Files
servo/components/script/dom/webgl/webglshader.rs
Narfinger 423800eec4 Script: Lazily transform the DOMString into Rust String instead of immediately. (#39509)
This implements LazyDOMString (from now on DOMString) as outlined in
https://github.com/servo/servo/issues/39479.
Constructing from a *mut JSString we keep the in a
RootedTraceableBox<Heap<*mut JSString>> and transform
the string into a rust string if necessary via the `make_rust_string`
method.
Methods used in script are implemented on this string. Currently we
transform the string at all times.
But in the future more efficient implementations are possible.

We implement the safety critical sections in a separate module
DOMStringInner which allows simple constructors, `make_rust_string` and
the `bytes` method.
This method returns the new type `EncodedBytes` which contains the
reference to the underlying string in either format.

Testing: WPT tests still seem to work, so this should test this
functionality.

---------

Signed-off-by: Narfinger <Narfinger@users.noreply.github.com>
2025-10-09 18:18:03 +00:00

294 lines
11 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 https://mozilla.org/MPL/2.0/. */
// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
use std::cell::Cell;
use std::os::raw::c_int;
use std::sync::Once;
use canvas_traits::webgl::{
GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion, WebGLShaderId,
WebGLVersion, webgl_channel,
};
use dom_struct::dom_struct;
use mozangle::shaders::{BuiltInResources, CompileOptions, Output, ShaderValidator};
use crate::dom::bindings::cell::DomRefCell;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::reflector::{DomGlobal, reflect_dom_object};
use crate::dom::bindings::root::DomRoot;
use crate::dom::bindings::str::DOMString;
use crate::dom::webgl::extensions::WebGLExtensions;
use crate::dom::webgl::extensions::extfragdepth::EXTFragDepth;
use crate::dom::webgl::extensions::extshadertexturelod::EXTShaderTextureLod;
use crate::dom::webgl::extensions::oesstandardderivatives::OESStandardDerivatives;
use crate::dom::webgl::webglobject::WebGLObject;
use crate::dom::webgl::webglrenderingcontext::{Operation, WebGLRenderingContext};
use crate::script_runtime::CanGc;
#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
pub(crate) enum ShaderCompilationStatus {
NotCompiled,
Succeeded,
Failed,
}
#[dom_struct]
pub(crate) struct WebGLShader {
webgl_object: WebGLObject,
#[no_trace]
id: WebGLShaderId,
gl_type: u32,
source: DomRefCell<DOMString>,
info_log: DomRefCell<DOMString>,
marked_for_deletion: Cell<bool>,
attached_counter: Cell<u32>,
compilation_status: Cell<ShaderCompilationStatus>,
}
static GLSLANG_INITIALIZATION: Once = Once::new();
impl WebGLShader {
fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
Self {
webgl_object: WebGLObject::new_inherited(context),
id,
gl_type: shader_type,
source: Default::default(),
info_log: Default::default(),
marked_for_deletion: Cell::new(false),
attached_counter: Cell::new(0),
compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
}
}
pub(crate) fn maybe_new(
context: &WebGLRenderingContext,
shader_type: u32,
) -> Option<DomRoot<Self>> {
let (sender, receiver) = webgl_channel().unwrap();
context.send_command(WebGLCommand::CreateShader(shader_type, sender));
receiver
.recv()
.unwrap()
.map(|id| WebGLShader::new(context, id, shader_type, CanGc::note()))
}
pub(crate) fn new(
context: &WebGLRenderingContext,
id: WebGLShaderId,
shader_type: u32,
can_gc: CanGc,
) -> DomRoot<Self> {
reflect_dom_object(
Box::new(WebGLShader::new_inherited(context, id, shader_type)),
&*context.global(),
can_gc,
)
}
}
impl WebGLShader {
pub(crate) fn id(&self) -> WebGLShaderId {
self.id
}
pub(crate) fn gl_type(&self) -> u32 {
self.gl_type
}
/// glCompileShader
pub(crate) fn compile(
&self,
api_type: GlType,
webgl_version: WebGLVersion,
glsl_version: WebGLSLVersion,
limits: &GLLimits,
ext: &WebGLExtensions,
) -> WebGLResult<()> {
if self.marked_for_deletion.get() && !self.is_attached() {
return Err(WebGLError::InvalidValue);
}
if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
debug!("Compiling already compiled shader {}", self.id);
}
let source = self.source.borrow();
let mut params = BuiltInResources {
MaxVertexAttribs: limits.max_vertex_attribs as c_int,
MaxVertexUniformVectors: limits.max_vertex_uniform_vectors as c_int,
MaxVertexTextureImageUnits: limits.max_vertex_texture_image_units as c_int,
MaxCombinedTextureImageUnits: limits.max_combined_texture_image_units as c_int,
MaxTextureImageUnits: limits.max_texture_image_units as c_int,
MaxFragmentUniformVectors: limits.max_fragment_uniform_vectors as c_int,
MaxVertexOutputVectors: limits.max_vertex_output_vectors as c_int,
MaxFragmentInputVectors: limits.max_fragment_input_vectors as c_int,
MaxVaryingVectors: limits.max_varying_vectors as c_int,
