@bigmistqke/view.gl 0.7.1 → 0.8.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -39,6 +39,7 @@
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  - 🏗️ [createProgram](#️-createprogram)
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  - 🖼️ [createTexture](#️-createtexture)
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  - 🖥️ [createFramebuffer](#️-createframebuffer)
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+ - 🚨 [Errors](#-errors)
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  - 🔍 [WebGL Type Compatibility](#-webgl-type-compatibility)
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  - 🎯 [Uniform Types](#-uniform-types)
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  - 📝 [Attribute Types](#-attribute-types)
@@ -124,8 +125,8 @@ is a label for the reader. What putting it in the schema decides is its
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  | belongs to somebody else | name it on an attribute | nobody — it is borrowed |
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  An index buffer whose lifetime is its program's belongs in the schema, beside
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- the attributes it is drawn with, on the one signal. A quad cached per context,
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- or a buffer handed from one program's view to another's, is its own thing.
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+ the attributes it is drawn with, on the one signal. A buffer handed from one
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+ program's view to another's is its own thing.
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  <details>
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  <summary>TypeScript Types</summary>
@@ -910,6 +911,32 @@ Pass a `texture` to attach one you already have — ping-ponging a pair of
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  framebuffers over shared textures, say. `dispose()` then deletes the framebuffer
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  and leaves that texture alone, because it is not the framebuffer's to delete.
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+ ## 🚨 Errors
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+
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+ Every error view.gl throws for a GL call that failed is a class exported from `@bigmistqke/view.gl`, carrying what the GL answered:
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+
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+ | Error | Thrown when | Carries |
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+ | --- | --- | --- |
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+ | `ShaderCompileError` | a shader does not compile | `stage`, `infoLog` (`string \| null`, as the driver answered it), `glError` |
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+ | `ProgramLinkError` | a program does not link | `infoLog` (`string \| null`), `glError` |
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+ | `GLCreateError` | a `create*` call answers `null` | `resource`: `'shader'`, `'program'`, `'buffer'`, `'vertexArray'`, `'texture'` or `'framebuffer'` |
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+ | `AttributeNotFoundError` | `getAttribLocation` answers -1 | `attribute` |
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+
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+ A lost WebGL context answers calls with defaults: -1 for an attribute, `false` with an empty or `null` log for a compile or link, and `null` from a `create*` in engines that predate infallible object creation (current ones hand out an object, and the loss shows up at the compile or link). So an empty `infoLog` or a `GLCreateError` carries no cause, where a non-empty `infoLog` is the driver's own reason.
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+
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+ ```typescript
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+ import { createProgram } from '@bigmistqke/view.gl/gl'
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+ import { ShaderCompileError } from '@bigmistqke/view.gl'
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+
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+ try {
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+ createProgram(gl, vertex, fragment)
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+ } catch (error) {
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+ if (error instanceof ShaderCompileError && error.infoLog?.trim()) {
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+ console.error(`${error.stage} shader rejected:`, error.infoLog)
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+ }
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+ }
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+ ```
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+
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  ## 🔍 WebGL Type Compatibility
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  ### 🎯 Uniform Types
@@ -1,6 +1,8 @@
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  import {
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+ AttributeNotFoundError,
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  assertedNotNullish,
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  createUpsertMap,
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+ created,
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  forEachObject,
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  getInstancedArrays,
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  getVertexArrayObject,
@@ -10,7 +12,7 @@ import {
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  kindToUniformFnName,
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  mapObject,
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  once
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- } from "./chunk-BZDGEIOT.mjs";
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+ } from "./chunk-BDNRC4WD.mjs";
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  // src/index.ts
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  var index = 0;
@@ -72,7 +74,7 @@ function bindDefaultVertexArray(gl) {
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  return () => {
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  };
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  }
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- const previous = gl.getParameter(VERTEX_ARRAY_BINDING);
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+ const previous = readVertexArrayBinding(gl);
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  feature.bindVertexArray(null);
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  return () => feature.bindVertexArray(previous);
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  }
@@ -89,8 +91,8 @@ function vaoView(gl, participants, { signal } = {}) {
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  dispose() {
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  }
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  } : (() => {
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- const vertexArray = assertedNotNullish(feature.createVertexArray());
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- const previous = gl.getParameter(VERTEX_ARRAY_BINDING);
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+ const vertexArray = created(feature.createVertexArray(), "vertexArray");
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+ const previous = readVertexArrayBinding(gl);
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  feature.bindVertexArray(vertexArray);
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  for (const participant of participants) {
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  participant.applyToVertexArray();
@@ -98,9 +100,7 @@ function vaoView(gl, participants, { signal } = {}) {
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  feature.bindVertexArray(previous);
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  return {
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  bind() {
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- const previousVertexArray = gl.getParameter(
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- VERTEX_ARRAY_BINDING
