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.
34 lines
912 B
C++
34 lines
912 B
C++
/*
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* Copyright (c) 2024, Andrew Kaster <andrew@ladybird.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/WebGL/Types.h>
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#include <LibWeb/WebGL/WebGLObject.h>
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namespace Web::WebGL {
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class WebGLSync : public WebGLObject {
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WEB_PLATFORM_OBJECT(WebGLSync, WebGLObject);
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GC_DECLARE_ALLOCATOR(WebGLSync);
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public:
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static GC::Ref<WebGLSync> create(JS::Realm& realm, GC::Ref<WebGLRenderingContextBase>, GLsyncInternal handle);
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virtual ~WebGLSync() override;
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ErrorOr<GLsyncInternal> sync_handle(WebGLRenderingContextBase const* context) const;
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ErrorOr<Optional<GLsyncInternal>> sync_handle_for_deletion(WebGLRenderingContextBase const* context);
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protected:
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explicit WebGLSync(JS::Realm&, GC::Ref<WebGLRenderingContextBase>, GLsyncInternal handle);
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virtual void initialize(JS::Realm&) override;
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GLsyncInternal m_sync_handle { nullptr };
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};
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}
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