Replace the lazy per-shape OrderedHashMap cache for non-dictionary
shapes with a GC-allocated descriptor array. Store descriptors in hash
order for lookup while keeping an enum index so callers can still walk
properties in insertion order.
Keep dictionary shapes on the mutable OrderedHashMap path, and migrate
callers that enumerated Shape::property_table() to the new insertion
order iterator. Cap descriptor arrays to their compact u16 index range
and keep larger dictionary shapes on the mutable table path across
prototype transitions and prototype clones.
Add coverage for setting the prototype of a dictionary object with more
than 65536 named properties.
Nested scroll nodes were present in the async scroll tree, but the
compositor rejected any non-viewport wheel target and tracked only one
pending viewport offset. That prevented element scrollports from being
scrolled asynchronously and made compositor-side offsets impossible to
adopt after the main thread rebuilt scroll state.
Let async wheel commands target any scroll node selected by the tree.
Store every offset produced by a compositor scroll and reapply pending
offsets by stable ID across display-list and scroll-state updates. The
main thread now adopts viewport, element and pseudo-element offsets
before rendering-update observers run, including scroll event
bookkeeping for element scrollers.
Carry the wheel hit-test rejection reason through the enqueue path while
doing this, so main-thread and blocking-wheel regions remain explicit
rather than being collapsed into a missing target. Existing nested
async-scrolling text tests cover the successful nested scroll path.
Remove the concrete WebAssemblyModule include from ModuleScript.h and
include it only in the .cpp files that need the complete type. This
keeps the module script header from pulling WebAssembly implementation
details into unrelated LibWeb translation units.
Idle callbacks are only appropriate when the event loop has no other
runnable work. TaskQueue previously stored idle tasks in the same FIFO
list as all other tasks, so an idle callback queued during an idle
period could still run ahead of later posted-message work.
Keep idle tasks in a separate queue and only select from it after all
normal runnable tasks have been considered. This keeps cleanup queued
with requestIdleCallback from racing React hydration on Shopify.
Treat an already-active target entry from a synchronous same-document
history step as update-only even if a later queued reload has marked it
reload-pending. This keeps the push/replace application from consuming
the reload state and leaves the reload traversal to populate the entry.
Add a regression test that pushes a same-document entry and immediately
reloads it, matching the queue ordering that exposed the crash.
When a link element starts a replacement fetch, the old response body
can already have queued its consume-body task. stop_fetch() clears the
fetch algorithms for future work, so that late task re-read an empty
callback and tripped AK::Function's wrapper assertion.
Keep fetch_response_handover() tied to the algorithms object it
selected when creating the consume-body steps. Then make
HTMLLinkElement apply the HTML stale-resource check explicitly with a
fetch generation, so results from superseded link fetches return before
processing the resource.
Add a text test that replaces a stylesheet data URL and waits for the
replacement stylesheet's load event. This covers stale body callbacks
and verifies that superseded stylesheet results do not apply.
Use compositor hit-test commands in the display list to rebuild async
wheel targets, and serialize the async scroll metadata needed to
reconstruct AsyncScrollingState from the same display-list snapshot.
Driving the async scroll tree off the display list rather than a
separately collected tree has a few benefits:
- No additional full paintable tree traversal is required, since the
information needed by the compositor is gathered while recording
the display list.
- The display list is already serializable, so the async scroll tree
no longer needs its own serialization path.
- It is more debuggable, as the existing display list dump now also
covers the data used to reconstruct the async scroll tree.
- In the future we will want to include other areas that can
interfere with hit-testing; recording them during display list
construction makes it straightforward to preserve a hit-testing
order that matches painting order.
Adopt pending async viewport scroll offsets before the rendering update
runs scroll steps and IntersectionObserver updates. Queue a rendering
update after the compositor applies an async viewport scroll so
compositor-only wheel scrolling can notify observers without waiting for
unrelated main-thread work.
When a link element's href changes, the spec expects the callback
to check if "el contributes a script-blocking style sheet"
(step 6). This check examines current fetch state, which fails
when old fetch callbacks run after a new fetch has started.
