@annotorious/openseadragon 3.2.0 → 3.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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{"version":3,"file":"SharedSystems-CkNt_hd1.js","sources":["../../../node_modules/pixi.js/lib/filters/Filter.mjs","../../../node_modules/pixi.js/lib/utils/const.mjs","../../../node_modules/pixi.js/lib/utils/global/globalHooks.mjs","../../../node_modules/pixi.js/lib/filters/mask/mask.frag.mjs","../../../node_modules/pixi.js/lib/filters/mask/mask.vert.mjs","../../../node_modules/pixi.js/lib/filters/mask/mask.wgsl.mjs","../../../node_modules/pixi.js/lib/filters/mask/MaskFilter.mjs","../../../node_modules/pixi.js/lib/rendering/batcher/shared/BatcherPipe.mjs","../../../node_modules/pixi.js/lib/rendering/high-shader/shader-bits/textureBit.mjs","../../../node_modules/pixi.js/lib/rendering/mask/alpha/AlphaMaskPipe.mjs","../../../node_modules/pixi.js/lib/rendering/mask/color/ColorMaskPipe.mjs","../../../node_modules/pixi.js/lib/rendering/mask/stencil/StencilMaskPipe.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/gl/shader/program/ensureAttributes.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/gpu/state/GpuStencilModesToPixi.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/shader/UboSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uniformParsers.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/createUboSyncFunction.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/shader/utils/uboSyncFunctions.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/gpu/renderTarget/calculateProjection.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/texture/utils/getCanvasTexture.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/isRenderingToScreen.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTarget.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTargetSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/buffer/BufferResource.mjs","../../../node_modules/pixi.js/lib/scene/container/CustomRenderPipe.mjs","../../../node_modules/pixi.js/lib/scene/container/utils/executeInstructions.mjs","../../../node_modules/pixi.js/lib/scene/container/RenderGroupPipe.mjs","../../../node_modules/pixi.js/lib/scene/container/utils/clearList.mjs","../../../node_modules/pixi.js/lib/scene/container/utils/updateRenderGroupTransforms.mjs","../../../node_modules/pixi.js/lib/scene/container/utils/validateRenderables.mjs","../../../node_modules/pixi.js/lib/scene/container/RenderGroupSystem.mjs","../../../node_modules/pixi.js/lib/scene/sprite/SpritePipe.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/background/BackgroundSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/blendModes/BlendModePipe.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/extract/ExtractSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/texture/RenderTexture.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/extract/GenerateTextureSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/GlobalUniformSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/SchedulerSystem.mjs","../../../node_modules/pixi.js/lib/utils/sayHello.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/startup/HelloSystem.mjs","../../../node_modules/pixi.js/lib/utils/data/clean.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/texture/RenderableGCSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/texture/TextureGCSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/view/ViewSystem.mjs","../../../node_modules/pixi.js/lib/rendering/renderers/shared/system/SharedSystems.mjs"],"sourcesContent":["import { GlProgram } from '../rendering/renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../rendering/renderers/gpu/shader/GpuProgram.mjs';\nimport { Shader } from '../rendering/renderers/shared/shader/Shader.mjs';\nimport { State } from '../rendering/renderers/shared/state/State.mjs';\n\n\"use strict\";\nconst _Filter = class _Filter extends Shader {\n /**\n * @param options - The optional parameters of this filter.\n */\n constructor(options) {\n options = { ..._Filter.defaultOptions, ...options };\n super(options);\n /** If enabled is true the filter is applied, if false it will not. */\n this.enabled = true;\n /**\n * The gpu state the filter requires to render.\n * @internal\n * @ignore\n */\n this._state = State.for2d();\n this.blendMode = options.blendMode;\n this.padding = options.padding;\n if (typeof options.antialias === \"boolean\") {\n this.antialias = options.antialias ? \"on\" : \"off\";\n } else {\n this.antialias = options.antialias;\n }\n this.resolution = options.resolution;\n this.blendRequired = options.blendRequired;\n this.clipToViewport = options.clipToViewport;\n this.addResource(\"uTexture\", 0, 1);\n }\n /**\n * Applies the filter\n * @param filterManager - The renderer to retrieve the filter from\n * @param input - The input render target.\n * @param output - The target to output to.\n * @param clearMode - Should the output be cleared before rendering to it\n */\n apply(filterManager, input, output, clearMode) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n /**\n * Get the blend mode of the filter.\n * @default \"normal\"\n */\n get blendMode() {\n return this._state.blendMode;\n }\n /** Sets the blend mode of the filter. */\n set blendMode(value) {\n this._state.blendMode = value;\n }\n /**\n * A short hand function to create a filter based of a vertex and fragment shader src.\n * @param options\n * @returns A shiny new PixiJS filter!\n */\n static from(options) {\n const { gpu, gl, ...rest } = options;\n let gpuProgram;\n let glProgram;\n if (gpu) {\n gpuProgram = GpuProgram.from(gpu);\n }\n if (gl) {\n glProgram = GlProgram.from(gl);\n }\n return new _Filter({\n gpuProgram,\n glProgram,\n ...rest\n });\n }\n};\n/**\n * The default filter settings\n * @static\n */\n_Filter.defaultOptions = {\n blendMode: \"normal\",\n resolution: 1,\n padding: 0,\n antialias: \"off\",\n blendRequired: false,\n clipToViewport: true\n};\nlet Filter = _Filter;\n\nexport { Filter };\n//# sourceMappingURL=Filter.mjs.map\n","export { default as EventEmitter } from 'eventemitter3';\n\n\"use strict\";\nconst DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\nconst VERSION = \"8.8.1\";\n\nexport { DATA_URI, VERSION };\n//# sourceMappingURL=const.mjs.map\n","import { ExtensionType } from '../../extensions/Extensions.mjs';\nimport { VERSION } from '../const.mjs';\n\n\"use strict\";\nclass ApplicationInitHook {\n static init() {\n globalThis.__PIXI_APP_INIT__?.(this, VERSION);\n }\n static destroy() {\n }\n}\n/** @ignore */\nApplicationInitHook.extension = ExtensionType.Application;\nclass RendererInitHook {\n constructor(renderer) {\n this._renderer = renderer;\n }\n init() {\n globalThis.__PIXI_RENDERER_INIT__?.(this._renderer, VERSION);\n }\n destroy() {\n this._renderer = null;\n }\n}\n/** @ignore */\nRendererInitHook.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"initHook\",\n priority: -10\n};\n\nexport { ApplicationInitHook, RendererInitHook };\n//# sourceMappingURL=globalHooks.mjs.map\n","var fragment = \"in vec2 vMaskCoord;\\nin vec2 vTextureCoord;\\n\\nuniform sampler2D uTexture;\\nuniform sampler2D uMaskTexture;\\n\\nuniform float uAlpha;\\nuniform vec4 uMaskClamp;\\nuniform float uInverse;\\n\\nout vec4 finalColor;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(uMaskClamp.x, vMaskCoord.x) +\\n step(uMaskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, uMaskClamp.z) +\\n step(vMaskCoord.y, uMaskClamp.w));\\n\\n // TODO look into why this is needed\\n float npmAlpha = uAlpha;\\n vec4 original = texture(uTexture, vTextureCoord);\\n vec4 masky = texture(uMaskTexture, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n float a = alphaMul * masky.r * npmAlpha * clip;\\n\\n if (uInverse == 1.0) {\\n a = 1.0 - a;\\n }\\n\\n finalColor = original * a;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=mask.frag.mjs.map\n","var vertex = \"in vec2 aPosition;\\n\\nout vec2 vTextureCoord;\\nout vec2 vMaskCoord;\\n\\n\\nuniform vec4 uInputSize;\\nuniform vec4 uOutputFrame;\\nuniform vec4 uOutputTexture;\\nuniform mat3 uFilterMatrix;\\n\\nvec4 filterVertexPosition( vec2 aPosition )\\n{\\n vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;\\n \\n position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( vec2 aPosition )\\n{\\n return aPosition * (uOutputFrame.zw * uInputSize.zw);\\n}\\n\\nvec2 getFilterCoord( vec2 aPosition )\\n{\\n return ( uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;\\n} \\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition(aPosition);\\n