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author | bors-servo <lbergstrom+bors@mozilla.com> | 2017-10-27 05:56:12 -0500 |
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committer | GitHub <noreply@github.com> | 2017-10-27 05:56:12 -0500 |
commit | d21657a9e5cfdb858c1a99a246001ceac05bb982 (patch) | |
tree | 7e830c65fda5668d6f92e6b196588b3bd12746dc /components/script/dom/webgl_extensions | |
parent | 8f171058f8d4ee1009134ea574ba771a3be5d6f1 (diff) | |
parent | ddd6c86e992a45d6490b8ec6eb2bf7b3ecce9a03 (diff) | |
download | servo-d21657a9e5cfdb858c1a99a246001ceac05bb982.tar.gz servo-d21657a9e5cfdb858c1a99a246001ceac05bb982.zip |
Auto merge of #19028 - MortimerGoro:webgl2, r=emilio
Kick off WebGL 2.0 implementation
<!-- Please describe your changes on the following line: -->
This PR kicks off the WebGL 2.0 implementation:
- Include WebGL2RenderingContext.webidl and comment unimplemented methods
- Create WebGL2 struct hierarchy with WebGL 1.0 backwards compatibility
- Add WebGL 2.0 entry points to canvas
- Select the correct GL Version on GLContext backends (related PR https://github.com/emilio/rust-offscreen-rendering-context/pull/108)
- Add WebGL version selection in shader compilations
- Create a WebGL 2.0 preference
I tried a complex three.js demo using canvas.getContext("webgl2") and the backwards compatibility worked great.
Next steps:
- I'll add WebGLVersion selection/filtering to WebGLExtensions and move some extensions to core in WebGL 2.0 (e.g. VAOs)
- I'll add the WebGL 2.0 conformance WPT
- I'll create a mega-issue with a the list of all TODO methods for a complete WebGL 2.0 implementation (as @emilio did with WebGL 1.0), so we can start start getting community involvement.
---
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- [x] `./mach build -d` does not report any errors
- [x] `./mach test-tidy` does not report any errors
- [ ] These changes fix #__ (github issue number if applicable).
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- [ ] There are tests for these changes OR
- [x] These changes do not require tests because I will add the entire webgl 2.0 WPT in a different PR
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