/
webgl.rs
652 lines (606 loc) · 22.8 KB
/
webgl.rs
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/* 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 http://mozilla.org/MPL/2.0/. */
use euclid::{Rect, Size2D};
use gleam::gl;
use ipc_channel::ipc::{IpcBytesReceiver, IpcBytesSender};
use offscreen_gl_context::{GLContextAttributes, GLLimits};
use serde_bytes::ByteBuf;
use std::borrow::Cow;
use std::num::NonZeroU32;
use webrender_api::{DocumentId, ImageKey, PipelineId};
/// Helper function that creates a WebGL channel (WebGLSender, WebGLReceiver) to be used in WebGLCommands.
pub use crate::webgl_channel::webgl_channel;
/// Entry point channel type used for sending WebGLMsg messages to the WebGL renderer.
pub use crate::webgl_channel::WebGLChan;
/// Entry point type used in a Script Pipeline to get the WebGLChan to be used in that thread.
pub use crate::webgl_channel::WebGLPipeline;
/// Receiver type used in WebGLCommands.
pub use crate::webgl_channel::WebGLReceiver;
/// Result type for send()/recv() calls in in WebGLCommands.
pub use crate::webgl_channel::WebGLSendResult;
/// Sender type used in WebGLCommands.
pub use crate::webgl_channel::WebGLSender;
#[derive(Clone, Debug, Deserialize, Serialize)]
pub struct WebGLCommandBacktrace {
#[cfg(feature = "webgl_backtrace")]
pub backtrace: String,
#[cfg(feature = "webgl_backtrace")]
pub js_backtrace: Option<String>,
}
/// WebGL Message API
#[derive(Debug, Deserialize, Serialize)]
pub enum WebGLMsg {
/// Creates a new WebGLContext.
CreateContext(
WebGLVersion,
Size2D<u32>,
GLContextAttributes,
WebGLSender<Result<(WebGLCreateContextResult), String>>,
),
/// Resizes a WebGLContext.
ResizeContext(WebGLContextId, Size2D<u32>, WebGLSender<Result<(), String>>),
/// Drops a WebGLContext.
RemoveContext(WebGLContextId),
/// Runs a WebGLCommand in a specific WebGLContext.
WebGLCommand(WebGLContextId, WebGLCommand, WebGLCommandBacktrace),
/// Runs a WebVRCommand in a specific WebGLContext.
WebVRCommand(WebGLContextId, WebVRCommand),
/// Locks a specific WebGLContext. Lock messages are used for a correct synchronization
/// with WebRender external image API.
/// WR locks a external texture when it wants to use the shared texture contents.
/// The WR client should not change the shared texture content until the Unlock call.
/// Currently OpenGL Sync Objects are used to implement the synchronization mechanism.
Lock(WebGLContextId, WebGLSender<(u32, Size2D<i32>, usize)>),
/// Unlocks a specific WebGLContext. Unlock messages are used for a correct synchronization
/// with WebRender external image API.
/// The WR unlocks a context when it finished reading the shared texture contents.
/// Unlock messages are always sent after a Lock message.
Unlock(WebGLContextId),
/// Creates or updates the image keys required for WebRender.
UpdateWebRenderImage(WebGLContextId, WebGLSender<ImageKey>),
/// Commands used for the DOMToTexture feature.
DOMToTextureCommand(DOMToTextureCommand),
/// Frees all resources and closes the thread.
Exit,
}
/// Contains the WebGLCommand sender and information about a WebGLContext
#[derive(Clone, Debug, Deserialize, Serialize)]
pub struct WebGLCreateContextResult {
/// Sender instance to send commands to the specific WebGLContext
pub sender: WebGLMsgSender,
/// Information about the internal GL Context.
pub limits: GLLimits,
/// How the WebGLContext is shared with WebRender.
pub share_mode: WebGLContextShareMode,
/// The GLSL version supported by the context.
pub glsl_version: WebGLSLVersion,
}
#[derive(Clone, Copy, Debug, Deserialize, MallocSizeOf, Serialize)]
pub enum WebGLContextShareMode {
/// Fast: a shared texture_id is used in WebRender.
SharedTexture,
/// Slow: glReadPixels is used to send pixels to WebRender each frame.