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- );
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+ const previousVertexArray = readVertexArrayBinding(gl);
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  feature.bindVertexArray(vertexArray);
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  participants.forEach((participant) => participant.applyToContext?.());
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  return once(() => feature.bindVertexArray(previousVertexArray));
@@ -203,6 +203,10 @@ function handleAttribute(gl, location, size, stride, offset, glType, isIntegerKi
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  }
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  var VERTEX_ATTRIB_ARRAY_DIVISOR = 35070;
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  var VERTEX_ARRAY_BINDING = 34229;
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+ function readVertexArrayBinding(gl) {
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+ const bound = gl.getParameter(VERTEX_ARRAY_BINDING);
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+ return typeof bound === "object" ? bound : null;
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+ }
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  function readDivisor(gl, location) {
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  return getInstancedArrays(gl) ? gl.getVertexAttrib(location, VERTEX_ATTRIB_ARRAY_DIVISOR) : 0;
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  }
@@ -211,10 +215,10 @@ function attributeView(gl, program, schema, { signal } = {}) {
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  schema,
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  ({ kind, format, normalized = false, instanced, buffer: providedBuffer }, key) => {
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  const name = toID(key);
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- const buffer = providedBuffer ?? assertedNotNullish(gl.createBuffer());
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+ const buffer = providedBuffer ?? created(gl.createBuffer(), "buffer");
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  const location = gl.getAttribLocation(program, name);
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  if (location < 0) {
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- throw new Error(`Attribute '${name}' not found`);
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+ throw new AttributeNotFoundError(name);
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  }
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  const size = kindToSize(kind);
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  const resolvedFormat = format ?? defaultFormat(kind);
@@ -325,7 +329,7 @@ function interleavedAttributeView(gl, program, schema, { signal } = {}) {
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  const name = toID(layout2.key);
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  const location = gl.getAttribLocation(program, name);
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  if (location < 0) {
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- throw new Error(`Attribute '${name}' not found`);
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+ throw new AttributeNotFoundError(name);
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  }
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  locations.push(location);
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  const size = kindToSize(layout2.kind);
@@ -348,7 +352,7 @@ function interleavedAttributeView(gl, program, schema, { signal } = {}) {
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  );
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  });
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  const stride = index2;
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- const buffer = assertedNotNullish(gl.createBuffer());
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+ const buffer = created(gl.createBuffer(), "buffer");
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  function applyToVertexArray(divisor) {
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  const previousDivisors = locations.map(
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  (location) => [location, readDivisor(gl, location)]
@@ -411,7 +415,7 @@ function interleavedAttributeView(gl, program, schema, { signal } = {}) {
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  }
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  function bufferView(gl, schema, { signal } = {}) {
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  const buffers = mapObject(schema, ({ target = "ARRAY_BUFFER", usage = "STATIC_DRAW" }) => {
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- const buffer = assertedNotNullish(gl.createBuffer());
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+ const buffer = created(gl.createBuffer(), "buffer");
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  function applyToVertexArray() {
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  const previousBuffer = gl.getParameter(gl[`${target}_BINDING`]);
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  gl.bindBuffer(gl[target], buffer);
@@ -459,4 +463,4 @@ export {
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  interleavedAttributeView,
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  bufferView
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  };
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- //# sourceMappingURL=chunk-YQ6SJAWS.mjs.map
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+ //# sourceMappingURL=chunk-6UTWQ36A.mjs.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/index.ts"],"sourcesContent":["import { AttributeNotFoundError, created } from './errors'\nimport { getInstancedArrays, getVertexArrayObject } from './gl'\nimport type {\n AttributeFormat,\n AttributeKind,\n AttributeMethods,\n AttributeSchema,\n AttributeView,\n BufferSchema,\n BufferView,\n GL,\n UniformView as InferUniformView,\n GLUsage,\n InterleavedAttributeLayout,\n InterleavedAttributeMethods,\n InterleavedAttributeSchema,\n InterleavedAttributeView,\n UniformSchema,\n VertexArrayMethods,\n VertexArrayParticipant,\n View,\n ViewOptions,\n ViewSchema,\n} from './types'\nimport {\n isSamplerKind,\n kindToUniformFnName,\n isMatKind,\n assertedNotNullish,\n kindToSize,\n forEachObject,\n once,\n} from './utils'\nimport { createUpsertMap, mapObject } from './utils'\nexport * from './errors'\nexport * from './types'\n// Documented under Utils but reachable from nowhere until now: utils is not a\n// build entry, and named rather than star so the internal helpers stay internal.\nexport { createFramebuffer, createTexture } from './utils'\n\n/**********************************************************************************/\n/* */\n/* To ID */\n/* */\n/**********************************************************************************/\n\nlet index = 0\nconst PREFIX = 'VIEW_GL_ALIAS'\n// Firefox has currently a bug where it can not handle symbol as WeakRef / key for WeakMap\n// see https://bugzilla.mozilla.org/show_bug.cgi?id=1710433\nconst HAS_WEAK_SYMBOL = (() => {\n try {\n const symbol = Symbol()\n new WeakMap().set(symbol, '')\n return true\n } catch {\n return false\n }\n})()\n// NOTE: fallback to Map will currently cause a minor memory leak.\nconst SYMBOL_MAP = createUpsertMap(HAS_WEAK_SYMBOL ? WeakMap<symbol, string> : Map<symbol, string>)\n\nexport function toID(key: string | number | symbol) {\n if (typeof key === 'string') {\n return key\n }\n if (typeof key === 'symbol') {\n return SYMBOL_MAP.getOrInsert(key, () => `${PREFIX}_${index++}`)\n }\n return key.toString()\n}\n\n/**********************************************************************************/\n/* */\n/* View */\n/* */\n/**********************************************************************************/\n\nexport function view<TSchema extends ViewSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: TSchema,\n { signal }: ViewOptions = {},\n): View<TSchema> {\n // The sub-views are built without the signal and the view wires disposal\n // once, so that `dispose()` and aborting do the same thing rather than each\n // doing half of it.