1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
/* 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::{
    webgl_channel, GLLimits, GlType, WebGLCommand, WebGLError, WebGLResult, WebGLSLVersion,
    WebGLShaderId, WebGLVersion,
};
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::{reflect_dom_object, DomObject};
use crate::dom::bindings::root::DomRoot;
use crate::dom::bindings::str::DOMString;
use crate::dom::webgl_extensions::ext::extfragdepth::EXTFragDepth;
use crate::dom::webgl_extensions::ext::extshadertexturelod::EXTShaderTextureLod;
use crate::dom::webgl_extensions::ext::oesstandardderivatives::OESStandardDerivatives;
use crate::dom::webgl_extensions::WebGLExtensions;
use crate::dom::webglobject::WebGLObject;
use crate::dom::webglrenderingcontext::{Operation, WebGLRenderingContext};

#[derive(Clone, Copy, Debug, JSTraceable, MallocSizeOf, PartialEq)]
pub enum ShaderCompilationStatus {
    NotCompiled,
    Succeeded,
    Failed,
}

#[dom_struct]
pub 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 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))
    }

    pub fn new(
        context: &WebGLRenderingContext,
        id: WebGLShaderId,
        shader_type: u32,
    ) -> DomRoot<Self> {
        reflect_dom_object(
            Box::new(WebGLShader::new_inherited(context, id, shader_type)),
            &*context.global(),
        )
    }
}

impl WebGLShader {
    pub fn id(&self) -> WebGLShaderId {
        self.id
    }

    pub fn gl_type(&self) -> u32 {
        self.gl_type
    }

    /// glCompileShader
    pub 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], 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 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 fn is_marked_for_deletion(&self) -> bool {
        self.marked_for_deletion.get()
    }

    pub fn is_deleted(&self) -> bool {
        self.marked_for_deletion.get() && !self.is_attached()
    }

    pub fn is_attached(&self) -> bool {
        self.attached_counter.get() > 0
    }

    pub fn increment_attached_counter(&self) {
        self.attached_counter.set(self.attached_counter.get() + 1);
    }

    pub fn decrement_attached_counter(&self) {
        assert!(self.attached_counter.get() > 0);
        self.attached_counter.set(self.attached_counter.get() - 1);
    }

    /// glGetShaderInfoLog
    pub fn info_log(&self) -> DOMString {
        self.info_log.borrow().clone()
    }

    /// Get the shader source
    pub fn source(&self) -> DOMString {
        self.source.borrow().clone()
    }

    /// glShaderSource
    pub fn set_source(&self, source: DOMString) {
        *self.source.borrow_mut() = source;
    }

    pub 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);
    }
}