Readback,
}
/// Defines the WebGL version
#[derive(Clone, Copy, Debug, Deserialize, Eq, MallocSizeOf, PartialEq, Serialize)]
pub enum WebGLVersion {
/// https://www.khronos.org/registry/webgl/specs/1.0.2/
/// Conforms closely to the OpenGL ES 2.0 API
WebGL1,
/// https://www.khronos.org/registry/webgl/specs/latest/2.0/
/// Conforms closely to the OpenGL ES 3.0 API
WebGL2,
}
/// Defines the GLSL version supported by the WebGL backend contexts.
#[derive(Clone, Copy, Debug, Deserialize, Eq, MallocSizeOf, PartialEq, Serialize)]
pub struct WebGLSLVersion {
/// Major GLSL version
pub major: u32,
/// Minor GLSL version
pub minor: u32,
}
/// Helper struct to send WebGLCommands to a specific WebGLContext.
#[derive(Clone, Debug, Deserialize, MallocSizeOf, Serialize)]
pub struct WebGLMsgSender {
ctx_id: WebGLContextId,
#[ignore_malloc_size_of = "channels are hard"]
sender: WebGLChan,
}
impl WebGLMsgSender {
pub fn new(id: WebGLContextId, sender: WebGLChan) -> Self {
WebGLMsgSender {
ctx_id: id,
sender: sender,
}
}
/// Returns the WebGLContextId associated to this sender
pub fn context_id(&self) -> WebGLContextId {
self.ctx_id
}
/// Send a WebGLCommand message
#[inline]
pub fn send(&self, command: WebGLCommand, backtrace: WebGLCommandBacktrace) -> WebGLSendResult {
self.sender
.send(WebGLMsg::WebGLCommand(self.ctx_id, command, backtrace))
}
/// Send a WebVRCommand message
#[inline]
pub fn send_vr(&self, command: WebVRCommand) -> WebGLSendResult {
self.sender
.send(WebGLMsg::WebVRCommand(self.ctx_id, command))
}
/// Send a resize message
#[inline]
pub fn send_resize(
&self,
size: Size2D<u32>,
sender: WebGLSender<Result<(), String>>,
) -> WebGLSendResult {
self.sender
.send(WebGLMsg::ResizeContext(self.ctx_id, size, sender))
}
#[inline]
pub fn send_remove(&self) -> WebGLSendResult {
self.sender.send(WebGLMsg::RemoveContext(self.ctx_id))
}
#[inline]
pub fn send_update_wr_image(&self, sender: WebGLSender<ImageKey>) -> WebGLSendResult {
self.sender
.send(WebGLMsg::UpdateWebRenderImage(self.ctx_id, sender))
}
pub fn send_dom_to_texture(&self, command: DOMToTextureCommand) -> WebGLSendResult {
self.sender.send(WebGLMsg::DOMToTextureCommand(command))
}
}
/// WebGL Commands for a specific WebGLContext
#[derive(Debug, Deserialize, Serialize)]
pub enum WebGLCommand {
GetContextAttributes(WebGLSender<GLContextAttributes>),
ActiveTexture(u32),
BlendColor(f32, f32, f32, f32),
BlendEquation(u32),
BlendEquationSeparate(u32, u32),
BlendFunc(u32, u32),
BlendFuncSeparate(u32, u32, u32, u32),
AttachShader(WebGLProgramId, WebGLShaderId),
DetachShader(WebGLProgramId, WebGLShaderId),
BindAttribLocation(WebGLProgramId, u32, String),
BufferData(u32, IpcBytesReceiver, u32),
BufferSubData(u32, isize, IpcBytesReceiver),
Clear(u32),
ClearColor(f32, f32, f32, f32),
ClearDepth(f32),
ClearStencil(i32),
ColorMask(bool, bool, bool, bool),
CullFace(u32),
FrontFace(u32),
DepthFunc(u32),
DepthMask(bool),
DepthRange(f32, f32),
Enable(u32),
Disable(u32),
CompileShader(WebGLShaderId, String),
CopyTexImage2D(u32, i32, u32, i32, i32, i32, i32, i32),
CopyTexSubImage2D(u32, i32, i32, i32, i32, i32, i32, i32),
CreateBuffer(WebGLSender<Option<WebGLBufferId>>),
CreateFramebuffer(WebGLSender<Option<WebGLFramebufferId>>),
CreateRenderbuffer(WebGLSender<Option<WebGLRenderbufferId>>),
CreateTexture(WebGLSender<Option<WebGLTextureId>>),
CreateProgram(WebGLSender<Option<WebGLProgramId>>),
CreateShader(u32, WebGLSender<Option<WebGLShaderId>>),
DeleteBuffer(WebGLBufferId),
