This IDL change is needed for webaudio's WaveShaperNode, where a
null BufferSource for a curve attribute results in a zero-length buffer.
WebGL also has a nullable BufferSource arg in bufferData(...). But
there, a null data/srcData value returns GL_INVALID_VALUE.
Instead of making the extension objects request the OpenGL extensions
themselves, we can do it here since we already store that information
to be able to compute the list of available extensions. As bonus points
this makes it impossible to forget to request an OpenGL extension when
implementing a new WebGL one.
Since we moved to using a hash map in the previous commits we get
a quite easy way to check if a certain extension is enabled without
having to create a seperate method for each one.
Instead of manually listing out all the extensions which leads to
a bunch of if cases that are more or less the same, lets replace all
the fields with a hash map and introduces a factory field in the
already existing list of extensions. This allows us to neatly compact
the `get_extension` and makes implementing more extensions trivialy
easy.
This allows us to move the list of possible extensions to the WebGL
context class, which will need it in a later commit. It also makes
`OpenGLContext` more specialized towards only handling OpenGL itself.
This matches what Firefox, Chromium and Safari all supply wherever they
are able to. In Firefox and Chromium, they always initialize with
24-bit depth and 8-bit stencil when either is needed.
Rename Document::set_needs_display() to set_needs_repaint() and make it
private. External callers must now go through Node/Paintable which
route the request to the document internally.
Fix one existing misuse in AnimationEffect that was calling
document-level set_needs_display() instead of routing through the
target element's paintable.
This is preparation for per-paintable display list command caching:
repaint requests must go through specific paintables so their cached
command lists can be invalidated.
Add unsafe_layout_node(), unsafe_paintable(), and unsafe_paintable_box()
accessors that skip layout-staleness verification. These are for use in
contexts where accessing layout/paintable data is legitimate despite
layout not being up to date: tree construction, style recalculation,
painting, animation interpolation, DOM mutation, and invalidation
propagation.
Also add wrapper APIs on Node to centralize common patterns:
- set_needs_display() wraps if (unsafe_paintable()) ...set_needs_display
- set_needs_paint_only_properties_update() wraps similar
- set_needs_layout_update() wraps if (unsafe_layout_node()) ...
And add Document::layout_is_up_to_date() which checks whether layout
tree update flags are all clear.
present() now snapshots the PaintingSurface into an ImmutableBitmap
and publishes it to the ExternalContentSource, so the rendering thread
never touches the live GPU surface — eliminating the data race
described in the ExternalContentSource commit (problem 1).
Canvas elements are registered with Page and presented once per frame
from the event loop, rather than on every individual draw call in
CRC2D::did_draw(). A dirty flag on HTMLCanvasElement ensures the
snapshot is only taken when content has actually changed, and makes
the present() call in CanvasPaintable::paint() a no-op when the
surface has already been snapshotted for the current frame.
By making use of the WEB_PLATFORM_OBJECT macro we can remove
the boilerplate of needing to add this override for every
serializable platform object so that we can check whether they
are exposed or not.
This saves us from having our own color conversion code, which was
taking up a fair amount of time in VideoDataProvider. With this change,
we should be able to play high resolution videos without interruptions
on machines where the CPU can keep up with decoding.
In order to make this change, ImmutableBitmap is now able to be
constructed with YUV data instead of an RBG bitmap. It holds onto a
YUVData instance that stores the buffers of image data, since Skia
itself doesn't take ownership of them.
In order to support greater than 8 bits of color depth, we normalize
the 10- or 12-bit color values into a 16-bit range.
This factors the conversion logic to be independent from WebGL code,
allowing us to write unit tests for it that can run in CI (since WebGL
can't run in CI).
This makes the WebGL2 implementation file inherit from the WebGL1
implementation file. This is actually closer to what the IDL files
describe and allows us to not have to maintain two copies of the same
functions.
The reasoning behind this is that in the next commit some of the WebGL2
specific parameters will be moved here. This header is needed to give
us access to those defines. Note that when in WebGL1 nothing from ES3
will be used as it's locked behind WebGL2 checks (it wouldn't work
anyways as we request ES2 from ANGLE).
This is more like what the IDL files specify with two different mixins,
but the inheritance structure here is slightly different for easier
maintenance. This will also allow the WebGL2 Impl to inherit from the
WebGL1 Impl as WebGL versions don't share the functions defined in the
Overloads interfaces.