@oh-just-another/renderer-canvas 0.59.0 → 0.61.0

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Files changed (70) hide show
  1. package/CHANGELOG.md +108 -0
  2. package/README.md +10 -7
  3. package/dist/.tsbuildinfo +1 -1
  4. package/dist/canvas-target.d.ts +6 -1
  5. package/dist/canvas-target.d.ts.map +1 -1
  6. package/dist/canvas-target.js +12 -2
  7. package/dist/canvas-target.js.map +1 -1
  8. package/dist/constants.d.ts +49 -0
  9. package/dist/constants.d.ts.map +1 -1
  10. package/dist/constants.js +49 -0
  11. package/dist/constants.js.map +1 -1
  12. package/dist/hi-dpi.d.ts +10 -0
  13. package/dist/hi-dpi.d.ts.map +1 -1
  14. package/dist/hi-dpi.js +12 -1
  15. package/dist/hi-dpi.js.map +1 -1
  16. package/dist/image-source.d.ts +11 -0
  17. package/dist/image-source.d.ts.map +1 -1
  18. package/dist/image-source.js +20 -0
  19. package/dist/image-source.js.map +1 -1
  20. package/dist/index.d.ts +3 -3
  21. package/dist/index.d.ts.map +1 -1
  22. package/dist/index.js +2 -2
  23. package/dist/index.js.map +1 -1
  24. package/dist/layered-canvas.d.ts +7 -1
  25. package/dist/layered-canvas.d.ts.map +1 -1
  26. package/dist/layered-canvas.js +6 -3
  27. package/dist/layered-canvas.js.map +1 -1
  28. package/dist/layered-surface.d.ts +16 -0
  29. package/dist/layered-surface.d.ts.map +1 -1
  30. package/dist/layered-surface.js +59 -14
  31. package/dist/layered-surface.js.map +1 -1
  32. package/dist/recording-target.d.ts +56 -13
  33. package/dist/recording-target.d.ts.map +1 -1
  34. package/dist/recording-target.js +229 -38
  35. package/dist/recording-target.js.map +1 -1
  36. package/dist/render-worker.js +19 -7
  37. package/dist/render-worker.js.map +1 -1
  38. package/dist/replay-codec.d.ts +56 -0
  39. package/dist/replay-codec.d.ts.map +1 -0
  40. package/dist/replay-codec.js +543 -0
  41. package/dist/replay-codec.js.map +1 -0
  42. package/dist/tile-compositor.d.ts +52 -1
  43. package/dist/tile-compositor.d.ts.map +1 -1
  44. package/dist/tile-compositor.js +82 -5
  45. package/dist/tile-compositor.js.map +1 -1
  46. package/dist/webgl2-curve.d.ts +12 -2
  47. package/dist/webgl2-curve.d.ts.map +1 -1
  48. package/dist/webgl2-curve.js +168 -40
  49. package/dist/webgl2-curve.js.map +1 -1
  50. package/dist/webgl2-ellipse.d.ts +1 -29
  51. package/dist/webgl2-ellipse.d.ts.map +1 -1
  52. package/dist/webgl2-ellipse.js +35 -22
  53. package/dist/webgl2-ellipse.js.map +1 -1
  54. package/dist/webgl2-msdf-text.d.ts +15 -2
  55. package/dist/webgl2-msdf-text.d.ts.map +1 -1
  56. package/dist/webgl2-msdf-text.js +101 -9
  57. package/dist/webgl2-msdf-text.js.map +1 -1
  58. package/dist/webgl2-rect-batch.d.ts +81 -0
  59. package/dist/webgl2-rect-batch.d.ts.map +1 -0
  60. package/dist/webgl2-rect-batch.js +201 -0
  61. package/dist/webgl2-rect-batch.js.map +1 -0
  62. package/dist/webgl2-stroke.d.ts +14 -35
  63. package/dist/webgl2-stroke.d.ts.map +1 -1
  64. package/dist/webgl2-stroke.js +27 -30
  65. package/dist/webgl2-stroke.js.map +1 -1
  66. package/dist/webgl2-target.d.ts +95 -13
  67. package/dist/webgl2-target.d.ts.map +1 -1
  68. package/dist/webgl2-target.js +423 -230
  69. package/dist/webgl2-target.js.map +1 -1
  70. package/package.json +4 -3
@@ -1,5 +1,17 @@
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  import { type Bounds, type Color, type Transform, type Vec2 } from "@oh-just-another/types";
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  import type { FillRule, LineCap, LineJoin, RenderTarget, TextAlign, TextBaseline } from "@oh-just-another/renderer-core";
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+ /** Construction options for {@link WebGL2Target}. */
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+ export interface WebGL2TargetOptions {
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+ /**
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+ * Keep the drawing buffer contents across composites. Defaults to
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+ * `true`, which the interactive editor requires — it clears + redraws
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+ * only the dirty rect each frame and expects the rest of the previous
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+ * frame to persist. Set `false` only when the host redraws the full
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+ * frame every time (a Safari/iOS composite win). Does not affect PNG
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+ * export / screenshots — those use a separate offscreen Canvas2D target.
