Recycling a webgl context when it has been lost and restored causes a crash
https://bugs.webkit.org/show_bug.cgi?id=238024

Patch by Kimmo Kinnunen <kkinnunen@apple.com> on 2022-03-18
Reviewed by Geoffrey Garen.

Source/WebCore:

Simulated context lost makes WebGLRenderingContextBase::m_context = nullptr
Real context lost preserves WebGLRenderingContextBase::m_context.

WebGLRenderingContextBase::maybeRestoreContext() used m_context.

The intention was that simulated context lost never invokes maybeRestoreContext()
as the timer to run maybeRestoreContext() is started only on real context lost.

However, it is possible to invoke simulated context lost after a real context lost,
but before the timer triggers maybeRestoreContext().

The sequence would be:
1. Lose the context somehow
2. Wait for webglcontextlost, use event.preventDefault() to request a restore.
3. Before restore happens, lose the context via simulated context lost.
   This can be done by creating many contexts or via the WEBGL_lose_context.loseContext().
4. maybeRestoreContext() would query m_context->getGraphicsResetStatusARB() for
   console log reasons, trying to explain to the developer why the context was lost.
   In case simulated context lost set the m_context == nullptr, this would crash.

getGraphicsResetStatusARB() has likely not been accurate for any platform ever.
For ANGLE, it is unimplemented and cannot pinpoint which context caused the context lost.
Just remove getGraphicsResetStatusARB() use from maybeRestoreContext(), this prevents
the crash. Remove it also from WebKit use altogether, it is never used for anything.

Adds the case to webgl/max-active-contexts-webglcontextlost-prevent-default.html

* html/canvas/WebGLRenderingContextBase.cpp:
(WebCore::WebGLRenderingContextBase::loseContextImpl):
(WebCore::WebGLRenderingContextBase::maybeRestoreContext):
* loader/FrameLoaderClient.h:
* platform/graphics/GraphicsContextGL.h:
* platform/graphics/angle/GraphicsContextGLANGLE.cpp:
* platform/graphics/angle/GraphicsContextGLANGLE.h:
* platform/graphics/opengl/ExtensionsGLOpenGLCommon.cpp:
* platform/graphics/opengl/ExtensionsGLOpenGLCommon.h:
* platform/graphics/opengl/ExtensionsGLOpenGLES.cpp:
* platform/graphics/opengl/ExtensionsGLOpenGLES.h:
* platform/graphics/opengl/GraphicsContextGLOpenGL.cpp:
* platform/graphics/opengl/GraphicsContextGLOpenGL.h:

Source/WebKit:

Remove GraphicsContextGL::getGraphicsResetStatusARB(), it's unused now.

* GPUProcess/graphics/RemoteGraphicsContextGL.messages.in:
* GPUProcess/graphics/RemoteGraphicsContextGLFunctionsGenerated.h:
(getActiveUniformBlockiv):
* WebProcess/GPU/graphics/RemoteGraphicsContextGLProxy.cpp:
(WebKit::RemoteGraphicsContextGLProxy::paintRenderingResultsToCanvas):
(WebKit::RemoteGraphicsContextGLProxy::paintCompositedResultsToCanvas):
(WebKit::RemoteGraphicsContextGLProxy::markContextLost):
* WebProcess/GPU/graphics/RemoteGraphicsContextGLProxy.h:
* WebProcess/GPU/graphics/RemoteGraphicsContextGLProxyFunctionsGenerated.cpp:

LayoutTests:

Creating excessive amount of contexts will lose the oldest context via
"simulated context lost" logic, making the contexts non-restorable.

Previously the test tried to test that requesting a restore on a context that
had simulated context lost would not restore. However, the test was invalid,
as it asserted that the context is still lost immediately after preventDefault():

  event.preventDefault();
  if (!contexts[0].isContextLost())
     document.getElementById("result").textContent = "FAIL";

This is not correct, as the preventDefault() only informs the browser
that the context should be restored. The restore happens asynchronously.

Fix the test logic and add extra cases. Make the logic as such:
1. Lose the context in some way
2. Wait for context lost event, request restore
3. Optionally do something that would trigger another way of losing the context
4. Run assertions about context being still expectedly lost

The failures in the test expectation:
FAIL getError expected: INVALID_OPERATION. Was NO_ERROR :
FAIL getError expected: CONTEXT_LOST_WEBGL. Was NO_ERROR :
bug 236965

FAIL Expected restore be ignored, but it was not.
bug 238034

* webgl/max-active-contexts-webglcontextlost-prevent-default.html:

git-svn-id: http://svn.webkit.org/repository/webkit/trunk@291477 268f45cc-cd09-0410-ab3c-d52691b4dbfc
21 files changed
tree: 75af59f53c47f6ac6049fb61c5e31ad6f66829a4
  1. JSTests/
  2. LayoutTests/
  3. ManualTests/
  4. metadata/
  5. PerformanceTests/
  6. resources/
  7. Source/
  8. Tools/
  9. WebDriverTests/
  10. WebKit.xcworkspace/
  11. WebKitLibraries/
  12. Websites/
  13. .ccls
  14. .clang-format
  15. .clangd
  16. .dir-locals.el
  17. .editorconfig
  18. .gitattributes
  19. .gitignore
  20. ChangeLog
  21. ChangeLog-2012-05-22
  22. ChangeLog-2018-01-01
  23. CMakeLists.txt
  24. Introduction.md
  25. Makefile
  26. Makefile.shared
  27. ReadMe.md
ReadMe.md

WebKit

WebKit is a cross-platform web browser engine. On iOS and macOS, it powers Safari, Mail, iBooks, and many other applications.

