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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::rc::Rc;
9use std::sync::Once;
10
11use dom_struct::dom_struct;
12use js::context::JSContext;
13use mozangle::shaders::{BuiltInResources, CompileOptions, Output, ShaderValidator};
14use script_bindings::cell::DomRefCell;
15use script_bindings::domstring::TracedDOMString;
16use script_bindings::reflector::reflect_weak_referenceable_dom_object;
17use script_bindings::weakref::WeakRef;
18use servo_canvas_traits::webgl::{
19    GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion, WebGLShaderId,
20    WebGLVersion, webgl_channel,
21};
22#[cfg(feature = "webgl")]
23use {
24    crate::dom::webgl::extensions::WebGLExtensions,
25    crate::dom::webgl::extensions::extfragdepth::EXTFragDepth,
26    crate::dom::webgl::extensions::extshadertexturelod::EXTShaderTextureLod,
27    crate::dom::webgl::extensions::oesstandardderivatives::OESStandardDerivatives,
28    crate::dom::webgl::webglobject::WebGLObject,
29    crate::dom::webgl::webglrenderingcontext::{Operation, WebGLRenderingContext},
30    crate::dom::webglrenderingcontext::capture_webgl_backtrace,
31};
32
33use crate::dom::bindings::inheritance::Castable;
34use crate::dom::bindings::reflector::DomGlobal;
35use crate::dom::bindings::root::DomRoot;
36use crate::dom::bindings::str::DOMString;
37
38#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
39pub(crate) enum ShaderCompilationStatus {
40    NotCompiled,
41    Succeeded,
42    Failed,
43}
44
45#[derive(JSTraceable, MallocSizeOf)]
46struct DroppableWebGLShader {
47    context: WeakRef<WebGLRenderingContext>,
48    #[no_trace]
49    id: WebGLShaderId,
50    marked_for_deletion: Cell<bool>,
51}
52
53impl DroppableWebGLShader {
54    fn send_with_fallibility(&self, command: WebGLCommand, fallibility: Operation) {
55        if let Some(root) = self.context.root() {
56            let result = root.sender().send(command, capture_webgl_backtrace());
57            if matches!(fallibility, Operation::Infallible) {
58                result.expect("Operation failed");
59            }
60        }
61    }
62
63    fn mark_for_deletion(&self, operation_fallibility: Operation) {
64        if !self.marked_for_deletion.get() {
65            self.marked_for_deletion.set(true);
66            self.send_with_fallibility(WebGLCommand::DeleteShader(self.id), operation_fallibility);
67        }
68    }
69}
70
71impl Drop for DroppableWebGLShader {
72    fn drop(&mut self) {
73        self.mark_for_deletion(Operation::Fallible);
74    }
75}
76
77#[dom_struct]
78pub(crate) struct WebGLShader {
79    webgl_object: WebGLObject,
80    gl_type: u32,
81    source: DomRefCell<TracedDOMString>,
82    info_log: DomRefCell<TracedDOMString>,
83    attached_counter: Cell<u32>,
84    compilation_status: Cell<ShaderCompilationStatus>,
85    droppable: DroppableWebGLShader,
86}
87
88static GLSLANG_INITIALIZATION: Once = Once::new();
89
90impl WebGLShader {
91    fn new_inherited(context: &WebGLRenderingContext, id: WebGLShaderId, shader_type: u32) -> Self {
92        GLSLANG_INITIALIZATION.call_once(|| ::mozangle::shaders::initialize().unwrap());
93        Self {
94            webgl_object: WebGLObject::new_inherited(context),
95            gl_type: shader_type,
96            source: Default::default(),
97            info_log: Default::default(),
98            attached_counter: Cell::new(0),
99            compilation_status: Cell::new(ShaderCompilationStatus::NotCompiled),
100            droppable: DroppableWebGLShader {
101                context: WeakRef::new(context),
102                id,
103                marked_for_deletion: Cell::new(false),
104            },
105        }
106    }
107
108    pub(crate) fn maybe_new(
109        cx: &mut JSContext,
110        context: &WebGLRenderingContext,
111        shader_type: u32,
112    ) -> Option<DomRoot<Self>> {
113        let (sender, receiver) = webgl_channel().unwrap();
114        context.send_command(WebGLCommand::CreateShader(shader_type, sender));
115        receiver
116            .recv()
117            .unwrap()
118            .map(|id| WebGLShader::new(cx, context, id, shader_type))
119    }
120
121    pub(crate) fn new(
122        cx: &mut JSContext,
123        context: &WebGLRenderingContext,
124        id: WebGLShaderId,
125        shader_type: u32,
126    ) -> DomRoot<Self> {
127        reflect_weak_referenceable_dom_object(
128            cx,
129            Rc::new(WebGLShader::new_inherited(context, id, shader_type)),
130            &*context.global(),
131        )
132    }
133}
134
135impl WebGLShader {
136    pub(crate) fn id(&self) -> WebGLShaderId {
