Switching OpenGL → raytracing → OpenGL could leave the viewer showing only the background gradient, with mid-session "[gl1] WebGL context changed" thrash and INVALID_OPERATION storms on BOTH WebGL contexts. Traced mechanism: the shim's FFP draw routing keyed on one process-global client-array flag; an interrupted fixed-function window (MODEL_3D::BeginDrawMulti loops, or the switch-back reload re-recording display lists with the GL context lock released across JSPI suspensions) left it set, after which the raytracer blit's and the 2D GAL's glDrawArrays were routed through the FFP pipeline — and one misrouted draw permanently repointed the VICTIM's own VAO attributes at shim buffers (the blit's attribute 0 collides with ATTR_POSITION), so both stayed broken/blank even after the flag cleared. Shim fixes (wasm/gl1): - Owner-context routing gate: __wrap_glDrawArrays/Elements route into the FFP pipeline only under the shim's owner context (adopted at the first FFP client-state mutation or programSync in a context); foreign-context draws always pass through — the 2D GAL can never be misrouted and the context guard can never thrash. - VAO isolation (ScopedDefaultVAO): draw executors do their attribute setup on VAO 0 and restore the caller's binding — a misrouted draw can no longer corrupt the caller. - contextSync() resets the whole client-array mirror on a context change (enables/pointers/VBO names all described the dead context). kicad pointer bump (d6e3dc1a87a): blit preamble disables the four client arrays (same-context firewall) + DoRePaint hidden-parent early return now clears m_is_currently_painting like its six siblings (a standalone sufficient cause of a permanently blank viewer). TDD (each observed red before its fix, green after; harness = authoritative): - T1 VAO corruption, T2 foreign-context routing + guard thrash, T3 stale client-state surviving context recreation — tests/e2e/3d-webgl.spec.ts over new harness choreography (appQuad/ffpMakeStale/createSecondContext/ quadDrawFresh). Parity stays 47/47 with zero drift. - tests/kicad/3d-viewer-engine-toggle.spec.ts (new, CI-skipped like the deadlock spec): real round-trip happy-path gate — board re-renders, zero [gl1] lines, zero INVALID_OPERATION. (The raytraced image itself never displays on the wasm build — the pre-existing inert-toggle KNOWN ISSUE in 3d-viewer-deadlock.spec.ts, out of scope here; the engine switch and the poisoning reload path run regardless.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
338 lines
11 KiB
C++
338 lines
11 KiB
C++
/**
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* 3D-renderer WebGL test harness (WASM) — runs the shared scenarios
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* (tests/3d-regression/scenarios/) in the browser. The legacy GL surface is
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* implemented by the wasm/gl1 GL1->WebGL2 emulation layer; the parity level
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* (npm run 3d:check:parity) compares these renders against the native goldens.
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*
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* Unlike the GAL harness this needs no wx window: the renderer draws into
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* whatever context is current, so a direct emscripten WebGL2 context on
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* #canvas is enough — created with the attributes the suite requires
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* (stencil for DrawCulled, no MSAA to match the native single-sample FBO,
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* preserveDrawingBuffer for Playwright canvas screenshots).
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*/
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#include "scene3d_test_ctx.h"
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#include "scene3d_test_scenarios.h"
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#include <cstdio>
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static const int CAPTURE_WIDTH = 800; // must match manifest.json + native FBO
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static const int CAPTURE_HEIGHT = 600;
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static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE g_context = 0;
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static SCENE3D_CTX* g_ctx = nullptr;
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// One context-creation recipe for the initial context (main) and recreateContext():
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// the recreated context must carry the exact attributes the suite requires, or a
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// close/reopen render would differ from the goldens for attribute reasons alone.
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static bool createContext()
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{
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EmscriptenWebGLContextAttributes attrs;
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emscripten_webgl_init_context_attributes( &attrs );
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attrs.majorVersion = 2;
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attrs.minorVersion = 0;
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attrs.alpha = false;
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attrs.depth = true;
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attrs.stencil = true; // DrawCulled hole subtraction
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attrs.antialias = false; // native goldens are single-sample
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attrs.preserveDrawingBuffer = true; // Playwright canvas.screenshot()
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emscripten_set_canvas_element_size( "#canvas", CAPTURE_WIDTH, CAPTURE_HEIGHT );
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g_context = emscripten_webgl_create_context( "#canvas", &attrs );
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if( g_context <= 0 )
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return false;
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emscripten_webgl_make_context_current( g_context );
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return true;
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}
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extern "C"
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{
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EMSCRIPTEN_KEEPALIVE
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int getTotalScenarios()
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{
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return Scene3DTest::GetScenarioCount();
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}
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EMSCRIPTEN_KEEPALIVE
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const char* getScenarioName( int aIndex )
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{
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return Scene3DTest::GetScenarioName( aIndex );
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}
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EMSCRIPTEN_KEEPALIVE
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int getCanvasWidth()
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{
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return CAPTURE_WIDTH;
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}
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EMSCRIPTEN_KEEPALIVE
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int getCanvasHeight()
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{
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return CAPTURE_HEIGHT;
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}
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EMSCRIPTEN_KEEPALIVE
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int runScenario( int aIndex )
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{
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if( aIndex < 0 || aIndex >= Scene3DTest::GetScenarioCount() )
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return -1;
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if( emscripten_webgl_make_context_current( g_context ) != EMSCRIPTEN_RESULT_SUCCESS )
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return -2;
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if( !g_ctx )
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{
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g_ctx = new SCENE3D_CTX( CAPTURE_WIDTH, CAPTURE_HEIGHT );
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g_ctx->InitOnce();
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}
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std::printf( "[3d-webgl] scenario %d: %s\n", aIndex, Scene3DTest::GetScenarioName( aIndex ) );
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// Start from a cleared frame; scenarios call BeginFrame themselves.
