Now, when Skia backend context is available by the time backing stores
are allocated, there is no need to have a separate BackingStore class.
This allows us to get rid of BackingStore -> PaintingSurface cache.
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.
Add OffscreenCanvas to TexImageSource and CanvasImageSource.
Implement all the necessary features to make it work in all cases where
these types are used.
With the Metal backend, glFlush flushes the command buffer, but doesn't
wait for the commands to be scheduled on the GPU.
eglWaitUntilWorkScheduledANGLE does wait, hence the name.
This fixes flickering on Rive animations rendered with WebGL.
This will be the returned egl configuration attribute for
EGL_BIND_TO_TEXTURE_TARGET_ANGLE once we transition to using the
Metal ANGLE backend directly.
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.
Before this change, we were going through the chain of base classes for
each IDL interface object and having them set the prototype to their
prototype.
Instead of doing that, reorder things so that we set the right prototype
immediately in Foo::initialize(), and then don't bother in all the base
class overrides.
This knocks off a ~1% profile item on Speedometer 3.
The implementation was removed with the migration to ANGLE. This
reimplements it. This is required by Stimulation Clicker on neal.fun,
which does not clear the framebuffer itself, instead relying on the
browser doing it.
This is used to put together the list of supported WebGL extensions
based on the available extensions, per-extension required extensions
and WebGL version.
Namely:
- Perform case-insensitive matching
- Return the same extension objects every time
- Only enable the extension if it's supported by the current context
This causes it to enforce the sections "Differences Between WebGL and
OpenGL ES 2.0" from the WebGL 1 specification and "Differences Between
WebGL and OpenGL ES 3.0" from the WebGL 2 specification. It also
disables a bunch of extensions by default, which we must now request
with glRequestExtensionANGLE.
This is required to return original references to the shaders attached
to a program from getAttachedShaders. This is required for Figma (and
likely all other Emscripten compiled applications that use WebGL) to
get it's own generated shader IDs from the shaders returned from
getAttachedShaders.
We added these methods to propagate OOM errors at process startup, but
we longer fret about these tiny OOM failures. Requiring that these init
methods be called prohibits using these strings in processes that have
not set up a MainThreadVM. So let's just remove them and initialize the
strings in a sane manner.
In doing so, this also standardizes how we initialize strings whose C++
variable name differs from their string value. Instead of special-casing
these strings, we just include their string value in the x-macro list.
Previously the enforcement was only done on creation. Not enforcing it
on change would cause a crash if the canvas width/height was set to
zero or less.
Required by https://qwasm2.m-h.org.uk, which adds a custom `name`
attribute to objects it generates. It then gets some of these objects
out with getParameter, and expects the `name` attribute to be there.