DeleteFramebuffer(WebGLFramebufferId),
DeleteRenderbuffer(WebGLRenderbufferId),
DeleteTexture(WebGLTextureId),
DeleteProgram(WebGLProgramId),
DeleteShader(WebGLShaderId),
BindBuffer(u32, Option<WebGLBufferId>),
BindFramebuffer(u32, WebGLFramebufferBindingRequest),
BindRenderbuffer(u32, Option<WebGLRenderbufferId>),
BindTexture(u32, Option<WebGLTextureId>),
DisableVertexAttribArray(u32),
EnableVertexAttribArray(u32),
FramebufferRenderbuffer(u32, u32, u32, Option<WebGLRenderbufferId>),
FramebufferTexture2D(u32, u32, u32, Option<WebGLTextureId>, i32),
GetExtensions(WebGLSender<String>),
GetShaderPrecisionFormat(u32, u32, WebGLSender<(i32, i32, i32)>),
GetUniformLocation(WebGLProgramId, String, WebGLSender<i32>),
GetShaderInfoLog(WebGLShaderId, WebGLSender<String>),
GetProgramInfoLog(WebGLProgramId, WebGLSender<String>),
GetFramebufferAttachmentParameter(u32, u32, u32, WebGLSender<i32>),
GetRenderbufferParameter(u32, u32, WebGLSender<i32>),
PolygonOffset(f32, f32),
RenderbufferStorage(u32, u32, i32, i32),
ReadPixels(Rect<u32>, u32, u32, IpcBytesSender),
SampleCoverage(f32, bool),
Scissor(i32, i32, u32, u32),
StencilFunc(u32, i32, u32),
StencilFuncSeparate(u32, u32, i32, u32),
StencilMask(u32),
StencilMaskSeparate(u32, u32),
StencilOp(u32, u32, u32),
StencilOpSeparate(u32, u32, u32, u32),
Hint(u32, u32),
LineWidth(f32),
PixelStorei(u32, i32),
LinkProgram(WebGLProgramId, WebGLSender<ProgramLinkInfo>),
Uniform1f(i32, f32),
Uniform1fv(i32, Vec<f32>),
Uniform1i(i32, i32),
Uniform1iv(i32, Vec<i32>),
Uniform2f(i32, f32, f32),
Uniform2fv(i32, Vec<f32>),
Uniform2i(i32, i32, i32),
Uniform2iv(i32, Vec<i32>),
Uniform3f(i32, f32, f32, f32),
Uniform3fv(i32, Vec<f32>),
Uniform3i(i32, i32, i32, i32),
Uniform3iv(i32, Vec<i32>),
Uniform4f(i32, f32, f32, f32, f32),
Uniform4fv(i32, Vec<f32>),
Uniform4i(i32, i32, i32, i32, i32),
Uniform4iv(i32, Vec<i32>),
UniformMatrix2fv(i32, Vec<f32>),
UniformMatrix3fv(i32, Vec<f32>),
UniformMatrix4fv(i32, Vec<f32>),
UseProgram(Option<WebGLProgramId>),
ValidateProgram(WebGLProgramId),
VertexAttrib(u32, f32, f32, f32, f32),
VertexAttribPointer(u32, i32, u32, bool, i32, u32),
VertexAttribPointer2f(u32, i32, bool, i32, u32),
SetViewport(i32, i32, i32, i32),
TexImage2D(u32, i32, i32, i32, i32, u32, u32, IpcBytesReceiver),
TexSubImage2D(u32, i32, i32, i32, i32, i32, u32, u32, IpcBytesReceiver),
DrawingBufferWidth(WebGLSender<i32>),
DrawingBufferHeight(WebGLSender<i32>),
Finish(WebGLSender<()>),
Flush,
GenerateMipmap(u32),
CreateVertexArray(WebGLSender<Option<WebGLVertexArrayId>>),
DeleteVertexArray(WebGLVertexArrayId),
BindVertexArray(Option<WebGLVertexArrayId>),
GetParameterBool(ParameterBool, WebGLSender<bool>),
GetParameterBool4(ParameterBool4, WebGLSender<[bool; 4]>),
GetParameterInt(ParameterInt, WebGLSender<i32>),
GetParameterInt2(ParameterInt2, WebGLSender<[i32; 2]>),
GetParameterInt4(ParameterInt4, WebGLSender<[i32; 4]>),
GetParameterFloat(ParameterFloat, WebGLSender<f32>),
GetParameterFloat2(ParameterFloat2, WebGLSender<[f32; 2]>),
GetParameterFloat4(ParameterFloat4, WebGLSender<[f32; 4]>),
GetProgramValidateStatus(WebGLProgramId, WebGLSender<bool>),
GetProgramActiveUniforms(WebGLProgramId, WebGLSender<i32>),
GetCurrentVertexAttrib(u32, WebGLSender<[f32; 4]>),
GetTexParameterFloat(u32, TexParameterFloat, WebGLSender<f32>),
GetTexParameterInt(u32, TexParameterInt, WebGLSender<i32>),
TexParameteri(u32, u32, i32),
TexParameterf(u32, u32, f32),
DrawArrays {
mode: u32,
