@solidtv/renderer 1.5.0-0 → 1.5.0
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.
- package/dist/src/common/CommonTypes.d.ts +20 -0
- package/dist/src/core/Stage.d.ts +1 -0
- package/dist/src/core/Stage.js +13 -2
- package/dist/src/core/Stage.js.map +1 -1
- package/dist/src/core/TextureMemoryManager.d.ts +23 -0
- package/dist/src/core/TextureMemoryManager.js +37 -3
- package/dist/src/core/TextureMemoryManager.js.map +1 -1
- package/dist/src/core/lib/WebGlContextWrapper.d.ts +1 -1
- package/dist/src/core/lib/WebGlContextWrapper.js +10 -3
- package/dist/src/core/lib/WebGlContextWrapper.js.map +1 -1
- package/dist/src/core/lib/textureCompression.js +68 -4
- package/dist/src/core/lib/textureCompression.js.map +1 -1
- package/dist/src/core/renderers/CoreRenderer.d.ts +1 -0
- package/dist/src/core/renderers/CoreRenderer.js.map +1 -1
- package/dist/src/core/renderers/webgl/WebGlRenderer.d.ts +8 -0
- package/dist/src/core/renderers/webgl/WebGlRenderer.js +49 -13
- package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -1
- package/dist/src/core/renderers/webgl/WebGlShaderProgram.d.ts +2 -0
- package/dist/src/core/renderers/webgl/WebGlShaderProgram.js +18 -5
- package/dist/src/core/renderers/webgl/WebGlShaderProgram.js.map +1 -1
- package/dist/src/core/renderers/webgl/internal/RendererUtils.js +9 -2
- package/dist/src/core/renderers/webgl/internal/RendererUtils.js.map +1 -1
- package/dist/src/core/text-rendering/SdfTextRenderer.js +16 -3
- package/dist/src/core/text-rendering/SdfTextRenderer.js.map +1 -1
- package/dist/src/main-api/Renderer.d.ts +33 -1
- package/dist/src/main-api/Renderer.js +2 -0
- package/dist/src/main-api/Renderer.js.map +1 -1
- package/dist/src/utils.js +23 -7
- package/dist/src/utils.js.map +1 -1
- package/dist/tsconfig.dist.tsbuildinfo +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +1 -1
- package/src/common/CommonTypes.ts +20 -0
- package/src/core/Stage.ts +16 -1
- package/src/core/TextureMemoryManager.test.ts +51 -2
- package/src/core/TextureMemoryManager.ts +42 -3
- package/src/core/lib/WebGlContextWrapper.test.ts +58 -0
- package/src/core/lib/WebGlContextWrapper.ts +13 -3
- package/src/core/lib/textureCompression.test.ts +158 -0
- package/src/core/lib/textureCompression.ts +78 -4
- package/src/core/renderers/CoreRenderer.ts +1 -0
- package/src/core/renderers/webgl/WebGlRenderer.ts +58 -15
- package/src/core/renderers/webgl/WebGlShaderProgram.ts +18 -5
- package/src/core/renderers/webgl/internal/RendererUtils.test.ts +73 -0
- package/src/core/renderers/webgl/internal/RendererUtils.ts +9 -2
- package/src/core/text-rendering/SdfTextRenderer.test.ts +11 -10
- package/src/core/text-rendering/SdfTextRenderer.ts +17 -3
- package/src/main-api/Renderer.ts +36 -1
- package/src/utils.test.ts +57 -0
- package/src/utils.ts +24 -8
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@@ -11,10 +11,17 @@ export function createIndexBuffer(
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glw: WebGlContextWrapper,
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size: number,
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): WebGLBuffer | null {
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-
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// 4 vertices per quad. Element indices are Uint16, so the largest vertex id
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// we can address is 65535 — i.e. 16384 quads (16384 * 4 = 65536). Never claim
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// more than that, regardless of the requested byte budget.
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const maxQuads = Math.min(~~(size / 80), 16384);
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const indices = new Uint16Array(maxQuads * 6);
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-
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// i walks the index slot (6 per quad), j the vertex base (4 per quad). The
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// bound must be maxQuads * 6 to fill every slot — stopping at maxQuads left
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// ~5/6 of the buffer zeroed, collapsing every quad past ~maxQuads/6 into a
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// degenerate triangle (the cause of tail geometry silently disappearing).
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for (let i = 0, j = 0; i < maxQuads * 6; i += 6, j += 4) {
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indices[i] = j;
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indices[i + 1] = j + 1;
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indices[i + 2] = j + 2;
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@@ -97,21 +97,22 @@ describe('SdfTextRenderer layout cache', () => {
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expect(SdfFontHandler.getFontData).toHaveBeenCalledTimes(1);
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});
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it('
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it('eagerly bounds the cache on insert (does not wait for idle cleanup)', () => {
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// An animating scene never goes idle, so the cache must be bounded on insert
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// rather than relying solely on idle `cleanup`. With cap 2, inserting a 3rd
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// entry must immediately evict the least-recently-used (oldest) one — 'A'.
