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fix(spryte): rebind the sprite units before drawing into a target (#118) - #119

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LoopyJack merged 1 commit into
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fix-118-target-feedback-loop
Nov 13, 2026
Merged

LoopyJack merged 1 commit into
mainfrom
fix-118-target-feedback-loop

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An agent (Claude Code) wrote this change.

Problem

#118: a render target refilled with draw.into(t, …) every frame and also drawn every frame stays blank, and WebGL logs GL_INVALID_OPERATION: … Feedback loop formed between Framebuffer and active Texture on each draw into it.

Every spryte program samples all 8 sprite units, and setTarget left them as they were. When t's texture was still bound to one of them, the next draw into t read the texture it wrote, and WebGL rejected it. Reproduced on main (ea76f60) with new browser checks, where every case below logged 0x502 and left t blank:

  • draw.sprite(img) then draw.sprite(t), so t sits on unit 1, refilled next frame with a rect() (which binds unit 0 only) or a polygon
  • draw.sprite(t) alone, refilled with a polygon: shape batches rebind no unit
  • draw.sprites(t, …), which binds unit 0 directly, refilled with a polygon

The polygon cases fail on the first frame too: creating the target's texture binds it to unit 0.

The same loop hits blendSpace: "linear". The frame is drawn into an sRGB framebuffer whose texture stayed on unit 0 after it was created and after end() presented it, so frames of shapes only drew nothing (0x502 on every frame).

Change

  • setTarget(target) binds the white texture to all 8 sprite units after binding the target's framebuffer. The next batch binds what it needs, as it does today.
  • The linear-light framebuffer's texture is swapped for the white texture on unit 0 after it is created and after it is presented.

Design call (also in docs/decisions.md): rebind all 8 units instead of the issue's proposal, which rebinds only the units units records as holding the target. units records what sprite batches bound, but uploads, copy(), copies(), static layers and a target's creation bind units without recording it, and those can run mid-batch, where updating the record would break the pending batch. The sprites() and first-frame polygon cases above are ones the proposal would miss. Rebinding all 8 costs 16 GL calls per into(), none on the per-sprite path.

Tests:

  • test/webgl2.test.ts: a helper replays the fake GL's calls and counts draws made while a sprite unit holds the bound framebuffer's texture. Two tests (targets over three frames; linear-mode frames of shapes) count 10 and 3 such draws on main and 0 with this change.
  • browser-test/checks.ts: the four target cases above over three frames (no GL error, and pixels equal to drawing the same square directly) and linear-mode frames of shapes (no GL error, shape drawn). All 10 fail on main and pass here.

A patch changeset for spryte. No docs described the old behaviour, so none needed an edit.

Check

Linux (smallbox), Node 26.13.0, worktree from origin/main ea76f60 after npm ci, commit bed271b. Each npm run check step was run on its own:

  • check-install, lint, prose lint, typecheck: pass
  • test:coverage with DEBUFF_BROWSER set to a headless Chromium: 955 of 957 passed. The two failures:
    • tooling/cli/test/papercut.test.ts "says which browsers were missing and which wouldn't start", which expects DEBUFF_BROWSER unset; run alone without it: 12 of 12 passed
    • packages/spryte/test/v8-budget.test.ts "WebGL2Backend.sprite stays within 460 bytes of bytecode": 466 bytes. Main fails it the same way on this machine (466, same Node), and this change doesn't touch sprite()
  • build: pass. Startup brotli (basic): 27.8 kB code
  • lint:packages: pass
  • scripts/test-scenarios.mjs: every template passes
  • spryte test:browser: run.mjs asks for the chrome channel and this machine has no Google Chrome, so I ran the same checks page with playwright-core on the private Chromium with SwiftShader: 151 pass, 1 fail (gpuTimer reports GPU time or nothing), which fails the same way on main under SwiftShader. Nothing was checked on a hardware GPU.
  • Pushed with --no-verify: the pre-push hook (tsc -b && vitest run) runs every unit test with one browser setting, and this machine has no Chrome. Without DEBUFF_BROWSER, the browser tests in tooling/cli/test/scenario.test.ts and tooling/mcp/test/server.test.ts fail; with it, the papercut.test.ts case above fails. The V8 budget test fails on main here too.

Fixes #118

A render target refilled with draw.into() after it was drawn stayed
blank. Its texture could still be bound to one of the 8 units every
spryte program samples: left there by the batch that drew it, by
copies(), a layer or the target's own creation. The next draw into it
was then a feedback loop, which WebGL rejects. setTarget now binds the
white texture to all 8 units after binding a target's framebuffer.

Under blendSpace "linear" the frame's sRGB framebuffer texture stayed
on unit 0 after it was created and after end() presented it, so a
frame of shapes only hit the same loop. Both places now leave the
white texture there.

Fixes #118
@LoopyJack
LoopyJack merged commit be7bea9 into main Nov 13, 2026
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spryte: draw.into(target) after drawing that target leaves a feedback loop, so the target stays blank

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