@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.
@@ -0,0 +1,189 @@
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+ import { beforeEach, describe, expect, it, vi } from 'vitest'
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+ import { createProgram, createShader } from '../src/gl'
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+ import {
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+ AttributeNotFoundError,
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+ GLCreateError,
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+ ProgramLinkError,
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+ ShaderCompileError,
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+ attributeView,
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+ bufferView,
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+ createFramebuffer,
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+ createTexture,
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+ interleavedAttributeView,
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+ vaoView,
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+ } from '../src/index'
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+ import type { AttributeSchema } from '../src/types'
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+ import { createMockCanvas } from './mocks/webgl'
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+
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+ let gl: WebGL2RenderingContext
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+ let program: WebGLProgram
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+
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+ beforeEach(() => {
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+ gl = createMockCanvas().gl
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+ program = gl.createProgram()!
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+ })
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+
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+ describe('ShaderCompileError', () => {
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+ it('carries the stage, the info log as given and the GL error', () => {
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+ gl.getShaderParameter = vi.fn(() => false)
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+ gl.getShaderInfoLog = vi.fn(() => "ERROR: 0:1: 'x' : undeclared identifier")
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+ gl.getError = vi.fn(() => 0x0502)
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+
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+ const error = catchError(() => createShader(gl, gl.FRAGMENT_SHADER, 'void main() {}'))
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+
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+ expect(error).toBeInstanceOf(ShaderCompileError)
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+ expect(error).toMatchObject({
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+ name: 'ShaderCompileError',
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+ stage: 'fragment',
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+ infoLog: "ERROR: 0:1: 'x' : undeclared identifier",
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+ glError: 0x0502,
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+ message: "Failed to compile fragment shader: ERROR: 0:1: 'x' : undeclared identifier",
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+ })
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+ })
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+
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+ it.each([
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+ ['null', null],
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+ ['empty', ''],
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+ ])('keeps a %s info log as it came', (_, infoLog) => {
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+ gl.getShaderParameter = vi.fn(() => false)
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+ gl.getShaderInfoLog = vi.fn(() => infoLog)
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+
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+ const error = catchError(() => createShader(gl, gl.VERTEX_SHADER, ''))
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+
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+ expect(error).toMatchObject({ stage: 'vertex', infoLog })
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+ })
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+
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+ it('is thrown from createProgram for either stage', () => {
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+ gl.getShaderParameter = vi.fn(() => false)
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+
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+ expect(() => createProgram(gl, '', '')).toThrow(ShaderCompileError)
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+ })
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+ })
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+
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+ describe('ProgramLinkError', () => {
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+ it('carries the info log as given and the GL error', () => {
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+ gl.getProgramParameter = vi.fn(() => false)
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+ gl.getProgramInfoLog = vi.fn(() => null)
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+ gl.getError = vi.fn(() => 0)
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+
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+ const error = catchError(() => createProgram(gl, '', ''))
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+
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+ expect(error).toBeInstanceOf(ProgramLinkError)
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+ expect(error).toMatchObject({
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+ name: 'ProgramLinkError',
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+ infoLog: null,
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+ glError: 0,
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+ message: 'Failed to link program: null',
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+ })
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+ })
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+ })
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+
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+ describe('GLCreateError', () => {
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+ it.each([
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+ [
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+ 'shader',
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+ () => ((gl.createShader = vi.fn(() => null)), createShader(gl, gl.VERTEX_SHADER, '')),
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+ ],
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+ ['program', () => ((gl.createProgram = vi.fn(() => null)), createProgram(gl, '', ''))],
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+ [
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+ 'buffer',
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+ () => (
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+ (gl.createBuffer = vi.fn(() => null)),
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+ bufferView(gl, { b_index: { target: 'ELEMENT_ARRAY_BUFFER' } })
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+ ),
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+ ],
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+ [
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+ 'buffer',
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+ () => (
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+ (gl.createBuffer = vi.fn(() => null)),
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+ attributeView(gl, program, { a_corner: { kind: 'vec2' } } satisfies AttributeSchema)
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+ ),
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+ ],
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+ [
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+ 'buffer',
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+ () => (
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+ (gl.createBuffer = vi.fn(() => null)),
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+ interleavedAttributeView(gl, program, {
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+ a_instance: { layout: [{ key: 'a_position', kind: 'vec2' }] },
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+ })
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+ ),
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+ ],
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+ ['vertexArray', () => ((gl.createVertexArray = vi.fn(() => null)), vaoView(gl, []))],
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+ [
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+ 'texture',
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+ () => ((gl.createTexture = vi.fn(() => null)), createTexture(gl, { width: 1, height: 1 })),
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+ ],
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+ [
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+ 'framebuffer',
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+ () => (
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+ (gl.createFramebuffer = vi.fn(() => null)),
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+ createFramebuffer(gl, { width: 1, height: 1, attachment: 'color' })
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+ ),
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+ ],
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+ ])('names the %s whose create answered null', (resource, build) => {
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+ const error = catchError(build)
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+
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+ expect(error).toBeInstanceOf(GLCreateError)
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+ expect(error).toMatchObject({
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+ name: 'GLCreateError',
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+ resource,
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+ message: `Failed to create ${resource}`,
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+ })
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+ })
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+ })
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+
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+ describe('AttributeNotFoundError', () => {
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+ it.each([
