chore: cherry-pick 1 changes from 0-M124 (#41985)

* chore: [28-x-y] cherry-pick 1 changes from 0-M124

* 3f6bf073649a454317690914939766f62bc65ad7 from chromium

* chore: update patches

---------

Co-authored-by: PatchUp <73610968+patchup[bot]@users.noreply.github.com>
This commit is contained in:
Pedro Pontes
2024-05-20 19:42:16 +01:00
committed by GitHub
parent 65d35309db
commit cd25fbfd73
2 changed files with 417 additions and 0 deletions

View File

@@ -156,3 +156,4 @@ cherry-pick-98bcf9ef5cdd.patch
cherry-pick-013961609785.patch
a11y_avoid_clearing_resetting_focus_on_an_already_focus_event.patch
cherry-pick-b2cc7b7ac538.patch
m120-lts_merge_fix_domarraybuffer_isdetached_and_comment_out.patch

View File

@@ -0,0 +1,416 @@
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Marja=20H=C3=B6ltt=C3=A4?= <marja@google.com>
Date: Thu, 16 May 2024 17:11:21 +0000
Subject: Merge "Fix DOMArrayBuffer::IsDetached()" and "Comment out a CHECK
that a DOMAB has maximally one non-detached JSAB"
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit
M120 merge issues:
- MainWorld didn't have the variant with an Isolate argument:
cherry-picked the CL that adds that variant.
- DOMDataStore didn't have a templated Get():
Used GetWrapper() instead.
- Also needed to fic build issues because Get/GetWrapper
needs an argument that inherits directly from ScriptWrappable
- On main, Get/GetWrapper works with const ScriptWrappable pointers,
needed to do a const_cast for M120.
Changes with the merge:
- Manual rebase on top of the branch
- Disabled the Gamepad tests; something has changed in the test
setup, so that the past state doesn't allow adding a TestEnvironment
like the current state does.
1)
A DOMArrayBuffer was maintaining its own "is_detached_" state, and
would consider itself non-detached even if the corresponding
JSArrayBuffer (or, all of them, in case there are several) was
detached.
Piping in the v8::Isolate would be a too big change for this fix, so this is using v8::Isolate::GetCurrent() for now.
2)
Comment out a CHECK that a DOMAB has maximally one non-detached JSAB
Based on crash reports, this assumption is not true and has to be
investigated.
Removing this newly introduced CHECK to be able to merge fixes in this
area - we still violate this invariant but the fixes are a step into
the right direction.
Fix in question:
https://chromium-review.googlesource.com/5387887
which also introduced this CHECK.
Bug: b/330759272
(cherry picked from commit 04e7550d7aa3bf4ac4e49d7074972d357de139e6)
(cherry picked from commit 4545e401c4a6a2ac5dce39d8af4b3e69f8e902eb)
Change-Id: I672e17df84ff85536b0cd4f4021ccc460b5fd233
Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/5499291
Reviewed-by: Marja Hölttä <marja@chromium.org>
Reviewed-by: Matt Reynolds <mattreynolds@chromium.org>
Commit-Queue: Roger Felipe Zanoni da Silva <rzanoni@google.com>
Owners-Override: Mohamed Omar <mohamedaomar@google.com>
Cr-Commit-Position: refs/branch-heads/6099@{#2021}
Cr-Branched-From: e6ee4500f7d6549a9ac1354f8d056da49ef406be-refs/heads/main@{#1217362}
diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
index c85839f1a0bf43bc21611b490bf8b7b17ad385da..d4597e55bb4146cd413479863ff680be56022d3a 100644
--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
+++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.cc
@@ -46,12 +46,25 @@ const WrapperTypeInfo& DOMArrayBuffer::wrapper_type_info_ =
static void AccumulateArrayBuffersForAllWorlds(
v8::Isolate* isolate,
- DOMArrayBuffer* object,
+ const DOMArrayBuffer* object,
v8::LocalVector<v8::ArrayBuffer>& buffers) {
+ ScriptWrappable* wrappable =
+ dynamic_cast<ScriptWrappable*>(const_cast<DOMArrayBuffer*>(object));
+ if (!object->has_non_main_world_wrappers() && IsMainThread()) {
+ const DOMWrapperWorld& world = DOMWrapperWorld::MainWorld();
+ v8::Local<v8::Object> wrapper =
+ world.DomDataStore().GetWrapper(wrappable, isolate);
+ if (!wrapper.IsEmpty()) {
+ buffers.push_back(v8::Local<v8::ArrayBuffer>::Cast(wrapper));
+ }
+ return;
+ }
+
Vector<scoped_refptr<DOMWrapperWorld>> worlds;
DOMWrapperWorld::AllWorldsInCurrentThread(worlds);
for (const auto& world : worlds) {
- v8::Local<v8::Object> wrapper = world->DomDataStore().Get(object, isolate);
+ v8::Local<v8::Object> wrapper =
