Display lists used to own the resource storage needed to replay their
command bytes. That kept the compositor tied to in-process object
ownership: sending a display list update also meant sharing the same
resource container with the recording side.
Move resource storage out of DisplayList and make display list updates
carry a transaction of resources to add and remove. Navigable now tracks
the resources referenced by the current display list, sends only the
delta to the compositor, and trims its recording-side storage to the
active set. The compositor applies those transactions to its own storage
before replacing the cached display list.
This still carries in-process resource objects, but it puts the
ownership boundary in the right place. Command bytes and resource
lifetime are now synchronized explicitly, which is the shape needed
before the compositor can receive serializable resource updates across a
process boundary.
Paint styles were stored as display list resources, which kept path
painting tied to in-process C++ objects. Move the gradient and pattern
payload into FillPath and StrokePath instead, with gradient stops
serialized as parallel color and position spans.
This is prep work for making display lists serializable across the IPC
boundary without needing to marshal SVG paint style objects separately.
The Paintable tree and its supplemental painting data structures were
GC allocated because that was the easiest way to manage it and avoid
leaks introduced by ref cycles. This included the Paintable subclasses
themselves plus StackingContext, ChromeWidget, Scrollbar, ResizeHandle,
and scroll-frame state.
We are now trying to reduce GC allocation churn on layout and painting
updates, so keeping this short-lived rendering tree outside the JS heap
is a better fit. Move Paintable to RefCountedTreeNode, make painting
helpers ref-counted or weakly reference Paintables, and update the
layout and event-handler call sites to use RefPtr/WeakPtr ownership.
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.
Replace per-node heap-allocated AtomicRefCounted
AccumulatedVisualContext objects with a single contiguous Vector inside
AccumulatedVisualContextTree. All nodes for a frame are now stored in
one allocation, using type-safe VisualContextIndex instead of RefPtr
pointers.
This reduces allocation churn, improves cache locality, and opens the
door for future snapshotting of visual context state — similar to how
scroll offsets are snapshotted today.
With per-paintable display list command caching now in place, the
separate paint-only properties resolution phase is no longer needed.
Resolution now happens inline during painting and its cost is amortized
since it only runs on cache miss.
Move all property resolution to point of consumption:
- is_visible() and visible_for_hit_testing() compute on the fly
- Filter resolution moved to assign_accumulated_visual_contexts()
- Border radii, outlines computed on access
- Box shadows, backdrop filter resolved inline during painting
- Background resolution moved into paint_background()
- Mask resolution moved to StackingContext::paint()
- Text fragment and SVG stroke properties resolved during painting