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