Use FetchController::stop_fetch() instead of abort() to prevent
old fetch callbacks from executing entirely. This ensures only the
current fetch's callback runs, allowing it to correctly check
current state per spec without race conditions.
Keep compositor-side scroll snapshots aligned with async viewport
scrolling when main-thread scroll state arrives while an async viewport
offset is pending. A stale scroll-state-only update could otherwise
replace the snapshot used for display list replay and wheel hit-testing
with an older viewport offset, even though the compositor had already
presented newer async scroll positions.
Teach AsyncScrollTree to set a node scroll offset directly and use it
when reconciling both display-list and scroll-state updates. Recompute
the main-thread viewport rect after display list recording as pending
async scroll adoption can move the viewport before presentation.
Use the snapshot from the previous commit to let CompositorThread apply
experimental viewport wheel deltas when async scrolling is enabled. The
event handler first performs synchronous admission on the main thread,
then enqueues a compositor scroll command instead of mutating live
document scroll state directly.
Rasterize accepted scrolls through the same compositor presentation
path added earlier. The compositor stores the newest async viewport
offset so the next main-thread display-list recording can adopt it
before repainting, preventing older paints from snapping the visible
position backward.
Keep DOM wheel dispatch on the main thread. When the compositor already
performed the default action, dispatch the wheel as non-cancelable and
suppress a second default scroll. Non-viewport targets, nested
scrollers, and pages with blocking wheel listeners stay synchronous.
Introduce a dedicated Compositor IPC channel between the UI process and
WebContent. Use it for backing-store setup, presented bitmap delivery,
and bitmap-specific ready_to_paint acknowledgements.
This makes CompositorThread the single owner of frame presentation
bookkeeping before async scrolling starts producing frames without the
main thread.
Remove old paint and backing-store messages from WebContentClient and
PageClient so the UI process no longer observes two presentation
protocols.
Create Libraries/LibWeb/Compositor and make the existing rendering
thread the first owner in that subsystem. Rename RenderingThread to
CompositorThread so later commits can grow it into the presentation
owner without leaving that vocabulary in HTML.
Keep display-list rasterization and delivery behavior unchanged in this
commit. Add COMPOSITOR_DEBUG to AK/Debug.h.in in the same step so
compositor diagnostics live beside the rest of the project-wide debug
toggles from the start of the stack.
When nothing invalidates the display list between frames, push only an
updated scroll state snapshot to the rendering thread instead of
handing it the display list again.
This is preparation for moving rendering to a separate process, where
sending the display list across the process boundary on every frame
would be expensive.
This adds the basic infrastructure for the Permissions API, including
the `Permissions` and `PermissionStatus` interfaces. The API is exposed
via `navigator.permissions` on both `Window` and `WorkerGlobalScope`.
- `is_permission_supported` is hardcoded to return false.
- The `query()` method checks for a secure context but rejects all
queries since no powerful features are supported yet.
The permission store and permission key related methods and algorithms.
Ability for the user agent to store the permissions entries.
Passes a few more subtests in `permissions/`.
https://wpt.live/permissions/idlharness.any.htmlhttps://wpt.live/permissions/idlharness.any.worker.htmlhttps://wpt.live/permissions/edge-cases.https.html
This one behaves differently because now the `query` property is
defined. And the last subtest passes for the wrong reason.
"Querying "fullscreen" permission with "allowWithoutGesture" false
is unsupported"
but in fact everything is currently unsupported.
https://wpt.live/fullscreen/api/permission.tentative.https.html
permission is marked as experimental in Navigator and WorkerNavigator,
so tests that now pass actually don't because the tests don't have
access to the interfaces.
Delayed preload and image animation callbacks can outlive the objects
they notify. Incremental sweeping makes this easier to hit because stale
callback state may be reclaimed before the delayed work runs.
Use a weak link element when firing preload load and error events, and
use a weak image style value from animated image timers instead of a raw
pointer.