+ world->DomDataStore().Get(wrappable, isolate);
if (!wrapper.IsEmpty())
buffers.push_back(v8::Local<v8::ArrayBuffer>::Cast(wrapper));
}
@@ -256,6 +269,51 @@ v8::MaybeLocal<v8::Value> DOMArrayBuffer::Wrap(ScriptState* script_state) {
wrapper);
}
+bool DOMArrayBuffer::IsDetached() const {
+ if (contents_.BackingStore() == nullptr) {
+ return is_detached_;
+ }
+ if (is_detached_) {
+ return true;
+ }
+
+ v8::Isolate* isolate = v8::Isolate::GetCurrent();
+ v8::HandleScope handle_scope(isolate);
+ v8::LocalVector<v8::ArrayBuffer> buffer_handles(isolate);
+ AccumulateArrayBuffersForAllWorlds(isolate, this, buffer_handles);
+
+ // There may be several v8::ArrayBuffers corresponding to the DOMArrayBuffer,
+ // but at most one of them may be non-detached.
+ int nondetached_count = 0;
+ int detached_count = 0;
+
+ for (const auto& buffer_handle : buffer_handles) {
+ if (buffer_handle->WasDetached()) {
+ ++detached_count;
+ } else {
+ ++nondetached_count;
+ }
+ }
+ // This CHECK fires even though it should not. TODO(330759272): Investigate
+ // under which conditions we end up with multiple non-detached JSABs for the
+ // same DOMAB and potentially restore this check.
+
+ // CHECK_LE(nondetached_count, 1);
+
+ return nondetached_count == 0 && detached_count > 0;
+}
+
+v8::Local<v8::Object> DOMArrayBuffer::AssociateWithWrapper(
+ v8::Isolate* isolate,
+ const WrapperTypeInfo* wrapper_type_info,
+ v8::Local<v8::Object> wrapper) {
+ if (!DOMWrapperWorld::Current(isolate).IsMainWorld()) {
+ has_non_main_world_wrappers_ = true;
+ }
+ return ScriptWrappable::AssociateWithWrapper(isolate, wrapper_type_info,
+ wrapper);
+}
+
DOMArrayBuffer* DOMArrayBuffer::Slice(size_t begin, size_t end) const {
begin = std::min(begin, ByteLength());
end = std::min(end, ByteLength());
diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
index 17d75fe891a78ffa480207a2b595b9f942ca5e38..881497e93dd6bec0f2f0908068d72dbf7b072362 100644
--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
+++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer.h
@@ -87,6 +87,17 @@ class CORE_EXPORT DOMArrayBuffer : public DOMArrayBufferBase {
void Trace(Visitor*) const override;
+ bool IsDetached() const override;
+
+ v8::Local<v8::Object> AssociateWithWrapper(
+ v8::Isolate* isolate,
+ const WrapperTypeInfo* wrapper_type_info,
+ v8::Local<v8::Object> wrapper) override;
+
+ bool has_non_main_world_wrappers() const {
+ return has_non_main_world_wrappers_;
+ }
+
private:
v8::Maybe<bool> TransferDetachable(v8::Isolate*,
v8::Local<v8::Value> detach_key,
@@ -97,6 +108,8 @@ class CORE_EXPORT DOMArrayBuffer : public DOMArrayBufferBase {
// support only v8::String as the detach key type. It's also convenient that
// we can write `array_buffer->SetDetachKey(isolate, "my key")`.
TraceWrapperV8Reference<v8::String> detach_key_;
+
+ bool has_non_main_world_wrappers_ = false;
};
} // namespace blink
diff --git a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
index 95511438595715d030e5f18760b210cf7e58311a..985044ccc1de97dca903b22e5f41e55be52f2533 100644
--- a/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
+++ b/third_party/blink/renderer/core/typed_arrays/dom_array_buffer_base.h
@@ -27,7 +27,9 @@ class CORE_EXPORT DOMArrayBufferBase : public ScriptWrappable {
size_t ByteLength() const { return contents_.DataLength(); }
- bool IsDetached() const { return is_detached_; }
+ // TODO(331348222): It doesn't make sense to detach DomSharedArrayBuffers,
+ // remove that possibility.
+ virtual bool IsDetached() const { return is_detached_; }
void Detach() { is_detached_ = true; }
diff --git a/third_party/blink/renderer/modules/gamepad/BUILD.gn b/third_party/blink/renderer/modules/gamepad/BUILD.gn
index 572d8ce27fa808707ae17ed05f14e2ed103f131e..a871cbd002795bf49ad48f0002ac4996135f8b10 100644
--- a/third_party/blink/renderer/modules/gamepad/BUILD.gn
+++ b/third_party/blink/renderer/modules/gamepad/BUILD.gn
@@ -55,6 +55,7 @@ source_set("unit_tests") {
"//testing/gtest",
"//third_party/blink/renderer/modules",
"//third_party/blink/renderer/platform",
+ "//third_party/blink/renderer/platform:test_support",
"//third_party/blink/renderer/platform/wtf",
]
}
diff --git a/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc b/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
