gecko-dev/servo/components/canvas/webgl_thread.rs

1326 строки
58 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use canvas_traits::canvas::byte_swap;
use canvas_traits::webgl::*;
use euclid::Size2D;
use fnv::FnvHashMap;
use gleam::gl;
use offscreen_gl_context::{GLContext, GLContextAttributes, GLLimits, NativeGLContextMethods};
use std::thread;
use super::gl_context::{GLContextFactory, GLContextWrapper};
use webrender;
use webrender_api;
/// WebGL Threading API entry point that lives in the constellation.
/// It allows to get a WebGLThread handle for each script pipeline.
pub use ::webgl_mode::WebGLThreads;
/// A WebGLThread manages the life cycle and message multiplexing of
/// a set of WebGLContexts living in the same thread.
pub struct WebGLThread<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> {
/// Factory used to create a new GLContext shared with the WR/Main thread.
gl_factory: GLContextFactory,
/// Channel used to generate/update or delete `webrender_api::ImageKey`s.
webrender_api: webrender_api::RenderApi,
/// Map of live WebGLContexts.
contexts: FnvHashMap<WebGLContextId, GLContextWrapper>,
/// Cached information for WebGLContexts.
cached_context_info: FnvHashMap<WebGLContextId, WebGLContextInfo>,
/// Current bound context.
bound_context_id: Option<WebGLContextId>,
/// Id generator for new WebGLContexts.
next_webgl_id: usize,
/// Handler user to send WebVR commands.
webvr_compositor: Option<VR>,
/// Generic observer that listens WebGLContext creation, resize or removal events.
observer: OB,
/// Texture ids and sizes used in DOM to texture outputs.
dom_outputs: FnvHashMap<webrender_api::PipelineId, DOMToTextureData>,
}
impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> WebGLThread<VR, OB> {
pub fn new(gl_factory: GLContextFactory,
webrender_api_sender: webrender_api::RenderApiSender,
webvr_compositor: Option<VR>,
observer: OB) -> Self {
WebGLThread {
gl_factory,
webrender_api: webrender_api_sender.create_api(),
contexts: Default::default(),
cached_context_info: Default::default(),
bound_context_id: None,
next_webgl_id: 0,
webvr_compositor,
observer: observer,
dom_outputs: Default::default(),
}
}
/// Creates a new `WebGLThread` and returns a Sender to
/// communicate with it.
pub fn start(gl_factory: GLContextFactory,
webrender_api_sender: webrender_api::RenderApiSender,
webvr_compositor: Option<VR>,
observer: OB)
-> WebGLSender<WebGLMsg> {
let (sender, receiver) = webgl_channel::<WebGLMsg>().unwrap();
let result = sender.clone();
thread::Builder::new().name("WebGLThread".to_owned()).spawn(move || {
let mut renderer = WebGLThread::new(gl_factory,
webrender_api_sender,
webvr_compositor,
observer);
let webgl_chan = WebGLChan(sender);
loop {
let msg = receiver.recv().unwrap();
let exit = renderer.handle_msg(msg, &webgl_chan);
if exit {
return;
}
}
}).expect("Thread spawning failed");
result
}
/// Handles a generic WebGLMsg message
#[inline]
fn handle_msg(&mut self, msg: WebGLMsg, webgl_chan: &WebGLChan) -> bool {
match msg {
WebGLMsg::CreateContext(version, size, attributes, result_sender) => {
let result = self.create_webgl_context(version, size, attributes);
result_sender.send(result.map(|(id, limits, share_mode)| {
let ctx = Self::make_current_if_needed(id, &self.contexts, &mut self.bound_context_id)
.expect("WebGLContext not found");
let glsl_version = Self::get_glsl_version(ctx);
WebGLCreateContextResult {
sender: WebGLMsgSender::new(id, webgl_chan.clone()),
limits,
share_mode,
glsl_version,
}
})).unwrap();
},
WebGLMsg::ResizeContext(ctx_id, size, sender) => {
self.resize_webgl_context(ctx_id, size, sender);
},
WebGLMsg::RemoveContext(ctx_id) => {
self.remove_webgl_context(ctx_id);
},
WebGLMsg::WebGLCommand(ctx_id, command) => {
self.handle_webgl_command(ctx_id, command);
},
WebGLMsg::WebVRCommand(ctx_id, command) => {
self.handle_webvr_command(ctx_id, command);
},
WebGLMsg::Lock(ctx_id, sender) => {
self.handle_lock(ctx_id, sender);
},
WebGLMsg::Unlock(ctx_id) => {
self.handle_unlock(ctx_id);
},
WebGLMsg::UpdateWebRenderImage(ctx_id, sender) => {
self.handle_update_wr_image(ctx_id, sender);
},
WebGLMsg::DOMToTextureCommand(command) => {
self.handle_dom_to_texture(command);
},
WebGLMsg::Exit => {
return true;
}
}
false
}
/// Handles a WebGLCommand for a specific WebGLContext
fn handle_webgl_command(&mut self, context_id: WebGLContextId, command: WebGLCommand) {
if let Some(ctx) = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id) {
ctx.apply_command(command);
}
}
/// Handles a WebVRCommand for a specific WebGLContext
fn handle_webvr_command(&mut self, context_id: WebGLContextId, command: WebVRCommand) {
Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id);
let texture = match command {
WebVRCommand::SubmitFrame(..) => {
self.cached_context_info.get(&context_id)
},
_ => None
};
self.webvr_compositor.as_mut().unwrap().handle(command, texture.map(|t| (t.texture_id, t.size)));
}
/// Handles a lock external callback received from webrender::ExternalImageHandler
fn handle_lock(&mut self, context_id: WebGLContextId, sender: WebGLSender<(u32, Size2D<i32>, usize)>) {
let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
.expect("WebGLContext not found in a WebGLMsg::Lock message");
let info = self.cached_context_info.get_mut(&context_id).unwrap();
// Insert a OpenGL Fence sync object that sends a signal when all the WebGL commands are finished.
// The related gl().wait_sync call is performed in the WR thread. See WebGLExternalImageApi for mor details.
let gl_sync = ctx.gl().fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0);
info.gl_sync = Some(gl_sync);
// It is important that the fence sync is properly flushed into the GPU's command queue.
// Without proper flushing, the sync object may never be signaled.
ctx.gl().flush();
sender.send((info.texture_id, info.size, gl_sync as usize)).unwrap();
}
/// Handles an unlock external callback received from webrender::ExternalImageHandler
fn handle_unlock(&mut self, context_id: WebGLContextId) {
let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
.expect("WebGLContext not found in a WebGLMsg::Unlock message");
let info = self.cached_context_info.get_mut(&context_id).unwrap();
if let Some(gl_sync) = info.gl_sync.take() {
// Release the GLSync object.
ctx.gl().delete_sync(gl_sync);
}
}
/// Creates a new WebGLContext
fn create_webgl_context(&mut self,
version: WebGLVersion,
size: Size2D<i32>,
attributes: GLContextAttributes)
-> Result<(WebGLContextId, GLLimits, WebGLContextShareMode), String> {
// First try to create a shared context for the best performance.
