Fix ShaderCanvas scroll-back rendering via canvas element replacement

Root cause: Chromium limits ~16 simultaneous WebGL contexts. When scrolling
through a feed of 20+ shader cards, older contexts get silently evicted.
Once a context is lost on a canvas element, getContext('webgl2') returns null
on that same element forever — even after loseContext()/restore cycles.

Solution: The ShaderCanvas component now renders a container div and creates
canvas elements imperatively. When re-entering viewport:
1. Check if existing GL context is still alive (isContextLost)
2. If alive: just restart the animation loop
3. If dead: remove the old canvas, create a fresh DOM element, get a new
   context, recompile, and start rendering

This means scrolling down creates new contexts and scrolling back up
replaces dead canvases with fresh ones. At any given time only ~9 visible
canvases hold active contexts — well within Chrome's limit.

Also: 200px rootMargin on IntersectionObserver pre-compiles shaders
before cards enter viewport for smoother scroll experience.
This commit is contained in:
John Lightner 2026-03-24 22:28:36 -05:00
parent 164dda4760
commit c9967a17a0

View file

@ -1,14 +1,11 @@
/**
* ShaderCanvas Core WebGL component for rendering GLSL shaders.
* ShaderCanvas WebGL GLSL renderer with viewport-aware lifecycle.
*
* Shadertoy-compatible: accepts mainImage(out vec4 fragColor, in vec2 fragCoord)
* Injects uniforms: iTime, iResolution, iMouse
* Chromium limits ~16 simultaneous WebGL contexts. When a context is lost
* (browser evicts it silently), you can't re-create it on the same canvas.
*
* Features:
* - Visibility-aware: only renders when in viewport (IntersectionObserver)
* - Graceful WebGL context failure handling
* - Debounced recompilation on code change
* - Mouse tracking for iMouse uniform
* Solution: when re-entering viewport, if the context is dead, replace the
* canvas DOM element with a fresh one. A new canvas gets a new context.
*/
import { useRef, useEffect, useCallback, useState } from 'react';
@ -23,44 +20,23 @@ interface ShaderCanvasProps {
onCompileSuccess?: () => void;
}
const VERTEX_SHADER = `#version 300 es
const VERT = `#version 300 es
in vec4 a_position;
void main() { gl_Position = a_position; }
`;
void main() { gl_Position = a_position; }`;
function buildFragmentShader(userCode: string): string {
const prefix = `#version 300 es
function buildFrag(userCode: string): string {
const pfx = `#version 300 es
precision highp float;
uniform float iTime;
uniform vec3 iResolution;
uniform vec4 iMouse;
out vec4 outColor;
`;
if (userCode.includes('mainImage')) {
return prefix + userCode + `
void main() {
vec4 col;
mainImage(col, gl_FragCoord.xy);
outColor = col;
}`;
return pfx + userCode + `
void main() { vec4 c; mainImage(c, gl_FragCoord.xy); outColor = c; }`;
}
// If user has void main(), replace gl_FragColor with outColor
return prefix + userCode.replace(/gl_FragColor/g, 'outColor');
}
function createShader(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {
const shader = gl.createShader(type);
if (!shader) return null;
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const info = gl.getShaderInfoLog(shader) || 'Unknown error';
gl.deleteShader(shader);
throw new Error(info);
}
return shader;
return pfx + userCode.replace(/gl_FragColor/g, 'outColor');
}
export default function ShaderCanvas({
@ -72,235 +48,213 @@ export default function ShaderCanvas({
onError,
onCompileSuccess,
}: ShaderCanvasProps) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const glRef = useRef<WebGL2RenderingContext | null>(null);
const programRef = useRef<WebGLProgram | null>(null);
