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.
28 lines
1 KiB
C++
28 lines
1 KiB
C++
/*
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* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <LibWeb/HTML/ImageData.h>
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namespace Web::HTML {
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// https://html.spec.whatwg.org/multipage/canvas.html#canvasimagedata
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class CanvasImageData {
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public:
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virtual ~CanvasImageData() = default;
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virtual WebIDL::ExceptionOr<GC::Ref<ImageData>> create_image_data(int width, int height, Optional<Bindings::ImageDataSettings> const& settings = {}) const = 0;
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virtual WebIDL::ExceptionOr<GC::Ref<ImageData>> create_image_data(ImageData const&) const = 0;
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virtual WebIDL::ExceptionOr<GC::Ptr<ImageData>> get_image_data(int x, int y, int width, int height, Optional<Bindings::ImageDataSettings> const& settings = {}) = 0;
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virtual WebIDL::ExceptionOr<void> put_image_data(ImageData&, float x, float y) = 0;
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virtual WebIDL::ExceptionOr<void> put_image_data(ImageData&, float x, float y, float dirty_x, float dirty_y, float dirty_width, float dirty_height) = 0;
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protected:
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CanvasImageData() = default;
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};
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}
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