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use std::borrow::Borrow;
use std::pin::Pin;
use std::task::Poll;
use futures::channel::oneshot::Receiver;
use futures::future::Future;
use futures::task::Context;
use web_sys::WebGl2RenderingContext as Gl;
use crate::buffer::{Buffer, IntoBuffer, UsageHint};
use crate::extensions::Extension;
use crate::image::format::{
InternalFormat, Multisamplable, Multisample, RenderbufferFormat, TextureFormat,
};
use crate::image::renderbuffer::{Renderbuffer, RenderbufferDescriptor};
use crate::image::sampler::{
MagnificationFilter, MinificationFilter, Sampler, SamplerDescriptor, ShadowSampler,
ShadowSamplerDescriptor,
};
use crate::image::texture_2d::{Texture2D, Texture2DDescriptor};
use crate::image::texture_2d_array::{Texture2DArray, Texture2DArrayDescriptor};
use crate::image::texture_3d::{Texture3D, Texture3DDescriptor};
use crate::image::texture_cube::{TextureCube, TextureCubeDescriptor};
use crate::image::MaxMipmapLevelsExceeded;
use crate::pipeline::graphics::{
FragmentShader, GraphicsPipeline, GraphicsPipelineDescriptor, IncompatibleVertexInputLayout,
IndexBuffer, IndexFormat, ShaderLinkingError, VertexShader,
};
use crate::pipeline::resources::{
BindGroup, EncodeBindableResourceGroup, IncompatibleResources, ResourceSlotIdentifier,
};
use crate::rendering::{
MultisampleRenderTarget, MultisampleRenderTargetDescriptor, RenderTarget,
RenderTargetDescriptor,
};
use crate::runtime::state::{CreateProgramError, DynamicState};
use crate::runtime::SupportedSamples;
use crate::task::GpuTask;
use std::mem::MaybeUninit;
/// Trait implemented by types that can serve as a WebGlitz rendering context.
///
/// The rendering context is the main interface of interaction with the Graphics Processing Unit
/// (GPU). It has 4 main roles:
///
/// 1. Provide information about the abilities of the current GPU connection, see
/// [max_supported_samples].
/// 2. Act as a factory for the following WebGlitz objects:
/// - [Buffer]s, see [create_buffer].
/// - [Texture2D]s, see [try_create_texture_2d].
/// - [Texture2DArray]s, see [try_create_texture_2d_array].
/// - [Texture3D]s, see [try_create_texture_3d].
/// - [TextureCube]s, see [try_create_texture_cube].
/// - [Sampler]s, see [create_sampler].
/// - [ShadowSampler]s, see [create_shadow_sampler].
/// - [Renderbuffer]s, see [create_renderbuffer] and [try_create_multisample_renderbuffer].
/// - [VertexShader]s, see [try_create_vertex_shader].
/// - [FragmentShader]s, see [try_create_fragment_shader].
/// - [GraphicsPipeline]s, see [try_create_graphics_pipeline].
/// - [BindGroup]s, see [create_bind_group].
/// - [RenderTarget]s, see [create_render_target], [try_create_render_target],
/// [create_multisample_render_target] and [try_create_multisample_render_target].
/// 3. Submission of [GpuTask]s to the GPU with [submit].
/// 4. Extension initialization, see [get_extension].
pub trait RenderingContext {
/// Identifier that uniquely identifies this rendering context.
fn id(&self) -> u64;
/// Returns the requested extension, or `None` if the extension is not available on this
/// context.
///
/// See the [web_glitz::extensions] module for the available extensions.
fn get_extension<T>(&self) -> Option<T>
where
T: Extension;
/// Returns information about the sampling grid sizes that are supported for the `format` in
/// descending order of size.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::{RenderingContext, SupportedSamples};
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::RGBA8;
///
/// let supported_samples = context.supported_samples(RGBA8);
///
/// if supported_samples.contains(SupportedSamples::SAMPLES_16) {
/// println!("MSAAx16 available!");
/// }
/// # }
/// ```
///
/// Here `context` is a [RenderingContext].
fn supported_samples<F>(&self, format: F) -> SupportedSamples
where
F: InternalFormat + Multisamplable;
/// Creates a new group of bindable resources.
///
/// The resulting [BindGroup] may be bound to a pipeline such that all invocations of the
/// pipeline have access to its resources when the pipeline is executed. See
/// [GraphicsPipelineTaskBuilder::bind_resources] and
/// [GraphicsPipelineTaskBuilder::bind_resources_untyped] for details.
///
/// The resources specified for the bind group must implement the [BindableResourceGroup] trait.
/// See also the [Resources] trait for an automatically derivable implementation of the
/// [BindableResourceGroup] and its sub-trait [TypedBindableResourceGroup].
///
/// # Example
///
/// This example creates a bind group containing a single uniform buffer. We derive the
/// [Resources] trait to define a typed bind group layout:
///
/// ```
/// # #![feature(const_fn, const_loop, const_if_match, const_ptr_offset_from, const_transmute, ptr_offset_from)]
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::buffer::{Buffer, UsageHint};
///
/// #[derive(web_glitz::derive::Resources)]
/// struct Resources<'a> {
/// #[resource(binding=0, name="SomeUniformBlock")]
/// uniform_buffer: &'a Buffer<Uniforms>,
/// }
///
/// // We use the `std140` crate to ensure that the layout of our `Uniforms` type conforms to
/// // the std140 data layout. We also implement `Copy` (and it's super-trait `Clone`) to
/// // ensure that we can upload this type into a `Buffer`.
