Produce JS-visible string results as UTF-16 at their source, including
numeric formatting, BigInt and BigFraction formatting, URI encoding,
console formatting, parser errors, regular expression errors, Intl and
Temporal records, LibUnicode locale boundaries, and LibWeb bindings.
Handle fractional radix formatting through the UTF-16 builder view.
Compositor-backed canvas contexts keep their transports tied to a single
Compositor connection. When that connection dies, the 2D backing
storage and WebGL GL objects disappear with it, but WebContent does not
surface the loss to canvas contexts or create fresh host contexts after
reconnect.
Track compositor loss through the WebContent connection, mark WebGL
contexts lost, dispatch the standard context events, and rebuild the
remote proxy when the page opts into restoration. For 2D canvas, queue
the canvas context loss steps, discard the dead backing storage, and
create new storage before firing contextrestored.
Canvas rendering is a major remaining path where WebContent directly
owns GPU-facing drawing state. Back 2D and WebGL canvas contexts with
remote Compositor transports, so WebContent talks to canvas surfaces
through IPC while the Compositor owns the rasterization resources.
This is a large step toward GPU sandboxing because canvas GPU work now
lives behind the Compositor boundary. It also gives OffscreenCanvas the
process-independent canvas plumbing that HTMLCanvasElement now uses,
making worker-owned canvases possible without another WebContent-local
rendering path.
LibWeb's WebGL implementation currently reaches ANGLE by calling glFoo()
throughout the WebGL context and extension code. That ties the WebGL
spec layer to the concrete GL executor. A future backend that records
operations, sends them to another process, or executes them from the
Compositor would otherwise need to duplicate the WebGL logic or edit
every call site again.
Introduce GLFunctions as an explicit boundary between WebGL semantics
and GL execution. GLFunctions.json lists the GL entry points used by the
implementation, and the generator emits one forwarding method per entry
point. OpenGLContext implements those methods today, so the current
in-process ANGLE path keeps the same behavior while all callers go
through a single replaceable interface.
That boundary is needed before canvas/WebGL rendering can move to the
Compositor: the WebGL context code can keep doing validation, state
tracking, and spec-visible error handling in LibWeb, while a later
implementation can record the same GL calls and replay them where the
canvas surface is produced. The JSON source also gives the recorder and
replayer one shared description of argument shapes, avoiding two
hand-written views of the GL API drifting apart.
This extension lets pages query the underlying GPU vendor and renderer
strings via UNMASKED_VENDOR_WEBGL / UNMASKED_RENDERER_WEBGL. Some sites
(e.g. yandex.com/maps) use it to decide whether to render vector tiles
with WebGL or fall back to raster tiles.
Since we moved to using a hash map in the previous commits we get
a quite easy way to check if a certain extension is enabled without
having to create a seperate method for each one.
This makes the WebGL2 implementation file inherit from the WebGL1
implementation file. This is actually closer to what the IDL files
describe and allows us to not have to maintain two copies of the same
functions.
The reasoning behind this is that in the next commit some of the WebGL2
specific parameters will be moved here. This header is needed to give
us access to those defines. Note that when in WebGL1 nothing from ES3
will be used as it's locked behind WebGL2 checks (it wouldn't work
anyways as we request ES2 from ANGLE).
This is more like what the IDL files specify with two different mixins,
but the inheritance structure here is slightly different for easier
maintenance. This will also allow the WebGL2 Impl to inherit from the
WebGL1 Impl as WebGL versions don't share the functions defined in the
Overloads interfaces.
When this is true, we have to vertically flip TexImageSource provided
images before uploading them.
Fixes several graphical glitches on Google Maps.
Fixes globe being upside down on Shopify's homepage.
Likely fixes more websites.
This deduplicates a lot of sensitive pointer math by using Span, which
performs this math for us with more safety checks and with type
information.
This also allows us to use the correctly typed Span for typed arrays,
which automatically fixes srcOffset to now offset by the number of
elements instead of bytes. This goes for srcLengthOverride too.
Fixes the Rive animations on Shopify's homepage not appearing.
Fixes some Unity applications such as ArcViewer having missing
graphics.
Use `Float32Array or sequence<GLfloat>` instead of
`BufferSource or sequence<GLfloat>`. This meaningfully changes behavior
for `Float16Array` and `Float64Array`: they are now converted to
`sequence<GLfloat>` by iterating the typed array, rather than being
treated as a `BufferSource`. As a result, many WebGL calls now work
correctly where we previously crashed in `VERIFY_NOT_REACHED()` due to
the assumption that a `BufferSource` was always a `Float32Array`.
Fixes https://github.com/LadybirdBrowser/ladybird/issues/5962
This copies the latest generated code in tree and then removes code
generation for the WebGL rendering contexts. This is because it didn't
add much value, and we can maintain the generated output instead of
both that and the generator itself.