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.
51 lines
3.4 KiB
C++
51 lines
3.4 KiB
C++
/*
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* Copyright (c) 2024-2025, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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* Copyright (c) 2024-2025, 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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#pragma once
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#include <AK/NonnullOwnPtr.h>
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#include <AK/Optional.h>
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#include <LibGC/Ptr.h>
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#include <LibWeb/Forward.h>
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#include <LibWeb/WebGL/WebGLRenderingContextImpl.h>
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#include <LibWeb/WebIDL/Buffers.h>
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#include <LibWeb/WebIDL/Types.h>
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namespace Web::WebGL {
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using namespace Web::HTML;
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class WebGLRenderingContextOverloads : public WebGLRenderingContextImpl {
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WEB_NON_IDL_PLATFORM_OBJECT(WebGLRenderingContextOverloads, WebGLRenderingContextImpl);
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public:
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WebGLRenderingContextOverloads(JS::Realm&, NonnullOwnPtr<WebGLContextProxy>);
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void buffer_data(WebIDL::UnsignedLong target, WebIDL::LongLong size, WebIDL::UnsignedLong usage);
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void buffer_data(WebIDL::UnsignedLong target, WebIDL::NullableBufferSourceVariant data, WebIDL::UnsignedLong usage);
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void buffer_sub_data(WebIDL::UnsignedLong target, WebIDL::LongLong offset, WebIDL::BufferSource data);
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void compressed_tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::UnsignedLong internalformat, WebIDL::Long width, WebIDL::Long height, WebIDL::Long border, WebIDL::ArrayBufferView data);
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void compressed_tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::ArrayBufferView data);
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void read_pixels(WebIDL::Long x, WebIDL::Long y, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, WebIDL::NullableArrayBufferViewVariant pixels);
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void tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long internalformat, WebIDL::Long width, WebIDL::Long height, WebIDL::Long border, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, WebIDL::NullableArrayBufferViewVariant pixels);
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void tex_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long internalformat, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, TexImageSource source);
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void tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::Long width, WebIDL::Long height, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, WebIDL::NullableArrayBufferViewVariant pixels);
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void tex_sub_image2d(WebIDL::UnsignedLong target, WebIDL::Long level, WebIDL::Long xoffset, WebIDL::Long yoffset, WebIDL::UnsignedLong format, WebIDL::UnsignedLong type, TexImageSource source);
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void uniform1fv(GC::Ptr<WebGLUniformLocation> location, Float32List v);
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void uniform2fv(GC::Ptr<WebGLUniformLocation> location, Float32List v);
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void uniform3fv(GC::Ptr<WebGLUniformLocation> location, Float32List v);
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void uniform4fv(GC::Ptr<WebGLUniformLocation> location, Float32List v);
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void uniform1iv(GC::Ptr<WebGLUniformLocation> location, Int32List v);
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void uniform2iv(GC::Ptr<WebGLUniformLocation> location, Int32List v);
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void uniform3iv(GC::Ptr<WebGLUniformLocation> location, Int32List v);
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void uniform4iv(GC::Ptr<WebGLUniformLocation> location, Int32List v);
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void uniform_matrix2fv(GC::Ptr<WebGLUniformLocation> location, bool transpose, Float32List value);
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void uniform_matrix3fv(GC::Ptr<WebGLUniformLocation> location, bool transpose, Float32List value);
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void uniform_matrix4fv(GC::Ptr<WebGLUniformLocation> location, bool transpose, Float32List value);
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};
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}
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