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initRenderer(2);
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render('A');
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render('B');
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render('C');
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// Re-access 'A' so it becomes most-recently-used; 'B' is now the LRU.
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render('A');
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-
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SdfTextRenderer.cleanup();
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render('A'); // {A}
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render('B'); // {A, B}
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render('C'); // insert -> over cap -> eagerly evict LRU 'A' -> {B, C}
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vi.clearAllMocks();
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-
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-
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// Probe survivors first (hits only re-order, they don't change membership),
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// then the evicted entry last so its re-insert can't perturb the assertion.
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render('C'); // survived -> hit
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render('B'); // survived -> hit
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render('A'); // evicted -> miss (one layout regen)
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expect(SdfFontHandler.getFontData).toHaveBeenCalledTimes(1);
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});
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@@ -24,9 +24,14 @@ const type = 'sdf' as const;
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let sdfShader: WebGlShaderNode | null = null;
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// Upper bound on layoutCache entries
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//
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//
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// Upper bound on layoutCache entries. Overridden from stage options in `init`.
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// Enforced both eagerly on insert (see `renderText`) and in bulk on idle (see
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// `cleanup`). The eager bound matters because a continuously animating scene
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// never goes idle, so idle-only eviction would let apps with ever-changing text
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// (clocks, counters, score/fps readouts) grow the cache without limit until the
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// page runs out of memory. The per-insert cost is a single Map delete on a
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// cache miss (i.e. only when new text is laid out), so it does not compete with
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// steady-state rendering.
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let maxLayoutCacheSize = 250;
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// Initialize the SDF text renderer
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@@ -114,6 +119,15 @@ const renderText = (props: CoreTextNodeProps): TextRenderInfo => {
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layout = generateTextLayout(props, fontData);
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layoutCache.set(cacheKey, layout);
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// Eagerly bound the cache. Idle `cleanup` alone is not enough: an animating
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// scene never idles, so without this, ever-changing text grows the cache
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// without limit. The Map is insertion-ordered and cache hits re-insert
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// (delete + set) to the end, so the first key is the least-recently-used.
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if (layoutCache.size > maxLayoutCacheSize) {
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const oldest = layoutCache.keys().next().value as string;
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layoutCache.delete(oldest);
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}
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// For SDF renderer, ImageData is null since we render via WebGL
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return {
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remainingLines: 0,
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package/src/main-api/Renderer.ts
CHANGED
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@@ -30,7 +30,8 @@ import { Platform } from '../core/platforms/Platform.js';
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* @example
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* ```typescript
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* renderer.on('fpsUpdate', (_target, data) => {
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* console.log(
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* console.log(`${data.fps} fps, ${data.renderOps} draw calls`);
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* console.log('backend:', data.capabilities.renderMode, data.capabilities.webGlVersion);
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* if (data.contextSpyData) {
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* console.log('WebGL calls:', data.contextSpyData);
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* }
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@@ -42,6 +43,21 @@ export interface RendererMainFpsUpdateEvent {
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fps: number;
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/** Context spy data (if enabled) - contains WebGL call statistics */
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contextSpyData?: unknown;
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/**
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* Draw calls (render operations) submitted for the most recent frame.
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* `0` on the Canvas backend.
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*/
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renderOps: number;
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/** Quads rendered in the most recent frame. `0` on the Canvas backend. */
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quads: number;
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/**
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* Active backend + device capabilities (constant for the renderer's
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* lifetime). Included so each periodic sample is self-describing for
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* telemetry — e.g. slice fps by `webGlVersion` or `vertexArrayObject`.
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*
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* @see {@link RendererCapabilities}
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*/
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capabilities: RendererCapabilities;
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}
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/**
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@@ -526,6 +542,23 @@ export type RendererMainSettings = RendererRuntimeSettings & {
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*/
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forceWebGL2: boolean;
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/**
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* Disable Vertex Array Objects
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*
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* @remarks
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* By default the WebGL renderer caches each shader program's attribute layout
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* in a Vertex Array Object (native on WebGL2, or via the
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* `OES_vertex_array_object` extension on WebGL1) and binds it with a single
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* call per draw instead of re-pointing every attribute. Set this to `true` to
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* force the per-draw attribute-binding path instead.
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*
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* This is primarily a diagnostic/benchmarking switch — it lets you A/B the VAO
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* optimization on a target device. It has no effect on the Canvas renderer.
