script/dom/webgl/
webglshader.rs

1/* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this
3 * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
5// https://www.khronos.org/registry/webgl/specs/latest/1.0/webgl.idl
6use std::cell::Cell;
7use std::os::raw::c_int;
8use std::sync::Once;
9
10use dom_struct::dom_struct;
11use mozangle::shaders::{BuiltInResources, CompileOptions, Output, ShaderValidator};
12use script_bindings::weakref::WeakRef;
13use servo_canvas_traits::webgl::{
14    GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion, WebGLShaderId,
15    WebGLVersion, webgl_channel,
16};
17
18use crate::dom::bindings::cell::DomRefCell;
19use crate::dom::bindings::inheritance::Castable;
20use crate::dom::bindings::reflector::{DomGlobal, reflect_dom_object};
21use crate::dom::bindings::root::DomRoot;
22use crate::dom::bindings::str::DOMString;
23use crate::dom::webgl::extensions::WebGLExtensions;
24use crate::dom::webgl::extensions::extfragdepth::EXTFragDepth;
25use crate::dom::webgl::extensions::extshadertexturelod::EXTShaderTextureLod;
26use crate::dom::webgl::extensions::oesstandardderivatives::OESStandardDerivatives;
27use crate::dom::webgl::webglobject::WebGLObject;
28use crate::dom::webgl::webglrenderingcontext::{Operation, WebGLRenderingContext};
29use crate::dom::webglrenderingcontext::capture_webgl_backtrace;
30use crate::script_runtime::CanGc;
31
32#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
33pub(crate) enum ShaderCompilationStatus {
34    NotCompiled,
35    Succeeded,
36    Failed,
37}
38
39#[derive(JSTraceable, MallocSizeOf)]
40struct DroppableWebGLShader {
41    context: WeakRef<WebGLRenderingContext>,
42    #[no_trace]
43    id: WebGLShaderId,
44    marked_for_deletion: Cell<bool>,
45}
46
47impl DroppableWebGLShader {
48    fn send_with_fallibility(&self, command: WebGLCommand, fallibility: Operation) {
49        if let Some(root) = self.context.root() {
50            let result = root.sender().send(command, capture_webgl_backtrace());
51            if matches!(fallibility, Operation::Infallible) {
52                result.expect("Operation failed");
53            }
54        }
55    }
56
57    fn mark_for_deletion(&self, operation_fallibility: Operation) {
58        if !self.marked_for_deletion.get() {
59            self.marked_for_deletion.set(true);
60            self.send_with_fallibility(WebGLCommand::DeleteShader(self.id), operation_fallibility);
61        }
62    }
63}
64
65impl Drop for DroppableWebGLShader {
66    fn drop(&mut self) {
67        self.mark_for_deletion(Operation::Fallible);
68    }
69}
70
71#[dom_struct(associated_memory)]
72pub(crate) struct WebGLShader {
73    webgl_object: WebGLObject,
74    gl_type: u32,
75    source: DomRefCell<DOMString>,
76    info_log: DomRefCell<DOMString>,
77    attached_counter: Cell<u32>,
78    compilation_status: Cell<ShaderCompilationStatus>,
79    droppable: DroppableWebGLShader,
80}
81
82static GLSLANG_INITIALIZATION: Once = Once::new();
83
84impl WebGLShader {
85    fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
86        GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
87        Self {
88            webgl_object: WebGLObject::new_inherited(context),
89            gl_type: shader_type,
90            source: Default::default(),
91            info_log: Default::default(),
92            attached_counter: Cell::new(0),
93            compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
94            droppable: DroppableWebGLShader {
95                context: WeakRef::new(context),
96                id,
97                marked_for_deletion: Cell::new(false),
98            },
99        }
100    }
101
102    pub(crate) fn maybe_new(
103        context: &WebGLRenderingContext,
104        shader_type: u32,
105    ) -> Option<DomRoot<Self>> {
106        let (sender, receiver) = webgl_channel().unwrap();
107        context.send_command(WebGLCommand::CreateShader(shader_type, sender));
108        receiver
109            .recv()
110            .unwrap()
111            .map(|id| WebGLShader::new(context, id, shader_type, CanGc::deprecated_note()))
112    }
113
114    pub(crate) fn new(
115        context: &WebGLRenderingContext,
116        id: WebGLShaderId,
117        shader_type: u32,
118        can_gc: CanGc,
119    ) -> DomRoot<Self> {
120        reflect_dom_object(
121            Box::new(WebGLShader::new_inherited(context, id, shader_type)),
122            &*context.global(),
123            can_gc,
124        )
125    }
126}
127
128impl WebGLShader {
129    pub(crate) fn id(&self) -> WebGLShaderId {
130        self.droppable.id
