This copies the latest generated code in tree and then removes code
generation for the WebGL rendering contexts. This is because it didn't
add much value, and we can maintain the generated output instead of
both that and the generator itself.
The primary purpose of these is to add bounds checking to older OpenGL
API calls that take arbitrarily sized buffers, but don't know the size
of the buffer and thus rely on the application being certain the buffer
is large enough.
Since these API calls are exposed to arbitrary JS which can make
arbitrarily sized buffers, it is not safe to use the non-robust
variants, as we cannot know the size of the buffer ahead of time, nor
the amount of data required by the API call.
The robust variants provided by ANGLE adds a buffer size parameter,
where it'll calculate the amount of data it needs for that API call
for us and return an error if it's bigger than the given buffer size.
Credit to https://github.com/s41nt0l3xus for finding this during a CTF
and providing a write up that exploits this.
See: 92efbaed6c/gpnctf-2025/WebGL-bird
Add OffscreenCanvas to TexImageSource and CanvasImageSource.
Implement all the necessary features to make it work in all cases where
these types are used.
This implements the basic interface, classes and functions for
OffscreenCanvas. Many are still stubbed out and have many FIXMEs in
them, but it is a basic skeleton.
Previously we would incorrectly map these in
`CSSStyleProperties::convert_declarations_to_specified_order`, aside
from being too early (as it meant we didn't maintain them as distinct
from their physical counterparts in CSSStyleProperties), this meant
that we didn't yet have the required context to map them correctly.
We now map them as part of the cascade process. To compute the mapping
context we do a cascade without mapping, and extract the relevant
properties (writing-direction and direction).
Any optional or nullable attribute will end up in an `if/else` branch
when we collect the attribute values, and this is inherently
incompatibly with an `auto {attr}_wrapped = ...` expression. Define the
variable as an `JS::Value` before generating the wrap statement so we
can properly support `toJSON()` for an attribute like:
readonly attribute double? altitude;
The "longhands" array is populated in the code generator to avoid the
overhead of manually maintaining the list in Properties.json
There is one subtest that still fails in
'cssstyledeclaration-csstext-all-shorthand', this is related to
us not maintaining the relative order of CSS declarations for custom vs
non-custom properties.
When serializing CSS declarations we now support combining multiple
properties into a single shorthand property in some cases.
This comes with a healthy dose of FIXMEs, including work to be done
around supporting:
- Nested shorthands (e.g. background, border, etc)
- Shorthands which aren't represented by the ShorthandStyleValue type
- Subproperties pending substitution
This gains us a bunch of new test passes, both for WPT and in-tree
The spec has a general rule for this, which is roughly that "If it's not
a falsey value, it's true". However, a couple of media-features are
always false, apparently breaking this rule. To handle that, we have an
array of false keywords in the JSON, instead of a single keyword. For
those always-false media-features, we can enter all their values into
this array.
Gets us 2 more WPT subtest passes.
Which has an optmization if both size of the string being passed
through are FlyStrings, which actually ends up being the case
in some places during selector matching comparing attribute names.
Instead of maintaining more overloads of
Infra::is_ascii_case_insensitive_match, switch
everything over to equals_ignoring_ascii_case instead.
By doing that we avoid lots of `PropertyKey` -> `Value` -> `PropertyKey`
transforms, which are quite expensive because of underlying
`FlyString` -> `PrimitiveString` -> `FlyString` conversions.
10% improvement on MicroBench/object-keys.js
We already have fast path for built-in iterators that skips `next()`
lookup and iteration result object allocation applied for `for..of` and
`for..in` loops. This change extends it to `iterator_step()` to cover
`Array.from()`, `[...arr]` and many other cases.
Makes following function go 2.35x faster on my computer:
```js
(function f() {
let arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
for (let i = 0; i < 1000000; i++) {
let [a, ...rest] = arr;
}
})();
```
For attributes like Element.ariaControlsElements, which are a reflection
of FrozenArray<Element>, we must return the same JS::Array object every
time the attribute is invoked - until its contents have changed. This
patch implements caching of the reflected array in accordance with the
spec.
To allow for adding the concept of a WorkerAgent to be reused
between shared and dedicated workers. An event loop is the
commonality between the different agent types, though, there
are some differences between those event loops which we customize
on the construction of the HTML::EventLoop.
We are meant to store a weak reference to the element indicated by this
attribute, rather than a GC-protected strong reference. This also hoists
the "get the attr-associated element" AO into its own function, rather
than being hidden in IDL, to match "get the attr-associated elements".
There are ARIA attributes, e.g. ariaControlsElements, which refer to a
list of elements by their ID. For example:
<div aria-controls="item1 item2">
The div.ariaControlsElements attribute would be a list of elements whose
ID matches the values in the aria-controls attribute.
When playing games with cross-realm construction, we need to make sure
that any calls to ensure_web_prototype for LegacyNamespace objects use
the correctly namespaced prototype name.
This was completely busted (where it would generate a variable inside a
block, and try to access it outside the block); this commit fixes this
in the least annoying way possible.