@godot-scene-web/html 0.1.0

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+ import { L as StaticImageSwapCounters, a as parseParticleSpecConfig, b as GodotHtmlRuntimeOptions, c as ParticleRuntimeStats, i as normalizeParticleSpecConfig, l as createParticleRuntime, nt as GodotEffectRenderInfo, o as ParticleProfile, r as ParticleSpecConfig, s as ParticleRuntime, u as WebgpuFallbackReason, y as GodotHtmlMountOptions } from "./extents-R8RIim2S.js";
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+ import { GodotBlendMode } from "@godot-scene-web/effects/shaders";
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+
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+ //#region src/webgl/runtime.d.ts
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+ /** OPT-IN per-frame cost attribution for ONE shader runtime (`effectsProfiling`, see `../types`),
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+ * read from `stats().profile`; NULL when the option is off. The particle runtime's `ParticleProfile`
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+ * with the two CPU buckets removed — a shader frame has no simulation and no instance buffer, so
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+ * everything a shader tick does on the main thread is submit + blit. */
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+ interface ShaderProfile {
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+ /** Loop ticks that rendered at least one binding. A tick deferred by the FPS cap (`capDeferrals`)
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+ * or one where every binding was clean/parked/suspended books none. */
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+ ticks: number;
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+ /** Bindings the tick handed to `renderNode`, summed across those ticks — static-frame cache hits
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+ * included, whether they blit or simply confirm their canvas already presents the keyed frame.
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+ * Clean, parked and suspended bindings are skipped by the loop before this and never counted. */
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+ bindings: number;
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+ /** GL SUBMIT: `renderNode`'s viewport/clear/program preamble, its texture binds and uniform
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+ * writes, and the `drawArrays`. SUBMIT ONLY — the GPU runs asynchronously, so this never contains
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+ * GPU execution time. Deliberately EXCLUDES the throttled SCREEN_TEXTURE capture (a 2D composite
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+ * of the DOM plus an upload, on its own ~300 ms cadence), which would otherwise spike this bucket
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+ * on the frames that happen to refresh it. */
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+ glMs: number;
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+ /** GL→2D BLIT: the node canvas's `clearRect` + the `drawImage` copying the shared GL canvas onto
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+ * it — and a cross-canvas static-frame cache-hit blit, which is the cost that cache trades the GL draw for.
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+ * Fill cost, so it scales with backing-store area (`renderScale` × devicePixelRatio), not with
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+ * shader complexity. */
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+ blitMs: number;
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+ }
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+ /** Live, monotonically-increasing counters for ONE shader runtime (see `WebglShaderRuntime.stats`).
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+ * Plain fields bumped with `++` on the hot paths — no allocation, no behavior change; a probe
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+ * snapshots the object and diffs across a gesture window. Never reset for the runtime's lifetime. */
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+ interface WebglShaderRuntimeStats extends StaticImageSwapCounters {
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+ /** Actual GL draws of a shader frame (`renderNode` reaching `gl.drawArrays`). */
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+ draws: number;
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+ /** Frozen-mode static-frame cache hits: the GL draw was skipped and a cached frame was handled. */
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+ cacheHits: number;
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+ /** Cache hits whose target canvas already held the named frame, so the 2D clear/blit was skipped.
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+ * `onBindingRendered` still fires: the binding presented/handled its current frame even though no
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+ * pixels changed. */
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+ blitSkips: number;
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+ /** SEAM — 0 today: static re-renders skipped because the quantized frame key was unchanged.
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+ * Future consumer: the `staticDirtyByFrameKey` dirty gating (Fix B) in `updateBinding`. */
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+ dirtySkips: number;
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+ /** Ticks pushed past the fps-cap boundary (the `!pacer.isDue` re-arm in `tick`). Today only capped
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+ * ANIMATED loops take this path — frozen mode bypasses the cap entirely (`capRemaining` returns 0),
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+ * so this stays 0 in static mode until `capStaticRerenders` (Fix A) routes static dirty re-renders
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+ * through the cap too. */
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+ capDeferrals: number;
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+ /** Node-canvas backing-store reallocations: `syncCanvasSize` calls that actually re-assigned
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+ * `canvas.width`/`height` (one event per call, however many dimensions moved). */
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+ canvasReallocs: number;
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+ /** Synchronous out-of-loop renders (`renderBindingNow`): the uv-window/realloc anti-flicker path
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+ * that draws immediately instead of waiting for the next tick. */
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+ syncRenders: number;
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+ /** `syncCanvasSize` calls that sized a binding at the PINNED static ratio
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+ * (`staticShaderPixelRatio`) instead of `devicePixelRatio × renderScale`. A device probe reads
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+ * this to confirm the pin is actually in force — it stays 0 when the option is unset OR the
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+ * runtime never entered frozen mode, which `canvasReallocs` alone cannot distinguish (that
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+ * counter is about the OPPOSITE thing: how much re-sizing churn is still happening). */
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+ pinnedCanvasSyncs: number;
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+ /** Per-frame cost attribution (see `ShaderProfile`), or NULL when `effectsProfiling` is off — the
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+ * default, and the no-op handle always. NULL rather than a zeroed object ON PURPOSE: "not
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+ * measured" must never read as "measured, cost nothing". The same object every `stats()` call. */
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+ profile: ShaderProfile | null;
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+ /** GAUGE — which renderer NEW bindings of this runtime are created on RIGHT NOW, re-derived on
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+ * each `stats()` read (a runtime can change backend mid-life, in one direction: a WebGPU device
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+ * that is lost is rebuilt on WebGL).
