fune/servo/components/script/dom/webglshader.rs
ecoal95 4f37e0ba01 servo: Merge #6380 - Refactor WebGL implementation to move logic inside the DOM interfaces (from emilio:webgl-refactoring); r=jdm
This improves the encapsulation and consistency in our WebGL
implementation.

Also allows to implement new methods such as `getShaderSource()`.

It will also allow us to use `delete()` in the destructors of them (note
that we will probably want to keep track of them from the context before).

Some concerns:

**Trait method repetition**:
I'm aware that the traits `WebGL{Buffer,Renderbuffer,Framebuffer,Texture}Helpers` are basically the same, but `delete()` and `id()` methods are everywhere. I've thought something like:

```rust
pub trait WebGLIdentifiable {
    type WebGLId; // id is sometimes i32 (see WebGLUniformLocation)
    fn id(&self) -> Self::WebGLId;
}

pub trait WebGLBindable {
    fn bind(&self);
}

pub trait WebGLDeletable {
    fn delete(&self);
}
```

But I'd want to know your opinion first.

**`renderer` repetition**:
Thought of moving the field: `renderer: Sender<CanvasMsg>` to `WebGLObject`, but I think it makes it way more complicated to read, and also a bit unnecessary, at least IMO (`WebGLObject` will never interact with the field directly). It would also mean that all `WebGLObject`s should have one, which is true at this moment, but maybe not with WebGL 2, for example.

Source-Repo: https://github.com/servo/servo
Source-Revision: 0f8095b950dd144497919cfea65a1f154ed3ae9a
2015-07-06 09:12:59 -06:00

126 lines
4.2 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/. */
// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use dom::bindings::codegen::Bindings::WebGLShaderBinding;
use dom::bindings::global::GlobalRef;
use dom::bindings::js::Root;
use dom::bindings::utils::reflect_dom_object;
use dom::webglobject::WebGLObject;
use dom::bindings::codegen::Bindings::WebGLRenderingContextBinding::WebGLRenderingContextConstants as constants;
use canvas_traits::{CanvasMsg, CanvasWebGLMsg, WebGLResult, WebGLError, WebGLShaderParameter};
use std::sync::mpsc::{channel, Sender};
use std::cell::Cell;
use std::cell::RefCell;
#[dom_struct]
pub struct WebGLShader {
webgl_object: WebGLObject,
id: u32,
gl_type: u32,
source: RefCell<Option<String>>,
is_deleted: Cell<bool>,
// TODO(ecoal95): Evaluate moving this to `WebGLObject`
renderer: Sender<CanvasMsg>,
}
impl WebGLShader {
fn new_inherited(renderer: Sender<CanvasMsg>, id: u32, shader_type: u32) -> WebGLShader {
WebGLShader {
webgl_object: WebGLObject::new_inherited(),
id: id,
gl_type: shader_type,
source: RefCell::new(None),
is_deleted: Cell::new(false),
renderer: renderer,
}
}
pub fn maybe_new(global: GlobalRef,
renderer: Sender<CanvasMsg>,
shader_type: u32) -> Option<Root<WebGLShader>> {
let (sender, receiver) = channel();
renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CreateShader(shader_type, sender))).unwrap();
let result = receiver.recv().unwrap();
result.map(|shader_id| WebGLShader::new(global, renderer, *shader_id, shader_type))
}
pub fn new(global: GlobalRef,
renderer: Sender<CanvasMsg>,
id: u32,
shader_type: u32) -> Root<WebGLShader> {
reflect_dom_object(
box WebGLShader::new_inherited(renderer, id, shader_type), global, WebGLShaderBinding::Wrap)
}
}
pub trait WebGLShaderHelpers {
fn id(self) -> u32;
fn gl_type(self) -> u32;
fn compile(self);
fn delete(self);
fn info_log(self) -> Option<String>;
fn parameter(self, param_id: u32) -> WebGLResult<WebGLShaderParameter>;
fn source(self) -> Option<String>;
fn set_source(self, src: String);
}
impl<'a> WebGLShaderHelpers for &'a WebGLShader {
fn id(self) -> u32 {
self.id
}
fn gl_type(self) -> u32 {
self.gl_type
}
// TODO(ecoal95): Validate shaders to be conforming to the WebGL spec
/// glCompileShader
fn compile(self) {
self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::CompileShader(self.id))).unwrap()
}
/// Mark this shader as deleted (if it wasn't previously)
/// and delete it as if calling glDeleteShader.
fn delete(self) {
if !self.is_deleted.get() {
self.is_deleted.set(true);
self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::DeleteShader(self.id))).unwrap()
}
}
/// glGetShaderInfoLog
fn info_log(self) -> Option<String> {
let (sender, receiver) = channel();
self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderInfoLog(self.id, sender))).unwrap();
receiver.recv().unwrap()
}
/// glGetShaderParameter
fn parameter(self, param_id: u32) -> WebGLResult<WebGLShaderParameter> {
match param_id {
constants::SHADER_TYPE | constants::DELETE_STATUS | constants::COMPILE_STATUS => {},
_ => return Err(WebGLError::InvalidEnum),
}
let (sender, receiver) = channel();
self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::GetShaderParameter(self.id, param_id, sender))).unwrap();
Ok(receiver.recv().unwrap())
}
/// Get the shader source
fn source(self) -> Option<String> {
self.source.borrow().clone()
}
/// glShaderSource
fn set_source(self, source: String) {
*self.source.borrow_mut() = Some(source.clone());
self.renderer.send(CanvasMsg::WebGL(CanvasWebGLMsg::ShaderSource(self.id, source))).unwrap()
}
}