// Fallback to readback mode if the shared context creation fails.
let result = self.gl_factory.new_shared_context(version, size, attributes)
.map(|r| (r, WebGLContextShareMode::SharedTexture))
.or_else(|_| {
let ctx = self.gl_factory.new_context(version, size, attributes);
ctx.map(|r| (r, WebGLContextShareMode::Readback))
});
// Creating a new GLContext may make the current bound context_id dirty.
// Clear it to ensure that make_current() is called in subsequent commands.
self.bound_context_id = None;
match result {
Ok((ctx, share_mode)) => {
let id = WebGLContextId(self.next_webgl_id);
let (size, texture_id, limits) = ctx.get_info();
self.next_webgl_id += 1;
self.contexts.insert(id, ctx);
self.cached_context_info.insert(id, WebGLContextInfo {
texture_id,
size,
alpha: attributes.alpha,
image_key: None,
share_mode,
gl_sync: None,
});
self.observer.on_context_create(id, texture_id, size);
Ok((id, limits, share_mode))
},
Err(msg) => {
Err(msg.to_owned())
}
}
}
/// Resizes a WebGLContext
fn resize_webgl_context(&mut self,
context_id: WebGLContextId,
size: Size2D<i32>,
sender: WebGLSender<Result<(), String>>) {
let ctx = Self::make_current_if_needed_mut(context_id, &mut self.contexts, &mut self.bound_context_id);
match ctx.resize(size) {
Ok(_) => {
let (real_size, texture_id, _) = ctx.get_info();
self.observer.on_context_resize(context_id, texture_id, real_size);
let info = self.cached_context_info.get_mut(&context_id).unwrap();
// Update webgl texture size. Texture id may change too.
info.texture_id = texture_id;
info.size = real_size;
// Update WR image if needed. Resize image updates are only required for SharedTexture mode.
// Readback mode already updates the image every frame to send the raw pixels.
// See `handle_update_wr_image`.
match (info.image_key, info.share_mode) {
(Some(image_key), WebGLContextShareMode::SharedTexture) => {
Self::update_wr_external_image(&self.webrender_api,
info.size,
info.alpha,
context_id,
image_key);
},
_ => {}
}
sender.send(Ok(())).unwrap();
},
Err(msg) => {
sender.send(Err(msg.into())).unwrap();
}
}
}
/// Removes a WebGLContext and releases attached resources.
fn remove_webgl_context(&mut self, context_id: WebGLContextId) {
// Release webrender image keys.
if let Some(info) = self.cached_context_info.remove(&context_id) {
let mut updates = webrender_api::ResourceUpdates::new();
if let Some(image_key) = info.image_key {
updates.delete_image(image_key);
}
self.webrender_api.update_resources(updates)
}
// Release GL context.
if self.contexts.remove(&context_id).is_some() {
self.observer.on_context_delete(context_id);
}
// Removing a GLContext may make the current bound context_id dirty.
self.bound_context_id = None;
}
/// Handles the creation/update of webrender_api::ImageKeys for a specific WebGLContext.
/// This method is invoked from a UpdateWebRenderImage message sent by the layout thread.
/// If SharedTexture is used the UpdateWebRenderImage message is sent only after a WebGLContext creation.
/// If Readback is used UpdateWebRenderImage message is sent always on each layout iteration in order to
/// submit the updated raw pixels.
fn handle_update_wr_image(&mut self, context_id: WebGLContextId, sender: WebGLSender<webrender_api::ImageKey>) {
let info = self.cached_context_info.get_mut(&context_id).unwrap();
let webrender_api = &self.webrender_api;
let image_key = match info.share_mode {
WebGLContextShareMode::SharedTexture => {
let size = info.size;
let alpha = info.alpha;
// Reuse existing ImageKey or generate a new one.
// When using a shared texture ImageKeys are only generated after a WebGLContext creation.
*info.image_key.get_or_insert_with(|| {
Self::create_wr_external_image(webrender_api, size, alpha, context_id)
})
},
WebGLContextShareMode::Readback => {
let pixels = Self::raw_pixels(&self.contexts[&context_id], info.size);
match info.image_key.clone() {
Some(image_key) => {
// ImageKey was already created, but WR Images must
// be updated every frame in readback mode to send the new raw pixels.
Self::update_wr_readback_image(webrender_api,
info.size,
info.alpha,
image_key,
pixels);
image_key
},
None => {
// Generate a new ImageKey for Readback mode.
let image_key = Self::create_wr_readback_image(webrender_api,
info.size,
info.alpha,
pixels);
info.image_key = Some(image_key);
image_key
}
}
}
};
// Send the ImageKey to the Layout thread.
sender.send(image_key).unwrap();
}
fn handle_dom_to_texture(&mut self, command: DOMToTextureCommand) {
match command {
DOMToTextureCommand::Attach(context_id, texture_id, document_id, pipeline_id, size) => {
let ctx = Self::make_current_if_needed(context_id, &self.contexts, &mut self.bound_context_id)
.expect("WebGLContext not found in a WebGL DOMToTextureCommand::Attach command");
// Initialize the texture that WR will use for frame outputs.
ctx.gl().tex_image_2d(gl::TEXTURE_2D,
0,
gl::RGBA as gl::GLint,
size.width,
size.height,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
None);
self.dom_outputs.insert(pipeline_id, DOMToTextureData {
context_id, texture_id, document_id, size
});
let mut txn = webrender_api::Transaction::new();
txn.enable_frame_output(pipeline_id, true);
self.webrender_api.send_transaction(document_id, txn);
},
DOMToTextureCommand::Lock(pipeline_id, gl_sync, sender) => {
let contexts = &self.contexts;
let bound_context_id = &mut self.bound_context_id;
let result = self.dom_outputs.get(&pipeline_id).and_then(|data| {
let ctx = Self::make_current_if_needed(data.context_id, contexts, bound_context_id);
ctx.and_then(|ctx| {
// The next glWaitSync call is used to synchronize the two flows of
// OpenGL commands (WR and WebGL) in order to avoid using semi-ready WR textures.
