webgl2 1.0.3 → 1.0.4

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package/LICENSE ADDED
@@ -0,0 +1,14 @@
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+ Copyright (c) 2025 WebGL2 Platform Team
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+ All Rights Reserved.
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+
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+ THIS IS A RESTRICTIVE PLACEHOLDER LICENSE (PROPRIETARY).
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+
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+ Permission to use, copy, modify, distribute, or publish this software, in whole
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+ or in part, is NOT granted. All rights are reserved by the copyright holder.
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+
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+ This file is intentionally restrictive and intended only as a temporary
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+ placeholder to allow packaging/testing in private. Replace this file with an
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+ appropriate open-source license (for example, MIT or Apache-2.0)
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+ if you intend to grant any rights to others.
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+
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+ -- END OF PLACEHOLDER LICENSE --
package/README.md CHANGED
@@ -1,120 +1,203 @@
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- ## GLSL++: Unified WASM Core for Debugging and Generation
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+ # WebGL2 Development Platform: VISION
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- This plan is a comprehensive roadmap for the **GLSL++** project. The core is a single **WASM artifact** that provides two distinct, clean interfaces for both runtime emulation (Component 1) and build-time code generation (Component 2).
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+ A **Rust + WASM** based toolkit for debugging GLSL shaders and generating ergonomic WebGL2 bindings.
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- The entire system is focused on **Correctness and Debugging Fidelity**, leveraging existing Rust graphics crates to minimize the implementation of the $\sim$300 WebGL2 APIs.
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+ ## 🎯 Quick Start
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- -----
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+ ```bash
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+ # Build the project
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+ cargo build --release
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- ## I. Unified WASM Architecture and Delivery
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+ # Compile a GLSL shader to WASM with debug info
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+ cargo run --bin webgl2 -- compile tests/fixtures/simple.vert --debug
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- The project compiles into a single `.wasm` file and a single `.js` glue file, ensuring maximum portability between Node.js and browsers.
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+ # Validate a shader
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+ cargo run --bin webgl2 -- validate tests/fixtures/simple.frag
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- ### A. Final Artifacts
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+ # Generate TypeScript harness
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+ cargo run --bin webgl2 -- codegen tests/fixtures/simple.vert -o output.ts
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+ ```
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- | Artifact | Content | Purpose |
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- | :--- | :--- | :--- |
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- | **`glsl_plus_plus.wasm`** | Compiled Rust code for both Component 1 (GL Emulation) and Component 2 (Transpiler). | The **Core Engine**. |
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- | **`glsl_plus_plus.js`** | Universal ES Module wrapper for asynchronous loading and initialization. | The **Clean Interface** for consumers. |
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+ ### Build via npm
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+
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+ This repository is both a Rust workspace and an npm package. Run the npm build helper to build the Rust workspace for the WASM target and copy produced .wasm files into `runners/wasm/`:
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+
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+ ```bash
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+ # from repository root
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+ npm run build
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+ ```
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- ### B. Core Dependencies (Shared `Cargo.toml`)
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+ Notes:
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+ - The script runs `cargo build --target wasm32-unknown-unknown --release` and copies any `.wasm` files from `target/wasm32-unknown-unknown/release/` into `runners/wasm/`.
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+ - If you need `wasm-bindgen` output (JS glue), run `wasm-bindgen` manually on the produced `.wasm` files; adding automated wasm-bindgen support is a follow-up task.
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- | Crate | Role | Component(s) |
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+ ## 🚀 Project Overview and Goals
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+
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+ The project aims to create a **Composite WebGL2 Development Platform** built with **Rust and WASM**. The primary objective is to significantly improve the developer experience by introducing standard software engineering practices—specifically, **robust debugging and streamlined resource management**—into the WebGL/GLSL workflow, which is currently hindered by platform-specific API complexity and opaque GPU execution.
