mirror of
https://github.com/servo/servo.git
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195 lines
6.8 KiB
Rust
195 lines
6.8 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;
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use dom::bindings::cell::DOMRefCell;
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use dom::bindings::codegen::Bindings::WebGLShaderBinding;
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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::bindings::str::DOMString;
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use dom::webglobject::WebGLObject;
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use dom::window::Window;
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use ipc_channel::ipc::IpcSender;
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use std::cell::Cell;
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use std::sync::{ONCE_INIT, Once};
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use webrender_traits;
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use webrender_traits::{WebGLCommand, WebGLParameter, WebGLResult, WebGLShaderId};
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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: WebGLShaderId,
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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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attached_counter: Cell<u32>,
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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>,
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id: WebGLShaderId,
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shader_type: u32)
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-> 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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attached_counter: Cell::new(0),
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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(window: &Window,
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renderer: IpcSender<CanvasMsg>,
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shader_type: u32)
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-> Option<Root<WebGLShader>> {
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let (sender, receiver) = webrender_traits::channel::msg_channel().unwrap();
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renderer.send(CanvasMsg::WebGL(WebGLCommand::CreateShader(shader_type, sender))).unwrap();
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let result = receiver.recv().unwrap();
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result.map(|shader_id| WebGLShader::new(window, renderer, shader_id, shader_type))
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}
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pub fn new(window: &Window,
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renderer: IpcSender<CanvasMsg>,
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id: WebGLShaderId,
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shader_type: u32)
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-> Root<WebGLShader> {
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reflect_dom_object(box WebGLShader::new_inherited(renderer, id, shader_type),
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window,
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WebGLShaderBinding::Wrap)
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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(&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]) {
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Ok(translated_source) => {
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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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let msg = WebGLCommand::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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// TODO(emilio): More data (like uniform data) should be collected
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// here to properly validate uniforms.
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//
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// This requires a more complex interface with ANGLE, using C++
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// bindings and being extremely cautious about destructing things.
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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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/// Currently does not check if shader is attached
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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(WebGLCommand::DeleteShader(self.id)));
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}
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}
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pub fn is_deleted(&self) -> bool {
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self.is_deleted.get()
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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) -> Option<String> {
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self.info_log.borrow().clone()
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}
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/// glGetParameter
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pub fn parameter(&self, param_id: u32) -> WebGLResult<WebGLParameter> {
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let (sender, receiver) = webrender_traits::channel::msg_channel().unwrap();
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self.renderer.send(CanvasMsg::WebGL(WebGLCommand::GetShaderParameter(self.id, param_id, sender))).unwrap();
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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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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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assert!(self.attached_counter.get() == 0);
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self.delete();
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}
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}
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