зеркало из https://github.com/mozilla/gecko-dev.git
628 строки
20 KiB
JavaScript
628 строки
20 KiB
JavaScript
/* 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 file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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const { classes: Cc, interfaces: Ci, utils: Cu, results: Cr } = Components;
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Cu.import("resource://gre/modules/Services.jsm");
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Cu.import("resource://gre/modules/XPCOMUtils.jsm");
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Cu.import("resource://gre/modules/Task.jsm");
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Cu.import("resource:///modules/devtools/SideMenuWidget.jsm");
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Cu.import("resource:///modules/devtools/ViewHelpers.jsm");
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const require = Cu.import("resource://gre/modules/devtools/Loader.jsm", {}).devtools.require;
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const promise = Cu.import("resource://gre/modules/Promise.jsm", {}).Promise;
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const EventEmitter = require("devtools/toolkit/event-emitter");
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const {Tooltip} = require("devtools/shared/widgets/Tooltip");
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const Editor = require("devtools/sourceeditor/editor");
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const Telemetry = require("devtools/shared/telemetry");
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const telemetry = new Telemetry();
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// The panel's window global is an EventEmitter firing the following events:
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const EVENTS = {
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// When new programs are received from the server.
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NEW_PROGRAM: "ShaderEditor:NewProgram",
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PROGRAMS_ADDED: "ShaderEditor:ProgramsAdded",
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// When the vertex and fragment sources were shown in the editor.
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SOURCES_SHOWN: "ShaderEditor:SourcesShown",
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// When a shader's source was edited and compiled via the editor.
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SHADER_COMPILED: "ShaderEditor:ShaderCompiled",
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// When the UI is reset from tab navigation
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UI_RESET: "ShaderEditor:UIReset",
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// When the editor's error markers are all removed
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EDITOR_ERROR_MARKERS_REMOVED: "ShaderEditor:EditorCleaned"
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};
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const STRINGS_URI = "chrome://browser/locale/devtools/shadereditor.properties"
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const HIGHLIGHT_TINT = [1, 0, 0.25, 1]; // rgba
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const TYPING_MAX_DELAY = 500; // ms
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const SHADERS_AUTOGROW_ITEMS = 4;
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const GUTTER_ERROR_PANEL_OFFSET_X = 7; // px
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const GUTTER_ERROR_PANEL_DELAY = 100; // ms
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const DEFAULT_EDITOR_CONFIG = {
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gutters: ["errors"],
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lineNumbers: true,
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showAnnotationRuler: true
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};
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/**
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* The current target and the WebGL Editor front, set by this tool's host.
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*/
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let gToolbox, gTarget, gFront;
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/**
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* Initializes the shader editor controller and views.
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*/
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function startupShaderEditor() {
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return promise.all([
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EventsHandler.initialize(),
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ShadersListView.initialize(),
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ShadersEditorsView.initialize()
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]);
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}
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/**
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* Destroys the shader editor controller and views.
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*/
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function shutdownShaderEditor() {
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return promise.all([
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EventsHandler.destroy(),
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ShadersListView.destroy(),
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ShadersEditorsView.destroy()
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]);
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}
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/**
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* Functions handling target-related lifetime events.
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*/
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let EventsHandler = {
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/**
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* Listen for events emitted by the current tab target.
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*/
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initialize: function() {
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telemetry.toolOpened("shadereditor");
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this._onHostChanged = this._onHostChanged.bind(this);
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this._onTabNavigated = this._onTabNavigated.bind(this);
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this._onProgramLinked = this._onProgramLinked.bind(this);
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this._onProgramsAdded = this._onProgramsAdded.bind(this);
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gToolbox.on("host-changed", this._onHostChanged);
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gTarget.on("will-navigate", this._onTabNavigated);
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gTarget.on("navigate", this._onTabNavigated);
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gFront.on("program-linked", this._onProgramLinked);
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},
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/**
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* Remove events emitted by the current tab target.
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*/
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destroy: function() {
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telemetry.toolClosed("shadereditor");
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gToolbox.off("host-changed", this._onHostChanged);
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gTarget.off("will-navigate", this._onTabNavigated);
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gTarget.off("navigate", this._onTabNavigated);
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gFront.off("program-linked", this._onProgramLinked);
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},
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/**
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* Handles a host change event on the parent toolbox.