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+
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+ | Key Goals | Target Block | Value Proposition |
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  | :--- | :--- | :--- |
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- | **`glow`** | **API Surface Definition (300+ methods).** | **C1** |
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- | **`wasm-bindgen`** | **JS/WASM Interop and Struct Export.** | **C1 & C2** |
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- | **`naga`** | **GLSL Parsing, Reflection, and IR Generation.** | **C1 & C2** |
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- | **`glam`** | **Vector/Matrix Math for Rasterizer.** | **C1** |
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- | **`hashbrown`** | **Fast Resource Registry (`u32` handles).** | **C1** |
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- | **`serde` / `serde-wasm-bindgen`** | **Safe, clean transfer of configuration and metadata objects.** | **C2** |
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- | **`wgpu-types`** | **Validated Resource Structs (optional, highly recommended).** | **C1** |
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+ | **GPU Debugging** | Block 1 (Emulator) | Enable **step-through debugging**, breakpoints, and variable inspection for GLSL code. |
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+ | **Unit Testing** | Block 1 (Emulator) | Provide a stable, deterministic environment for **automated testing** of graphics logic. |
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+ | **API Ergonomics** | Block 2 (Codegen) | **Automate boilerplate code** for resource binding, attribute setup, and uniform linking. |
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+ | **Tech Stack** | Both | Utilize **Rust for safety and WASM for high-performance cross-platform execution** in the browser. |
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  -----
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- ## II. Component 1: WASM GL Emulation Core (Runtime) 🎨
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+ ## 🛠️ Functional Block 1: WebGL2 Software Rendering Pipeline (The Debugger)
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- This component implements the $\sim$300 WebGL2 API methods via the `glow` trait, running a pure software rasterizer for unit testing.
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+ This block provides the **deterministic, inspectable execution environment** for GLSL logic.
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- ### A. External Interface: The Factory Function
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+ ### 1\. **Core Component: Rust-based WebGL2 Emulator (`wasm-gl-emu`)**
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- Component 1 is accessed through a factory function to manage state initialization, ensuring the clean API shape requested.
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+ * **State Machine Emulation:** Implement a full software model of the WebGL2 state (e.g., Framebuffer Objects, Renderbuffers, Texture Units, Vertex Array Objects, current programs, depth/stencil settings). This component will track all API calls and maintain a CPU-accessible copy of all state.
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+ * **Rasterization Logic:** Implement CPU-based vertex and fragment processing. This logic must precisely follow the WebGL2/OpenGL ES 3.0 specification, including clipping, primitive assembly, and the fragment pipeline (culling, depth test, blending).
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+ * **Input/Output:** Expose the emulator's state and rendering results via a standard Rust interface that can be compiled to WASM and wrapped for JavaScript access.
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- ```rust
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- // In src/gl_emulation.rs
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- #[wasm_bindgen(js_name = createGLContext)]
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- pub fn create_gl_context(width: u32, height: u32) -> GLContextHandle {
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- // Initializes internal state (framebuffer, viewport, etc.)
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- // Returns a handle to the initialized context instance.
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- // ...
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- }
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+ ### 2\. **GLSL Translation and Debugging Integration (`glsl-to-wasm`)**
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58
 
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- // All 300+ methods (e.g., buffer_data, draw_arrays) are implemented as methods on GLContextHandle
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- // and are automatically exposed by wasm-bindgen.
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- ```
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+ * **GLSL Frontend:** Use a Rust-based GLSL parser (e.g., based on `naga` or a custom parser) to convert shader source code into an Intermediate Representation (IR).
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+ * **WASM Backend:** Compile the IR into **WASM module functions**. Each shader stage (Vertex, Fragment) will be converted into a function that executes the shader logic on a single vertex or fragment input.
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+ * **Source Map Generation:** The crucial step is to generate **high-quality source maps** that link the generated WASM instructions back to the original GLSL source code line and variable names. This enables DevTools/IDE to pause WASM execution and display the corresponding GLSL line and variable values.
