egui/egui_web/src/webgl2.rs

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//! Mostly a carbon-copy of `webgl1.rs`.
use std::collections::HashMap;
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use {
js_sys::WebAssembly,
wasm_bindgen::{prelude::*, JsCast},
web_sys::{
WebGl2RenderingContext, WebGlBuffer, WebGlFramebuffer, WebGlProgram, WebGlShader,
WebGlTexture, WebGlVertexArrayObject,
},
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};
use egui::{emath::vec2, epaint::Color32};
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type Gl = WebGl2RenderingContext;
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pub struct WebGl2Painter {
canvas_id: String,
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canvas: web_sys::HtmlCanvasElement,
gl: WebGl2RenderingContext,
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program: WebGlProgram,
index_buffer: WebGlBuffer,
pos_buffer: WebGlBuffer,
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tc_buffer: WebGlBuffer,
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color_buffer: WebGlBuffer,
post_process: PostProcess,
textures: HashMap<egui::TextureId, WebGlTexture>,
next_native_tex_id: u64,
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}
impl WebGl2Painter {
pub fn new(canvas_id: &str) -> Result<WebGl2Painter, JsValue> {
let canvas = crate::canvas_element_or_die(canvas_id);
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let gl = canvas
.get_context("webgl2")?
.ok_or_else(|| JsValue::from("Failed to get WebGl2 context"))?
.dyn_into::<WebGl2RenderingContext>()?;
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// --------------------------------------------------------------------
let vert_shader = compile_shader(
&gl,
Gl::VERTEX_SHADER,
include_str!("shader/main_vertex_100es.glsl"),
)?;
let frag_shader = compile_shader(
&gl,
Gl::FRAGMENT_SHADER,
include_str!("shader/main_fragment_100es.glsl"),
)?;
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let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
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let tc_buffer = gl.create_buffer().ok_or("failed to create tc_buffer")?;
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let color_buffer = gl.create_buffer().ok_or("failed to create color_buffer")?;
let post_process =
PostProcess::new(gl.clone(), canvas.width() as i32, canvas.height() as i32)?;
Ok(WebGl2Painter {
canvas_id: canvas_id.to_owned(),
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canvas,
gl,
program,
index_buffer,
pos_buffer,
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tc_buffer,
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color_buffer,
post_process,
textures: Default::default(),
next_native_tex_id: 1 << 32,
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})
}
fn get_texture(&self, texture_id: egui::TextureId) -> Option<&WebGlTexture> {
self.textures.get(&texture_id)
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}
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fn paint_mesh(&self, mesh: &egui::epaint::Mesh16) -> Result<(), JsValue> {
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debug_assert!(mesh.is_valid());
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let mut positions: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
let mut tex_coords: Vec<f32> = Vec::with_capacity(2 * mesh.vertices.len());
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let mut colors: Vec<u8> = Vec::with_capacity(4 * mesh.vertices.len());
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for v in &mesh.vertices {
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positions.push(v.pos.x);
positions.push(v.pos.y);
tex_coords.push(v.uv.x);
tex_coords.push(v.uv.y);
colors.push(v.color[0]);
colors.push(v.color[1]);
colors.push(v.color[2]);
colors.push(v.color[3]);
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}
// --------------------------------------------------------------------
let gl = &self.gl;
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let indices_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let indices_ptr = mesh.indices.as_ptr() as u32 / 2;
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let indices_array = js_sys::Int16Array::new(&indices_memory_buffer)
.subarray(indices_ptr, indices_ptr + mesh.indices.len() as u32);
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gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&self.index_buffer));
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gl.buffer_data_with_array_buffer_view(
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Gl::ELEMENT_ARRAY_BUFFER,
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&indices_array,
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Gl::STREAM_DRAW,
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);
// --------------------------------------------------------------------
let pos_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let pos_ptr = positions.as_ptr() as u32 / 4;
let pos_array = js_sys::Float32Array::new(&pos_memory_buffer)
.subarray(pos_ptr, pos_ptr + positions.len() as u32);
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.pos_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &pos_array, Gl::STREAM_DRAW);
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let a_pos_loc = gl.get_attrib_location(&self.program, "a_pos");
assert!(a_pos_loc >= 0);
let a_pos_loc = a_pos_loc as u32;
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let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(a_pos_loc, 2, Gl::FLOAT, normalize, stride, offset);
gl.enable_vertex_attrib_array(a_pos_loc);
// --------------------------------------------------------------------
let tc_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let tc_ptr = tex_coords.as_ptr() as u32 / 4;
let tc_array = js_sys::Float32Array::new(&tc_memory_buffer)
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.subarray(tc_ptr, tc_ptr + tex_coords.len() as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.tc_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &tc_array, Gl::STREAM_DRAW);
let a_tc_loc = gl.get_attrib_location(&self.program, "a_tc");
assert!(a_tc_loc >= 0);
let a_tc_loc = a_tc_loc as u32;
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let normalize = false;
let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(a_tc_loc, 2, Gl::FLOAT, normalize, stride, offset);
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gl.enable_vertex_attrib_array(a_tc_loc);
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// --------------------------------------------------------------------
let colors_memory_buffer = wasm_bindgen::memory()
.dyn_into::<WebAssembly::Memory>()?
