@bigmistqke/view.gl 0.8.1 → 0.9.0

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.
@@ -1,5 +1,6 @@
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  import { beforeEach, describe, expect, it, vi } from 'vitest'
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  import {
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+ InstancingUnavailableError,
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  attributeView,
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  bufferView,
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  createFramebuffer,
@@ -1449,8 +1450,7 @@ describe('vaoView', () => {
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  const { attributes } = participants()
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  const vertexArray = { id: 'vao' } as unknown as WebGLVertexArrayObject
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  const foreign = { id: 'foreign' } as unknown as WebGLVertexArrayObject
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- // Swapped before the first getVertexArrayObject call: on a context without
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- // native vertex arrays the extension wrapper binds these once, up front.
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+ // Swapped before `vaoView` reads them.
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  gl.createVertexArray = vi.fn(() => vertexArray) as any
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  const bindVertexArray = vi.fn()
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  gl.bindVertexArray = bindVertexArray as any
@@ -1469,12 +1469,11 @@ describe('vaoView', () => {
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  })
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  it('re-applies each participant per bind when the context has no vertex arrays', () => {
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- // WebGL1 without OES_vertex_array_object: nowhere to keep the state, so
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- // the array is emulated by doing the work again on every bind.
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+ // A context without vertex arrays: nowhere to keep the state, so the array
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+ // is emulated by doing the work again on every bind.
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  const mock = createMockGL()
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  const gl1 = mock as any
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  gl1.createVertexArray = undefined
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- gl1.getExtension = vi.fn(() => null)
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  const program1 = gl1.createProgram()
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  const attributes = attributeView(gl1, program1, {
@@ -1491,82 +1490,50 @@ 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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+ describe('a context without instancing', () => {
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+ function withoutInstancing() {
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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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+ gl.vertexAttribDivisor = undefined
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+ gl.drawArraysInstanced = undefined
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+ gl.drawElementsInstanced = undefined
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+ return gl
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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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+ it('refuses an instanced attribute by name', () => {
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+ const gl = withoutInstancing()
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+ const program = gl.createProgram()
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+ const attributes = attributeView(gl, program, {
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+ a_offset: { kind: 'vec2', instanced: true },
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+ } satisfies AttributeSchema)
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+
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+ expect(() => attributes.a_offset.bind()).toThrow(InstancingUnavailableError)
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+ expect(() => attributes.a_offset.bind()).toThrow("Attribute 'a_offset' is instanced")
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+ })
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+
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+ it('refuses a per-instance layout by its key', () => {
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+ const gl = withoutInstancing()
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+ const program = gl.createProgram()
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+ const interleaved = interleavedAttributeView(gl, program, {
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+ a_instance: { layout: [{ key: 'a_pos', kind: 'vec2' }] },
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+ } satisfies InterleavedAttributeSchema)
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+
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+ expect(() => vaoView(gl, [interleaved.a_instance.buffer.perInstance])).toThrow(
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+ InstancingUnavailableError,
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  )
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  })
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+
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+ it('sets no divisor for a plain attribute, and draws', () => {
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+ const gl = withoutInstancing()
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+ const program = gl.createProgram()
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+ const attributes = attributeView(gl, program, {
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+ a_corner: { kind: 'vec2' },
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+ } satisfies AttributeSchema)
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+
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+ const restore = attributes.a_corner.bind()
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+ restore()
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+
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+ expect(gl.vertexAttribPointer).toHaveBeenCalledTimes(1)
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+ })
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  })
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  describe('binding a participant on its own', () => {
@@ -37,6 +37,8 @@ export function createMockGL() {
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  const mockGL = {
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  // Constants
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  ARRAY_BUFFER: 0x8892,
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+ VERTEX_ARRAY_BINDING: 0x85b5,
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+ VERTEX_ATTRIB_ARRAY_DIVISOR: 0x88fe,
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  ELEMENT_ARRAY_BUFFER: 0x8893,
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  ARRAY_BUFFER_BINDING: 0x8894,
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  ELEMENT_ARRAY_BUFFER_BINDING: 0x8895,
@@ -184,6 +186,7 @@ export function createMockGL() {
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  // Drawing methods
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  drawArrays: vi.fn(),
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  drawArraysInstanced: vi.fn(),
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+ drawElementsInstanced: vi.fn(),
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  drawElements: vi.fn(),
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  // Texture methods
@@ -229,24 +232,7 @@ export function createMockGL() {
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  bindVertexArray: vi.fn(),
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- // Extensions
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- getExtension: vi.fn((name: string) => {
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- if (name === 'ANGLE_instanced_arrays') {
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- return {
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- vertexAttribDivisorANGLE: mockGL.vertexAttribDivisor.bind(mockGL),
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- drawArraysInstancedANGLE: mockGL.drawArraysInstanced.bind(mockGL),
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- drawElementsInstancedANGLE: mockGL.drawElements.bind(mockGL),
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- }
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- }
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- if (name === 'OES_vertex_array_object') {
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- return {
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- createVertexArrayOES: mockGL.createVertexArray.bind(mockGL),
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- deleteVertexArrayOES: mockGL.deleteVertexArray.bind(mockGL),
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- bindVertexArrayOES: mockGL.bindVertexArray.bind(mockGL),
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- }
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- }
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- return null
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- }),
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+ getExtension: vi.fn(() => null),
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  // State
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  viewport: vi.fn(),
@@ -1 +0,0 @@
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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 ${entry.kind}, which cannot be a constant attribute: vertexAttrib* takes at most 4 floats and has no matrix form. 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Restoring the\n // previous buffer rather than null matters for ELEMENT_ARRAY_BUFFER,\n // whose binding is recorded in the bound vertex array: clearing it\n // would strip the index buffer from an array the caller may not own.\n const previousBuffer = gl.getParameter(gl[`${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 +0,0 @@
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- {"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 ? 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() => 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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