servo/components/script/dom/webglshader.rs
Samson aad2dccc9c
Strict import formatting (grouping and granularity) (#30325)
* strict imports formatting

* Reformat all imports
2023-09-11 19:16:54 +00:00

410 lines
16 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 https://mozilla.org/MPL/2.0/. */
// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use std::cell::Cell;
use std::os::raw::c_int;
use std::sync::Once;
use canvas_traits::webgl::{
webgl_channel, GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion,
WebGLShaderId, WebGLVersion,
};
use dom_struct::dom_struct;
use mozangle::shaders::{ffi, BuiltInResources, Output, ShaderValidator};
use crate::dom::bindings::cell::DomRefCell;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::reflector::{reflect_dom_object, DomObject};
use crate::dom::bindings::root::DomRoot;
use crate::dom::bindings::str::DOMString;
use crate::dom::webgl_extensions::ext::extfragdepth::EXTFragDepth;
use crate::dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
use crate::dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use crate::dom::webgl_extensions::WebGLExtensions;
use crate::dom::webglobject::WebGLObject;
use crate::dom::webglrenderingcontext::{Operation, WebGLRenderingContext};
#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
pub enum ShaderCompilationStatus {
NotCompiled,
Succeeded,
Failed,
}
#[dom_struct]
pub struct WebGLShader {
webgl_object: WebGLObject,
#[no_trace]
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::new();
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(),
)
}
}
// Based on https://searchfox.org/mozilla-central/rev/efdf9bb55789ea782ae3a431bda6be74a87b041e/gfx/angle/checkout/src/compiler/translator/ShaderLang.cpp#173
fn default_validator() -> BuiltInResources {
BuiltInResources {
// Constants.
MaxVertexAttribs: 8,
MaxVertexUniformVectors: 128,
MaxVaryingVectors: 8,
MaxVertexTextureImageUnits: 0,
MaxCombinedTextureImageUnits: 8,
MaxTextureImageUnits: 8,
MaxFragmentUniformVectors: 16,
MaxDrawBuffers: 1,
// Extensions.
OES_standard_derivatives: 0,
OES_EGL_image_external: 0,
OES_EGL_image_external_essl3: 0,
NV_EGL_stream_consumer_external: 0,
ARB_texture_rectangle: 0,
EXT_blend_func_extended: 0,
EXT_draw_buffers: 0,
EXT_frag_depth: 0,
EXT_shader_texture_lod: 0,
WEBGL_debug_shader_precision: 0,
EXT_shader_framebuffer_fetch: 0,
NV_shader_framebuffer_fetch: 0,
NV_draw_buffers: 0,
ARM_shader_framebuffer_fetch: 0,
//OVR_multiview: 0,
OVR_multiview2: 0,
EXT_YUV_target: 0,
EXT_geometry_shader: 0,
OES_texture_storage_multisample_2d_array: 0,
//OES_texture_3d: 0,
ANGLE_texture_multisample: 0,
ANGLE_multi_draw: 0,
// Disable highp precision in fragment shader by default.
FragmentPrecisionHigh: 0,
// GLSL ES 3.0 constants.
MaxVertexOutputVectors: 16,
MaxFragmentInputVectors: 15,
MinProgramTexelOffset: -8,
MaxProgramTexelOffset: 7,
// Extension constants.
MaxDualSourceDrawBuffers: 0,
MaxViewsOVR: 4,
// Disable name hashing by default.
HashFunction: None,
ArrayIndexClampingStrategy:
ffi::ShArrayIndexClampingStrategy::SH_CLAMP_WITH_CLAMP_INTRINSIC,
MaxExpressionComplexity: 256,
MaxCallStackDepth: 256,
MaxFunctionParameters: 1024,
// ES 3.1 Revision 4, 7.2 Built-in Constants
// ES 3.1, Revision 4, 8.13 Texture minification
// "The value of MIN_PROGRAM_TEXTURE_GATHER_OFFSET must be less than or equal to the value of
// MIN_PROGRAM_TEXEL_OFFSET. The value of MAX_PROGRAM_TEXTURE_GATHER_OFFSET must be greater than
// or equal to the value of MAX_PROGRAM_TEXEL_OFFSET"
MinProgramTextureGatherOffset: -8,
MaxProgramTextureGatherOffset: 7,
MaxImageUnits: 4,
MaxVertexImageUniforms: 0,
MaxFragmentImageUniforms: 0,
MaxComputeImageUniforms: 0,
MaxCombinedImageUniforms: 0,
MaxUniformLocations: 1024,
MaxCombinedShaderOutputResources: 4,
MaxComputeWorkGroupCount: [65535, 65535, 65535],
MaxComputeWorkGroupSize: [128, 128, 64],
MaxComputeUniformComponents: 512,
MaxComputeTextureImageUnits: 16,
MaxComputeAtomicCounters: 8,
MaxComputeAtomicCounterBuffers: 1,
MaxVertexAtomicCounters: 0,
MaxFragmentAtomicCounters: 0,
MaxCombinedAtomicCounters: 8,
MaxAtomicCounterBindings: 1,
MaxVertexAtomicCounterBuffers: 0,
MaxFragmentAtomicCounterBuffers: 0,
MaxCombinedAtomicCounterBuffers: 1,
MaxAtomicCounterBufferSize: 32,
MaxUniformBufferBindings: 32,
MaxShaderStorageBufferBindings: 4,
MaxPointSize: 0.0,
MaxGeometryUniformComponents: 1024,