first: i32,
count: i32,
},
DrawArraysInstanced {
mode: u32,
first: i32,
count: i32,
primcount: i32,
},
DrawElements {
mode: u32,
count: i32,
type_: u32,
offset: u32,
},
DrawElementsInstanced {
mode: u32,
count: i32,
type_: u32,
offset: u32,
primcount: i32,
},
VertexAttribDivisor {
index: u32,
divisor: u32,
},
GetUniformBool(WebGLProgramId, i32, WebGLSender<bool>),
GetUniformBool2(WebGLProgramId, i32, WebGLSender<[bool; 2]>),
GetUniformBool3(WebGLProgramId, i32, WebGLSender<[bool; 3]>),
GetUniformBool4(WebGLProgramId, i32, WebGLSender<[bool; 4]>),
GetUniformInt(WebGLProgramId, i32, WebGLSender<i32>),
GetUniformInt2(WebGLProgramId, i32, WebGLSender<[i32; 2]>),
GetUniformInt3(WebGLProgramId, i32, WebGLSender<[i32; 3]>),
GetUniformInt4(WebGLProgramId, i32, WebGLSender<[i32; 4]>),
GetUniformFloat(WebGLProgramId, i32, WebGLSender<f32>),
GetUniformFloat2(WebGLProgramId, i32, WebGLSender<[f32; 2]>),
GetUniformFloat3(WebGLProgramId, i32, WebGLSender<[f32; 3]>),
GetUniformFloat4(WebGLProgramId, i32, WebGLSender<[f32; 4]>),
GetUniformFloat9(WebGLProgramId, i32, WebGLSender<[f32; 9]>),
GetUniformFloat16(WebGLProgramId, i32, WebGLSender<[f32; 16]>),
InitializeFramebuffer {
color: bool,
depth: bool,
stencil: bool,
},
}
macro_rules! define_resource_id_struct {
($name:ident) => {
#[derive(Clone, Copy, Eq, Hash, PartialEq)]
pub struct $name(NonZeroU32);
impl $name {
#[allow(unsafe_code)]
#[inline]
pub unsafe fn new(id: u32) -> Self {
$name(NonZeroU32::new_unchecked(id))
}
#[inline]
pub fn get(self) -> u32 {
self.0.get()
}
}
};
}
macro_rules! define_resource_id {
($name:ident) => {
define_resource_id_struct!($name);
#[allow(unsafe_code)]
impl<'de> ::serde::Deserialize<'de> for $name {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: ::serde::Deserializer<'de>,
{
let id = u32::deserialize(deserializer)?;
if id == 0 {
Err(::serde::de::Error::custom("expected a non-zero value"))
} else {
Ok(unsafe { $name::new(id) })
}
}
}
impl ::serde::Serialize for $name {
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where
S: ::serde::Serializer,
{
self.get().serialize(serializer)
}
}
impl ::std::fmt::Debug for $name {
fn fmt(&self, fmt: &mut ::std::fmt::Formatter) -> Result<(), ::std::fmt::Error> {
fmt.debug_tuple(stringify!($name))
.field(&self.get())
.finish()
}
}
impl ::std::fmt::Display for $name {
fn fmt(&self, fmt: &mut ::std::fmt::Formatter) -> Result<(), ::std::fmt::Error> {
write!(fmt, "{}", self.get())
}
}
impl ::malloc_size_of::MallocSizeOf for $name {
fn size_of(&self, _ops: &mut ::malloc_size_of::MallocSizeOfOps) -> usize {
0
}
}
};
}
define_resource_id!(WebGLBufferId);
define_resource_id!(WebGLFramebufferId);
define_resource_id!(WebGLRenderbufferId);
define_resource_id!(WebGLTextureId);
define_resource_id!(WebGLProgramId);
define_resource_id!(WebGLShaderId);
define_resource_id!(WebGLVertexArrayId);
#[derive(
Clone, Copy, Debug, Deserialize, Eq, Hash, MallocSizeOf, Ord, PartialEq, PartialOrd, Serialize,
)]
pub struct WebGLContextId(pub usize);
#[derive(Clone, Copy, Debug, Deserialize, PartialEq, Serialize)]
pub enum WebGLError {
InvalidEnum,
InvalidFramebufferOperation,
InvalidOperation,
InvalidValue,
OutOfMemory,
ContextLost,
}
#[derive(Clone, Copy, Debug, Deserialize, Serialize)]
pub enum WebGLFramebufferBindingRequest {
Explicit(WebGLFramebufferId),
Default,
}
pub type WebGLResult<T> = Result<T, WebGLError>;
pub type WebVRDeviceId = u32;
// WebVR commands that must be called in the WebGL render thread.