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+ *
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+ * `"pending"` is a real state: with `effectsRenderer: "auto"`/`"webgpu"` on a browser that HAS
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+ * `navigator.gpu`, the device arrives from a promise, and until it does no binding is created at
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+ * all — every opted-in node simply keeps its CSS/SVG paint, exactly as it does while its shader
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+ * source is still being fetched. `"none"` is the no-op handle (no WebGL2, or no shader resolver).
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+ *
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+ * It is the RUNTIME's answer, not a binding's: individual bindings can be on WebGL under a
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+ * `"webgpu"` runtime (see `webgpuBindingFallbacks`). */
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+ renderer: "pending" | "webgpu" | "webgl" | "none";
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+ /** COUNTER. Times this runtime adopted WebGL after being asked for `"auto"`/`"webgpu"` — the
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+ * SYNCHRONOUS "this browser has no navigator.gpu" decline included, which is the common case and
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+ * the reason a plain WebGL page reports 1 here rather than 0. Stays 0 for `effectsRenderer:
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+ * "webgl"` (nothing was ever asked for) and for a runtime that adopted WebGPU and kept it. */
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+ webgpuFallbacks: number;
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+ /** COUNTER — bindings that took the WebGL backend under a runtime whose renderer is WebGPU,
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+ * because THEIR shader cannot run there: it samples SCREEN_TEXTURE, its WGSL transpile refused a
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+ * construct, or its module/pipeline failed to build. This is the counter that says the
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+ * per-binding fallback is doing its job — one screen-reading shader must not veto N WebGPU
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+ * canvases, and without this the only symptom would be a node that is quietly slower. */
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+ webgpuBindingFallbacks: number;
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+ /** The FIRST reason this runtime declined WebGPU (later ones cannot un-explain it), or null while
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+ * it never has. THE diagnostic for a silent fallback: `renderer: "webgl"` under
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+ * `effectsRenderer: "webgpu"` says something went wrong, and only this says what. */
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+ webgpuFallbackReason: WebgpuFallbackReason | null;
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+ /** COUNTER — `queue.submit` calls this runtime's WebGPU backend has made, sampled on read. ONE per
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+ * tick that drew anything, whatever the binding count: that batching is the measured win (S7), so
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+ * a probe that finds it climbing with N nodes has found the win being given back. 0 on WebGL,
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+ * where the question is meaningless. */
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+ webgpuSubmits: number;
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+ /** GAUGE — `device.lost` resolutions seen by the page-wide device (see `../webgpu/device`). A lost
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+ * device stops producing frames, so a non-zero value here next to `renderer: "webgl"` is the
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+ * device-loss rebuild having happened. */
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+ webgpuDeviceLosses: number;
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+ /** GAUGE — `uncapturederror` events on the page-wide device. Non-zero means a frame was silently
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+ * WRONG: WebGPU reports most command-level mistakes this way and nothing else says so. */
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+ webgpuErrors: number;
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+ }
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+ /**
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+ * One shader to compile AHEAD of the node that will need it. See {@link WebglShaderRuntime.warmPrograms}.
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+ *
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+ * The same three values the create path derives from a node's `data-godot-shader-*` attributes, so a caller that
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+ * knows its scene's shader set can name them without a node existing yet.