// glWaitSync doesn't block WebGL CPU thread.
ctx.gl().wait_sync(gl_sync as gl::GLsync, 0, gl::TIMEOUT_IGNORED);
Some((data.texture_id.get(), data.size))
})
});
// Send the texture id and size to WR.
sender.send(result).unwrap();
},
DOMToTextureCommand::Detach(texture_id) => {
if let Some((pipeline_id, document_id)) = self.dom_outputs.iter()
.find(|&(_, v)| v.texture_id == texture_id)
.map(|(k, v)| (*k, v.document_id)) {
let mut txn = webrender_api::Transaction::new();
txn.enable_frame_output(pipeline_id, false);
self.webrender_api.send_transaction(document_id, txn);
self.dom_outputs.remove(&pipeline_id);
}
},
}
}
/// Gets a reference to a GLContextWrapper for a given WebGLContextId and makes it current if required.
fn make_current_if_needed<'a>(context_id: WebGLContextId,
contexts: &'a FnvHashMap<WebGLContextId, GLContextWrapper>,
bound_id: &mut Option<WebGLContextId>) -> Option<&'a GLContextWrapper> {
contexts.get(&context_id).and_then(|ctx| {
if Some(context_id) != *bound_id {
ctx.make_current();
*bound_id = Some(context_id);
}
Some(ctx)
})
}
/// Gets a mutable reference to a GLContextWrapper for a WebGLContextId and makes it current if required.
fn make_current_if_needed_mut<'a>(context_id: WebGLContextId,
contexts: &'a mut FnvHashMap<WebGLContextId, GLContextWrapper>,
bound_id: &mut Option<WebGLContextId>) -> &'a mut GLContextWrapper {
let ctx = contexts.get_mut(&context_id).expect("WebGLContext not found!");
if Some(context_id) != *bound_id {
ctx.make_current();
*bound_id = Some(context_id);
}
ctx
}
/// Creates a `webrender_api::ImageKey` that uses shared textures.
fn create_wr_external_image(webrender_api: &webrender_api::RenderApi,
size: Size2D<i32>,
alpha: bool,
context_id: WebGLContextId) -> webrender_api::ImageKey {
let descriptor = Self::image_descriptor(size, alpha);
let data = Self::external_image_data(context_id);
let image_key = webrender_api.generate_image_key();
let mut updates = webrender_api::ResourceUpdates::new();
updates.add_image(image_key,
descriptor,
data,
None);
webrender_api.update_resources(updates);
image_key
}
/// Updates a `webrender_api::ImageKey` that uses shared textures.
fn update_wr_external_image(webrender_api: &webrender_api::RenderApi,
size: Size2D<i32>,
alpha: bool,
context_id: WebGLContextId,
image_key: webrender_api::ImageKey) {
let descriptor = Self::image_descriptor(size, alpha);
let data = Self::external_image_data(context_id);
let mut updates = webrender_api::ResourceUpdates::new();
updates.update_image(image_key,
descriptor,
data,
None);
webrender_api.update_resources(updates);
}
/// Creates a `webrender_api::ImageKey` that uses raw pixels.
fn create_wr_readback_image(webrender_api: &webrender_api::RenderApi,
size: Size2D<i32>,
alpha: bool,
data: Vec<u8>) -> webrender_api::ImageKey {
let descriptor = Self::image_descriptor(size, alpha);
let data = webrender_api::ImageData::new(data);
let image_key = webrender_api.generate_image_key();
let mut updates = webrender_api::ResourceUpdates::new();
updates.add_image(image_key,
descriptor,
data,
None);
webrender_api.update_resources(updates);
image_key
}
/// Updates a `webrender_api::ImageKey` that uses raw pixels.
fn update_wr_readback_image(webrender_api: &webrender_api::RenderApi,
size: Size2D<i32>,
alpha: bool,
image_key: webrender_api::ImageKey,
data: Vec<u8>) {
let descriptor = Self::image_descriptor(size, alpha);
let data = webrender_api::ImageData::new(data);
let mut updates = webrender_api::ResourceUpdates::new();
updates.update_image(image_key,
descriptor,
data,
None);
webrender_api.update_resources(updates);
}
/// Helper function to create a `webrender_api::ImageDescriptor`.
fn image_descriptor(size: Size2D<i32>, alpha: bool) -> webrender_api::ImageDescriptor {
webrender_api::ImageDescriptor {
width: size.width as u32,
height: size.height as u32,
stride: None,
format: webrender_api::ImageFormat::BGRA8,
offset: 0,
is_opaque: !alpha,
}
}
/// Helper function to create a `webrender_api::ImageData::External` instance.
fn external_image_data(context_id: WebGLContextId) -> webrender_api::ImageData {
let data = webrender_api::ExternalImageData {
id: webrender_api::ExternalImageId(context_id.0 as u64),
channel_index: 0,
image_type: webrender_api::ExternalImageType::TextureHandle(
webrender_api::TextureTarget::Default,
),
};
webrender_api::ImageData::External(data)
}
/// Helper function to fetch the raw pixels used in readback mode.
fn raw_pixels(context: &GLContextWrapper, size: Size2D<i32>) -> Vec<u8> {
let width = size.width as usize;
let height = size.height as usize;
let mut pixels = context.gl().read_pixels(0, 0,
size.width as gl::GLsizei,
size.height as gl::GLsizei,
gl::RGBA, gl::UNSIGNED_BYTE);
// flip image vertically (texture is upside down)
let orig_pixels = pixels.clone();
let stride = width * 4;
for y in 0..height {
let dst_start = y * stride;
let src_start = (height - y - 1) * stride;
let src_slice = &orig_pixels[src_start .. src_start + stride];
(&mut pixels[dst_start .. dst_start + stride]).clone_from_slice(&src_slice[..stride]);
}
byte_swap(&mut pixels);
pixels
}
/// Gets the GLSL Version supported by a GLContext.
fn get_glsl_version(context: &GLContextWrapper) -> WebGLSLVersion {
let version = context.gl().get_string(gl::SHADING_LANGUAGE_VERSION);
// Fomat used by SHADING_LANGUAGE_VERSION query : major.minor[.release] [vendor info]
let mut values = version.split(&['.', ' '][..]);
let major = values.next().and_then(|v| v.parse::<u32>().ok()).unwrap_or(1);
let minor = values.next().and_then(|v| v.parse::<u32>().ok()).unwrap_or(20);
WebGLSLVersion {
major,
minor,
}
}
}
impl<VR: WebVRRenderHandler + 'static, OB: WebGLThreadObserver> Drop for WebGLThread<VR, OB> {
fn drop(&mut self) {
// Call remove_context functions in order to correctly delete WebRender image keys.
let context_ids: Vec<WebGLContextId> = self.contexts.keys().map(|id| *id).collect();
for id in context_ids {
self.remove_webgl_context(id);
}
}
}
/// Helper struct to store cached WebGLContext information.
struct WebGLContextInfo {
/// Render to texture identifier used by the WebGLContext.
texture_id: u32,
/// Size of the WebGLContext.
size: Size2D<i32>,
/// True if the WebGLContext uses an alpha channel.
alpha: bool,
/// Currently used WebRender image key.
image_key: Option<webrender_api::ImageKey>,
/// The sharing mode used to send the image to WebRender.
share_mode: WebGLContextShareMode,
/// GLSync Object used for a correct synchronization with Webrender external image callbacks.
gl_sync: Option<gl::GLsync>,
}
/// Trait used to observe events in a WebGL Thread.