vTextureCoord = filterTextureCoord(aPosition);\\n vMaskCoord = getFilterCoord(aPosition);\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=mask.vert.mjs.map\n","var source = \"struct GlobalFilterUniforms {\\n uInputSize:vec4<f32>,\\n uInputPixel:vec4<f32>,\\n uInputClamp:vec4<f32>,\\n uOutputFrame:vec4<f32>,\\n uGlobalFrame:vec4<f32>,\\n uOutputTexture:vec4<f32>,\\n};\\n\\nstruct MaskUniforms {\\n uFilterMatrix:mat3x3<f32>,\\n uMaskClamp:vec4<f32>,\\n uAlpha:f32,\\n uInverse:f32,\\n};\\n\\n@group(0) @binding(0) var<uniform> gfu: GlobalFilterUniforms;\\n@group(0) @binding(1) var uTexture: texture_2d<f32>;\\n@group(0) @binding(2) var uSampler : sampler;\\n\\n@group(1) @binding(0) var<uniform> filterUniforms : MaskUniforms;\\n@group(1) @binding(1) var uMaskTexture: texture_2d<f32>;\\n\\nstruct VSOutput {\\n @builtin(position) position: vec4<f32>,\\n @location(0) uv : vec2<f32>,\\n @location(1) filterUv : vec2<f32>,\\n};\\n\\nfn filterVertexPosition(aPosition:vec2<f32>) -> vec4<f32>\\n{\\n var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;\\n\\n position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;\\n position.y = position.y * (2.0*gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;\\n\\n return vec4(position, 0.0, 1.0);\\n}\\n\\nfn filterTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>\\n{\\n return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);\\n}\\n\\nfn globalTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>\\n{\\n return (aPosition.xy / gfu.uGlobalFrame.zw) + (gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw);\\n}\\n\\nfn getFilterCoord(aPosition:vec2<f32> ) -> vec2<f32>\\n{\\n return ( filterUniforms.uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;\\n}\\n\\nfn getSize() -> vec2<f32>\\n{\\n return gfu.uGlobalFrame.zw;\\n}\\n\\n@vertex\\nfn mainVertex(\\n @location(0) aPosition : vec2<f32>,\\n) -> VSOutput {\\n return VSOutput(\\n filterVertexPosition(aPosition),\\n filterTextureCoord(aPosition),\\n getFilterCoord(aPosition)\\n );\\n}\\n\\n@fragment\\nfn mainFragment(\\n @location(0) uv: vec2<f32>,\\n @location(1) filterUv: vec2<f32>,\\n @builtin(position) position: vec4<f32>\\n) -> @location(0) vec4<f32> {\\n\\n var maskClamp = filterUniforms.uMaskClamp;\\n var uAlpha = filterUniforms.uAlpha;\\n\\n var clip = step(3.5,\\n step(maskClamp.x, filterUv.x) +\\n step(maskClamp.y, filterUv.y) +\\n step(filterUv.x, maskClamp.z) +\\n step(filterUv.y, maskClamp.w));\\n\\n var mask = textureSample(uMaskTexture, uSampler, filterUv);\\n var source = textureSample(uTexture, uSampler, uv);\\n var alphaMul = 1.0 - uAlpha * (1.0 - mask.a);\\n\\n var a: f32 = alphaMul * mask.r * uAlpha * clip;\\n\\n if (filterUniforms.uInverse == 1.0) {\\n a = 1.0 - a;\\n }\\n\\n return source * a;\\n}\\n\";\n\nexport { source as default };\n//# sourceMappingURL=mask.wgsl.mjs.map\n","import { Matrix } from '../../maths/matrix/Matrix.mjs';\nimport { GlProgram } from '../../rendering/renderers/gl/shader/GlProgram.mjs';\nimport { GpuProgram } from '../../rendering/renderers/gpu/shader/GpuProgram.mjs';\nimport { UniformGroup } from '../../rendering/renderers/shared/shader/UniformGroup.mjs';\nimport { TextureMatrix } from '../../rendering/renderers/shared/texture/TextureMatrix.mjs';\nimport { Filter } from '../Filter.mjs';\nimport fragment from './mask.frag.mjs';\nimport vertex from './mask.vert.mjs';\nimport source from './mask.wgsl.mjs';\n\n\"use strict\";\nclass MaskFilter extends Filter {\n constructor(options) {\n const { sprite, ...rest } = options;\n const textureMatrix = new TextureMatrix(sprite.texture);\n const filterUniforms = new UniformGroup({\n uFilterMatrix: { value: new Matrix(), type: \"mat3x3<f32>\" },\n uMaskClamp: { value: textureMatrix.uClampFrame, type: \"vec4<f32>\" },\n uAlpha: { value: 1, type: \"f32\" },\n uInverse: { value: options.inverse ? 1 : 0, type: \"f32\" }\n });\n const gpuProgram = GpuProgram.from({\n vertex: {\n source,\n entryPoint: \"mainVertex\"\n },\n fragment: {\n source,\n entryPoint: \"mainFragment\"\n }\n });\n const glProgram = GlProgram.from({\n vertex,\n fragment,\n name: \"mask-filter\"\n });\n super({\n ...rest,\n gpuProgram,\n glProgram,\n resources: {\n filterUniforms,\n uMaskTexture: sprite.texture.source\n }\n });\n this.sprite = sprite;\n this._textureMatrix = textureMatrix;\n }\n set inverse(value) {\n this.resources.filterUniforms.uniforms.uInverse = value ? 1 : 0;\n }\n get inverse() {\n return this.resources.filterUniforms.uniforms.uInverse === 1;\n }\n apply(filterManager, input, output, clearMode) {\n this._textureMatrix.texture = this.sprite.texture;\n filterManager.calculateSpriteMatrix(\n this.resources.filterUniforms.uniforms.uFilterMatrix,\n this.sprite\n ).prepend(this._textureMatrix.mapCoord);\n this.resources.uMaskTexture = this.sprite.texture.source;\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n\nexport { MaskFilter };\n//# sourceMappingURL=MaskFilter.mjs.map\n","import { ExtensionType, extensions } from '../../../extensions/Extensions.mjs';\nimport { State } from '../../renderers/shared/state/State.mjs';\nimport { DefaultBatcher } from './DefaultBatcher.mjs';\n\n\"use strict\";\nconst _BatcherPipe = class _BatcherPipe {\n constructor(renderer, adaptor) {\n this.state = State.for2d();\n this._batchersByInstructionSet = /* @__PURE__ */ Object.create(null);\n /** A record of all active batchers, keyed by their names */\n this._activeBatches = /* @__PURE__ */ Object.create(null);\n this.renderer = renderer;\n this._adaptor = adaptor;\n this._adaptor.init?.(this);\n }\n static getBatcher(name) {\n return new this._availableBatchers[name]();\n }\n buildStart(instructionSet) {\n let batchers = this._batchersByInstructionSet[instructionSet.uid];\n if (!batchers) {\n batchers = this._batchersByInstructionSet[instructionSet.uid] = /* @__PURE__ */ Object.create(null);\n batchers.default || (batchers.default = new DefaultBatcher());\n }\n this._activeBatches = batchers;\n this._activeBatch = this._activeBatches.default;\n for (const i in this._activeBatches) {\n this._activeBatches[i].begin();\n }\n }\n addToBatch(batchableObject, instructionSet) {\n if (this._activeBatch.name !== batchableObject.batcherName) {\n this._activeBatch.break(instructionSet);\n let batch = this._activeBatches[batchableObject.batcherName];\n if (!batch) {\n batch = this._activeBatches[batchableObject.batcherName] = _BatcherPipe.getBatcher(batchableObject.batcherName);\n batch.begin();\n }\n this._activeBatch = batch;\n }\n this._activeBatch.add(batchableObject);\n }\n break(instructionSet) {\n this._activeBatch.break(instructionSet);\n }\n buildEnd(instructionSet) {\n this._activeBatch.break(instructionSet);\n const batches = this._activeBatches;\n for (const i in batches) {\n const batch = batches[i];\n const geometry = batch.geometry;\n geometry.indexBuffer.setDataWithSize(batch.indexBuffer, batch.indexSize, true);\n geometry.buffers[0].setDataWithSize(batch.attributeBuffer.float32View, batch.attributeSize, false);\n }\n }\n upload(instructionSet) {\n const batchers = this._batchersByInstructionSet[instructionSet.uid];\n for (const i in batchers) {\n const batcher = batchers[i];\n const geometry = batcher.geometry;\n if (batcher.dirty) {\n batcher.dirty = false;\n geometry.buffers[0].update(batcher.attributeSize * 4);\n }\n }\n }\n execute(batch) {\n if (batch.action === \"startBatch\") {\n const batcher = batch.batcher;\n const geometry = batcher.geometry;\n const shader = batcher.shader;\n this._adaptor.start(this, geometry, shader);\n }\n this._adaptor.execute(this, batch);\n }\n destroy() {\n this.state = null;\n this.renderer = null;\n this._adaptor = null;\n for (const i in this._activeBatches) {\n this._activeBatches[i].destroy();\n }\n this._activeBatches = null;\n }\n};\n/** @ignore */\n_BatcherPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"batch\"\n};\n_BatcherPipe._availableBatchers = /* @__PURE__ */ Object.create(null);\nlet BatcherPipe = _BatcherPipe;\nextensions.handleByMap(ExtensionType.Batcher, BatcherPipe._availableBatchers);\nextensions.add(DefaultBatcher);\n\nexport { BatcherPipe };\n//# sourceMappingURL=BatcherPipe.mjs.map\n","\"use strict\";\nconst textureBit = {\n name: \"texture-bit\",\n vertex: {\n header: (\n /* wgsl */\n `\n\n struct TextureUniforms {\n uTextureMatrix:mat3x3<f32>,\n }\n\n @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;\n `\n ),\n main: (\n /* wgsl */\n `\n uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n )\n },\n fragment: {\n header: (\n /* wgsl */\n `\n @group(2) @binding(0) var uTexture: texture_2d<f32>;\n @group(2) @binding(1) var uSampler: sampler;\n\n \n `\n ),\n main: (\n /* wgsl */\n `\n outColor = textureSample(uTexture, uSampler, vUV);\n `\n )\n }\n};\nconst textureBitGl = {\n name: \"texture-bit\",\n vertex: {\n header: (\n /* glsl */\n `\n uniform mat3 uTextureMatrix;\n `\n ),\n main: (\n /* glsl */\n `\n uv = (uTextureMatrix * vec3(uv, 1.0)).xy;\n `\n )\n },\n fragment: {\n header: (\n /* glsl */\n `\n uniform sampler2D uTexture;\n\n \n `\n ),\n main: (\n /* glsl */\n `\n outColor = texture(uTexture, vUV);\n `\n )\n }\n};\n\nexport { textureBit, textureBitGl };\n//# sourceMappingURL=textureBit.mjs.map\n","import { ExtensionType } from '../../../extensions/Extensions.mjs';\nimport { FilterEffect } from '../../../filters/FilterEffect.mjs';\nimport { MaskFilter } from '../../../filters/mask/MaskFilter.mjs';\nimport { Bounds } from '../../../scene/container/bounds/Bounds.mjs';\nimport { getGlobalBounds } from '../../../scene/container/bounds/getGlobalBounds.mjs';\nimport { Sprite } from '../../../scene/sprite/Sprite.mjs';\nimport { BigPool } from '../../../utils/pool/PoolGroup.mjs';\nimport { Texture } from '../../renderers/shared/texture/Texture.mjs';\nimport { TexturePool } from '../../renderers/shared/texture/TexturePool.mjs';\nimport { RendererType } from '../../renderers/types.mjs';\n\n\"use strict\";\nconst tempBounds = new Bounds();\nclass AlphaMaskEffect extends FilterEffect {\n constructor() {\n super();\n this.filters = [new MaskFilter({\n sprite: new Sprite(Texture.EMPTY),\n inverse: false,\n resolution: \"inherit\",\n antialias: \"inherit\"\n })];\n }\n get sprite() {\n return this.filters[0].sprite;\n }\n set sprite(value) {\n this.filters[0].sprite = value;\n }\n get inverse() {\n return this.filters[0].inverse;\n }\n set inverse(value) {\n this.filters[0].inverse = value;\n }\n}\nclass AlphaMaskPipe {\n constructor(renderer) {\n this._activeMaskStage = [];\n this._renderer = renderer;\n }\n push(mask, maskedContainer, instructionSet) {\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"alphaMask\",\n action: \"pushMaskBegin\",\n mask,\n inverse: maskedContainer._maskOptions.inverse,\n canBundle: false,\n maskedContainer\n });\n mask.inverse = maskedContainer._maskOptions.inverse;\n if (mask.renderMaskToTexture) {\n const maskContainer = mask.mask;\n maskContainer.includeInBuild = true;\n maskContainer.collectRenderables(\n instructionSet,\n renderer,\n null\n );\n maskContainer.includeInBuild = false;\n }\n renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"alphaMask\",\n action: \"pushMaskEnd\",\n mask,\n maskedContainer,\n inverse: maskedContainer._maskOptions.inverse,\n canBundle: false\n });\n }\n pop(mask, _maskedContainer, instructionSet) {\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"alphaMask\",\n action: \"popMaskEnd\",\n mask,\n inverse: _maskedContainer._maskOptions.inverse,\n canBundle: false\n });\n }\n execute(instruction) {\n const renderer = this._renderer;\n const renderMask = instruction.mask.renderMaskToTexture;\n if (instruction.action === \"pushMaskBegin\") {\n const filterEffect = BigPool.get(AlphaMaskEffect);\n filterEffect.inverse = instruction.inverse;\n if (renderMask) {\n instruction.mask.mask.measurable = true;\n const bounds = getGlobalBounds(instruction.mask.mask, true, tempBounds);\n instruction.mask.mask.measurable = false;\n bounds.ceil();\n const colorTextureSource = renderer.renderTarget.renderTarget.colorTexture.source;\n const filterTexture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n colorTextureSource._resolution,\n colorTextureSource.antialias\n );\n renderer.renderTarget.push(filterTexture, true);\n renderer.globalUniforms.push({\n offset: bounds,\n worldColor: 4294967295\n });\n const sprite = filterEffect.sprite;\n sprite.texture = filterTexture;\n sprite.worldTransform.tx = bounds.minX;\n sprite.worldTransform.ty = bounds.minY;\n this._activeMaskStage.push({\n filterEffect,\n maskedContainer: instruction.maskedContainer,\n filterTexture\n });\n } else {\n filterEffect.sprite = instruction.mask.mask;\n this._activeMaskStage.push({\n filterEffect,\n maskedContainer: instruction.maskedContainer\n });\n }\n } else if (instruction.action === \"pushMaskEnd\") {\n const maskData = this._activeMaskStage[this._activeMaskStage.length - 1];\n if (renderMask) {\n if (renderer.type === RendererType.WEBGL) {\n renderer.renderTarget.finishRenderPass();\n }\n renderer.renderTarget.pop();\n renderer.globalUniforms.pop();\n }\n renderer.filter.push({\n renderPipeId: \"filter\",\n action: \"pushFilter\",\n container: maskData.maskedContainer,\n filterEffect: maskData.filterEffect,\n canBundle: false\n });\n } else if (instruction.action === \"popMaskEnd\") {\n renderer.filter.pop();\n const maskData = this._activeMaskStage.pop();\n if (renderMask) {\n TexturePool.returnTexture(maskData.filterTexture);\n }\n BigPool.return(maskData.filterEffect);\n }\n }\n destroy() {\n this._renderer = null;\n this._activeMaskStage = null;\n }\n}\n/** @ignore */\nAlphaMaskPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"alphaMask\"\n};\n\nexport { AlphaMaskPipe };\n//# sourceMappingURL=AlphaMaskPipe.mjs.map\n","import { ExtensionType } from '../../../extensions/Extensions.mjs';\n\n\"use strict\";\nclass ColorMaskPipe {\n constructor(renderer) {\n this._colorStack = [];\n this._colorStackIndex = 0;\n this._currentColor = 0;\n this._renderer = renderer;\n }\n buildStart() {\n this._colorStack[0] = 15;\n this._colorStackIndex = 1;\n this._currentColor = 15;\n }\n push(mask, _container, instructionSet) {\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n const colorStack = this._colorStack;\n colorStack[this._colorStackIndex] = colorStack[this._colorStackIndex - 1] & mask.mask;\n const currentColor = this._colorStack[this._colorStackIndex];\n if (currentColor !== this._currentColor) {\n this._currentColor = currentColor;\n instructionSet.add({\n renderPipeId: \"colorMask\",\n colorMask: currentColor,\n canBundle: false\n });\n }\n this._colorStackIndex++;\n }\n pop(_mask, _container, instructionSet) {\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n const colorStack = this._colorStack;\n this._colorStackIndex--;\n const currentColor = colorStack[this._colorStackIndex - 1];\n if (currentColor !== this._currentColor) {\n this._currentColor = currentColor;\n instructionSet.add({\n renderPipeId: \"colorMask\",\n colorMask: currentColor,\n canBundle: false\n });\n }\n }\n execute(instruction) {\n const renderer = this._renderer;\n renderer.colorMask.setMask(instruction.colorMask);\n }\n destroy() {\n this._colorStack = null;\n }\n}\n/** @ignore */\nColorMaskPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"colorMask\"\n};\n\nexport { ColorMaskPipe };\n//# sourceMappingURL=ColorMaskPipe.mjs.map\n","import { ExtensionType } from '../../../extensions/Extensions.mjs';\nimport { CLEAR } from '../../renderers/gl/const.mjs';\nimport { STENCIL_MODES } from '../../renderers/shared/state/const.mjs';\n\n\"use strict\";\nclass StencilMaskPipe {\n constructor(renderer) {\n // used when building and also when executing..\n this._maskStackHash = {};\n this._maskHash = /* @__PURE__ */ new WeakMap();\n this._renderer = renderer;\n }\n push(mask, _container, instructionSet) {\n var _a;\n const effect = mask;\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n renderer.renderPipes.blendMode.setBlendMode(effect.mask, \"none\", instructionSet);\n instructionSet.add({\n renderPipeId: \"stencilMask\",\n action: \"pushMaskBegin\",\n mask,\n inverse: _container._maskOptions.inverse,\n canBundle: false\n });\n const maskContainer = effect.mask;\n maskContainer.includeInBuild = true;\n if (!this._maskHash.has(effect)) {\n this._maskHash.set(effect, {\n instructionsStart: 0,\n instructionsLength: 0\n });\n }\n const maskData = this._maskHash.get(effect);\n maskData.instructionsStart = instructionSet.instructionSize;\n maskContainer.collectRenderables(\n instructionSet,\n renderer,\n null\n );\n maskContainer.includeInBuild = false;\n renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"stencilMask\",\n action: \"pushMaskEnd\",\n mask,\n inverse: _container._maskOptions.inverse,\n canBundle: false\n });\n const instructionsLength = instructionSet.instructionSize - maskData.instructionsStart - 1;\n maskData.instructionsLength = instructionsLength;\n const renderTargetUid = renderer.renderTarget.renderTarget.uid;\n (_a = this._maskStackHash)[renderTargetUid] ?? (_a[renderTargetUid] = 0);\n }\n pop(mask, _container, instructionSet) {\n const effect = mask;\n const renderer = this._renderer;\n renderer.renderPipes.batch.break(instructionSet);\n renderer.renderPipes.blendMode.setBlendMode(effect.mask, \"none\", instructionSet);\n instructionSet.add({\n renderPipeId: \"stencilMask\",\n action: \"popMaskBegin\",\n inverse: _container._maskOptions.inverse,\n canBundle: false\n });\n const maskData = this._maskHash.get(mask);\n for (let i = 0; i < maskData.instructionsLength; i++) {\n instructionSet.instructions[instructionSet.instructionSize++] = instructionSet.instructions[maskData.instructionsStart++];\n }\n instructionSet.add({\n renderPipeId: \"stencilMask\",\n action: \"popMaskEnd\",\n canBundle: false\n });\n }\n execute(instruction) {\n var _a;\n const renderer = this._renderer;\n const renderTargetUid = renderer.renderTarget.renderTarget.uid;\n let maskStackIndex = (_a = this._maskStackHash)[renderTargetUid] ?? (_a[renderTargetUid] = 0);\n if (instruction.action === \"pushMaskBegin\") {\n renderer.renderTarget.ensureDepthStencil();\n renderer.stencil.setStencilMode(STENCIL_MODES.RENDERING_MASK_ADD, maskStackIndex);\n maskStackIndex++;\n renderer.colorMask.setMask(0);\n } else if (instruction.action === \"pushMaskEnd\") {\n if (instruction.inverse) {\n renderer.stencil.setStencilMode(STENCIL_MODES.INVERSE_MASK_ACTIVE, maskStackIndex);\n } else {\n renderer.stencil.setStencilMode(STENCIL_MODES.MASK_ACTIVE, maskStackIndex);\n }\n renderer.colorMask.setMask(15);\n } else if (instruction.action === \"popMaskBegin\") {\n renderer.colorMask.setMask(0);\n if (maskStackIndex !== 0) {\n renderer.stencil.setStencilMode(STENCIL_MODES.RENDERING_MASK_REMOVE, maskStackIndex);\n } else {\n renderer.renderTarget.clear(null, CLEAR.STENCIL);\n renderer.stencil.setStencilMode(STENCIL_MODES.DISABLED, maskStackIndex);\n }\n maskStackIndex--;\n } else if (instruction.action === \"popMaskEnd\") {\n if (instruction.inverse) {\n renderer.stencil.setStencilMode(STENCIL_MODES.INVERSE_MASK_ACTIVE, maskStackIndex);\n } else {\n renderer.stencil.setStencilMode(STENCIL_MODES.MASK_ACTIVE, maskStackIndex);\n }\n renderer.colorMask.setMask(15);\n }\n this._maskStackHash[renderTargetUid] = maskStackIndex;\n }\n destroy() {\n this._renderer = null;\n this._maskStackHash = null;\n this._maskHash = null;\n }\n}\nStencilMaskPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"stencilMask\"\n};\n\nexport { StencilMaskPipe };\n//# sourceMappingURL=StencilMaskPipe.mjs.map\n","import { warn } from '../../../../../utils/logging/warn.mjs';\nimport { getAttributeInfoFromFormat } from '../../../shared/geometry/utils/getAttributeInfoFromFormat.mjs';\n\n\"use strict\";\nfunction ensureAttributes(geometry, extractedData) {\n for (const i in geometry.attributes) {\n const attribute = geometry.attributes[i];\n const attributeData = extractedData[i];\n if (attributeData) {\n attribute.format ?? (attribute.format = attributeData.format);\n attribute.offset ?? (attribute.offset = attributeData.offset);\n attribute.instance ?? (attribute.instance = attributeData.instance);\n } else {\n warn(`Attribute ${i} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);\n }\n }\n ensureStartAndStride(geometry);\n}\nfunction ensureStartAndStride(geometry) {\n const { buffers, attributes } = geometry;\n const tempStride = {};\n const tempStart = {};\n for (const j in buffers) {\n const buffer = buffers[j];\n tempStride[buffer.uid] = 0;\n tempStart[buffer.uid] = 0;\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n tempStride[attribute.buffer.uid] += getAttributeInfoFromFormat(attribute.format).stride;\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n attribute.stride ?? (attribute.stride = tempStride[attribute.buffer.uid]);\n attribute.start ?? (attribute.start = tempStart[attribute.buffer.uid]);\n tempStart[attribute.buffer.uid] += getAttributeInfoFromFormat(attribute.format).stride;\n }\n}\n\nexport { ensureAttributes };\n//# sourceMappingURL=ensureAttributes.mjs.map\n","import { STENCIL_MODES } from '../../shared/state/const.mjs';\n\n\"use strict\";\nconst GpuStencilModesToPixi = [];\nGpuStencilModesToPixi[STENCIL_MODES.NONE] = void 0;\nGpuStencilModesToPixi[STENCIL_MODES.DISABLED] = {\n stencilWriteMask: 0,\n stencilReadMask: 0\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_ADD] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"increment-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.RENDERING_MASK_REMOVE] = {\n stencilFront: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"decrement-clamp\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"equal\",\n passOp: \"keep\"\n },\n stencilBack: {\n compare: \"equal\",\n passOp: \"keep\"\n }\n};\nGpuStencilModesToPixi[STENCIL_MODES.INVERSE_MASK_ACTIVE] = {\n stencilWriteMask: 0,\n stencilFront: {\n compare: \"not-equal\",\n passOp: \"replace\"\n },\n stencilBack: {\n compare: \"not-equal\",\n passOp: \"replace\"\n }\n};\n\nexport { GpuStencilModesToPixi };\n//# sourceMappingURL=GpuStencilModesToPixi.mjs.map\n","import { unsafeEvalSupported } from '../../../../utils/browser/unsafeEvalSupported.mjs';\nimport { Buffer } from '../buffer/Buffer.mjs';\nimport { BufferUsage } from '../buffer/const.mjs';\n\n\"use strict\";\nclass UboSystem {\n constructor(adaptor) {\n /** Cache of uniform buffer layouts and sync functions, so we don't have to re-create them */\n this._syncFunctionHash = /* @__PURE__ */ Object.create(null);\n this._adaptor = adaptor;\n this._systemCheck();\n }\n /**\n * Overridable function by `pixi.js/unsafe-eval` to silence\n * throwing an error if platform doesn't support unsafe-evals.\n * @private\n */\n _systemCheck() {\n if (!unsafeEvalSupported()) {\n throw new Error(\"Current environment does not allow unsafe-eval, please use pixi.js/unsafe-eval module to enable support.\");\n }\n }\n ensureUniformGroup(uniformGroup) {\n const uniformData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n }\n getUniformGroupData(uniformGroup) {\n return this._syncFunctionHash[uniformGroup._signature] || this._initUniformGroup(uniformGroup);\n }\n _initUniformGroup(uniformGroup) {\n const uniformGroupSignature = uniformGroup._signature;\n let uniformData = this._syncFunctionHash[uniformGroupSignature];\n if (!uniformData) {\n const elements = Object.keys(uniformGroup.uniformStructures).map((i) => uniformGroup.uniformStructures[i]);\n const layout = this._adaptor.createUboElements(elements);\n const syncFunction = this._generateUboSync(layout.uboElements);\n uniformData = this._syncFunctionHash[uniformGroupSignature] = {\n layout,\n syncFunction\n };\n }\n return this._syncFunctionHash[uniformGroupSignature];\n }\n _generateUboSync(uboElements) {\n return this._adaptor.generateUboSync(uboElements);\n }\n syncUniformGroup(uniformGroup, data, offset) {\n const uniformGroupData = this.getUniformGroupData(uniformGroup);\n uniformGroup.buffer || (uniformGroup.buffer = new Buffer({\n data: new Float32Array(uniformGroupData.layout.size / 4),\n usage: BufferUsage.UNIFORM | BufferUsage.COPY_DST\n }));\n let dataInt32 = null;\n if (!data) {\n data = uniformGroup.buffer.data;\n dataInt32 = uniformGroup.buffer.dataInt32;\n }\n offset || (offset = 0);\n uniformGroupData.syncFunction(uniformGroup.uniforms, data, dataInt32, offset);\n return true;\n }\n updateUniformGroup(uniformGroup) {\n if (uniformGroup.isStatic && !uniformGroup._dirtyId)\n return false;\n uniformGroup._dirtyId = 0;\n const synced = this.syncUniformGroup(uniformGroup);\n uniformGroup.buffer.update();\n return synced;\n }\n destroy() {\n this._syncFunctionHash = null;\n }\n}\n\nexport { UboSystem };\n//# sourceMappingURL=UboSystem.mjs.map\n","\"use strict\";\nconst uniformParsers = [\n // uploading pixi matrix object to mat3\n {\n type: \"mat3x3<f32>\",\n test: (data) => {\n const value = data.value;\n return value.a !== void 0;\n },\n ubo: `\n var matrix = uv[name].toArray(true);\n data[offset] = matrix[0];\n data[offset + 1] = matrix[1];\n data[offset + 2] = matrix[2];\n data[offset + 4] = matrix[3];\n data[offset + 5] = matrix[4];\n data[offset + 6] = matrix[5];\n data[offset + 8] = matrix[6];\n data[offset + 9] = matrix[7];\n data[offset + 10] = matrix[8];\n `,\n uniform: `\n gl.uniformMatrix3fv(ud[name].location, false, uv[name].toArray(true));\n `\n },\n // uploading a pixi rectangle as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.width !