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+ */
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+ interface WebglWarmSpec {
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+ /** The shader id — the `programCache` key, and what `resolveShaderSource` is ultimately asked about. */
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+ shaderKey: string;
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+ /** Resource path passed to `resolveShaderSource`. Omit when the consumer resolves by uid alone. */
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+ path?: string;
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+ /** Resource uid passed to `resolveShaderSource`. */
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+ uid?: string;
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+ }
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+ /** A persistent WebGL shader runtime for a mounted scene root (see createWebglShaderRuntime). */
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+ interface WebglShaderRuntime {
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+ /** Diff the live `[data-godot-shader-webgl]` set against the bindings: keep+update
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+ * unchanged nodes (no forced layout), create new ones, dispose gone ones. */
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+ reconcile(): void;
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+ /** Live retune the backing-store resolution (devicePixelRatio × clamped `scale`) without a
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+ * dispose+recreate — for an adaptive-quality consumer that lowers fill cost under load. While a
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+ * pin is in force (see `setStaticShaderPixelRatio`) AND the runtime is in frozen mode this
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+ * re-sizes nothing: the frozen backing stores (and their cached frames) are deliberately held
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+ * still. The new scale still takes effect for live bindings the moment frozen mode is left. */
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+ setRenderScale(scale: number): void;
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+ /** Live set/clear the pinned FROZEN backing-store ratio (see `staticShaderPixelRatio`). Pass
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+ * `undefined` (or a non-positive value) to un-pin, restoring `devicePixelRatio × renderScale`
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+ * sizing for frozen bindings too. Only frozen bindings are affected — a live binding is never
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+ * sized by the pin. */
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+ setStaticShaderPixelRatio(ratio: number | undefined): void;
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+ /** Live retune the animated re-render FPS cap (0 = uncapped). */
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+ setFps(fps: number): void;
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+ /** Live toggle frozen-TIME (single-shot) mode: render each shader ONCE at a pinned TIME and stop the loop
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+ * (true), or resume per-frame animation (false). The low-end fallback that renders a correct still frame
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+ * instead of a per-frame loop — see the `staticShaders` option. */
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+ setStaticShaders(value: boolean): void;
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+ /** Live toggle of the frozen-surface image swap (see the `staticShaderImages` option and
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+ * `../surface-image-swap`). Turning it OFF reverts every live swap immediately and revokes its
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+ * object URLs — the kill switch, safe to throw at any time. Turning it back ON re-arms the
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+ * runtime's CONFIGURED policy (a boolean here never replaces it) and every binding re-earns. */
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+ setStaticShaderImages(value: boolean): void;
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+ /** HOST-DRIVEN revert of the surface image swap, WITHOUT blocking: with no argument every swapped
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+ * surface is handed back to its canvas; with a node list, only the bindings at (or under) those
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+ * elements. Each affected surface restarts its gate and re-earns the swap on its own. This is how
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+ * a host that knows something the runtime cannot see — it is about to re-parent a subtree, it
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+ * just re-themed, its own occlusion pass changed its mind — un-shadows a stale stand-in
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+ * immediately instead of waiting for a watchdog window. */
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+ invalidateStaticSurfaces(nodes?: Iterable<HTMLElement>): void;
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+ /** The runtime's live counters (see `WebglShaderRuntimeStats`). Returns the SAME live object every
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+ * call — read-only by convention; snapshot (spread) it to diff. All-zero on the no-op handle.
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+ * `.profile` carries the opt-in per-frame cost attribution (`effectsProfiling`) and is NULL
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+ * whenever it was not measured, the no-op handle included. */
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+ stats(): WebglShaderRuntimeStats;
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+ /**
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+ * TEST / DIAGNOSTIC HOOK: the binding at (or under) `node` re-rendered into an offscreen texture
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+ * and read back as tightly-packed RGBA (PREMULTIPLIED, top-down, at the canvas's BACKING-STORE
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+ * size), or null when there is nothing to read — no binding there, a zero-sized canvas, or a
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+ * binding rendering on WebGL.
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+ *
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+ * WEBGL RETURNS NULL ON PURPOSE, and it is not a gap: that canvas holds readable 2D pixels, so a
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+ * caller who wants them uses `getImageData` on it. This exists because a WebGPU canvas has no such
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+ * path — `drawImage`/`toDataURL` from one are blank under headless Chrome and pathological on
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+ * Android (docs/perf-harness.md S7) — so the frame has to be produced a SECOND time, into a
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+ * texture that `copyTextureToBuffer` can reach (`../webgpu/readback`). It renders the binding's
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+ * CURRENT state at the runtime's current TIME, which for a frozen binding is exactly the frame on
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+ * screen.
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+ *
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+ * This is the WebGL↔WebGPU image-parity harness's capture path.
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+ */
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+ captureNodePixels?(node: HTMLElement): Promise<Uint8Array | null>;
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+ /**
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+ * Resolve, transpile and LINK these shaders now, so the node that eventually wants one finds it cached.
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+ * Resolves to how many of `specs` ended with a usable program (cached ones included).
