spine-html 0.2.0 → 0.3.0

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package/README.md CHANGED
@@ -25,20 +25,43 @@ The idea has been floated on the official forum three times since 2014 and was n
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  built — the blockers named were meshes, clipping, and DOM update overhead. This project
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  is the experiment: how far does the DOM actually go, and how cheap is it?
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- Measured so far (PoC, Chromium on Apple silicon):
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-
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- - Rigid only (spineboy-ess): 10 skeletons / 180 slot images at **~0.03 ms skeleton math
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- + ~0.22 ms DOM writes per frame** about 1.5% of a 60 fps frame budget.
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- - With meshes (spineboy-pro): 1 skeleton = **~0.05 ms + ~0.5 ms render** (8 mesh
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- canvases, 323 triangles); 10 running skeletons = **~3.5 ms/frame** total.
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- - Dirty-skip: 10 *static* skeletons (pose held) = **~0.4 ms/frame** on both Chromium
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- and WebKit unchanged meshes reuse their raster, so idle parts cost nothing.
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- The same scene animating costs WebKit ~140 ms/frame (headless), which is the
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- remaining optimization target below.
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+ Measured so far (PoC, Apple silicon — headless and on-device numbers are labeled,
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+ they do **not** substitute for each other):
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+
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+ - Rigid only (spineboy-ess), headless Chromium: 10 skeletons / 180 slot images at
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+ **~0.03 ms skeleton math + ~0.22 ms DOM writes per frame** about 1.5% of a
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+ 60 fps frame budget. On-device Safari: 10 rigid skeletons hold **60 fps**.
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+ - With meshes (spineboy-pro), headless Chromium: 1 skeleton = **~0.05 ms + ~0.5 ms
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+ render** (8 mesh canvases, 323 triangles); 10 running skeletons = **~3.5 ms/frame**
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+ total, smooth.
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+ - Dirty-skip: 10 *static* skeletons (pose held) = **~0.4 ms/frame** headless and
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+ **~0.6 ms** on-device Safari — unchanged meshes reuse their raster, so idle or
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+ held parts cost nothing anywhere.
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+ - Real Safari (on-device), canvas2d mesh backend: in-callback JS stays **~4–5
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+ ms/frame** for 10 running meshed skeletons — but the rAF rate tells the real
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+ story: **meshed ×1 = 37 fps, meshed ×10 = 3–4 fps** (rigid-only ×10 = 60 fps).
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+ The cost lives outside the frame callback, in the compositor/GPU process:
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+ Safari antialiases canvas2d **clip paths**, so every triangle pays for an AA
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+ mask. Chromium doesn't antialias clips and stays smooth. This is what the
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+ optional WebGL mesh backend (below) removes.
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+ - Real Safari (on-device), **webgl mesh backend**: meshed ×1 holds **60 fps**
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+ (vs 37 on canvas2d), and the meshed ×10 stress scene jumps **3–4 → 45 fps** —
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+ 80 mesh canvases / 3230 triangles redrawn every frame (0 reused, the worst
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+ case), in-callback JS ~5.8 ms at dpr=1. The per-triangle clip-AA tax is gone;
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+ the remaining gap to 60 is the blit/compositing cost of a 10-skeleton stress
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+ scene, not a per-triangle cost.
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+ - Headless-WebKit numbers are a **software rasterizer** and measured up to 28×
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+ off real Safari in both directions — useful for visual regression only, never
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+ as Safari perf evidence.
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  ## Status
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- **Proof of concept.**
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+ **Production.** The questions this started as a PoC to answer — how far does the
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+ DOM actually go, and how cheap is it — are answered with on-device numbers: the
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+ practical scenario (a character or two, mostly holding pose, a few parts
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+ deforming) holds **60 fps on every engine measured**, and the 10-skeleton
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+ stress scene holds 45 fps on the weakest one (Safari, webgl backend). Ships
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+ with a self-contained test suite (backend visual parity + invariants) and CI.
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  - ✅ Region attachments (rigid parts): exact affine mapping, draw-order via `z-index`,
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  attachment swaps, alpha
@@ -64,11 +87,25 @@ Measured so far (PoC, Chromium on Apple silicon):
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  whole pixels) pay zero raster. 10 frozen spineboys: WebKit ~141 → ~0.5 ms/frame
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  - ⬜ Clipping — deliberately unsupported (counted and skipped); layered transparent
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  parts + `overflow: hidden` cover the practical cases
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- - WebKit cost for *continuously deforming* meshes: the per-triangle canvas2d path
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- is ~15× slower than Chromium and the cost is per-triangle, not per-pixel (a 0.4×
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- backing store measures the same as 1×) an optional WebGL blit backend
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- (one offscreen GL context `transferToImageBitmap` per-part `bitmaprenderer`)
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- is the remaining candidate
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+ - Safari mesh cost root-caused by on-device triangulation (two corrections deep):
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+ the early "~15× slower per-triangle path" was a **headless-WebKit artifact**
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+ (software rasterization), and the follow-up "on par with Chromium" held only for
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+ in-callback JS time. Real-Safari rAF rates rigid ×10 = 60 fps, meshed ×1 =
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+ 37 fps, meshed ×10 = 3–4 fps with JS flat at ~4–5 ms — put the real cost in the
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+ GPU process: Safari antialiases canvas2d **clip paths**, so the per-triangle clip
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+ mapping pays a per-triangle AA-mask tax (the same AA that caused the seam cracks)
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+ - ✅ Optional WebGL blit backend for the mesh tier: `renderer.meshBackend =
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+ 'webgl'` (default stays `'canvas2d'`). All dirty meshes are shelf-packed into
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+ **one shared offscreen WebGL context** (module-level — browsers cap contexts at
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+ ~16), drawn as textured triangles with premultiplied alpha, then rect-blitted
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+ onto the same per-part canvases with an unclipped `drawImage` — cheap on Safari.