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n data[offset + 2] = v.width;\n data[offset + 3] = v.height;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height) {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[name].location, v.x, v.y, v.width, v.height);\n }\n `\n },\n // uploading a pixi point as a vec2\n {\n type: \"vec2<f32>\",\n test: (data) => data.type === \"vec2<f32>\" && data.size === 1 && data.value.x !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.x;\n data[offset + 1] = v.y;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.x || cv[1] !== v.y) {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[name].location, v.x, v.y);\n }\n `\n },\n // uploading a pixi color as a vec4\n {\n type: \"vec4<f32>\",\n test: (data) => data.type === \"vec4<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n data[offset + 3] = v.alpha;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n cv[3] = v.alpha;\n gl.uniform4f(ud[name].location, v.red, v.green, v.blue, v.alpha);\n }\n `\n },\n // uploading a pixi color as a vec3\n {\n type: \"vec3<f32>\",\n test: (data) => data.type === \"vec3<f32>\" && data.size === 1 && data.value.red !== void 0,\n ubo: `\n v = uv[name];\n data[offset] = v.red;\n data[offset + 1] = v.green;\n data[offset + 2] = v.blue;\n `,\n uniform: `\n cv = ud[name].value;\n v = uv[name];\n if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue) {\n cv[0] = v.red;\n cv[1] = v.green;\n cv[2] = v.blue;\n gl.uniform3f(ud[name].location, v.red, v.green, v.blue);\n }\n `\n }\n];\n\nexport { uniformParsers };\n//# sourceMappingURL=uniformParsers.mjs.map\n","import { uniformParsers } from './uniformParsers.mjs';\n\n\"use strict\";\nfunction createUboSyncFunction(uboElements, parserCode, arrayGenerationFunction, singleSettersMap) {\n const funcFragments = [`\n var v = null;\n var v2 = null;\n var t = 0;\n var index = 0;\n var name = null;\n var arrayOffset = null;\n `];\n let prev = 0;\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n const name = uboElement.data.name;\n let parsed = false;\n let offset = 0;\n for (let j = 0; j < uniformParsers.length; j++) {\n const uniformParser = uniformParsers[j];\n if (uniformParser.test(uboElement.data)) {\n offset = uboElement.offset / 4;\n funcFragments.push(\n `name = \"${name}\";`,\n `offset += ${offset - prev};`,\n uniformParsers[j][parserCode] || uniformParsers[j].ubo\n );\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n offset = uboElement.offset / 4;\n funcFragments.push(arrayGenerationFunction(uboElement, offset - prev));\n } else {\n const template = singleSettersMap[uboElement.data.type];\n offset = uboElement.offset / 4;\n funcFragments.push(\n /* wgsl */\n `\n v = uv.${name};\n offset += ${offset - prev};\n ${template};\n `\n );\n }\n }\n prev = offset;\n }\n const fragmentSrc = funcFragments.join(\"\\n\");\n return new Function(\n \"uv\",\n \"data\",\n \"dataInt32\",\n \"offset\",\n fragmentSrc\n );\n}\n\nexport { createUboSyncFunction };\n//# sourceMappingURL=createUboSyncFunction.mjs.map\n","\"use strict\";\nfunction loopMatrix(col, row) {\n const total = col * row;\n return `\n for (let i = 0; i < ${total}; i++) {\n data[offset + (((i / ${col})|0) * 4) + (i % ${col})] = v[i];\n }\n `;\n}\nconst uboSyncFunctionsSTD40 = {\n f32: `\n data[offset] = v;`,\n i32: `\n dataInt32[offset] = v;`,\n \"vec2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];`,\n \"vec3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];`,\n \"vec4<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];`,\n \"vec2<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];`,\n \"vec3<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];`,\n \"vec4<i32>\": `\n dataInt32[offset] = v[0];\n dataInt32[offset + 1] = v[1];\n dataInt32[offset + 2] = v[2];\n dataInt32[offset + 3] = v[3];`,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 4] = v[2];\n data[offset + 5] = v[3];`,\n \"mat3x3<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];`,\n \"mat4x4<f32>\": `\n for (let i = 0; i < 16; i++) {\n data[offset + i] = v[i];\n }`,\n \"mat3x2<f32>\": loopMatrix(3, 2),\n \"mat4x2<f32>\": loopMatrix(4, 2),\n \"mat2x3<f32>\": loopMatrix(2, 3),\n \"mat4x3<f32>\": loopMatrix(4, 3),\n \"mat2x4<f32>\": loopMatrix(2, 4),\n \"mat3x4<f32>\": loopMatrix(3, 4)\n};\nconst uboSyncFunctionsWGSL = {\n ...uboSyncFunctionsSTD40,\n \"mat2x2<f32>\": `\n data[offset] = v[0];\n data[offset + 1] = v[1];\n data[offset + 2] = v[2];\n data[offset + 3] = v[3];\n `\n};\n\nexport { uboSyncFunctionsSTD40, uboSyncFunctionsWGSL };\n//# sourceMappingURL=uboSyncFunctions.mjs.map\n","\"use strict\";\nfunction calculateProjection(pm, x, y, width, height, flipY) {\n const sign = flipY ? 1 : -1;\n pm.identity();\n pm.a = 1 / width * 2;\n pm.d = sign * (1 / height * 2);\n pm.tx = -1 - x * pm.a;\n pm.ty = -sign - y * pm.d;\n return pm;\n}\n\nexport { calculateProjection };\n//# sourceMappingURL=calculateProjection.mjs.map\n","import { CanvasSource } from '../sources/CanvasSource.mjs';\nimport { Texture } from '../Texture.mjs';\n\n\"use strict\";\nconst canvasCache = /* @__PURE__ */ new Map();\nfunction getCanvasTexture(canvas, options) {\n if (!canvasCache.has(canvas)) {\n const texture = new Texture({\n source: new CanvasSource({\n resource: canvas,\n ...options\n })\n });\n const onDestroy = () => {\n if (canvasCache.get(canvas) === texture) {\n canvasCache.delete(canvas);\n }\n };\n texture.once(\"destroy\", onDestroy);\n texture.source.once(\"destroy\", onDestroy);\n canvasCache.set(canvas, texture);\n }\n return canvasCache.get(canvas);\n}\nfunction hasCachedCanvasTexture(canvas) {\n return canvasCache.has(canvas);\n}\n\nexport { getCanvasTexture, hasCachedCanvasTexture };\n//# sourceMappingURL=getCanvasTexture.mjs.map\n","\"use strict\";\nfunction isRenderingToScreen(renderTarget) {\n const resource = renderTarget.colorTexture.source.resource;\n return globalThis.HTMLCanvasElement && resource instanceof HTMLCanvasElement && document.body.contains(resource);\n}\n\nexport { isRenderingToScreen };\n//# sourceMappingURL=isRenderingToScreen.mjs.map\n","import { uid } from '../../../../utils/data/uid.mjs';\nimport { TextureSource } from '../texture/sources/TextureSource.mjs';\nimport { Texture } from '../texture/Texture.mjs';\n\n\"use strict\";\nconst _RenderTarget = class _RenderTarget {\n /**\n * @param [descriptor] - Options for creating a render target.\n */\n constructor(descriptor = {}) {\n /** unique id for this render target */\n this.uid = uid(\"renderTarget\");\n /**\n * An array of textures that can be written to by the GPU - mostly this has one texture in Pixi, but you could\n * write to multiple if required! (eg deferred lighting)\n */\n this.colorTextures = [];\n this.dirtyId = 0;\n this.isRoot = false;\n this._size = new Float32Array(2);\n /** if true, then when the render target is destroyed, it will destroy all the textures that were created for it. */\n this._managedColorTextures = false;\n descriptor = { ..._RenderTarget.defaultOptions, ...descriptor };\n this.stencil = descriptor.stencil;\n this.depth = descriptor.depth;\n this.isRoot = descriptor.isRoot;\n if (typeof descriptor.colorTextures === \"number\") {\n this._managedColorTextures = true;\n for (let i = 0; i < descriptor.colorTextures; i++) {\n this.colorTextures.push(\n new TextureSource({\n width: descriptor.width,\n height: descriptor.height,\n resolution: descriptor.resolution,\n antialias: descriptor.antialias\n })\n );\n }\n } else {\n this.colorTextures = [...descriptor.colorTextures.map((texture) => texture.source)];\n const colorSource = this.colorTexture.source;\n this.resize(colorSource.width, colorSource.height, colorSource._resolution);\n }\n this.colorTexture.source.on(\"resize\", this.onSourceResize, this);\n if (descriptor.depthStencilTexture || this.stencil) {\n if (descriptor.depthStencilTexture instanceof Texture || descriptor.depthStencilTexture instanceof TextureSource) {\n this.depthStencilTexture = descriptor.depthStencilTexture.source;\n } else {\n this.ensureDepthStencilTexture();\n }\n }\n }\n get size() {\n const _size = this._size;\n _size[0] = this.pixelWidth;\n _size[1] = this.pixelHeight;\n return _size;\n }\n get width() {\n return this.colorTexture.source.width;\n }\n get height() {\n return this.colorTexture.source.height;\n }\n get pixelWidth() {\n return this.colorTexture.source.pixelWidth;\n }\n get pixelHeight() {\n return this.colorTexture.source.pixelHeight;\n }\n get resolution() {\n return this.colorTexture.source._resolution;\n }\n get colorTexture() {\n return this.colorTextures[0];\n }\n onSourceResize(source) {\n this.resize(source.width, source.height, source._resolution, true);\n }\n /**\n * This will ensure a depthStencil texture is created for this render target.