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.
No other third layer folder in LibWeb has its own namespace which
makes this a special case for the IDLGenerator when determining
namespaces. Instead of adding a special case, simply remove the
namespace.
Previously, the LibWeb bindings generator would output multiple per
interface files like Prototype/Constructor/Namespace/GlobalMixin
depending on the contents of that IDL file.
This complicates the build system as it means that it does not know
what files will be generated without knowledge of the contents of that
IDL file.
Instead, for each IDL file only generate a single Bindings/<IDLFile>.h
and Bindings/<IDLFile>.cpp.
Instead of making the extension objects request the OpenGL extensions
themselves, we can do it here since we already store that information
to be able to compute the list of available extensions. As bonus points
this makes it impossible to forget to request an OpenGL extension when
implementing a new WebGL one.
Before this change, we were going through the chain of base classes for
each IDL interface object and having them set the prototype to their
prototype.
Instead of doing that, reorder things so that we set the right prototype
immediately in Foo::initialize(), and then don't bother in all the base
class overrides.
This knocks off a ~1% profile item on Speedometer 3.