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+ * **JIT Compilation:** For performance during debugging, the WASM modules can be compiled using a fast JIT compiler (potentially leveraging existing browser capabilities or a custom runtime) to execute the many vertex/fragment calls.
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- ### B. Internal Implementation: The `glow::Context` Trait
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+ ### 3\. **Debugging and Testing Harness**
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- | Implementation Area | Detail | Rationale |
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- | :--- | :--- | :--- |
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- | **API Surface** | Implement the **`glow::Context`** trait on the internal `WasmGLContext` struct. Methods not required for unit testing (e.g., `end_query`, `fence_sync`) are stubbed out to return success/no-op. | Minimizes implementation effort while guaranteeing API correctness. |
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- | **Resource Management** | **`WasmGLContext`** contains a **`hashbrown::HashMap<u32, ResourceData>`** registry. All API calls (`createBuffer`, `bindTexture`) reference and mutate resources based on these internal `u32` handles. | Avoids complex host pointers and ensures a deterministic, debuggable state machine. |
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- | **Buffer Data Transfer** | The body of `buffer_data()` performs a **transactional copy** of the incoming JavaScript `TypedArray` data directly into the target `Vec<u8>` within the WASM linear memory heap. | Ensures data is persistent and safely managed within the WASM sandbox. |
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+ * **Test Runner:** Develop a testing harness in Rust/WASM that can execute a defined set of inputs (e.g., vertex attributes, uniform values) against the emulated pipeline and assert on the final pixel output or intermediate variable state.
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+ * **Step-Through Integration:** The WASM modules, when run by the browser's JavaScript engine, will expose the generated source maps, allowing the developer to naturally set **breakpoints** within the GLSL source file viewed in the browser's DevTools (or a connected IDE).
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- ### C. The Software Rasterizer Loop (Triggered by `draw_arrays`)
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+ -----
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- The core of the emulation resides here:
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+ ## ⚙️ Functional Block 2: Introspection and Codegen Tool (The Ergonomics Layer)
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- 1. **Shader Integration (Naga):** The `link_program` step uses **`naga`** to translate the GLSL into a Rust function pointer/closure (the **CPU Kernel**).
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- 2. **Execution Stages:** The `draw_arrays()` body runs the full pipeline: Input Assembly $\rightarrow$ **Vertex Kernel Execution** (calling the Rust function for each vertex) $\rightarrow$ Rasterization (`glam` math) $\rightarrow$ **Fragment Kernel Execution** (calling the Rust function for each pixel).
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- 3. **Output:** Writes the final color values to the **`WasmGLContext.framebuffer`** array.
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+ This block automates the error-prone, repetitive JavaScript/TypeScript code required for WebGL2 resource setup.
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- ### D. Final Output
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+ ### 1\. **GLSL Introspection Engine (`glsl-parser-rs`)**
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- The last step exposes the pixel data cleanly for display:
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+ * **Parsing:** Use a dedicated Rust parser to analyze the GLSL source files (both Vertex and Fragment shaders).
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+ * **Annotation Extraction:** The parser must identify and extract **discardable annotations** embedded in the GLSL source.
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+ * *Example Annotation:*
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+ ```glsl
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+ //! @buffer_layout MeshData
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+ layout(location = 0) in vec3 a_position;
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+ // JSDoc-like for resource description
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+ /** @uniform_group Camera @semantic ProjectionMatrix */
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+ uniform mat4 u_projection;
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+ ```
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+ * **Resource Mapping:** Generate a structured data model (e.g., JSON or Rust structs) that lists all attributes, uniforms, uniform blocks, and their associated types, locations, and extracted metadata (like semantic hints from the annotations).
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- ```rust
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- // In src/gl_emulation.rs
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- #[wasm_bindgen(js_name = presentFrame)]
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- pub fn present_frame(handle: &GLContextHandle) -> js_sys::Uint8Array {
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- // Safely creates a view/copy of the framebuffer Vec<u8> for JavaScript.
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- // ...
