Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
This allows running of test262 (like) tests with any runner. And thus
allows running the full test262 suite on Serenity itself.
The functionality of test-test262 is intentionally limited at first.
It does support:
- Progress updates including the special serenity terminal commands
- Outputting a per-file, to compare against other runs
- Passing any number of parameters to the runner
- Setting the batch size of the amount of tests per runner process
- Outputting a summary of the test results
If a test is supposed to fail during parse or early phase we can stop
after parsing. Because phases in modules are not as clear we don't skip
the other parts for modules.
When running a larger set of tests in Serenity the runner would
otherwise trigger a lot of crash reporters. This would then in turn lead
to memory starvation causes more crashes.
We also protect against recursive assert failures, for example due to
being out of memory.
With this change the runner now compiles and runs on Serenity :^).
Since setitimer is not implemented in Serenity we use alarm which
triggers SIGALRM after the timeout. We also don't use a signal handler
as we are doing things that serenity doesn't like/doesn't allow.
Linux dealt with allocating and writing in a signal handler but it is
undefined, so instead we just let the process die by SIGALRM.
This means we instead of reading the output can detect timeouts by
checking how the process died.
For now this is a lagom only application as it is not compatible with
serenity in its current state.
The only change is that it is released under a different license with
permission from all the authors.
We were consuming all whitespace from the format, but not the input
lexer - that was left to the actual format parsing code. It so happened
that we did not account for whitespace with the conversion specifier
'[', causing whitespace to end up in the output variables.
Fix this by always consuming all whitespace and removing the whitespace
logic from the conversion code.
Currently, LibUnicodeData contains the generated UCD and CLDR data. Move
the UCD data to the main LibUnicode library, and rename LibUnicodeData
to LibLocaleData. This is another prepatory change to migrate to
LibLocale.
The FLAC "spec tests", or rather the test suite by xiph that exercises
weird FLAC features and edge cases, can be found at
https://github.com/ietf-wg-cellar/flac-test-files and is a good
challenge for our FLAC decoder to become more spec compliant. Running
these tests is similar to LibWasm spec tests, you need to pass
INCLUDE_FLAC_SPEC_TESTS to CMake.
As of integrating these tests, 23 out of 63 fail. :yakplus:
Previously, for a regex such as /[a-sy-z]/i, we would incorrectly think
the character "u" fell into the range "a-s" because neither of the
conditions "u > s && U > s" or "u < a && U < a" would be true, resulting
in the lookup falling back to assuming the character is in the range.
Instead, first explicitly check if the character falls into the range,
rather than checking if it falls outside the range. If the explicit
checks fail, then we know the character is outside the range.
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.
A GPU (driver) is now responsible for reading and writing pixels from
and to user data. The client (LibGL) is responsible for specifying how
the user data must be interpreted or written to.
This allows us to centralize all pixel format conversion in one class,
`LibSoftGPU::PixelConverter`. For both the input and output image, it
takes a specification containing the image dimensions, the pixel type
and the selection (basically a clipping rect), and converts the pixels
from the input image to the output image.
Effectively this means we now support almost all OpenGL 1.5 formats,
and all custom logic has disappeared from:
- `glDrawPixels`
- `glReadPixels`
- `glTexImage2D`
- `glTexSubImage2D`
The new logic is still unoptimized, but on my machine I experienced no
noticeable slowdown. :^)
This is a set of functions that allow you to convert between arbitrary
IEEE 754 floating point types, as long as they can be represented
within 64 bits. Conversion methods between floats and doubles are
provided, as well as a generic `float_to_float()`.
Example usage:
#include <AK/FloatingPoint.h>
double val = 1.234;
auto weird_f16 =
convert_from_native_double<FloatingPointBits<0, 6, 10>>(val);
Signed and unsigned floats are supported, and both NaN and +/-Inf are
handled correctly. Values that do not fit in the target floating point
type are clamped.
Instead we just use a specific constructor. With this set of
constructors using curly braces for constructing is highly recommended.
As then it will not do too many implicit conversions which could lead to
unexpected loss of data or calling the much slower double constructor.
Also to ensure we don't feed (Un)SignedBigInteger infinities we throw
RangeError earlier for Durations.
This means it can take any (un)signed word of size at most Word.
This means the constructor can be disambiguated if we were to add a
double constructor :^).
This requires a change in just one test.
This allows using different options for rounding, like IEEE
roundTiesToEven, which is the mode that JS requires.
Also fix that the last word read from the bigint for the mantissa could
be shifted incorrectly leading to incorrect results.
SignedBigInteger can immediately use this by just negating the double if
the sign bit is set.
For simple cases (below 2^53) we can just convert via an u64, however
above that we need to extract the top 53 bits and use those as the
mantissa.
This function currently does not behave exactly as the JS spec specifies
however it is much less naive than the previous implementation.
The basic idea is that a global object cannot just come out of nowhere,
it must be associated to a realm - so get it from there, if needed.
This is to enforce the changes from all the previous commits by not
handing out global objects unless you actually have an initialized
realm (either stored somewhere, or the VM's current realm).
This is needed so that the allocated NativeFunction receives the correct
realm, usually forwarded from the Object's initialize() function, rather
than using the current realm.
This is a continuation of the previous six commits.
The global object is only needed to return it if the execution context
stack is empty, but that doesn't seem like a useful thing to allow in
the first place - if you're not currently executing JS, and the
execution context stack is empty, there is no this value to retrieve.
This is a continuation of the previous five commits.
A first big step into the direction of no longer having to pass a realm
(or currently, a global object) trough layers upon layers of AOs!
Unlike the create() APIs we can safely assume that this is only ever
called when a running execution context and therefore current realm
exists. If not, you can always manually allocate the Error and put it in
a Completion :^)
In the spec, throw exceptions implicitly use the current realm's
intrinsics as well: https://tc39.es/ecma262/#sec-throw-an-exception
This is a continuation of the previous three commits.
Now that create() receives the allocating realm, we can simply forward
that to allocate(), which accounts for the majority of these changes.
Additionally, we can get rid of the realm_from_global_object() in one
place, with one more remaining in VM::throw_completion().
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.
This is a continuation of the previous commit.
Calling initialize() is the first thing that's done after allocating a
cell on the JS heap - and in the common case of allocating an object,
that's where properties are assigned and intrinsics occasionally
accessed.
Since those are supposed to live on the realm eventually, this is
another step into that direction.