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+ [
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+ 'attributeView',
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+ () => attributeView(gl, program, { a_missing: { kind: 'vec2' } } satisfies AttributeSchema),
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+ ],
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+ [
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+ 'interleavedAttributeView',
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+ () =>
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+ interleavedAttributeView(gl, program, {
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+ a_instance: { layout: [{ key: 'a_missing', kind: 'vec2' }] },
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+ }),
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+ ],
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+ ])('names the attribute %s could not find', (_, build) => {
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+ gl.getAttribLocation = vi.fn(() => -1)
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+
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+ const error = catchError(build)
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+
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+ expect(error).toBeInstanceOf(AttributeNotFoundError)
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+ expect(error).toMatchObject({
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+ name: 'AttributeNotFoundError',
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+ attribute: 'a_missing',
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+ message: "Attribute 'a_missing' not found",
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+ })
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+ })
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+ })
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+
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+ describe('restoring the vertex array binding', () => {
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+ it.each([
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+ ['a number', 0],
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+ ['undefined', undefined],
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+ ])('restores null when the binding reads back as %s', (_, binding) => {
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+ gl.getParameter = vi.fn(() => binding)
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+ gl.bindVertexArray = vi.fn((array: unknown) => {
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+ if (array !== null && typeof array !== 'object') {
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+ throw new TypeError("parameter 1 is not of type 'WebGLVertexArrayObject'")
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+ }
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+ })
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+
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+ const vao = vaoView(gl, [])
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+ const unbind = vao.bind()
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+ unbind()
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+
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+ expect(gl.bindVertexArray).toHaveBeenLastCalledWith(null)
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+ })
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+ })
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+
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+ function catchError(fn: () => unknown): unknown {
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+ try {
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+ fn()
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+ } catch (error) {
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+ return error
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+ }
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+ throw new Error('expected a throw')
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+ }
@@ -1491,6 +1491,84 @@ describe('vaoView', () => {
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  })
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  })
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+ describe('a context lost and restored between two builds', () => {
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+ /**
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+ * A WebGL1 context whose extension objects die with the context, as on
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+ * Chrome 109 and 119: an object from before the loss creates nothing and
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+ * sets no divisor after the restore, while a fresh `getExtension` works.
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+ */
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+ function losableGL() {
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+ const gl = createMockGL() as any
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+ let generation = 0
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+ const divisors: Array<{ generation: number; location: number; divisor: number }> = []
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+ gl.getExtension = vi.fn((name: string) => {
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+ const born = generation
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+ const alive = () => born === generation
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+ if (name === 'OES_vertex_array_object') {
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+ return {
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+ createVertexArrayOES: () => (alive() ? { generation: born } : null),
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+ bindVertexArrayOES: () => {},
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+ deleteVertexArrayOES: () => {},
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+ }
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+ }
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+ if (name === 'ANGLE_instanced_arrays') {
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+ return {
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+ vertexAttribDivisorANGLE: (location: number, divisor: number) => {
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+ if (alive()) {
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+ divisors.push({ generation: born, location, divisor })
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+ }
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+ },
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+ drawArraysInstancedANGLE: () => {},
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+ drawElementsInstancedANGLE: () => {},
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+ }
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+ }
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+ return null
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+ })
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+ return {
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+ gl,
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+ divisors,
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+ loseAndRestore() {
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+ generation++
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+ },
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+ get generation() {
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+ return generation
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+ },
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+ }
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+ }
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+
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+ it('creates a vertex array on the second build', () => {
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+ const context = losableGL()
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+ const program = context.gl.createProgram()
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+ const build = () =>
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+ vaoView(context.gl, [
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+ attributeView(context.gl, program, { a_corner: { kind: 'vec2' } } satisfies AttributeSchema)
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+ .a_corner,
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+ ])
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+
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+ build()
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+ context.loseAndRestore()
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+ expect(build).not.toThrow()
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+ })
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+
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+ it('sets an instanced divisor on the second build', () => {
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+ const context = losableGL()
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+ const program = context.gl.createProgram()
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+ const build = () =>
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+ vaoView(context.gl, [
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+ attributeView(context.gl, program, {
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+ a_offset: { kind: 'vec2', instanced: true },
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+ } satisfies AttributeSchema).a_offset,
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+ ])
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+
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+ build()
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+ context.loseAndRestore()
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+ build()
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+ expect(context.divisors).toContainEqual(
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+ expect.objectContaining({ generation: context.generation, divisor: 1 }),
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+ )
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+ })
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+ })
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+
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  describe('binding a participant on its own', () => {
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  let gl: WebGL2RenderingContext
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  let program: WebGLProgram
package/test/tag.test.ts CHANGED
@@ -1800,7 +1800,7 @@ describe('compile.toQuad', () => {
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1800
 
