This change adds the `width` and `height` properties to
`HTMLVideoElement` and `HTMLSourceElement`. These properties reflect
their respective content attribute values.
This callback is meant to be triggered by streams, which does not always
provide a WebIDL::DOMException. Pass a plain value instead. Of all the
users of this callback, only one actually uses the value, and already
converts the DOMException to a plain value.
Previously, when looking for the labeled control of a label element, we
were only checking its child elements. The specification says we should
check all elements in the same tree as the label element.
It is now possible to pass an optional `ImageDataSettings` object to
the `CanvasImageData.createImageData()` and
`CanvasImageData.getImageData()` methods.
Instead of copying the image data pixel-by-pixel, we can memcpy full
scanlines at a time.
This knocks a 4% item down to <1% in profiles of Another World JS.
This was an unfortunate artifact from development. I originally added
this class in the DOM namespace alongside HTMLCollection until I
realized it was defined by the HTML spec instead. To remind myself to
move it over to the HTML namespace, I left this comment. It was moved
to the correct namespace before upstreaming to the main repo, but I
forgot to remove this comment!
We can now tell the difference between an own property access and a
subsequent (automatic) prototype chain access.
This will be used to implement caching of prototype chain accesses.
This was resulting in a whole lot of rebuilding whenever a new IDL
interface was added.
Instead, just directly include the prototype in every C++ file which
needs it. While we only really need a forward declaration in each cpp
file; including the full prototype header (which itself only includes
LibJS/Object.h, which is already transitively brought in by
PlatformObject) - it seems like a small price to pay compared to what
feels like a full rebuild of LibWeb whenever a new IDL file is added.
Given all of these includes are only needed for the ::initialize
method, there is probably a smart way of avoiding this problem
altogether. I've considered both using some macro trickery or generating
these functions somehow instead.
Before this change we were recording and executing sample/blit commands
for each painting phase, even if there are no painting commands
in-between sample and blit that produce result visible on a canvas.
This change adds an optimization pass that goes through recorded
painting commands list and marks sample and blit commands that could
be skipped.
Reduces sample and blit corners executing from 17% to 8% on Discord.
Fetched bodies can be on the order of gigabytes, so rather than crashing
when we hit OOM here, we can simply invoke the error callback with a DOM
exception. We use "UnknownError" here as the spec directly supports this
for OOM errors:
UnknownError: The operation failed for an unknown transient reason
(e.g. out of memory).
This is still an ad-hoc implementation. We should be using streams, and
we do have the AOs available to do so. But they need to be massaged to
be compatible with callers of Body::fully_read. And once we do use
streams, this function will become infallible - so making it infallible
here is at least a step in the right direction.