This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget
API necessary for integration with CanvasRenderingContext2D. It translates them to
suitable commands for its internal ClientWebGLContext, which then manages remoting
WebGL requests to the parent/GPU process.
Currently two shaders are used for drawing Canvas2D primitives, but can be expanded
in the future. These are an image shader and a solid color shader.
The core of this implementation revolves around TexturePacker and TextureHandle,
which cope with the necessity of frequently uploading SourceSurfaces for use with
WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads
into texture pages, which can either be SharedTextures if they are reasonably small,
or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload
is assigned a TextureHandle which is used to manage it in a move-to-front cache,
so that we can easily eject TextureHandles from the back of the cache if we have
too many. These TextureHandles are associated with the SourceSurface that spawned
them to more easily manage their lifetimes.
There are further dependent caches for dealing with blurred shadows and with text.
Shadows are cached in an uploaded texture bound to the SourceSurface that generated
them. Text is handled by caching entire runs in the GlyphCache (keyed by both their
rendering parameters and their glyphs). The text is first rasterized to a surface
and then uploaded to a texture in the GlyphCache which can be reused should the
text be encountered again.
To deal with commands we can't accelerate, a separate internal DrawTargetSkia is
also maintained. The content of the WebGL framebuffer is copied into it so that
drawing can then proceed in software from there. It remains in this fallover state
until the next frame, when it resets back to using the WebGL framebuffer again.
This acceleration is disabled by default. To enable it, you must toggle the pref
"gfx.canvas.accelerated" to true. This should be suitably different from the naming
of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs
that follow from the previous SkiaGL prefs for setting the size limitations for
acceleration and also limitations for the internal texture cache.
Differential Revision: https://phabricator.services.mozilla.com/D130388
This mainly provides DrawTargetWebgl, which implements the subset of the DrawTarget
API necessary for integration with CanvasRenderingContext2D. It translates them to
suitable commands for its internal ClientWebGLContext, which then manages remoting
WebGL requests to the parent/GPU process.
Currently two shaders are used for drawing Canvas2D primitives, but can be expanded
in the future. These are an image shader and a solid color shader.
The core of this implementation revolves around TexturePacker and TextureHandle,
which cope with the necessity of frequently uploading SourceSurfaces for use with
WebGL. TexturePacker implements a bin-packing algorithm for packing these uploads
into texture pages, which can either be SharedTextures if they are reasonably small,
or StandaloneTextures if they are too big to pack in a SharedTexture. Each upload
is assigned a TextureHandle which is used to manage it in a move-to-front cache,
so that we can easily eject TextureHandles from the back of the cache if we have
too many. These TextureHandles are associated with the SourceSurface that spawned
them to more easily manage their lifetimes.
There are further dependent caches for dealing with blurred shadows and with text.
Shadows are cached in an uploaded texture bound to the SourceSurface that generated
them. Text is handled by caching entire runs in the GlyphCache (keyed by both their
rendering parameters and their glyphs). The text is first rasterized to a surface
and then uploaded to a texture in the GlyphCache which can be reused should the
text be encountered again.
To deal with commands we can't accelerate, a separate internal DrawTargetSkia is
also maintained. The content of the WebGL framebuffer is copied into it so that
drawing can then proceed in software from there. It remains in this fallover state
until the next frame, when it resets back to using the WebGL framebuffer again.
This acceleration is disabled by default. To enable it, you must toggle the pref
"gfx.canvas.accelerated" to true. This should be suitably different from the naming
of the previous SkiaGL prefs to not alias with them. There are a few dependent prefs
that follow from the previous SkiaGL prefs for setting the size limitations for
acceleration and also limitations for the internal texture cache.
Differential Revision: https://phabricator.services.mozilla.com/D130388
Allow-list all Python code in tree for use with the black linter, and re-format all code in-tree accordingly.