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+ Everything element-level is unchanged: z-index interleave, tint filter,
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+ `mix-blend-mode`, dirty-skip, grow-only backing. GL rasterizes shared triangle
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+ edges seamlessly, so this path needs no crack overdraw. Falls back to canvas2d
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+ when WebGL is unavailable or the context is lost. Backend parity verified by
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+ headless Chromium+WebKit screenshot diffs (glow / clipping / tint scenes;
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+ sub-pixel edge differences only). On-device Safari, meshed ×10 with every mesh
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+ redrawn per frame: **3–4 fps (canvas2d) → 45 fps (webgl)**
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  ## Install
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@@ -101,6 +138,10 @@ const renderer = new SpineHtmlRenderer(rootElement, regionImages);
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  // Mesh canvases raster at devicePixelRatio by default; if you scale the
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  // root element, fold that scale in so the raster matches the screen:
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  // renderer.pixelRatio = devicePixelRatio * rootScale;
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+ // Mesh rasterizer: 'canvas2d' (default) or 'webgl' — same output, but on
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+ // Safari heavy deforming scenes should use 'webgl' (see Measured above).
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+ // Falls back to canvas2d automatically when WebGL is unavailable.
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+ // renderer.meshBackend = 'webgl';
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  function frame(delta: number) {
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  state.update(delta);
@@ -127,8 +168,34 @@ The official spineboy example assets are downloaded automatically on first `dev`
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  Debug knobs (query string): `?skel=pro|ess` `?anim=walk` `?count=10` pick the scene,
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  `?tint=ff8080` tints the whole skeleton, `?dpr=2` overrides the mesh-canvas backing
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- ratio, `?timescale=0` freezes the pose (every mesh should report "reused"), and
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- `?expand=0` disables the crack-closing clip overdraw.
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+ ratio, `?timescale=0` freezes the pose (every mesh should report "reused"),
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+ `?expand=0` disables the crack-closing clip overdraw, `?backend=webgl` rasterizes
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+ meshes through the shared WebGL blitter (also a live header select; the stats line
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+ names the active backend), and `?time=1.2` seeks every instance to the same pose
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+ for deterministic captures.
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+
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+ ## Tests
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+
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+ ```bash
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+ bun run test # builds + serves the demo, then runs chromium + webkit
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+ ```
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+
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+ Playwright drives the demo (`tests/`, config in `playwright.config.ts`; CI
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+ runs the same suite on ubuntu). The visual check is **A/B within one run**:
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+ no golden snapshots are committed (they rot across platforms/GPUs) — instead
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+ the same deterministic pose (`?time` + `?timescale=0`) is screenshotted with
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+ `?backend=canvas2d` and `?backend=webgl` in the same engine and the buffers
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+ are diffed directly with a shift-tolerant comparison, so missing parts,
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+ wrong colors, and tint/blend divergence fail regardless of platform.
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+ Hairline seams are guarded by a deterministic canary (`?expand=0` must
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+ change the canvas2d raster), and counter tests pin the dirty-skip /
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+ grow-only-backing / clip-skip invariants plus spine-core's region corner
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+ order (BL, UL, UR, BR).
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+
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+ Standing rule: **headless numbers are never Safari performance evidence** —
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+ nothing in the suite asserts timing, and headless-WebKit fps/ms readings do
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+ not transfer (software rasterizer, measured up to 28× off real Safari). The
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+ perf oracle is the demo's stats line on a real device.
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  ## How it works
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@@ -0,0 +1,69 @@
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+ /**
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+ * Shared offscreen WebGL rasterizer for the mesh (deform) tier.
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+ *
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+ * One module-level context serves every renderer instance: browsers cap live
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+ * WebGL contexts (16 on Chrome/Safari) and a page can hold many renderers, so
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+ * per-renderer contexts would evict each other. Per flush, every dirty mesh is
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+ * shelf-packed into a rect of the offscreen canvas, its triangles are drawn
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+ * textured (atlas page texture, premultiplied alpha), and each rect is blitted
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+ * onto the mesh's per-part 2d canvas with an unclipped drawImage rect copy.
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+ *
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+ * Why this exists: Safari antialiases canvas2d clip paths, so the standard
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+ * per-triangle clip+transform+drawImage mapping pays a per-triangle AA-mask
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+ * cost in the GPU process — invisible to in-callback JS timing, but it
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+ * rAF-limits heavy scenes. GL rasterizes shared triangle edges seamlessly
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+ * (no clip, no crack overdraw needed), and the remaining canvas2d work is a
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+ * plain rect blit.
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+ *
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+ * The offscreen buffer is scratch space: rects are scissor-cleared and
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+ * redrawn every flush and read back in the same task, so neither
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+ * preserveDrawingBuffer nor cross-frame content is relied on. The buffer
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+ * grows quantized and never shrinks, mirroring the per-part backing policy
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+ * (reallocating GPU surfaces per frame is a Safari killer).
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+ */
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+ export interface MeshBlitJob {
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+ /** Destination per-part canvas; the blit clears its full backing first. */
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+ canvas: HTMLCanvasElement;
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+ /** Atlas page image the mesh samples (cached as a GL texture on first use). */
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+ page: HTMLImageElement;
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+ /** Bbox-relative vertices in CSS px, x/y interleaved (indexed via `triangles`). */
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+ vertices: Float64Array;
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+ /** Normalized page UVs aligned with `vertices`. */
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+ uvs: ArrayLike<number>;
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+ /** Triangle index list into vertex/UV pairs. */
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+ triangles: ArrayLike<number>;
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+ /** Backing-store pixels per CSS px. */
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+ ratio: number;
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+ /** Rasterized region in device px — the packed rect and the blit both use it. */
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+ width: number;
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+ height: number;
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+ }
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+ declare class MeshGlBlitter {
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+ lost: boolean;
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+ private readonly canvas;
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+ private readonly gl;
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+ private readonly uResolution;
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+ private readonly textures;
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+ private readonly maxSize;
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+ private vertexData;
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+ /** Per-job packed rect origins, filled by flush(). */
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+ private packX;
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+ private packY;
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+ constructor();
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+ /**
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+ * Rasterize every job into the offscreen buffer, then blit each rect onto
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+ * its per-part canvas. Returns false when the context is lost (or the jobs
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+ * cannot fit) so the caller can rasterize the batch on the canvas2d path.