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- }
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- ```
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+ ### 2\. **Code Generation Module (`js-harness-codegen`)**
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+
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+ * **Harness Template:** Define a set of customizable templates (e.g., Handlebars, Tera) for generating the target **JavaScript/TypeScript harness code**.
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+ * **Code Generation:** Using the resource map data from the parser, the module will generate files that:
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+ * Define **JavaScript/TypeScript classes** for each shader program.
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+ * Provide methods for **binding resource objects** (e.g., `program.setUniforms(cameraData)`).
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+ * Implement all the necessary `gl.bindBuffer()`, `gl.getUniformLocation()`, `gl.vertexAttribPointer()`, and `gl.uniformX()` calls.
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+ * *Goal:* Reduce the developer's WebGL setup code to simple, type-safe resource assignments.
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+
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+ ### 3\. **Tool Integration**
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+
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+ * Package the Rust component as a **Command-Line Interface (CLI)** tool (or an accompanying library) that runs during the build step, consuming GLSL files and outputting the JavaScript/TypeScript harness code. This integrates smoothly into modern build pipelines (e.g., Webpack, Vite).
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  -----
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- ## III. Component 2: Transpiler/Codegen Tool (Build-Time) 🛠️
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+ ## Project Phases and Deliverables
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- Component 2 runs once during the build process, taking GLSL source and returning a structured object containing the generated JS code and metadata. It operates as a stateless function.
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+ | Phase | Duration | Focus | Key Deliverables |
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+ | :--- | :--- | :--- | :--- |
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+ | **Phase 1** | 3 Months | Core Compiler & Codegen | Functional GLSL parser (Block 2). CLI tool for JS harness generation (Block 2). Prototype `glsl-to-wasm` compiler (Block 1). |
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+ | **Phase 2** | 4 Months | Core Emulator Implementation | Basic WebGL2 State Machine and Triangle Rasterizer (Block 1). Source Map integration (GLSL \<-\> WASM \<-\> DevTools) (Block 1). |
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+ | **Phase 3** | 3 Months | Feature Completion & Polishing | Full WebGL2 feature set support in emulator (textures, complex blending, stencil). Robustness testing and documentation. |
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+ | **Phase 4** | 2 Months | Integration & Release | Unit testing framework integration. Final documentation and developer tutorials. Full platform release. |
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112
 
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- ### A. External Interface: Structured Object Return
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+ -----
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- The function accepts the GLSL source and a native JS options object, returning a structured JS object that prevents string-whackery.
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+ ## Project Structure
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116
 
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- ```rust
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- // In src/codegen.rs
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- #[wasm_bindgen(js_name = generateKernelJS)]
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- pub fn generate_kernel_js(
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- glsl_source: &str,
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- options_js: JsValue // Incoming JS object for configuration
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- ) -> Result<GeneratedOutput, JsValue> {
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- // ... logic ...
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- }
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  ```
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+ webgl2/
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+ ├── crates/
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+ │ ├── naga-wasm-backend/ # Naga IR → WASM compiler with DWARF
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+ │ ├── wasm-gl-emu/ # Software rasterizer & WASM runtime
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+ │ ├── glsl-introspection/ # GLSL parser + annotation extraction
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+ │ ├── js-codegen/ # TypeScript harness generator
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+ │ └── webgl2-cli/ # Command-line interface
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+ ├── tests/fixtures/ # Test shaders
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+ ├── docs/ # Detailed documentation
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+ │ ├── 1-plan.md # Original project plan
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+ │ └── 1.1-ir-wasm.md # Naga IR → WASM architecture
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+ └── external/ # Reference implementations (naga, wgpu, servo)
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+ ```
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+
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+ ## 🏗️ Architecture
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+
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+ This project uses **Naga** (from the wgpu/WebGPU ecosystem) as the shader IR, rather than building a custom IR from scratch. This significantly reduces complexity while providing a proven, well-maintained foundation.
