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// WebGLWorker client code
function
assert
(
x
)
{
if
(
!
x
)
throw
'failed assert'
;
}
function
WebGLClient
(
)
{
var
objects
=
{
}
;
var
ctx
=
null
;
var
buffer
=
null
;
var
i
=
0
;
var
skippable
=
false
;
var
currFrameBuffer
=
null
;
function
func0
(
name
)
{
ctx
[
name
]
(
)
;
}
function
func1
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
)
;
i
++
;
}
function
func2
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
func3
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
)
;
i
+=
3
;
}
function
func4
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
)
;
i
+=
4
;
}
function
func5
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
,
buffer
[
i
+
4
]
)
;
i
+=
5
;
}
function
func6
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
,
buffer
[
i
+
4
]
,
buffer
[
i
+
5
]
)
;
i
+=
6
;
}
function
func7
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
,
buffer
[
i
+
4
]
,
buffer
[
i
+
5
]
,
buffer
[
i
+
6
]
)
;
i
+=
7
;
}
function
func9
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
,
buffer
[
i
+
4
]
,
buffer
[
i
+
5
]
,
buffer
[
i
+
6
]
,
buffer
[
i
+
7
]
,
buffer
[
i
+
8
]
)
;
i
+=
9
;
}
// lookuppers, convert integer ids to cached objects for some args
function
func1L0
(
name
)
{
ctx
[
name
]
(
objects
[
buffer
[
i
]
]
)
;
i
++
;
}
function
func2L0
(
name
)
{
ctx
[
name
]
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
func2L0L1
(
name
)
{
ctx
[
name
]
(
objects
[
buffer
[
i
]
]
,
objects
[
buffer
[
i
+
1
]
]
)
;
i
+=
2
;
}
function
func2L1_
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
?
objects
[
buffer
[
i
+
1
]
]
:
null
)
;
i
+=
2
;
}
function
func3L0
(
name
)
{
ctx
[
name
]
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
)
;
i
+=
3
;
}
function
func4L3_
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
?
objects
[
buffer
[
i
+
3
]
]
:
null
)
;
i
+=
4
;
}
function
func5L3_
(
name
)
{
ctx
[
name
]
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
?
objects
[
buffer
[
i
+
3
]
]
:
null
,
buffer
[
i
+
4
]
)
;
i
+=
5
;
}
// constructors, last argument is the id to save as
function
funcC0
(
name
)
{
var
object
=
ctx
[
name
]
(
)
;
var
id
=
buffer
[
i
++
]
;
objects
[
id
]
=
object
;
}
function
funcC1
(
name
)
{
var
object
=
ctx
[
name
]
(
buffer
[
i
++
]
)
;
var
id
=
buffer
[
i
++
]
;
objects
[
id
]
=
object
;
}
function
funcC2
(
name
)
{
var
object
=
ctx
[
name
]
(
buffer
[
i
++
]
,
buffer
[
i
++
]
)
;
var
id
=
buffer
[
i
++
]
;
objects
[
id
]
=
object
;
}
function
funcC2L0
(
name
)
{
var
object
=
ctx
[
name
]
(
objects
[
buffer
[
i
++
]
]
,
buffer
[
i
++
]
)
;
var
id
=
buffer
[
i
++
]
;
objects
[
id
]
=
object
;
}
// destructors, stop holding on to the object in the cache
function
funcD0
(
name
)
{
var
id
=
buffer
[
i
++
]
;
var
object
=
objects
[
id
]
;
objects
[
id
]
=
null
;
ctx
[
name
]
(
object
)
;
}
// special cases/optimizations
function
bindFramebuffer
(
)
{
currFrameBuffer
=
buffer
[
i
+
1
]
?
objects
[
buffer
[
i
+
1
]
]
:
null
;
ctx
.
bindFramebuffer
(
buffer
[
i
]
,
currFrameBuffer
)
;
i
+=
2
;
}
function
drawArrays
(
name
)
{
if
(
!
skippable
||
currFrameBuffer
!==
null
)
{
ctx
.
drawArrays
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
)
;
}
i
+=
3
;
}
function
drawElements
(
name
)
{
if
(
!
skippable
||
currFrameBuffer
!==
null
)
{
ctx
.
drawElements
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
)
;
}
i
+=
4
;
}
function
enable
(
)
{
ctx
.
enable
(
buffer
[
i
++
]
)
;
}
function
disable
(
)
{
ctx
.
disable
(
buffer
[
i
++
]
)
;
}
function
enableVertexAttribArray
(
)
{
ctx
.
enableVertexAttribArray
(
buffer
[
i
++
]
)
;
}
function
disableVertexAttribArray
(
)
{
ctx
.