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+ */
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+ flush(jobs: MeshBlitJob[]): boolean;
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+ private compile;
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+ private textureFor;
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+ }
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+ /**
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+ * The module-level blitter, created on first use. Returns null when WebGL is
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+ * unavailable or the shared context has been lost — callers then stay on the
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+ * canvas2d path.
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+ */
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+ export declare function getMeshGlBlitter(): MeshGlBlitter | null;
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+ export {};
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+ //# sourceMappingURL=MeshGlBlitter.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"MeshGlBlitter.d.ts","sourceRoot":"","sources":["../src/MeshGlBlitter.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AAEH,MAAM,WAAW,WAAW;IAC1B,2EAA2E;IAC3E,MAAM,EAAE,iBAAiB,CAAC;IAC1B,+EAA+E;IAC/E,IAAI,EAAE,gBAAgB,CAAC;IACvB,mFAAmF;IACnF,QAAQ,EAAE,YAAY,CAAC;IACvB,mDAAmD;IACnD,GAAG,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;IACvB,gDAAgD;IAChD,SAAS,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;IAC7B,uCAAuC;IACvC,KAAK,EAAE,MAAM,CAAC;IACd,iFAAiF;IACjF,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CAChB;AA4BD,cAAM,aAAa;IACjB,IAAI,UAAS;IAEb,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAoC;IAC3D,OAAO,CAAC,QAAQ,CAAC,EAAE,CAAwB;IAC3C,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAuB;IACnD,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAA6C;IACtE,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAS;IACjC,OAAO,CAAC,UAAU,CAA0B;IAC5C,sDAAsD;IACtD,OAAO,CAAC,KAAK,CAAgB;IAC7B,OAAO,CAAC,KAAK,CAAgB;;IAoD7B;;;;OAIG;IACH,KAAK,CAAC,IAAI,EAAE,WAAW,EAAE,GAAG,OAAO;IAwGnC,OAAO,CAAC,OAAO;IAYf,OAAO,CAAC,UAAU;CAmBnB;AAID;;;;GAIG;AACH,wBAAgB,gBAAgB,IAAI,aAAa,GAAG,IAAI,CASvD"}
@@ -0,0 +1,265 @@
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+ /**
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+ * Shared offscreen WebGL rasterizer for the mesh (deform) tier.
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+ *
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+ * One module-level context serves every renderer instance: browsers cap live
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+ * WebGL contexts (16 on Chrome/Safari) and a page can hold many renderers, so
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+ * per-renderer contexts would evict each other. Per flush, every dirty mesh is
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+ * shelf-packed into a rect of the offscreen canvas, its triangles are drawn
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+ * textured (atlas page texture, premultiplied alpha), and each rect is blitted
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+ * onto the mesh's per-part 2d canvas with an unclipped drawImage rect copy.
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+ *
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+ * Why this exists: Safari antialiases canvas2d clip paths, so the standard
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+ * per-triangle clip+transform+drawImage mapping pays a per-triangle AA-mask
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+ * cost in the GPU process — invisible to in-callback JS timing, but it
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+ * rAF-limits heavy scenes. GL rasterizes shared triangle edges seamlessly
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+ * (no clip, no crack overdraw needed), and the remaining canvas2d work is a
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+ * plain rect blit.
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+ *
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+ * The offscreen buffer is scratch space: rects are scissor-cleared and
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+ * redrawn every flush and read back in the same task, so neither
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+ * preserveDrawingBuffer nor cross-frame content is relied on. The buffer
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+ * grows quantized and never shrinks, mirroring the per-part backing policy
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+ * (reallocating GPU surfaces per frame is a Safari killer).
23
+ */
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+ const VERTEX_SHADER = `
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+ attribute vec2 aPos;
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+ attribute vec2 aUV;
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+ uniform vec2 uResolution;
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+ varying vec2 vUV;
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+ void main() {
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+ // aPos is in offscreen-canvas device px, top-left origin (matching the
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+ // top-left-origin drawImage read of the same rect).
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+ vec2 clip = aPos / uResolution * 2.0 - 1.0;
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+ gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);
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+ vUV = aUV;
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+ }`;
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+ const FRAGMENT_SHADER = `
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+ precision mediump float;
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+ uniform sampler2D uTex;
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+ varying vec2 vUV;
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+ void main() {
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+ gl_FragColor = texture2D(uTex, vUV);
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+ }`;
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+ /** Gap between packed rects; blits are 1:1 unfiltered, so 1px is plenty. */
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+ const GUTTER = 1;
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+ /** Drawing-buffer growth quantum (device px). */
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+ const GROW_STEP = 256;
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+ class MeshGlBlitter {
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+ lost = false;
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+ canvas = document.createElement('canvas');
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+ gl;
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+ uResolution;
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+ textures = new Map();
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+ maxSize;
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+ vertexData = new Float32Array(8192);
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+ /** Per-job packed rect origins, filled by flush(). */
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+ packX = [];
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+ packY = [];
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+ constructor() {
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+ const gl = this.canvas.getContext('webgl', {
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+ alpha: true,
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+ premultipliedAlpha: true,
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+ antialias: false,
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+ depth: false,
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+ stencil: false,
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+ preserveDrawingBuffer: false,
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+ });
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+ if (!gl)
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+ throw new Error('WebGL unavailable');
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+ this.gl = gl;
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+ // No restore attempt: on loss the renderer falls back to canvas2d and the
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+ // backend signature re-dirties every mesh, so frames stay complete.
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+ this.canvas.addEventListener('webglcontextlost', () => {
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+ this.lost = true;
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+ });
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+ const program = gl.createProgram();
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+ if (!program)
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+ throw new Error('createProgram failed');
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+ gl.attachShader(program, this.compile(gl.VERTEX_SHADER, VERTEX_SHADER));
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+ gl.attachShader(program, this.compile(gl.FRAGMENT_SHADER, FRAGMENT_SHADER));
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+ gl.linkProgram(program);
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+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ throw new Error(`program link failed: ${gl.getProgramInfoLog(program)}`);
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+ }
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+ gl.useProgram(program);
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+ const uResolution = gl.getUniformLocation(program, 'uResolution');
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+ if (!uResolution)
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+ throw new Error('uResolution not found');
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+ this.uResolution = uResolution;
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+ gl.uniform1i(gl.getUniformLocation(program, 'uTex'), 0);
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+ // Static state: this context does exactly one thing, set it up once.
