The WebAssembly spec never relies on host system information, like
size_t. For consistency's sake, we should stick to the usage of u32's
instead of size_t's. This didn't cause issues before because
LEB128-encoded u64's are a superset of LEB128-encoded u32's.
...and use a different color name until a (relatively harmless) bug
writing fully-opaque frames to an animation that also has transparent
frames is fixed. (I've had a local fix for that for a while, but
I'm waiting for #24397 to land.)
Download files to a temporary location, then only move the downloaded
file to the real location once the download is complete. This prevents
CMake from being confused about partially-downloaded files, e.g. if
someone presses ctrl+c in the middle of a download.
Note the GN build already behaves this way.
- Less allocations
- Optimization pass that skips unnecessary sample/blit corner commands
could be more effecient by ignoring corner radius clipping for empty
painting commands
Both page target bitmap and mask bitmap are always BGRA8888, so we can
use `get_pixel<StorageFormat::BGRA8888>` and
`set_pixel<StorageFormat::BGRA8888>` to avoid branching by not
checking a bitmap format.
The if statement in the dispatch implies we are in the idle state, so of
course the active time will always be undefined. If this was cancelled
via a call to cancel(), we can save the time at that point. Otherwise,
just send 0.
This means that userspace breakpoint traps no longer panic the kernel.
This also causes us to no longer panic on failed assertions in userspace
when using gcc, as gcc compiles __builtin_trap to breakpoint
instructions on RISC-V.
I saw a null pointer dereference here on GitHub once, but don't know how
to reproduce, or how we'd get here. Nevertheless, null-checking the
navigable is reasonable so let's do it.
...that maintains a list of allocated execution contexts so malloc()
does not have to be called every time we need to get a new one.
20% improvement in Octane/typescript.js
16% improvement in Kraken/imaging-darkroom.js
This patch fixes two issues:
- Animation events that should go to the target element now do
(some were previously being dispatched on the animation itself.)
- We update the "previous phase" and "previous iteration" fields of
animation effects, so that we can actually detect phase changes.
This means we stop thinking animations always just started,
something that caused each animation to send 60 animationstart
events every second (to the wrong target!)
We enqueue a microtask for this readable stream AO, and the methods that
we call from the chunk steps manipulate promises. As such, we need to
enable callbacks for the entire microtask's temporary execution
context.
By using separate struct we can avoid updating AST node and
ECMAScriptFunctionObject constructors every time there is a need to
add or remove some additional information colllected during parsing.
The logic in this script was *intended* to use the system's default
compiler if it was sufficiently new, and only start searching for the
latest installed if the default was not suitable.
However, the `cxx` program does not exist on Unixes, so the version
check always failed. We should be using the standard `c++` program name
instead.
After this change, the `CC` and `CXX` environment variables will have to
be used if someone wants to force a newer compiler version.
As it's not uncommon for users to drop the module instance on the floor
after having grabbed the few exports they need to hold on to.
Fixes a few UAFs that show up as "invalid" accesses to
memory/tables/etc.
Allowing an environment variable to enable/disable the build for clangd
and other toolchains will improve the developer-experience than
reconfiguring and building the toolchain manually.
Now you will have to call the command as following
$ CLANG_ENABLE_CLANGD=ON Toolchain/BuildClang.sh
Adds a TextEditor widget to the chess application to display move
history. It is updated whenever Board::apply_move is called to reflect
the current board state.
Now that the lambda capture plugin isn't full of false-positives, we can
make the jump and start halting builds for these errors. It also allows
these plugins to be useful in CI.