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.
30 lines
1,004 B
C++
30 lines
1,004 B
C++
/*
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* Copyright (c) 2026, Callum Law <callumlaw1709@outlook.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGfx/CanvasCommandList.h>
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#include <LibWeb/Forward.h>
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#include <LibWeb/HTML/Canvas/DrawingState.h>
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#include <LibWeb/HTML/HTMLCanvasElement.h>
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#include <LibWeb/HTML/OffscreenCanvas.h>
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#pragma once
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namespace Web::HTML {
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class AbstractCanvasMixin {
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protected:
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virtual Variant<GC::Ref<HTMLCanvasElement>, GC::Ref<OffscreenCanvas>> canvas_element() = 0;
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virtual Variant<GC::Ref<HTMLCanvasElement>, GC::Ref<OffscreenCanvas>> canvas_element() const = 0;
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virtual DrawingState& drawing_state() = 0;
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virtual DrawingState const& drawing_state() const = 0;
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virtual JS::Realm& my_realm() = 0;
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virtual Gfx::Path& mutable_path() = 0;
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virtual Gfx::CanvasCommandList* canvas_command_list() = 0;
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virtual CSS::ComputationContext computation_context_for_drawing_state() const = 0;
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Optional<Color> parse_a_css_color_value(StringView const& value) const;
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};
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}
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