ladybird/Libraries/LibWeb/WebGL/WebGL2RenderingContext.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

116 lines
3.9 KiB
C++

/*
* Copyright (c) 2022, Luke Wilde <lukew@serenityos.org>
* Copyright (c) 2024, Andrew Kaster <andrew@ladybird.org>
* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibJS/Runtime/ArrayBuffer.h>
#include <LibJS/Runtime/TypedArray.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/Bindings/WebGL2RenderingContext.h>
#include <LibWeb/HTML/HTMLCanvasElement.h>
#include <LibWeb/Infra/Strings.h>
#include <LibWeb/Painting/Paintable.h>
#include <LibWeb/WebGL/EventNames.h>
#include <LibWeb/WebGL/WebGL2RenderingContext.h>
#include <LibWeb/WebGL/WebGLContextEvent.h>
#include <LibWeb/WebGL/WebGLContextProxy.h>
#include <LibWeb/WebGL/WebGLRenderingContext.h>
#include <LibWeb/WebGL/WebGLShader.h>
#include <LibWeb/WebIDL/Buffers.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace Web::WebGL {
GC_DEFINE_ALLOCATOR(WebGL2RenderingContext);
JS::ThrowCompletionOr<GC::Ptr<WebGL2RenderingContext>> WebGL2RenderingContext::create(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, JS::Value options)
{
// We should be coming here from getContext being called on a wrapped <canvas> element.
auto context_attributes = TRY(convert_value_to_context_attributes_dictionary(canvas_element.vm(), options));
auto context = create_webgl_context_proxy(canvas_element, WebGLVersion::WebGL2, context_attributes);
if (!context) {
fire_webgl_context_creation_error(canvas_element);
return GC::Ptr<WebGL2RenderingContext> { nullptr };
}
return realm.create<WebGL2RenderingContext>(realm, canvas_element, context.release_nonnull(), context_attributes, context_attributes);
}
WebGL2RenderingContext::WebGL2RenderingContext(JS::Realm& realm, HTML::HTMLCanvasElement& canvas_element, NonnullOwnPtr<WebGLContextProxy> context, WebGLContextAttributes context_creation_parameters, WebGLContextAttributes actual_context_parameters)
: WebGL2RenderingContextOverloads(realm, move(context))
, m_canvas_element(canvas_element)
, m_context_creation_parameters(context_creation_parameters)
, m_actual_context_parameters(actual_context_parameters)
{
}
WebGL2RenderingContext::~WebGL2RenderingContext() = default;
void WebGL2RenderingContext::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGL2RenderingContext);
Base::initialize(realm);
}
void WebGL2RenderingContext::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
WebGL2RenderingContextImpl::visit_edges(visitor);
visitor.visit(m_canvas_element);
}
void WebGL2RenderingContext::prepare_for_compositing()
{
context().present_canvas_for_compositing(m_context_creation_parameters.preserve_drawing_buffer);
}
GC::Ref<HTML::HTMLCanvasElement> WebGL2RenderingContext::canvas_for_binding() const
{
return *m_canvas_element;
}
void WebGL2RenderingContext::did_update_canvas_content()
{
m_canvas_element->set_canvas_content_dirty();
m_canvas_element->set_needs_repaint();
}
Optional<WebGLContextAttributes> WebGL2RenderingContext::get_context_attributes()
{
if (is_context_lost())
return {};
return m_actual_context_parameters;
}
void WebGL2RenderingContext::set_size(Gfx::IntSize const& size)
{
Gfx::IntSize final_size;
final_size.set_width(clamp(size.width(), 1, max_webgl_drawing_buffer_dimension));
final_size.set_height(clamp(size.height(), 1, max_webgl_drawing_buffer_dimension));
context().set_size(final_size);
}
void WebGL2RenderingContext::reset_to_default_state()
{
}
WebIDL::Long WebGL2RenderingContext::drawing_buffer_width() const
{
auto size = canvas_for_binding()->bitmap_size_for_canvas();
return min(size.width(), max_webgl_drawing_buffer_dimension);
}
WebIDL::Long WebGL2RenderingContext::drawing_buffer_height() const
{
auto size = canvas_for_binding()->bitmap_size_for_canvas();
return min(size.height(), max_webgl_drawing_buffer_dimension);
}
}