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.
76 lines
2 KiB
C++
76 lines
2 KiB
C++
/*
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* Copyright (c) 2024, Jelle Raaijmakers <jelle@ladybird.org>
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* Copyright (c) 2024, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024, Luke Wilde <luke@ladybird.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibWeb/Bindings/Intrinsics.h>
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#include <LibWeb/Bindings/WebGLObject.h>
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#include <LibWeb/WebGL/WebGLObject.h>
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#include <GLES2/gl2.h>
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namespace Web::WebGL {
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WebGLObject::WebGLObject(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase> context, GLuint handle)
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: Bindings::PlatformObject(realm)
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, m_context(context)
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, m_handle(handle)
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{
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}
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WebGLObject::~WebGLObject() = default;
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void WebGLObject::initialize(JS::Realm& realm)
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{
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WEB_SET_PROTOTYPE_FOR_INTERFACE(WebGLObject);
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Base::initialize(realm);
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}
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void WebGLObject::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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ErrorOr<GLuint> WebGLObject::handle(WebGLRenderingContextBase const* context) const
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{
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TRY(validate_context(context));
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if (invalidated_for_context(context))
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return Error::from_errno(GL_INVALID_OPERATION);
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return m_handle;
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}
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ErrorOr<Optional<GLuint>> WebGLObject::handle_for_deletion(WebGLRenderingContextBase const* context)
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{
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TRY(validate_context(context));
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if (invalidated_for_context(context))
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return Optional<GLuint> {};
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m_invalidated = true;
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return Optional<GLuint> { m_handle };
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}
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ErrorOr<Optional<GLuint>> WebGLObject::handle_for_query(WebGLRenderingContextBase const* context) const
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{
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TRY(validate_context(context));
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if (invalidated_for_context(context))
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return Optional<GLuint> {};
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return Optional<GLuint> { m_handle };
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}
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bool WebGLObject::invalidated_for_context(WebGLRenderingContextBase const* context) const
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{
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(void)context;
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return m_invalidated;
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}
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ErrorOr<void> WebGLObject::validate_context(WebGLRenderingContextBase const* context) const
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{
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if (context == m_context)
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return {};
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return Error::from_errno(GL_INVALID_OPERATION);
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}
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}
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