/// Used in webrender::ExternalImageHandler when multiple WebGL threads are used.
pub trait WebGLThreadObserver: Send + 'static {
fn on_context_create(&mut self, ctx_id: WebGLContextId, texture_id: u32, size: Size2D<i32>);
fn on_context_resize(&mut self, ctx_id: WebGLContextId, texture_id: u32, size: Size2D<i32>);
fn on_context_delete(&mut self, ctx_id: WebGLContextId);
}
/// This trait is used as a bridge between the `WebGLThreads` implementation and
/// the WR ExternalImageHandler API implemented in the `WebGLExternalImageHandler` struct.
/// `WebGLExternalImageHandler<T>` takes care of type conversions between WR and WebGL info (e.g keys, uvs).
/// It uses this trait to notify lock/unlock messages and get the required info that WR needs.
/// `WebGLThreads` receives lock/unlock message notifications and takes care of sending
/// the unlock/lock messages to the appropiate `WebGLThread`.
pub trait WebGLExternalImageApi {
fn lock(&mut self, ctx_id: WebGLContextId) -> (u32, Size2D<i32>);
fn unlock(&mut self, ctx_id: WebGLContextId);
}
/// WebRender External Image Handler implementation
pub struct WebGLExternalImageHandler<T: WebGLExternalImageApi> {
handler: T,
}
impl<T: WebGLExternalImageApi> WebGLExternalImageHandler<T> {
pub fn new(handler: T) -> Self {
Self {
handler: handler
}
}
}
impl<T: WebGLExternalImageApi> webrender::ExternalImageHandler for WebGLExternalImageHandler<T> {
/// Lock the external image. Then, WR could start to read the image content.
/// The WR client should not change the image content until the unlock() call.
fn lock(&mut self,
key: webrender_api::ExternalImageId,
_channel_index: u8) -> webrender::ExternalImage {
let ctx_id = WebGLContextId(key.0 as _);
let (texture_id, size) = self.handler.lock(ctx_id);
webrender::ExternalImage {
uv: webrender_api::TexelRect::new(
0.0,
size.height as f32,
size.width as f32,
0.0,
),
source: webrender::ExternalImageSource::NativeTexture(texture_id),
}
}
/// Unlock the external image. The WR should not read the image content
/// after this call.
fn unlock(&mut self,
key: webrender_api::ExternalImageId,
_channel_index: u8) {
let ctx_id = WebGLContextId(key.0 as _);
self.handler.unlock(ctx_id);
}
}
/// Data about the linked DOM<->WebGLTexture elements.
struct DOMToTextureData {
context_id: WebGLContextId,
texture_id: WebGLTextureId,
document_id: webrender_api::DocumentId,
size: Size2D<i32>,
}
/// WebGL Commands Implementation
pub struct WebGLImpl;
impl WebGLImpl {
pub fn apply<Native: NativeGLContextMethods>(ctx: &GLContext<Native>, command: WebGLCommand) {
match command {
WebGLCommand::GetContextAttributes(sender) =>
sender.send(*ctx.borrow_attributes()).unwrap(),
WebGLCommand::ActiveTexture(target) =>
ctx.gl().active_texture(target),
WebGLCommand::AttachShader(program_id, shader_id) =>
ctx.gl().attach_shader(program_id.get(), shader_id.get()),
WebGLCommand::DetachShader(program_id, shader_id) =>
ctx.gl().detach_shader(program_id.get(), shader_id.get()),
WebGLCommand::BindAttribLocation(program_id, index, name) =>
ctx.gl().bind_attrib_location(program_id.get(), index, &name),
WebGLCommand::BlendColor(r, g, b, a) =>
ctx.gl().blend_color(r, g, b, a),
WebGLCommand::BlendEquation(mode) =>
ctx.gl().blend_equation(mode),
WebGLCommand::BlendEquationSeparate(mode_rgb, mode_alpha) =>
ctx.gl().blend_equation_separate(mode_rgb, mode_alpha),
WebGLCommand::BlendFunc(src, dest) =>
ctx.gl().blend_func(src, dest),
WebGLCommand::BlendFuncSeparate(src_rgb, dest_rgb, src_alpha, dest_alpha) =>
ctx.gl().blend_func_separate(src_rgb, dest_rgb, src_alpha, dest_alpha),
WebGLCommand::BufferData(buffer_type, data, usage) =>
gl::buffer_data(ctx.gl(), buffer_type, &data, usage),
WebGLCommand::BufferSubData(buffer_type, offset, data) =>
gl::buffer_sub_data(ctx.gl(), buffer_type, offset, &data),
WebGLCommand::Clear(mask) =>
ctx.gl().clear(mask),
WebGLCommand::ClearColor(r, g, b, a) =>
ctx.gl().clear_color(r, g, b, a),
WebGLCommand::ClearDepth(depth) =>
ctx.gl().clear_depth(depth),
WebGLCommand::ClearStencil(stencil) =>
ctx.gl().clear_stencil(stencil),
WebGLCommand::ColorMask(r, g, b, a) =>
ctx.gl().color_mask(r, g, b, a),
WebGLCommand::CopyTexImage2D(target, level, internal_format, x, y, width, height, border) =>
ctx.gl().copy_tex_image_2d(target, level, internal_format, x, y, width, height, border),
WebGLCommand::CopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height) =>
ctx.gl().copy_tex_sub_image_2d(target, level, xoffset, yoffset, x, y, width, height),
WebGLCommand::CullFace(mode) =>
ctx.gl().cull_face(mode),
WebGLCommand::DepthFunc(func) =>
ctx.gl().depth_func(func),
WebGLCommand::DepthMask(flag) =>
ctx.gl().depth_mask(flag),
WebGLCommand::DepthRange(near, far) =>
ctx.gl().depth_range(near, far),
WebGLCommand::Disable(cap) =>
ctx.gl().disable(cap),
WebGLCommand::Enable(cap) =>
ctx.gl().enable(cap),
WebGLCommand::FramebufferRenderbuffer(target, attachment, renderbuffertarget, rb) =>
ctx.gl().framebuffer_renderbuffer(target, attachment, renderbuffertarget,