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*
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* @defaultValue `false`
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*/
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disableVertexArrayObject: boolean;
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/**
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* Canvas object to use for rendering
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*
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@@ -701,6 +734,7 @@ export class RendererMain extends EventEmitter {
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settings.numImageWorkers !== undefined ? settings.numImageWorkers : 2,
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enableContextSpy: settings.enableContextSpy ?? false,
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forceWebGL2: settings.forceWebGL2 ?? false,
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disableVertexArrayObject: settings.disableVertexArrayObject ?? false,
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inspector: settings.inspector ?? false,
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inspectorOptions: settings.inspectorOptions ?? {},
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renderEngine: settings.renderEngine,
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devicePhysicalPixelRatio,
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enableContextSpy: settings.enableContextSpy!,
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forceWebGL2: settings.forceWebGL2!,
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disableVertexArrayObject: settings.disableVertexArrayObject!,
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fpsUpdateInterval: settings.fpsUpdateInterval!,
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enableClear: settings.enableClear!,
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numImageWorkers: settings.numImageWorkers!,
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@@ -0,0 +1,57 @@
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import { describe, it, expect } from 'vitest';
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import { createWebGLContext } from './utils.js';
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import { ContextSpy } from './core/lib/ContextSpy.js';
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describe('createWebGLContext context spy', () => {
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// Build a minimal fake GL context whose getExtension returns a fake
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// OES_vertex_array_object so we can assert the spy counts calls on it.
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function makeContext(spy: ContextSpy) {
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let vaoCounter = 0;
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const ext = {
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createVertexArrayOES: () => ({ id: ++vaoCounter }),
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bindVertexArrayOES: (_vao: unknown) => undefined,
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deleteVertexArrayOES: (_vao: unknown) => undefined,
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};
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const gl = {
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getExtension: (name: string) =>
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name === 'OES_vertex_array_object' ? ext : null,
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viewport: () => undefined,
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};
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const canvas = {
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getContext: () => gl,
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} as unknown as HTMLCanvasElement;
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return createWebGLContext(canvas, false, spy);
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}
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it('counts methods on extension objects returned by getExtension', () => {
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const spy = new ContextSpy();
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const gl = makeContext(spy);
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// WebGL1 VAO calls route through the extension object.
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const ext = gl.getExtension('OES_vertex_array_object') as unknown as {
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createVertexArrayOES: () => unknown;
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bindVertexArrayOES: (vao: unknown) => void;
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};
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const vao = ext.createVertexArrayOES();
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ext.bindVertexArrayOES(vao);
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ext.bindVertexArrayOES(null);
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const data = spy.getData();
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expect(data['getExtension']).toBeGreaterThan(0);
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expect(data['createVertexArrayOES']).toBe(1);
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expect(data['bindVertexArrayOES']).toBe(2);
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});
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it('passes through a null extension without throwing', () => {
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const spy = new ContextSpy();
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const gl = makeContext(spy);
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expect(gl.getExtension('NOPE' as 'OES_vertex_array_object')).toBe(null);
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});
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it('still counts direct context calls', () => {
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const spy = new ContextSpy();
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const gl = makeContext(spy);
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gl.viewport(0, 0, 1, 1);
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expect(spy.getData()['viewport']).toBe(1);
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});
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});
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package/src/utils.ts
CHANGED
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@@ -29,17 +29,33 @@ export function createWebGLContext(
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throw new Error('Unable to create WebGL context');
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}
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if (contextSpy) {
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// Proxy the GL context
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-
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// Proxy the GL context — and any extension object it hands out — so every
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// call is counted. The renderer routes WebGL1 Vertex Array Object calls
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// through the OES_vertex_array_object extension object; without wrapping
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// that object its methods (bindVertexArrayOES / createVertexArrayOES /
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// deleteVertexArrayOES) would bypass the spy entirely. On WebGL2 the same
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// calls live on the context itself and are already captured.
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const handler: ProxyHandler<object> = {
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get(target, prop) {
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const value = target
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if (typeof value
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return value.bind(target);
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const value = (target as Record<string | symbol, unknown>)[prop];
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if (typeof value !== 'function') {
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return value;
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}
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-
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contextSpy.increment(String(prop));
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const fn = value as (...args: unknown[]) => unknown;
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if (prop === 'getExtension') {
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return (...args: unknown[]): unknown => {
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const ext = fn.apply(target, args);
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if (ext !== null && typeof ext === 'object') {
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return new Proxy(ext, handler);
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}
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return ext;
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};
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}
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return fn.bind(target);
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},
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}
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};
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return new Proxy(gl as object, handler) as unknown as WebGLRenderingContext;
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}
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return gl;
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