\n const attributes = !schema.attributes ? undefined : attributeView(gl, program, schema.attributes)\n const interleavedAttributes = !schema.interleavedAttributes\n ? undefined\n : interleavedAttributeView(gl, program, schema.interleavedAttributes)\n // Owned by the view, on the view's signal. This is the line the split was\n // really about: it used to read `bufferView(gl, schema.buffers)` with the\n // options dropped, so a view's buffers were the only resources that still\n // needed disposing by hand. That was a missing argument rather than a wrong\n // model — a buffer whose lifetime IS the view's belongs with it.\n const buffers = !schema.buffers ? undefined : bufferView(gl, schema.buffers)\n\n // Vertex arrays are made on demand rather than declared, so they are the one\n // thing the view cannot dispose from the schema alone. Held until disposed —\n // by the view or by the caller — and dropped either way, so a view that hands\n // out an array per frame does not accumulate them.\n const vertexArrays = new Set<VertexArrayMethods>()\n\n const dispose = once(() => {\n if (attributes) forEachObject(attributes, value => value.dispose())\n if (interleavedAttributes) forEachObject(interleavedAttributes, value => value.dispose())\n if (buffers) forEachObject(buffers, value => value.dispose())\n vertexArrays.forEach(vertexArray => vertexArray.dispose())\n vertexArrays.clear()\n })\n\n signal?.addEventListener('abort', dispose)\n\n return {\n uniforms: !schema.uniforms ? undefined : uniformView(gl, program, schema.uniforms),\n attributes,\n interleavedAttributes,\n buffers,\n vao(participants: VertexArrayParticipant[]) {\n const vertexArray = vaoView(gl, participants)\n vertexArrays.add(vertexArray)\n return {\n ...vertexArray,\n dispose: once(() => {\n vertexArrays.delete(vertexArray)\n vertexArray.dispose()\n }),\n }\n },\n dispose,\n } as View<TSchema>\n}\n\n/**********************************************************************************/\n/* */\n/* Vertex Array */\n/* */\n/**********************************************************************************/\n\n/**\n * Bind the default vertex array, returning a disposer that puts the previous\n * one back. The pointer calls name no destination, so anything applied without\n * a vertex array of its own has to say which one it means — and a vertex array\n * keeps what it is given, so writing into a caller's array by accident would\n * outlive the call that did it.\n */\nfunction bindDefaultVertexArray(gl: GL): () => void {\n const feature = getVertexArrayObject(gl)\n if (!feature) {\n return () => {}\n }\n const previous = readVertexArrayBinding(gl)\n feature.bindVertexArray(null)\n return () => feature.bindVertexArray(previous)\n}\n\n/**\n * A vertex array over the participants one draw needs.\n *\n * Where the context has vertex arrays, each participant writes itself in once,\n * here, and `bind()` is a single `bindVertexArray`. Where it does not — WebGL1\n * without `OES_vertex_array_object` — there is nowhere to keep the state, so\n * `bind()` re-applies every participant and the disposer puts back what they\n * displaced. Same contract, and the emulation is why the name still fits.\n */\nexport function vaoView(\n gl: GL,\n participants: VertexArrayParticipant[],\n { signal }: ViewOptions = {},\n): VertexArrayMethods {\n const feature = getVertexArrayObject(gl)\n\n const methods: VertexArrayMethods = !feature\n ? {\n bind() {\n const restores = participants.map(participant => participant.applyToVertexArray())\n participants.forEach(participant => participant.applyToContext?.())\n return once(() => restores.forEach(restore => restore()))\n },\n unbind() {},\n dispose() {},\n }\n : (() => {\n const vertexArray = created(feature.createVertexArray(), 'vertexArray')\n const previous = readVertexArrayBinding(gl)\n feature.bindVertexArray(vertexArray)\n // Discarding the restorers is the point: the state lives in this array\n // now, and the array is thrown away whole.\n for (const participant of participants) {\n participant.applyToVertexArray()\n }\n feature.bindVertexArray(previous)\n\n return {\n bind() {\n const previousVertexArray = readVertexArrayBinding(gl)\n feature.bindVertexArray(vertexArray)\n // Context state the array cannot hold — see applyToContext.\n participants.forEach(participant => participant.applyToContext?.())\n return once(() => feature.bindVertexArray(previousVertexArray))\n },\n unbind() {\n feature.bindVertexArray(null)\n },\n dispose: once(() => feature.deleteVertexArray(vertexArray)),\n }\n })()\n\n signal?.addEventListener('abort', () => methods.dispose())\n\n return methods\n}\n\n/**********************************************************************************/\n/* */\n/* Uniform View */\n/* */\n/**********************************************************************************/\n\nexport function uniformView<T extends UniformSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n): InferUniformView<T> {\n // @ts-expect-error - conditional return type based on size is hard to infer\n return mapObject(schema, ({ kind, size }, key) => {\n const name = toID(key)\n\n if (isSamplerKind(kind)) {\n const location = gl.getUniformLocation(program, name)\n return {\n set(arg: number) {\n gl.uniform1i(location, arg)\n },\n }\n }\n\n // Array uniform - support both bulk set and indexed access\n if (size) {\n const bulkFnName = `uniform${kindToUniformFnName(kind)}v`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const bulkFn = gl[bulkFnName].bind(gl)\n const bulkLocation = gl.getUniformLocation(program, name)\n\n const elementFnName = `uniform${kindToUniformFnName(kind)}`\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const elementFn = gl[elementFnName].bind(gl)\n\n // Build array of element setters\n const elements: Array<{ set(...args: any[]): void }> = []\n for (let i = 0; i < size; i++) {\n const location = gl.getUniformLocation(program, `${name}[${i}]`)\n elements[i] = {\n set(...args: any[]) {\n elementFn(location, ...args)\n },\n }\n }\n\n // Return array-like object with bulk set\n return Object.assign(elements, {\n set(arg: Float32Array) {\n bulkFn(bulkLocation, arg)\n },\n })\n }\n\n // Non-array uniform\n const location = gl.getUniformLocation(program, name)\n const fnName = `uniform${kindToUniformFnName(kind)}`\n\n // @ts-ignore FIX WEBGL/WEBGL2 TYPES\n const fn = gl[fnName].bind(gl)\n\n if (isMatKind(kind)) {\n return {\n set(...args: any[]) {\n fn(location, false, args[0])\n },\n }\n }\n\n return {\n set(...args: any[]) {\n fn(location, ...args)\n },\n }\n })\n}\n\n/**********************************************************************************/\n/* */\n/* Attribute View */\n/* */\n/**********************************************************************************/\n\ntype GLType =\n | 'FLOAT'\n | 'INT'\n | 'UNSIGNED_INT'\n | 'SHORT'\n | 'UNSIGNED_SHORT'\n | 'BYTE'\n | 'UNSIGNED_BYTE'\n\nconst FORMAT_TO_GL_TYPE: Record<AttributeFormat, GLType> = {\n float32: 'FLOAT',\n int32: 'INT',\n uint32: 'UNSIGNED_INT',\n int16: 'SHORT',\n uint16: 'UNSIGNED_SHORT',\n int8: 'BYTE',\n uint8: 'UNSIGNED_BYTE',\n}\n\nconst FORMAT_BYTE_SIZE: Record<AttributeFormat, number> = {\n float32: 4,\n int32: 4,\n uint32: 4,\n int16: 2,\n uint16: 2,\n int8: 1,\n uint8: 1,\n}\n\nfunction defaultFormat(kind: AttributeKind): AttributeFormat {\n if (kind.startsWith('u')) return 'uint32'\n if (kind.startsWith('i')) return 'int32'\n return 'float32'\n}\n\n// Shared attribute helper functions\n// between attributeView and interleavedAttributeView\nfunction handleAttribute(\n gl: GL,\n location: number,\n size: number,\n stride: number,\n offset: number,\n glType: GLType,\n isIntegerKind: boolean,\n normalized: boolean,\n instanced?: boolean,\n) {\n gl.enableVertexAttribArray(location)\n if (isIntegerKind) {\n ;(gl as WebGL2RenderingContext).vertexAttribIPointer(location, size, gl[glType], stride, offset)\n } else {\n gl.vertexAttribPointer(location, size, gl[glType], normalized, stride, offset)\n }\n\n // Always stated, never inherited: the divisor belongs to the location rather\n // than to the program, so a location left at 1 by an earlier instanced\n // attribute would feed one value to every vertex here.\n // Get instanced-arrays-feature: extension if webgl, gl if webgl2\n const instancedArrays = getInstancedArrays(gl)\n if (instanced) {\n assertedNotNullish(instancedArrays).vertexAttribDivisor(location, 1)\n } else if (instancedArrays) {\n instancedArrays.vertexAttribDivisor(location, 0)\n }\n}\n\n// Same enum in webgl2 and in the webgl1 extensions, which expose no constants\nconst VERTEX_ATTRIB_ARRAY_DIVISOR = 0x88fe\nconst VERTEX_ARRAY_BINDING = 0x85b5\n\n// Anything but an array or null would make the restore throw a TypeError.