rb.map_or(0, WebGLRenderbufferId::get)),
WebGLCommand::FramebufferTexture2D(target, attachment, textarget, texture, level) =>
ctx.gl().framebuffer_texture_2d(target, attachment, textarget,
texture.map_or(0, WebGLTextureId::get), level),
WebGLCommand::FrontFace(mode) =>
ctx.gl().front_face(mode),
WebGLCommand::DisableVertexAttribArray(attrib_id) =>
ctx.gl().disable_vertex_attrib_array(attrib_id),
WebGLCommand::DrawArrays(mode, first, count) =>
ctx.gl().draw_arrays(mode, first, count),
WebGLCommand::DrawElements(mode, count, type_, offset) =>
ctx.gl().draw_elements(mode, count, type_, offset as u32),
WebGLCommand::EnableVertexAttribArray(attrib_id) =>
ctx.gl().enable_vertex_attrib_array(attrib_id),
WebGLCommand::Hint(name, val) =>
ctx.gl().hint(name, val),
WebGLCommand::IsEnabled(cap, chan) =>
chan.send(ctx.gl().is_enabled(cap) != 0).unwrap(),
WebGLCommand::LineWidth(width) =>
ctx.gl().line_width(width),
WebGLCommand::PixelStorei(name, val) =>
ctx.gl().pixel_store_i(name, val),
WebGLCommand::PolygonOffset(factor, units) =>
ctx.gl().polygon_offset(factor, units),
WebGLCommand::ReadPixels(x, y, width, height, format, pixel_type, chan) =>
Self::read_pixels(ctx.gl(), x, y, width, height, format, pixel_type, chan),
WebGLCommand::RenderbufferStorage(target, format, width, height) =>
ctx.gl().renderbuffer_storage(target, format, width, height),
WebGLCommand::SampleCoverage(value, invert) =>
ctx.gl().sample_coverage(value, invert),
WebGLCommand::Scissor(x, y, width, height) =>
ctx.gl().scissor(x, y, width, height),
WebGLCommand::StencilFunc(func, ref_, mask) =>
ctx.gl().stencil_func(func, ref_, mask),
WebGLCommand::StencilFuncSeparate(face, func, ref_, mask) =>
ctx.gl().stencil_func_separate(face, func, ref_, mask),
WebGLCommand::StencilMask(mask) =>
ctx.gl().stencil_mask(mask),
WebGLCommand::StencilMaskSeparate(face, mask) =>
ctx.gl().stencil_mask_separate(face, mask),
WebGLCommand::StencilOp(fail, zfail, zpass) =>
ctx.gl().stencil_op(fail, zfail, zpass),
WebGLCommand::StencilOpSeparate(face, fail, zfail, zpass) =>
ctx.gl().stencil_op_separate(face, fail, zfail, zpass),
WebGLCommand::GetActiveAttrib(program_id, index, chan) =>
Self::active_attrib(ctx.gl(), program_id, index, chan),
WebGLCommand::GetActiveUniform(program_id, index, chan) =>
Self::active_uniform(ctx.gl(), program_id, index, chan),
WebGLCommand::GetAttribLocation(program_id, name, chan) =>
Self::attrib_location(ctx.gl(), program_id, name, chan),
WebGLCommand::GetVertexAttrib(index, pname, chan) =>
Self::vertex_attrib(ctx.gl(), index, pname, chan),
WebGLCommand::GetVertexAttribOffset(index, pname, chan) =>
Self::vertex_attrib_offset(ctx.gl(), index, pname, chan),
WebGLCommand::GetBufferParameter(target, param_id, chan) =>
Self::buffer_parameter(ctx.gl(), target, param_id, chan),
WebGLCommand::GetParameter(param_id, chan) =>
Self::parameter(ctx.gl(), param_id, chan),
WebGLCommand::GetTexParameter(target, pname, chan) =>
Self::get_tex_parameter(ctx.gl(), target, pname, chan),
WebGLCommand::GetProgramParameter(program_id, param_id, chan) =>
Self::program_parameter(ctx.gl(), program_id, param_id, chan),
WebGLCommand::GetShaderParameter(shader_id, param_id, chan) =>
Self::shader_parameter(ctx.gl(), shader_id, param_id, chan),
WebGLCommand::GetShaderPrecisionFormat(shader_type, precision_type, chan) =>
Self::shader_precision_format(ctx.gl(), shader_type, precision_type, chan),
WebGLCommand::GetExtensions(chan) =>
Self::get_extensions(ctx.gl(), chan),
WebGLCommand::GetUniformLocation(program_id, name, chan) =>
Self::uniform_location(ctx.gl(), program_id, name, chan),
WebGLCommand::GetShaderInfoLog(shader_id, chan) =>
Self::shader_info_log(ctx.gl(), shader_id, chan),
WebGLCommand::GetProgramInfoLog(program_id, chan) =>
Self::program_info_log(ctx.gl(), program_id, chan),
WebGLCommand::CompileShader(shader_id, source) =>
Self::compile_shader(ctx.gl(), shader_id, source),
WebGLCommand::CreateBuffer(chan) =>
Self::create_buffer(ctx.gl(), chan),
WebGLCommand::CreateFramebuffer(chan) =>
Self::create_framebuffer(ctx.gl(), chan),
WebGLCommand::CreateRenderbuffer(chan) =>
Self::create_renderbuffer(ctx.gl(), chan),
WebGLCommand::CreateTexture(chan) =>
Self::create_texture(ctx.gl(), chan),
WebGLCommand::CreateProgram(chan) =>
Self::create_program(ctx.gl(), chan),
WebGLCommand::CreateShader(shader_type, chan) =>
Self::create_shader(ctx.gl(), shader_type, chan),
WebGLCommand::DeleteBuffer(id) =>
ctx.gl().delete_buffers(&[id.get()]),
WebGLCommand::DeleteFramebuffer(id) =>
ctx.gl().delete_framebuffers(&[id.get()]),
WebGLCommand::DeleteRenderbuffer(id) =>
ctx.gl().delete_renderbuffers(&[id.get()]),
WebGLCommand::DeleteTexture(id) =>
ctx.gl().delete_textures(&[id.get()]),
WebGLCommand::DeleteProgram(id) =>
ctx.gl().delete_program(id.get()),
WebGLCommand::DeleteShader(id) =>
ctx.gl().delete_shader(id.get()),
WebGLCommand::BindBuffer(target, id) =>
ctx.gl().bind_buffer(target, id.map_or(0, WebGLBufferId::get)),
WebGLCommand::BindFramebuffer(target, request) =>
