if webgl_version == WebGLVersion::WebGL2 {
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params.MinProgramTexelOffset = limits.min_program_texel_offset as c_int;
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params.MaxProgramTexelOffset = limits.max_program_texel_offset as c_int;
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params.MaxDrawBuffers = limits.max_draw_buffers as c_int;
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}
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let validator = match webgl_version {
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WebGLVersion::WebGL1 => {
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let output_format = if api_type == GlType::Gles {
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Output::Essl
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} else {
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Output::Glsl
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};
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ShaderValidator::for_webgl(self.gl_type, output_format, ¶ms).unwrap()
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},
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WebGLVersion::WebGL2 => {
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let output_format = if api_type == GlType::Gles {
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Output::Essl
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} else {
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match (glsl_version.major, glsl_version.minor) {
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(1, 30) => Output::Glsl130,
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(1, 40) => Output::Glsl140,
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(1, 50) => Output::Glsl150Core,
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(3, 30) => Output::Glsl330Core,
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(4, 0) => Output::Glsl400Core,
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(4, 10) => Output::Glsl410Core,
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(4, 20) => Output::Glsl420Core,
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(4, 30) => Output::Glsl430Core,
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(4, 40) => Output::Glsl440Core,
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(4, _) => Output::Glsl450Core,
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_ => Output::Glsl140,
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}
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};
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ShaderValidator::for_webgl2(self.gl_type, output_format, ¶ms).unwrap()
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},
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};
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// Replicating
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// https://searchfox.org/mozilla-central/rev/c621276fbdd9591f52009042d959b9e19b66d49f/dom/canvas/WebGLShaderValidator.cpp#32
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let options = mozangle::shaders::ffi::SH_VARIABLES |
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mozangle::shaders::ffi::SH_ENFORCE_PACKING_RESTRICTIONS |
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mozangle::shaders::ffi::SH_OBJECT_CODE |
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mozangle::shaders::ffi::SH_INIT_GL_POSITION |
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mozangle::shaders::ffi::SH_INITIALIZE_UNINITIALIZED_LOCALS |
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mozangle::shaders::ffi::SH_INIT_OUTPUT_VARIABLES |
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mozangle::shaders::ffi::SH_LIMIT_EXPRESSION_COMPLEXITY |
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mozangle::shaders::ffi::SH_LIMIT_CALL_STACK_DEPTH |
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if cfg!(target_os = "macos") {
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// Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
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// https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
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mozangle::shaders::ffi::SH_UNFOLD_SHORT_CIRCUIT |
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// Work around that Mac drivers handle struct scopes incorrectly.
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mozangle::shaders::ffi::SH_REGENERATE_STRUCT_NAMES |
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// Work around that Intel drivers on Mac OSX handle for-loop incorrectly.
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mozangle::shaders::ffi::SH_ADD_AND_TRUE_TO_LOOP_CONDITION
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} else {
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// We want to do this everywhere, but to do this on Mac, we need
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// to do it only on Mac OSX > 10.6 as this causes the shader
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// compiler in 10.6 to crash
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mozangle::shaders::ffi::SH_CLAMP_INDIRECT_ARRAY_BOUNDS
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};
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// Replicating
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// https://github.com/servo/mozangle/blob/706a9baaf8026c1a3cb6c67ba63aa5f4734264d0/src/shaders/mod.rs#L226
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let options = options |
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mozangle::shaders::ffi::SH_VALIDATE |
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mozangle::shaders::ffi::SH_OBJECT_CODE |
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mozangle::shaders::ffi::SH_VARIABLES | // For uniform_name_map()
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mozangle::shaders::ffi::SH_EMULATE_ABS_INT_FUNCTION | // To workaround drivers
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mozangle::shaders::ffi::SH_EMULATE_ISNAN_FLOAT_FUNCTION | // To workaround drivers
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mozangle::shaders::ffi::SH_EMULATE_ATAN2_FLOAT_FUNCTION | // To workaround drivers
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mozangle::shaders::ffi::SH_CLAMP_INDIRECT_ARRAY_BOUNDS |
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mozangle::shaders::ffi::SH_INIT_GL_POSITION |
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mozangle::shaders::ffi::SH_ENFORCE_PACKING_RESTRICTIONS |
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mozangle::shaders::ffi::SH_LIMIT_EXPRESSION_COMPLEXITY |
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mozangle::shaders::ffi::SH_LIMIT_CALL_STACK_DEPTH;
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match validator.compile(&[&source], options) {
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Ok(()) => {
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let translated_source = validator.object_code();
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debug!("Shader translated: {}", translated_source);
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// NOTE: At this point we should be pretty sure that the compilation in the paint thread
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// will succeed.
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// It could be interesting to retrieve the info log from the paint thread though
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self.upcast::<WebGLObject>()
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.context()
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.send_command(WebGLCommand::CompileShader(self.id, translated_source));
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self.compilation_status
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.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() = validator.info_log().into();
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Ok(())
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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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/// Currently does not check if shader is attached
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pub fn mark_for_deletion(&self, operation_fallibility: Operation) {
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if !self.marked_for_deletion.get() {
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self.marked_for_deletion.set(true);
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let context = self.upcast::<WebGLObject>().context();
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let cmd = WebGLCommand::DeleteShader(self.id);
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match operation_fallibility {
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Operation::Fallible => context.send_command_ignored(cmd),
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Operation::Infallible => context.send_command(cmd),
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}
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}
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}
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pub fn is_marked_for_deletion(&self) -> bool {
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self.marked_for_deletion.get()
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}
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pub fn is_deleted(&self) -> bool {
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self.marked_for_deletion.get() && !self.is_attached()
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}
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pub fn is_attached(&self) -> bool {
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self.attached_counter.get() > 0
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}
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pub fn increment_attached_counter(&self) {
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self.attached_counter.set(self.attached_counter.get() + 1);
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}
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pub fn decrement_attached_counter(&self) {
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assert!(self.attached_counter.get() > 0);
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self.attached_counter.set(self.attached_counter.get() - 1);
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}
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/// glGetShaderInfoLog
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pub fn info_log(&self) -> DOMString {
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self.info_log.borrow().clone()
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}
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/// Get the shader source
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pub fn source(&self) -> 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() = source;
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}
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pub fn successfully_compiled(&self) -> bool {
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self.compilation_status.get() == ShaderCompilationStatus::Succeeded
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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.mark_for_deletion(Operation::Fallible);
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}
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}
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