131    }
132
133    pub(crate) fn gl_type(&self) -> u32 {
134        self.gl_type
135    }
136
137    /// glCompileShader
138    pub(crate) fn compile(
139        &self,
140        api_type: GlType,
141        webgl_version: WebGLVersion,
142        glsl_version: WebGLSLVersion,
143        limits: &GLLimits,
144        ext: &WebGLExtensions,
145    ) -> WebGLResult<()> {
146        if self.droppable.marked_for_deletion.get() && !self.is_attached() {
147            return Err(WebGLError::InvalidValue);
148        }
149        if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
150            debug!("Compiling already compiled shader {}", self.id());
151        }
152
153        let source = self.source.borrow();
154
155        let mut params = BuiltInResources {
156            MaxVertexAttribs: limits.max_vertex_attribs as c_int,
157            MaxVertexUniformVectors: limits.max_vertex_uniform_vectors as c_int,
158            MaxVertexTextureImageUnits: limits.max_vertex_texture_image_units as c_int,
159            MaxCombinedTextureImageUnits: limits.max_combined_texture_image_units as c_int,
160            MaxTextureImageUnits: limits.max_texture_image_units as c_int,
161            MaxFragmentUniformVectors: limits.max_fragment_uniform_vectors as c_int,
162
163            MaxVertexOutputVectors: limits.max_vertex_output_vectors as c_int,
164            MaxFragmentInputVectors: limits.max_fragment_input_vectors as c_int,
165            MaxVaryingVectors: limits.max_varying_vectors as c_int,
166
167            OES_standard_derivatives: ext.is_enabled::<OESStandardDerivatives>() as c_int,
168            EXT_shader_texture_lod: ext.is_enabled::<EXTShaderTextureLod>() as c_int,
169            EXT_frag_depth: ext.is_enabled::<EXTFragDepth>() as c_int,
170
171            FragmentPrecisionHigh: 1,
172            ..Default::default()
173        };
174
175        if webgl_version == WebGLVersion::WebGL2 {
176            params.MinProgramTexelOffset = limits.min_program_texel_offset as c_int;
177            params.MaxProgramTexelOffset = limits.max_program_texel_offset as c_int;
178            params.MaxDrawBuffers = limits.max_draw_buffers as c_int;
179        }
180
181        let validator = match webgl_version {
182            WebGLVersion::WebGL1 => {
183                let output_format = if api_type == GlType::Gles {
184                    Output::Essl
185                } else {
186                    Output::Glsl
187                };
188                ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
189            },
190            WebGLVersion::WebGL2 => {
191                let output_format = if api_type == GlType::Gles {
192                    Output::Essl
193                } else {
194                    match (glsl_version.major, glsl_version.minor) {
195                        (1, 30) => Output::Glsl130,
196                        (1, 40) => Output::Glsl140,
197                        (1, 50) => Output::Glsl150Core,
198                        (3, 30) => Output::Glsl330Core,
199                        (4, 0) => Output::Glsl400Core,
200                        (4, 10) => Output::Glsl410Core,
201                        (4, 20) => Output::Glsl420Core,
202                        (4, 30) => Output::Glsl430Core,
203                        (4, 40) => Output::Glsl440Core,
204                        (4, _) => Output::Glsl450Core,
205                        _ => Output::Glsl140,
206                    }
207                };
208                ShaderValidator::for_webgl2(self.gl_type, output_format, &params).unwrap()
209            },
210        };
211
212        // Replicating
213        // https://searchfox.org/mozilla-esr115/rev/f1fb0868dc63b89ccf9eea157960d1ec27fb55a2/dom/canvas/WebGLShaderValidator.cpp#29
214        let mut options = CompileOptions::mozangle();
215        options.set_variables(1);
216        options.set_enforcePackingRestrictions(1);
217        options.set_objectCode(1);
218        options.set_initGLPosition(1);
219        options.set_initializeUninitializedLocals(1);
220        options.set_initOutputVariables(1);
221
222        options.set_limitExpressionComplexity(1);
223        options.set_limitCallStackDepth(1);
224
225        if cfg!(target_os = "macos") {
226            options.set_removeInvariantAndCentroidForESSL3(1);
227
228            // Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
229            // https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
230            options.set_unfoldShortCircuit(1);
231            // Work around that Mac drivers handle struct scopes incorrectly.