Self::bind_framebuffer(ctx.gl(), target, request, ctx),
WebGLCommand::BindRenderbuffer(target, id) =>
ctx.gl().bind_renderbuffer(target, id.map_or(0, WebGLRenderbufferId::get)),
WebGLCommand::BindTexture(target, id) =>
ctx.gl().bind_texture(target, id.map_or(0, WebGLTextureId::get)),
WebGLCommand::LinkProgram(program_id) =>
ctx.gl().link_program(program_id.get()),
WebGLCommand::Uniform1f(uniform_id, v) =>
ctx.gl().uniform_1f(uniform_id, v),
WebGLCommand::Uniform1fv(uniform_id, v) =>
ctx.gl().uniform_1fv(uniform_id, &v),
WebGLCommand::Uniform1i(uniform_id, v) =>
ctx.gl().uniform_1i(uniform_id, v),
WebGLCommand::Uniform1iv(uniform_id, v) =>
ctx.gl().uniform_1iv(uniform_id, &v),
WebGLCommand::Uniform2f(uniform_id, x, y) =>
ctx.gl().uniform_2f(uniform_id, x, y),
WebGLCommand::Uniform2fv(uniform_id, v) =>
ctx.gl().uniform_2fv(uniform_id, &v),
WebGLCommand::Uniform2i(uniform_id, x, y) =>
ctx.gl().uniform_2i(uniform_id, x, y),
WebGLCommand::Uniform2iv(uniform_id, v) =>
ctx.gl().uniform_2iv(uniform_id, &v),
WebGLCommand::Uniform3f(uniform_id, x, y, z) =>
ctx.gl().uniform_3f(uniform_id, x, y, z),
WebGLCommand::Uniform3fv(uniform_id, v) =>
ctx.gl().uniform_3fv(uniform_id, &v),
WebGLCommand::Uniform3i(uniform_id, x, y, z) =>
ctx.gl().uniform_3i(uniform_id, x, y, z),
WebGLCommand::Uniform3iv(uniform_id, v) =>
ctx.gl().uniform_3iv(uniform_id, &v),
WebGLCommand::Uniform4f(uniform_id, x, y, z, w) =>
ctx.gl().uniform_4f(uniform_id, x, y, z, w),
WebGLCommand::Uniform4fv(uniform_id, v) =>
ctx.gl().uniform_4fv(uniform_id, &v),
WebGLCommand::Uniform4i(uniform_id, x, y, z, w) =>
ctx.gl().uniform_4i(uniform_id, x, y, z, w),
WebGLCommand::Uniform4iv(uniform_id, v) =>
ctx.gl().uniform_4iv(uniform_id, &v),
WebGLCommand::UniformMatrix2fv(uniform_id, transpose, v) =>
ctx.gl().uniform_matrix_2fv(uniform_id, transpose, &v),
WebGLCommand::UniformMatrix3fv(uniform_id, transpose, v) =>
ctx.gl().uniform_matrix_3fv(uniform_id, transpose, &v),
WebGLCommand::UniformMatrix4fv(uniform_id, transpose, v) =>
ctx.gl().uniform_matrix_4fv(uniform_id, transpose, &v),
WebGLCommand::UseProgram(program_id) =>
ctx.gl().use_program(program_id.get()),
WebGLCommand::ValidateProgram(program_id) =>
ctx.gl().validate_program(program_id.get()),
WebGLCommand::VertexAttrib(attrib_id, x, y, z, w) =>
ctx.gl().vertex_attrib_4f(attrib_id, x, y, z, w),
WebGLCommand::VertexAttribPointer2f(attrib_id, size, normalized, stride, offset) =>
ctx.gl().vertex_attrib_pointer_f32(attrib_id, size, normalized, stride, offset),
WebGLCommand::VertexAttribPointer(attrib_id, size, data_type, normalized, stride, offset) =>
ctx.gl().vertex_attrib_pointer(attrib_id, size, data_type, normalized, stride, offset),
WebGLCommand::Viewport(x, y, width, height) =>
ctx.gl().viewport(x, y, width, height),
WebGLCommand::TexImage2D(target, level, internal, width, height, format, data_type, data) =>
ctx.gl().tex_image_2d(target, level, internal, width, height,
/*border*/0, format, data_type, Some(&data)),
WebGLCommand::TexParameteri(target, name, value) =>
ctx.gl().tex_parameter_i(target, name, value),
WebGLCommand::TexParameterf(target, name, value) =>
ctx.gl().tex_parameter_f(target, name, value),
WebGLCommand::TexSubImage2D(target, level, xoffset, yoffset, x, y, width, height, data) =>
ctx.gl().tex_sub_image_2d(target, level, xoffset, yoffset, x, y, width, height, &data),
WebGLCommand::DrawingBufferWidth(sender) =>
sender.send(ctx.borrow_draw_buffer().unwrap().size().width).unwrap(),
WebGLCommand::DrawingBufferHeight(sender) =>
sender.send(ctx.borrow_draw_buffer().unwrap().size().height).unwrap(),
WebGLCommand::Finish(sender) =>
Self::finish(ctx.gl(), sender),
WebGLCommand::Flush =>
ctx.gl().flush(),
WebGLCommand::GenerateMipmap(target) =>
ctx.gl().generate_mipmap(target),
WebGLCommand::CreateVertexArray(chan) =>
Self::create_vertex_array(ctx.gl(), chan),
WebGLCommand::DeleteVertexArray(id) =>
ctx.gl().delete_vertex_arrays(&[id.get()]),
WebGLCommand::BindVertexArray(id) =>
ctx.gl().bind_vertex_array(id.map_or(0, WebGLVertexArrayId::get)),
}
// TODO: update test expectations in order to enable debug assertions
//if cfg!(debug_assertions) {
let error = ctx.gl().get_error();
assert_eq!(error, gl::NO_ERROR, "Unexpected WebGL error: 0x{:x} ({})", error, error);
//}
}
fn read_pixels(gl: &gl::Gl, x: i32, y: i32, width: i32, height: i32, format: u32, pixel_type: u32,
chan: WebGLSender<Vec<u8>>) {
let result = gl.read_pixels(x, y, width, height, format, pixel_type);
chan.send(result).unwrap()
}
fn active_attrib(gl: &gl::Gl,
program_id: WebGLProgramId,
index: u32,
chan: WebGLSender<WebGLResult<(i32, u32, String)>>) {
let result = if index >= gl.get_program_iv(program_id.get(), gl::ACTIVE_ATTRIBUTES) as u32 {
Err(WebGLError::InvalidValue)
} else {
Ok(gl.get_active_attrib(program_id.get(), index))
};
chan.send(result).unwrap();
}
fn active_uniform(gl: &gl::Gl,
program_id: WebGLProgramId,
index: u32,
chan: WebGLSender<WebGLResult<(i32, u32, String)>>) {