const animRef = useRef<number>(0);
const startTimeRef = useRef<number>(0);
const mouseRef = useRef<[number, number, number, number]>([0, 0, 0, 0]);
const isVisibleRef = useRef(false);
const [glFailed, setGlFailed] = useState(false);
const cleanup = useCallback(() => {
if (animRef.current) {
cancelAnimationFrame(animRef.current);
animRef.current = 0;
}
const gl = glRef.current;
if (gl && programRef.current) {
gl.deleteProgram(programRef.current);
programRef.current = null;
}
}, []);
const compile = useCallback(() => {
const canvas = canvasRef.current;
if (!canvas || !code.trim()) return;
// Don't compile if not visible (saves WebGL contexts)
if (!isVisibleRef.current && animate) return;
let gl = glRef.current;
if (!gl) {
gl = canvas.getContext('webgl2', {
antialias: false,
preserveDrawingBuffer: false,
powerPreference: 'low-power',
const containerRef = useRef<HTMLDivElement>(null);
const stateRef = useRef({
canvas: null as HTMLCanvasElement | null,
gl: null as WebGL2RenderingContext | null,
prog: null as WebGLProgram | null,
anim: 0,
t0: 0,
visible: false,
running: false,
mouse: [0, 0, 0, 0] as [number, number, number, number],
});
if (!gl) {
setGlFailed(true);
onError?.('WebGL2 not available — too many active contexts');
return;
}
glRef.current = gl;
setGlFailed(false);
const codeRef = useRef(code);
codeRef.current = code;
// ── Create a fresh canvas element ──────────────────────
const createCanvas = useCallback(() => {
const container = containerRef.current;
if (!container) return null;
const s = stateRef.current;
// Remove old canvas
if (s.canvas && s.canvas.parentNode) {
if (s.anim) { cancelAnimationFrame(s.anim); s.anim = 0; }
s.running = false;
s.prog = null;
s.gl = null;
s.canvas.remove();
}
// Handle context loss
canvas.addEventListener('webglcontextlost', (e) => {
e.preventDefault();
cleanup();
glRef.current = null;
setGlFailed(true);
}, { once: true });
const canvas = document.createElement('canvas');
canvas.className = 'block w-full h-full';
canvas.width = container.clientWidth || width || 640;
canvas.height = container.clientHeight || height || 360;
canvas.addEventListener('mousemove', (e) => {
const r = canvas.getBoundingClientRect();
s.mouse = [e.clientX - r.left, r.height - (e.clientY - r.top), 0, 0];
});
container.appendChild(canvas);
s.canvas = canvas;
return canvas;
}, [width, height]);
canvas.addEventListener('webglcontextrestored', () => {
setGlFailed(false);
glRef.current = null; // Will be re-created on next compile
compile();
}, { once: true });
// ── Compile shader ─────────────────────────────────────
const compile = useCallback((canvas: HTMLCanvasElement) => {
const s = stateRef.current;
// Clean previous program
if (programRef.current) {
gl.deleteProgram(programRef.current);
programRef.current = null;
let gl = s.gl;
if (!gl || gl.isContextLost()) {
gl = canvas.getContext('webgl2', { antialias: false, powerPreference: 'low-power' });
if (!gl) return false;
s.gl = gl;
}
if (s.prog) { gl.deleteProgram(s.prog); s.prog = null; }
try {
const vs = createShader(gl, gl.VERTEX_SHADER, VERTEX_SHADER);
const fs = createShader(gl, gl.FRAGMENT_SHADER, buildFragmentShader(code));
if (!vs || !fs) throw new Error('Failed to create shaders');
const vs = gl.createShader(gl.VERTEX_SHADER)!;
gl.shaderSource(vs, VERT);
gl.compileShader(vs);
if (!gl.getShaderParameter(vs, gl.COMPILE_STATUS))
throw new Error(gl.getShaderInfoLog(vs) || 'VS error');
const program = gl.createProgram()!;
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const err = gl.getProgramInfoLog(program) || 'Link failed';
gl.deleteProgram(program);
throw new Error(err);
const fs = gl.createShader(gl.FRAGMENT_SHADER)!;