\nfunction readVertexArrayBinding(gl: GL): WebGLVertexArrayObject | null {\n const bound: unknown = gl.getParameter(VERTEX_ARRAY_BINDING)\n return typeof bound === 'object' ? (bound as WebGLVertexArrayObject | null) : null\n}\n\n// Reads the divisor currently attached to a location, 0 where instancing is\n// unavailable and nothing can have set one\nfunction readDivisor(gl: GL, location: number): number {\n return getInstancedArrays(gl)\n ? (gl.getVertexAttrib(location, VERTEX_ATTRIB_ARRAY_DIVISOR) as number)\n : 0\n}\n\nexport function attributeView<T extends AttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): AttributeView<T> {\n const attributes = mapObject(\n schema,\n (\n { kind, format, normalized = false, instanced, buffer: providedBuffer },\n key,\n ): AttributeMethods => {\n const name = toID(key)\n\n // Whoever made the buffer deletes it. A schema can name a buffer that\n // belongs to another view — an attribute two programs step over — and\n // deleting one of those would take it out from under its owner.\n const buffer = providedBuffer ?? created(gl.createBuffer(), 'buffer')\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new AttributeNotFoundError(name)\n }\n\n const size = kindToSize(kind)\n const resolvedFormat = format ?? defaultFormat(kind)\n const glType = FORMAT_TO_GL_TYPE[resolvedFormat]\n const isIntKind = kind.startsWith('i') || kind.startsWith('u')\n\n function applyToVertexArray() {\n // Snapshot before the change, restore in the disposer\n const previousDivisor = readDivisor(gl, location)\n // vertexAttribPointer captures whatever is bound to ARRAY_BUFFER when\n // it runs, so this binding is the setup for the pointer, not a lasting\n // part of the vertex array's state.\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n handleAttribute(gl, location, size, 0, 0, glType, isIntKind, normalized, instanced)\n return once(() => {\n getInstancedArrays(gl)?.vertexAttribDivisor(location, previousDivisor)\n })\n }\n\n return {\n buffer,\n applyToVertexArray,\n bind() {\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = applyToVertexArray()\n return once(() => {\n restore()\n restoreVertexArray()\n })\n },\n dispose: once(() => {\n if (!providedBuffer) {\n gl.deleteBuffer(buffer)\n }\n }),\n set(data, usage = 'STATIC_DRAW') {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, data, gl[usage])\n return this\n },\n allocate(length, usage = 'STATIC_DRAW') {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, length * FORMAT_BYTE_SIZE[resolvedFormat], gl[usage])\n return this\n },\n write(data, offset) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferSubData(gl.ARRAY_BUFFER, offset * FORMAT_BYTE_SIZE[resolvedFormat], data)\n return this\n },\n }\n },\n )\n\n signal?.addEventListener('abort', function dispose() {\n forEachObject(attributes, value => value.dispose())\n })\n\n return attributes\n}\n\n/**********************************************************************************/\n/* */\n/* Interleaved Attribute View */\n/* */\n/**********************************************************************************/\n\n/**\n * The other place an attribute's value can come from: not a buffer, but the\n * context's current generic vertex attribute values, which an attribute reads\n * for every vertex when its array is disabled.\n *\n * A constant is a uniform in all but name — one value for the whole draw, set\n * by a function chosen from the kind — so it gets the setters a uniform gets,\n * off the same layout the buffer source uses.\n *\n * `vertexAttrib*` tops out at four floats and has no matrix form, so a layout\n * key that is fine in a buffer can be impossible as a constant. That is a hard\n * limit of the API rather than a choice, and it is worth saying so out loud at\n * the point someone reaches for it.\n */\nfunction constantSource(gl: GL, layout: InterleavedAttributeLayout[], locations: number[]) {\n const setters = layout.map((entry, index) => {\n const size = kindToSize(entry.kind)\n const name = toID(entry.key)\n if (isMatKind(entry.kind) || size > 4) {\n throw new Error(\n `'${name}' is a ${entry.kind}, which cannot be a constant attribute: vertexAttrib* takes at most 4 floats and has no matrix form. Use the buffer source for it.`,\n )\n }\n // The values are context state, not vertex-array state, so they are held\n // here and written again on every bind — see applyToContext.\n let values: number[] = []\n const fn = gl[`vertexAttrib${size as 1 | 2 | 3 | 4}f`].bind(gl)\n return {\n name,\n location: locations[index]!,\n write: () => {\n if (values.length) {\n ;(fn as (location: number, ...args: number[]) => void)(locations[index]!, ...values)\n }\n },\n methods: {\n set(...args: number[]) {\n values = args\n },\n },\n }\n })\n\n return Object.assign(Object.fromEntries(setters.map(setter => [setter.name, setter.methods])), {\n applyToVertexArray() {\n const restores = setters.map(({ location }) => {\n const wasEnabled = gl.getVertexAttrib(location, gl.VERTEX_ATTRIB_ARRAY_ENABLED) as boolean\n gl.disableVertexAttribArray(location)\n return () => (wasEnabled ? gl.enableVertexAttribArray(location) : undefined)\n })\n return once(() => restores.forEach(restore => restore()))\n },\n applyToContext() {\n setters.forEach(setter => setter.write())\n },\n bind() {\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = this.applyToVertexArray()\n this.applyToContext()\n return once(() => {\n restore()\n restoreVertexArray()\n })\n },\n })\n}\n\nexport function interleavedAttributeView<T extends InterleavedAttributeSchema>(\n gl: GL,\n program: WebGLProgram,\n schema: T,\n { signal }: ViewOptions = {},\n): InterleavedAttributeView<T> {\n // Initialize interleaved attributes\n const interleavedAttributes = mapObject(schema, ({ layout }) => {\n // Increment number to keep track of offset\n let index = 0\n\n // Calculate layout information\n const locations: number[] = []\n const handles = layout.map(layout => {\n const name = toID(layout.key)\n\n const location = gl.getAttribLocation(program, name)\n\n if (location < 0) {\n throw new AttributeNotFoundError(name)\n }\n\n locations.push(location)\n\n const size = kindToSize(layout.kind)\n const offset = index\n const resolvedFormat = layout.format ?? 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Restoring the\n // previous buffer rather than null matters for ELEMENT_ARRAY_BUFFER,\n // whose binding is recorded in the bound vertex array: clearing it\n // would strip the index buffer from an array the caller may not own.\n const previousBuffer = gl.getParameter(gl[`${target}_BINDING`]) as WebGLBuffer | null\n gl.bindBuffer(gl[target], buffer)\n return once(() => {\n gl.bindBuffer(gl[target], previousBuffer)\n })\n }\n\n return {\n applyToVertexArray,\n bind() {\n // ELEMENT_ARRAY_BUFFER's binding belongs to the bound vertex array, so\n // like the attributes this has to say which array it means. 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@@ -1,3 +1,42 @@
1
+ // src/errors.ts
2
+ var ShaderCompileError = class extends Error {
3
+ constructor(stage, infoLog, glError) {
4
+ super(`Failed to compile ${stage} shader: ${infoLog}`);
5
+ this.stage = stage;
6
+ this.infoLog = infoLog;
7
+ this.glError = glError;
8
+ }
9
+ name = "ShaderCompileError";
10
+ };
11
+ var ProgramLinkError = class extends Error {
12
+ constructor(infoLog, glError) {
13
+ super(`Failed to link program: ${infoLog}`);
14
+ this.infoLog = infoLog;
15
+ this.glError = glError;
16
+ }
17
+ name = "ProgramLinkError";
18
+ };
19
+ var GLCreateError = class extends Error {
20
+ constructor(resource) {
21
+ super(`Failed to create ${resource}`);
22
+ this.resource = resource;
23
+ }
24
+ name = "GLCreateError";
25
+ };
26
+ var AttributeNotFoundError = class extends Error {
27
+ constructor(attribute) {
28
+ super(`Attribute '${attribute}' not found`);
29
+ this.attribute = attribute;
30
+ }
31
+ name = "AttributeNotFoundError";
32
+ };
33
+ function created(value, resource) {
34
+ if (value === null) {
35
+ throw new GLCreateError(resource);
36
+ }
37
+ return value;
38
+ }
39
+
1
40
  // src/utils.ts
2
41
  function assertedNotNullish(value, message) {
3
42