disableVertexAttribArray
(
buffer
[
i
++
]
)
;
}
function
activeTexture
(
)
{
ctx
.
activeTexture
(
buffer
[
i
++
]
)
;
}
function
uniform1i
(
)
{
ctx
.
uniform1i
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
uniform1f
(
)
{
ctx
.
uniform1f
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
uniform2fv
(
)
{
ctx
.
uniform2fv
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
uniform3f
(
)
{
ctx
.
uniform3f
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
)
;
i
+=
4
;
}
function
uniform3fv
(
)
{
ctx
.
uniform3fv
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
uniform4fv
(
)
{
ctx
.
uniform4fv
(
objects
[
buffer
[
i
]
]
,
buffer
[
i
+
1
]
)
;
i
+=
2
;
}
function
vertexAttribPointer
(
)
{
ctx
.
vertexAttribPointer
(
buffer
[
i
]
,
buffer
[
i
+
1
]
,
buffer
[
i
+
2
]
,
buffer
[
i
+
3
]
,
buffer
[
i
+
4
]
,
buffer
[
i
+
5
]
)
;
i
+=
6
;
}
var
calls
=
{
0
:
{
name
:
'NULL'
,
func
:
func0
}
,
1
:
{
name
:
'getExtension'
,
func
:
func1
}
,
2
:
{
name
:
'enable'
,
func
:
enable
}
,
3
:
{
name
:
'disable'
,
func
:
disable
}
,
4
:
{
name
:
'clear'
,
func
:
func1
}
,
5
:
{
name
:
'clearColor'
,
func
:
func4
}
,
6
:
{
name
:
'createShader'
,
func
:
funcC1
}
,
7
:
{
name
:
'deleteShader'
,
func
:
funcD0
}
,
8
:
{
name
:
'shaderSource'
,
func
:
func2L0
}
,
9
:
{
name
:
'compileShader'
,
func
:
func1L0
}
,
10
:
{
name
:
'createProgram'
,
func
:
funcC0
}
,
11
:
{
name
:
'deleteProgram'
,
func
:
funcD0
}
,
12
:
{
name
:
'attachShader'
,
func
:
func2L0L1
}
,
13
:
{
name
:
'bindAttribLocation'
,
func
:
func3L0
}
,
14
:
{
name
:
'linkProgram'
,
func
:
func1L0
}
,
15
:
{
name
:
'getProgramParameter'
,
func
:
function
(
)
{
assert
(
ctx
.
getProgramParameter
(
objects
[
buffer
[
i
++
]
]
,
buffer
[
i
++
]
)
,
'we cannot handle errors, we are async proxied WebGL'
)
;
}
}
,
16
:
{
name
:
'getUniformLocation'
,
func
:
funcC2L0
}
,
17
:
{
name
:
'useProgram'
,
func
:
func1L0
}
,
18
:
{
name
:
'uniform1i'
,
func
:
uniform1i
}
,
19
:
{
name
:
'uniform1f'
,
func
:
uniform1f
}
,
20
:
{
name
:
'uniform3fv'
,
func
:
uniform3fv
}
,
21
:
{
name
:
'uniform4fv'
,
func
:
uniform4fv
}
,
22
:
{
name
:
'uniformMatrix4fv'
,
func
:
func3L0
}
,
23
:
{
name
:
'vertexAttrib4fv'
,
func
:
func2
}
,
24
:
{
name
:
'createBuffer'
,
func
:
funcC0
}
,
25
:
{
name
:
'deleteBuffer'
,
func
:
funcD0
}
,
26
:
{
name
:
'bindBuffer'
,
func
:
func2L1_
}
,
27
:
{
name
:
'bufferData'
,
func
:
func3
}
,
28
:
{
name
:
'bufferSubData'
,
func
:
func3
}
,
29
:
{
name
:
'viewport'
,
func
:
func4
}
,
30
:
{
name
:
'vertexAttribPointer'
,
func
:
vertexAttribPointer
}
,
31
:
{
name
:
'enableVertexAttribArray'
,
func
:
enableVertexAttribArray
}
,
32
:
{
name
:
'disableVertexAttribArray'
,
func
:
disableVertexAttribArray
}
,
33
:
{
name
:
'drawArrays'
,
func
:
drawArrays
}
,
34
:
{
name
:
'drawElements'
,
func
:
drawElements
}
,
35
:
{
name
:
'getError'
,
func
:
function
(
)
{
assert
(
ctx
.
getError
(
)
===
ctx
.