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+ // Interleaved [x, y, u, v] vertices in a single dynamic buffer.
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+ gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
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+ const aPos = gl.getAttribLocation(program, 'aPos');
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+ const aUV = gl.getAttribLocation(program, 'aUV');
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+ gl.enableVertexAttribArray(aPos);
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+ gl.enableVertexAttribArray(aUV);
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+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
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+ gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, 16, 8);
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+ // Premultiplied source-over, matching canvas2d triangle compositing.
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+ gl.enable(gl.BLEND);
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+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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+ gl.enable(gl.SCISSOR_TEST);
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+ gl.clearColor(0, 0, 0, 0);
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+ gl.activeTexture(gl.TEXTURE0);
105
+ this.maxSize = Math.min(gl.getParameter(gl.MAX_RENDERBUFFER_SIZE) || 4096, 8192);
106
+ }
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+ /**
108
+ * Rasterize every job into the offscreen buffer, then blit each rect onto
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+ * its per-part canvas. Returns false when the context is lost (or the jobs
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+ * cannot fit) so the caller can rasterize the batch on the canvas2d path.
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+ */
112
+ flush(jobs) {
113
+ const gl = this.gl;
114
+ if (this.lost || gl.isContextLost())
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+ return false;
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+ // Shelf-pack, tallest first (indices keep job order for the draw pass).
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+ let width = Math.max(512, this.canvas.width);
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+ for (const job of jobs)
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+ width = Math.max(width, job.width + GUTTER * 2);
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+ if (width > this.maxSize)
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+ return false;
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+ const order = jobs.map((_, i) => i).sort((a, b) => jobs[b].height - jobs[a].height);
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+ const packX = (this.packX = new Array(jobs.length));
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+ const packY = (this.packY = new Array(jobs.length));
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+ let shelfX = GUTTER;
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+ let shelfY = GUTTER;
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+ let shelfH = 0;
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+ let height = GUTTER;
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+ for (const i of order) {
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+ const job = jobs[i];
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+ if (shelfX + job.width + GUTTER > width) {
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+ shelfY += shelfH + GUTTER;
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+ shelfX = GUTTER;
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+ shelfH = 0;
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+ }
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+ packX[i] = shelfX;
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+ packY[i] = shelfY;
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+ shelfX += job.width + GUTTER;
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+ if (job.height > shelfH)
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+ shelfH = job.height;
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+ if (shelfY + job.height + GUTTER > height)
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+ height = shelfY + job.height + GUTTER;
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+ }
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+ if (height > this.maxSize)
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+ return false;
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+ // Grow-only quantized drawing buffer. Resizing clears it, which is fine:
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+ // every rect below is cleared and redrawn anyway.
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+ if (width > this.canvas.width || height > this.canvas.height) {
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+ this.canvas.width = Math.min(this.maxSize, Math.ceil(width / GROW_STEP) * GROW_STEP);
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+ this.canvas.height = Math.min(this.maxSize, Math.ceil(Math.max(height, this.canvas.height) / GROW_STEP) * GROW_STEP);
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+ }
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+ const bufW = this.canvas.width;
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+ const bufH = this.canvas.height;
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+ gl.viewport(0, 0, bufW, bufH);
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+ gl.uniform2f(this.uResolution, bufW, bufH);
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+ // Build one interleaved vertex array for the whole batch (unindexed —
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+ // meshes are a few hundred triangles, expansion is cheaper than managing
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+ // index buffers).
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+ let floats = 0;
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+ for (const job of jobs)
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+ floats += job.triangles.length * 4;
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+ if (this.vertexData.length < floats) {
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+ this.vertexData = new Float32Array(1 << Math.ceil(Math.log2(floats)));
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+ }
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+ const data = this.vertexData;
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+ let f = 0;
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+ for (let i = 0; i < jobs.length; i++) {
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+ const { vertices, uvs, triangles, ratio } = jobs[i];
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+ const ox = packX[i];
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+ const oy = packY[i];
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+ for (let t = 0; t < triangles.length; t++) {
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+ const vi = triangles[t] * 2;
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+ data[f++] = ox + vertices[vi] * ratio;
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+ data[f++] = oy + vertices[vi + 1] * ratio;
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+ data[f++] = uvs[vi];
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+ data[f++] = uvs[vi + 1];
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+ }
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+ }
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+ gl.bufferData(gl.ARRAY_BUFFER, data.subarray(0, floats), gl.DYNAMIC_DRAW);
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+ let boundPage = null;
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+ let first = 0;
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+ for (let i = 0; i < jobs.length; i++) {
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+ const job = jobs[i];
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+ if (job.page !== boundPage) {
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+ gl.bindTexture(gl.TEXTURE_2D, this.textureFor(job.page));
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+ boundPage = job.page;
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+ }
188
+ // Scissor is bottom-left origin; pack coords are top-left origin.
189
+ gl.scissor(packX[i], bufH - packY[i] - job.height, job.width, job.height);
190
+ gl.clear(gl.COLOR_BUFFER_BIT);
191
+ gl.drawArrays(gl.TRIANGLES, first, job.triangles.length);
192
+ first += job.triangles.length;
193
+ }
194
+ // If the context died mid-batch the draws above were no-ops; report it
195
+ // before blitting stale/blank rects onto the part canvases.
196
+ if (gl.isContextLost()) {
197
+ this.lost = true;
198
+ return false;
199
+ }
200
+ // Blit each rect onto its per-part canvas: same-task read (no
201
+ // preserveDrawingBuffer needed), 1:1 device px (no filtering).
202
+ for (let i = 0; i < jobs.length; i++) {
203
+ const job = jobs[i];
204
+ const ctx = job.canvas.getContext('2d');
205
+ if (!ctx)
206
+ continue;
207
+ ctx.setTransform(1, 0, 0, 1, 0, 0);
208
+ // Clear the full backing: the previous raster may have been larger.