  if (value === void 0 || value === null) throw new Error(message);
@@ -67,7 +106,7 @@ function createTexture(gl, {
67
106
  width,
68
107
  height
69
108
  }, data, { signal } = {}) {
70
- const texture = assertedNotNullish(gl.createTexture(), "Failed to create texture");
109
+ const texture = created(gl.createTexture(), "texture");
71
110
  function getTextureConstant(name) {
72
111
  if (!(name in gl)) {
73
112
  throw new Error(`Attempted to create webgl2-only texture (${name}) in webgl1`);
@@ -126,7 +165,7 @@ var FramebufferError = class extends Error {
126
165
  };
127
166
  function createFramebuffer(gl, { attachment, texture: providedTexture, ...definition }, { signal } = {}) {
128
167
  const texture = providedTexture ?? createTexture(gl, definition);
129
- const framebuffer = assertedNotNullish(gl.createFramebuffer(), "Failed to create framebuffer");
168
+ const framebuffer = created(gl.createFramebuffer(), "framebuffer");
130
169
  gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
131
170
  gl.framebufferTexture2D(
132
171
  gl.FRAMEBUFFER,
@@ -191,33 +230,33 @@ function isWebGL2RenderingContext(gl) {
191
230
  return typeof WebGL2RenderingContext !== "undefined" && gl instanceof WebGL2RenderingContext;
192
231
  }
193
232
  function createShader(gl, type, source) {
194
- const shader = gl.createShader(type);
195
- if (!shader) throw new Error("Failed to create shader");
233
+ const shader = created(gl.createShader(type), "shader");
196
234
  gl.shaderSource(shader, source);
197
235
  gl.compileShader(shader);
198
236
  if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
199
- const info = gl.getShaderInfoLog(shader);
200
- gl.deleteShader(shader);
201
- throw new Error(
202
- `Failed to compile ${type === gl.VERTEX_SHADER ? "vertex" : "fragment"} shader: ${info}`
237
+ const error = new ShaderCompileError(
238
+ type === gl.VERTEX_SHADER ? "vertex" : "fragment",
239
+ gl.getShaderInfoLog(shader),
240
+ gl.getError()
203
241
  );
242
+ gl.deleteShader(shader);
243
+ throw error;
204
244
  }
205
245
  return shader;
206
246
  }
207
247
  function createProgram(gl, vertexSource, fragmentSource, { signal } = {}) {
208
- const program = gl.createProgram();
209
- if (!program) throw new Error("Failed to create WebGL program");
248
+ const program = created(gl.createProgram(), "program");
210
249
  const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource);
211
250
  const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource);
212
251
  gl.attachShader(program, vertexShader);
213
252
  gl.attachShader(program, fragmentShader);
214
253
  gl.linkProgram(program);
215
254
  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
216
- const info = gl.getProgramInfoLog(program);
255
+ const error = new ProgramLinkError(gl.getProgramInfoLog(program), gl.getError());
217
256
  gl.deleteProgram(program);
218
257
  gl.deleteShader(vertexShader);
219
258
  gl.deleteShader(fragmentShader);
220
- throw new Error(`Failed to link program: ${info}`);
259
+ throw error;
221
260
  }
222
261
  gl.deleteShader(vertexShader);
223
262
  gl.deleteShader(fragmentShader);
@@ -227,38 +266,33 @@ function createProgram(gl, vertexSource, fragmentSource, { signal } = {}) {
227
266
  );
228
267
  return program;
229
268
  }
230
- var INSTANCED_ARRAYS_WRAPPER_MAP = /* @__PURE__ */ new WeakMap();
231
269
  function getInstancedArrays(gl) {
232
270
  if (isWebGL2RenderingContext(gl)) return gl;
233
- const cached = INSTANCED_ARRAYS_WRAPPER_MAP.get(gl);
234
- if (cached) return cached;
235
271
  const ext = gl.getExtension("ANGLE_instanced_arrays");
236
272
  if (!ext) return void 0;
237
- const wrapper = {
273
+ return {
238
274
  drawArraysInstanced: ext.drawArraysInstancedANGLE.bind(ext),
239
275
  drawElementsInstanced: ext.drawElementsInstancedANGLE.bind(ext),
240
276
  vertexAttribDivisor: ext.vertexAttribDivisorANGLE.bind(ext)
241
277
  };
242
- INSTANCED_ARRAYS_WRAPPER_MAP.set(gl, wrapper);
243
- return wrapper;
244
278
  }
245
- var VERTEX_ARRAY_OBJECT_WRAPPER_MAP = /* @__PURE__ */ new WeakMap();
246
279
  function getVertexArrayObject(gl) {
247
280
  if (isWebGL2RenderingContext(gl)) return gl;
248
- const cached = VERTEX_ARRAY_OBJECT_WRAPPER_MAP.get(gl);
249
- if (cached) return cached;
250
281
  const ext = gl.getExtension("OES_vertex_array_object");
251
282
  if (!ext) return null;
252
- const wrapper = {
283
+ return {
253
284
  bindVertexArray: ext.bindVertexArrayOES.bind(ext),
254
285
  createVertexArray: ext.createVertexArrayOES.bind(ext),
255
286
  deleteVertexArray: ext.deleteVertexArrayOES.bind(ext)
256
287
  };
257
- VERTEX_ARRAY_OBJECT_WRAPPER_MAP.set(gl, wrapper);
258
- return wrapper;
259
288
  }
260
289
 
261
290
  export {
291
+ ShaderCompileError,
292
+ ProgramLinkError,
293
+ GLCreateError,
294
+ AttributeNotFoundError,
295
+ created,
262
296
  assertedNotNullish,
263
297
  once,
264
298
  kindToUniformFnName,
@@ -275,4 +309,4 @@ export {
275
309
  getInstancedArrays,
276
310
  getVertexArrayObject
277
311
  };
278
- //# sourceMappingURL=chunk-BZDGEIOT.mjs.map
312
+ //# sourceMappingURL=chunk-BDNRC4WD.mjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/errors.ts","../src/utils.ts","../src/gl.ts"],"sourcesContent":["/**\n * A shader that did not compile. `infoLog` is what the driver answered, `null`\n * and `''` kept apart; `glError` is `getError()` read at the failure.\n */\nexport class ShaderCompileError extends Error {\n override name = 'ShaderCompileError'\n\n constructor(\n readonly stage: 'vertex' | 'fragment',\n readonly infoLog: string | null,\n readonly glError: number,\n ) {\n super(`Failed to compile ${stage} shader: ${infoLog}`)\n }\n}\n\n/**\n * A program that did not link. `infoLog` is what the driver answered, `null`\n * and `''` kept apart; `glError` is `getError()` read at the failure.\n */\nexport class ProgramLinkError extends Error {\n override name = 'ProgramLinkError'\n\n constructor(\n readonly infoLog: string | null,\n readonly glError: number,\n ) {\n super(`Failed to link program: ${infoLog}`)\n }\n}\n\nexport type GLResource = 'shader' | 'program' | 'buffer' | 'vertexArray' | 'texture' | 'framebuffer'\n\n/** A `create*` call that answered `null`. */\nexport class GLCreateError extends Error {\n override name = 'GLCreateError'\n\n constructor(readonly resource: GLResource) {\n super(`Failed to create ${resource}`)\n }\n}\n\n/** A program with no active attribute of that name: `getAttribLocation` answered -1. */\nexport class AttributeNotFoundError extends Error {\n override name = 'AttributeNotFoundError'\n\n constructor(readonly attribute: string) {\n super(`Attribute '${attribute}' not found`)\n }\n}\n\n/** Throws a {@link GLCreateError} for a `create*` that answered `null`. */\nexport function created<T>(value: T | null, resource: GLResource): T {\n if (value === null) {\n throw new GLCreateError(resource)\n }\n return value\n}\n","import { created } from './errors'\nimport type {\n AttributeKind,\n FramebufferDefinition,\n GL,\n KIND_TO_SIZE_MAP,\n KIND_TO_UNIFORM_FN_NAME_MAP,\n TextureDefinition,\n UniformKind,\n ViewOptions,\n} from './types'\n\nexport function assertedNotNullish<T>(value: T, message?: string): NonNullable<T> {\n if (value === undefined || value === null) throw new Error(message)\n return value\n}\n\n/**\n * Wraps a teardown so it runs once.\n *\n * Two reasons, and both bite. A disposer is per `bind()`, and undoing twice\n * would put back state a later `bind()` is relying on. And a `dispose()` that\n * deletes twice invalidates a handle someone else may still be holding — the\n * object survives while it is bound, so the fault surfaces later, somewhere\n * else. Idempotent is the only safe shape for either.\n */\nexport function once(teardown: () => void): () => void {\n let done = false\n return () => {\n if (done) return\n done = true\n teardown()\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Uniform Name */\n/* */\n/**********************************************************************************/\n\nexport const kindToUniformFnName = <T extends UniformKind>(\n kind: T,\n): KIND_TO_UNIFORM_FN_NAME_MAP[T] => {\n switch (kind[0]) {\n // mat\n case 'm':\n return ('Matrix' + kind.slice(3) + 'fv') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // sampler/booleans/integer\n case 's':\n case 'b':\n case 'i':\n return ((kind.match(/\\d/)?.