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  // Should have quad attribute in schema
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  expect(result.schema.attributes).toEqual({
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- a_quad: { kind: 'vec2', buffer: expect.any(Object) }
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+ a_quad: { kind: 'vec2' }
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  })
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1805
 
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  // Should have fragment uniforms
@@ -1810,6 +1810,27 @@ describe('compile.toQuad', () => {
1810
1810
  })
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  })
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1812
 
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+ it('uploads the quad into a live buffer after a context is lost and restored', () => {
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+ let generation = 0
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+ gl.createBuffer = vi.fn(() => ({ generation }) as unknown as WebGLBuffer)
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+ let bound: { generation: number } | null = null
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+ gl.bindBuffer = vi.fn((_target, buffer) => {
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+ bound = buffer as unknown as { generation: number } | null
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+ })
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+ const uploadedInto: Array<{ generation: number } | null> = []
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+ gl.bufferData = vi.fn(() => {
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+ uploadedInto.push(bound)
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+ }) as any
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+ const fragment = glsl`precision mediump float;
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+ void main() { gl_FragColor = vec4(1.0); }`
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+
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+ compile.toQuad(gl, fragment)
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+ generation++
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+ compile.toQuad(gl, fragment)
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+
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+ expect(uploadedInto.at(-1)).toEqual({ generation })
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+ })
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+
1813
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  it('should generate vertex shader with correct uv output', () => {
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  const fragment = glsl`#version 300 es
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1836
  precision mediump float;
@@ -1862,7 +1883,7 @@ describe('compile.toQuad', () => {
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  })
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1884
 
1864
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  expect(result.schema.attributes).toEqual({
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- a_quad: { kind: 'vec2', buffer: expect.any(Object) }
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+ a_quad: { kind: 'vec2' }
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  })
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  })
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@@ -2028,20 +2049,23 @@ describe('compile.toQuad', () => {
2028
2049
 