SharedResourceRequest can be finalized while fetch work is pending.
Use weak fetch callbacks so late work no-ops once the request is gone.
Finalization now only drops local references and callbacks. It does not
stop fetch, since that allocates new algorithms during collection.
Tear down the MediaControls (and its Core::Timer-driven hover handler)
during HTMLMediaElement finalization. Otherwise, between weak-clearing
and incremental sweep destroying the element, a queued hover timer
event can still fire and trip a VERIFY against an already-cleared
GC::Weak reference to a shadow tree node.
Previously we were inconsistent by generating code for enum definitions
but not generating code for dictionaries. With future changes to the
IDL generator to expose helpers to convert to and from IDL values
this produced circular depdendencies. To solve this problem, also
generate the dictionary definitions in bindings headers.
Change the bindings generator to emit enum definitions into the
Bindings/<Thing>.h file owned by the IDL that defines them, including
support IDLs that do not have a top-level interface or namespace.
Allow enum-only modules to generate bindings headers and make generated
bindings code include those owner headers when another IDL depends on
their enums.
This allows us to replace the hand made NavigationType.h header with
one generated by bindings.
This commit splits out synchronization primitives from LibThreading into
LibSync. This is because LibThreading depends on LibCore, while LibCore
needs the synchronization primitives from LibThreading. This worked
while they were header only, but when I tried to add an implementation
file it ran into the circular dependency. To abstract away the pthread
implementation using cpp files is necessary so the synchronization
primitives were moved to a separate library.
DecodedImageFrame only wraps a ref-counted Bitmap and color-space
metadata. The frame object itself does not provide shared mutable
state or lifetime ownership beyond those members, so ref-counting it
adds an unnecessary layer of indirection.
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.
Report DOM character data, decoded image frames, ImageBitmap pixel
buffers, and 2D canvas surfaces through the GC external memory hook.
This lets image and text-heavy pages participate in GC threshold
calculations through their retained backing storage.
Attach cached JavaScript bytecode sidecars to HTTP response headers so
WebContent can materialize classic and module scripts directly from a
decoded cache blob on cache hits.
Carry the disk cache vary key with the sidecar and reuse it when storing
fresh bytecode, avoiding mismatches against the augmented network
request headers used to create the cache entry.
Keep CORS-filtered module responses intact for status, MIME, and script
creation checks. Read bytecode sidecar data only from the internal
response, and treat decode or materialization failure as a cache miss
that falls back to normal source compilation.
Schedule JavaScript bytecode cache generation after downloaded classic
scripts and modules have been handed back to the main thread.
The cache job reparses and fully compiles on the thread pool,
serializes the bytecode blob, and stores it as HTTP cache sidecar data.
RequestServer finalizes the disk cache entry before notifying
WebContent, so the script fetcher can attach the sidecar immediately.
Store a SHA-256 fingerprint of the decoded source text in each bytecode
cache blob, and require callers to provide the expected fingerprint when
validating or decoding a blob.
This rejects sidecars for stale HTTP cache entries whose URL and request
headers still match but whose source body has been replaced. Bytecode
cache tests cover the mismatched-source rejection path.
After off-thread script or module compilation hands top-level bytecode
back to the main thread, clone the remaining lazy function payloads and
compile them on the thread pool.
Install completed bytecode only when the function is still lazy. If the
main thread compiled it first, discard the stale result and schedule
another pass over that executable so nested lazy payloads still move to
bytecode.
DecodedImageFrame now owns decoded bitmap pixels directly, so the
separate ImmutableBitmap wrapper no longer carries useful semantics.
Remove the class and pass decoded image frames or bitmaps at the
boundaries where pixels are actually required.
The Skia image cache now keys off DecodedImageFrame, matching the
display-list commands that paint decoded images. Video frames stay
owned by LibMedia, with the explicit YUV-to-bitmap conversion living
at HTMLVideoElement's decoded-frame entry point for canvas and WebGL
callers.