[0] ?? '1') + 'i') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // unsigned integers\n case 'u':\n return ((kind[4] || '1') + 'ui') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n // vec\n case 'v':\n return (kind[3] + 'f') as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n switch (kind) {\n case 'float':\n return '1f' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n case 'uint':\n return '1ui' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n default:\n return '1i' as KIND_TO_UNIFORM_FN_NAME_MAP[T]\n }\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Kind To Size */\n/* */\n/**********************************************************************************/\n\nexport const kindToSize = <T extends UniformKind>(kind: T): KIND_TO_SIZE_MAP[T] => {\n switch (kind[0]) {\n case 'm':\n const [a, b] = kind.match(/\\d+/g)!.map(Number) as [number, number?]\n return (a * (b ?? a)) as KIND_TO_SIZE_MAP[T]\n case 'v':\n case 'i':\n case 'b':\n case 'u':\n const match = kind.match(/\\d/) as [string] | undefined\n return (match ? +match[0] : 1) as KIND_TO_SIZE_MAP[T]\n default:\n return 1 as KIND_TO_SIZE_MAP[T]\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Guards */\n/* */\n/**********************************************************************************/\n\nexport const isMatKind = <\n T extends UniformKind | AttributeKind,\n TPrefix extends string,\n TPostfix extends string,\n>(\n kind: T,\n): kind is T & `${TPrefix}mat${TPostfix}` => kind.includes('mat')\n\nexport const isSamplerKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}sampler${TPostfix}` => kind.includes('sampler')\n\nexport const isVecKind = <TPrefix extends string, TPostfix extends string>(\n kind: UniformKind,\n): kind is UniformKind & `${TPrefix}vec${TPostfix}` => kind.includes('vec')\n\n/**********************************************************************************/\n/* */\n/* Create Texture */\n/* */\n/**********************************************************************************/\n\nexport function createTexture(\n gl: GL,\n {\n target = 'TEXTURE_2D',\n internalFormat = 'RGBA',\n format = 'RGBA',\n type = 'UNSIGNED_BYTE',\n minFilter = 'NEAREST',\n magFilter = 'NEAREST',\n wrapS = 'CLAMP_TO_EDGE',\n wrapT = 'CLAMP_TO_EDGE',\n width,\n height,\n }: TextureDefinition,\n data?: ArrayBufferView | null,\n { signal }: ViewOptions = {},\n): WebGLTexture {\n const texture = created(gl.createTexture(), 'texture')\n\n function getTextureConstant(name: string) {\n if (!(name in gl)) {\n throw new Error(`Attempted to create webgl2-only texture (${name}) in webgl1`)\n }\n return gl[name as keyof typeof gl] as any\n }\n\n gl.bindTexture(gl[target], texture)\n gl.texImage2D(\n gl[target],\n 0,\n getTextureConstant(internalFormat),\n width,\n height,\n 0,\n getTextureConstant(format),\n getTextureConstant(type),\n data ?? null,\n )\n\n // Set texture parameters\n gl.texParameteri(gl[target], gl.TEXTURE_MIN_FILTER, gl[minFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_MAG_FILTER, gl[magFilter])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_S, gl[wrapS])\n gl.texParameteri(gl[target], gl.TEXTURE_WRAP_T, gl[wrapT])\n\n signal?.addEventListener(\n 'abort',\n once(() => gl.deleteTexture(texture)),\n )\n\n return texture\n}\n\n/**********************************************************************************/\n/* */\n/* Create Framebuffer */\n/* */\n/**********************************************************************************/\n\nconst FRAMEBUFFER_ATTACHMENT_MAP = {\n color: 'COLOR_ATTACHMENT0',\n depth: 'DEPTH_ATTACHMENT',\n stencil: 'STENCIL_ATTACHMENT',\n depthStencil: 'DEPTH_STENCIL_ATTACHMENT',\n} as const\n\nclass FramebufferError extends Error {\n constructor(gl: GL, status: number) {\n let errorMessage = 'Framebuffer not complete. Status: '\n switch (status) {\n case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT'\n break\n case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n errorMessage += 'FRAMEBUFFER_INCOMPLETE_DIMENSIONS'\n break\n case gl.FRAMEBUFFER_UNSUPPORTED:\n errorMessage += 'FRAMEBUFFER_UNSUPPORTED'\n break\n default:\n errorMessage += `Unknown (${status})`\n }\n super(errorMessage)\n }\n}\n\nexport function createFramebuffer(\n gl: GL,\n { attachment, texture: providedTexture, ...definition }: FramebufferDefinition,\n { signal }: ViewOptions = {},\n) {\n // Create texture for the framebuffer, unless one was handed in. Which one it\n // is decides who deletes it below — the same rule the attribute buffers follow.\n const texture = providedTexture ?? createTexture(gl, definition)\n\n // Create framebuffer\n const framebuffer = created(gl.createFramebuffer(), 'framebuffer')\n\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer)\n\n gl.framebufferTexture2D(\n gl.FRAMEBUFFER,\n // Determine attachment point based on attachment kind\n gl[FRAMEBUFFER_ATTACHMENT_MAP[attachment]],\n gl.TEXTURE_2D,\n texture,\n 0,\n )\n\n // Check framebuffer completeness\n const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER)\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new FramebufferError(gl, status)\n }\n\n const dispose = once(() => {\n gl.deleteFramebuffer(framebuffer)\n // A texture handed in belongs to whoever made it — it commonly outlives the\n // framebuffer, ping-ponged between two of them.\n if (!providedTexture) {\n gl.deleteTexture(texture)\n }\n })\n\n signal?.addEventListener('abort', dispose)\n\n return {\n texture,\n framebuffer,\n dispose,\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Create Upsert */\n/* */\n/**********************************************************************************/\n\ntype UpsertMapKind<T, U> = Map<T, U> | (T extends WeakKey ? WeakMap<T, U> : never)\n\nexport function createUpsertMap<T extends UpsertMapKind<any, any> = Map<any, any>>(\n constructor?: new () => T,\n) {\n const map = new (constructor ?? Map)() as T\n return Object.assign(map, {\n getOrInsert(\n key: T extends UpsertMapKind<infer U, any> ? U : never,\n value: T extends UpsertMapKind<any, infer U> ? () => U : never,\n ) {\n let result = map.get(key)\n if (result) {\n return result\n }\n result = value()\n map.set(key, result)\n return result\n },\n })\n}\n\nexport function forEachObject<T extends Record<string, any>>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => void,\n) {\n let index = 0\n for (const key in value) {\n callback(value[key], key, index)\n index++\n }\n for (const key of Object.getOwnPropertySymbols(value)) {\n callback(value[key as keyof T], key as keyof T, index)\n index++\n }\n}\n\nexport function mapObject<T extends Record<string, any>, TReturn>(\n value: T,\n callback: (value: T[keyof T], key: keyof T, index: number) => TReturn,\n): { [TKey in keyof T]: TReturn } {\n const result = {} as { [TKey in keyof T]: TReturn }\n\n forEachObject(value, (value, key, index) => {\n result[key] = callback(value, key, index)\n })\n\n return result\n}\n","import type { GL, ViewOptions } from './types'\nimport { created, ProgramLinkError, ShaderCompileError } from './errors'\nimport { once } from './utils'\n\nfunction isWebGL2RenderingContext(\n gl: WebGLRenderingContext | WebGL2RenderingContext,\n): gl is WebGL2RenderingContext {\n return typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext\n}\n\n/**********************************************************************************/\n/* */\n/* Create Shader */\n/* */\n/**********************************************************************************/\n\nexport function createShader(gl: GL, type: number, source: string): WebGLShader {\n const shader = created(gl.createShader(type), 'shader')\n\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const error = new ShaderCompileError(\n type === gl.VERTEX_SHADER ? 