153 lines
4.6 KiB
JavaScript
153 lines
4.6 KiB
JavaScript
/*
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* Copyright (C) 2023 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// api.js encapsulates all of the REST endpoints that the server provides
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async function _fetchJson(uri) {
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const response = await fetch(uri);
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return await response.json();
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}
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async function _fetchText(uri) {
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const response = await fetch(uri);
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return await response.text();
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}
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async function fetchShaderCode(matid, backend, language, index) {
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let query;
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switch (backend) {
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case "opengl":
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case "essl1":
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query = `type=${language}&glindex=${index}`;
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break;
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case "vulkan":
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query = `type=${language}&vkindex=${index}`;
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break;
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case "metal":
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query = `type=${language}&metalindex=${index}`;
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break;
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case "webgpu":
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query = `type=${language}&wgpuindex=${index}`;
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break;
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}
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return await _fetchText(`api/shader?matid=${matid}&${query}`);
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}
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async function fetchMaterials() {
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const matJson = await _fetchJson("api/materials")
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const ret = {};
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for (const matInfo of matJson) {
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ret[matInfo.matid] = matInfo;
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}
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return ret;
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}
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async function fetchMaterial(matId) {
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const matInfo = await _fetchJson(`api/material?matid=${matid}`);
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matInfo.matid = matid;
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return matInfo;
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}
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async function fetchMatIds() {
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const matInfo = await _fetchJson("api/matids");
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const ret = [];
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for (matid of matInfo) {
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ret.push(matid);
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}
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return ret;
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}
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async function queryActiveShaders() {
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const activeVariants = await _fetchJson("api/active");
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const actives = {};
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for (matid in activeVariants) {
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const backend = activeVariants[matid][0];
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const shaderModel = activeVariants[matid][1];
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const variants = activeVariants[matid].slice(2);
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actives[matid] = { backend, shaderModel, variants };
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}
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return actives;
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}
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function rebuildMaterial(materialId, backend, shaderIndex, editedText) {
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let api = 0;
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switch (backend) {
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case "opengl":
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case "essl1":
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api = 1;
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break;
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case "vulkan": api = 2; break;
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case "metal": api = 3; break;
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case "webgpu": api = 4; break;
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}
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return new Promise((ok, fail) => {
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const req = new XMLHttpRequest();
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req.open('POST', '/api/edit');
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req.send(`${materialId} ${api} ${shaderIndex} ${editedText}`);
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req.onload = ok;
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req.onerror = fail;
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});
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}
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function activeShadersLoop(isConnected, onActiveShaders) {
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setInterval(async () => {
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if (isConnected()) {
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onActiveShaders(await queryActiveShaders());
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}
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}, 1000);
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}
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const STATUS_LOOP_TIMEOUT = 3000;
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const STATUS_CONNECTED = 1;
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const STATUS_DISCONNECTED = 2;
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const STATUS_MATERIAL_UPDATED = 3;
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// Status function should be of the form function(status, data)
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async function statusLoop(isConnected, onStatus) {
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// This is a hanging get except for when transition from disconnected to connected, which
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// should return immediately.
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try {
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const matid = await _fetchText("api/status" + (isConnected() ? '' : '?firstTime'));
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// A first-time request returned successfully
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if (matid === '0') {
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onStatus(STATUS_CONNECTED);
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} else if (matid !== '1') {
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onStatus(STATUS_MATERIAL_UPDATED, matid);
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} // matid == '1' is no-op, just loop again
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statusLoop(isConnected, onStatus);
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} catch {
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onStatus(STATUS_DISCONNECTED);
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setTimeout(() => statusLoop(isConnected, onStatus), STATUS_LOOP_TIMEOUT)
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}
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}
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// Use browser User-agent to guess the current backend. This is mainly for matinfo which does
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// not have a running backend.
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function guessBackend() {
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const AGENTS_TO_BACKEND = [
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['Mac OS', 'metal'],
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['Windows', 'opengl'],
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['Linux', 'vulkan'],
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];
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const result = AGENTS_TO_BACKEND.filter((agent_backend) => {
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return window.navigator.userAgent.search(agent_backend[0]);
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}).map((agent_backend) => agent_backend[1]);
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return result.length > 0 ? result[0] : null;
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}
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