LibWeb/WebGL: Track the shaders attached to a program

This is required to return original references to the shaders attached
to a program from getAttachedShaders. This is required for Figma (and
likely all other Emscripten compiled applications that use WebGL) to
get it's own generated shader IDs from the shaders returned from
getAttachedShaders.
This commit is contained in:
Luke Wilde 2025-01-09 17:20:59 +00:00 committed by Andreas Kling
commit aa99853a5c
Notes: github-actions[bot] 2025-01-21 20:38:32 +00:00
5 changed files with 86 additions and 9 deletions

View file

@ -1,6 +1,6 @@
/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
* Copyright (c) 2024-2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -605,6 +605,44 @@ public:
function_impl_generator.append(" m_context->notify_content_will_change();\n"sv);
}
if (function.name == "attachShader"sv) {
generate_webgl_object_handle_unwrap(function_impl_generator, "program"sv, ""sv);
generate_webgl_object_handle_unwrap(function_impl_generator, "shader"sv, ""sv);
function_impl_generator.append(R"~~~(
if (program->attached_vertex_shader() == shader || program->attached_fragment_shader() == shader) {
dbgln("WebGL: Shader is already attached to program");
set_error(GL_INVALID_OPERATION);
return;
}
if (shader->type() == GL_VERTEX_SHADER && program->attached_vertex_shader()) {
dbgln("WebGL: Not attaching vertex shader to program as it already has a vertex shader attached");
set_error(GL_INVALID_OPERATION);
return;
}
if (shader->type() == GL_FRAGMENT_SHADER && program->attached_fragment_shader()) {
dbgln("WebGL: Not attaching fragment shader to program as it already has a fragment shader attached");
set_error(GL_INVALID_OPERATION);
return;
}
glAttachShader(program_handle, shader_handle);
switch (shader->type()) {
case GL_VERTEX_SHADER:
program->set_attached_vertex_shader(shader.ptr());
break;
case GL_FRAGMENT_SHADER:
program->set_attached_fragment_shader(shader.ptr());
break;
default:
VERIFY_NOT_REACHED();
}
)~~~");
continue;
}
if (function.name == "getUniformLocation"sv) {
generate_webgl_object_handle_unwrap(function_impl_generator, "program"sv, "{}"sv);
function_impl_generator.append(R"~~~(
@ -623,6 +661,20 @@ public:
continue;
}
if (function.name == "createShader"sv) {
function_impl_generator.append(R"~~~(
if (type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER) {
dbgln("Unknown WebGL shader type: 0x{:04x}", type);
set_error(GL_INVALID_ENUM);
return nullptr;
}
GLuint handle = glCreateShader(type);
return WebGLShader::create(m_realm, *this, handle, type);
)~~~");
continue;
}
if (function.name == "createTexture"sv) {
function_impl_generator.append(R"~~~(
GLuint handle = 0;