46f5ee1561
Bug: skia: Change-Id: If34e08cb320a141cb838caafeffa4f1f69c5234f Reviewed-on: https://skia-review.googlesource.com/c/skia/+/201404 Commit-Queue: Nathaniel Nifong <nifong@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com>
93 lines
3.6 KiB
JavaScript
93 lines
3.6 KiB
JavaScript
// Adds compile-time JS functions to augment the DebuggerView interface.
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// Specifically, anything that should only be on the GPU version of DebuggerView.
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(function(DebuggerView){
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function makeWebGLContext(canvas, attrs) {
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// These defaults come from the emscripten _emscripten_webgl_create_context
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// TODO(nifong): All these settings appear to be ignored. investigate.
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var contextAttributes = {
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alpha: 1,
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depth: 1,
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stencil: 0,
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antialias: 1,
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premultipliedAlpha: 1,
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preserveDrawingBuffer: 0,
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preferLowPowerToHighPerformance: 0,
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failIfMajorPerformanceCaveat: 0,
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majorVersion: 1,
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minorVersion: 0,
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enableExtensionsByDefault: 1,
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explicitSwapControl: 0,
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renderViaOffscreenBackBuffer: 0,
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};
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if (!canvas) {
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console.log('null canvas passed into makeWebGLContext');
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return 0;
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}
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// This check is from the emscripten version
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if (contextAttributes['explicitSwapControl']) {
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console.log('explicitSwapControl is not supported');
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return 0;
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}
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// GL is an enscripten provided helper
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// See https://github.com/emscripten-core/emscripten/blob/incoming/src/library_webgl.js
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let context = GL.createContext(canvas, contextAttributes);
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if (!context) {
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console.log('Could not get a WebGL context from the canvas element.');
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}
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console.log('Made Web Gl Canvas Surface');
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return context
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}
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DebuggerView.GetWebGLContext = function(canvas, attrs) {
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return makeWebGLContext(canvas, attrs);
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};
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// arg can be of types:
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// - String - in which case it is interpreted as an id of a
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// canvas element.
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// - HTMLCanvasElement - in which the provided canvas element will
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// be used directly.
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// Width and height can be provided to override those on the canvas
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// element, or specify a height for when a context is provided.
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DebuggerView.MakeWebGLCanvasSurface = function(arg, width, height) {
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var canvas = arg;
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if (canvas.tagName !== 'CANVAS') {
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canvas = document.getElementById(arg);
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if (!canvas) {
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throw 'Canvas with id ' + arg + ' was not found';
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}
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}
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// we are ok with all the defaults
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var ctx = DebuggerView.GetWebGLContext(canvas);
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if (!ctx || ctx < 0) {
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throw 'failed to create webgl context: err ' + ctx;
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}
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if (!canvas && (!width || !height)) {
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throw 'height and width must be provided with context';
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}
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var grcontext = this.MakeGrContext(ctx);
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if (!grcontext) {
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throw (
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'failed to create grcontext. Open GL driver may not support all needed functions: err '
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+ grcontext);
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}
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// Maybe better to use clientWidth/height. See:
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// https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html
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var surface = this.MakeOnScreenGLSurface(grcontext,
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width || canvas.width,
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height || canvas.height);
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if (!surface) {
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// Don't fall back silently in the debugger, the user explicitly controls which backend he
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// wants via the UI. Calling function may catch this and show the user an error.
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throw ('Failed to create OpenGL surface. GPU Backend unavailable.');
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}
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return surface;
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};
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// Default to trying WebGL first.
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DebuggerView.MakeCanvasSurface = DebuggerView.MakeWebGLCanvasSurface;
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}(Module)); // When this file is loaded in, the high level object is "Module";
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