/// #[std140::repr_std140]
/// #[derive(web_glitz::derive::InterfaceBlock, Clone, Copy)]
/// struct Uniforms {
/// scale: std140::float,
/// }
///
/// let uniforms = Uniforms {
/// scale: std140::float(0.5),
/// };
///
/// let uniform_buffer = context.create_buffer(uniforms, UsageHint::DynamicDraw);
///
/// let bind_group = context.create_bind_group(Resources {
/// uniform_buffer: &uniform_buffer,
/// });
/// # }
/// ```
fn create_bind_group<T>(&self, resources: T) -> BindGroup<T>
where
T: EncodeBindableResourceGroup;
/// Creates a new GPU-accessible memory [Buffer].
///
/// # Examples
///
/// A buffer can store any type that is both [Sized] and [Copy]. We can for example store an
/// [InterfaceBlock] type (which we might later use to provide data to a uniform block in a
/// pipeline):
///
/// ```
/// # #![feature(const_fn, const_loop, const_if_match, const_ptr_offset_from, const_transmute, ptr_offset_from)]
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::buffer::UsageHint;
///
/// // We use the `std140` crate to ensure that the layout of our `Uniforms` type conforms to
/// // the std140 data layout.
/// #[std140::repr_std140]
/// #[derive(web_glitz::derive::InterfaceBlock, Clone, Copy)]
/// struct Uniforms {
/// scale: std140::float,
/// }
///
/// let uniforms = Uniforms {
/// scale: std140::float(0.5),
/// };
///
/// let uniform_buffer = context.create_buffer(uniforms, UsageHint::DynamicDraw);
/// # }
/// ```
///
/// Here `context` is a [RenderingContext]. We use [UsageHint::DynamicDraw] to indicate that we
/// intend to read this buffer on the GPU and we intend to modify the contents of the buffer
/// repeatedly (see [UsageHint] for details).
///
/// A buffer can also store an array of any type `T` that is both [Sized] and [Copy], by
/// initializing it with a type that implements `Borrow<[T]>`. We can for example store an array
/// of [Vertex] values:
///
/// ```
/// # #![feature(const_fn, const_transmute, const_ptr_offset_from, ptr_offset_from)]
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::buffer::{Buffer, UsageHint};
///
/// #[derive(web_glitz::derive::Vertex, Clone, Copy)]
/// struct Vertex {
/// #[vertex_attribute(location = 0, format = "Float2_f32")]
/// position: [f32; 2],
/// #[vertex_attribute(location = 1, format = "Float3_u8_norm")]
/// color: [u8; 3],
/// }
///
/// let vertex_data = [
/// Vertex {
/// position: [0.0, 0.5],
/// color: [255, 0, 0],
/// },
/// Vertex {
/// position: [-0.5, -0.5],
/// color: [0, 255, 0],
/// },
/// Vertex {
/// position: [0.5, -0.5],
/// color: [0, 0, 255],
/// },
/// ];
///
/// let vertex_buffer: Buffer<[Vertex]> = context.create_buffer(vertex_data, UsageHint::StaticDraw);
/// # }
/// ```
///
/// Note that [create_buffer] takes ownership of the data source (`vertex_data` in the example)
/// and that the data source must be `'static`. It is however possible to use shared ownership
/// constructs like [Rc](std::rc::Rc) or [Arc](std::sync::Arc). We use a [UsageHint::StaticDraw]
/// to once again indiciate that we wish to read this data on the GPU, but this time we don't
/// intend to modify the data in the buffer later.
fn create_buffer<D, T>(&self, data: D, usage_hint: UsageHint) -> Buffer<T>
where
D: IntoBuffer<T>,
T: ?Sized;
/// Creates a new GPU-accessible memory [Buffer] with uninitialized data.
///
/// # Examples
///
/// ```
/// # #![feature(const_fn, const_loop, const_if_match, const_ptr_offset_from, const_transmute, ptr_offset_from)]
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use std::mem::MaybeUninit;
/// use web_glitz::buffer::UsageHint;
///
/// // We use the `std140` crate to ensure that the layout of our `Uniforms` type conforms to
/// // the std140 data layout.
/// #[std140::repr_std140]
/// #[derive(web_glitz::derive::InterfaceBlock, Clone, Copy)]
/// struct Uniforms {
/// scale: std140::float,
/// }
///
/// let uniform_buffer = context.create_buffer_uninit::<Uniforms>(UsageHint::DynamicDraw);
///
/// let uniforms = MaybeUninit::new(Uniforms {
/// scale: std140::float(0.5),
/// });
///
/// let upload_task = uniform_buffer.upload_command(uniforms);
///
/// context.submit(upload_task);
///
/// let uniform_buffer = unsafe { uniform_buffer.assume_init() };
/// # }
/// ```
///
/// Here `context` is a [RenderingContext]. We use [UsageHint::DynamicDraw] to indicate that we
/// intend to read this buffer on the GPU and we intend to modify the contents of the buffer
/// repeatedly (see [UsageHint] for details).
fn create_buffer_uninit<T>(&self, usage_hint: UsageHint) -> Buffer<MaybeUninit<T>>
where
T: 'static;
/// Creates a new GPU-accessible memory [Buffer] with a slice of uninitialized data.