Feature Status

Visit WebKit Feature Status page to see which Web API has been implemented, in development, or under consideration.

Trying the Latest

On macOS, download Safari Technology Preview to test the latest version of WebKit. On Linux, download Epiphany Technology Preview. On Windows, you'll have to build it yourself.

Reporting Bugs

  1. Search WebKit Bugzilla to see if there is an existing report for the bug you've encountered.
  2. Create a Bugzilla account to to report bugs (and to comment on them) if you haven't done so already.
  3. File a bug in accordance with our guidelines.

Once your bug is filed, you will receive email when it is updated at each stage in the bug life cycle. After the bug is considered fixed, you may be asked to download the latest nightly and confirm that the fix works for you.

Getting the Code

On Windows, follow the instructions on our website.

Cloning the Git SVN Repository

Run the following command to clone WebKit's Git SVN repository:

git clone git@github.com:WebKit/WebKit.git WebKit

or

git clone https://github.com/WebKit/WebKit.git WebKit

If you want to be able to track Subversion revision from your git checkout, you can run the following command to do so:

Tools/Scripts/git-webkit setup-git-svn

For information about this, and other aspects of using Git with WebKit, read the wiki page.

Checking out the Subversion Repository

If you don‘t want to use Git, run the following command to check out WebKit’s Subversion repository:

svn checkout https://svn.webkit.org/repository/webkit/trunk WebKit

Building WebKit

Building macOS Port

Install Xcode and its command line tools if you haven't done so already:

  1. Install Xcode Get Xcode from https://developer.apple.com/downloads. To build WebKit for OS X, Xcode 5.1.1 or later is required. To build WebKit for iOS Simulator, Xcode 7 or later is required.
  2. Install the Xcode Command Line Tools In Terminal, run the command: xcode-select --install

Run the following command to build a debug build with debugging symbols and assertions:

Tools/Scripts/build-webkit --debug

For performance testing, and other purposes, use --release instead.

Using Xcode

You can open WebKit.xcworkspace to build and debug WebKit within Xcode.

If you don't use a custom build location in Xcode preferences, you have to update the workspace settings to use WebKitBuild directory. In menu bar, choose File > Workspace Settings, then click the Advanced button, select “Custom”, “Relative to Workspace”, and enter WebKitBuild for both Products and Intermediates.

Embedded Builds

iOS, tvOS and watchOS are all considered embedded builds. The first time after you install a new Xcode, you will need to run:

sudo Tools/Scripts/configure-xcode-for-embedded-development

Without this step, you will see the error message: “target specifies product type ‘com.apple.product-type.tool’, but there’s no such product type for the ‘iphonesimulator’ platform.” when building target JSCLLIntOffsetsExtractor of project JavaScriptCore.

Run the following command to build a debug build with debugging symbols and assertions for embedded simulators:

Tools/Scripts/build-webkit --debug --<platform>-simulator

or embedded devices:

Tools/Scripts/build-webkit --debug --<platform>-device

where platform is ios, tvos or watchos.

Building the GTK+ Port

For production builds:

cmake -DPORT=GTK -DCMAKE_BUILD_TYPE=RelWithDebInfo -GNinja
ninja
sudo ninja install

For development builds:

Tools/gtk/install-dependencies
Tools/Scripts/update-webkitgtk-libs
Tools/Scripts/build-webkit --gtk --debug

For more information on building WebKitGTK+, see the wiki page.

Building the WPE Port

For production builds:

cmake -DPORT=WPE -DCMAKE_BUILD_TYPE=RelWithDebInfo -GNinja
ninja
sudo ninja install

For development builds:

Tools/wpe/install-dependencies
Tools/Scripts/update-webkitwpe-libs
Tools/Scripts/build-webkit --wpe --debug

Building Windows Port

For building WebKit on Windows, see the wiki page.

Running WebKit

With Safari and Other macOS Applications

Run the following command to launch Safari with your local build of WebKit:

Tools/Scripts/run-safari --debug

The run-safari script sets the DYLD_FRAMEWORK_PATH environment variable to point to your build products, and then launches /Applications/Safari.app. DYLD_FRAMEWORK_PATH tells the system loader to prefer your build products over the frameworks installed in /System/Library/Frameworks.

To run other applications with your local build of WebKit, run the following command:

Tools/Scripts/run-webkit-app <application-path>

iOS Simulator

Run the following command to launch iOS simulator with your local build of WebKit:

run-safari --debug --ios-simulator

In both cases, if you have built release builds instead, use --release instead of --debug.

Linux Ports

If you have a development build, you can use the run-minibrowser script, e.g.:

run-minibrowser --debug --wpe

Pass one of --gtk, --jsc-only, or --wpe to indicate the port to use.

Contribute

Congratulations! You’re up and running. Now you can begin coding in WebKit and contribute your fixes and new features to the project. For details on submitting your code to the project, read Contributing Code.