let result = if index >= gl.get_program_iv(program_id.get(), gl::ACTIVE_UNIFORMS) as u32 {
Err(WebGLError::InvalidValue)
} else {
Ok(gl.get_active_uniform(program_id.get(), index))
};
chan.send(result).unwrap();
}
fn attrib_location(gl: &gl::Gl,
program_id: WebGLProgramId,
name: String,
chan: WebGLSender<Option<i32>> ) {
let attrib_location = gl.get_attrib_location(program_id.get(), &name);
let attrib_location = if attrib_location == -1 {
None
} else {
Some(attrib_location)
};
chan.send(attrib_location).unwrap();
}
fn parameter(gl: &gl::Gl,
param_id: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>>) {
let result = match param_id {
gl::ACTIVE_TEXTURE |
gl::ALPHA_BITS |
gl::BLEND_DST_ALPHA |
gl::BLEND_DST_RGB |
gl::BLEND_EQUATION_ALPHA |
gl::BLEND_EQUATION_RGB |
gl::BLEND_SRC_ALPHA |
gl::BLEND_SRC_RGB |
gl::BLUE_BITS |
gl::CULL_FACE_MODE |
gl::DEPTH_BITS |
gl::DEPTH_FUNC |
gl::FRONT_FACE |
//gl::GENERATE_MIPMAP_HINT |
gl::GREEN_BITS |
//gl::IMPLEMENTATION_COLOR_READ_FORMAT |
//gl::IMPLEMENTATION_COLOR_READ_TYPE |
gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS |
gl::MAX_CUBE_MAP_TEXTURE_SIZE |
//gl::MAX_FRAGMENT_UNIFORM_VECTORS |
gl::MAX_RENDERBUFFER_SIZE |
gl::MAX_TEXTURE_IMAGE_UNITS |
gl::MAX_TEXTURE_SIZE |
//gl::MAX_VARYING_VECTORS |
gl::MAX_VERTEX_ATTRIBS |
gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS |
//gl::MAX_VERTEX_UNIFORM_VECTORS |
gl::PACK_ALIGNMENT |
gl::RED_BITS |
gl::SAMPLE_BUFFERS |
gl::SAMPLES |
gl::STENCIL_BACK_FAIL |
gl::STENCIL_BACK_FUNC |
gl::STENCIL_BACK_PASS_DEPTH_FAIL |
gl::STENCIL_BACK_PASS_DEPTH_PASS |
gl::STENCIL_BACK_REF |
gl::STENCIL_BACK_VALUE_MASK |
gl::STENCIL_BACK_WRITEMASK |
gl::STENCIL_BITS |
gl::STENCIL_CLEAR_VALUE |
gl::STENCIL_FAIL |
gl::STENCIL_FUNC |
gl::STENCIL_PASS_DEPTH_FAIL |
gl::STENCIL_PASS_DEPTH_PASS |
gl::STENCIL_REF |
gl::STENCIL_VALUE_MASK |
gl::STENCIL_WRITEMASK |
gl::SUBPIXEL_BITS |
gl::UNPACK_ALIGNMENT |
gl::FRAGMENT_SHADER_DERIVATIVE_HINT =>
//gl::UNPACK_COLORSPACE_CONVERSION_WEBGL =>
Ok(WebGLParameter::Int(gl.get_integer_v(param_id))),
gl::BLEND |
gl::CULL_FACE |
gl::DEPTH_TEST |
gl::DEPTH_WRITEMASK |
gl::DITHER |
gl::POLYGON_OFFSET_FILL |
gl::SAMPLE_COVERAGE_INVERT |
gl::STENCIL_TEST =>
//gl::UNPACK_FLIP_Y_WEBGL |
//gl::UNPACK_PREMULTIPLY_ALPHA_WEBGL =>
Ok(WebGLParameter::Bool(gl.get_boolean_v(param_id) != 0)),
gl::DEPTH_CLEAR_VALUE |
gl::LINE_WIDTH |
gl::POLYGON_OFFSET_FACTOR |
gl::POLYGON_OFFSET_UNITS |
gl::SAMPLE_COVERAGE_VALUE =>
Ok(WebGLParameter::Float(gl.get_float_v(param_id))),
gl::VERSION => Ok(WebGLParameter::String("WebGL 1.0".to_owned())),
gl::RENDERER |
gl::VENDOR => Ok(WebGLParameter::String("Mozilla/Servo".to_owned())),
gl::SHADING_LANGUAGE_VERSION => Ok(WebGLParameter::String("WebGL GLSL ES 1.0".to_owned())),
// TODO(zbarsky, emilio): Implement support for the following valid parameters
// Float32Array
gl::ALIASED_LINE_WIDTH_RANGE |
//gl::ALIASED_POINT_SIZE_RANGE |
//gl::BLEND_COLOR |
gl::COLOR_CLEAR_VALUE |
gl::DEPTH_RANGE |
// WebGLBuffer
gl::ARRAY_BUFFER_BINDING |
gl::ELEMENT_ARRAY_BUFFER_BINDING |
// WebGLFrameBuffer
gl::FRAMEBUFFER_BINDING |
// WebGLRenderBuffer
gl::RENDERBUFFER_BINDING |
// WebGLProgram
gl::CURRENT_PROGRAM |
// WebGLTexture
gl::TEXTURE_BINDING_2D |
gl::TEXTURE_BINDING_CUBE_MAP |
// sequence<GlBoolean>
gl::COLOR_WRITEMASK |
// Uint32Array
gl::COMPRESSED_TEXTURE_FORMATS |
// Int32Array
gl::MAX_VIEWPORT_DIMS |
gl::SCISSOR_BOX |
gl::VIEWPORT => Err(WebGLError::InvalidEnum),
// Invalid parameters
_ => Err(WebGLError::InvalidEnum)
};
chan.send(result).unwrap();
}
fn get_tex_parameter(gl: &gl::Gl,
target: u32,
pname: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>> ) {
let result = match pname {
gl::TEXTURE_MAG_FILTER |
gl::TEXTURE_MIN_FILTER |
gl::TEXTURE_WRAP_S |
gl::TEXTURE_WRAP_T => {
let parameter = gl.get_tex_parameter_iv(target, pname);
if parameter == 0 {
Ok(WebGLParameter::Invalid)
} else {
Ok(WebGLParameter::Int(parameter))
}
}
_ => Err(WebGLError::InvalidEnum)
};
chan.send(result).unwrap();
}
fn finish(gl: &gl::Gl, chan: WebGLSender<()>) {
gl.finish();
chan.send(()).unwrap();
}
fn vertex_attrib(gl: &gl::Gl,
index: u32,
pname: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>>) {
let result = if index >= gl.get_integer_v(gl::MAX_VERTEX_ATTRIBS) as u32 {
Err(WebGLError::InvalidValue)
} else {
match pname {
gl::VERTEX_ATTRIB_ARRAY_ENABLED |
gl::VERTEX_ATTRIB_ARRAY_NORMALIZED =>
Ok(WebGLParameter::Bool(gl.get_vertex_attrib_iv(index, pname) != 0)),
gl::VERTEX_ATTRIB_ARRAY_SIZE |
gl::VERTEX_ATTRIB_ARRAY_STRIDE |
gl::VERTEX_ATTRIB_ARRAY_TYPE =>
Ok(WebGLParameter::Int(gl.get_vertex_attrib_iv(index, pname))),
gl::CURRENT_VERTEX_ATTRIB =>
Ok(WebGLParameter::FloatArray(gl.get_vertex_attrib_fv(index, pname))),
// gl::VERTEX_ATTRIB_ARRAY_BUFFER_BINDING should return WebGLBuffer
_ => Err(WebGLError::InvalidEnum),
}
};
chan.send(result).unwrap();
}
fn vertex_attrib_offset(gl: &gl::Gl,
index: u32,
pname: u32,
chan: WebGLSender<WebGLResult<isize>>) {
let result = match pname {