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+
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+ ### Key Components
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+
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+ 1. **naga-wasm-backend**: Translates Naga IR to WebAssembly with DWARF debug information
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+ 2. **wasm-gl-emu**: Executes WASM shaders in a software rasterizer for debugging
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+ 3. **glsl-introspection**: Parses GLSL and extracts resource metadata
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+ 4. **js-codegen**: Generates ergonomic TypeScript bindings
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+ 5. **webgl2-cli**: Unified command-line tool
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+
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+ See [`docs/1.1-ir-wasm.md`](docs/1.1-ir-wasm.md) for detailed architecture documentation.
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+
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+ ## 🔧 Development Status
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+
148
+ **Current Phase: Phase 0 - Foundation Setup** ✅
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+
150
+ - [x] Workspace structure created
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+ - [x] Core crate skeletons implemented
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+ - [x] Basic WASM backend (emits empty functions)
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+ - [x] Runtime structure (wasmtime integration)
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+ - [x] CLI tool with compile/validate/codegen/run commands
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+ - [ ] DWARF debug information generation (in progress)
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+ - [ ] Browser DevTools integration validation
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+
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+ ## 📚 Documentation
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+
160
+ - [`docs/1-plan.md`](docs/1-plan.md) - Original project proposal and plan
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+ - [`docs/1.1-ir-wasm.md`](docs/1.1-ir-wasm.md) - Naga IR → WASM architecture (recommended reading)
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+ - [`external/use.md`](external/use.md) - Guide to leveraging external repositories
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+
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+ ## ⏳ Project Phases
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+
166
+ | Phase | Duration | Focus | Status |
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+ | :--- | :--- | :--- | :--- |
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+ | **Phase 0** | 2 Weeks | Foundation & DWARF Validation | **In Progress** |
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+ | **Phase 1** | 8 Weeks | Core Backend (scalars, vectors, control flow) | Not Started |
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+ | **Phase 2** | 6 Weeks | Advanced Features (uniforms, textures, matrices) | Not Started |
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+ | **Phase 3** | 4 Weeks | Software Rasterizer Integration | Not Started |
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+ | **Phase 4** | 8 Weeks | Codegen Tool & Polish | Not Started |
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+
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+ ## 🧪 Testing
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+
176
+ ```bash
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+ # Run all tests
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+ cargo test
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+
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+ # Test with a simple shader
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+ cargo run --bin webgl2 -- compile tests/fixtures/simple.vert --debug -o output.wasm
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+ cargo run --bin webgl2 -- run output.wasm
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+ ```
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+
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+ ## 🤝 Contributing
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+
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+ This project is in early development. Contributions are welcome once Phase 0 is complete and the architecture is validated.
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+
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+ ## 📄 License
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+
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+ MIT OR Apache-2.0
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+
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+ -----
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+
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+ ## �💰 Resource Requirements
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+
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+ The project will require specialized expertise in:
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198
 
105
- ### B. Internal Implementation: Reflection and Codec
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-
107
- 1. **Options Deserialization:** Use **`serde-wasm-bindgen`** to safely convert the incoming `JsValue` (the options object) into a **`CodegenOptions`** Rust struct for internal type safety.
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- 2. **Naga Reflection:** The core logic uses **`naga`** to parse the GLSL and analyze the Intermediate Representation (IR). This analysis extracts:
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- * All **Uniform** names, types, and locations.
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- * All **Attribute** names and types.
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- * All **Texture/Sampler** definitions.
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- 3. **JavaScript Generation:** Use the reflection data to programmatically generate the user-facing JavaScript class string, including:
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- * Class definition (`class MyKernel { ... }`).
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- * **Typed Setter Methods** (e.g., `setUniformFloat(name, value)`).
115
- * WASM calls to Component 1's low-level `buffer_data`, `uniform_1f`, etc., methods.
116
- 4. **Structured Output (Codec):** Build the final **`GeneratedOutput`** struct, which uses **`#[wasm_bindgen]`** to ensure clean object transfer:
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- * `kernel_code`: The generated JavaScript class string.