209
+ ctx.clearRect(0, 0, job.canvas.width, job.canvas.height);
210
+ ctx.drawImage(this.canvas, packX[i], packY[i], job.width, job.height, 0, 0, job.width, job.height);
211
+ }
212
+ return true;
213
+ }
214
+ compile(type, source) {
215
+ const gl = this.gl;
216
+ const shader = gl.createShader(type);
217
+ if (!shader)
218
+ throw new Error('createShader failed');
219
+ gl.shaderSource(shader, source);
220
+ gl.compileShader(shader);
221
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
222
+ throw new Error(`shader compile failed: ${gl.getShaderInfoLog(shader)}`);
223
+ }
224
+ return shader;
225
+ }
226
+ textureFor(page) {
227
+ let texture = this.textures.get(page);
228
+ if (texture)
229
+ return texture;
230
+ const gl = this.gl;
231
+ texture = gl.createTexture();
232
+ if (!texture)
233
+ throw new Error('createTexture failed');
234
+ gl.bindTexture(gl.TEXTURE_2D, texture);
235
+ // Premultiply at upload so blending and the premultiplied canvas agree.
236
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
237
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
238
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, page);
239
+ // Linear, no mips, clamped — NPOT-safe in WebGL1.
240
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
241
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
242
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
243
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
244
+ this.textures.set(page, texture);
245
+ return texture;
246
+ }
247
+ }
248
+ let shared;
249
+ /**
250
+ * The module-level blitter, created on first use. Returns null when WebGL is
251
+ * unavailable or the shared context has been lost — callers then stay on the
252
+ * canvas2d path.
253
+ */
254
+ export function getMeshGlBlitter() {
255
+ if (shared === undefined) {
256
+ try {
257
+ shared = new MeshGlBlitter();
258
+ }
259
+ catch {
260
+ shared = null;
261
+ }
262
+ }
263
+ return shared && !shared.lost ? shared : null;
264
+ }
265
+ //# sourceMappingURL=MeshGlBlitter.js.map
@@ -0,0 +1 @@
1
+ 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@@ -1,5 +1,7 @@
1
1
  import { type Skeleton } from '@esotericsoftware/spine-core';
2
2
  import type { RegionImage } from './DomTexture';
3
+ /** Rasterizer used for the mesh (deform) tier. */
4
+ export type MeshBackend = 'canvas2d' | 'webgl';
3
5
  /**
4
6
  * Renders a spine-core Skeleton as DOM, split by slot type:
5
7
  *
@@ -7,9 +9,11 @@ import type { RegionImage } from './DomTexture';
7
9
  * posed with a single CSS matrix() write per frame — exact, since bone
8
10
  * transforms are affine.
9
11
  * - Mesh attachments (deform parts) each get a small per-part <canvas> sized
10
- * to the mesh's world bounding box, redrawn per frame with the standard
11
- * per-triangle clip+transform+drawImage mapping. Frames where the
12
- * canvas-space vertices are unchanged reuse the previous raster.
12
+ * to the mesh's world bounding box, redrawn per frame — either with the
13
+ * standard per-triangle clip+transform+drawImage mapping (default), or via
14
+ * a shared offscreen WebGL canvas that rect-blits into the same per-part
15
+ * canvases (meshBackend = 'webgl'). Frames where the canvas-space vertices
16
+ * are unchanged reuse the previous raster on both backends.
13
17
  *
14
18
  * Both element kinds share one stacking context, so draw order interleaves
15
19
  * freely via z-index (rear hair canvas < torso img < front hair canvas).
@@ -33,6 +37,12 @@ export declare class SpineHtmlRenderer {
33
37
  meshCount: number;
34
38
  /** Mesh canvases that reused their previous raster last frame. */
35
39
  meshReuseCount: number;
40
+ /**
41
+ * Mesh canvas backing stores (re)allocated last frame. Should drop to zero
42
+ * once an animation reaches its steady state; a persistent nonzero value
43
+ * means GPU surfaces are being recreated per frame (a Safari killer).
44
+ */
45
+ canvasReallocCount: number;
36
46
  /** Triangles rasterized last frame. */
37
47
  triangleCount: number;
38
48
  /**
@@ -48,7 +58,26 @@ export declare class SpineHtmlRenderer {
48
58
  * resolution instead of over- or under-sampling.
49
59
  */
50
60
  pixelRatio: number;
61
+ /**
62
+ * Rasterizer for the mesh (deform) tier. 'canvas2d' (default) maps each
63
+ * triangle with clip+transform+drawImage directly on the per-part canvas.
64
+ * 'webgl' rasterizes every dirty mesh into one shared offscreen WebGL
65
+ * canvas and rect-blits each mesh back onto its per-part canvas — the DOM
66
+ * structure and all element-level behavior (z-index interleave, tint
67
+ * filter, mix-blend-mode, dirty-skip) are identical, only the raster step
68
+ * changes. Motivation: Safari antialiases canvas2d clip paths, so the
69
+ * per-triangle clip mapping pays a per-triangle AA-mask cost in the GPU
70
+ * process that rAF-limits heavy scenes; GL rasterizes shared edges
71
+ * seamlessly (no clip, no crack overdraw) and the blit is an unclipped
72
+ * rect copy. Falls back to 'canvas2d' when WebGL is unavailable or the
73
+ * shared context is lost — see meshBackendActive.