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+ */
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+ readonly preserveDrawingBuffer?: boolean;
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+ }
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  /**
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  * WebGL2 RenderTarget. Implements clear, transform/state stack, path
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  * primitives (rect / polyline / ellipse / Bezier), fill, stroke, text
@@ -21,6 +33,15 @@ export declare class WebGL2Target implements RenderTarget {
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  * from `vbo` so the static unit quad never gets stomped.
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  */
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  private readonly dynamicVbo;
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+ /**
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+ * VAO recording the solid program's `aPos` layout (2 × FLOAT, tight)
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+ * on `dynamicVbo`. Recorded once in the constructor; the polygon /
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+ * triangle-fan / stroke draws just bind it instead of re-issuing
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+ * `enableVertexAttribArray` + `vertexAttribPointer` per draw. The
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+ * earcut path's ELEMENT_ARRAY_BUFFER binding is captured by this VAO
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+ * too (a single shared index buffer, bound lazily on first use).
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+ */
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+ private readonly dynamicVao;
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  private readonly uTransformLoc;
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  private readonly uColorLoc;
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  private readonly uOpacityLoc;
@@ -52,10 +73,18 @@ export declare class WebGL2Target implements RenderTarget {
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  private textAlign;
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  private textBaseline;
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  /**
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- * Polyline path being assembled by moveTo / lineTo. Cleared on
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- * `beginPath()`; pushed to GPU on `stroke()`.
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+ * Polyline path being assembled by moveTo / lineTo, as a flat
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+ * growable `[x0, y0, x1, y1, ...]` buffer with a point-count cursor —
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+ * no per-vertex `{x, y}` object churn on the hot path-building path.
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+ * Cleared on `beginPath()`; consumed by `fill()` / `stroke()`.
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+ * Per-instance (not module-level) so interleaved path building on two
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+ * targets can't stomp each other. Capacity ratchets up, never shrinks.
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  */
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- private currentPolyline;
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+ private pathXY;
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+ /** Number of (x, y) points currently in `pathXY`. */
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+ private pathPts;
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+ /** Append one point to the flat path buffer, growing it if needed. */
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+ private pushPathPoint;
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  /**
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  * Curve segments collected since the last `beginPath()`. Quadratic
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  * and cubic Bezier `*CurveTo` calls push here in addition to pushing
@@ -83,7 +112,18 @@ export declare class WebGL2Target implements RenderTarget {
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  * snapshot the path either.
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  */
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  private readonly stack;
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- constructor(canvas: HTMLCanvasElement | OffscreenCanvas, width: number, height: number);
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+ /**
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+ * Sharp-rect fill batcher — coalesces consecutive axis-aligned
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+ * `rect()` + `fill()` calls into one `drawArraysInstanced` (B19). Any
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+ * non-batchable draw (`stroke`, ellipse / polygon / curve fill, image,
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+ * text) and every surface op (`clear`, `resize`, frame `present`)
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+ * drain it first via {@link flushRectBatch}, so submission order —
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+ * hence z-order — is preserved. The GL pipeline is created lazily on
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+ * the first flush; a scene with no sharp rects never allocates it.
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+ */
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+ private readonly rectBatch;
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+ private rectPipeline;
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+ constructor(canvas: HTMLCanvasElement | OffscreenCanvas, width: number, height: number, options?: WebGL2TargetOptions);
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  get size(): {
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  readonly width: number;
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  readonly height: number;
@@ -146,6 +186,8 @@ export declare class WebGL2Target implements RenderTarget {
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  quadraticCurveTo(cx: number, cy: number, x: number, y: number): void;
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  /** Cubic Bezier — same dual-track approach as quadratic. */
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  bezierCurveTo(c1x: number, c1y: number, c2x: number, c2y: number, x: number, y: number): void;
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+ /** Last point of the flat path buffer as a fresh `{x, y}`, or `undefined`. */
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+ private lastPathPoint;
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  /**
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  * World-unit tolerance that maps to ~`SCREEN_TOLERANCE_PX` on screen
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  * at the current transform. Used by every curve-flatten call so the
@@ -158,10 +200,22 @@ export declare class WebGL2Target implements RenderTarget {
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  * as a textured quad via a dedicated program created lazily on the
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  * first image call.
