gl.getShaderSource() + JS helpers. Would it be nicer if this were fully-automated? Yes.
I don't think it's critical to fix right now though.
If errors aren't specified, I really really don't want to commit to a universal error format right now, given finite resources.
It's a nice thought, but it's too low in terms of ROI compared to other things we're working on right now. It takes time just to standardize things, not to mention the long tail of driver-specific log parsers this might eventually entail.Phrased as an optional extension, it's more viable. We could simply choose to stop offering it if we need to change something, or are on a configuration where we don't generate errors ourselves.However, the more time we spend on this low-ROI work item now, the longer WebGL 2 is going to take.