74
+ */
75
+ meshBackend: MeshBackend;
76
+ /** Backend that actually rasterized the mesh tier during the last render(). */
77
+ meshBackendActive: MeshBackend;
51
78
  private readonly views;
79
+ private readonly pendingJobs;
80
+ private readonly pendingViews;
52
81
  private scratchVertices;
53
82
  private tintDefs;
54
83
  /**
@@ -62,6 +91,8 @@ export declare class SpineHtmlRenderer {
62
91
  dispose(): void;
63
92
  private renderRegion;
64
93
  private renderMesh;
94
+ /** The canvas2d raster path: clear the backing, map each triangle. */
95
+ private rasterizeMesh2d;
65
96
  /**
66
97
  * Standard canvas triangle texture mapping (same math as the official
67
98
  * spine-canvas renderer): derive the affine that sends the triangle's
@@ -1 +1 @@
1
- {"version":3,"file":"SpineHtmlRenderer.d.ts","sourceRoot":"","sources":["../src/SpineHtmlRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAML,KAAK,QAAQ,EAId,MAAM,8BAA8B,CAAC;AACtC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AA6DhD;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,qBAAa,iBAAiB;IAkC1B,OAAO,CAAC,QAAQ,CAAC,IAAI;IACrB,OAAO,CAAC,QAAQ,CAAC,YAAY;IAlC/B,kEAAkE;IAClE,aAAa,SAAK;IAClB,2CAA2C;IAC3C,SAAS,SAAK;IACd,kEAAkE;IAClE,cAAc,SAAK;IACnB,uCAAuC;IACvC,aAAa,SAAK;IAClB;;;;OAIG;IACH,cAAc,SAAO;IACrB;;;;;OAKG;IACH,UAAU,SAA+D;IAEzE,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA6B;IACnD,OAAO,CAAC,eAAe,CAAyB;IAChD,OAAO,CAAC,QAAQ,CAA8B;IAE9C;;;;;OAKG;gBAEgB,IAAI,EAAE,WAAW,EACjB,YAAY,EAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAC;IAGzD,MAAM,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IA2BhC,OAAO,IAAI,IAAI;IASf,OAAO,CAAC,YAAY;IA8CpB,OAAO,CAAC,UAAU;IAsHlB;;;;;;;;;;;OAWG;IACH,OAAO,CAAC,YAAY;IAwCpB,OAAO,CAAC,YAAY;IAOpB,OAAO,CAAC,WAAW;IAmDnB,OAAO,CAAC,aAAa;IAyBrB,OAAO,CAAC,IAAI;IA6CZ,OAAO,CAAC,IAAI;CAOb"}
1
+ {"version":3,"file":"SpineHtmlRenderer.d.ts","sourceRoot":"","sources":["../src/SpineHtmlRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAML,KAAK,QAAQ,EAId,MAAM,8BAA8B,CAAC;AACtC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AAGhD,kDAAkD;AAClD,MAAM,MAAM,WAAW,GAAG,UAAU,GAAG,OAAO,CAAC;AAiE/C;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,qBAAa,iBAAiB;IA2D1B,OAAO,CAAC,QAAQ,CAAC,IAAI;IACrB,OAAO,CAAC,QAAQ,CAAC,YAAY;IA3D/B,kEAAkE;IAClE,aAAa,SAAK;IAClB,2CAA2C;IAC3C,SAAS,SAAK;IACd,kEAAkE;IAClE,cAAc,SAAK;IACnB;;;;OAIG;IACH,kBAAkB,SAAK;IACvB,uCAAuC;IACvC,aAAa,SAAK;IAClB;;;;OAIG;IACH,cAAc,SAAO;IACrB;;;;;OAKG;IACH,UAAU,SAA+D;IACzE;;;;;;;;;;;;;OAaG;IACH,WAAW,EAAE,WAAW,CAAc;IACtC,+EAA+E;IAC/E,iBAAiB,EAAE,WAAW,CAAc;IAE5C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA6B;IACnD,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAqB;IACjD,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAkB;IAC/C,OAAO,CAAC,eAAe,CAAyB;IAChD,OAAO,CAAC,QAAQ,CAA8B;IAE9C;;;;;OAKG;gBAEgB,IAAI,EAAE,WAAW,EACjB,YAAY,EAAE,GAAG,CAAC,MAAM,EAAE,WAAW,CAAC;IAGzD,MAAM,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IA4ChC,OAAO,IAAI,IAAI;IASf,OAAO,CAAC,YAAY;IA8CpB,OAAO,CAAC,UAAU;IAsIlB,sEAAsE;IACtE,OAAO,CAAC,eAAe;IA+BvB;;;;;;;;;;;OAWG;IACH,OAAO,CAAC,YAAY;IAwCpB,OAAO,CAAC,YAAY;IAOpB,OAAO,CAAC,WAAW;IAmDnB,OAAO,CAAC,aAAa;IAyBrB,OAAO,CAAC,IAAI;IA+CZ,OAAO,CAAC,IAAI;CAOb"}
@@ -1,4 +1,5 @@
1
1
  import { BlendMode, ClippingAttachment, MeshAttachment, RegionAttachment, } from '@esotericsoftware/spine-core';
2
+ import { getMeshGlBlitter } from './MeshGlBlitter';
2
3
  const regionVertices = new Float32Array(8);
3
4
  const SVG_NS = 'http://www.w3.org/2000/svg';
4
5
  /** Unique tint-filter ids across renderer instances (ids are document-global). */
@@ -26,9 +27,11 @@ const BLEND_CSS = {
26
27
  * posed with a single CSS matrix() write per frame — exact, since bone
27
28
  * transforms are affine.
28
29
  * - Mesh attachments (deform parts) each get a small per-part <canvas> sized
29
- * to the mesh's world bounding box, redrawn per frame with the standard
30
- * per-triangle clip+transform+drawImage mapping. Frames where the
31
- * canvas-space vertices are unchanged reuse the previous raster.
30
+ * to the mesh's world bounding box, redrawn per frame — either with the
31
+ * standard per-triangle clip+transform+drawImage mapping (default), or via
32
+ * a shared offscreen WebGL canvas that rect-blits into the same per-part
33
+ * canvases (meshBackend = 'webgl'). Frames where the canvas-space vertices
34
+ * are unchanged reuse the previous raster on both backends.
32
35
  *
33
36
  * Both element kinds share one stacking context, so draw order interleaves
34
37
  * freely via z-index (rear hair canvas < torso img < front hair canvas).
@@ -52,6 +55,12 @@ export class SpineHtmlRenderer {
52
55
  meshCount = 0;
53
56
  /** Mesh canvases that reused their previous raster last frame. */
54
57
  meshReuseCount = 0;
58
+ /**
59
+ * Mesh canvas backing stores (re)allocated last frame. Should drop to zero
60
+ * once an animation reaches its steady state; a persistent nonzero value
61
+ * means GPU surfaces are being recreated per frame (a Safari killer).
62
+ */
63
+ canvasReallocCount = 0;
55
64
  /** Triangles rasterized last frame. */
56
65
  triangleCount = 0;
57
66
  /**
@@ -67,7 +76,26 @@ export class SpineHtmlRenderer {
67
76
  * resolution instead of over- or under-sampling.