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*/
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_onHostChanged: function() {
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if (gToolbox.hostType == "side") {
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$("#shaders-pane").removeAttribute("height");
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}
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},
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/**
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* Called for each location change in the debugged tab.
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*/
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_onTabNavigated: function(event, {isFrameSwitching}) {
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switch (event) {
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case "will-navigate": {
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Task.spawn(function() {
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// Make sure the backend is prepared to handle WebGL contexts.
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if (!isFrameSwitching) {
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gFront.setup({ reload: false });
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}
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// Reset UI.
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ShadersListView.empty();
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// When switching to an iframe, ensure displaying the reload button.
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// As the document has already been loaded without being hooked.
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if (isFrameSwitching) {
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$("#reload-notice").hidden = false;
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$("#waiting-notice").hidden = true;
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} else {
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$("#reload-notice").hidden = true;
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$("#waiting-notice").hidden = false;
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}
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yield ShadersEditorsView.setText({ vs: "", fs: "" });
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$("#content").hidden = true;
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}).then(() => window.emit(EVENTS.UI_RESET));
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break;
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}
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case "navigate": {
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// Manually retrieve the list of program actors known to the server,
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// because the backend won't emit "program-linked" notifications
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// in the case of a bfcache navigation (since no new programs are
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// actually linked).
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gFront.getPrograms().then(this._onProgramsAdded);
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break;
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}
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}
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},
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/**
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* Called every time a program was linked in the debugged tab.
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*/
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_onProgramLinked: function(programActor) {
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this._addProgram(programActor);
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window.emit(EVENTS.NEW_PROGRAM);
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},
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/**
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* Callback for the front's getPrograms() method.
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*/
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_onProgramsAdded: function(programActors) {
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programActors.forEach(this._addProgram);
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window.emit(EVENTS.PROGRAMS_ADDED);
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},
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/**
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* Adds a program to the shaders list and unhides any modal notices.
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*/
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_addProgram: function(programActor) {
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$("#waiting-notice").hidden = true;
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$("#reload-notice").hidden = true;
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$("#content").hidden = false;
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ShadersListView.addProgram(programActor);
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}
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};
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/**
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* Functions handling the sources UI.
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*/
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let ShadersListView = Heritage.extend(WidgetMethods, {
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/**
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* Initialization function, called when the tool is started.
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*/
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initialize: function() {
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this.widget = new SideMenuWidget(this._pane = $("#shaders-pane"), {
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showArrows: true,
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showItemCheckboxes: true
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});
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this._onProgramSelect = this._onProgramSelect.bind(this);
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this._onProgramCheck = this._onProgramCheck.bind(this);
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this._onProgramMouseOver = this._onProgramMouseOver.bind(this);
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this._onProgramMouseOut = this._onProgramMouseOut.bind(this);
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this.widget.addEventListener("select", this._onProgramSelect, false);
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this.widget.addEventListener("check", this._onProgramCheck, false);
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this.widget.addEventListener("mouseover", this._onProgramMouseOver, true);
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this.widget.addEventListener("mouseout", this._onProgramMouseOut, true);
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},
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/**
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* Destruction function, called when the tool is closed.
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*/
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destroy: function() {
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this.widget.removeEventListener("select", this._onProgramSelect, false);
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this.widget.removeEventListener("check", this._onProgramCheck, false);
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this.widget.removeEventListener("mouseover", this._onProgramMouseOver, true);
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this.widget.removeEventListener("mouseout", this._onProgramMouseOut, true);
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},
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/**
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* Adds a program to this programs container.
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*
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* @param object programActor
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* The program actor coming from the active thread.
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*/
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addProgram: function(programActor) {
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if (this.hasProgram(programActor)) {
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return;
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}
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// Currently, there's no good way of differentiating between programs
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// in a way that helps humans. It will be a good idea to implement a
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// standard of allowing debuggees to add some identifiable metadata to their
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// program sources or instances.
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let label = L10N.getFormatStr("shadersList.programLabel", this.itemCount);
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let contents = document.createElement("label");
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contents.className = "plain program-item";
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contents.setAttribute("value", label);
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contents.setAttribute("crop", "start");
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contents.setAttribute("flex", "1");
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// Append a program item to this container.