.buffer();
let colors_ptr = colors.as_ptr() as u32;
let colors_array = js_sys::Uint8Array::new(&colors_memory_buffer)
.subarray(colors_ptr, colors_ptr + colors.len() as u32);
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gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&self.color_buffer));
gl.buffer_data_with_array_buffer_view(Gl::ARRAY_BUFFER, &colors_array, Gl::STREAM_DRAW);
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let a_srgba_loc = gl.get_attrib_location(&self.program, "a_srgba");
assert!(a_srgba_loc >= 0);
let a_srgba_loc = a_srgba_loc as u32;
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let normalize = false;
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let stride = 0;
let offset = 0;
gl.vertex_attrib_pointer_with_i32(
a_srgba_loc,
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4,
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Gl::UNSIGNED_BYTE,
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normalize,
stride,
offset,
);
gl.enable_vertex_attrib_array(a_srgba_loc);
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// --------------------------------------------------------------------
gl.draw_elements_with_i32(
Gl::TRIANGLES,
mesh.indices.len() as i32,
Gl::UNSIGNED_SHORT,
0,
);
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Ok(())
}
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fn set_texture_rgba(
&mut self,
tex_id: egui::TextureId,
pos: Option<[usize; 2]>,
[w, h]: [usize; 2],
pixels: &[u8],
) {
let gl = &self.gl;
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let gl_texture = self
.textures
.entry(tex_id)
.or_insert_with(|| gl.create_texture().unwrap());
gl.bind_texture(Gl::TEXTURE_2D, Some(gl_texture));
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as _);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as _);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as _);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as _);
let level = 0;
let internal_format = Gl::SRGB8_ALPHA8;
let border = 0;
let src_format = Gl::RGBA;
let src_type = Gl::UNSIGNED_BYTE;
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gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
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if let Some([x, y]) = pos {
gl.tex_sub_image_2d_with_i32_and_i32_and_u32_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
level,
x as _,
y as _,
w as _,
h as _,
src_format,
src_type,
Some(pixels),
)
.unwrap();
} else {
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
level,
internal_format as _,
w as _,
h as _,
border,
src_format,
src_type,
Some(pixels),
)
.unwrap();
}
}
}
impl epi::NativeTexture for WebGl2Painter {
type Texture = WebGlTexture;
fn register_native_texture(&mut self, native: Self::Texture) -> egui::TextureId {
let id = egui::TextureId::User(self.next_native_tex_id);
self.next_native_tex_id += 1;
self.textures.insert(id, native);
id
}
fn replace_native_texture(&mut self, id: egui::TextureId, native: Self::Texture) {
self.textures.insert(id, native);
}
}
impl crate::Painter for WebGl2Painter {
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fn set_texture(&mut self, tex_id: egui::TextureId, delta: &egui::epaint::ImageDelta) {
match &delta.image {
egui::ImageData::Color(image) => {
assert_eq!(
image.width() * image.height(),
image.pixels.len(),
"Mismatch between texture size and texel count"
);
let data: &[u8] = bytemuck::cast_slice(image.pixels.as_ref());
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self.set_texture_rgba(tex_id, delta.pos, image.size, data);
}
egui::ImageData::Alpha(image) => {
let gamma = 1.0;
let data: Vec<u8> = image
.srgba_pixels(gamma)
.flat_map(|a| a.to_array())
.collect();
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self.set_texture_rgba(tex_id, delta.pos, image.size, &data);
}
};
}
fn free_texture(&mut self, tex_id: egui::TextureId) {
self.textures.remove(&tex_id);
}
fn debug_info(&self) -> String {
format!(
"Stored canvas size: {} x {}\n\
gl context size: {} x {}",
self.canvas.width(),
self.canvas.height(),
self.gl.drawing_buffer_width(),
self.gl.drawing_buffer_height(),
)
}
/// id of the canvas html element containing the rendering
fn canvas_id(&self) -> &str {
&self.canvas_id
}
fn clear(&mut self, clear_color: egui::Rgba) {
let gl = &self.gl;
gl.disable(Gl::SCISSOR_TEST);
let width = self.canvas.width() as i32;
let height = self.canvas.height() as i32;
gl.viewport(0, 0, width, height);
let clear_color: Color32 = clear_color.into();
gl.clear_color(
clear_color[0] as f32 / 255.0,
clear_color[1] as f32 / 255.0,
clear_color[2] as f32 / 255.0,
clear_color[3] as f32 / 255.0,
);
gl.clear(Gl::COLOR_BUFFER_BIT);
}
fn paint_meshes(
&mut self,
clipped_meshes: Vec<egui::ClippedMesh>,
pixels_per_point: f32,
) -> Result<(), JsValue> {
let gl = &self.gl;
self.post_process
.begin(self.canvas.width() as i32, self.canvas.height() as i32)?;
gl.enable(Gl::SCISSOR_TEST);
gl.disable(Gl::CULL_FACE); // egui is not strict about winding order.
