And use it for `WebGLRenderingContext::getSupportedExtensions`.
Part of #544
Source-Repo: https://github.com/servo/servo
Source-Revision: 12f6ba29a74029fa8c83cc7274181d441e1e52dd
Since it probably won't merge until multiprocess lands, I plan to use this PR to keep improving WebGL support until it can land.
Main TODOs are integration of tests, since it seems https://github.com/KhronosGroup/WebGL/issues/1105 is going nowhere, adding missing calls and proper painting via native surfaces instead of readback.
I can't resolve conflicts right now because of time but I will do it soon.
Source-Repo: https://github.com/servo/servo
Source-Revision: a109a333f1f95d4fc677b29e3613b2615514c080
Currently, there are a few linting functions that only run on certain
filetypes (determined by the file extension). Prior to this commit, the
special cases were handled in a parent function with a conditional. This
commit changes the system so each linting function gets passed a
filename so the function can determine whether it should run or not
based on the file extension.
I also refactored flake8 linting slightly. From what I've read so far of
the code, flake8 itself will only print the results directly to stdout
(though the linter would report the quantity of errors detected).
Prior to this commit, we would let flake8 print directly to stdout and
just determine if there were >0 errors reported. This commit (sort of
hackily) temporarily captures stdout when we call flake8 so we can do
what we want with the output, allowing us to `yield` the line number
and message like we do with the other linting functions.
In my opinion, both of these changes isolate specific behaviors/checks
into their respective linting functions instead of having them handled
at a more global level.
In addition to the changes above:
* The whitespace linter now runs on WebIDL and TOML files
* The license header linter now runs on WebIDL files
Source-Repo: https://github.com/servo/servo
Source-Revision: 7c8922c0c39616559b580b4a363ebe2a8c6b3ba8
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
This commit implements:
* WebGLFramebuffer
* WebGLRenderbuffer
* WebGLTexture
And adds the following methods to `WebGLRenderingContext`:
* create{Texture,Framebuffer,Renderbuffer}
* bind{Texture,Framebuffer,Renderbuffer}
* destroy{Buffer,Texture,Framebuffer,Renderbuffer}
Fixes:
* WebGLUniform location shouldn't inherit from WebGLObject.
Known Issues:
* WebGL objects have to be destroyed on drop, we may want to keep a reference to the context, or maybe a clone of the renderer to achieve this
Also refactors a huge part of the current implementation, to allow
failing on creation of different WebGL objects.
Blocked on https://github.com/servo/gleam/pull/22
A reftest for most of the added functionality is not doable right now,
we need a few more functions in order to upload a texture, for example.
Source-Repo: https://github.com/servo/servo
Source-Revision: e09c555a41b0803388e54013ac8885fb789a0fa6
This implements the `canvas`, `drawingBufferHeight` and `drawingBufferWidth` getters to `WebGLRenderingContext`, and an initial version of `getParameter`.
r? @jdm or @nox?
Source-Repo: https://github.com/servo/servo
Source-Revision: 042737793b1995ad93dc093ea12ec986b99e64b8
r? @jdm
I couldn't add the `getContextAttributes` method since `CodegenRust`
doesn't know how to return a dictionary value, I'll take a look at it ASAP.
I think the helper functions can return directly the renderer, since they're used just for that, but I wanted to hear your opinions about this.
By the way I'm interested in adding more serious tests for WebGL, and I think the [khronos conformance suit](https://github.com/KhronosGroup/WebGL/tree/master/conformance-suites/1.0.3) should be the best option.
Should I try to integrate it in wpt, or making a `tests/webgl` directory (or similar) inside the servo tree? (Maybe this question should be for @Ms2ger)
Source-Repo: https://github.com/servo/servo
Source-Revision: 0de09b936e5e37c15b7865157a98ad78b1077659
@jdm @ecoal95 I'm working on making VR happen in the Browser and I want to bring to Servo the [webVR APIs](https://github.com/MozVR/webvr-spec/blob/master/webvr.idl) we already have in Gecko. Before anything happens we need a working implementation of WebGL (and also the [fullscreen API](https://fullscreen.spec.whatwg.org/)). My implementation is very basic and probably naive (I just recently started to contribute to Servo). My patch is just a starting point:
- It only implements ```clearColor``` and ```clear``` methods of the [WebGL spec](https://www.khronos.org/registry/webgl/specs/latest/).
- It uses the readback strategy that ```canvasRenderingContext2D``` is using (The webgl task paints stuff independently on it's own buffer and the compositor task request the pixels back to the webgl task when it needs them) I'm sure there are much better ways to handle this. Latency and FPS are critical in VR so we have to figure out the fastest way to push pixels to the screen. I've read something about layerizing the canvas but I'm still not sure what that even means :)
- There's an included test you can try ```./mach run tests/ref/webgl-context/clearcolor.html```
@ecoal95 I know you'll be working on this for the next three months. With a foundation in place we will be able to make quick progress in parallel. This is exciting!
Source-Repo: https://github.com/servo/servo
Source-Revision: e4b620ea54c94e03095e4108bce94ec750416bba