gl.shaderSource(fs, buildFrag(codeRef.current));
gl.compileShader(fs);
if (!gl.getShaderParameter(fs, gl.COMPILE_STATUS)) {
const e = gl.getShaderInfoLog(fs) || 'FS error';
gl.deleteShader(vs); gl.deleteShader(fs); throw new Error(e);
}
// Clean up individual shaders
gl.deleteShader(vs);
gl.deleteShader(fs);
const p = gl.createProgram()!;
gl.attachShader(p, vs); gl.attachShader(p, fs);
gl.linkProgram(p);
gl.deleteShader(vs); gl.deleteShader(fs);
if (!gl.getProgramParameter(p, gl.LINK_STATUS)) {
const e = gl.getProgramInfoLog(p) || 'Link error';
gl.deleteProgram(p); throw new Error(e);
}
programRef.current = program;
gl.useProgram(program);
s.prog = p;
gl.useProgram(p);
// Set up fullscreen quad
const buf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buf);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW);
const posLoc = gl.getAttribLocation(program, 'a_position');
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1,1,-1,-1,1,1,1]), gl.STATIC_DRAW);
const loc = gl.getAttribLocation(p, 'a_position');
gl.enableVertexAttribArray(loc);
gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0);
startTimeRef.current = performance.now();
s.t0 = performance.now();
onCompileSuccess?.();
onError?.('');
// Start render loop
const render = () => {
if (!programRef.current || !glRef.current) return;
// Pause rendering when not visible
if (!isVisibleRef.current && animate) {
animRef.current = requestAnimationFrame(render);
return;
return true;
} catch (e: any) {
onError?.(e.message);
return false;
}
}, [onError, onCompileSuccess]);
const gl = glRef.current;
const w = canvas.width;
const h = canvas.height;
const t = (performance.now() - startTimeRef.current) / 1000;
// ── Animation loop ─────────────────────────────────────
const startLoop = useCallback(() => {
const s = stateRef.current;
if (s.running || !s.gl || !s.prog || !s.canvas) return;
s.running = true;
const gl = s.gl;
const prog = s.prog;
const canvas = s.canvas;
const tick = () => {
if (!s.visible && animate) { s.running = false; s.anim = 0; return; }
if (!s.gl || !s.prog || gl.isContextLost()) { s.running = false; s.anim = 0; return; }
const w = canvas.width, h = canvas.height;
gl.viewport(0, 0, w, h);
const uTime = gl.getUniformLocation(programRef.current, 'iTime');
const uRes = gl.getUniformLocation(programRef.current, 'iResolution');
const uMouse = gl.getUniformLocation(programRef.current, 'iMouse');
if (uTime) gl.uniform1f(uTime, t);
if (uRes) gl.uniform3f(uRes, w, h, 1.0);
if (uMouse) gl.uniform4f(uMouse, ...mouseRef.current);
const t = (performance.now() - s.t0) / 1000;
const uT = gl.getUniformLocation(prog, 'iTime');
const uR = gl.getUniformLocation(prog, 'iResolution');
const uM = gl.getUniformLocation(prog, 'iMouse');
if (uT) gl.uniform1f(uT, t);
if (uR) gl.uniform3f(uR, w, h, 1);
if (uM) gl.uniform4f(uM, ...s.mouse);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
if (animate) {
animRef.current = requestAnimationFrame(render);
}
s.anim = animate ? requestAnimationFrame(tick) : 0;
};
tick();
}, [animate]);
if (animRef.current) cancelAnimationFrame(animRef.current);
render();
} catch (e: any) {
onError?.(e.message || 'Compilation failed');
}
}, [code, animate, onError, onCompileSuccess, cleanup]);
// Visibility observer — only initialize WebGL when in viewport
useEffect(() => {
const canvas = canvasRef.current;
// ── Full setup: new canvas → compile → loop ────────────
const fullSetup = useCallback(() => {
const canvas = createCanvas();
if (!canvas) return;
if (compile(canvas)) {
startLoop();
}
}, [createCanvas, compile, startLoop]);
// ── Visibility observer ────────────────────────────────