///
/// # Examples
///
/// ```
/// # #![feature(const_fn, const_loop, const_if_match, const_ptr_offset_from, const_transmute, ptr_offset_from)]
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use std::mem::MaybeUninit;
/// use web_glitz::buffer::UsageHint;
///
/// #[derive(web_glitz::derive::Vertex, Clone, Copy)]
/// struct Vertex {
/// #[vertex_attribute(location = 0, format = "Float2_f32")]
/// position: [f32; 2],
/// }
///
/// let vertex_buffer = context.create_buffer_slice_uninit::<Vertex>(3, UsageHint::DynamicDraw);
///
/// let v0 = MaybeUninit::new(Vertex {
/// position: [-0.5, -0.5],
/// });
/// let v1 = MaybeUninit::new(Vertex {
/// position: [0.5, -0.5],
/// });
/// let v2 = MaybeUninit::new(Vertex {
/// position: [0.0, 0.5],
/// });
///
/// let upload_task = vertex_buffer.upload_command([v0, v1, v2]);
///
/// context.submit(upload_task);
///
/// let vertex_buffer = unsafe { vertex_buffer.assume_init() };
/// # }
/// ```
///
/// Here `context` is a [RenderingContext]. We use [UsageHint::DynamicDraw] to indicate that we
/// intend to read this buffer on the GPU and we intend to modify the contents of the buffer
/// repeatedly (see [UsageHint] for details).
fn create_buffer_slice_uninit<T>(
&self,
len: usize,
usage_hint: UsageHint,
) -> Buffer<[MaybeUninit<T>]>
where
T: 'static;
/// Creates a new [IndexBuffer].
///
/// # Examples
///
/// An [IndexBuffer] can store a slice of indices that implement [IndexFormat]:
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # use web_glitz::pipeline::graphics::IndexBuffer;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::buffer::UsageHint;
///
/// let index_data: [u16; 4] = [1, 2, 3, 4];
/// let index_buffer: IndexBuffer<u16> = context.create_index_buffer(index_data, UsageHint::StaticDraw);
/// # }
/// ```
///
/// Here `context` is a [RenderingContext]. We use [UsageHint::StaticDraw] to indicate that we
/// intend to read this buffer on the GPU and we intend to modify the contents of the buffer
/// only rarely (see [UsageHint] for details).
///
/// Note that [create_index_buffer] takes ownership of the data source (`index_data` in the
/// example) and that the data source must be `'static`. It is however possible to use shared
/// ownership constructs like [Rc](std::rc::Rc) or [Arc](std::sync::Arc).
fn create_index_buffer<D, T>(&self, data: D, usage_hint: UsageHint) -> IndexBuffer<T>
where
D: Borrow<[T]> + 'static,
T: IndexFormat + 'static;
/// Creates a new [IndexBuffer] with uninitialized data.
///
/// # Examples
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use std::mem::MaybeUninit;
/// use web_glitz::buffer::UsageHint;
///
/// let index_buffer = context.create_index_buffer_uninit::<u16>(6, UsageHint::StaticDraw);
///
/// let upload_task = index_buffer.upload_command([
/// MaybeUninit::new(0),
/// MaybeUninit::new(1),
/// MaybeUninit::new(2),
/// MaybeUninit::new(0),
/// MaybeUninit::new(2),
/// MaybeUninit::new(3)
/// ]);
///
/// context.submit(upload_task);
///
/// let index_buffer = unsafe { index_buffer.assume_init() };
/// # }
/// ```
///
/// Here `context` is a [RenderingContext]. We use [UsageHint::StaticDraw] to indicate that we
/// intend to read this buffer on the GPU and we intend to modify the contents of the buffer
/// only rarely (see [UsageHint] for details).
fn create_index_buffer_uninit<T>(
&self,
len: usize,
usage_hint: UsageHint,
) -> IndexBuffer<MaybeUninit<T>>
where
T: IndexFormat + 'static;
/// Creates a new [Renderbuffer].
///
/// # Example
///
/// A renderbuffer is created from a [RenderbufferDescriptor]:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::RGB8;
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
///
/// let renderbuffer = context.create_renderbuffer(&RenderbufferDescriptor {
/// format: RGB8,
/// width: 256,
/// height: 256
/// });
/// # }
/// ```
///
/// Here `context` is a [RenderingContext].
fn create_renderbuffer<F>(&self, descriptor: &RenderbufferDescriptor<F>) -> Renderbuffer<F>
where
F: RenderbufferFormat + 'static;
/// Creates a new [Renderbuffer] for multisample image data, or returns an error if the sampling
/// grid size specified is not supported for the image format.
///
/// See also [supported_samples].
///
/// # Example
///
/// A multisample renderbuffer is created from a [RenderbufferDescriptor]:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::{Multisample, RGB8};
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
///
/// let renderbuffer = context.try_create_multisample_renderbuffer(&RenderbufferDescriptor {
/// format: Multisample(RGB8, 4),
/// width: 256,
/// height: 256
/// }).unwrap();
/// # }
/// ```
///
/// Here `context` is a [RenderingContext].
fn try_create_multisample_renderbuffer<F>(
&self,
descriptor: &RenderbufferDescriptor<Multisample<F>>,
) -> Result<Renderbuffer<Multisample<F>>, UnsupportedSampleCount>
where
F: RenderbufferFormat + Multisamplable + Copy + 'static;
/// Creates a new [VertexShader] from source code or returns an error if the source code fails
/// to compile into a valid vertex shader.