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+ *
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+ * WHY THIS EXISTS. `compileProgramAsync` yields to the driver before asking a blocking question, which on a
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+ * device with `KHR_parallel_shader_compile` makes a cold link nearly free. WITHOUT that extension — and it is
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+ * absent on real Android hardware; a Moto G86 answers null for it — `ready()` reports true immediately and
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+ * `finish()` then blocks on `LINK_STATUS` for as long as the driver needs. One measured link cost 90.3 ms of
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+ * main thread, and it landed mid-combat because that was the first frame a node asked for that shader.
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+ *
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+ * THIS CANNOT MAKE THE LINK FREE, and does not pretend to: the driver's work is the driver's work. It only
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+ * lets a consumer choose WHEN to pay — behind a loading screen, where 90 ms is invisible, instead of on the
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+ * frame a card is played. That is the whole claim, and it is the one to verify.
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+ *
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+ * PURELY ADDITIVE. Nothing about the lazy create path changes; this only populates the cache it already
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+ * consults. A spec whose source will not resolve, or will not compile, is counted as a miss and leaves that
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+ * shader exactly where it was — the node that needs it later keeps its CSS/SVG paint, as it does today. Safe
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+ * to call more than once and safe to ignore the result.
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+ */
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+ warmPrograms(specs: Iterable<WebglWarmSpec>): Promise<number>;
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+ /** Tear everything down (cancel the rAF loop, disconnect observers, remove canvases). */
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+ dispose(): void;
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+ }
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+ /**
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+ * Create a PERSISTENT WebGL runtime for a mounted scene root. Unlike a teardown+reattach
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+ * per render, the caller keeps this handle and calls `reconcile()` on each re-render:
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+ * unchanged shader nodes KEEP their binding (a cheap attribute-only update — no
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+ * `syncCanvasSize`/`clientWidth` forced layout), new nodes are created, gone nodes
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+ * disposed. One shared rAF loop renders the live binding set. A no-op handle when WebGL2
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+ * is unavailable or no shader resolver is configured.
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+ */
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+ declare function createWebglShaderRuntime(root: HTMLElement, options: GodotHtmlRuntimeOptions): WebglShaderRuntime;
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+ //#endregion
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+ //#region src/runtime.d.ts
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+ /** Per-family overrides let an external host tune one binding without restarting the other. */
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+ interface HtmlEffectsHostOptions extends GodotHtmlRuntimeOptions {
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+ shaderOptions?: GodotHtmlRuntimeOptions;
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+ particleOptions?: GodotHtmlRuntimeOptions;
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+ }
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+ /** One DOM binding owner; the canvas renderer has its own stage/frame lifecycle. */
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+ interface HtmlEffectsHost {
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+ readonly shaders: WebglShaderRuntime | null;
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+ readonly particles: ParticleRuntime | null;
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+ reconcile(): void;
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+ updateOptions(options: HtmlEffectsHostOptions): void;
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+ dispose(): void;
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+ }
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+ declare function createHtmlEffectsHost(stage: HTMLElement, initialOptions?: HtmlEffectsHostOptions): HtmlEffectsHost;
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+ //#endregion
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+ export { type GodotEffectRenderInfo, type GodotHtmlMountOptions, type GodotHtmlRuntimeOptions, HtmlEffectsHost, HtmlEffectsHostOptions, type ParticleProfile, type ParticleRuntime, type ParticleRuntimeStats, type ParticleSpecConfig, type WebglShaderRuntime, type WebglShaderRuntimeStats, type WebglWarmSpec, createHtmlEffectsHost, createParticleRuntime, createWebglShaderRuntime, normalizeParticleSpecConfig, parseParticleSpecConfig };
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+ //# sourceMappingURL=runtime.d.ts.map
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+ import { a as parseParticleSpecConfig, i as normalizeParticleSpecConfig, n as createWebglShaderRuntime, r as createParticleRuntime, t as createHtmlEffectsHost } from "./runtime-BkfFs_eO.js";
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+ export { createHtmlEffectsHost, createParticleRuntime, createWebglShaderRuntime, normalizeParticleSpecConfig, parseParticleSpecConfig };
package/package.json ADDED
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+ {
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+ "name": "@godot-scene-web/html",
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+ "version": "0.1.0",
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+ "license": "MIT",
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+ "type": "module",
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+ "description": "Godot scene layout and effects renderer for DOM and CSS.",