useEffect(() => {
const container = containerRef.current;
if (!container) return;
const observer = new IntersectionObserver(
(entries) => {
const wasVisible = isVisibleRef.current;
isVisibleRef.current = entries[0]?.isIntersecting ?? false;
([entry]) => {
const s = stateRef.current;
const was = s.visible;
s.visible = entry.isIntersecting;
// When becoming visible for the first time, compile
if (isVisibleRef.current && !wasVisible) {
if (!programRef.current) {
compile();
}
}
// When going out of viewport, release the WebGL context to free resources
if (!isVisibleRef.current && wasVisible && animate) {
cleanup();
if (glRef.current) {
const ext = glRef.current.getExtension('WEBGL_lose_context');
ext?.loseContext();
glRef.current = null;
if (s.visible && !was) {
// Entering viewport
if (s.gl && !s.gl.isContextLost() && s.prog) {
// Context still alive — just restart loop
startLoop();
} else {
// Context lost or never created — fresh canvas
fullSetup();
}
} else if (!s.visible && was) {
// Leaving viewport — stop loop (context stays on canvas)
if (s.anim) { cancelAnimationFrame(s.anim); s.anim = 0; }
s.running = false;
}
},
{ threshold: 0.1 },
{ threshold: 0.01, rootMargin: '200px' },
);
observer.observe(canvas);
return () => observer.disconnect();
}, [compile, cleanup, animate]);
observer.observe(container);
// Recompile when code changes (for editor use)
return () => {
observer.disconnect();
const s = stateRef.current;
if (s.anim) cancelAnimationFrame(s.anim);
s.running = false;
};
}, [fullSetup, startLoop]);
// ── Code change (editor) ───────────────────────────────
useEffect(() => {
if (isVisibleRef.current || !animate) {
compile();
const s = stateRef.current;
if (s.visible && s.canvas) {
if (s.anim) { cancelAnimationFrame(s.anim); s.anim = 0; }
s.running = false;
if (compile(s.canvas)) startLoop();
}
return cleanup;
}, [code]); // eslint-disable-line react-hooks/exhaustive-deps
// Resize handling
// ── Container resize → canvas resize ───────────────────
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const observer = new ResizeObserver((entries) => {
for (const entry of entries) {
const w = entry.contentRect.width;
const h = entry.contentRect.height;
if (w > 0 && h > 0) {
canvas.width = Math.floor(w);
canvas.height = Math.floor(h);
}
}
const container = containerRef.current;
if (!container) return;
const ro = new ResizeObserver(([e]) => {
const s = stateRef.current;
if (!s.canvas) return;
const w = Math.floor(e.contentRect.width);
const h = Math.floor(e.contentRect.height);
if (w > 0 && h > 0) { s.canvas.width = w; s.canvas.height = h; }
});
observer.observe(canvas);
return () => observer.disconnect();
ro.observe(container);
return () => ro.disconnect();
}, []);
// Mouse tracking
const handleMouseMove = (e: React.MouseEvent) => {
const rect = canvasRef.current?.getBoundingClientRect();
if (!rect) return;
mouseRef.current = [
e.clientX - rect.left,
rect.height - (e.clientY - rect.top),
mouseRef.current[2],
mouseRef.current[3],
];
};
return (
<div className={`relative ${className}`} style={{ width: width ? `${width}px` : '100%', height: height ? `${height}px` : '100%' }}>
<canvas
ref={canvasRef}
width={width || 640}
height={height || 360}
className="block w-full h-full"
onMouseMove={handleMouseMove}
<div
ref={containerRef}
className={className}
style={{ width: width ? `${width}px` : '100%', height: height ? `${height}px` : '100%' }}
/>
{glFailed && (
<div className="absolute inset-0 flex items-center justify-center bg-surface-2">
<div className="text-center">
<div className="text-2xl mb-1"></div>
<div className="text-xs text-gray-500">Scroll to load</div>
</div>
</div>
)}
</div>
);
}