OES_standard_derivatives: ext.is_enabled::<OESStandardDerivatives>() as c_int,
EXT_shader_texture_lod: ext.is_enabled::<EXTShaderTextureLod>() as c_int,
EXT_frag_depth: ext.is_enabled::<EXTFragDepth>() as c_int,
FragmentPrecisionHigh: 1,
..Default::default()
};
if webgl_version == WebGLVersion::WebGL2 {
params.MinProgramTexelOffset = limits.min_program_texel_offset as c_int;
params.MaxProgramTexelOffset = limits.max_program_texel_offset as c_int;
params.MaxDrawBuffers = limits.max_draw_buffers as c_int;
}
let validator = match webgl_version {
WebGLVersion::WebGL1 => {
let output_format = if api_type == GlType::Gles {
Output::Essl
} else {
Output::Glsl
};
ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
},
WebGLVersion::WebGL2 => {
let output_format = if api_type == GlType::Gles {
Output::Essl
} else {
match (glsl_version.major, glsl_version.minor) {
(1, 30) => Output::Glsl130,
(1, 40) => Output::Glsl140,
(1, 50) => Output::Glsl150Core,
(3, 30) => Output::Glsl330Core,
(4, 0) => Output::Glsl400Core,
(4, 10) => Output::Glsl410Core,
(4, 20) => Output::Glsl420Core,
(4, 30) => Output::Glsl430Core,
(4, 40) => Output::Glsl440Core,
(4, _) => Output::Glsl450Core,
_ => Output::Glsl140,
}
};
ShaderValidator::for_webgl2(self.gl_type, output_format, &params).unwrap()
},
};
// Replicating
// https://searchfox.org/mozilla-esr115/rev/f1fb0868dc63b89ccf9eea157960d1ec27fb55a2/dom/canvas/WebGLShaderValidator.cpp#29
let mut options = CompileOptions::mozangle();
options.set_variables(1);
options.set_enforcePackingRestrictions(1);
options.set_objectCode(1);
options.set_initGLPosition(1);
options.set_initializeUninitializedLocals(1);
options.set_initOutputVariables(1);
options.set_limitExpressionComplexity(1);
options.set_limitCallStackDepth(1);
if cfg!(target_os = "macos") {
options.set_removeInvariantAndCentroidForESSL3(1);
// Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
// https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
options.set_unfoldShortCircuit(1);
// Work around that Mac drivers handle struct scopes incorrectly.
options.set_regenerateStructNames(1);
// TODO: Only apply this workaround to Intel hardware
// Work around that Intel drivers on Mac OSX handle for-loop incorrectly.
options.set_addAndTrueToLoopCondition(1);
options.set_rewriteTexelFetchOffsetToTexelFetch(1);
} else {
// We want to do this everywhere, but to do this on Mac, we need
// to do it only on Mac OSX > 10.6 as this causes the shader
// compiler in 10.6 to crash
options.set_clampIndirectArrayBounds(1);
}
match validator.compile(&[&source.str()], options) {
Ok(()) => {
let translated_source = validator.object_code();
debug!("Shader translated: {}", translated_source);
// NOTE: At this point we should be pretty sure that the compilation in the paint thread
// will succeed.
// It could be interesting to retrieve the info log from the paint thread though
self.upcast::<WebGLObject>()
.context()
.send_command(WebGLCommand::CompileShader(self.id, translated_source));
self.compilation_status
.set(ShaderCompilationStatus::Succeeded);
},
Err(error) => {
self.compilation_status.set(ShaderCompilationStatus::Failed);
debug!("Shader {} compilation failed: {}", self.id, error);
},
}
*self.info_log.borrow_mut() = validator.info_log().into();
Ok(())
}
/// Mark this shader as deleted (if it wasn't previously)
/// and delete it as if calling glDeleteShader.
/// Currently does not check if shader is attached
pub(crate) fn mark_for_deletion(&self, operation_fallibility: Operation) {
if !self.marked_for_deletion.get() {
self.marked_for_deletion.set(true);
let context = self.upcast::<WebGLObject>().context();
let cmd = WebGLCommand::DeleteShader(self.id);
match operation_fallibility {
Operation::Fallible => context.send_command_ignored(cmd),
Operation::Infallible => context.send_command(cmd),
}
}
}
pub(crate) fn is_marked_for_deletion(&self) -> bool {
self.marked_for_deletion.get()
}
pub(crate) fn is_deleted(&self) -> bool {
self.marked_for_deletion.get() && !self.is_attached()
}
pub(crate) fn is_attached(&self) -> bool {
self.attached_counter.get() > 0
}
pub(crate) fn increment_attached_counter(&self) {
self.attached_counter.set(self.attached_counter.get() + 1);
}
pub(crate) fn decrement_attached_counter(&self) {
assert!(self.attached_counter.get() > 0);
self.attached_counter.set(self.attached_counter.get() - 1);
}
/// glGetShaderInfoLog
pub(crate) fn info_log(&self) -> DOMString {
self.info_log.borrow().clone()
}
/// Get the shader source
pub(crate) fn source(&self) -> DOMString {
self.source.borrow().clone()
}
/// glShaderSource
pub(crate) fn set_source(&self, source: DOMString) {
*self.source.borrow_mut() = source;
}
pub(crate) fn successfully_compiled(&self) -> bool {
self.compilation_status.get() == ShaderCompilationStatus::Succeeded
}
}
impl Drop for WebGLShader {
fn drop(&mut self) {
self.mark_for_deletion(Operation::Fallible);
}
}