232            options.set_regenerateStructNames(1);
233            // TODO: Only apply this workaround to Intel hardware
234            // Work around that Intel drivers on Mac OSX handle for-loop incorrectly.
235            options.set_addAndTrueToLoopCondition(1);
236            options.set_rewriteTexelFetchOffsetToTexelFetch(1);
237        } else {
238            // We want to do this everywhere, but to do this on Mac, we need
239            // to do it only on Mac OSX > 10.6 as this causes the shader
240            // compiler in 10.6 to crash
241            options.set_clampIndirectArrayBounds(1);
242        }
243
244        match validator.compile(&[&source.str()], options) {
245            Ok(()) => {
246                let translated_source = validator.object_code();
247                debug!("Shader translated: {}", translated_source);
248                // NOTE: At this point we should be pretty sure that the compilation in the paint thread
249                // will succeed.
250                // It could be interesting to retrieve the info log from the paint thread though
251                self.upcast()
252                    .send_command(WebGLCommand::CompileShader(self.id(), translated_source));
253                self.compilation_status
254                    .set(ShaderCompilationStatus::Succeeded);
255            },
256            Err(error) => {
257                self.compilation_status.set(ShaderCompilationStatus::Failed);
258                debug!("Shader {} compilation failed: {}", self.id(), error);
259            },
260        }
261
262        *self.info_log.borrow_mut() = validator.info_log().into();
263
264        Ok(())
265    }
266
267    /// Mark this shader as deleted (if it wasn't previously)
268    /// and delete it as if calling glDeleteShader.
269    /// Currently does not check if shader is attached
270    pub(crate) fn mark_for_deletion(&self, operation_fallibility: Operation) {
271        self.droppable.mark_for_deletion(operation_fallibility);
272    }
273
274    pub(crate) fn is_marked_for_deletion(&self) -> bool {
275        self.droppable.marked_for_deletion.get()
276    }
277
278    pub(crate) fn is_deleted(&self) -> bool {
279        self.droppable.marked_for_deletion.get() && !self.is_attached()
280    }
281
282    pub(crate) fn is_attached(&self) -> bool {
283        self.attached_counter.get() > 0
284    }
285
286    pub(crate) fn increment_attached_counter(&self) {
287        self.attached_counter.set(self.attached_counter.get() + 1);
288    }
289
290    pub(crate) fn decrement_attached_counter(&self) {
291        assert!(self.attached_counter.get() > 0);
292        self.attached_counter.set(self.attached_counter.get() - 1);
293    }
294
295    /// glGetShaderInfoLog
296    pub(crate) fn info_log(&self) -> DOMString {
297        self.info_log.borrow().clone()
298    }
299
300    /// Get the shader source
301    pub(crate) fn source(&self) -> DOMString {
302        self.source.borrow().clone()
303    }
304
305    /// glShaderSource
306    pub(crate) fn set_source(&self, source: DOMString) {
307        *self.source.borrow_mut() = source;
308    }
309
310    pub(crate) fn successfully_compiled(&self) -> bool {
311        self.compilation_status.get() == ShaderCompilationStatus::Succeeded
312    }
313}