To produce this patch I did all of the following:
1. Make changes to tools/lint/black.yml to remove include: stanza and update list of source extensions.
2. Run ./mach lint --linter black --fix
3. Make some ad-hoc manual updates to python/mozbuild/mozbuild/test/configure/test_configure.py -- it has some hard-coded line numbers that the reformat breaks.
4. Make some ad-hoc manual updates to `testing/marionette/client/setup.py`, `testing/marionette/harness/setup.py`, and `testing/firefox-ui/harness/setup.py`, which have hard-coded regexes that break after the reformat.
5. Add a set of exclusions to black.yml. These will be deleted in a follow-up bug (1672023).
# ignore-this-changeset
Differential Revision: https://phabricator.services.mozilla.com/D94045
Allow-list all Python code in tree for use with the black linter, and re-format all code in-tree accordingly.
To produce this patch I did all of the following:
1. Make changes to tools/lint/black.yml to remove include: stanza and update list of source extensions.
2. Run ./mach lint --linter black --fix
3. Make some ad-hoc manual updates to python/mozbuild/mozbuild/test/configure/test_configure.py -- it has some hard-coded line numbers that the reformat breaks.
4. Make some ad-hoc manual updates to `testing/marionette/client/setup.py`, `testing/marionette/harness/setup.py`, and `testing/firefox-ui/harness/setup.py`, which have hard-coded regexes that break after the reformat.
5. Add a set of exclusions to black.yml. These will be deleted in a follow-up bug (1672023).
# ignore-this-changeset
Differential Revision: https://phabricator.services.mozilla.com/D94045
The warning is broken in older versions of clang. It also turns out we
were disabling it locally for some directories because of this very
problem.
A few local disable rules stay under accessible/ because they do hide
actual warnings from code generated by MIDL.
Differential Revision: https://phabricator.services.mozilla.com/D94262
Allow-list all Python code in tree for use with the black linter, and re-format all code in-tree accordingly.
To produce this patch I did all of the following:
1. Make changes to tools/lint/black.yml to remove include: stanza and update list of source extensions.
2. Run ./mach lint --linter black --fix
3. Make some ad-hoc manual updates to python/mozbuild/mozbuild/test/configure/test_configure.py -- it has some hard-coded line numbers that the reformat breaks.
4. Add a set of exclusions to black.yml. These will be deleted in a follow-up bug (1672023).
# ignore-this-changeset
Differential Revision: https://phabricator.services.mozilla.com/D94045
The abstract observer base classes are moved to a separate header file
nsRefreshObservers.h and the includes are adjusted accordingly.
Some method implementations are moved to the corresponding implementation files
to avoid the need to include the nsRefreshDriver.h file in the header.
Differential Revision: https://phabricator.services.mozilla.com/D85764
In RFP mode, canvas image extraction leads to an all-white image, replace that
with a random (sample 32 bytes of randomness and fill the buffer with that)
'poison pill'. This helps defeat naive fingerprinters by producing a random
image on every try. This feature is toggled using a new, default on, pref
`privacy.resistFingerprinting.randomDataOnCanvasExtract`.
Updated `browser_canvas_fingerprinting_resistance.js` to test this new feature
as well.
Updates and replaces D66308.
Differential Revision: https://phabricator.services.mozilla.com/D72716
In RFP mode, canvas image extraction leads to an all-white image, replace that
with a random (sample 32 bytes of randomness and fill the buffer with that)
'poison pill'. This helps defeat naive fingerprinters by producing a random
image on every try. This feature is toggled using a new, default on, pref
`privacy.resistFingerprinting.randomDataOnCanvasExtract`.
Updated `browser_canvas_fingerprinting_resistance.js` to test this new feature
as well.
Updates and replaces D66308.
Differential Revision: https://phabricator.services.mozilla.com/D72716
The IpdlQueue (de)serializes types into arrays that are then passed to another process via IPDL messages. This means much less bloat than generating IPDL routines for each of the commands we send with WebGL. This IPDL queue is fairly basic -- it simply sends "async" commands through an async IPDL message and sync commands through a sync message. Future extensions, such as a facility for buffering async messages to be sent in bulk, are planned.
