Previously we called GetFrontBufferSize, alloc'd a buffer, and called
FrontBufferSnapshotInto to read into the buffer.
Now, call FrontBufferSnapshotInto({}) to get size, and then alloc and
pass pointer to newly alloc'd data into
FrontBufferSnapshotInto(Some(ptr)).
Using the same function for both means that logic can't diverge and
cause mismatch bugs.
Differential Revision: https://phabricator.services.mozilla.com/D113611
Previously we called GetFrontBufferSize, alloc'd a buffer, and called
FrontBufferSnapshotInto to read into the buffer.
Now, call FrontBufferSnapshotInto({}) to get size, and then alloc and
pass pointer to newly alloc'd data into
FrontBufferSnapshotInto(Some(ptr)).
Using the same function for both means that logic can't diverge and
cause mismatch bugs.
Differential Revision: https://phabricator.services.mozilla.com/D113611
* Use clearer pref names.
* Default (and only support) IPDL dispatching.
* Make DispatchCommands async-only.
* Sync ipdl command per sync webgl entrypoint.
* Eat the boilerplate cost, since there's not too many.
* Run SerializedSize off same path as Serialize.
* All shmem uploads go through normal DispatchCommands.
* Defer pruning of dead code for now so we can iterate quickly.
* Use Read/Write(begin,end) instead of (begin,size).
* This would have prevented a bug where we read/wrote N*sizeof(T)*sizeof(T).
Differential Revision: https://phabricator.services.mozilla.com/D81495
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
* Majorly simplity CanvasRenderer
* Replace GLScreenBuffer with trivial GLSwapChain
* Use descriptor structs so that future SharedSurface changes aren't so painful
to propagate
* Mortgage/strip out more OffscreenCanvas code for now
Differential Revision: https://phabricator.services.mozilla.com/D75055
Implements LookupSharedMemory and AllocShmem in ProducerConsumerQueue (and fixes a few minor build issues). To be used in construction of a ProducerConsumerQueue, an actor has to subclass IPcqActor.
Differential Revision: https://phabricator.services.mozilla.com/D74974
Adds IpdlQueue capability to PWebGL actors. The WebGLChild, used in content processes, implements SyncProducerActor and AsyncConsumerActor because it sends (sync and async) messages and receives responses to them that it reads as async messages. The WebGLParent, used in the compositor process, is a SyncConsumerActor and AsyncProducerActor for dual reasons.
Differential Revision: https://phabricator.services.mozilla.com/D68264
We need to separate WebGL actor construction and initialization since IpdlQueue initialization needs the actor to already exist.
Differential Revision: https://phabricator.services.mozilla.com/D68262
Adds IpdlQueue capability to PWebGL actors. The WebGLChild, used in content processes, implements SyncProducerActor and AsyncConsumerActor because it sends (sync and async) messages and receives responses to them that it reads as async messages. The WebGLParent, used in the compositor process, is a SyncConsumerActor and AsyncProducerActor for dual reasons.
Differential Revision: https://phabricator.services.mozilla.com/D68264
We need to separate WebGL actor construction and initialization since IpdlQueue initialization needs the actor to already exist.
Differential Revision: https://phabricator.services.mozilla.com/D68262
* 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