'vertex' : 'fragment',\n gl.getShaderInfoLog(shader),\n gl.getError(),\n )\n gl.deleteShader(shader)\n throw error\n }\n\n return shader\n}\n\n/**********************************************************************************/\n/* */\n/* Create Program */\n/* */\n/**********************************************************************************/\n\nexport function createProgram(\n gl: GL,\n vertexSource: string,\n fragmentSource: string,\n { signal }: ViewOptions = {},\n): WebGLProgram {\n const program = created(gl.createProgram(), 'program')\n\n const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexSource)\n const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentSource)\n\n gl.attachShader(program, vertexShader)\n gl.attachShader(program, fragmentShader)\n gl.linkProgram(program)\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n const error = new ProgramLinkError(gl.getProgramInfoLog(program), gl.getError())\n gl.deleteProgram(program)\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n throw error\n }\n\n // Clean up shaders after linking\n gl.deleteShader(vertexShader)\n gl.deleteShader(fragmentShader)\n\n signal?.addEventListener(\n 'abort',\n once(() => gl.deleteProgram(program)),\n )\n\n return program\n}\n\n/**********************************************************************************/\n/* */\n/* Get Instanced Arrays */\n/* */\n/**********************************************************************************/\n\n/** Instancing on `gl`: the context on WebGL2, `ANGLE_instanced_arrays` on WebGL1, else `undefined`. */\nexport function getInstancedArrays(gl: GL) {\n if (isWebGL2RenderingContext(gl)) return gl\n\n const ext = gl.getExtension('ANGLE_instanced_arrays')\n if (!ext) return undefined\n\n return {\n drawArraysInstanced: ext.drawArraysInstancedANGLE.bind(ext),\n drawElementsInstanced: ext.drawElementsInstancedANGLE.bind(ext),\n vertexAttribDivisor: ext.vertexAttribDivisorANGLE.bind(ext),\n }\n}\n\n/**********************************************************************************/\n/* */\n/* Get Vertex Array Object */\n/* */\n/**********************************************************************************/\n\n/** Vertex arrays on `gl`: the context on WebGL2, `OES_vertex_array_object` on WebGL1, else `null`. */\nexport function getVertexArrayObject(gl: GL) {\n if (isWebGL2RenderingContext(gl)) return gl\n\n const ext = gl.getExtension('OES_vertex_array_object')\n if (!ext) return null\n\n return {\n bindVertexArray: ext.bindVertexArrayOES.bind(ext),\n createVertexArray: ext.createVertexArrayOES.bind(ext),\n deleteVertexArray: ext.deleteVertexArrayOES.bind(ext),\n 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package/dist/gl.d.mts CHANGED
@@ -1,4 +1,4 @@
1
- import { G as GL, V as ViewOptions, R as RemoveSuffix } from './types-DZbMcty2.mjs';
1
+ import { G as GL, V as ViewOptions } from './types-Cy9u5YKs.mjs';
2
2
 
3
3
  /**********************************************************************************/
4
4
  /**********************************************************************************/
@@ -6,7 +6,21 @@ declare function createShader(gl: GL, type: number, source: string): WebGLShader
6
6
  /**********************************************************************************/
7
7
  /**********************************************************************************/
8
8
  declare function createProgram(gl: GL, vertexSource: string, fragmentSource: string, { signal }?: ViewOptions): WebGLProgram;
9
- declare function getInstancedArrays(gl: GL): RemoveSuffix<Pick<ANGLE_instanced_arrays, "drawArraysInstancedANGLE" | "drawElementsInstancedANGLE" | "vertexAttribDivisorANGLE">, "ANGLE"> | undefined;
10
- declare function getVertexArrayObject(gl: GL): RemoveSuffix<Pick<OES_vertex_array_object, "bindVertexArrayOES" | "createVertexArrayOES" | "deleteVertexArrayOES">, "OES"> | null;
9
+ /**********************************************************************************/
10
+ /**********************************************************************************/
11
+ /** Instancing on `gl`: the context on WebGL2, `ANGLE_instanced_arrays` on WebGL1, else `undefined`. */
12
+ declare function getInstancedArrays(gl: GL): WebGL2RenderingContext | {
13
+ drawArraysInstanced: (mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei) => void;
14
+ drawElementsInstanced: (mode: GLenum, count: GLsizei, type: GLenum, offset: GLintptr, primcount: GLsizei) => void;
15
+ vertexAttribDivisor: (index: GLuint, divisor: GLuint) => void;
16
+ } | undefined;
17
+ /**********************************************************************************/
18
+ /**********************************************************************************/
19
+ /** Vertex arrays on `gl`: the context on WebGL2, `OES_vertex_array_object` on WebGL1, else `null`. */
20
+ declare function getVertexArrayObject(gl: GL): WebGL2RenderingContext | {
21
+ bindVertexArray: (arrayObject: WebGLVertexArrayObjectOES | null) => void;
22
+ createVertexArray: () => WebGLVertexArrayObjectOES;
23
+ deleteVertexArray: (arrayObject: WebGLVertexArrayObjectOES | null) => void;
24
+ } | null;
11
25
 
12
26
  export { createProgram, createShader, getInstancedArrays, getVertexArrayObject };
package/dist/gl.mjs CHANGED
@@ -3,7 +3,7 @@ import {
3
3
  createShader,
4
4
  getInstancedArrays,
5
5
  getVertexArrayObject
6
- } from "./chunk-BZDGEIOT.mjs";
6
+ } from "./chunk-BDNRC4WD.mjs";
7
7
  export {
8
8
  createProgram,
9
9
  createShader,
package/dist/index.d.mts CHANGED
@@ -1,5 +1,42 @@
1
- import { G as GL, F as FramebufferDefinition, V as ViewOptions, T as TextureDefinition, a as ViewSchema, b as View, c as VertexArrayParticipant, d as VertexArrayMethods, U as UniformSchema, e as UniformView, A as AttributeSchema, f as AttributeView, I as InterleavedAttributeSchema, g as InterleavedAttributeView, B as BufferSchema, h as BufferView } from './types-DZbMcty2.mjs';
2
- export { D as AttributeDefinition, C as AttributeFormat, z as AttributeKind, E as AttributeMethods, y as AttributeShortHand, ac as AttributeToken, ad as AttributeTokenFn, P as BufferDefinition, Q as BufferMethods, L as BufferSource, ak as CompileResult, M as ConstantAttributeMethods, N as ConstantSource, ai as FlattenSlots, a3 as Format, W as Framebuffer, a9 as GLSL, a7 as GLSLResult, a8 as GLSLSlot, ah as GLSLSlotsToSchema, af as GLSLToSchema, ag as GLSLToView, i as GLTarget, n as GLTextureFilter, l as GLTextureFormat, k as GLTextureTarget, m as GLTextureType, o as GLTextureWrap, j as GLUsage, ae as InterleaveToken, J as InterleavedAttributeDefinition, H as InterleavedAttributeLayout, O as InterleavedAttributeMethods, a2 as InternalFormat, p as KIND_TO_SIZE_MAP, K as KIND_TO_UNIFORM_FN_NAME_MAP, aj as MergeGLSLSchema, a4 as PixelType, S as Source, a5 as TexImage2DOptions, Z as TextureMethods, $ as TextureParameterName, a0 as TextureParameterValue, a1 as TextureParameters, Y as TextureSchema, X as TextureTarget, _ as TextureView, v as UniformArrayMethods, t as UniformDefinition, u as UniformElementMethods, q as UniformFnName, r as UniformKind, s as UniformKindMap, w as UniformMethods, aa as UniformToken, ab as UniformTokenFn, x as UniformValue, a6 as ViewSchemaPartial } from './types-DZbMcty2.mjs';
1
+ import { G as GL, F as FramebufferDefinition, V as ViewOptions, T as TextureDefinition, a as ViewSchema, b as View, c as VertexArrayParticipant, d as VertexArrayMethods, U as UniformSchema, e as UniformView, A as AttributeSchema, f as AttributeView, I as InterleavedAttributeSchema, g as InterleavedAttributeView, B as BufferSchema, h as BufferView } from './types-Cy9u5YKs.mjs';
2
+ export { D as AttributeDefinition, C as AttributeFormat, z as AttributeKind, E as AttributeMethods, y as AttributeShortHand, ab as AttributeToken, ac as AttributeTokenFn, P as BufferDefinition, Q as BufferMethods, L as BufferSource, aj as CompileResult, M as ConstantAttributeMethods, N as ConstantSource, ah as FlattenSlots, a2 as Format, R as Framebuffer, a8 as GLSL, a6 as GLSLResult, a7 as GLSLSlot, ag as GLSLSlotsToSchema, ae as GLSLToSchema, af as GLSLToView, i as GLTarget, n as GLTextureFilter, l as GLTextureFormat, k as GLTextureTarget, m as GLTextureType, o as GLTextureWrap, j as GLUsage, ad as InterleaveToken, J as InterleavedAttributeDefinition, H as InterleavedAttributeLayout, O as InterleavedAttributeMethods, a1 as InternalFormat, p as KIND_TO_SIZE_MAP, K as KIND_TO_UNIFORM_FN_NAME_MAP, ai as MergeGLSLSchema, a3 as PixelType, S as Source, a4 as TexImage2DOptions, Y as TextureMethods, _ as TextureParameterName, $ as TextureParameterValue, a0 as TextureParameters, X as TextureSchema, W as TextureTarget, Z as TextureView, v as UniformArrayMethods, t as UniformDefinition, u as UniformElementMethods, q as UniformFnName, r as UniformKind, s as UniformKindMap, w as UniformMethods, a9 as UniformToken, aa as UniformTokenFn, x as UniformValue, a5 as ViewSchemaPartial } from './types-Cy9u5YKs.mjs';
3
+
4
+ /**
5
+ * A shader that did not compile. `infoLog` is what the driver answered, `null`
6
+ * and `''` kept apart; `glError` is `getError()` read at the failure.
