matdbg should use Flattener / Unflattener rather than imitating them, this is phase 1.
269 lines
11 KiB
Markdown
269 lines
11 KiB
Markdown
# matdbg
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1. [Capabilities](#capabilities)
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1. [Setup for Desktop](#setup-for-desktop)
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1. [Setup for Android](#setup-for-android)
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1. [Debugger Usage](#debugger-usage)
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1. [Architecture Overview](#architecture-overview)
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1. [C++ Server](#c-server)
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1. [JavaScript Client](#javascript-client)
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1. [HTTP Requests](#http-requests)
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1. [WebSocket Messages](#websocket-messages)
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1. [Wish List](#wish-list)
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1. [Screenshot](#screenshot)
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1. [Material Chunks](#material-chunks)
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## Capabilities
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matdbg is a library and web application that enables debugging and live-editing of Filament shaders.
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At the time of this writing, the following capabilities are supported.
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- OpenGL: Editing GLSL
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- Metal: Editing MSL
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- Vulkan: Editing transpiled GLSL, displaying disassembled SPIR-V
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Note that a given material can be built with multiple backends, even though only one backend
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is active in a particular session. For example, if the current app is using Vulkan, it is still
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possible to inspect the Metal shaders, as long as the material has been built with Metal support
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included.
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## Setup for Desktop
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When using the easy build script, include the `-d` argument. For example:
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./build.sh -fd debug gltf_viewer
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The `d` enables a CMake option called FILAMENT_ENABLE_MATDBG and the `f` ensures that CMake gets
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re-run so that the option is honored.
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Next, set an environment variable as follows. In Windows, use `set` instead of `export`.
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export FILAMENT_MATDBG_PORT=8080
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Next, launch any app that links against a debug build of a Filament and point your web browser to
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http://localhost:8080. Skip ahead to **Debugger Usage**.
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## Setup for Android
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Rebuild Filament for Android after enabling a CMake option called FILAMENT_ENABLE_MATDBG. Note that
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CMake is invoked from several places for Android (both gradle and our easy build script), so one
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pragmatic and reliable way of doing this is to simply hack `CMakeLists.txt` and
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`filament-android/CMakeLists.txt` by unconditionally setting FILAMENT_ENABLE_MATDBG to ON.
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After rebuilding Filament with the option enabled, ensure that internet permissions are enabled in
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your app by adding the following into your manifest as a child of the `<manifest>` element.
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<uses-permission android:name="android.permission.INTERNET" />
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Now launch your app as usual. The Filament Engine sets up a server that is hardcoded to listen to
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port 8081. Next, you will need to forward your device's TCP port 8081 to your host port of choice.
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For example, to forward the matdbg server on your device to port 8081 on your host machine, do the
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following:
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adb forward tcp:8081 tcp:8081
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This lets you go to http://localhost:8081 in Chrome on your host machine.
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Note that we generally use a release build of Filament when running on Android, so the shaders
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are optimized and very unreadable. This can be avoided by modifying the build such that `-g` is
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passed to matc even in release builds.
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## Debugger Usage
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After opening the matdbg page in your browser, the usual first step is to select a material in the
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upper-left pane. Sometimes you might need force your app to redraw (e.g. by resizing the window) in
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order make the materials selectable.
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The next step is to select an active (boldface) shader variant in the lower-left pane. This allows
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you to view the GLSL, MSL, and SPIR-V code that was generated by `matc` or `filamat`.
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In the sidebar, inactive shader variants have a disabled appearance, but they can still be examined
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in the shader editor. The active status of each shader program is refreshed every second.
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You can also make modifications to GLSL or MSL, so long as the shader inputs and uniforms remain
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intact. After making an edit, click the `[rebuild]` button in the header. Note that your edits will
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be lost after closing the web page.
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## Keyboard Shortcuts
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To save an edit, press **Cmd+S** (**Ctrl+S** on Linux/Windows) as an alternative to clicking
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`[rebuild]`.
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If the editor has focus, you can navigate between materials by holding **Shift+Ctrl** while
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pressing the up or down arrow. Navigation between variants is similar, just use left / right instead
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of up / down.
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## Architecture Overview
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The matdbg library has two parts: a C++ server and a JavaScript client. The C++ server is
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responsible for instancing a [civetweb][1] context that handles HTTP and WebSocket requests. The
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JavaScript client is a small web app that contains a view into an in-browser database of materials.
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The WebSocket server receives push-style notifications from the client (such as edits) while
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the HTTP server responds to material queries using simple JSON messages.
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When a new WebSocket connection is established, the client asks the server for a list of materials
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in order to populate its in-browser database. If the connection is lost (e.g. if the app crashes),
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then the database stays intact and the web app is still functional. If a new Filament app is
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launched, the client inserts entries into its database rather than replacing the existing set.
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The material database is cleared only when the web page is manually refreshed by the user.
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## C++ Server
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The civetweb server is wrapped by our `DebugServer` class, whose public interface is comprised of a
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couple methods that are called from the Filament engine:
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- **addMaterial** Notifies the debugger that the given material package is being loaded into the
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engine.
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- **setEditCallback** Sets up a callback that allows the Filament engine to listen for shader edits.
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- **setQueryCallback** Sets up a callback that allows the debugger to ask for current information.
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## JavaScript Client
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The web app is written in simple, modern JavaScript and avoids frameworks like React or Angular. It
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uses the following third-party libraries which are fetched from a CDN using `<script>`. This allows
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us to avoid adding them to our git repo, and leads to good caching behavior.