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glViewport( 0, 0, CAPTURE_WIDTH, CAPTURE_HEIGHT );
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glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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glClearDepth( 1.0f );
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glClearStencil( 0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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Scene3DTest::RenderScenario( *g_ctx, aIndex );
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glFinish();
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return 0;
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}
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// ---------------------------------------------------------------------------
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// Engine-toggle regression scaffolding: model a "modern-GL consumer" (the
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// raytracer blit / the 2D GAL) sharing the process with the FFP shim.
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// ---------------------------------------------------------------------------
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// A minimal GLSL quad drawer with a PERSISTENT VAO (the victim). Mirrors the
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// raytracer blit: attribute location 0 (colliding with the shim's
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// ATTR_POSITION), own VBO, own program.
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static GLuint g_appVAO = 0, g_appVBO = 0, g_appProg = 0;
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static GLuint compileMini( GLenum type, const char* src )
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{
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GLuint s = glCreateShader( type );
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glShaderSource( s, 1, &src, nullptr );
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glCompileShader( s );
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return s;
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}
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extern "C"
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{
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// (Re)build the persistent app quad in the CURRENT context. Green full-screen
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// quad on attribute 0. Returns 0 on success.
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EMSCRIPTEN_KEEPALIVE
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int appQuadInit()
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{
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static const char* VS = "#version 300 es\nlayout(location=0) in vec2 p;"
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"void main(){ gl_Position = vec4(p,0.,1.); }";
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static const char* FS = "#version 300 es\nprecision mediump float;"
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"out vec4 c; void main(){ c = vec4(0.,1.,0.,1.); }";
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GLuint vs = compileMini( GL_VERTEX_SHADER, VS );
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GLuint fs = compileMini( GL_FRAGMENT_SHADER, FS );
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GLuint prog = glCreateProgram();
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glAttachShader( prog, vs );
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glAttachShader( prog, fs );
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glLinkProgram( prog );
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glDeleteShader( vs );
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glDeleteShader( fs );
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GLint linked = GL_FALSE;
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glGetProgramiv( prog, GL_LINK_STATUS, &linked );
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if( !linked )
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return -1;
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static const float quad[] = { -1.f, -1.f, 1.f, -1.f, -1.f, 1.f,
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-1.f, 1.f, 1.f, -1.f, 1.f, 1.f };
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g_appProg = prog;
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glGenVertexArrays( 1, &g_appVAO );
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glBindVertexArray( g_appVAO );
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glGenBuffers( 1, &g_appVBO );
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glBindBuffer( GL_ARRAY_BUFFER, g_appVBO );
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glBufferData( GL_ARRAY_BUFFER, sizeof( quad ), quad, GL_STATIC_DRAW );
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glEnableVertexAttribArray( 0 );
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glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 0, nullptr );
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glBindVertexArray( 0 );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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return (int) glGetError();
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}
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// Draw the persistent app quad exactly like the blit does: bind ITS VAO, its
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// program, glDrawArrays. aClearFirst=1 clears to black before drawing so the
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// framebuffer afterwards shows only this draw's output. Returns glGetError.
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EMSCRIPTEN_KEEPALIVE
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int appQuadDraw( int aClearFirst )
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{
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while( glGetError() != GL_NO_ERROR ) {}
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if( aClearFirst )
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{
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glViewport( 0, 0, CAPTURE_WIDTH, CAPTURE_HEIGHT );
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glClearColor( 0.f, 0.f, 0.f, 1.f );
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glClear( GL_COLOR_BUFFER_BIT );
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}
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glUseProgram( g_appProg );
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glBindVertexArray( g_appVAO );
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glDrawArrays( GL_TRIANGLES, 0, 6 );
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glBindVertexArray( 0 );
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glUseProgram( 0 );
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glFinish();
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return (int) glGetError();
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}
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// Leave the FFP mirror in the poisoned shape the engine switch can produce:
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// GL_VERTEX_ARRAY enabled with a (small) VBO captured by glVertexPointer —
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// the MODEL_3D::BeginDrawMulti window state.