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this.push([contents], {
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index: -1, /* specifies on which position should the item be appended */
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attachment: {
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label: label,
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programActor: programActor,
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checkboxState: true,
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checkboxTooltip: L10N.getStr("shadersList.blackboxLabel")
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}
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});
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// Make sure there's always a selected item available.
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if (!this.selectedItem) {
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this.selectedIndex = 0;
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}
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// Prevent this container from growing indefinitely in height when the
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// toolbox is docked to the side.
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if (gToolbox.hostType == "side" && this.itemCount == SHADERS_AUTOGROW_ITEMS) {
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this._pane.setAttribute("height", this._pane.getBoundingClientRect().height);
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}
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},
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/**
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* Returns whether a program was already added to this programs container.
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*
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* @param object programActor
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* The program actor coming from the active thread.
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* @param boolean
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* True if the program was added, false otherwise.
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*/
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hasProgram: function(programActor) {
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return !!this.attachments.filter(e => e.programActor == programActor).length;
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},
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/**
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* The select listener for the programs container.
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*/
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_onProgramSelect: function({ detail: sourceItem }) {
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if (!sourceItem) {
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return;
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}
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// The container is not empty and an actual item was selected.
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let attachment = sourceItem.attachment;
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function getShaders() {
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return promise.all([
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attachment.vs || (attachment.vs = attachment.programActor.getVertexShader()),
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attachment.fs || (attachment.fs = attachment.programActor.getFragmentShader())
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]);
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}
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function getSources([vertexShaderActor, fragmentShaderActor]) {
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return promise.all([
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vertexShaderActor.getText(),
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fragmentShaderActor.getText()
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]);
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}
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function showSources([vertexShaderText, fragmentShaderText]) {
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return ShadersEditorsView.setText({
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vs: vertexShaderText,
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fs: fragmentShaderText
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});
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}
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getShaders()
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.then(getSources)
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.then(showSources)
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.then(null, Cu.reportError);
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},
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/**
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* The check listener for the programs container.
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*/
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_onProgramCheck: function({ detail: { checked }, target }) {
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let sourceItem = this.getItemForElement(target);
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let attachment = sourceItem.attachment;
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attachment.isBlackBoxed = !checked;
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attachment.programActor[checked ? "unblackbox" : "blackbox"]();
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},
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/**
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* The mouseover listener for the programs container.
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*/
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_onProgramMouseOver: function(e) {
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let sourceItem = this.getItemForElement(e.target, { noSiblings: true });
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if (sourceItem && !sourceItem.attachment.isBlackBoxed) {
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sourceItem.attachment.programActor.highlight(HIGHLIGHT_TINT);
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if (e instanceof Event) {
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e.preventDefault();
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e.stopPropagation();
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}
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}
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},
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/**
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* The mouseout listener for the programs container.
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*/
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_onProgramMouseOut: function(e) {
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let sourceItem = this.getItemForElement(e.target, { noSiblings: true });
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if (sourceItem && !sourceItem.attachment.isBlackBoxed) {
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sourceItem.attachment.programActor.unhighlight();
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if (e instanceof Event) {
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e.preventDefault();
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e.stopPropagation();
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}
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}
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}
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});
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/**
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* Functions handling the editors displaying the vertex and fragment shaders.
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*/
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let ShadersEditorsView = {
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/**
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* Initialization function, called when the tool is started.
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*/
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initialize: function() {
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XPCOMUtils.defineLazyGetter(this, "_editorPromises", () => new Map());
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this._vsFocused = this._onFocused.bind(this, "vs", "fs");
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this._fsFocused = this._onFocused.bind(this, "fs", "vs");
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this._vsChanged = this._onChanged.bind(this, "vs");
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this._fsChanged = this._onChanged.bind(this, "fs");
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},
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/**
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* Destruction function, called when the tool is closed.
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*/
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destroy: Task.async(function*() {
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this._destroyed = true;
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this._toggleListeners("off");
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for (let p of this._editorPromises.values()) {
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let editor = yield p;
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editor.destroy();
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}
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}),
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/**
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* Sets the text displayed in the vertex and fragment shader editors.