index e0a7f48630ba423b19641232c026d72ba71dfc4b..c1efb58ef0e682763735e07711ffa43b2532104b 100644
--- a/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
+++ b/third_party/blink/renderer/modules/gamepad/gamepad_comparisons_test.cc
@@ -243,27 +243,27 @@ class GamepadComparisonsTest : public testing::Test {
}
};
-TEST_F(GamepadComparisonsTest, EmptyListCausesNoActivation) {
+TEST_F(GamepadComparisonsTest, DISABLED_EmptyListCausesNoActivation) {
auto list = CreateEmptyGamepadList();
EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
}
-TEST_F(GamepadComparisonsTest, NeutralGamepadCausesNoActivation) {
+TEST_F(GamepadComparisonsTest, DISABLED_NeutralGamepadCausesNoActivation) {
auto list = CreateGamepadListWithNeutralGamepad();
EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
}
-TEST_F(GamepadComparisonsTest, AxisTiltCausesNoActivation) {
+TEST_F(GamepadComparisonsTest, DISABLED_AxisTiltCausesNoActivation) {
auto list = CreateGamepadListWithAxisTilt();
EXPECT_FALSE(GamepadComparisons::HasUserActivation(list));
}
-TEST_F(GamepadComparisonsTest, ButtonDownCausesActivation) {
+TEST_F(GamepadComparisonsTest, DISABLED_ButtonDownCausesActivation) {
auto list = CreateGamepadListWithButtonDown();
EXPECT_TRUE(GamepadComparisons::HasUserActivation(list));
}
-TEST_F(GamepadComparisonsTest, CompareEmptyLists) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareEmptyLists) {
// Simulate no connected gamepads.
auto list1 = CreateEmptyGamepadList();
auto list2 = CreateEmptyGamepadList();
@@ -278,7 +278,7 @@ TEST_F(GamepadComparisonsTest, CompareEmptyLists) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareNeutrals) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutrals) {
// Simulate a neutral gamepad with no input changes.
auto list1 = CreateGamepadListWithNeutralGamepad();
auto list2 = CreateGamepadListWithNeutralGamepad();
@@ -293,7 +293,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutrals) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareEmptyListWithNeutral) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareEmptyListWithNeutral) {
// Simulate a connection.
auto list1 = CreateEmptyGamepadList();
auto list2 = CreateGamepadListWithNeutralGamepad();
@@ -308,7 +308,7 @@ TEST_F(GamepadComparisonsTest, CompareEmptyListWithNeutral) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareNeutralWithEmptyList) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithEmptyList) {
// Simulate a disconnection.
auto list1 = CreateGamepadListWithNeutralGamepad();
auto list2 = CreateEmptyGamepadList();
@@ -323,7 +323,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithEmptyList) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareNeutralWithAxisTilt) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithAxisTilt) {
// Simulate tilting an axis away from neutral.
auto list1 = CreateGamepadListWithNeutralGamepad();
auto list2 = CreateGamepadListWithAxisTilt();
@@ -351,7 +351,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithAxisTilt) {
EXPECT_FALSE(compareResult2.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonDown) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithButtonDown) {
// Simulate pressing a digital (on/off) button.
auto list1 = CreateGamepadListWithNeutralGamepad();
auto list2 = CreateGamepadListWithButtonDown();
@@ -379,7 +379,7 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonDown) {
EXPECT_FALSE(compareResult2.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonDownWithNeutral) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonDownWithNeutral) {
// Simulate releasing a digital (on/off) button.
auto list1 = CreateGamepadListWithButtonDown();
auto list2 = CreateGamepadListWithNeutralGamepad();
@@ -395,7 +395,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonDownWithNeutral) {
EXPECT_TRUE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonTouched) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareNeutralWithButtonTouched) {
// Simulate touching an analog button or trigger.
auto list1 = CreateGamepadListWithNeutralGamepad();
auto list2 = CreateGamepadListWithButtonTouched();
@@ -411,7 +411,8 @@ TEST_F(GamepadComparisonsTest, CompareNeutralWithButtonTouched) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithButtonJustDown) {