///
/// # Example
///
/// A vertex shader can be created from a source [String] or `&'static str`:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// let vertex_shader = context.try_create_vertex_shader("\
/// #version 300 es
///
/// layout(location=0) in vec2 position;
/// layout(location=1) in vec3 color;
///
/// out vec3 varying_color;
///
/// void main() {
/// varying_color = color;
///
/// gl_Position = vec4(position, 0, 1);
/// }
/// ");
/// # }
/// ```
///
/// Here `context` is a [RenderingContext].
///
/// Note that in the example the newline for the first line of the source string is explicitly
/// escaped with `\`, because the GLSL `#version` directive typically has to appear on the first
/// line of the shader source.
///
/// You might also store the shader source in a separate file and inline the string during
/// compilation using Rust's `include_str!` macro:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// let vertex_shader = context
/// .try_create_vertex_shader(include_str!("../../../examples/0_triangle/src/vertex.glsl"))
/// .unwrap();
/// # }
/// ```
fn try_create_vertex_shader<S>(
&self,
source: S,
) -> Result<VertexShader, ShaderCompilationError>
where
S: Borrow<str> + 'static;
/// Creates a new [FragmentShader] from source code or returns an error if the source code fails
/// to compile into a valid fragment shader.
///
/// # Example
///
/// A fragment shader can be created from a source [String] or `&'static str`:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// let fragment_shader = context.try_create_fragment_shader("\
/// #version 300 es
/// precision mediump float;
///
/// in vec3 varying_color;
///
/// out vec4 out_color;
///
/// void main() {
/// out_color = vec4(varying_color, 1);
/// }
/// ");
/// # }
/// ```
///
/// Here `context` is a [RenderingContext].
///
/// Note that in the example the newline for the first line of the source string is explicitly
/// escaped with `\`, because the GLSL `#version` directive typically has to appear on the first
/// line of the shader source.
///
/// You might also store the shader source in a separate file and inline the string during
/// compilation using Rust's `include_str!` macro:
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// let fragment_shader = context
/// .try_create_fragment_shader(include_str!("../../../examples/0_triangle/src/fragment.glsl"))
/// .unwrap();
/// # }
/// ```
fn try_create_fragment_shader<S>(
&self,
source: S,
) -> Result<FragmentShader, ShaderCompilationError>
where
S: Borrow<str> + 'static;
/// Creates a new [GraphicsPipeline] from the given [GraphicsPipelineDescriptor] or returns an
/// error if no valid pipeline could be created from the descriptor.
///
/// See [GraphicsPipelineDescriptor] and [GraphicsPipelineDescriptorBuilder] for details on
/// creating a valid descriptor.
///
/// An invalid descriptor will result in a [CreateGraphicsPipelineError]. See the documentation
/// for the variants of this error for details on the types of errors that may ocurr.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # use web_glitz::pipeline::graphics::{VertexShader, FragmentShader, TypedVertexInputLayout};
/// # use web_glitz::pipeline::resources::TypedResourceBindingsLayout;
/// # fn wrapper<Rc, MyVertex, MyResources>(
/// # context: &Rc,
/// # vertex_shader: &VertexShader,
/// # fragment_shader: &FragmentShader
/// # ) where Rc: RenderingContext, MyVertex: TypedVertexInputLayout, MyResources: TypedResourceBindingsLayout {
/// use web_glitz::pipeline::graphics::{
/// GraphicsPipelineDescriptor, PrimitiveAssembly, WindingOrder, CullingMode, DepthTest
/// };
///
/// let descriptor = GraphicsPipelineDescriptor::begin()
/// .vertex_shader(&vertex_shader)
/// .primitive_assembly(PrimitiveAssembly::Triangles {
/// winding_order: WindingOrder::CounterClockwise,
/// face_culling: CullingMode::None
/// })
/// .fragment_shader(&fragment_shader)
/// .enable_depth_test(DepthTest::default())
/// .typed_vertex_attribute_layout::<MyVertex>()
/// .typed_resource_bindings_layout::<MyResources>()
/// .finish();
///
/// let graphics_pipeline = context.try_create_graphics_pipeline(&descriptor).unwrap();
/// # }
/// ```
///
/// Here `vertex_shader` is a [VertexShader], `fragment_shader` is a [FragmentShader],
/// `MyVertex` is a type that implements [TypedVertexInputLayout], `MyResources` is a
/// type that implements [TypedResourceBindingsLayout] and `context` is a [RenderingContext].
///
/// # Panics
///
/// Panics if the [VertexShader] or the [FragmentShader] provided for the pipeline belong to
/// a different [RenderingContext].
fn try_create_graphics_pipeline<V, R, Tf>(
&self,
descriptor: &GraphicsPipelineDescriptor<V, R, Tf>,
) -> Result<GraphicsPipeline<V, R, Tf>, CreateGraphicsPipelineError>;
/// Creates a new [RenderTarget] from the given descriptor.