NO_ERROR
,
'we cannot handle errors, we are async proxied WebGL'
)
}
}
,
36
:
{
name
:
'createTexture'
,
func
:
funcC0
}
,
37
:
{
name
:
'deleteTexture'
,
func
:
funcD0
}
,
38
:
{
name
:
'bindTexture'
,
func
:
func2L1_
}
,
39
:
{
name
:
'texParameteri'
,
func
:
func3
}
,
40
:
{
name
:
'texImage2D'
,
func
:
func9
}
,
41
:
{
name
:
'compressedTexImage2D'
,
func
:
func7
}
,
42
:
{
name
:
'activeTexture'
,
func
:
activeTexture
}
,
43
:
{
name
:
'getShaderParameter'
,
func
:
function
(
)
{
assert
(
ctx
.
getShaderParameter
(
objects
[
buffer
[
i
++
]
]
,
buffer
[
i
++
]
)
,
'we cannot handle errors, we are async proxied WebGL'
)
;
}
}
,
44
:
{
name
:
'clearDepth'
,
func
:
func1
}
,
45
:
{
name
:
'depthFunc'
,
func
:
func1
}
,
46
:
{
name
:
'frontFace'
,
func
:
func1
}
,
47
:
{
name
:
'cullFace'
,
func
:
func1
}
,
48
:
{
name
:
'pixelStorei'
,
func
:
func2
}
,
49
:
{
name
:
'depthMask'
,
func
:
func1
}
,
50
:
{
name
:
'depthRange'
,
func
:
func2
}
,
51
:
{
name
:
'blendFunc'
,
func
:
func2
}
,
52
:
{
name
:
'scissor'
,
func
:
func4
}
,
53
:
{
name
:
'colorMask'
,
func
:
func4
}
,
54
:
{
name
:
'lineWidth'
,
func
:
func1
}
,
55
:
{
name
:
'createFramebuffer'
,
func
:
funcC0
}
,
56
:
{
name
:
'deleteFramebuffer'
,
func
:
funcD0
}
,
57
:
{
name
:
'bindFramebuffer'
,
func
:
bindFramebuffer
}
,
58
:
{
name
:
'framebufferTexture2D'
,
func
:
func5L3_
}
,
59
:
{
name
:
'createRenderbuffer'
,
func
:
funcC0
}
,
60
:
{
name
:
'deleteRenderbuffer'
,
func
:
funcD0
}
,
61
:
{
name
:
'bindRenderbuffer'
,
func
:
func2L1_
}
,
62
:
{
name
:
'renderbufferStorage'
,
func
:
func4
}
,
63
:
{
name
:
'framebufferRenderbuffer'
,
func
:
func4L3_
}
,
64
:
{
name
:
'debugPrint'
,
func
:
func1
}
,
65
:
{
name
:
'hint'
,
func
:
func2
}
,
66
:
{
name
:
'blendEquation'
,
func
:
func1
}
,
67
:
{
name
:
'generateMipmap'
,
func
:
func1
}
,
68
:
{
name
:
'uniformMatrix3fv'
,
func
:
func3L0
}
,
69
:
{
name
:
'stencilMask'
,
func
:
func1
}
,
70
:
{
name
:
'clearStencil'
,
func
:
func1
}
,
71
:
{
name
:
'texSubImage2D'
,
func
:
func9
}
,
72
:
{
name
:
'uniform3f'
,
func
:
uniform3f
}
,
73
:
{
name
:
'blendFuncSeparate'
,
func
:
func4
}
,
74
:
{
name
:
'uniform2fv'
,
func
:
uniform2fv
}
,
75
:
{
name
:
'texParameterf'
,
func
:
func3
}
,
76
:
{
name
:
'isContextLost'
,
func
:
function
(
)
{
assert
(
!
ctx
.
isContextLost
(
)
,
'context lost which we cannot handle, we are async proxied WebGL'
)
}
}
,
77
:
{
name
:
'blendEquationSeparate'
,
func
:
func2
}
,
78
:
{
name
:
'stencilFuncSeparate'
,
func
:
func4
}
,
79
:
{
name
:
'stencilOpSeparate'
,
func
:
func4
}
,
80
:
{
name
:
'drawBuffersWEBGL'
,
func
:
func1
}
,
}
;
function
renderCommands
(
buf
)
{
ctx
=
Module
.
ctx
;
i
=
0
;
buffer
=
buf
;
var
len
=
buffer
.
length
;
//dump('issuing commands, buffer len: ' + len + '\n');
while
(
i
<
len
)
{
var
info
=
calls
[
buffer
[
i
++
]
]
;
var
name
=
info
.
name
;
info
.
func
(
name
)
;
//var err;
//while ((err = ctx.getError()) !== ctx.NO_ERROR) {
// dump('warning: GL error ' + err + ', after ' + [command, numArgs] + '\n');
//}
assert
(
i
<=
len
)
;
}
}
var
commandBuffers
=
[
]
;
function
renderAllCommands
(
)
{
// we can skip parts of the frames before the last, as we just need their side effects
skippable
=
true
;
for
(
var
i
=
0
;
i
<
commandBuffers
.