+TEST_F(GamepadComparisonsTest,
+ DISABLED_CompareButtonTouchedWithButtonJustDown) {
// Simulate pressing an analog button or trigger enough to register a button
// press.
auto list1 = CreateGamepadListWithButtonTouched();
@@ -428,7 +429,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithButtonJustDown) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonDown) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonJustDownWithButtonDown) {
// Simulate continuing to press an analog button or trigger until it reaches
// the maximum value.
auto list1 = CreateGamepadListWithButtonJustDown();
@@ -445,7 +446,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonDown) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonDownWithButtonJustDown) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonDownWithButtonJustDown) {
// Simulate releasing an analog button or trigger until it is just barely
// pressed.
auto list1 = CreateGamepadListWithButtonDown();
@@ -462,7 +463,8 @@ TEST_F(GamepadComparisonsTest, CompareButtonDownWithButtonJustDown) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonTouched) {
+TEST_F(GamepadComparisonsTest,
+ DISABLED_CompareButtonJustDownWithButtonTouched) {
// Simulate releasing an analog button or trigger until it is no longer
// pressed.
auto list1 = CreateGamepadListWithButtonJustDown();
@@ -479,7 +481,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonJustDownWithButtonTouched) {
EXPECT_TRUE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithNeutral) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareButtonTouchedWithNeutral) {
// Simulate releasing an analog button or trigger until it is neutral.
auto list1 = CreateGamepadListWithButtonTouched();
auto list2 = CreateGamepadListWithNeutralGamepad();
@@ -495,7 +497,7 @@ TEST_F(GamepadComparisonsTest, CompareButtonTouchedWithNeutral) {
EXPECT_FALSE(compareResult.IsButtonUp(0, 0));
}
-TEST_F(GamepadComparisonsTest, CompareDifferentTouch) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentTouch) {
auto list1 = CreateGamepadListWithTopLeftTouch();
auto list2 = CreateGamepadListWithCenterTouch();
@@ -504,7 +506,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentTouch) {
EXPECT_TRUE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareDifferentSurface) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentSurface) {
auto list1 = CreateGamepadListWithTopLeftTouch();
auto list2 = CreateGamepadListWithTopLeftTouchSurface1();
@@ -513,7 +515,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentSurface) {
EXPECT_TRUE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareDifferentTouchId) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentTouchId) {
auto list1 = CreateGamepadListWithTopLeftTouchesTouchId1();
auto list2 = CreateGamepadListWithTopLeftTouchesTouchId3();
@@ -523,7 +525,7 @@ TEST_F(GamepadComparisonsTest, CompareDifferentTouchId) {
EXPECT_TRUE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareSameTouch1) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareSameTouch1) {
auto list1 = CreateGamepadListWithTopLeftTouch();
auto compareResult = GamepadComparisons::Compare(
@@ -531,7 +533,7 @@ TEST_F(GamepadComparisonsTest, CompareSameTouch1) {
EXPECT_FALSE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareSameTouch2) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareSameTouch2) {
auto list1 = CreateGamepadListWithTopLeftTouchesTouchId3();
auto compareResult = GamepadComparisons::Compare(
@@ -539,7 +541,7 @@ TEST_F(GamepadComparisonsTest, CompareSameTouch2) {
EXPECT_FALSE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareSurfaceNoSurfaceTouch) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareSurfaceNoSurfaceTouch) {
auto list1 = CreateGamepadListWithTopLeftTouchSurface1();
auto list2 = CreateGamepadListWithTopLeftTouch();
@@ -548,7 +550,7 @@ TEST_F(GamepadComparisonsTest, CompareSurfaceNoSurfaceTouch) {
EXPECT_TRUE(compareResult.IsDifferent());
}
-TEST_F(GamepadComparisonsTest, CompareDifferentSurfaceTouch) {
+TEST_F(GamepadComparisonsTest, DISABLED_CompareDifferentSurfaceTouch) {
auto list1 = CreateGamepadListWithTopLeftTouchSurface1();
auto list2 = CreateGamepadListWithTopLeftTouchSurface2();