///
/// The descriptor must only attach one color buffer. As multiple color buffers are not
/// guaranteed to be supported, use [try_create_render_target] instead when trying to create
/// a render target from a descriptor that attaches more than one color buffer.
///
/// For details on the construction of a descriptor, see [RenderTargetDescriptor].
///
/// See also [create_multisample_render_target] for creating a render target that use
/// multisample image attachments.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::RGBA8;
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
/// use web_glitz::rendering::{RenderTargetDescriptor, LoadOp, StoreOp};
///
/// let mut color_image = context.create_renderbuffer(&RenderbufferDescriptor{
/// format: RGBA8,
/// width: 500,
/// height: 500
/// });
///
/// let render_target_descriptor = RenderTargetDescriptor::new()
/// .attach_color_float(&mut color_image, LoadOp::Load, StoreOp::Store);
///
/// let render_target = context.create_render_target(render_target_descriptor);
/// # }
/// ```
///
/// For more examples of render target descriptors, see [RenderTargetDescriptor].
///
/// # Panics
///
/// Panics if any of the attached images belongs to a different context.
fn create_render_target<C, Ds>(
&self,
descriptor: RenderTargetDescriptor<(C,), Ds>,
) -> RenderTarget<(C,), Ds>;
/// Creates a new [RenderTarget] from the given descriptor or returns an error if the
/// descriptor attaches more images than the maximum number of supported attachments.
///
/// See also [max_attachments].
///
/// If the descriptor only attaches a single color image, consider using [create_render_target]
/// instead, which always succeeds.
///
/// For details on the construction of a descriptor, see [RenderTargetDescriptor].
///
/// See also [try_create_multisample_render_target] for creating a render target that use
/// multisample image attachments.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::{RGBA8, RGBA8I};
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
/// use web_glitz::rendering::{RenderTargetDescriptor, LoadOp, StoreOp};
///
/// let mut color_image_0 = context.create_renderbuffer(&RenderbufferDescriptor{
/// format: RGBA8,
/// width: 500,
/// height: 500
/// });
///
/// let mut color_image_1 = context.create_renderbuffer(&RenderbufferDescriptor{
/// format: RGBA8I,
/// width: 500,
/// height: 500
/// });
///
/// let render_target_descriptor = RenderTargetDescriptor::new()
/// .attach_color_float(&mut color_image_0, LoadOp::Load, StoreOp::Store)
/// .attach_color_integer(&mut color_image_1, LoadOp::Load, StoreOp::Store);
///
/// let render_target = context.try_create_render_target(render_target_descriptor).unwrap();
/// # }
/// ```
///
/// For more examples of render target descriptors, see [RenderTargetDescriptor].
///
/// # Panics
///
/// Panics if any of the attached images belongs to a different context.
fn try_create_render_target<C, Ds>(
&self,
descriptor: RenderTargetDescriptor<C, Ds>,
) -> Result<RenderTarget<C, Ds>, MaxColorBuffersExceeded>;
/// Creates a new [MultisampleRenderTarget] from the given descriptor.
///
/// The descriptor must only attach one color buffer. As multiple color buffers are not
/// guaranteed to be supported, use [try_create_multisample_render_target] instead when trying
/// to create a render target from a descriptor that attaches more than one color buffer.
///
/// For details on the construction of a descriptor, see [MultisampleRenderTargetDescriptor].
///
/// See also [try_create_multisample_render_target] for creating a render target that use
/// multisample image attachments.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::{Multisample, RGBA8};
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
/// use web_glitz::rendering::{MultisampleRenderTargetDescriptor, LoadOp, StoreOp};
///
/// let mut color_image = context.try_create_multisample_renderbuffer(&RenderbufferDescriptor{
/// format: Multisample(RGBA8, 4),
/// width: 500,
/// height: 500
/// }).unwrap();
///
/// let render_target_descriptor = MultisampleRenderTargetDescriptor::new(4)
/// .attach_color_float(&mut color_image, LoadOp::Load, StoreOp::Store);
///
/// let render_target = context.create_multisample_render_target(render_target_descriptor);
/// # }
/// ```
///
/// For more examples of render target descriptors, see [RenderTargetDescriptor].
///
/// # Panics
///
/// Panics if any of the attached images belongs to a different context.
fn create_multisample_render_target<C, Ds>(
&self,
descriptor: MultisampleRenderTargetDescriptor<(C,), Ds>,
) -> MultisampleRenderTarget<(C,), Ds>;
/// Creates a new [MultisampleRenderTarget] from the given descriptor or returns an error if the
/// descriptor attaches more images than the maximum number of supported attachments.
///
/// See also [max_attachments].
///
/// If the descriptor only attaches a single color image, consider using
/// [create_multisample_render_target] instead, which always succeeds.
///
/// For details on the construction of a descriptor, see [MultisampleRenderTargetDescriptor].
///
/// See also [try_create_render_target] for creating a render target that use single-sample
/// image attachments.
