aboutsummaryrefslogtreecommitdiffstats
path: root/components/canvas/webgl_thread.rs
diff options
context:
space:
mode:
authorImanol Fernandez <mortimergoro@gmail.com>2017-08-15 16:05:22 +0200
committerImanol Fernandez <mortimergoro@gmail.com>2017-08-15 22:14:32 +0200
commit703962fe61d673536eb982b45795ae13748f0f6a (patch)
treec85f3cb5d55babab03d56dac8b0d10d588b0a0f9 /components/canvas/webgl_thread.rs
parente9cbbc58cc9655a15bc603effabbd4a4ff62b454 (diff)
downloadservo-703962fe61d673536eb982b45795ae13748f0f6a.tar.gz
servo-703962fe61d673536eb982b45795ae13748f0f6a.zip
Improve WebGL architecture.
Diffstat (limited to 'components/canvas/webgl_thread.rs')
-rw-r--r--components/canvas/webgl_thread.rs1204
1 files changed, 1204 insertions, 0 deletions
diff --git a/components/canvas/webgl_thread.rs b/components/canvas/webgl_thread.rs
new file mode 100644
index 00000000000..907233a3b89
--- /dev/null
+++ b/components/canvas/webgl_thread.rs
@@ -0,0 +1,1204 @@
+/* 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 gleam::gl;
+use offscreen_gl_context::{GLContext, GLContextAttributes, GLLimits, NativeGLContextMethods};
+use std::collections::HashMap;
+use std::mem;
+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: HashMap<WebGLContextId, GLContextWrapper>,
+ /// Cached information for WebGLContexts.
+ cached_context_info: HashMap<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,
+}
+
+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: HashMap::new(),
+ cached_context_info: HashMap::new(),
+ bound_context_id: None,
+ next_webgl_id: 0,
+ webvr_compositor,
+ observer: observer,
+ }
+ }
+
+ /// 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(size, attributes, result_sender) => {
+ let result = self.create_webgl_context(size, attributes);
+ result_sender.send(result.map(|(id, limits, share_mode)|
+ WebGLCreateContextResult {
+ sender: WebGLMsgSender::new(id, webgl_chan.clone()),
+ limits: limits,
+ share_mode: share_mode,
+ }
+ )).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::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>)>) {
+ 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();
+ // Use a OpenGL Fence to perform the lock.
+ info.gl_sync = Some(ctx.gl().fence_sync(gl::SYNC_GPU_COMMANDS_COMPLETE, 0));
+
+ sender.send((info.texture_id, info.size)).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() {
+ // glFlush must be called before glWaitSync.
+ ctx.gl().flush();
+ // Wait until the GLSync object is signaled.
+ ctx.gl().wait_sync(gl_sync, 0, gl::TIMEOUT_IGNORED);
+ // Release the GLSync object.
+ ctx.gl().delete_sync(gl_sync);
+ }
+ }
+
+ /// Creates a new WebGLContext
+ fn create_webgl_context(&mut self,
+ 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(size, attributes)
+ .map(|r| (r, WebGLContextShareMode::SharedTexture))
+ .or_else(|_| {
+ let ctx = self.gl_factory.new_context(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,
+ old_image_key: None,
+ very_old_image_key: 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;
+ // WR doesn't support resizing and requires to create a new `ImageKey`.
+ // Mark the current image_key to be deleted later in the next epoch.
+ if let Some(image_key) = info.image_key.take() {
+ // If this executes, then we are in a new epoch since we last recreated the canvas,
+ // so `old_image_key` must be `None`.
+ debug_assert!(info.old_image_key.is_none());
+ info.old_image_key = Some(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);
+ }
+ if let Some(image_key) = info.old_image_key {
+ updates.delete_image(image_key);
+ }
+ if let Some(image_key) = info.very_old_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 fpr 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 or resize.
+ /// 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 or resize.
+ *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
+ }
+ }
+ }
+ };
+
+ // Delete old image
+ if let Some(image_key) = mem::replace(&mut info.very_old_image_key, info.old_image_key.take()) {
+ let mut updates = webrender_api::ResourceUpdates::new();
+ updates.delete_image(image_key);
+ self.webrender_api.update_resources(updates);
+ }
+
+ // Send the ImageKey to the Layout thread.
+ sender.send(image_key).unwrap();
+ }
+
+ /// 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 HashMap<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 HashMap<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 = webrender_api::ExternalImageData {
+ id: webrender_api::ExternalImageId(context_id.0 as u64),
+ channel_index: 0,
+ image_type: webrender_api::ExternalImageType::Texture2DHandle,
+ };
+ let data = webrender_api::ImageData::External(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
+ }
+
+ /// 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: if alpha { webrender_api::ImageFormat::BGRA8 } else { webrender_api::ImageFormat::RGB8 },
+ offset: 0,
+ is_opaque: !alpha,
+ }
+ }
+
+ /// 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
+ }
+}
+
+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>,
+ /// An old WebRender image key that can be deleted when the next epoch ends.
+ old_image_key: Option<webrender_api::ImageKey>,
+ /// An old WebRender image key that can be deleted when the current epoch ends.
+ very_old_image_key: Option<webrender_api::ImageKey>,
+}
+
+/// 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 {
+ u0: 0.0,
+ u1: size.width as f32,
+ v1: 0.0,
+ v0: size.height as f32,
+ 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);
+ }
+}
+
+/// 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::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!(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::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 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());
+ }
+}