gl.enable(Gl::BLEND);
gl.blend_func(Gl::ONE, Gl::ONE_MINUS_SRC_ALPHA); // premultiplied alpha
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
let u_screen_size_loc = gl
.get_uniform_location(&self.program, "u_screen_size")
.unwrap();
let screen_size_pixels = vec2(self.canvas.width() as f32, self.canvas.height() as f32);
let screen_size_points = screen_size_pixels / pixels_per_point;
gl.uniform2f(
Some(&u_screen_size_loc),
screen_size_points.x,
screen_size_points.y,
);
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
for egui::ClippedMesh(clip_rect, mesh) in clipped_meshes {
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if let Some(gl_texture) = self.get_texture(mesh.texture_id) {
gl.bind_texture(Gl::TEXTURE_2D, Some(gl_texture));
let clip_min_x = pixels_per_point * clip_rect.min.x;
let clip_min_y = pixels_per_point * clip_rect.min.y;
let clip_max_x = pixels_per_point * clip_rect.max.x;
let clip_max_y = pixels_per_point * clip_rect.max.y;
let clip_min_x = clip_min_x.clamp(0.0, screen_size_pixels.x);
let clip_min_y = clip_min_y.clamp(0.0, screen_size_pixels.y);
let clip_max_x = clip_max_x.clamp(clip_min_x, screen_size_pixels.x);
let clip_max_y = clip_max_y.clamp(clip_min_y, screen_size_pixels.y);
let clip_min_x = clip_min_x.round() as i32;
let clip_min_y = clip_min_y.round() as i32;
let clip_max_x = clip_max_x.round() as i32;
let clip_max_y = clip_max_y.round() as i32;
// scissor Y coordinate is from the bottom
gl.scissor(
clip_min_x,
self.canvas.height() as i32 - clip_max_y,
clip_max_x - clip_min_x,
clip_max_y - clip_min_y,
);
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for mesh in mesh.split_to_u16() {
self.paint_mesh(&mesh)?;
}
} else {
crate::console_warn(format!(
"WebGL: Failed to find texture {:?}",
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mesh.texture_id
));
}
}
self.post_process.end();
Ok(())
}
fn name(&self) -> &'static str {
"egui_web (WebGL2)"
}
}
/// Uses a framebuffer to render everything in linear color space and convert it back to sRGB
/// in a separate "post processing" step
struct PostProcess {
gl: Gl,
pos_buffer: WebGlBuffer,
index_buffer: WebGlBuffer,
vao: WebGlVertexArrayObject,
texture: WebGlTexture,
texture_size: (i32, i32),
fbo: WebGlFramebuffer,
program: WebGlProgram,
}
impl PostProcess {
fn new(gl: Gl, width: i32, height: i32) -> Result<PostProcess, JsValue> {
let fbo = gl
.create_framebuffer()
.ok_or("failed to create framebuffer")?;
gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&fbo));
let texture = gl.create_texture().unwrap();
gl.bind_texture(Gl::TEXTURE_2D, Some(&texture));
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_S, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_WRAP_T, Gl::CLAMP_TO_EDGE as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::NEAREST as i32);
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::NEAREST as i32);
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
0,
Gl::SRGB8_ALPHA8 as i32,
width,
height,
0,
Gl::RGBA,
Gl::UNSIGNED_BYTE,
None,
)
.unwrap();
gl.framebuffer_texture_2d(
Gl::FRAMEBUFFER,
Gl::COLOR_ATTACHMENT0,
Gl::TEXTURE_2D,
Some(&texture),
0,
);
gl.bind_texture(Gl::TEXTURE_2D, None);
gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
let vert_shader = compile_shader(
&gl,
Gl::VERTEX_SHADER,
include_str!("shader/post_vertex_100es.glsl"),
)?;
let frag_shader = compile_shader(
&gl,
Gl::FRAGMENT_SHADER,
include_str!("shader/post_fragment_100es.glsl"),
)?;
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
let vao = gl.create_vertex_array().ok_or("failed to create vao")?;
gl.bind_vertex_array(Some(&vao));
let positions = vec![0u8, 0, 1, 0, 0, 1, 1, 1];
let indices = vec![0u8, 1, 2, 1, 2, 3];