68
77
  */
69
78
  pixelRatio = typeof devicePixelRatio === 'number' ? devicePixelRatio : 1;
79
+ /**
80
+ * Rasterizer for the mesh (deform) tier. 'canvas2d' (default) maps each
81
+ * triangle with clip+transform+drawImage directly on the per-part canvas.
82
+ * 'webgl' rasterizes every dirty mesh into one shared offscreen WebGL
83
+ * canvas and rect-blits each mesh back onto its per-part canvas — the DOM
84
+ * structure and all element-level behavior (z-index interleave, tint
85
+ * filter, mix-blend-mode, dirty-skip) are identical, only the raster step
86
+ * changes. Motivation: Safari antialiases canvas2d clip paths, so the
87
+ * per-triangle clip mapping pays a per-triangle AA-mask cost in the GPU
88
+ * process that rAF-limits heavy scenes; GL rasterizes shared edges
89
+ * seamlessly (no clip, no crack overdraw) and the blit is an unclipped
90
+ * rect copy. Falls back to 'canvas2d' when WebGL is unavailable or the
91
+ * shared context is lost — see meshBackendActive.
92
+ */
93
+ meshBackend = 'canvas2d';
94
+ /** Backend that actually rasterized the mesh tier during the last render(). */
95
+ meshBackendActive = 'canvas2d';
70
96
  views = new Map();
97
+ pendingJobs = [];
98
+ pendingViews = [];
71
99
  scratchVertices = new Float32Array(256);
72
100
  tintDefs = null;
73
101
  /**
@@ -84,7 +112,10 @@ export class SpineHtmlRenderer {
84
112
  this.clipSkipCount = 0;
85
113
  this.meshCount = 0;
86
114
  this.meshReuseCount = 0;
115
+ this.canvasReallocCount = 0;
87
116
  this.triangleCount = 0;
117
+ const blitter = this.meshBackend === 'webgl' ? getMeshGlBlitter() : null;
118
+ this.meshBackendActive = blitter ? 'webgl' : 'canvas2d';
88
119
  const drawOrder = skeleton.drawOrder.appliedPose;
89
120
  for (let i = 0, n = drawOrder.length; i < n; i++) {
90
121
  const slot = drawOrder[i];
@@ -106,6 +137,19 @@ export class SpineHtmlRenderer {
106
137
  this.hide(slot);
107
138
  }
108
139
  }
140
+ if (this.pendingJobs.length) {
141
+ if (!blitter || !blitter.flush(this.pendingJobs)) {
142
+ // Context lost mid-frame: rasterize this batch on the 2d path so the
143
+ // frame stays complete; the next render() re-selects the backend.
144
+ for (let i = 0; i < this.pendingJobs.length; i++) {
145
+ const job = this.pendingJobs[i];
146
+ this.pendingViews[i].meshBackendDrawn = 'canvas2d';
147
+ this.rasterizeMesh2d(job.canvas, job.page, job.vertices, job.uvs, job.triangles, job.ratio);
148
+ }
149
+ }
150
+ this.pendingJobs.length = 0;
151
+ this.pendingViews.length = 0;
152
+ }
109
153
  }
110
154
  dispose() {
111
155
  for (const view of this.views.values())
@@ -190,19 +234,35 @@ export class SpineHtmlRenderer {
190
234
  const view = this.view(slot, 'canvas');
191
235
  const canvas = view.el;
192
236
  const ratio = this.pixelRatio;
193
- const backingW = Math.max(1, Math.round(w * ratio));
194
- const backingH = Math.max(1, Math.round(h * ratio));
195
237
  let dirty = view.meshAttachment !== attachment ||
196
238
  view.meshSequenceIndex !== sequenceIndex ||
197
239
  view.meshExpand !== this.triangleExpand ||
198
- view.meshVertexCount !== count;
199
- if (view.canvasW !== backingW || view.canvasH !== backingH) {
200
- view.canvasW = backingW;
201
- view.canvasH = backingH;
202
- canvas.width = backingW; // resizing also clears the canvas
203
- canvas.height = backingH;
204
- canvas.style.width = `${w}px`;
205
- canvas.style.height = `${h}px`;
240
+ view.meshVertexCount !== count ||
241
+ view.meshBackendDrawn !== this.meshBackendActive;
242
+ // The backing store only grows, in 32-device-px steps. Setting
243
+ // canvas.width recreates the GPU surface, and a deforming mesh changes
244
+ // its bbox every frame reallocating every mesh canvas per frame
245
+ // stalled real Safari to ~3 fps while the JS split showed ~4 ms (the
246
+ // cost lives in the compositor, invisible to in-callback timing). With
247
+ // grow-only quantized backing, steady-state animation reallocates
248
+ // nothing. The CSS size mirrors the whole backing so the pixel mapping
249
+ // stays 1:1; the mesh draws into the top-left w×h logical region and
250
+ // the rest stays transparent.
251
+ const needW = Math.max(1, Math.round(w * ratio));
252
+ const needH = Math.max(1, Math.round(h * ratio));
253
+ if (needW > view.canvasW || needH > view.canvasH || view.meshRatio !== ratio) {
254
+ // 25% slack: at low fps the animation is sampled sparsely, so new bbox
255
+ // maxima keep being discovered for many seconds — allocate ahead of the
256
+ // curve instead of chasing it.