7
+ */
8
+ declare class ShaderCompileError extends Error {
9
+ readonly stage: 'vertex' | 'fragment';
10
+ readonly infoLog: string | null;
11
+ readonly glError: number;
12
+ name: string;
13
+ constructor(stage: 'vertex' | 'fragment', infoLog: string | null, glError: number);
14
+ }
15
+ /**
16
+ * A program that did not link. `infoLog` is what the driver answered, `null`
17
+ * and `''` kept apart; `glError` is `getError()` read at the failure.
18
+ */
19
+ declare class ProgramLinkError extends Error {
20
+ readonly infoLog: string | null;
21
+ readonly glError: number;
22
+ name: string;
23
+ constructor(infoLog: string | null, glError: number);
24
+ }
25
+ type GLResource = 'shader' | 'program' | 'buffer' | 'vertexArray' | 'texture' | 'framebuffer';
26
+ /** A `create*` call that answered `null`. */
27
+ declare class GLCreateError extends Error {
28
+ readonly resource: GLResource;
29
+ name: string;
30
+ constructor(resource: GLResource);
31
+ }
32
+ /** A program with no active attribute of that name: `getAttribLocation` answered -1. */
33
+ declare class AttributeNotFoundError extends Error {
34
+ readonly attribute: string;
35
+ name: string;
36
+ constructor(attribute: string);
37
+ }
38
+ /** Throws a {@link GLCreateError} for a `create*` that answered `null`. */
39
+ declare function created<T>(value: T | null, resource: GLResource): T;
3
40
 
4
41
  /**********************************************************************************/
5
42
  /**********************************************************************************/
@@ -33,4 +70,4 @@ declare function interleavedAttributeView<T extends InterleavedAttributeSchema>(
33
70
  /**********************************************************************************/
34
71
  declare function bufferView<T extends BufferSchema>(gl: GL, schema: T, { signal }?: ViewOptions): BufferView<T>;
35
72
 
36
- export { AttributeSchema, AttributeView, BufferSchema, BufferView, FramebufferDefinition, GL, InterleavedAttributeSchema, InterleavedAttributeView, TextureDefinition, UniformSchema, UniformView, VertexArrayMethods, VertexArrayParticipant, View, ViewOptions, ViewSchema, attributeView, bufferView, createFramebuffer, createTexture, interleavedAttributeView, toID, uniformView, vaoView, view };
73
+ export { AttributeNotFoundError, AttributeSchema, AttributeView, BufferSchema, BufferView, FramebufferDefinition, GL, GLCreateError, type GLResource, InterleavedAttributeSchema, InterleavedAttributeView, ProgramLinkError, ShaderCompileError, TextureDefinition, UniformSchema, UniformView, VertexArrayMethods, VertexArrayParticipant, View, ViewOptions, ViewSchema, attributeView, bufferView, createFramebuffer, createTexture, created, interleavedAttributeView, toID, uniformView, vaoView, view };
package/dist/index.mjs CHANGED
@@ -6,16 +6,26 @@ import {
6
6
  uniformView,
7
7
  vaoView,
8
8
  view
9
- } from "./chunk-YQ6SJAWS.mjs";
9
+ } from "./chunk-6UTWQ36A.mjs";
10
10
  import {
11
+ AttributeNotFoundError,
12
+ GLCreateError,
13
+ ProgramLinkError,
14
+ ShaderCompileError,
11
15
  createFramebuffer,
12
- createTexture
13
- } from "./chunk-BZDGEIOT.mjs";
16
+ createTexture,
17
+ created
18
+ } from "./chunk-BDNRC4WD.mjs";
14
19
  export {
20
+ AttributeNotFoundError,
21
+ GLCreateError,
22
+ ProgramLinkError,
23
+ ShaderCompileError,
15
24
  attributeView,
16
25
  bufferView,
17
26
  createFramebuffer,
18
27
  createTexture,
28
+ created,
19
29
  interleavedAttributeView,
20
30
  toID,
21
31
  uniformView,
package/dist/tag.d.mts CHANGED
@@ -1,4 +1,4 @@
1
- import { a8 as GLSLSlot, a9 as GLSL, ab as UniformTokenFn, ad as AttributeTokenFn, ac as AttributeToken, z as AttributeKind, D as AttributeDefinition, ae as InterleaveToken, a6 as ViewSchemaPartial, ak as CompileResult, al as Prettify, af as GLSLToSchema, G as GL } from './types-DZbMcty2.mjs';
1
+ import { a7 as GLSLSlot, a8 as GLSL, aa as UniformTokenFn, ac as AttributeTokenFn, ab as AttributeToken, z as AttributeKind, D as AttributeDefinition, ad as InterleaveToken, a5 as ViewSchemaPartial, aj as CompileResult, ak as Prettify, ae as GLSLToSchema, G as GL } from './types-Cy9u5YKs.mjs';
2
2
 
3
3
  declare function glsl<TSlot extends GLSLSlot, const TSlots extends TSlot[]>(template: TemplateStringsArray, ...slots: [...TSlots]): GLSL<TSlots>;
4
4
  declare const uniform: {
package/dist/tag.mjs CHANGED
@@ -1,12 +1,11 @@
1
1
  import {
2
2
  toID,
3
3
  view
4
- } from "./chunk-YQ6SJAWS.mjs";
4
+ } from "./chunk-6UTWQ36A.mjs";
5
5
  import {
6
6
  createProgram,
7
- createUpsertMap,
8
7
  once
9
- } from "./chunk-BZDGEIOT.mjs";
8
+ } from "./chunk-BDNRC4WD.mjs";
10
9
 
11
10
  // src/tag.ts
12
11
  function glsl(template, ...slots) {
@@ -185,14 +184,12 @@ function resolveGlslSlotToString(slot, v300) {
185
184
  throw new Error(`Unexpected slot: ${JSON.stringify(slot)}`);
186
185
  }
187
186
  var QUAD_FLOAT_ARRAY = new Float32Array([-1, -1, 1, -1, -1, 1, -1, 1, 1, -1, 1, 1]);
188
- var QUAD_BUFFER_MAP = createUpsertMap(WeakMap);
189
187
  compile.toQuad = function(gl, fragment, options) {
190
- const buffer = QUAD_BUFFER_MAP.getOrInsert(gl, gl.createBuffer.bind(gl));
191
188
  const webgl2 = options?.webgl2 ?? fragment.template[0]?.startsWith("#version 300 es");
192
189
  const vertex = webgl2 ? glsl`#version 300 es
193
190
  precision mediump float;
194
191
 
195
- ${attribute.vec2("a_quad", { buffer })}
192
+ ${attribute.vec2("a_quad")}
196
193
 
197
194
  out vec2 v_uv;
198
195
 
@@ -201,7 +198,7 @@ void main() {
201
198
  gl_Position = vec4(v_uv, 0.0, 1.0);
202
199
  }` : glsl`precision mediump float;
203
200
 
204
- ${attribute.vec2("a_quad", { buffer })}
201
+ ${attribute.vec2("a_quad")}
205
202
 
206
203
  varying vec2 v_uv;
207
204