let pos_buffer = gl.create_buffer().ok_or("failed to create pos_buffer")?;
gl.bind_buffer(Gl::ARRAY_BUFFER, Some(&pos_buffer));
gl.buffer_data_with_u8_array(Gl::ARRAY_BUFFER, &positions, Gl::STATIC_DRAW);
let a_pos_loc = gl.get_attrib_location(&program, "a_pos");
assert!(a_pos_loc >= 0);
gl.vertex_attrib_pointer_with_i32(a_pos_loc as u32, 2, Gl::UNSIGNED_BYTE, false, 0, 0);
gl.enable_vertex_attrib_array(a_pos_loc as u32);
gl.bind_buffer(Gl::ARRAY_BUFFER, None);
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, Some(&index_buffer));
gl.buffer_data_with_u8_array(Gl::ELEMENT_ARRAY_BUFFER, &indices, Gl::STATIC_DRAW);
gl.bind_vertex_array(None);
gl.bind_buffer(Gl::ELEMENT_ARRAY_BUFFER, None);
Ok(PostProcess {
gl,
pos_buffer,
index_buffer,
vao,
texture,
texture_size: (width, height),
fbo,
program,
})
}
fn begin(&mut self, width: i32, height: i32) -> Result<(), JsValue> {
let gl = &self.gl;
if (width, height) != self.texture_size {
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
gl.pixel_storei(Gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_2d_with_i32_and_i32_and_i32_and_format_and_type_and_opt_u8_array(
Gl::TEXTURE_2D,
0,
Gl::SRGB8_ALPHA8 as i32,
width,
height,
0,
Gl::RGBA,
Gl::UNSIGNED_BYTE,
None,
)?;
gl.bind_texture(Gl::TEXTURE_2D, None);
self.texture_size = (width, height);
}
gl.bind_framebuffer(Gl::FRAMEBUFFER, Some(&self.fbo));
gl.clear_color(0.0, 0.0, 0.0, 0.0);
gl.clear(Gl::COLOR_BUFFER_BIT);
Ok(())
}
fn end(&self) {
let gl = &self.gl;
gl.bind_framebuffer(Gl::FRAMEBUFFER, None);
gl.disable(Gl::SCISSOR_TEST);
gl.use_program(Some(&self.program));
gl.active_texture(Gl::TEXTURE0);
gl.bind_texture(Gl::TEXTURE_2D, Some(&self.texture));
let u_sampler_loc = gl.get_uniform_location(&self.program, "u_sampler").unwrap();
gl.uniform1i(Some(&u_sampler_loc), 0);
gl.bind_vertex_array(Some(&self.vao));
gl.draw_elements_with_i32(Gl::TRIANGLES, 6, Gl::UNSIGNED_BYTE, 0);
gl.bind_texture(Gl::TEXTURE_2D, None);
gl.bind_vertex_array(None);
gl.use_program(None);
}
}
impl Drop for PostProcess {
fn drop(&mut self) {
let gl = &self.gl;
gl.delete_vertex_array(Some(&self.vao));
gl.delete_buffer(Some(&self.pos_buffer));
gl.delete_buffer(Some(&self.index_buffer));
gl.delete_program(Some(&self.program));
gl.delete_framebuffer(Some(&self.fbo));
gl.delete_texture(Some(&self.texture));
}
}
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fn compile_shader(
gl: &WebGl2RenderingContext,
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shader_type: u32,
source: &str,
) -> Result<WebGlShader, String> {
let shader = gl
.create_shader(shader_type)
.ok_or_else(|| String::from("Unable to create shader object"))?;
gl.shader_source(&shader, source);
gl.compile_shader(&shader);
if gl
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.get_shader_parameter(&shader, Gl::COMPILE_STATUS)
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.as_bool()
.unwrap_or(false)
{
Ok(shader)
} else {
Err(gl
.get_shader_info_log(&shader)
.unwrap_or_else(|| "Unknown error creating shader".into()))
}
}
fn link_program<'a, T: IntoIterator<Item = &'a WebGlShader>>(
gl: &WebGl2RenderingContext,
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shaders: T,
) -> Result<WebGlProgram, String> {
let program = gl
.create_program()
.ok_or_else(|| String::from("Unable to create shader object"))?;
for shader in shaders {
gl.attach_shader(&program, shader)
}
gl.link_program(&program);
if gl
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.get_program_parameter(&program, Gl::LINK_STATUS)
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.as_bool()
.unwrap_or(false)
{
Ok(program)
} else {
Err(gl
.get_program_info_log(&program)
.unwrap_or_else(|| "Unknown error creating program object".into()))
}
}