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  expect(result.schema.uniforms).toEqual({})
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  expect(result.schema.attributes).toEqual({
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- a_quad: { kind: 'vec2', buffer: expect.any(Object) }
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+ a_quad: { kind: 'vec2' }
2032
2053
  })
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  expect(result.program).toBe(mockProgram)
2034
2055
  })
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2056
 
2036
- it('should reuse buffers across multiple calls', () => {
2037
- const fragment1 = glsl`void main() { gl_FragColor = vec4(1.0); }`
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- const fragment2 = glsl`void main() { gl_FragColor = vec4(0.5); }`
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+ it('owns its quad buffer and deletes it on abort', () => {
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+ const quad = { id: 'quad' } as WebGLBuffer
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+ gl.createBuffer = vi.fn(() => quad)
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+ gl.deleteBuffer = vi.fn()
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+ const controller = new AbortController()
2039
2062
 
2040
- compile.toQuad(gl, fragment1)
2041
- compile.toQuad(gl, fragment2)
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+ compile.toQuad(gl, glsl`void main() { gl_FragColor = vec4(1.0); }`, {
2064
+ signal: controller.signal,
2065
+ })
2066
+ controller.abort()
2042
2067
 
2043
- // Buffer should only be created once (reused)
2044
- expect(gl.createBuffer).toHaveBeenCalledTimes(1)
2068
+ expect(gl.deleteBuffer).toHaveBeenCalledWith(quad)
2045
2069
  })
2046
2070
 
