Compile external scripts off the main thread
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Implement GPUCommandEncoder.copy commands
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r?@kvark
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UWP: non random port for devtools, and support for custom UWP prefs
packages-prefs.json is now taken into account for libsimpleservo. Making it possible to have custom pref for the UWP builds, removing some weirdness in the way we handle preferences in the hololens code.
This also adds a new set of preferences to control the devtools server startup state, and make the port choice constant across sessions.
Fix#27267Fix#22970
Update XRWebGLLayer to match specification.
This unbreaks most of the webxr WPT tests.
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- [x] These changes fix#27312
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Implement core float layout for layout 2020
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Add an implementation of the core float and clear placement logic in layout 2020, not yet wired to the rest of layout.
This commit implements an object that handles the 10 rules in CSS 2.1:
https://www.w3.org/TR/CSS2/visuren.html#float-position
The implementation strategy is that of a persistent balanced binary search tree
of float bands. Binary search trees are commonly used for implementing float
positioning; e.g. by WebKit. Persistence enables each object that interacts
with floats to efficiently contain a snapshot of the float list at the time
that object was laid out. That way, incremental layout can invalidate and start
reflow at any point in a containing block.
This commit features extensive use of
[QuickCheck](https://github.com/BurntSushi/quickcheck) to ensure that the rules
of the CSS specification are followed.
Because this is not yet connected to layout, floats will not actually be laid
out in Web pages yet.
Note that unit tests as set up in Servo currently require types that they
access to be public. Therefore, some internal layout 2020 types that were
previously private have been made public. This is somewhat unfortunate.
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Update GPUObjectBase webidl and cleanup valid flags
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Update labels to be `USVString`
Remove `valid` flags in WebGPU resources. The only place where we still have that is `GPUCommandEncoder` (Only to validate the GPUCommandEncoder state. Not sure how errors would be handled/reported by server for copy commands).
r?@kvark
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2020, not yet wired to the rest of layout.
This commit implements an object that handles the 10 rules in CSS 2.1:
https://www.w3.org/TR/CSS2/visuren.html#float-position
The implementation strategy is that of a persistent balanced binary search tree
of float bands. Binary search trees are commonly used for implementing float
positioning; e.g. by WebKit. Persistence enables each object that interacts
with floats to efficiently contain a snapshot of the float list at the time
that object was laid out. That way, incremental layout can invalidate and start
reflow at any point in a containing block.
This commit features extensive use of
[QuickCheck](https://github.com/BurntSushi/quickcheck) to ensure that the rules
of the CSS specification are followed.
Because this is not yet connected to layout, floats will not actually be laid
out in Web pages yet.
Note that unit tests as set up in Servo currently require types that they
access to be public. Therefore, some internal layout 2020 types that were
previously private have been made public. This is somewhat unfortunate.
Part of #25167.
Save / restore state when updating opaque framebuffer bindings
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This saves and restores the WebGL bindings for texture and framebuffer when beginning a webxr frame.
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Introduce dynamic module
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Because MSVC uses a different calling conventions for functions that
return non-POD values, we need to use the new exposed wrapper function
so that `GetScriptPrivate` can be handled correctly on Windows.
Use `asynch` instead of `r#async`
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This is a vestige of the transition from 2015 to 2018 edition Rust.
`async` was added as a keyword in 2018 edition Rust, so `cargo fix`
changed the variable name here to `r#async`.
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Gstreamer plugin support for streaming from webxr
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Allows us to stream webxr video content.
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Implement WebGPU ErrorScopes
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This PR covers the following-
1. update wgpu-core (Rustify `RenderPipelineDescriptor`)
2. Add initial implementation of `pushErrorScope` and `popErrorScope`.
3. Use existing `BGL` if an equivalent already exists.
A brief explanation of the ErrorScope Implementation-
1. We store `HashMap<u64, ErrorScopeInfo>` in `GPUDevice`. `ErrorScopeInfo` is a new struct used to store all necessary info for an ErrorScope.
2. We simultaneously store `Vec<u64>` to keep track of the ErrorScope hierarchy. `next_scope_id` is used to get the `scope_id` for a new Scope.
3. We send the `scope_id` of top-level scope to the server in the message for an operation. The server performs the operation and sends back the scope_id with the result message (only if a scope_id was sent from the client. Otherwise no message is sent.).
4. We store a `HashMap<WebGPUDevice, Dom<GPUDevice>>` in `GlobalScope` to access them from `ScriptThread`.
5. While creating a `GPUDevice` we send the `PipelineId` of the pipeline it was created in so that when the server send the response, we can access the device from the GlobalScope of that Pipeline.
6. We generate the relevant `GPUError` in `GlobalScope`(if required) can call the necessary fn in `GPUDevice`.
This implementation is pretty rough and not complete at all. Broadly the following cases aren't handled at the moment-
1. ErrorFilter is not checked when an error is captured.
2. We don't propagate an error to enclosing scope if a scope did not capture it.
3. `UncapturedErrorEvents` is not implemented.
As for Equivalent BGLs we now store `Vec<(Vec<wgt::BindGroupLayoutEntry>, Dom<GPUBindGroupLayout>)>` in `GPUDevice` and compare `Vec<wgt::BindGroupLayoutEntry>` for new BGL with the existing ones and return one if it is found. Otherwise a new one is created and an entry added to the `Vec`.
r?@kvark
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Web developers can use `Dynamic Import` in a classic script; thus, we
need to save the script's private reference so that we can reuse it when
we're going to fetch a dynamic import module for a classic script.
Besides, because it's possible to use different executing context for a
dynamic import module (like `dynamic-import/string-compilation-other-document.html` WPT test),
we can't initialize a module owner at the timing of `SetScriptPrivate`;
thus, if the private module script doesn't hold an owner, we'll use a
DynamicImport owner for it.
Make gstreamer packaging explicit
This change aligns Windows and macOS in terms of loading an explicit set of included plugins when initializing gstreamer. It also creates a single source of truth - the set of expected plugins is generated in a build script by the same python code that is used for packaging, so it should be impossible for platforms relying on this system to get out of sync.
Fixes#27293
Use `Rc` instead of cloning the `DOMString`
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I changed the `text` field of `ScriptOrigin` from a `DOMString` to an `Rc<DOMString>`. Then I updated all the related code to work with an `Rc`.
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This is a vestige of the transition from 2015 to 2018 edition Rust.
`async` was added as a keyword in 2018 edition Rust, so `cargo fix`
changed the variable name here to `r#async`.
Add stubs for HTMLCanvasElement.captureStream and WebRTC transceiver APIs
These stubs are hidden by default and only exist to allow getting past the relevant code that invokes them on hubs.mozilla.org.
Specifically, I changed the `text` field of `ScriptOrigin` from a
`DOMString` to an `Rc<DOMString>`. Then I updated all the related code
to work with an `Rc`.
This is just a first pass to get the code to compile. There are probably
more things I can do that will improve the code and further reduce
cloning.