#[derive(Clone, Debug, Deserialize, Serialize)]
pub enum WebVRCommand {
/// Start presenting to a VR device.
Create(WebVRDeviceId),
/// Synchronize the pose information to be used in the frame.
SyncPoses(WebVRDeviceId, f64, f64, WebGLSender<Result<ByteBuf, ()>>),
/// Submit the frame to a VR device using the specified texture coordinates.
SubmitFrame(WebVRDeviceId, [f32; 4], [f32; 4]),
/// Stop presenting to a VR device
Release(WebVRDeviceId),
}
// Trait object that handles WebVR commands.
// Receives the texture id and size associated to the WebGLContext.
pub trait WebVRRenderHandler: Send {
fn handle(&mut self, command: WebVRCommand, texture: Option<(u32, Size2D<i32>)>);
}
/// WebGL commands required to implement DOMToTexture feature.
#[derive(Clone, Debug, Deserialize, Serialize)]
pub enum DOMToTextureCommand {
/// Attaches a HTMLIFrameElement to a WebGLTexture.
Attach(
WebGLContextId,
WebGLTextureId,
DocumentId,
PipelineId,
Size2D<i32>,
),
/// Releases the HTMLIFrameElement to WebGLTexture attachment.
Detach(WebGLTextureId),
/// Lock message used for a correct synchronization with WebRender GL flow.
Lock(PipelineId, usize, WebGLSender<Option<(u32, Size2D<i32>)>>),
}
/// Information about a WebGL program linking operation.
#[derive(Clone, Debug, Deserialize, Serialize)]
pub struct ProgramLinkInfo {
/// Whether the program was linked successfully.
pub linked: bool,
/// The list of active attributes.
pub active_attribs: Box<[ActiveAttribInfo]>,
/// The list of active uniforms.
pub active_uniforms: Box<[ActiveUniformInfo]>,
}
/// Description of a single active attribute.
#[derive(Clone, Debug, Deserialize, MallocSizeOf, Serialize)]
pub struct ActiveAttribInfo {
/// The name of the attribute.
pub name: String,
/// The size of the attribute.
pub size: i32,
/// The type of the attribute.
pub type_: u32,
/// The location of the attribute.
pub location: i32,
}
/// Description of a single active uniform.
#[derive(Clone, Debug, Deserialize, MallocSizeOf, Serialize)]
pub struct ActiveUniformInfo {
/// The base name of the uniform.
pub base_name: Box<str>,
/// The size of the uniform, if it is an array.
pub size: Option<i32>,
/// The type of the uniform.