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- **mustache** Popular tiny library that converts template strings into HTML.
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- **monaco** The engine behind Visual Studio Code.
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- We've configured this for C++ for somewhat reasonable syntax highlighting.
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- If desired we could extend the editor to better handle GLSL and SPIR-V.
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All the source code for our web app is contained in a single file (`script.js`) and the mustache
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template strings are specified using `<template>` tags in `index.html`.
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The web app basically provides a view over a pseudo-database which is a just a global variable
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that holds a dictionary that maps from material id's to objects that conform to the JSON described
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below.
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## HTTP requests
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The server responds to the following GET requests by returning a JSON blob. The `{id}` in these
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requests is a concept specific to matdbg (not Filament) which is an 8-digit hex string that hashes
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the entire binary content of the material package.
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---
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`/api/matids`
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Returns an array containing the id for each known material. Example:
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```json
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["e4c41141", "44ae2b62", "9dab8a03"]
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```
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---
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`/api/materials`
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Returns an array with all information (except shader source) for all known materials. Example:
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```json
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[{
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"matid": "e4c41141",
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"name": "uiBlit",
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"version": 4,
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"shading": { "model": "unlit", "vertex_domain": "object", ... },
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"raster": { "blending": "transparent", "color_write": "true", ... },
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"opengl": [
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{ "index": " 0", "shaderModel": "gl41", "pipelineStage": "vertex ", "variantString": "", "variant": 0 },
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{ "index": " 1", "shaderModel": "gl41", "pipelineStage": "fragment", "variantString": "", "variant": 0 },
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],
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"vulkan": [],
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"metal": [],
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"required_attributes": ["position", "color", "uv0"]
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},
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{
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"matid": "44ae2b62",
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...
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}]
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```
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Some of the returned data may seem redundant (e.g. the `index` and `variantString` fields) but
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these allow the client to be very simple by passing the raw JSON into [mustache][4] templates.
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Moreover it helps prevent duplication of knowledge between C++ and JavaScript.
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This format of this message is also used for the in-browser "database" of materials.
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---
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`/api/material?matid={id}`
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Returns all information (except shader source) for a specific known material. The JSON response
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is equivalent to one of the items in the top-level array in `/api/materials`.
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---
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`/api/active`
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Returns an object that maps from material ids to their active shader variants. Example:
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```json
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{"b38d4ad0": ["opengl", 5] , "44ae2b62": ["opengl", 1, 4] }
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```
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Each numeric element in the list is a variant mask. For example, at the time of this writing,
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Filament has 7-bit mask, so each number in the list is between 0 and 127.
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---
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`/api/shader?matid={id}&type=[glsl|spirv|msl]&[glindex|vkindex|metalindex]={index}`
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Returns the entire shader code for the given variant. This is the only HTTP request that returns
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text instead of JSON.
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The `type` field in the request selects the desired shading language, not the backend. For example,
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for Vulkan it can select between SPIR-V or decompiled GLSL. Note that the original GLSL that was
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used to create the SPIR-V is not available.
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---
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## WebSocket messages
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Unlike HTTP requests, WebSocket messages can be pushed at any time and can travel in either
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direction. In our homegrown protocol, every WebSocket message starts with a command that matches
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\[A-Z\_]+ followed by a space character. Command arguments are delimited with spaces.
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Currently we support only one command. It travels from client to server.
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EDIT [material id] [api index] [shader index] [shader length] [entire shader source....]
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The `material id` is 8 hex digits.
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The `api index` chooses between GL/VK/Metal and matches the values of the Backend enum (except that
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zero is invalid).
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The `shader index` is a zero-based index into the list of variants using the order that
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they appear in the package, where each API (GL / VK / Metal) has its own list.
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The `shader length` is the number of bytes required for UTF-8 encoding of the shader source string,
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not including the terminating null.
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## Wish List
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- Allow editing of the original GLSL, perhaps by enhancing the `-g` option in matc and adding new chunk types.
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- Port the web side to TypeScript
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- This will clarify the structure of the pseudo-database, which is currently a total hack.
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- Allows us to use enums instead of strings in several places (e.g. getShaderAPI)
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- Try using https://github.com/basarat/typescript-script because webpack etc is painful.
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- If the above idea is too slow then use https://github.com/evanw/esbuild.
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- Expose the entire `engine.debug` struct in the web UI.
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- When shader errors occur, send them back over the wire to the web client.
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- Resizing the Chrome window causes layout issues.
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- The sidebar in the web app is not resizeable.
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- For the material ids, SHA-1 would be better than murmur since the latter can easily have collisions.
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- It would be easy to add diff decorations to the editor in our `onEdit` function:
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1. Examine "changes" (IModelContentChange) to get a set of line numbers.
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2. `shader.decorations = gEditor.deltaDecorations(shader.decorations, ...)`
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3. See [these monaco docs](https://microsoft.github.io/monaco-editor/playground.html#interacting-with-the-editor-line-and-inline-decorations).
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## Screenshot
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<img width="600px" src="https://user-images.githubusercontent.com/1288904/63553241-b043ba80-c4ee-11e9-816c-c6acb1d6cdf7.png">
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[1]: https://github.com/civetweb/civetweb
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[2]: https://microsoft.github.io/monaco-editor/
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[3]: https://developer.mozilla.org/en-US/docs/Web/HTML/Element/template
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[4]: https://mustache.github.io/
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