///
/// # Example
///
/// ```
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext {
/// use web_glitz::image::format::{Multisample, RGBA8};
/// use web_glitz::image::renderbuffer::RenderbufferDescriptor;
/// use web_glitz::rendering::{MultisampleRenderTargetDescriptor, LoadOp, StoreOp};
///
/// let mut color_image_0 = context.try_create_multisample_renderbuffer(&RenderbufferDescriptor{
/// format: Multisample(RGBA8, 4),
/// width: 500,
/// height: 500
/// }).unwrap();
///
/// let mut color_image_1 = context.try_create_multisample_renderbuffer(&RenderbufferDescriptor{
/// format: Multisample(RGBA8, 4),
/// width: 500,
/// height: 500
/// }).unwrap();
///
/// let render_target_descriptor = MultisampleRenderTargetDescriptor::new(4)
/// .attach_color_float(&mut color_image_0, LoadOp::Load, StoreOp::Store)
/// .attach_color_float(&mut color_image_1, LoadOp::Load, StoreOp::Store);
///
/// let render_target = context.try_create_multisample_render_target(render_target_descriptor).unwrap();
/// # }
/// ```
///
/// For more examples of render target descriptors, see [RenderTargetDescriptor].
///
/// # Panics
///
/// Panics if any of the attached images belongs to a different context.
fn try_create_multisample_render_target<C, Ds>(
&self,
descriptor: MultisampleRenderTargetDescriptor<C, Ds>,
) -> Result<MultisampleRenderTarget<C, Ds>, MaxColorBuffersExceeded>;
/// Creates a new [Texture2D] from the given `descriptor`, or returns an error if the descriptor
/// was invalid.
///
/// See [Texture2DDescriptor] for details on specifying a valid descriptor.
///
/// Returns an error if the descriptor specifies more mipmap levels than the texture's
/// dimensions support.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::MipmapLevels;
/// use web_glitz::image::format::RGB8;
/// use web_glitz::image::texture_2d::Texture2DDescriptor;
///
/// let texture = context.try_create_texture_2d(&Texture2DDescriptor {
/// format: RGB8,
/// width: 256,
/// height: 256,
/// levels: MipmapLevels::Complete
/// }).unwrap();
/// # }
/// ```
fn try_create_texture_2d<F>(
&self,
descriptor: &Texture2DDescriptor<F>,
) -> Result<Texture2D<F>, MaxMipmapLevelsExceeded>
where
F: TextureFormat + 'static;
/// Creates a new [Texture2DArray] from the given `descriptor`, or returns an error if the
/// descriptor was invalid.
///
/// See [Texture2DArrayDescriptor] for details on specifying a valid descriptor.
///
/// Returns an error if the descriptor specifies more mipmap levels than the texture's
/// dimensions support.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::MipmapLevels;
/// use web_glitz::image::format::RGB8;
/// use web_glitz::image::texture_2d_array::Texture2DArrayDescriptor;
///
/// let texture = context.try_create_texture_2d_array(&Texture2DArrayDescriptor {
/// format: RGB8,
/// width: 256,
/// height: 256,
/// depth: 16,
/// levels: MipmapLevels::Complete
/// }).unwrap();
/// # }
/// ```
fn try_create_texture_2d_array<F>(
&self,
descriptor: &Texture2DArrayDescriptor<F>,
) -> Result<Texture2DArray<F>, MaxMipmapLevelsExceeded>
where
F: TextureFormat + 'static;
/// Creates a new [Texture3D] from the given `descriptor`, or returns an error if the descriptor
/// was invalid.
///
/// See [Texture3DDescriptor] for details on specifying a valid descriptor.
///
/// Returns an error if the descriptor specifies more mipmap levels than the texture's
/// dimensions support.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::MipmapLevels;
/// use web_glitz::image::format::RGB8;
/// use web_glitz::image::texture_3d::Texture3DDescriptor;
///
/// let texture = context.try_create_texture_3d(&Texture3DDescriptor {
/// format: RGB8,
/// width: 256,
/// height: 256,
/// depth: 256,
/// levels: MipmapLevels::Complete
/// }).unwrap();
/// # }
/// ```
fn try_create_texture_3d<F>(
&self,
descriptor: &Texture3DDescriptor<F>,
) -> Result<Texture3D<F>, MaxMipmapLevelsExceeded>
where
F: TextureFormat + 'static;
/// Creates a new [TextureCube] from the given `descriptor`, or returns an error if the
/// descriptor was invalid.
///
/// See [TextureCubeDescriptor] for details on specifying a valid descriptor.
///
/// Returns an error if the descriptor specifies more mipmap levels than the texture's
/// dimensions support.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::MipmapLevels;
/// use web_glitz::image::format::RGB8;
/// use web_glitz::image::texture_cube::TextureCubeDescriptor;
///
/// let texture = context.try_create_texture_cube(&TextureCubeDescriptor {
/// format: RGB8,
/// width: 256,
/// height: 256,
/// levels: MipmapLevels::Complete
/// }).unwrap();
/// # }
/// ```
fn try_create_texture_cube<F>(
&self,
descriptor: &TextureCubeDescriptor<F>,
) -> Result<TextureCube<F>, MaxMipmapLevelsExceeded>
where
F: TextureFormat + 'static;
/// Creates a new [Sampler] from the given `descriptor`.
