Whether ParticleProgram.dispose has run.
Deletes the GL program (§83). Idempotent.
Only call this on a live context — after a loss every handle is already invalid and the renderer drops its reference instead (§61).
Uploads the camera's projection. Column-major, so transpose is false —
the engine's Matrix4 layout is already GL's (§7b).
Uploads the camera's view matrix. See ParticleProgram.setProjection.
Makes this the current program. Call before any upload below.
StaticcreateCompiles and links the particle program on gl.
Throws a FourError carrying SHADER_COMPILATION_FAILED (§89) with
the driver's info log in context.log when a stage fails to compile, when
linking fails, when GL refuses to allocate an object, or when a uniform this
backend wrote is missing from the linked program — the contract
UnlitProgram.create and SpriteProgram.create state, with "particle" in
the message. Shader objects are deleted on every path.
The instanced particle pipeline (§36) — the program the §112 tier added to this backend (WP-9.3).
Owns its GL objects and nothing else; the renderer re-creates it on context restore exactly as it re-creates the other two (§61).