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Load a Prism grammar only when a blob names it

1b8675b19e70346d6d02d5fc0c10538f50bf94b2 · Keenan Nemetz · 9d ago · parent 11720250

Load a Prism grammar only when a blob names it

The worker imported prism-languages.min.js — every grammar Prism ships — on
every code page. That is 546 KB to evaluate before the first token, and a page
showing one Go file paid it for all 293 components.

Each component is now vendored as its own file, and prism-manifest.js maps a
language name to the files that define it in dependency order. The worker
starts with Prism's core and the manifest and imports a language's files the
first time a job names it, remembering what it has run so a file is never
imported twice. A Go blob loads 30 KB instead of 564 KB; a .tsx blob, the
widest common entry at 8 files, loads 49 KB.

The manifest also carries the components that register no language of their
own but change one: css-extras, js-extras, js-templates, php-extras, xml-doc.
Each is placed after the grammar it rewrites and included in the entries that
inherit it, so a language that extends javascript now gets js-extras' arrow
and maybe-class-name tokens too. The old bundle's order handed those to some
inheriting languages and not others; nothing loses a token.

scripts/vendor-prism.py writes the grammars and the manifest, and --check
compares them byte for byte with cdnjs. TestPrismLanguagesAreVendored,
TestPrismGrammarsMatchTheManifest and TestPrismWorkerLoadsGrammarsOnDemand
hold the server's extension table, the vendored set and the worker's lazy
import together.

server/web/static/prism-languages/hlsl.js +1

@@ -0,0 +1 @@
1 Prism.languages.hlsl=Prism.languages.extend("c",{"class-name":[Prism.languages.c["class-name"],/\b(?:AppendStructuredBuffer|BlendState|Buffer|ByteAddressBuffer|CompileShader|ComputeShader|ConsumeStructuredBuffer|DepthStencilState|DepthStencilView|DomainShader|GeometryShader|Hullshader|InputPatch|LineStream|OutputPatch|PixelShader|PointStream|RWBuffer|RWByteAddressBuffer|RWStructuredBuffer|RWTexture(?:1D|1DArray|2D|2DArray|3D)|RasterizerState|RenderTargetView|SamplerComparisonState|SamplerState|StructuredBuffer|Texture(?:1D|1DArray|2D|2DArray|2DMS|2DMSArray|3D|Cube|CubeArray)|TriangleStream|VertexShader)\b/],keyword:[/\b(?:asm|asm_fragment|auto|break|case|catch|cbuffer|centroid|char|class|column_major|compile|compile_fragment|const|const_cast|continue|default|delete|discard|do|dynamic_cast|else|enum|explicit|export|extern|for|friend|fxgroup|goto|groupshared|if|in|inline|inout|interface|line|lineadj|linear|long|matrix|mutable|namespace|new|nointerpolation|noperspective|operator|out|packoffset|pass|pixelfragment|point|precise|private|protected|public|register|reinterpret_cast|return|row_major|sample|sampler|shared|short|signed|sizeof|snorm|stateblock|stateblock_state|static|static_cast|string|struct|switch|tbuffer|technique|technique10|technique11|template|texture|this|throw|triangle|triangleadj|try|typedef|typename|uniform|union|unorm|unsigned|using|vector|vertexfragment|virtual|void|volatile|while)\b/,/\b(?:bool|double|dword|float|half|int|min(?:10float|12int|16(?:float|int|uint))|uint)(?:[1-4](?:x[1-4])?)?\b/],number:/(?:(?:\b\d+(?:\.\d*)?|\B\.\d+)(?:[eE][+-]?\d+)?|\b0x[\da-fA-F]+)[fFhHlLuU]?\b/,boolean:/\b(?:false|true)\b/});