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*
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* @param object sources
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* An object containing the following properties
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* - vs: the vertex shader source code
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* - fs: the fragment shader source code
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* @return object
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* A promise resolving upon completion of text setting.
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*/
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setText: function(sources) {
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let view = this;
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function setTextAndClearHistory(editor, text) {
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editor.setText(text);
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editor.clearHistory();
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}
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return Task.spawn(function() {
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yield view._toggleListeners("off");
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yield promise.all([
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view._getEditor("vs").then(e => setTextAndClearHistory(e, sources.vs)),
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view._getEditor("fs").then(e => setTextAndClearHistory(e, sources.fs))
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]);
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yield view._toggleListeners("on");
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}).then(() => window.emit(EVENTS.SOURCES_SHOWN, sources));
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},
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/**
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* Lazily initializes and returns a promise for an Editor instance.
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*
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* @param string type
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* Specifies for which shader type should an editor be retrieved,
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* either are "vs" for a vertex, or "fs" for a fragment shader.
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* @return object
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* Returns a promise that resolves to an editor instance
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*/
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_getEditor: function(type) {
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if ($("#content").hidden) {
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return promise.reject(new Error("Shader Editor is still waiting for a WebGL context to be created."));
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}
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if (this._editorPromises.has(type)) {
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return this._editorPromises.get(type);
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}
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let deferred = promise.defer();
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this._editorPromises.set(type, deferred.promise);
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// Initialize the source editor and store the newly created instance
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// in the ether of a resolved promise's value.
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let parent = $("#" + type +"-editor");
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let editor = new Editor(DEFAULT_EDITOR_CONFIG);
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editor.config.mode = Editor.modes[type];
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if (this._destroyed) {
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deferred.resolve(editor);
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} else {
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editor.appendTo(parent).then(() => deferred.resolve(editor));
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}
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return deferred.promise;
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},
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/**
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* Toggles all the event listeners for the editors either on or off.
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*
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* @param string flag
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* Either "on" to enable the event listeners, "off" to disable them.
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* @return object
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* A promise resolving upon completion of toggling the listeners.
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*/
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_toggleListeners: function(flag) {
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return promise.all(["vs", "fs"].map(type => {
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return this._getEditor(type).then(editor => {
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editor[flag]("focus", this["_" + type + "Focused"]);
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editor[flag]("change", this["_" + type + "Changed"]);
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});
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}));
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},
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/**
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* The focus listener for a source editor.
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*
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* @param string focused
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* The corresponding shader type for the focused editor (e.g. "vs").
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* @param string focused
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* The corresponding shader type for the other editor (e.g. "fs").
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*/
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_onFocused: function(focused, unfocused) {
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$("#" + focused + "-editor-label").setAttribute("selected", "");
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$("#" + unfocused + "-editor-label").removeAttribute("selected");
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},
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/**
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* The change listener for a source editor.
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*
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* @param string type
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* The corresponding shader type for the focused editor (e.g. "vs").
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*/
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_onChanged: function(type) {
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setNamedTimeout("gl-typed", TYPING_MAX_DELAY, () => this._doCompile(type));
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// Remove all the gutter markers and line classes from the editor.
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this._cleanEditor(type);
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},
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/**
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* Recompiles the source code for the shader being edited.
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* This function is fired at a certain delay after the user stops typing.
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*
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* @param string type
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* The corresponding shader type for the focused editor (e.g. "vs").
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*/
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_doCompile: function(type) {
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Task.spawn(function() {
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let editor = yield this._getEditor(type);
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let shaderActor = yield ShadersListView.selectedAttachment[type];
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try {
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yield shaderActor.compile(editor.getText());
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this._onSuccessfulCompilation();
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} catch (e) {
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this._onFailedCompilation(type, editor, e);
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}
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}.bind(this));
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},
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/**
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* Called uppon a successful shader compilation.
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*/
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_onSuccessfulCompilation: function() {
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// Signal that the shader was compiled successfully.
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window.emit(EVENTS.SHADER_COMPILED, null);
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},
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/**
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* Called uppon an unsuccessful shader compilation.
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*/
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_onFailedCompilation: function(type, editor, errors) {
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let lineCount = editor.lineCount();
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let currentLine = editor.getCursor().line;
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let listeners = { mouseover: this._onMarkerMouseOver };
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function matchLinesAndMessages(string) {
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return {
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// First number that is not equal to 0.
