The Quake 3 port makes use of this extension to determine a more
efficient multitexturing strategy. Since LibSoftGPU supports it, let's
report the extension in LibGL. :^)
On Arch Linux, the build was picking up the system libsamplerate, which
is undesirable. Unlikely that it is needed on Serenity, so disabling it
is a good workaround.
Instead of hardcoding all the property definitions in GlobalObject's
initialize() function, make it the standalone AO it is supposed to be
that can then be used by other global objects that don't inherit from
JS::GlobalObject.
This will later allow global objects not inheriting from the regular
JS::GlobalObject to pull in these functions without having to implement
them from scratch. The primary use case here is, again, a wrapper-less
HTML::Window in LibWeb :^)
Allocating these upfront now allows us to get rid of two hacks:
- The GlobalObject assigning Intrinsics private members after finishing
its initialization
- The GlobalObject defining the parseInt and parseFloat properties of
the NumberConstructor object, as they are supposed to be identical
with the global functions of the same name
This removes the requirement of having a global object that actually
inherits from JS::GlobalObject, which is now a perfectly valid scenario.
With the upcoming removal of wrapper objects in LibWeb, the HTML::Window
object will inherit from DOM::EventTarget, which means it cannot also
inherit from JS::GlobalObject.
The object is passed directly to NewObjectEnvironment, which has no
requirement for this being a JS::GlobalObject. This is needed for the
next change, which will make Realm store a plain Object as for the
global object as well.
This will allow us to move the underlying console from GlobalObject to
ConsoleObject without still having to do a 'console' property lookup on
the GlobalObject.
The current lookup code and emoji.txt generator expects codepoints to
not include leading zeros. This may change in the future, but it's worth
enforcing the current convention until then.
This was too restrictive and there are already UI elements that rely
on this behavior. Now Blocking modals will preempt interaction with
all windows in their modal chain except those descending from them.
Fixes crashing in FilePicker when permission is denied.
Just like tiling behavior during ongoing moves, now resizing
does not finish until a MouseUp event, letting you drag out of
undesired tile states. Resize tiling only works with vertical
and horizontal cursors now to cut down on unintentional tiling
from the corners.
Now they can be dismissed by clicking anywhere outside themselves,
including on their parent windows. This is a better default for
them since they don't have title bars to flash, and it's more
consistent with other frameless windows in the system.
The GLib repository contains several submodules which is part of the
build process, but the source code for these submodule is not part of
the Source code tarball generated by Gitlab. Switching to download the
Release tarball from download.gnome.org solves this issue. It first
became apparent in version 2.73.x.
Additional information at: https://gitlab.gnome.org/GNOME/glib/-/issues/2716
This reworks the way the UHCI schedule is set up to handle interrupt
transfers, creating 11 queue heads each assigned a different
period/latency, so that interrupt transfers can be linked into the
schedule with their specified period more easily.
Modifies the way the UHCI schedule is set up & modified to allow for
multiple transfers of the same type, from one or more devices, to be
queued up and handled simultaneously.
When cropping to content with a layer not positioned at 0,0 the moved
layers content disappeared and the layers position was not updated
according to the crop offset.
There's probably an easier/more efficient way, but for my testcase this
improves the behavior.
Also added a local test for ensuring this behavior since it is unique to
browsers. Since we don't actually use WindowProxy anywhere yet we just
test on location for now.
Otherwise we would be holding the MM global data lock and the Process
address space locks in reversed order to the rest of the system, which
can lead to deadlocks.
This is a left-over from back when we didn't have any locking on the
global Process list, nor did we have SMP support, so this acted as some
kind of locking mechanism. We now have proper locks around the Process
list, so this is no longer relevant.
Change the name of set_serial_debug(bool on_or_off) to
set_serial_debug_enabled(bool desired_state). This is to make the names
more expressive and less unclear as to what the function does, as it
only sets the enabled state.
Likewise, change the name of get_serial_debug() to
is_serial_debug_enabled() in order to make clear from the name that
this is simply the state of s_serial_debug_enabled.
Change the name of serial_debug to s_serial_debug_enabled since this is
a static bool describing this state.
Finally, change the signature of set_serial_debug_enabled to return a
bool, as this is more logical and understandable.
Since LibUnicode depends on this data it used to include
Intl/AbstractOperations which in turn includes a number of other LibJS
headers. By moving this to its own header with minimal includes we can
save on rebuilding LibUnicode for unrelated LibJS header changes.
Intrinsics, i.e. mostly constructor and prototype objects, but also
things like empty and new object shape now live on a new heap-allocated
JS::Intrinsics object, thus completing the long journey of taking all
the magic away from the global object.
This represents the Realm's [[Intrinsics]] slot in the spec and matches
its existing [[GlobalObject]] / [[GlobalEnv]] slots in terms of
architecture.
In the majority of cases it should now be possibly to fully allocate a
regular object without the global object existing, and in fact that's
what we do now - the realm is allocated before the global object, and
the intrinsics between both :^)
In OpenGL this is called the (base) internal format which is an
expectation expressed by the client for the minimum supported texel
storage format in the GPU for textures.
Since we store everything as RGBA in a `FloatVector4`, the only thing
we do in this patch is remember the expected internal format, and when
we write new texels we fixate the value for the alpha channel to 1 for
two formats that require it.
`PixelConverter` has learned how to transform pixels during transfer to
support this.
For `GL_RED_BITS`, `GL_GREEN_BITS`, `GL_BLUE_BITS` and `GL_ALPHA_BITS`
we were reporting the values we use in LibSoftGPU for textures. This
fixes these context parameters to actually report the color buffer
bits.