Decoded image data should not continue to traffic in ImmutableBitmap now
that the bitmap wrapper is being retired. Introduce DecodedImageFrame as
the paintable decoded-image unit and store a Bitmap plus ColorSpace in
it directly.
Thread the new frame type through decoded image data, display-list
image commands, filters, canvas drawImage, patterns, WebGL texture
upload, and CSS/SVG image consumers. ImmutableBitmap remains only at
the legacy boundaries that still need it, such as HTML video snapshots
and callers that explicitly ask for a bitmap snapshot.
This keeps color-space ownership with the decoded frame while making
the expensive or legacy ImmutableBitmap path explicit at the few call
sites that still need it.
ImmutableBitmap still owned the helper that read pixels from a
PaintingSurface and wrapped the result as an ImmutableBitmap. That kept
a surface readback operation attached to the type we are trying to
remove, even though the snapshot is really a property of the painting
surface.
Add PaintingSurface::snapshot_bitmap() as the explicit readback path.
The remaining callers now wrap that bitmap in ImmutableBitmap only at
the places that still need the old abstraction. Canvas serialization
also uses the same helper, so the BGRA8888 premultiplied snapshot
policy has a single owner.
A video element should record video as video, not as generic external
bitmap content. Add VideoFrameSource and a dedicated display-list
command so the display-list player receives the current
Media::VideoFrame directly.
The Skia player can now upload YUV pixmaps from the frame when a GPU
context is available, without teaching the ordinary ImmutableBitmap
image cache about media formats. If GPU upload is unavailable, the
fallback explicitly converts the frame through YUVData::to_bitmap().
This gives video painting a clear extension point for future frame
backends, such as hardware frames or other planar formats, while
keeping bitmap drawing focused on immutable pixel snapshots.
Decoded video frames should own their planar YUV data and color space
directly. Keeping that storage behind ImmutableBitmap gave a
still-image abstraction media-specific behavior and made calls like
bitmap() potentially allocate and convert a whole video frame.
Move YUV ownership into Media::VideoFrame, where the lifetime naturally
follows media playback, and remove the YUV-backed mode from
ImmutableBitmap. This commit intentionally keeps the visible Web paint
path on ExternalContentSource by converting the current frame back to
an ImmutableBitmap where Web still expects one.
Callers that need pixels now ask the frame to convert explicitly. That
preserves behavior for canvas and bitmap consumers while making the
expensive YUV-to-pixel path visible at the call site instead of
hiding it behind ImmutableBitmap::bitmap().
The display queue used TimedImage even though the media pipeline is
selecting decoded video frames. That naming hid the real object being
handed from LibMedia to Web and kept the queue interface coupled to
bitmap-style painting.
Rename the wrapper to TimedVideoFrame and pass ref-counted VideoFrame
objects through the provider and display sink. Web still reads the
ImmutableBitmap from the frame for painting in this commit, so rendered
output and conversion behavior stay the same while the playback-facing
interfaces become frame-shaped.
The rendering thread now uses its own SkiaBackendContext, and the main
thread no longer reaches into GPU-backed Skia objects directly. No Skia
context is shared between threads anymore, so the mutex on
SkiaBackendContext and the lock_context()/unlock_context() pair that
wrapped every PaintingSurface and ImmutableBitmap operation are all dead
weight and can go.
Sharing a single SkiaBackendContext between the main thread and the
rendering thread forces locking around every GPU operation. Now that
ImmutableBitmaps are context-neutral, the SkImage cache is per-painter,
and PaintingSurface accepts an explicit context, have the rendering
thread create its own GPU context on startup and use it for the
display-list player and backing store allocation.
This sets up the next commit to remove the cross-thread locking
machinery entirely.
ImmutableBitmap currently caches an SkImage tied to a specific Skia
backend context, which prevents using the same bitmap with more than one
context. Move that cache out into a per-painter
ImmutableBitmapSkiaImageCache so the cached image lives next to the
context that produced it.
Painters and the display-list player prune their caches each frame, and
canvas 2D contexts prune when presenting, so unused images do not
accumulate.