137        self.droppable.id
138    }
139
140    pub(crate) fn gl_type(&self) -> u32 {
141        self.gl_type
142    }
143
144    /// glCompileShader
145    pub(crate) fn compile(
146        &self,
147        api_type: GlType,
148        webgl_version: WebGLVersion,
149        glsl_version: WebGLSLVersion,
150        limits: &GLLimits,
151        ext: &WebGLExtensions,
152    ) -> WebGLResult<()> {
153        if self.droppable.marked_for_deletion.get() && !self.is_attached() {
154            return Err(WebGLError::InvalidValue);
155        }
156        if self.compilation_status.get() != ShaderCompilationStatus::NotCompiled {
157            debug!("Compiling already compiled shader {}", self.id());
158        }
159
160        let source = self.source.borrow();
161
162        let mut params = BuiltInResources {
163            MaxVertexAttribs: limits.max_vertex_attribs as c_int,
164            MaxVertexUniformVectors: limits.max_vertex_uniform_vectors as c_int,
165            MaxVertexTextureImageUnits: limits.max_vertex_texture_image_units as c_int,
166            MaxCombinedTextureImageUnits: limits.max_combined_texture_image_units as c_int,
167            MaxTextureImageUnits: limits.max_texture_image_units as c_int,
168            MaxFragmentUniformVectors: limits.max_fragment_uniform_vectors as c_int,
169
170            MaxVertexOutputVectors: limits.max_vertex_output_vectors as c_int,
171            MaxFragmentInputVectors: limits.max_fragment_input_vectors as c_int,
172            MaxVaryingVectors: limits.max_varying_vectors as c_int,
173
174            OES_standard_derivatives: ext.is_enabled::<OESStandardDerivatives>() as c_int,
175            EXT_shader_texture_lod: ext.is_enabled::<EXTShaderTextureLod>() as c_int,
176            EXT_frag_depth: ext.is_enabled::<EXTFragDepth>() as c_int,
177
178            FragmentPrecisionHigh: 1,
179            ..Default::default()
180        };
181
182        if webgl_version == WebGLVersion::WebGL2 {
183            params.MinProgramTexelOffset = limits.min_program_texel_offset as c_int;
184            params.MaxProgramTexelOffset = limits.max_program_texel_offset as c_int;
185            params.MaxDrawBuffers = limits.max_draw_buffers as c_int;
186        }
187
188        let validator = match webgl_version {
189            WebGLVersion::WebGL1 => {
190                let output_format = if api_type == GlType::Gles {
191                    Output::Essl
192                } else {
193                    Output::Glsl
194                };
195                ShaderValidator::for_webgl(self.gl_type, output_format, &params).unwrap()
196            },
197            WebGLVersion::WebGL2 => {
198                let output_format = if api_type == GlType::Gles {
199                    Output::Essl
200                } else {
201                    match (glsl_version.major, glsl_version.minor) {
202                        (1, 30) => Output::Glsl130,
203                        (1, 40) => Output::Glsl140,
204                        (1, 50) => Output::Glsl150Core,
205                        (3, 30) => Output::Glsl330Core,
206                        (4, 0) => Output::Glsl400Core,
207                        (4, 10) => Output::Glsl410Core,
208                        (4, 20) => Output::Glsl420Core,
209                        (4, 30) => Output::Glsl430Core,
210                        (4, 40) => Output::Glsl440Core,
211                        (4, _) => Output::Glsl450Core,
212                        _ => Output::Glsl140,
213                    }
214                };
215                ShaderValidator::for_webgl2(self.gl_type, output_format, &params).unwrap()
216            },
217        };
218
219        // Replicating
220        // https://searchfox.org/mozilla-esr115/rev/f1fb0868dc63b89ccf9eea157960d1ec27fb55a2/dom/canvas/WebGLShaderValidator.cpp#29
221        let mut options = CompileOptions::mozangle();
222        options.set_variables(1);
223        options.set_enforcePackingRestrictions(1);
224        options.set_objectCode(1);
225        options.set_initGLPosition(1);
226        options.set_initializeUninitializedLocals(1);
227        options.set_initOutputVariables(1);
228
229        options.set_limitExpressionComplexity(1);
230        options.set_limitCallStackDepth(1);
231
232        if cfg!(target_os = "macos") {
233            options.set_removeInvariantAndCentroidForESSL3(1);
234
235            // Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
236            // https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
237            options.set_unfoldShortCircuit(1);
238            // Work around that Mac drivers handle struct scopes incorrectly.