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  */
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- drawImage(image: unknown, dx: number, dy: number, dw: number, dh: number, dynamic?: boolean): void;
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- /** Lazy image program + its static unit quad+UV VBO. */
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+ drawImage(image: unknown, dx: number, dy: number, dw: number, dh: number, dynamic?: boolean, crop?: {
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+ readonly x: number;
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+ readonly y: number;
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+ readonly width: number;
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+ readonly height: number;
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+ }): void;
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+ /**
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+ * Image program + its static unit quad+UV VBO + recorded VAO. Built by
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+ * `ensureImageProgram` — called from the constructor so a shader compile
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+ * failure surfaces there (and triggers the backend fallback) rather than
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+ * mid-frame on the first drawn image.
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+ */
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  private imageProgram;
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+ private ensureImageProgram;
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  private imageQuadVbo;
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+ private imageQuadVao;
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  /**
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  * `TexImageSource` → uploaded `WebGLTexture` cache. A plain `Map`
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  * with LRU eviction + explicit `gl.deleteTexture` (see
@@ -184,6 +238,15 @@ export declare class WebGL2Target implements RenderTarget {
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  * double-`gl.deleteTexture`'ing the same handle.
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  */
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  private evictImageTexturesIfOverCap;
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+ /**
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+ * Synchronously release the GPU texture cached for `source` (B6). Hosts
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+ * call this when an image is discarded or its bitmap replaced, so the VRAM
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+ * is freed immediately instead of waiting for LRU pressure to reach the
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+ * entry. No-op (returns `false`) for sources that were never uploaded.
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+ * Text-bitmap-backed handles are owned by the text cache (its own evictor
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+ * deletes them) and are left alone.
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+ */
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+ invalidateImage(source: TexImageSource): boolean;
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  fill(_rule?: FillRule): void;
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  private curvePipeline;
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  private ellipsePipeline;
@@ -207,9 +270,9 @@ export declare class WebGL2Target implements RenderTarget {
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  * `bounds` wipes only the rectangle the editor's dirty-rect pass
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  * identified. Honouring `bounds` is mandatory — when the scene
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  * reference doesn't change, the editor sends a zero-area dirty rect
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- * and expects the previous frame to survive untouched.
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+ * and expects the previous frame to survive untouched. The default
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  * `preserveDrawingBuffer: true` carries the persistent frame across
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- * composites.
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+ * composites (see the constructor for the opt-out).
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  *
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  * For bounded clears the implementation flips on a scissor box so the
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  * clear is confined to the dirty rect, mirroring Canvas2D's
@@ -221,6 +284,8 @@ export declare class WebGL2Target implements RenderTarget {
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  setStroke(color: Color | null): void;
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  setStrokeWidth(width: number): void;
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  stroke(): void;
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+ /** Route one flat polyline through the shared stroke pipeline. */
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+ private strokePolylineFlat;
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  setLineCap(cap: LineCap): void;
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  setLineJoin(join: LineJoin): void;
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  setDashArray(dash: readonly number[] | null): void;
@@ -265,13 +330,30 @@ export declare class WebGL2Target implements RenderTarget {
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  */
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  private fillTextMSDF;
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  /**
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- * Rebind the solid program + static unit-quad VBO + cached aPos
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- * pointer. Three GL calls, no allocation, no upload, no string-keyed
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- * driver lookup. Called after any draw that switched program or
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- * rebound the buffer (image, MSDF text, curves, polygon fill, triangle
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- * fan).
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+ * Rebind the solid program after a draw that switched programs
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+ * (image, MSDF text, curves, ellipse, polygon fill, triangle fan,
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+ * rect batch). One GL call the default VAO's `aPos` layout on the
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+ * static unit-quad VBO was recorded once in the constructor and every
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+ * pipeline restores the default VAO (`bindVertexArray(null)`) after
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+ * its draw, so attribute state never needs re-declaring here.
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  */
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  private restoreSolidProgram;
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+ /**
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+ * Draw any queued sharp-rect fill instances as one instanced call,
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+ * then restore the solid-program plumbing. Called before every
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+ * non-batchable draw and surface op to keep z-order intact, and from
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+ * {@link flushBatch} at frame end. No-op when the queue is empty.
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+ */
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+ private flushRectBatch;
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+ /**
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+ * Flush the deferred sharp-rect batch to the GPU. The host's
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+ * `LayeredSurface.present()` calls this once per frame after the
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+ * Editor finishes drawing, so trailing rect fills reach the
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+ * framebuffer within the frame that queued them. Backends without a
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+ * batcher (Canvas2D) have no equivalent — this is WebGL2-specific and
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+ * not part of the `RenderTarget` interface.
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+ */
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+ flushBatch(): void;
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  measureText(text: string): {
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  width: number;
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  };
@@ -1 +1 @@
1
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