The IpdlQueue uses an existing actor to send messages. That actor should derive from one of the provided base classes and implement any needed IPDL message. For example, if the actor is used as the comsumer for sync messages then it should subclass SyncConsumerActor and should Recv (via IPDL) the ExchangeIpdlQueueData message -- the handler method for which is defined in the SyncProducerActor base class.
Differential Revision: https://phabricator.services.mozilla.com/D68263
Move QueueParamTraits, which are common between PCQ and IpdlQueue, to a file they both include. This also changes the namespace of a handful of the classes, like the Marshaller.
Differential Revision: https://phabricator.services.mozilla.com/D68260
The IpdlQueue (de)serializes types into arrays that are then passed to another process via IPDL messages. This means much less bloat than generating IPDL routines for each of the commands we send with WebGL. This IPDL queue is fairly basic -- it simply sends "async" commands through an async IPDL message and sync commands through a sync message. Future extensions, such as a facility for buffering async messages to be sent in bulk, are planned.
The IpdlQueue uses an existing actor to send messages. That actor should derive from one of the provided base classes and implement any needed IPDL message. For example, if the actor is used as the comsumer for sync messages then it should subclass SyncConsumerActor and should Recv (via IPDL) the ExchangeIpdlQueueData message -- the handler method for which is defined in the SyncProducerActor base class.
Differential Revision: https://phabricator.services.mozilla.com/D68263
Move QueueParamTraits, which are common between PCQ and IpdlQueue, to a file they both include. This also changes the namespace of a handful of the classes, like the Marshaller.
Differential Revision: https://phabricator.services.mozilla.com/D68260
Implement DOM interfaces for the WebXR Core Module. Additional work to implement the WebXR Core Module are marked with TODO (Bug #) comments within the patch and must be landed before enabling the dom.vr.webxr.enabled flag.
Differential Revision: https://phabricator.services.mozilla.com/D62369
--HG--
extra : moz-landing-system : lando
* Revert some partial webgl+oop+vr code.
* More missing FuncScope.
* Fix compile errors.
* Refactor some ifdef'd code to branch and compile on all platforms.
* -Wno-error=unused-result for GCC to allow for (void)MustUse().
Depends on D55739
Differential Revision: https://phabricator.services.mozilla.com/D56169
--HG--
extra : moz-landing-system : lando
* Context loss using RAII
* Move Program reflection Client-side
Depends on D54018
Differential Revision: https://phabricator.services.mozilla.com/D54019
--HG--
extra : moz-landing-system : lando
Splits WebGLContext into ClientWebGLContext and HostWebGLContext. The Client enables the JS-control of a WebGL context in a content procecss while the Host executes the WebGL graphics operations (via a WebGLContext that maintains much of the existing code) in the compositor process. At this point, the cross-process behavior is disabled -- this series of patches is an incremental step toward that final goal.
Differential Revision: https://phabricator.services.mozilla.com/D54018
--HG--
extra : moz-landing-system : lando
The WG rejected this extension.
--HG--
rename : dom/canvas/test/webgl-mochitest/ensure-exts/test_WEBGL_compressed_texture_es3.html => dom/canvas/test/webgl-mochitest/ensure-exts/test_WEBGL_compressed_texture_etc.html
The WG rejected this extension.
--HG--
rename : dom/canvas/test/webgl-mochitest/ensure-exts/test_WEBGL_compressed_texture_es3.html => dom/canvas/test/webgl-mochitest/ensure-exts/test_WEBGL_compressed_texture_etc.html
And remove the two cases that currently set that, without actually using
it. The webrtc gtest one never relied on it, and the gfx one was added
in bug 1427668 for a single header, and the corresponding #includes were
changed in bug 1428678.
--HG--
extra : rebase_source : ebb3aed6ff8e3438d4a2f011725cf1a15986fee6