LibWeb/WebGL: Implement getShaderPrecisionFormat

This commit is contained in:
Luke Wilde 2024-12-05 15:14:44 +00:00 committed by Alexander Kalenik
commit bf2b8c5f2b
Notes: github-actions[bot] 2024-12-05 20:42:25 +00:00
8 changed files with 59 additions and 11 deletions

View file

@ -13,5 +13,6 @@ namespace Web::WebGL {
using GLenum = unsigned int;
using GLuint = unsigned int;
using GLint = int;
}

View file

@ -5,6 +5,7 @@
#import <WebGL/WebGLObject.idl>
#import <WebGL/WebGLProgram.idl>
#import <WebGL/WebGLShader.idl>
#import <WebGL/WebGLShaderPrecisionFormat.idl>
#import <WebGL/WebGLTexture.idl>
#import <WebGL/WebGLUniformLocation.idl>
#import <WebGL/WebGLRenderbuffer.idl>
@ -119,7 +120,7 @@ interface mixin WebGLRenderingContextBase {
DOMString? getProgramInfoLog(WebGLProgram program);
[FIXME] any getRenderbufferParameter(GLenum target, GLenum pname);
any getShaderParameter(WebGLShader shader, GLenum pname);
[FIXME] WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
WebGLShaderPrecisionFormat? getShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype);
DOMString? getShaderInfoLog(WebGLShader shader);
[FIXME] DOMString? getShaderSource(WebGLShader shader);

View file

@ -1,9 +1,12 @@
/*
* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibJS/Runtime/Realm.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/Bindings/WebGLShaderPrecisionFormatPrototype.h>
#include <LibWeb/WebGL/WebGLShaderPrecisionFormat.h>
@ -11,11 +14,25 @@ namespace Web::WebGL {
GC_DEFINE_ALLOCATOR(WebGLShaderPrecisionFormat);
WebGLShaderPrecisionFormat::WebGLShaderPrecisionFormat(JS::Realm& realm)
: WebGLObject(realm, 0)
GC::Ref<WebGLShaderPrecisionFormat> WebGLShaderPrecisionFormat::create(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision)
{
return realm.create<WebGLShaderPrecisionFormat>(realm, range_min, range_max, precision);
}
WebGLShaderPrecisionFormat::WebGLShaderPrecisionFormat(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision)
: Bindings::PlatformObject(realm)
, m_range_min(range_min)
, m_range_max(range_max)
, m_precision(precision)
{
}
WebGLShaderPrecisionFormat::~WebGLShaderPrecisionFormat() = default;
void WebGLShaderPrecisionFormat::initialize(JS::Realm& realm)
{
Base::initialize(realm);
WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLShaderPrecisionFormat);
}
}

View file

@ -1,24 +1,39 @@
/*
* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibWeb/WebGL/WebGLObject.h>
#include <LibWeb/Bindings/PlatformObject.h>
#include <LibWeb/WebGL/Types.h>
namespace Web::WebGL {
class WebGLShaderPrecisionFormat final : public WebGLObject {
WEB_PLATFORM_OBJECT(WebGLShaderPrecisionFormat, WebGLObject);
class WebGLShaderPrecisionFormat final : public Bindings::PlatformObject {
WEB_PLATFORM_OBJECT(WebGLShaderPrecisionFormat, Bindings::PlatformObject);
GC_DECLARE_ALLOCATOR(WebGLShaderPrecisionFormat);
public:
virtual ~WebGLShaderPrecisionFormat();
static GC::Ref<WebGLShaderPrecisionFormat> create(JS::Realm& realm, GLint range_min, GLint range_max, GLint precision);
virtual ~WebGLShaderPrecisionFormat() override;
GLint range_min() const { return m_range_min; }
GLint range_max() const { return m_range_max; }
GLint precision() const { return m_precision; }
protected:
explicit WebGLShaderPrecisionFormat(JS::Realm&);
explicit WebGLShaderPrecisionFormat(JS::Realm&, GLint range_min, GLint range_max, GLint precision);
virtual void initialize(JS::Realm&) override;
private:
GLint m_range_min { 0 };
GLint m_range_max { 0 };
GLint m_precision { 0 };
};
}

View file

@ -3,7 +3,7 @@
// https://registry.khronos.org/webgl/specs/latest/1.0/#5.12
[Exposed=(Window,Worker)]
interface WebGLShaderPrecisionFormat {
[FIXME] readonly attribute GLint rangeMin;
[FIXME] readonly attribute GLint rangeMax;
[FIXME] readonly attribute GLint precision;
readonly attribute GLint rangeMin;
readonly attribute GLint rangeMax;
readonly attribute GLint precision;
};