length
-
1
;
i
++
)
{
renderCommands
(
commandBuffers
[
i
]
)
;
}
skippable
=
false
;
renderCommands
(
commandBuffers
[
commandBuffers
.
length
-
1
]
)
;
commandBuffers
.
length
=
0
;
}
this
.
onmessage
=
function
(
msg
)
{
//dump('client GL got ' + JSON.stringify(msg) + '\n');
switch
(
msg
.
op
)
{
case
'render'
:
{
if
(
commandBuffers
.
length
===
0
)
{
// requestion a new frame, we will clear the buffers after rendering them
window
.
requestAnimationFrame
(
renderAllCommands
)
;
}
commandBuffers
.
push
(
msg
.
commandBuffer
)
;
break
;
}
default
:
throw
'weird gl onmessage '
+
JSON
.
stringify
(
msg
)
;
}
}
;
}
WebGLClient
.
prefetch
=
function
(
)
{
// Create a fake temporary GL context
var
canvas
=
document
.
createElement
(
'canvas'
)
;
var
ctx
=
canvas
.
getContext
(
'webgl-experimental'
)
||
canvas
.
getContext
(
'webgl'
)
;
if
(
!
ctx
)
return
;
// Fetch the parameters and proxy them
var
parameters
=
{
}
;
[
'MAX_VERTEX_ATTRIBS'
,
'MAX_TEXTURE_IMAGE_UNITS'
,
'MAX_TEXTURE_SIZE'
,
'MAX_CUBE_MAP_TEXTURE_SIZE'
,
'MAX_VERTEX_UNIFORM_VECTORS'
,
'MAX_FRAGMENT_UNIFORM_VECTORS'
,
'MAX_VARYING_VECTORS'
,
'MAX_COMBINED_TEXTURE_IMAGE_UNITS'
,
'MAX_VERTEX_TEXTURE_IMAGE_UNITS'
,
'VENDOR'
,
'RENDERER'
,
'VERSION'
,
'SHADING_LANGUAGE_VERSION'
,
'COMPRESSED_TEXTURE_FORMATS'
,
'RED_BITS'
,
'GREEN_BITS'
,
'BLUE_BITS'
,
'ALPHA_BITS'
,
'DEPTH_BITS'
,
'MAX_RENDERBUFFER_SIZE'
]
.
forEach
(
function
(
name
)
{
var
id
=
ctx
[
name
]
;
parameters
[
id
]
=
ctx
.
getParameter
(
id
)
;
}
)
;
// Try to enable some extensions, so we can access their parameters
[
{
extName
:
'EXT_texture_filter_anisotropic'
,
paramName
:
'MAX_TEXTURE_MAX_ANISOTROPY_EXT'
}
,
{
extName
:
'WEBGL_draw_buffers'
,
paramName
:
'MAX_COLOR_ATTACHMENTS_WEBGL'
}
]
.
forEach
(
function
(
pair
)
{
var
ext
=
ctx
.
getExtension
(
pair
.
extName
)
;
if
(
ext
)
{
var
id
=
ext
[
pair
.
paramName
]
;
parameters
[
id
]
=
ctx
.
getParameter
(
id
)
;
}
}
)
;
// Fetch shader precisions
var
precisions
=
{
}
;
[
'FRAGMENT_SHADER'
,
'VERTEX_SHADER'
]
.
forEach
(
function
(
shaderType
)
{
shaderType
=
ctx
[
shaderType
]
;
precisions
[
shaderType
]
=
{
}
;
[
'LOW_FLOAT'
,
'MEDIUM_FLOAT'
,
'HIGH_FLOAT'
,
'LOW_INT'
,
'MEDIUM_INT'
,
'HIGH_INT'
]
.
forEach
(
function
(
precisionType
)
{
precisionType
=
ctx
[
precisionType
]
;
var
info
=
ctx
.
getShaderPrecisionFormat
(
shaderType
,
precisionType
)
;
precisions
[
shaderType
]
[
precisionType
]
=
info
?
{
rangeMin
:
info
.
rangeMin
,
rangeMax
:
info
.
rangeMax
,
precision
:
info
.
precision
}
:
info
;
}
)
;
}
)
;
worker
.
postMessage
(
{
target
:
'gl'
,
op
:
'setPrefetched'
,
parameters
:
parameters
,
extensions
:
ctx
.
getSupportedExtensions
(
)
,
precisions
:
precisions
,
preMain
:
true
}
)
;
}
;
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