///
/// See [SamplerDescriptor] for details on specifying a descriptor.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::sampler::{
/// SamplerDescriptor, Linear, NearestMipmapLinear, LODRange, Wrap
/// };
///
/// let sampler = context.create_sampler(&SamplerDescriptor {
/// minification_filter: NearestMipmapLinear,
/// magnification_filter: Linear,
/// lod_range: LODRange::default(),
/// wrap_s: Wrap::Repeat,
/// wrap_t: Wrap::Repeat,
/// wrap_r: Wrap::Repeat,
/// });
/// # }
/// ```
fn create_sampler<Min, Mag>(
&self,
descriptor: &SamplerDescriptor<Min, Mag>,
) -> Sampler<Min, Mag>
where
Min: MinificationFilter + Copy + 'static,
Mag: MagnificationFilter + Copy + 'static;
/// Creates a new [ShadowSampler] from the given `descriptor`.
///
/// See [ShadowSamplerDescriptor] for details on specifying a descriptor.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::RenderingContext;
/// # fn wrapper<Rc>(context: &Rc) where Rc: RenderingContext + Clone + 'static {
/// use web_glitz::image::sampler::{ShadowSamplerDescriptor, CompareFunction, Wrap};
///
/// let shadow_sampler = context.create_shadow_sampler(&ShadowSamplerDescriptor {
/// compare: CompareFunction::LessOrEqual,
/// wrap_s: Wrap::Repeat,
/// wrap_t: Wrap::Repeat,
/// wrap_r: Wrap::Repeat,
/// });
/// # }
/// ```
fn create_shadow_sampler(&self, descriptor: &ShadowSamplerDescriptor) -> ShadowSampler;
/// Submits the `task` for execution and returns the output of the task as a [Future] result.
///
/// When the task finishes ([GpuTask::progress] returns [Progress::Finished]), the [Future]
/// will resolve with the task's output value (see [GpuTask::Output]).
///
/// No guarantees are given about the execution order of tasks that have been submitted
/// separately: they may be initiated out of order, and progress on separately submitted tasks
/// may be made concurrently. If you wish to ensure that certain tasks are executed in order,
/// use a "sequence" combinator, see the module documentation for [web_glitz::task] for details.
///
/// # Example
///
/// ```rust
/// # use web_glitz::runtime::{Connection, RenderingContext};
/// # use web_glitz::task::GpuTask;
/// # fn wrapper<Rc, T>(context: &Rc, task: T) where Rc: RenderingContext, T: GpuTask<Connection, Output=()> + 'static {
/// use futures::future::FutureExt;
/// use wasm_bindgen_futures::spawn_local;
///
/// let future_output = context.submit(task);
///
/// spawn_local(future_output.inspect(|output| {
/// // Do something with the output...
/// }));
/// # }
/// ```
///
/// In this example we use [wasm_bindgen_futures::spawn_local] to run the future returned by
/// [submit] in a WASM web context and use the `inspect` combinator provided by
/// [futures::future::FutureExt] to do something with the output value when the future resolves.
///
/// Note that in many cases the output of a task is not relevant (the output is often just the
/// empty tuple `()`). In this case it is not necessary to ever poll the future for the task to
/// be executed: any task that is submitted will be executed, regardless of whether the future
/// returned by [submit] is ever polled or just simply dropped immediately.
///
/// # Panics
///
/// Panics if the task belongs to a different [RenderingContext] ([GpuTask::context_id] returns
/// a value that is not compatible with this current context).
fn submit<T>(&self, task: T) -> Execution<T::Output>
where
T: GpuTask<Connection> + 'static;
}
#[derive(PartialEq, Debug)]
pub struct ShaderCompilationError(pub(crate) String);
/// Error returned from [RenderingContext::create_graphics_pipeline].
#[derive(Debug)]
pub enum CreateGraphicsPipelineError {
/// Variant that is returned when the programmable shader stages fail to link into a valid
/// program.
///
/// Typically the result of a prior stage's outputs not matching the succeeding stage's inputs.
ShaderLinkingError(ShaderLinkingError),
/// Variant that is returned when any of the programmable shader stages define an uniform type
/// that is not supported by WebGlitz.
///
/// Note that WebGlitz does not support non-opaque uniform types (such as `float`, `vec4`,
/// `mat4`) outside of uniform blocks, only opaque (texture/shader types) are supported. All
/// basic non-opaque uniform slots must be declared as part of a uniform block.
UnsupportedUniformType(ResourceSlotIdentifier, &'static str),
/// Variant that is returned when the input attribute layout declared for the pipeline (see
/// [GraphicsPipelineBuilder::vertex_input_layout]) does not match the actual input attribute
/// layout as defined by the shader code.
IncompatibleInputAttributeLayout(IncompatibleVertexInputLayout),
/// Variant that is returned when the resource layout declared for the pipeline (see
/// [GraphicsPipelineBuilder::resource_layout]) does not match the resource layout as defined by
/// the shader code.