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EMSCRIPTEN_KEEPALIVE
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void ffpMakeStale()
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{
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static GLuint tinyVBO = 0;
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static const float tri[] = { 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 1.f, 0.f };
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if( !tinyVBO )
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{
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glGenBuffers( 1, &tinyVBO );
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glBindBuffer( GL_ARRAY_BUFFER, tinyVBO );
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glBufferData( GL_ARRAY_BUFFER, sizeof( tri ), tri, GL_STATIC_DRAW );
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}
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else
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glBindBuffer( GL_ARRAY_BUFFER, tinyVBO );
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glVertexPointer( 3, GL_FLOAT, 0, nullptr ); // captures tinyVBO in the mirror
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glEnableClientState( GL_VERTEX_ARRAY );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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}
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EMSCRIPTEN_KEEPALIVE
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void ffpClearStale()
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{
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glDisableClientState( GL_VERTEX_ARRAY );
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}
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// A second live WebGL context on its own canvas — the harness model of the 2D
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// editor's GAL context coexisting with the 3D viewer's.
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static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE g_context2 = 0;
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EMSCRIPTEN_KEEPALIVE
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int createSecondContext()
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{
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EM_ASM( {
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if( !document.getElementById( "canvas2" ) )
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{
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var c = document.createElement( "canvas" );
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c.id = "canvas2";
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c.width = 320; c.height = 240;
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document.body.appendChild( c );
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if( typeof specialHTMLTargets !== 'undefined' )
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specialHTMLTargets['#canvas2'] = c;
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}
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} );
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EmscriptenWebGLContextAttributes attrs;
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emscripten_webgl_init_context_attributes( &attrs );
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attrs.majorVersion = 2;
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attrs.minorVersion = 0;
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attrs.preserveDrawingBuffer = true;
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g_context2 = emscripten_webgl_create_context( "#canvas2", &attrs );
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return g_context2 > 0 ? 0 : -1;
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}
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// Switch the current context: 1 = the main harness context, 2 = the second.
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EMSCRIPTEN_KEEPALIVE
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int useContext( int aWhich )
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{
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EMSCRIPTEN_WEBGL_CONTEXT_HANDLE h = ( aWhich == 2 ) ? g_context2 : g_context;
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if( h <= 0 )
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return -1;
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return emscripten_webgl_make_context_current( h ) == EMSCRIPTEN_RESULT_SUCCESS ? 0 : -2;
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}
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// Build + draw + delete a fresh GLSL quad entirely in the CURRENT context (no
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// persistent state — safe under any context). Returns glGetError after draw.
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EMSCRIPTEN_KEEPALIVE
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int quadDrawFresh()
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{
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GLuint savedVAO = g_appVAO, savedVBO = g_appVBO, savedProg = g_appProg;
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g_appVAO = g_appVBO = g_appProg = 0;
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int rc = appQuadInit();
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if( rc == 0 )
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rc = appQuadDraw( 1 );
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glDeleteVertexArrays( 1, &g_appVAO );
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glDeleteBuffers( 1, &g_appVBO );
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glDeleteProgram( g_appProg );
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g_appVAO = savedVAO; g_appVBO = savedVBO; g_appProg = savedProg;
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return rc;
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}
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} // extern "C"
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// Destroy the current WebGL context and mint a fresh one on a fresh canvas
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// element — the harness model of the app's 3D-viewer close/reopen (~wxGLCanvas
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// destroys its context AND its DOM canvas; a new frame creates new ones).
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// The element swap is essential: a browser canvas keeps its WebGL context for
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// life, so recreating on the SAME element would hand back the same live context
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// and old GL object names would still work — hiding the very bug this models.
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// Deliberately NO shim call here: the gl1 layer itself must detect the context
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// change on its next draw and rebuild its cached GL objects, exactly as
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// production code paths require.
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EMSCRIPTEN_KEEPALIVE
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int recreateContext()
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{
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// The scene ctx is rebuilt per context, like the app's per-canvas renderer.
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// Delete it while the old context is still alive (mirrors releaseOpenGL()).
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delete g_ctx;
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g_ctx = nullptr;
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if( g_context > 0 )
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emscripten_webgl_destroy_context( g_context );
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g_context = 0;
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EM_ASM( {
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var old = Module['canvas'];
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var fresh = old.cloneNode( false ); // same id/width/height, no context yet
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old.parentNode.replaceChild( fresh, old );
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Module['canvas'] = fresh;
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// '#canvas' resolves through specialHTMLTargets before querySelector.
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if( typeof specialHTMLTargets !== 'undefined' )
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specialHTMLTargets['#canvas'] = fresh;
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} );
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if( !createContext() )
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{
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std::fprintf( stderr, "[3d-webgl] recreateContext: failed to create WebGL2 context\n" );
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return -1;
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}
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std::printf( "[3d-webgl] context recreated\n" );
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return 0;
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}
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} // extern "C"
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int main()
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{
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if( !createContext() )
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{
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std::fprintf( stderr, "[3d-webgl] failed to create WebGL2 context (%ld)\n",
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(long) g_context );
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return 1;
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}
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std::printf( "[3d-webgl] ready: %d scenarios, %dx%d\n", Scene3DTest::GetScenarioCount(),
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CAPTURE_WIDTH, CAPTURE_HEIGHT );
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EM_ASM( { if( window._threeDTestReady ) window._threeDTestReady(); } );
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return 0;
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}
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