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- * `metadata`: Array of objects detailing the introspected resources.
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- * `diagnostics`: Array of objects containing warnings and errors from `naga` and custom checks.
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+ * **Rust and WASM Development**
200
+ * **Computer Graphics / GPU Pipeline Implementation** (for the emulator)
201
+ * **Compiler Design / Language Tooling** (for GLSL parsing and source map generation)
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202
 
203
+ Would you like to discuss the **specific toolchain recommendations** for the GLSL-to-WASM compilation process?
package/index.js ADDED
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+ // index.js (compat shim)
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+ // Re-export the new implementation in `index2.js` so existing consumers who
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+ // import `index.js` keep working. The legacy implementation was removed and
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+ // moved to `index2.js` which contains the canonical, tested API.
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+
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+ const isNode = typeof process !== 'undefined' && process.versions != null && process.versions.node != null;
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+
8
+ if (isNode) {
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+ // In Node.js environments re-export everything from index2.js
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+ module.exports = require('./index2.js');
11
+ } else {
12
+ // In browsers assume `index2.js` is loaded alongside this file and has
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+ // populated `window.webGL2`. Nothing else to do here.
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+ // (Keeping a no-op shim avoids duplicating the implementation.)
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+ }
package/package.json CHANGED
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  {
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  "name": "webgl2",
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- "version": "1.0.3",
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+ "version": "1.0.4",
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  "description": "WebGL2 tools to derisk large GPU projects on the web beyond toys and demos.",
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5
  "main": "index.js",
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6
  "scripts": {
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- "test": "echo \"Error: no test specified\" && exit 1"
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+ "start": "node ./index.js",
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+ "build:wasm": "node ./scripts/build-wasm.js",
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+ "build": "node -e \"(async()=>{const p=require('path');const dir=process.env.INIT_CWD||process.cwd();require(p.join(dir,'scripts','build-wasm.js'));})()\"",
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+ "prepublishOnly": "npm run build",
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+ "test": "echo \"Error: no test specified\" && exit 1",
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+ "test:smoke": "npm run build:wasm && node ./test/smoke.js"
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+ },
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+ "wasmBuild": {
15
+ "outDir": "wasm",
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+ "target": "wasm32-unknown-unknown",
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+ "profile": "release"
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18
  },
9
19
  "repository": {
10
20
  "type": "git",
@@ -17,4 +27,11 @@
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27
  "url": "https://github.com/mavity/mavity/issues"
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28
  },
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29
  "homepage": "https://github.com/mavity/mavity#readme"
30
+ ,
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+ "files": [
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+ "index.js",
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+ "wasm",
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+ "README.md",
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+ "LICENSE"
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+ ]
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  }
@@ -1,51 +0,0 @@
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- # WebGL Emulator (Component 1) Deep Dive
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-
3
- The **WebGL Emulator** is the **pure-Rust software graphics driver** that compiles to a single, single-threaded WASM module. Its primary goal is **correctness, fidelity, and debuggability** by mimicking the entire WebGL2 state machine and rendering pipeline on the CPU.
4
-
5
- ## 1. ⚙️ Core Architecture and State Management
6
-
7
- The emulator's design centers on satisfying the **`glow::Context` trait** while managing all resources within the WASM linear memory.
8
-
9
- * **Factory Function:** The entire system is instantiated via the clean factory function: `createGLContext(width, height)`. This function initializes the full internal state and returns a handle.
10
- * **State Container:** The central struct, e.g., `WasmGLContext`, is the single source of truth for the entire GL state. It manages:
11
- * **Resource Registry (`hashbrown::HashMap<u32, ResourceData>`):** Maps the user-facing $\mathbf{u32}$ integer handles (returned by `gl.createBuffer()`, etc.) to the actual Rust structs holding the data and parameters.
12
- * **Framebuffer:** A large `Vec<u32>` or `Vec<u8>` in the WASM heap that stores the final pixel output.
