ladybird/Libraries/LibWeb/WebGL/Extensions/ANGLEInstancedArrays.cpp
Aliaksandr Kalenik a80babffb6 LibWeb+Compositor: Run canvas contexts in the Compositor
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.
2026-06-17 19:07:32 +02:00

62 lines
1.9 KiB
C++

/*
* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibJS/Runtime/Realm.h>
#include <LibWeb/Bindings/ANGLEInstancedArrays.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/WebGL/Extensions/ANGLEInstancedArrays.h>
#include <LibWeb/WebGL/WebGLContextProxy.h>
#include <LibWeb/WebGL/WebGLRenderingContextBase.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace Web::WebGL {
GC_DEFINE_ALLOCATOR(ANGLEInstancedArrays);
JS::ThrowCompletionOr<GC::Ref<JS::Object>> ANGLEInstancedArrays::create(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
{
return realm.create<ANGLEInstancedArrays>(realm, context);
}
ANGLEInstancedArrays::ANGLEInstancedArrays(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
: PlatformObject(realm)
, m_context(context)
{
}
void ANGLEInstancedArrays::vertex_attrib_divisor_angle(GLuint index, GLuint divisor)
{
m_context->context().make_current();
m_context->context().vertex_attrib_divisor_angle(index, divisor);
}
void ANGLEInstancedArrays::draw_arrays_instanced_angle(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
m_context->context().make_current();
m_context->context().draw_arrays_instanced_angle(mode, first, count, primcount);
}
void ANGLEInstancedArrays::draw_elements_instanced_angle(GLenum mode, GLsizei count, GLenum type, GLintptr offset, GLsizei primcount)
{
m_context->context().make_current();
m_context->context().draw_elements_instanced_angle(mode, count, type, reinterpret_cast<void*>(offset), primcount);
}
void ANGLEInstancedArrays::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(ANGLEInstancedArrays);
Base::initialize(realm);
}
void ANGLEInstancedArrays::visit_edges(Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_context);
}
}