pub type_: u32,
}
impl ActiveUniformInfo {
pub fn name(&self) -> Cow<str> {
if self.size.is_some() {
let mut name = String::from(&*self.base_name);
name.push_str("[0]");
Cow::Owned(name)
} else {
Cow::Borrowed(&self.base_name)
}
}
}
macro_rules! parameters {
($name:ident { $(
$variant:ident($kind:ident { $(
$param:ident = gl::$value:ident,
)+ }),
)+ }) => {
#[derive(Clone, Copy, Debug, Deserialize, Serialize)]
pub enum $name { $(
$variant($kind),
)+}
$(
#[derive(Clone, Copy, Debug, Deserialize, Serialize)]
#[repr(u32)]
pub enum $kind { $(
$param = gl::$value,
)+}
)+
impl $name {
pub fn from_u32(value: u32) -> WebGLResult<Self> {
match value {
$($(gl::$value => Ok($name::$variant($kind::$param)),)+)+
_ => Err(WebGLError::InvalidEnum)
}
}
}
}
}
parameters! {
Parameter {
Bool(ParameterBool {
DepthWritemask = gl::DEPTH_WRITEMASK,
SampleCoverageInvert = gl::SAMPLE_COVERAGE_INVERT,
}),
Bool4(ParameterBool4 {
ColorWritemask = gl::COLOR_WRITEMASK,
}),
Int(ParameterInt {
ActiveTexture = gl::ACTIVE_TEXTURE,
AlphaBits = gl::ALPHA_BITS,
BlendDstAlpha = gl::BLEND_DST_ALPHA,
BlendDstRgb = gl::BLEND_DST_RGB,
BlendEquationAlpha = gl::BLEND_EQUATION_ALPHA,
BlendEquationRgb = gl::BLEND_EQUATION_RGB,
BlendSrcAlpha = gl::BLEND_SRC_ALPHA,
BlendSrcRgb = gl::BLEND_SRC_RGB,
BlueBits = gl::BLUE_BITS,
CullFaceMode = gl::CULL_FACE_MODE,
DepthBits = gl::DEPTH_BITS,
DepthFunc = gl::DEPTH_FUNC,
FragmentShaderDerivativeHint = gl::FRAGMENT_SHADER_DERIVATIVE_HINT,
FrontFace = gl::FRONT_FACE,
GenerateMipmapHint = gl::GENERATE_MIPMAP_HINT,
GreenBits = gl::GREEN_BITS,
RedBits = gl::RED_BITS,
SampleBuffers = gl::SAMPLE_BUFFERS,
Samples = gl::SAMPLES,
StencilBackFail = gl::STENCIL_BACK_FAIL,
StencilBackFunc = gl::STENCIL_BACK_FUNC,
StencilBackPassDepthFail = gl::STENCIL_BACK_PASS_DEPTH_FAIL,
StencilBackPassDepthPass = gl::STENCIL_BACK_PASS_DEPTH_PASS,
StencilBackRef = gl::STENCIL_BACK_REF,
StencilBackValueMask = gl::STENCIL_BACK_VALUE_MASK,
StencilBackWritemask = gl::STENCIL_BACK_WRITEMASK,
StencilBits = gl::STENCIL_BITS,
StencilClearValue = gl::STENCIL_CLEAR_VALUE,
StencilFail = gl::STENCIL_FAIL,
StencilFunc = gl::STENCIL_FUNC,
StencilPassDepthFail = gl::STENCIL_PASS_DEPTH_FAIL,
StencilPassDepthPass = gl::STENCIL_PASS_DEPTH_PASS,
StencilRef = gl::STENCIL_REF,
StencilValueMask = gl::STENCIL_VALUE_MASK,
StencilWritemask = gl::STENCIL_WRITEMASK,
SubpixelBits = gl::SUBPIXEL_BITS,
}),
Int2(ParameterInt2 {
MaxViewportDims = gl::MAX_VIEWPORT_DIMS,
}),
Int4(ParameterInt4 {
ScissorBox = gl::SCISSOR_BOX,
Viewport = gl::VIEWPORT,
}),
Float(ParameterFloat {
DepthClearValue = gl::DEPTH_CLEAR_VALUE,
LineWidth = gl::LINE_WIDTH,
MaxTextureMaxAnisotropyExt = gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT,
PolygonOffsetFactor = gl::POLYGON_OFFSET_FACTOR,
PolygonOffsetUnits = gl::POLYGON_OFFSET_UNITS,
SampleCoverageValue = gl::SAMPLE_COVERAGE_VALUE,
}),
Float2(ParameterFloat2 {
AliasedPointSizeRange = gl::ALIASED_POINT_SIZE_RANGE,
AliasedLineWidthRange = gl::ALIASED_LINE_WIDTH_RANGE,
DepthRange = gl::DEPTH_RANGE,
}),
Float4(ParameterFloat4 {
BlendColor = gl::BLEND_COLOR,
ColorClearValue = gl::COLOR_CLEAR_VALUE,
}),
}
}
parameters! {
TexParameter {
Float(TexParameterFloat {
TextureMaxAnisotropyExt = gl::TEXTURE_MAX_ANISOTROPY_EXT,
}),
Int(TexParameterInt {
TextureWrapS = gl::TEXTURE_WRAP_S,
TextureWrapT = gl::TEXTURE_WRAP_T,
}),
}
}
pub fn is_gles() -> bool {
// TODO: align this with the actual kind of graphics context in use, rather than
// making assumptions based on platform
cfg!(any(target_os = "android", target_os = "ios"))
}