MaxGeometryUniformBlocks: 12,
MaxGeometryInputComponents: 64,
MaxGeometryOutputComponents: 64,
MaxGeometryOutputVertices: 256,
MaxGeometryTotalOutputComponents: 1024,
MaxGeometryTextureImageUnits: 16,
MaxGeometryAtomicCounterBuffers: 0,
MaxGeometryAtomicCounters: 0,
MaxGeometryShaderStorageBlocks: 0,
MaxGeometryShaderInvocations: 32,
MaxGeometryImageUniforms: 0,
}
}
impl WebGLShader {
pub fn id(&self) -> WebGLShaderId {
self.id
}
pub fn gl_type(&self) -> u32 {
self.gl_type
}
/// glCompileShader
pub fn compile(
&self,
api_type: GlType,
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 mut params = BuiltInResources {
MaxVertexAttribs: limits.max_vertex_attribs as c_int,
MaxVertexUniformVectors: limits.max_vertex_uniform_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,
MaxVertexOutputVectors: limits.max_vertex_output_vectors as c_int,
MaxFragmentInputVectors: limits.max_fragment_input_vectors as c_int,
MaxVaryingVectors: limits.max_varying_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,
EXT_frag_depth: ext.is_enabled::<EXTFragDepth>() as c_int,
FragmentPrecisionHigh: 1,
..default_validator()
};
if webgl_version == WebGLVersion::WebGL2 {
params.MinProgramTexelOffset = limits.min_program_texel_offset as c_int;
params.MaxProgramTexelOffset = limits.max_program_texel_offset as c_int;
params.MaxDrawBuffers = limits.max_draw_buffers as c_int;
}
let validator = match webgl_version {
WebGLVersion::WebGL1 => {
let output_format = if api_type == GlType::Gles {
Output::Essl
} else {
Output::Glsl
};
ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
},
WebGLVersion::WebGL2 => {
let output_format = if api_type == GlType::Gles {
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()
},
};
// Replicating
// https://searchfox.org/mozilla-central/rev/c621276fbdd9591f52009042d959b9e19b66d49f/dom/canvas/WebGLShaderValidator.cpp#32
let options = mozangle::shaders::ffi::SH_VARIABLES |
mozangle::shaders::ffi::SH_ENFORCE_PACKING_RESTRICTIONS |
mozangle::shaders::ffi::SH_OBJECT_CODE |
mozangle::shaders::ffi::SH_INIT_GL_POSITION |
mozangle::shaders::ffi::SH_INITIALIZE_UNINITIALIZED_LOCALS |
mozangle::shaders::ffi::SH_INIT_OUTPUT_VARIABLES |
mozangle::shaders::ffi::SH_LIMIT_EXPRESSION_COMPLEXITY |
mozangle::shaders::ffi::SH_LIMIT_CALL_STACK_DEPTH |
if cfg!(target_os = "macos") {
// Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
// https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
mozangle::shaders::ffi::SH_UNFOLD_SHORT_CIRCUIT |
// Work around that Mac drivers handle struct scopes incorrectly.
mozangle::shaders::ffi::SH_REGENERATE_STRUCT_NAMES |
// Work around that Intel drivers on Mac OSX handle for-loop incorrectly.
mozangle::shaders::ffi::SH_ADD_AND_TRUE_TO_LOOP_CONDITION
} else {
// We want to do this everywhere, but to do this on Mac, we need
// to do it only on Mac OSX > 10.6 as this causes the shader
// compiler in 10.6 to crash
mozangle::shaders::ffi::SH_CLAMP_INDIRECT_ARRAY_BOUNDS
};
// Replicating
// https://github.com/servo/mozangle/blob/706a9baaf8026c1a3cb6c67ba63aa5f4734264d0/src/shaders/mod.rs#L226
let options = options |
mozangle::shaders::ffi::SH_VALIDATE |
mozangle::shaders::ffi::SH_OBJECT_CODE |
mozangle::shaders::ffi::SH_VARIABLES | // For uniform_name_map()
mozangle::shaders::ffi::SH_EMULATE_ABS_INT_FUNCTION | // To workaround drivers
mozangle::shaders::ffi::SH_EMULATE_ISNAN_FLOAT_FUNCTION | // To workaround drivers
mozangle::shaders::ffi::SH_EMULATE_ATAN2_FLOAT_FUNCTION | // To workaround drivers
mozangle::shaders::ffi::SH_CLAMP_INDIRECT_ARRAY_BOUNDS |
mozangle::shaders::ffi::SH_INIT_GL_POSITION |
mozangle::shaders::ffi::SH_ENFORCE_PACKING_RESTRICTIONS |
mozangle::shaders::ffi::SH_LIMIT_EXPRESSION_COMPLEXITY |
mozangle::shaders::ffi::SH_LIMIT_CALL_STACK_DEPTH;
match validator.compile(&[&source], options) {
Ok(()) => {
let translated_source = validator.object_code();
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, operation_fallibility: Operation) {
if !self.marked_for_deletion.get() {
self.marked_for_deletion.set(true);
let context = self.upcast::<WebGLObject>().context();
let cmd = WebGLCommand::DeleteShader(self.id);
match operation_fallibility {
Operation::Fallible => context.send_command_ignored(cmd),
Operation::Infallible => context.send_command(cmd),
}
}
}
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(Operation::Fallible);
}
}