gl::VERTEX_ATTRIB_ARRAY_POINTER => Ok(gl.get_vertex_attrib_pointer_v(index, pname)),
_ => Err(WebGLError::InvalidEnum),
};
chan.send(result).unwrap();
}
fn buffer_parameter(gl: &gl::Gl,
target: u32,
param_id: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>>) {
let result = match param_id {
gl::BUFFER_SIZE |
gl::BUFFER_USAGE =>
Ok(WebGLParameter::Int(gl.get_buffer_parameter_iv(target, param_id))),
_ => Err(WebGLError::InvalidEnum),
};
chan.send(result).unwrap();
}
fn program_parameter(gl: &gl::Gl,
program_id: WebGLProgramId,
param_id: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>>) {
let result = match param_id {
gl::DELETE_STATUS |
gl::LINK_STATUS |
gl::VALIDATE_STATUS =>
Ok(WebGLParameter::Bool(gl.get_program_iv(program_id.get(), param_id) != 0)),
gl::ATTACHED_SHADERS |
gl::ACTIVE_ATTRIBUTES |
gl::ACTIVE_UNIFORMS =>
Ok(WebGLParameter::Int(gl.get_program_iv(program_id.get(), param_id))),
_ => Err(WebGLError::InvalidEnum),
};
chan.send(result).unwrap();
}
fn shader_parameter(gl: &gl::Gl,
shader_id: WebGLShaderId,
param_id: u32,
chan: WebGLSender<WebGLResult<WebGLParameter>>) {
let result = match param_id {
gl::SHADER_TYPE =>
Ok(WebGLParameter::Int(gl.get_shader_iv(shader_id.get(), param_id))),
gl::DELETE_STATUS |
gl::COMPILE_STATUS =>
Ok(WebGLParameter::Bool(gl.get_shader_iv(shader_id.get(), param_id) != 0)),
_ => Err(WebGLError::InvalidEnum),
};
chan.send(result).unwrap();
}
fn shader_precision_format(gl: &gl::Gl,
shader_type: u32,
precision_type: u32,
chan: WebGLSender<WebGLResult<(i32, i32, i32)>>) {
let result = match precision_type {
gl::LOW_FLOAT |
gl::MEDIUM_FLOAT |
gl::HIGH_FLOAT |
gl::LOW_INT |
gl::MEDIUM_INT |
gl::HIGH_INT => {
Ok(gl.get_shader_precision_format(shader_type, precision_type))
},
_=> {
Err(WebGLError::InvalidEnum)
}
};
chan.send(result).unwrap();
}
fn get_extensions(gl: &gl::Gl, chan: WebGLSender<String>) {
chan.send(gl.get_string(gl::EXTENSIONS)).unwrap();
}
fn uniform_location(gl: &gl::Gl,
program_id: WebGLProgramId,
name: String,
chan: WebGLSender<Option<i32>>) {
let location = gl.get_uniform_location(program_id.get(), &name);
let location = if location == -1 {
None
} else {
Some(location)
};
chan.send(location).unwrap();
}
fn shader_info_log(gl: &gl::Gl, shader_id: WebGLShaderId, chan: WebGLSender<String>) {
let log = gl.get_shader_info_log(shader_id.get());
chan.send(log).unwrap();
}
fn program_info_log(gl: &gl::Gl, program_id: WebGLProgramId, chan: WebGLSender<String>) {
let log = gl.get_program_info_log(program_id.get());
chan.send(log).unwrap();
}
#[allow(unsafe_code)]
fn create_buffer(gl: &gl::Gl, chan: WebGLSender<Option<WebGLBufferId>>) {
let buffer = gl.gen_buffers(1)[0];
let buffer = if buffer == 0 {
None
} else {
Some(unsafe { WebGLBufferId::new(buffer) })
};
chan.send(buffer).unwrap();
}
#[allow(unsafe_code)]
fn create_framebuffer(gl: &gl::Gl, chan: WebGLSender<Option<WebGLFramebufferId>>) {
let framebuffer = gl.gen_framebuffers(1)[0];
let framebuffer = if framebuffer == 0 {
None
} else {
Some(unsafe { WebGLFramebufferId::new(framebuffer) })
};
chan.send(framebuffer).unwrap();
}
#[allow(unsafe_code)]
fn create_renderbuffer(gl: &gl::Gl, chan: WebGLSender<Option<WebGLRenderbufferId>>) {
let renderbuffer = gl.gen_renderbuffers(1)[0];
let renderbuffer = if renderbuffer == 0 {
None
} else {
Some(unsafe { WebGLRenderbufferId::new(renderbuffer) })
};
chan.send(renderbuffer).unwrap();
}
#[allow(unsafe_code)]
fn create_texture(gl: &gl::Gl, chan: WebGLSender<Option<WebGLTextureId>>) {
let texture = gl.gen_textures(1)[0];
let texture = if texture == 0 {
None
} else {
Some(unsafe { WebGLTextureId::new(texture) })
};
chan.send(texture).unwrap();
}
#[allow(unsafe_code)]
fn create_program(gl: &gl::Gl, chan: WebGLSender<Option<WebGLProgramId>>) {
let program = gl.create_program();
let program = if program == 0 {
None
} else {
Some(unsafe { WebGLProgramId::new(program) })
};
chan.send(program).unwrap();
}
#[allow(unsafe_code)]
fn create_shader(gl: &gl::Gl, shader_type: u32, chan: WebGLSender<Option<WebGLShaderId>>) {
let shader = gl.create_shader(shader_type);
let shader = if shader == 0 {
None
} else {
Some(unsafe { WebGLShaderId::new(shader) })
};
chan.send(shader).unwrap();
}
#[allow(unsafe_code)]
fn create_vertex_array(gl: &gl::Gl, chan: WebGLSender<Option<WebGLVertexArrayId>>) {
let vao = gl.gen_vertex_arrays(1)[0];
let vao = if vao == 0 {
None
} else {
Some(unsafe { WebGLVertexArrayId::new(vao) })
};
chan.send(vao).unwrap();
}
#[inline]
fn bind_framebuffer<Native: NativeGLContextMethods>(gl: &gl::Gl,
target: u32,
request: WebGLFramebufferBindingRequest,
ctx: &GLContext<Native>) {
let id = match request {
WebGLFramebufferBindingRequest::Explicit(id) => id.get(),
WebGLFramebufferBindingRequest::Default =>
ctx.borrow_draw_buffer().unwrap().get_framebuffer(),
};
gl.bind_framebuffer(target, id);
}
#[inline]
fn compile_shader(gl: &gl::Gl, shader_id: WebGLShaderId, source: String) {
gl.shader_source(shader_id.get(), &[source.as_bytes()]);
gl.compile_shader(shader_id.get());
}
}