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.
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
/*
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* Copyright (c) 2025, Undefine <undefine@undefine.pl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibJS/Runtime/Realm.h>
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/OESElementIndexUint.h>
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#include <LibWeb/WebGL/Extensions/OESElementIndexUint.h>
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#include <LibWeb/WebGL/WebGLContextProxy.h>
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#include <LibWeb/WebGL/WebGLRenderingContextBase.h>
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namespace Web::WebGL {
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GC_DEFINE_ALLOCATOR(OESElementIndexUint);
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JS::ThrowCompletionOr<GC::Ref<JS::Object>> OESElementIndexUint::create(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
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{
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return realm.create<OESElementIndexUint>(realm, context);
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}
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OESElementIndexUint::OESElementIndexUint(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context)
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: PlatformObject(realm)
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, m_context(context)
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{
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}
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void OESElementIndexUint::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(OESElementIndexUint);
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Base::initialize(realm);
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}
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void OESElementIndexUint::visit_edges(Visitor& visitor)
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{
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Base::visit_edges(visitor);
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visitor.visit(m_context);
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}
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}
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