13
- * **Bound State:** Fields tracking the currently bound program, active VAO, active texture unit, viewport dimensions, etc.
14
-
15
- ## 2. 🔌 Implementing the $\mathbf{300+}$ API Surface with `glow`
16
-
17
- This step minimizes bug surface by reusing the `glow` API definition.
18
-
19
- * **Trait Implementation:** The `WasmGLContext` struct implements every method defined in the `glow::Context` trait.
20
- * **Stubbing:** Approximately $\mathbf{80\%}$ of the methods implement simple state updates or stubs:
21
- * **State Setting:** Methods like `enable(DEPTH_TEST)` simply flip a boolean in the `WasmGLContext` struct.
22
- * **Resource Binding:** Methods like `bind_buffer(ARRAY_BUFFER, handle)` update the state machine's field to hold the input $\mathbf{u32}$ handle.
23
- * **Unsupported Features:** Methods for complex GPU features like `begin_query` or `fence_sync` are implemented as **no-ops** (stubs), returning success without affecting internal state, as they are non-goals for a unit-testing platform.
24
- * **Data Transfer (`buffer_data`):** The body of this function handles the vital **transactional copy** of `TypedArray` data from JavaScript into the WASM heap buffer referenced by the `u32` handle, ensuring data integrity within the emulation.
25
-
26
- ## 3. 🧠 The Complex Core: Shader Translation and Execution
27
-
28
- The most bespoke and critical logic is transforming the GLSL source into executable Rust code.
29
-
30
- ### A. Shader Compilation Flow (`compile_shader` / `link_program`)
31
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- 1. **Parse & Reflect:** The `shader_source()` and `compile_shader()` methods feed the GLSL code into **`naga`**.
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- * **Naga Output:** `naga` performs parsing, validation, and produces its **Intermediate Representation (IR)**.
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- 2. **Code Generation (IR $\rightarrow$ Rust):** A custom routine is required to traverse the Naga IR and output a **Rust source code string** that accurately replicates the shader's logic.
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- * **Vertex Kernel:** Generates a Rust function signature like `fn vs_kernel(uniforms: &Uniforms, vertex_in: &VertexIn) -> VertexOut`, where `VertexIn` and `VertexOut` are structs derived from the shader's attributes and varyings.
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- * **Fragment Kernel:** Generates a Rust function signature like `fn fs_kernel(uniforms: &Uniforms, fragment_in: &FragmentIn) -> Color`, implementing all shading logic.
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- 3. **Kernel Storage:** The Rust source code is compiled (or dynamically built/cached), and a **function pointer or closure** to this executable kernel is stored in the internal `ProgramData` resource.
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- ### B. Software Rasterizer Execution (`draw_arrays` and similar)
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- The `draw_arrays()` call initiates the CPU-bound process:
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- 1. **Vertex Execution:** The emulation loop iterates through the vertex data. For each vertex, it calls the **Vertex Kernel (Rust function)**, which performs the vertex transformation using **`glam`** math and outputs the clip-space coordinates.
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- 2. **Rasterization:** The **`glam`**-powered core logic handles triangle setup, clipping, barycentric interpolation of varyings, and determining which pixels are covered.
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- 3. **Fragment Execution:** For every covered pixel, the loop calls the **Fragment Kernel (Rust function)**, passing the interpolated varyings and uniform data. This executes the final shading calculation.
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- 4. **Output Merger:** Applies depth, stencil, and blending logic based on the current state before writing the final color result to the **WASM Framebuffer**.
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- ## 4. 🔬 Debugging and Output
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- * **Debugging Hooks:** The structure of the generated **Rust CPU Kernels** is explicitly designed to be inspected by WASM debugging tools (like browser DevTools). Because the GLSL is translated into traceable Rust code, the developer can pause execution inside the shader logic.
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- * **Final Output:** The separate `presentFrame()` function acts as the single bridge to the host, copying the contents of the **WASM Framebuffer** to a JavaScript `Uint8Array` for display via `ctx.putImageData()`.