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+ "publishConfig": {
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+ "access": "public",
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+ "registry": "https://registry.npmjs.org/"
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+ },
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+ "repository": {
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+ "type": "git",
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+ "url": "git+https://github.com/tfoxy/godot-scene-web.git"
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+ },
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+ "homepage": "https://github.com/tfoxy/godot-scene-web#readme",
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+ "bugs": {
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+ "url": "https://github.com/tfoxy/godot-scene-web/issues"
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+ },
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+ "sideEffects": false,
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+ "exports": {
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+ ".": {
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+ "development": "./src/index.ts",
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+ "types": "./dist/index.d.ts",
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+ "import": "./dist/index.js"
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+ },
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+ "./runtime": {
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+ "development": "./src/runtime.ts",
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+ "types": "./dist/runtime.d.ts",
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+ "import": "./dist/runtime.js"
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+ }
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+ },
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+ "main": "./dist/index.js",
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+ "types": "./dist/index.d.ts",
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+ "files": [
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+ "dist",
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+ "vendor",
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+ "LICENSE"
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+ ],
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+ "dependencies": {
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+ "@godot-scene-web/layout": "0.1.0",
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+ "@godot-scene-web/scene-graph": "0.1.0",
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+ "@godot-scene-web/core": "0.1.0",
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+ "@godot-scene-web/effects": "0.1.0",
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+ "@godot-scene-web/canvas-effects": "0.1.0"
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+ },
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+ "devDependencies": {
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+ "@godot-scene-web/tscn-parser": "0.1.0"
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+ },
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+ "scripts": {
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+ "build": "tsdown",
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+ "typecheck": "tsc -p tsconfig.json --noEmit",
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+ "test": "cd ../.. && vitest run --config vitest.config.ts packages/html/test"
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+ }
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+ }
@@ -0,0 +1,201 @@
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Binary file
@@ -0,0 +1,51 @@
1
+ # Godot default-theme font
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+
3
+ `OpenSans_SemiBold.woff2` is a committed third-party binary, not a build
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+ output. Godot 4.5.1 embeds these exact bytes as its default GUI theme font
5
+ (`scene/theme/default_theme.cpp` calls `set_data_ptr(_font_OpenSans_SemiBold,
6
+ ...)`). The HTML renderer embeds the same bytes as a data URL so it works both
7
+ for source consumers and for a packed package without a host-specific asset
8
+ copy rule.
9
+
10
+ | file | bytes | sha256 |
11
+ | --- | ---: | --- |
12
+ | `OpenSans_SemiBold.woff2` | 46 392 | `661e2d9975d3029aeb32bf37b1b963c31c7c3ce08ac1bab2c8ebe27e135c4ec2` |
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+
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+ ## Provenance
15
+
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+ - Source: Godot Engine 4.5.1-stable,
17
+ `thirdparty/fonts/OpenSans_SemiBold.woff2`, copied byte-for-byte.
18
+ - Godot records its upstream as [Google Fonts: Open Sans](https://fonts.google.com/specimen/Open+Sans),
19
+ version 1.10, downloaded February 2021, under Apache License 2.0
20
+ (`thirdparty/README.md`).
21
+ - The file was converted by Godot from the unhinted TTF source using
22
+ [google/woff2](https://github.com/google/woff2), as recorded in that same
23
+ Godot third-party manifest.
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+
25
+ ## Packaging
26
+
27
+ `scripts/inline-default-font.mjs` regenerates
28
+ `src/default-font-data.ts` from this binary. That module is imported by the
29
+ renderer, so tsdown carries the data URL into `dist` and Vite source consumers
30
+ need neither a special URL resolver nor a copied font asset. The vendor binary
31
+ and this provenance file remain in the npm package for auditability.
32
+
33
+ ## Default bold role
34
+
35
+ Godot does not select a separate Open Sans Bold file for `[b]`: its default
36
+ theme constructs a `FontVariation` over this SemiBold face with
37
+ `variation_embolden = 1.2` (`scene/theme/default_theme.cpp`). In
38
+ `TextServerAdvanced`, the variation contributes
39
+ `embolden * (font_size * 64) / 4096` to every glyph advance: 0.3 px at the
40
+ default 16 px. Browser `font-synthesis` changes glyph ink but does not make
41
+ `Range` geometry include that advance. The renderer therefore uses a 0.5 px
42
+ tracking emulation for the *implicit* default bold role: 0.3 px from Godot's
43
+ formula plus the measured cross-shaper/hinting rounding gap. It is deliberately
44
+ not applied when an explicit bold FontFile/FontVariation resolves, and it
45
+ resets a normal FontVariation's `spacing_glyph` instead of inheriting it.
46
+
47
+ ## License
48
+
49
+ Godot declares this historical Open Sans 1.10 binary Apache License 2.0. The
50
+ verbatim license text is in `LICENSE-OpenSans`; retain it with every copy of
51
+ the binary.