2047
2071
  it('should expose quad attribute in view for binding', () => {
@@ -1 +0,0 @@
1
- {"version":3,"sources":["../src/utils.ts","../src/gl.ts"],"sourcesContent":["import 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 = assertedNotNullish(gl.createTexture(), 'Failed to create 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 = assertedNotNullish(gl.createFramebuffer(), 'Failed to create 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 { RemoveSuffix } from './type-utils'\nimport type { GL, ViewOptions } from './types'\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 = gl.createShader(type)\n if (!shader) throw new Error('Failed to create shader')\n\n gl.shaderSource(shader, source)\n gl.compileShader(shader)\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n const info = gl.getShaderInfoLog(shader)\n gl.deleteShader(shader)\n throw new Error(\n `Failed to compile ${type === gl.VERTEX_SHADER ? 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- {"version":3,"sources":["../src/index.ts"],"sourcesContent":["import { 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 './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 ? 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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. 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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 = gl.getParameter(VERTEX_ARRAY_BINDING) as WebGLVertexArrayObject | null\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 = assertedNotNullish(feature.createVertexArray())\n const previous = gl.getParameter(VERTEX_ARRAY_BINDING) as WebGLVertexArrayObject | null\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 = gl.getParameter(\n VERTEX_ARRAY_BINDING,\n ) as WebGLVertexArrayObject | null\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// 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 — the quad `compile.toQuad` shares across every\n // program on a context, an attribute two programs step over — and\n // deleting one of those would take it out from under its owner.\n const buffer = providedBuffer ?? assertedNotNullish(gl.createBuffer())\n\n const location = gl.getAttribLocation(program, name)\n if (location < 0) {\n throw new Error(`Attribute '${name}' not found`)\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 Error(`Attribute '${name}' not found`)\n }\n\n locations.push(location)\n\n const size = kindToSize(layout.kind)\n const offset = index\n const resolvedFormat = layout.format ?? defaultFormat(layout.kind)\n const glType = FORMAT_TO_GL_TYPE[resolvedFormat]\n const isIntKind = layout.kind.startsWith('i') || layout.kind.startsWith('u')\n const normalized = layout.normalized ?? false\n index += size * FORMAT_BYTE_SIZE[resolvedFormat]\n\n return (divisor: 0 | 1) =>\n handleAttribute(\n gl,\n location,\n size,\n stride,\n offset,\n glType,\n isIntKind,\n normalized,\n divisor === 1,\n )\n })\n\n // Set stride to final index\n const stride = index\n\n // Create a buffer\n const buffer = assertedNotNullish(gl.createBuffer())\n\n // This layout used to create a vertex array of its own, here, which is why\n // the other participants in a draw had to be bound after it to be included\n // — the array they landed in was whichever one happened to be current.\n // Arrays are `vao()`'s job now; a layout is a layout and a buffer.\n function applyToVertexArray(divisor: 0 | 1) {\n const previousDivisors = locations.map(\n location => [location, readDivisor(gl, location)] as const,\n )\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n for (const handle of handles) {\n handle(divisor)\n }\n return once(() => {\n const instancedArrays = getInstancedArrays(gl)\n previousDivisors.forEach(([location, previous]) => {\n instancedArrays?.vertexAttribDivisor(location, previous)\n })\n })\n }\n\n let constant: ReturnType<typeof constantSource> | undefined\n\n /** One layout, one buffer, but a divisor per draw rather than per schema. */\n function bufferSource(divisor: 0 | 1) {\n const apply = () => applyToVertexArray(divisor)\n return {\n applyToVertexArray: apply,\n bind() {\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = apply()\n return once(() => {\n restore()\n restoreVertexArray()\n })\n },\n }\n }\n\n return {\n buffer: Object.assign(bufferSource(0), {\n /** The same buffer, stepped once per instance instead of once per vertex. */\n perInstance: bufferSource(1),\n set(value: Float32Array, usage: GLUsage = 'STATIC_DRAW') {\n // Uploading is storage, not binding: ARRAY_BUFFER is not vertex-array\n // state, so this touches no array, whichever one is bound.\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, value, gl[usage])\n },\n allocate(length: number, usage: GLUsage = 'STATIC_DRAW') {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferData(gl.ARRAY_BUFFER, length * Float32Array.BYTES_PER_ELEMENT, gl[usage])\n },\n write(data: Float32Array, offset: number) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer)\n gl.bufferSubData(gl.ARRAY_BUFFER, offset * Float32Array.BYTES_PER_ELEMENT, data)\n },\n }),\n // Lazy: a layout key can be perfectly good in a buffer and impossible as\n // a constant, and finding that out should wait until someone asks for one.\n get constant() {\n return (constant ??= constantSource(gl, layout, locations))\n },\n dispose: once(() => gl.deleteBuffer(buffer)),\n } satisfies InterleavedAttributeMethods\n })\n\n signal?.addEventListener('abort', function dispose() {\n forEachObject(interleavedAttributes, value => value.dispose())\n })\n\n return interleavedAttributes\n}\n\n/**********************************************************************************/\n/* */\n/* Buffer View */\n/* */\n/**********************************************************************************/\n\nexport function bufferView<T extends BufferSchema>(\n gl: GL,\n schema: T,\n { signal }: ViewOptions = {},\n): BufferView<T> {\n // Initialize buffers\n const buffers = mapObject(schema, ({ target = 'ARRAY_BUFFER', usage = 'STATIC_DRAW' }) => {\n const buffer = assertedNotNullish(gl.createBuffer())\n\n function applyToVertexArray() {\n // Snapshot before the change, restore in the disposer. 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. ARRAY_BUFFER\n // is context state and unaffected either way.\n const restoreVertexArray = bindDefaultVertexArray(gl)\n const restore = applyToVertexArray()\n return once(() => {\n restore()\n restoreVertexArray()\n })\n },\n dispose: once(() => gl.deleteBuffer(buffer)),\n set(data: Float32Array) {\n gl.bindBuffer(gl[target], buffer)\n gl.bufferData(gl[target], data, gl[usage])\n },\n allocate(byteLength: number) {\n gl.bindBuffer(gl[target], buffer)\n gl.bufferData(gl[target], byteLength, gl[usage])\n },\n write(data: Float32Array | Uint16Array | Uint32Array, byteOffset: number) {\n gl.bindBuffer(gl[target], buffer)\n gl.bufferSubData(gl[target], byteOffset, data)\n },\n }\n })\n\n signal?.addEventListener('abort', function dispose() {\n forEachObject(buffers, value => value.dispose())\n })\n\n return 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