257
+ const step = 32;
258
+ view.canvasW = Math.ceil(Math.max(needW * 1.25, view.canvasW) / step) * step;
259
+ view.canvasH = Math.ceil(Math.max(needH * 1.25, view.canvasH) / step) * step;
260
+ view.meshRatio = ratio;
261
+ canvas.width = view.canvasW;
262
+ canvas.height = view.canvasH;
263
+ canvas.style.width = `${view.canvasW / ratio}px`;
264
+ canvas.style.height = `${view.canvasH / ratio}px`;
265
+ this.canvasReallocCount++;
206
266
  dirty = true;
207
267
  }
208
268
  // Canvas-space vertices: identical values mean last frame's raster is
@@ -232,26 +292,52 @@ export class SpineHtmlRenderer {
232
292
  view.meshSequenceIndex = sequenceIndex;
233
293
  view.meshExpand = this.triangleExpand;
234
294
  view.meshVertexCount = count;
235
- const ctx = canvas.getContext('2d');
236
- if (!ctx)
237
- return;
238
- ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
239
- ctx.clearRect(0, 0, w, h);
295
+ view.meshBackendDrawn = this.meshBackendActive;
240
296
  const uvs = sequence.getUVs(sequenceIndex);
241
297
  const triangles = attachment.triangles;
242
- const uw = page.width - 1;
243
- const uh = page.height - 1;
244
- for (let t = 0; t < triangles.length; t += 3) {
245
- const i0 = triangles[t] * 2;
246
- const i1 = triangles[t + 1] * 2;
247
- const i2 = triangles[t + 2] * 2;
248
- this.drawTriangle(ctx, page, rel[i0], rel[i0 + 1], uvs[i0] * uw, uvs[i0 + 1] * uh, rel[i1], rel[i1 + 1], uvs[i1] * uw, uvs[i1 + 1] * uh, rel[i2], rel[i2 + 1], uvs[i2] * uw, uvs[i2 + 1] * uh);
298
+ if (this.meshBackendActive === 'webgl') {
299
+ // Queued, not drawn: render() flushes the whole batch through the
300
+ // shared GL context once the slot loop is done. `rel` is this view's
301
+ // own signature array nothing mutates it before the flush.
302
+ this.pendingJobs.push({
303
+ canvas,
304
+ page,
305
+ vertices: rel,
306
+ uvs,
307
+ triangles,
308
+ ratio,
309
+ width: Math.min(view.canvasW, Math.ceil(w * ratio)),
310
+ height: Math.min(view.canvasH, Math.ceil(h * ratio)),
311
+ });
312
+ this.pendingViews.push(view);
313
+ }
314
+ else {
315
+ this.rasterizeMesh2d(canvas, page, rel, uvs, triangles, ratio);
249
316
  }
250
317
  this.meshCount++;
251
318
  this.triangleCount += triangles.length / 3;
252
319
  }
253
320
  this.applyCommon(view, slot, pose, attachment.color, skeleton, zIndex);
254
321
  }
322
+ /** The canvas2d raster path: clear the backing, map each triangle. */
323
+ rasterizeMesh2d(canvas, page, vertices, uvs, triangles, ratio) {
324
+ const ctx = canvas.getContext('2d');
325
+ if (!ctx)
326
+ return;
327
+ // Clear the full backing: the previous frame's bbox (and so its drawn
328
+ // region) may have been larger than today's.
329
+ ctx.setTransform(1, 0, 0, 1, 0, 0);
330
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
331
+ ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
332
+ const uw = page.width - 1;
333
+ const uh = page.height - 1;
334
+ for (let t = 0; t < triangles.length; t += 3) {
335
+ const i0 = triangles[t] * 2;
336
+ const i1 = triangles[t + 1] * 2;
337
+ const i2 = triangles[t + 2] * 2;
338
+ this.drawTriangle(ctx, page, vertices[i0], vertices[i0 + 1], uvs[i0] * uw, uvs[i0 + 1] * uh, vertices[i1], vertices[i1 + 1], uvs[i1] * uw, uvs[i1 + 1] * uh, vertices[i2], vertices[i2 + 1], uvs[i2] * uw, uvs[i2 + 1] * uh);
339
+ }
340
+ }
255
341
  /**
256
342
  * Standard canvas triangle texture mapping (same math as the official
257
343
  * spine-canvas renderer): derive the affine that sends the triangle's
@@ -404,10 +490,12 @@ export class SpineHtmlRenderer {
404
490
  tintMatrix: null,
405
491
  canvasW: 0,
406
492
  canvasH: 0,
493
+ meshRatio: -1,
407
494
  meshAttachment: null,
408
495
  meshSequenceIndex: -1,
409
496
  meshExpand: -1,
410
497
  meshVertexCount: -1,
498
+ meshBackendDrawn: '',
411
499
  meshVertices: new Float64Array(0),
412
500
  };
413
501
  this.views.set(slot, view);
@@ -1 +1 @@
1
- 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package/dist/index.d.ts CHANGED
@@ -1,3 +1,3 @@
1
- export { SpineHtmlRenderer } from './SpineHtmlRenderer';
1
+ export { SpineHtmlRenderer, type MeshBackend } from './SpineHtmlRenderer';
2
2
  export { DomTexture, unpackRegions, type RegionImage } from './DomTexture';
3
3
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,UAAU,EAAE,aAAa,EAAE,KAAK,WAAW,EAAE,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,KAAK,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAC1E,OAAO,EAAE,UAAU,EAAE,aAAa,EAAE,KAAK,WAAW,EAAE,MAAM,cAAc,CAAC"}
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,qBAAqB,CAAC;AACxD,OAAO,EAAE,UAAU,EAAE,aAAa,EAAoB,MAAM,cAAc,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,iBAAiB,EAAoB,MAAM,qBAAqB,CAAC;AAC1E,OAAO,EAAE,UAAU,EAAE,aAAa,EAAoB,MAAM,cAAc,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "spine-html",
3
- "version": "0.2.0",
3
+ "version": "0.3.0",
4
4
  "description": "Render Spine skeletal animations as plain DOM — rigid slots as <img> posed by CSS matrix, deform meshes on small per-part canvases, interleaved in one stacking context.",
5
5
  "type": "module",
6
6
  "license": "MIT",
@@ -44,6 +44,7 @@
44
44
  "build:lib": "rm -rf dist && tsc -p tsconfig.build.json",
45
45
  "prepublishOnly": "npm run build:lib",
46
46
  "preview": "vite preview",
47
+ "test": "playwright test",
47
48
  "fetch-assets": "bash scripts/fetch-assets.sh"
48
49
  },
49
50
  "peerDependencies": {
@@ -51,6 +52,8 @@
51
52
  },
52
53
  "devDependencies": {
53
54
  "@esotericsoftware/spine-core": "^4.3.13",
55
+ "@playwright/test": "1.62.1",
56
+ "@types/node": "^22",
54
57
  "typescript": "^5.6.0",
55
58
  "vite": "^6.0.0"
56
59
  }