\n * Most likely called by the mask system to make sure we have stencil buffer added.\n * @internal\n * @ignore\n */\n ensureDepthStencilTexture() {\n if (!this.depthStencilTexture) {\n this.depthStencilTexture = new TextureSource({\n width: this.width,\n height: this.height,\n resolution: this.resolution,\n format: \"depth24plus-stencil8\",\n autoGenerateMipmaps: false,\n antialias: false,\n mipLevelCount: 1\n // sampleCount: handled by the render target system..\n });\n }\n }\n resize(width, height, resolution = this.resolution, skipColorTexture = false) {\n this.dirtyId++;\n this.colorTextures.forEach((colorTexture, i) => {\n if (skipColorTexture && i === 0)\n return;\n colorTexture.source.resize(width, height, resolution);\n });\n if (this.depthStencilTexture) {\n this.depthStencilTexture.source.resize(width, height, resolution);\n }\n }\n destroy() {\n this.colorTexture.source.off(\"resize\", this.onSourceResize, this);\n if (this._managedColorTextures) {\n this.colorTextures.forEach((texture) => {\n texture.destroy();\n });\n }\n if (this.depthStencilTexture) {\n this.depthStencilTexture.destroy();\n delete this.depthStencilTexture;\n }\n }\n};\n/** The default options for a render target */\n_RenderTarget.defaultOptions = {\n /** the width of the RenderTarget */\n width: 0,\n /** the height of the RenderTarget */\n height: 0,\n /** the resolution of the RenderTarget */\n resolution: 1,\n /** an array of textures, or a number indicating how many color textures there should be */\n colorTextures: 1,\n /** should this render target have a stencil buffer? */\n stencil: false,\n /** should this render target have a depth buffer? */\n depth: false,\n /** should this render target be antialiased? */\n antialias: false,\n // save on perf by default!\n /** is this a root element, true if this is gl context owners render target */\n isRoot: false\n};\nlet RenderTarget = _RenderTarget;\n\nexport { RenderTarget };\n//# sourceMappingURL=RenderTarget.mjs.map\n","import { Matrix } from '../../../../maths/matrix/Matrix.mjs';\nimport { Rectangle } from '../../../../maths/shapes/Rectangle.mjs';\nimport { CLEAR } from '../../gl/const.mjs';\nimport { calculateProjection } from '../../gpu/renderTarget/calculateProjection.mjs';\nimport { SystemRunner } from '../system/SystemRunner.mjs';\nimport { CanvasSource } from '../texture/sources/CanvasSource.mjs';\nimport { TextureSource } from '../texture/sources/TextureSource.mjs';\nimport { Texture } from '../texture/Texture.mjs';\nimport { getCanvasTexture } from '../texture/utils/getCanvasTexture.mjs';\nimport { isRenderingToScreen } from './isRenderingToScreen.mjs';\nimport { RenderTarget } from './RenderTarget.mjs';\n\n\"use strict\";\nclass RenderTargetSystem {\n constructor(renderer) {\n /** This is the root viewport for the render pass*/\n this.rootViewPort = new Rectangle();\n /** the current viewport that the gpu is using */\n this.viewport = new Rectangle();\n /**\n * a runner that lets systems know if the active render target has changed.\n * Eg the Stencil System needs to know so it can manage the stencil buffer\n */\n this.onRenderTargetChange = new SystemRunner(\"onRenderTargetChange\");\n /** the projection matrix that is used by the shaders based on the active render target and the viewport */\n this.projectionMatrix = new Matrix();\n /** the default clear color for render targets */\n this.defaultClearColor = [0, 0, 0, 0];\n /**\n * a hash that stores the render target for a given render surface. When you pass in a texture source,\n * a render target is created for it. This map stores and makes it easy to retrieve the render target\n */\n this._renderSurfaceToRenderTargetHash = /* @__PURE__ */ new Map();\n /** A hash that stores a gpu render target for a given render target. */\n this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null);\n /**\n * A stack that stores the render target and frame that is currently being rendered to.\n * When push is called, the current render target is stored in this stack.\n * When pop is called, the previous render target is restored.\n */\n this._renderTargetStack = [];\n this._renderer = renderer;\n renderer.renderableGC.addManagedHash(this, \"_gpuRenderTargetHash\");\n }\n /** called when dev wants to finish a render pass */\n finishRenderPass() {\n this.adaptor.finishRenderPass(this.renderTarget);\n }\n /**\n * called when the renderer starts to render a scene.\n * @param options\n * @param options.target - the render target to render to\n * @param options.clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111\n * @param options.clearColor - the color to clear to\n * @param options.frame - the frame to render to\n */\n renderStart({\n target,\n clear,\n clearColor,\n frame\n }) {\n this._renderTargetStack.length = 0;\n this.push(\n target,\n clear,\n clearColor,\n frame\n );\n this.rootViewPort.copyFrom(this.viewport);\n this.rootRenderTarget = this.renderTarget;\n this.renderingToScreen = isRenderingToScreen(this.rootRenderTarget);\n this.adaptor.prerender?.(this.rootRenderTarget);\n }\n postrender() {\n this.adaptor.postrender?.(this.rootRenderTarget);\n }\n /**\n * Binding a render surface! This is the main function of the render target system.\n * It will take the RenderSurface (which can be a texture, canvas, or render target) and bind it to the renderer.\n * Once bound all draw calls will be rendered to the render surface.\n *\n * If a frame is not provide and the render surface is a texture, the frame of the texture will be used.\n * @param renderSurface - the render surface to bind\n * @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111\n * @param clearColor - the color to clear to\n * @param frame - the frame to render to\n * @returns the render target that was bound\n */\n bind(renderSurface, clear = true, clearColor, frame) {\n const renderTarget = this.getRenderTarget(renderSurface);\n const didChange = this.renderTarget !== renderTarget;\n this.renderTarget = renderTarget;\n this.renderSurface = renderSurface;\n const gpuRenderTarget = this.getGpuRenderTarget(renderTarget);\n if (renderTarget.pixelWidth !== gpuRenderTarget.width || renderTarget.pixelHeight !== gpuRenderTarget.height) {\n this.adaptor.resizeGpuRenderTarget(renderTarget);\n gpuRenderTarget.width = renderTarget.pixelWidth;\n gpuRenderTarget.height = renderTarget.pixelHeight;\n }\n const source = renderTarget.colorTexture;\n const viewport = this.viewport;\n const pixelWidth = source.pixelWidth;\n const pixelHeight = source.pixelHeight;\n if (!frame && renderSurface instanceof Texture) {\n frame = renderSurface.frame;\n }\n if (frame) {\n const resolution = source._resolution;\n viewport.x = frame.x * resolution + 0.5 | 0;\n viewport.y = frame.y * resolution + 0.5 | 0;\n viewport.width = frame.width * resolution + 0.5 | 0;\n viewport.height = frame.height * resolution + 0.5 | 0;\n } else {\n viewport.x = 0;\n viewport.y = 0;\n viewport.width = pixelWidth;\n viewport.height = pixelHeight;\n }\n calculateProjection(\n this.projectionMatrix,\n 0,\n 0,\n viewport.width / source.resolution,\n viewport.height / source.resolution,\n !renderTarget.isRoot\n );\n this.adaptor.startRenderPass(renderTarget, clear, clearColor, viewport);\n if (didChange) {\n this.onRenderTargetChange.emit(renderTarget);\n }\n return renderTarget;\n }\n clear(target, clear = CLEAR.ALL, clearColor) {\n if (!clear)\n return;\n if (target) {\n target = this.getRenderTarget(target);\n }\n this.adaptor.clear(\n target || this.renderTarget,\n clear,\n clearColor,\n this.viewport\n );\n }\n contextChange() {\n this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null);\n }\n /**\n * Push a render surface to the renderer. This will bind the render surface to the renderer,\n * @param renderSurface - the render surface to push\n * @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111\n * @param clearColor - the color to clear to\n * @param frame - the frame to use when rendering to the render surface\n */\n push(renderSurface, clear = CLEAR.ALL, clearColor, frame) {\n const renderTarget = this.bind(renderSurface, clear, clearColor, frame);\n this._renderTargetStack.push({\n renderTarget,\n frame\n });\n return renderTarget;\n }\n /** Pops the current render target from the renderer and restores the previous render target. */\n pop() {\n this._renderTargetStack.pop();\n const currentRenderTargetData = this._renderTargetStack[this._renderTargetStack.length - 1];\n this.bind(currentRenderTargetData.renderTarget, false, null, currentRenderTargetData.frame);\n }\n /**\n * Gets the render target from the provide render surface. Eg if its a texture,\n * it will return the render target for the texture.