239            options.set_regenerateStructNames(1);
240            // TODO: Only apply this workaround to Intel hardware
241            // Work around that Intel drivers on Mac OSX handle for-loop incorrectly.
242            options.set_addAndTrueToLoopCondition(1);
243            options.set_rewriteTexelFetchOffsetToTexelFetch(1);
244        } else {
245            // We want to do this everywhere, but to do this on Mac, we need
246            // to do it only on Mac OSX > 10.6 as this causes the shader
247            // compiler in 10.6 to crash
248            options.set_clampIndirectArrayBounds(1);
249        }
250
251        match validator.compile(&[&source.str()], options) {
252            Ok(()) => {
253                let translated_source = validator.object_code();
254                debug!("Shader translated: {}", translated_source);
255                // NOTE: At this point we should be pretty sure that the compilation in the paint thread
256                // will succeed.
257                // It could be interesting to retrieve the info log from the paint thread though
258                self.upcast()
259                    .send_command(WebGLCommand::CompileShader(self.id(), translated_source));
260                self.compilation_status
261                    .set(ShaderCompilationStatus::Succeeded);
262            },
263            Err(error) => {
264                self.compilation_status.set(ShaderCompilationStatus::Failed);
265                debug!("Shader {} compilation failed: {}", self.id(), error);
266            },
267        }
268
269        *self.info_log.borrow_mut() = validator.info_log().into();
270
271        Ok(())
272    }
273
274    /// Mark this shader as deleted (if it wasn't previously)
275    /// and delete it as if calling glDeleteShader.
276    /// Currently does not check if shader is attached
277    pub(crate) fn mark_for_deletion(&self, operation_fallibility: Operation) {
278        self.droppable.mark_for_deletion(operation_fallibility);
279    }
280
281    pub(crate) fn is_marked_for_deletion(&self) -> bool {
282        self.droppable.marked_for_deletion.get()
283    }
284
285    pub(crate) fn is_deleted(&self) -> bool {
286        self.droppable.marked_for_deletion.get() && !self.is_attached()
287    }
288
289    pub(crate) fn is_attached(&self) -> bool {
290        self.attached_counter.get() > 0
291    }
292
293    pub(crate) fn increment_attached_counter(&self) {
294        self.attached_counter.set(self.attached_counter.get() + 1);
295    }
296
297    pub(crate) fn decrement_attached_counter(&self) {
298        assert!(self.attached_counter.get() > 0);
299        self.attached_counter.set(self.attached_counter.get() - 1);
300    }
301
302    /// glGetShaderInfoLog
303    pub(crate) fn info_log(&self) -> DOMString {
304        self.info_log.borrow().clone().root()
305    }
306
307    /// Get the shader source
308    pub(crate) fn source(&self) -> DOMString {
309        self.source.borrow().clone().root()
310    }
311
312    /// glShaderSource
313    pub(crate) fn set_source(&self, source: DOMString) {
314        *self.source.borrow_mut() = source.traced();
315    }
316
317    pub(crate) fn successfully_compiled(&self) -> bool {
318        self.compilation_status.get() == ShaderCompilationStatus::Succeeded
319    }
320}