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lineMatch: string.match(/\d{2,}|[1-9]/),
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// The string after all the numbers, semicolons and spaces.
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textMatch: string.match(/[^\s\d:][^\r\n|]*/)
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};
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}
|
|
function discardInvalidMatches(e) {
|
|
// Discard empty line and text matches.
|
|
return e.lineMatch && e.textMatch;
|
|
}
|
|
function sanitizeValidMatches(e) {
|
|
return {
|
|
// Drivers might yield confusing line numbers under some obscure
|
|
// circumstances. Don't throw the errors away in those cases,
|
|
// just display them on the currently edited line.
|
|
line: e.lineMatch[0] > lineCount ? currentLine : e.lineMatch[0] - 1,
|
|
// Trim whitespace from the beginning and the end of the message,
|
|
// and replace all other occurences of double spaces to a single space.
|
|
text: e.textMatch[0].trim().replace(/\s{2,}/g, " ")
|
|
};
|
|
}
|
|
function sortByLine(first, second) {
|
|
// Sort all the errors ascending by their corresponding line number.
|
|
return first.line > second.line ? 1 : -1;
|
|
}
|
|
function groupSameLineMessages(accumulator, current) {
|
|
// Group errors corresponding to the same line number to a single object.
|
|
let previous = accumulator[accumulator.length - 1];
|
|
if (!previous || previous.line != current.line) {
|
|
return [...accumulator, {
|
|
line: current.line,
|
|
messages: [current.text]
|
|
}];
|
|
} else {
|
|
previous.messages.push(current.text);
|
|
return accumulator;
|
|
}
|
|
}
|
|
function displayErrors({ line, messages }) {
|
|
// Add gutter markers and line classes for every error in the source.
|
|
editor.addMarker(line, "errors", "error");
|
|
editor.setMarkerListeners(line, "errors", "error", listeners, messages);
|
|
editor.addLineClass(line, "error-line");
|
|
}
|
|
|
|
(this._errors[type] = errors.link
|
|
.split("ERROR")
|
|
.map(matchLinesAndMessages)
|
|
.filter(discardInvalidMatches)
|
|
.map(sanitizeValidMatches)
|
|
.sort(sortByLine)
|
|
.reduce(groupSameLineMessages, []))
|
|
.forEach(displayErrors);
|
|
|
|
// Signal that the shader wasn't compiled successfully.
|
|
window.emit(EVENTS.SHADER_COMPILED, errors);
|
|
},
|
|
|
|
/**
|
|
* Event listener for the 'mouseover' event on a marker in the editor gutter.
|
|
*/
|
|
_onMarkerMouseOver: function(line, node, messages) {
|
|
if (node._markerErrorsTooltip) {
|
|
return;
|
|
}
|
|
|
|
let tooltip = node._markerErrorsTooltip = new Tooltip(document);
|
|
tooltip.defaultOffsetX = GUTTER_ERROR_PANEL_OFFSET_X;
|
|
tooltip.setTextContent({ messages: messages });
|
|
tooltip.startTogglingOnHover(node, () => true, GUTTER_ERROR_PANEL_DELAY);
|
|
},
|
|
|
|
/**
|
|
* Removes all the gutter markers and line classes from the editor.
|
|
*/
|
|
_cleanEditor: function(type) {
|
|
this._getEditor(type).then(editor => {
|
|
editor.removeAllMarkers("errors");
|
|
this._errors[type].forEach(e => editor.removeLineClass(e.line));
|
|
this._errors[type].length = 0;
|
|
window.emit(EVENTS.EDITOR_ERROR_MARKERS_REMOVED);
|
|
});
|
|
},
|
|
|
|
_errors: {
|
|
vs: [],
|
|
fs: []
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Localization convenience methods.
|
|
*/
|
|
let L10N = new ViewHelpers.L10N(STRINGS_URI);
|
|
|
|
/**
|
|
* Convenient way of emitting events from the panel window.
|
|
*/
|
|
EventEmitter.decorate(this);
|
|
|
|
/**
|
|
* DOM query helper.
|
|
*/
|
|
function $(selector, target = document) target.querySelector(selector);
|