There was no need to use FlyString for error messages, and it just
caused a bunch of churn since these strings typically only existed
during the lifetime of the error.
When converting a `Gfx::Bitmap` to a Skia bitmap, we cannot assume the
color data is unpremultiplied. For example, everything canvas-related
uses premultiplied color data:
https://html.spec.whatwg.org/multipage/canvas.html#premultiplied-alpha-and-the-2d-rendering-context
We were probably assuming unpremultiplied since that is what the PNG
decoder gives us. Since we now make `Gfx::Bitmap` identify what alpha
type is being used, we can instruct Skia a bit better :^)
Update our `EdgeFlagPathRasterizer` to use premultiplied alpha instead
of unpremultiplied so we can apply alpha correctly for path masks.
This fixes the dark borders sometimes visible when SVGs are blended
with a colored background.
This also exposed an issue with our `CanvasRenderingContext2D`, which is
supposed to hold a bitmap with premultiplied alpha internally but expose
a bitmap with unpremultiplied alpha in `CanvasImageData`. Expand our C2D
test to include the alpha channel as well.
Finally, this also exposed an off-by-one issue in
`EdgeFlagPathRasterizer` which caused the last scanlines for edges to
render incorrectly. We had some reference images which included these
corruptions (they were almost unnoticeable), so update them as well.
We use instances of `Gfx::Bitmap` to move pixel data all the way from
raw image bytes up to the Skia renderer. A vital piece of information
for correct blending of bitmaps is the alpha type, i.e. are we dealing
with premultiplied or unpremultiplied color values?
Premultiplied means that the RGB colors have been multiplied with the
associated alpha value, i.e. RGB(255, 255, 255) with an alpha of 2% is
stored as RGBA(5, 5, 5, 2%).
Unpremultiplied means that the original RGB colors are stored,
regardless of the alpha value. I.e. RGB(255, 255, 255) with an alpha of
2% is stored as RGBA(255, 255, 255, 2%).
It is important to know how the color data is stored in a
`Gfx::Bitmap`, because correct blending depends on knowing the alpha
type: premultiplied blending uses `S + (1 - A) * D`, while
unpremultiplied blending uses `A * S + (1 - A) * D`.
This adds the alpha type information to `Gfx::Bitmap` across the board.
It isn't used anywhere yet.
We don't need intrinsic scale factors for Gfx::Bitmap in Ladybird,
as everything flows through the CSS / device pixel ratio mechanism.
This patch also removes various unused functions instead of adapting
them to the change.
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.
This commit introduces a WEB_SET_PROTOTYPE_FOR_INTERFACE macro that
caches the interface name in a local static FlyString. This means that
we only pay for FlyString-from-literal lookup once per browser lifetime
instead of every time the interface is instantiated.
With this change, we now have ~1200 CellAllocators across both LibJS and
LibWeb in a normal WebContent instance.
This gives us a minimum heap size of 4.7 MiB in the scenario where we
only have one cell allocated per type. Of course, in practice there will
be many more of each type, so the effective overhead is quite a bit
smaller than that in practice.
I left a few types unconverted to this mechanism because I got tired of
doing this. :^)
Stop worrying about tiny OOMs. Work towards #20449.
While going through these, I also changed the function signature in many
places where returning ThrowCompletionOr<T> is no longer necessary.
Note that as of this commit, there aren't any such throwers, and the
call site in Heap::allocate will drop exceptions on the floor. This
commit only serves to change the declaration of the overrides, make sure
they return an empty value, and to propagate OOM errors frm their base
initialize invocations.
This needs to happen before prototype/constructor intitialization can be
made lazy. Otherwise, GC could run during the C++ constructor and try to
collect the object currently being created.
Unlike ensure_web_prototype<T>(), the cached version doesn't require the
prototype type to be fully formed, so we can use it without including
the FooPrototype.h header. It's also a bit less verbose. :^)
This is a continuation of the previous two commits.
As allocating a JS cell already primarily involves a realm instead of a
global object, and we'll need to pass one to the allocate() function
itself eventually (it's bridged via the global object right now), the
create() functions need to receive a realm as well.
The plan is for this to be the highest-level function that actually
receives a realm and passes it around, AOs on an even higher level will
use the "current realm" concept via VM::current_realm() as that's what
the spec assumes; passing around realms (or global objects, for that
matter) on higher AO levels is pointless and unlike for allocating
individual objects, which may happen outside of regular JS execution, we
don't need control over the specific realm that is being used there.
Instead of being its own separate unrelated class.
This automatically makes typed array properties available to it,
as well as making it available to the runtime.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
The previous names (RGBA32 and RGB32) were misleading since that's not
the actual byte order in memory. The new names reflect exactly how the
color values get laid out in bitmap data.
Gfx::Bitmap can now store its scale factor. Normally it's 1, but
in high dpi mode it can be 2.
If a Bitmap with a scale factor of 2 is blitted to a Painter with
scale factor of 2, the pixels can be copied over without any resampling.
(When blitting a Bitmap with a scale factor of 1 to a Painter with scale
factor of 2, the Bitmap is painted at twice its width and height at
paint time. Blitting a Bitmap with a scale factor of 2 to a Painter with
scale factor 1 is not supported.)
A Bitmap with scale factor of 2 reports the same width() and height() as
one with scale factor 1. That's important because many places in the
codebase use a bitmap's width() and height() to layout Widgets, and all
widget coordinates are in logical coordinates as well, per
Documentation/HighDPI.md.
Bitmap grows physical_width() / physical_height() to access the actual
pixel size. Update a few callers that work with pixels to call this
instead.
Make Painter's constructor take its scale factor from the target bitmap
that's passed in, and update its various blit() methods to handle
blitting a 2x bitmap to a 2x painter. This allows removing some gnarly
code in Compositor. (In return, put some new gnarly code in
LibGfxScaleDemo to preserve behavior there.)
No intended behavior change.