IncompatibleResources(IncompatibleResources),
TransformFeedbackTypeMismatch(String),
}
impl From<CreateProgramError> for CreateGraphicsPipelineError {
fn from(err: CreateProgramError) -> Self {
match err {
CreateProgramError::ShaderLinkingError(error) => {
CreateGraphicsPipelineError::ShaderLinkingError(ShaderLinkingError { error })
}
CreateProgramError::UnsupportedUniformType(identifier, error) => {
CreateGraphicsPipelineError::UnsupportedUniformType(identifier, error)
}
}
}
}
impl From<ShaderLinkingError> for CreateGraphicsPipelineError {
fn from(error: ShaderLinkingError) -> Self {
CreateGraphicsPipelineError::ShaderLinkingError(error)
}
}
impl From<IncompatibleVertexInputLayout> for CreateGraphicsPipelineError {
fn from(error: IncompatibleVertexInputLayout) -> Self {
CreateGraphicsPipelineError::IncompatibleInputAttributeLayout(error)
}
}
impl From<IncompatibleResources> for CreateGraphicsPipelineError {
fn from(error: IncompatibleResources) -> Self {
CreateGraphicsPipelineError::IncompatibleResources(error)
}
}
#[derive(Clone, PartialEq, Debug)]
pub struct UnsupportedSampleCount {
pub(crate) supported_samples: SupportedSamples,
pub(crate) requested_samples: u8,
}
#[derive(Clone, Copy, PartialEq, Debug)]
pub struct MaxColorBuffersExceeded {
pub(crate) max_supported_color_buffers: u8,
pub(crate) requested_color_buffers: u8,
}
/// Returned from [RenderingContext::submit], future result of the [GpuTask] that was submitted
/// that will resolve when the task finishes executing.
///
/// See [RenderingContext::submit].
pub enum Execution<O> {
/// Variant returned when the task finished immediately upon submission.
Ready(Option<O>),
/// Variant returned when the task did not finish immediately upon submission.
Pending(Receiver<O>),
}
impl<O> Execution<O> {
pub fn assume_ready(self) -> O {
if let Execution::Ready(output) = self {
output.expect("Execution output already unpacked.")
} else {
unreachable!()
}
}
}
impl<O> Future for Execution<O> {
type Output = O;
fn poll(self: Pin<&mut Self>, cx: &mut Context) -> Poll<O> {
match unsafe { self.get_unchecked_mut() } {
Execution::Ready(ref mut output) => {
let output = output
.take()
.expect("Cannot poll Execution more than once after its ready");
Poll::Ready(output)
}
Execution::Pending(ref mut recv) => match Pin::new(recv).poll(cx) {
Poll::Ready(Ok(output)) => Poll::Ready(output),
Poll::Pending => Poll::Pending,
_ => unreachable!(),
},
}
}
}
impl<T> From<T> for Execution<T> {
fn from(value: T) -> Self {
Execution::Ready(Some(value))
}
}
impl<T> From<Receiver<T>> for Execution<T> {
fn from(recv: Receiver<T>) -> Self {
Execution::Pending(recv)
}
}
/// Encapsulates the raw [WebGl2RenderingContext] and its current state.
///
/// Can be unpacked into the raw [WebGl2RenderingContext] and its current state, see [unpack] and
/// [unpack_mut].
///
/// Acts as the base execution context for [GpuTask]s that can be submitted to
/// [RenderingContext::submit]. You may create a custom `GpuTask<Connection>`, which will receive
/// a mutable reference to the current connection by the task executed associated with the context
/// (see [GpuTask::progress]). This is WebGlitz's primary escape hatch for dropping down to a bare
/// [WebGl2RenderingContext] for functionality that either is not supported by WebGlitz's or comes
/// with unacceptable overhead for your use-case.
pub struct Connection {
context_id: u64,
gl: Gl,
state: DynamicState,
}
impl Connection {
/// Creates a new connection from a raw [WebGl2RenderingContext] and its current `state` for a
/// context with the given `context_id`.
///
/// The `context_id` should be unique (no other [RenderingContext] with that ID exists).
///
/// # Unsafe
///
/// The `state` must accurately reflect the current state of the [WebGl2RenderingContext].
pub unsafe fn new(context_id: u64, gl: Gl, state: DynamicState) -> Self {
Connection {
context_id,
gl,
state,
}
}
/// The unique identifier for the [RenderingContext] with which this [Connection] is associated.
pub fn context_id(&self) -> u64 {
self.context_id
}
/// Unpacks the connection into a reference to the raw [WebGl2RenderingContext] and its
/// [DynamicState].
///
/// # Unsafe
///
/// The [WebGl2RenderingContext]'s state must remain unchanged or must be restored to its prior
/// state before progress can be made on another [GpuTask] (this typically means before your
/// [GpuTask::progress] implementation returns).
pub unsafe fn unpack(&self) -> (&Gl, &DynamicState) {
(&self.gl, &self.state)
}
/// Unpacks the connection into a mutable reference to the raw [WebGl2RenderingContext] and its
/// [DynamicState].
///
/// # Unsafe
///
/// If the [WebGl2RenderingContext]'s state is changed, then the `state` must also be updated
/// to accurately reflect that changed state, before progress can be made on another [GpuTask]
/// (this typically means before your [GpuTask::progress] implementation returns).
///
/// It is advisable to first update the state on the [DynamicState]. This will return a
/// [ContextUpdate] which can then be applied to the [WebGl2RenderingContext]:
///
/// ```
/// # use web_glitz::runtime::Connection;
/// # fn wrapper(connection: &mut Connection) {
/// use web_glitz::runtime::state::ContextUpdate;
///
/// unsafe {
/// let (gl, state) = connection.unpack_mut();
///
/// let context_update = state.set_clear_color([0.0, 1.0, 0.0, 1.0]);
///
/// context_update.apply(gl);
/// }
/// # }
/// ```
pub unsafe fn unpack_mut(&mut self) -> (&mut Gl, &mut DynamicState) {
(&mut self.gl, &mut self.state)
}
}