\n * If its a render target, it will return the same render target.\n * @param renderSurface - the render surface to get the render target for\n * @returns the render target for the render surface\n */\n getRenderTarget(renderSurface) {\n if (renderSurface.isTexture) {\n renderSurface = renderSurface.source;\n }\n return this._renderSurfaceToRenderTargetHash.get(renderSurface) ?? this._initRenderTarget(renderSurface);\n }\n /**\n * Copies a render surface to another texture.\n *\n * NOTE:\n * for sourceRenderSurfaceTexture, The render target must be something that is written too by the renderer\n *\n * The following is not valid:\n * @example\n * const canvas = document.createElement('canvas')\n * canvas.width = 200;\n * canvas.height = 200;\n *\n * const ctx = canvas2.getContext('2d')!\n * ctx.fillStyle = 'red'\n * ctx.fillRect(0, 0, 200, 200);\n *\n * const texture = RenderTexture.create({\n * width: 200,\n * height: 200,\n * })\n * const renderTarget = renderer.renderTarget.getRenderTarget(canvas2);\n *\n * renderer.renderTarget.copyToTexture(renderTarget,texture, {x:0,y:0},{width:200,height:200},{x:0,y:0});\n *\n * The best way to copy a canvas is to create a texture from it. Then render with that.\n *\n * Parsing in a RenderTarget canvas context (with a 2d context)\n * @param sourceRenderSurfaceTexture - the render surface to copy from\n * @param destinationTexture - the texture to copy to\n * @param originSrc - the origin of the copy\n * @param originSrc.x - the x origin of the copy\n * @param originSrc.y - the y origin of the copy\n * @param size - the size of the copy\n * @param size.width - the width of the copy\n * @param size.height - the height of the copy\n * @param originDest - the destination origin (top left to paste from!)\n * @param originDest.x - the x origin of the paste\n * @param originDest.y - the y origin of the paste\n */\n copyToTexture(sourceRenderSurfaceTexture, destinationTexture, originSrc, size, originDest) {\n if (originSrc.x < 0) {\n size.width += originSrc.x;\n originDest.x -= originSrc.x;\n originSrc.x = 0;\n }\n if (originSrc.y < 0) {\n size.height += originSrc.y;\n originDest.y -= originSrc.y;\n originSrc.y = 0;\n }\n const { pixelWidth, pixelHeight } = sourceRenderSurfaceTexture;\n size.width = Math.min(size.width, pixelWidth - originSrc.x);\n size.height = Math.min(size.height, pixelHeight - originSrc.y);\n return this.adaptor.copyToTexture(\n sourceRenderSurfaceTexture,\n destinationTexture,\n originSrc,\n size,\n originDest\n );\n }\n /**\n * ensures that we have a depth stencil buffer available to render to\n * This is used by the mask system to make sure we have a stencil buffer.\n */\n ensureDepthStencil() {\n if (!this.renderTarget.stencil) {\n this.renderTarget.stencil = true;\n this.adaptor.startRenderPass(this.renderTarget, false, null, this.viewport);\n }\n }\n /** nukes the render target system */\n destroy() {\n this._renderer = null;\n this._renderSurfaceToRenderTargetHash.forEach((renderTarget, key) => {\n if (renderTarget !== key) {\n renderTarget.destroy();\n }\n });\n this._renderSurfaceToRenderTargetHash.clear();\n this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null);\n }\n _initRenderTarget(renderSurface) {\n let renderTarget = null;\n if (CanvasSource.test(renderSurface)) {\n renderSurface = getCanvasTexture(renderSurface).source;\n }\n if (renderSurface instanceof RenderTarget) {\n renderTarget = renderSurface;\n } else if (renderSurface instanceof TextureSource) {\n renderTarget = new RenderTarget({\n colorTextures: [renderSurface]\n });\n if (CanvasSource.test(renderSurface.source.resource)) {\n renderTarget.isRoot = true;\n }\n renderSurface.once(\"destroy\", () => {\n renderTarget.destroy();\n this._renderSurfaceToRenderTargetHash.delete(renderSurface);\n const gpuRenderTarget = this._gpuRenderTargetHash[renderTarget.uid];\n if (gpuRenderTarget) {\n this._gpuRenderTargetHash[renderTarget.uid] = null;\n this.adaptor.destroyGpuRenderTarget(gpuRenderTarget);\n }\n });\n }\n this._renderSurfaceToRenderTargetHash.set(renderSurface, renderTarget);\n return renderTarget;\n }\n getGpuRenderTarget(renderTarget) {\n return this._gpuRenderTargetHash[renderTarget.uid] || (this._gpuRenderTargetHash[renderTarget.uid] = this.adaptor.initGpuRenderTarget(renderTarget));\n }\n resetState() {\n this.renderTarget = null;\n this.renderSurface = null;\n }\n}\n\nexport { RenderTargetSystem };\n//# sourceMappingURL=RenderTargetSystem.mjs.map\n","import EventEmitter from 'eventemitter3';\nimport { uid } from '../../../../utils/data/uid.mjs';\n\n\"use strict\";\nclass BufferResource extends EventEmitter {\n /**\n * Create a new Buffer Resource.\n * @param options - The options for the buffer resource\n * @param options.buffer - The underlying buffer that this resource is using\n * @param options.offset - The offset of the buffer this resource is using.\n * If not provided, then it will use the offset of the buffer.\n * @param options.size - The size of the buffer this resource is using.\n * If not provided, then it will use the size of the buffer.\n */\n constructor({ buffer, offset, size }) {\n super();\n /**\n * emits when the underlying buffer has changed shape (i.e. resized)\n * letting the renderer know that it needs to discard the old buffer on the GPU and create a new one\n * @event change\n */\n /** a unique id for this uniform group used through the renderer */\n this.uid = uid(\"buffer\");\n /**\n * a resource type, used to identify how to handle it when its in a bind group / shader resource\n * @internal\n * @ignore\n */\n this._resourceType = \"bufferResource\";\n /**\n * used internally to know if a uniform group was used in the last render pass\n * @internal\n * @ignore\n */\n this._touched = 0;\n /**\n * the resource id used internally by the renderer to build bind group keys\n * @internal\n * @ignore\n */\n this._resourceId = uid(\"resource\");\n /**\n * A cheeky hint to the GL renderer to let it know this is a BufferResource\n * @internal\n * @ignore\n */\n this._bufferResource = true;\n /**\n * Has the Buffer resource been destroyed?\n * @readonly\n */\n this.destroyed = false;\n this.buffer = buffer;\n this.offset = offset | 0;\n this.size = size;\n this.buffer.on(\"change\", this.onBufferChange, this);\n }\n onBufferChange() {\n this._resourceId = uid(\"resource\");\n this.emit(\"change\", this);\n }\n /**\n * Destroys this resource. Make sure the underlying buffer is not used anywhere else\n * if you want to destroy it as well, or code will explode\n * @param destroyBuffer - Should the underlying buffer be destroyed as well?\n */\n destroy(destroyBuffer = false) {\n this.destroyed = true;\n if (destroyBuffer) {\n this.buffer.destroy();\n }\n this.emit(\"change\", this);\n this.buffer = null;\n }\n}\n\nexport { BufferResource };\n//# sourceMappingURL=BufferResource.mjs.map\n","import { ExtensionType } from '../../extensions/Extensions.mjs';\n\n\"use strict\";\nclass CustomRenderPipe {\n constructor(renderer) {\n this._renderer = renderer;\n }\n updateRenderable() {\n }\n destroyRenderable() {\n }\n validateRenderable() {\n return false;\n }\n addRenderable(container, instructionSet) {\n this._renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add(container);\n }\n execute(container) {\n if (!container.isRenderable)\n return;\n container.render(this._renderer);\n }\n destroy() {\n this._renderer = null;\n }\n}\nCustomRenderPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"customRender\"\n};\n\nexport { CustomRenderPipe };\n//# sourceMappingURL=CustomRenderPipe.mjs.map\n","\"use strict\";\nfunction executeInstructions(renderGroup, renderer) {\n const instructionSet = renderGroup.instructionSet;\n const instructions = instructionSet.instructions;\n for (let i = 0; i < instructionSet.instructionSize; i++) {\n const instruction = instructions[i];\n renderer[instruction.renderPipeId].execute(instruction);\n }\n}\n\nexport { executeInstructions };\n//# sourceMappingURL=executeInstructions.mjs.map\n","import { ExtensionType } from '../../extensions/Extensions.mjs';\nimport { Matrix } from '../../maths/matrix/Matrix.mjs';\nimport { BigPool } from '../../utils/pool/PoolGroup.mjs';\nimport { BatchableSprite } from '../sprite/BatchableSprite.mjs';\nimport { executeInstructions } from './utils/executeInstructions.mjs';\n\n\"use strict\";\nconst tempMatrix = new Matrix();\nclass RenderGroupPipe {\n constructor(renderer) {\n this._renderer = renderer;\n }\n addRenderGroup(renderGroup, instructionSet) {\n if (renderGroup.isCachedAsTexture) {\n this._addRenderableCacheAsTexture(renderGroup, instructionSet);\n } else {\n this._addRenderableDirect(renderGroup, instructionSet);\n }\n }\n execute(renderGroup) {\n if (!renderGroup.isRenderable)\n return;\n if (renderGroup.isCachedAsTexture) {\n this._executeCacheAsTexture(renderGroup);\n } else {\n this._executeDirect(renderGroup);\n }\n }\n destroy() {\n this._renderer = null;\n }\n _addRenderableDirect(renderGroup, instructionSet) {\n this._renderer.renderPipes.batch.break(instructionSet);\n if (renderGroup._batchableRenderGroup) {\n BigPool.return(renderGroup._batchableRenderGroup);\n renderGroup._batchableRenderGroup = null;\n }\n instructionSet.add(renderGroup);\n }\n _addRenderableCacheAsTexture(renderGroup, instructionSet) {\n const batchableRenderGroup = renderGroup._batchableRenderGroup ?? (renderGroup._batchableRenderGroup = BigPool.get(BatchableSprite));\n batchableRenderGroup.renderable = renderGroup.root;\n batchableRenderGroup.transform = renderGroup.root.relativeGroupTransform;\n batchableRenderGroup.texture = renderGroup.texture;\n batchableRenderGroup.bounds = renderGroup._textureBounds;\n instructionSet.add(renderGroup);\n this._renderer.renderPipes.batch.addToBatch(batchableRenderGroup, instructionSet);\n }\n _executeCacheAsTexture(renderGroup) {\n if (renderGroup.textureNeedsUpdate) {\n renderGroup.textureNeedsUpdate = false;\n const worldTransformMatrix = tempMatrix.identity().translate(\n -renderGroup._textureBounds.x,\n -renderGroup._textureBounds.y\n );\n this._renderer.renderTarget.push(renderGroup.texture, true, null, renderGroup.texture.frame);\n this._renderer.globalUniforms.push({\n worldTransformMatrix,\n worldColor: 4294967295\n });\n executeInstructions(renderGroup, this._renderer.renderPipes);\n this._renderer.renderTarget.finishRenderPass();\n this._renderer.renderTarget.pop();\n this._renderer.globalUniforms.pop();\n }\n renderGroup._batchableRenderGroup._batcher.updateElement(renderGroup._batchableRenderGroup);\n renderGroup._batchableRenderGroup._batcher.geometry.buffers[0].update();\n }\n _executeDirect(renderGroup) {\n this._renderer.globalUniforms.push({\n worldTransformMatrix: renderGroup.inverseParentTextureTransform,\n worldColor: renderGroup.worldColorAlpha\n });\n executeInstructions(renderGroup, this._renderer.renderPipes);\n this._renderer.globalUniforms.pop();\n }\n}\nRenderGroupPipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"renderGroup\"\n};\n\nexport { RenderGroupPipe };\n//# sourceMappingURL=RenderGroupPipe.mjs.map\n","\"use strict\";\nfunction clearList(list, index) {\n index || (index = 0);\n for (let j = index; j < list.length; j++) {\n if (list[j]) {\n list[j] = null;\n } else {\n break;\n }\n }\n}\n\nexport { clearList };\n//# sourceMappingURL=clearList.mjs.map\n","import { Container, UPDATE_VISIBLE, UPDATE_COLOR, UPDATE_BLEND } from '../Container.mjs';\nimport { clearList } from './clearList.mjs';\nimport { multiplyColors } from './multiplyColors.mjs';\n\n\"use strict\";\nconst tempContainer = new Container();\nconst UPDATE_BLEND_COLOR_VISIBLE = UPDATE_VISIBLE | UPDATE_COLOR | UPDATE_BLEND;\nfunction updateRenderGroupTransforms(renderGroup, updateChildRenderGroups = false) {\n updateRenderGroupTransform(renderGroup);\n const childrenToUpdate = renderGroup.childrenToUpdate;\n const updateTick = renderGroup.updateTick++;\n for (const j in childrenToUpdate) {\n const renderGroupDepth = Number(j);\n const childrenAtDepth = childrenToUpdate[j];\n const list = childrenAtDepth.list;\n const index = childrenAtDepth.index;\n for (let i = 0; i < index; i++) {\n const child = list[i];\n if (child.parentRenderGroup === renderGroup && child.relativeRenderGroupDepth === renderGroupDepth) {\n updateTransformAndChildren(child, updateTick, 0);\n }\n }\n clearList(list, index);\n childrenAtDepth.index = 0;\n }\n if (updateChildRenderGroups) {\n for (let i = 0; i < renderGroup.renderGroupChildren.length; i++) {\n updateRenderGroupTransforms(renderGroup.renderGroupChildren[i], updateChildRenderGroups);\n }\n }\n}\nfunction updateRenderGroupTransform(renderGroup) {\n const root = renderGroup.root;\n let worldAlpha;\n if (renderGroup.renderGroupParent) {\n const renderGroupParent = renderGroup.renderGroupParent;\n renderGroup.worldTransform.appendFrom(\n root.relativeGroupTransform,\n renderGroupParent.worldTransform\n );\n renderGroup.worldColor = multiplyColors(\n root.groupColor,\n renderGroupParent.worldColor\n );\n worldAlpha = root.groupAlpha * renderGroupParent.worldAlpha;\n } else {\n renderGroup.worldTransform.copyFrom(root.localTransform);\n renderGroup.worldColor = root.localColor;\n worldAlpha = root.localAlpha;\n }\n worldAlpha = worldAlpha < 0 ? 0 : worldAlpha > 1 ? 1 : worldAlpha;\n renderGroup.worldAlpha = worldAlpha;\n renderGroup.worldColorAlpha = renderGroup.worldColor + ((worldAlpha * 255 | 0) << 24);\n}\nfunction updateTransformAndChildren(container, updateTick, updateFlags) {\n if (updateTick === container.updateTick)\n return;\n container.updateTick = updateTick;\n container.didChange = false;\n const localTransform = container.localTransform;\n container.updateLocalTransform();\n const parent = container.parent;\n if (parent && !parent.renderGroup) {\n updateFlags |= container._updateFlags;\n container.relativeGroupTransform.appendFrom(\n localTransform,\n parent.relativeGroupTransform\n );\n if (updateFlags & UPDATE_BLEND_COLOR_VISIBLE) {\n updateColorBlendVisibility(container, parent, updateFlags);\n }\n } else {\n updateFlags = container._updateFlags;\n container.relativeGroupTransform.copyFrom(localTransform);\n if (updateFlags & UPDATE_BLEND_COLOR_VISIBLE) {\n updateColorBlendVisibility(container, tempContainer, updateFlags);\n }\n }\n if (!container.renderGroup) {\n const children = container.children;\n const length = children.length;\n for (let i = 0; i < length; i++) {\n updateTransformAndChildren(children[i], updateTick, updateFlags);\n }\n const renderGroup = container.parentRenderGroup;\n const renderable = container;\n if (renderable.renderPipeId && !renderGroup.structureDidChange) {\n renderGroup.updateRenderable(renderable);\n }\n }\n}\nfunction updateColorBlendVisibility(container, parent, updateFlags) {\n if (updateFlags & UPDATE_COLOR) {\n container.groupColor = multiplyColors(\n container.localColor,\n parent.groupColor\n );\n let groupAlpha = container.localAlpha * parent.groupAlpha;\n groupAlpha = groupAlpha < 0 ? 0 : groupAlpha > 1 ? 1 : groupAlpha;\n container.groupAlpha = groupAlpha;\n container.groupColorAlpha = container.groupColor + ((groupAlpha * 255 | 0) << 24);\n }\n if (updateFlags & UPDATE_BLEND) {\n container.groupBlendMode = container.localBlendMode === \"inherit\" ? parent.groupBlendMode : container.localBlendMode;\n }\n if (updateFlags & UPDATE_VISIBLE) {\n container.globalDisplayStatus = container.localDisplayStatus & parent.globalDisplayStatus;\n }\n container._updateFlags = 0;\n}\n\nexport { updateRenderGroupTransform, updateRenderGroupTransforms, updateTransformAndChildren };\n//# sourceMappingURL=updateRenderGroupTransforms.mjs.map\n","\"use strict\";\nfunction validateRenderables(renderGroup, renderPipes) {\n const { list, index } = renderGroup.childrenRenderablesToUpdate;\n let rebuildRequired = false;\n for (let i = 0; i < index; i++) {\n const container = list[i];\n const renderable = container;\n const pipe = renderPipes[renderable.renderPipeId];\n rebuildRequired = pipe.validateRenderable(container);\n if (rebuildRequired) {\n break;\n }\n }\n renderGroup.structureDidChange = rebuildRequired;\n return rebuildRequired;\n}\n\nexport { validateRenderables };\n//# sourceMappingURL=validateRenderables.mjs.map\n","import { ExtensionType } from '../../extensions/Extensions.mjs';\nimport { Matrix } from '../../maths/matrix/Matrix.mjs';\nimport { TexturePool } from '../../rendering/renderers/shared/texture/TexturePool.mjs';\nimport { Bounds } from './bounds/Bounds.mjs';\nimport { clearList } from './utils/clearList.mjs';\nimport { executeInstructions } from './utils/executeInstructions.mjs';\nimport { updateRenderGroupTransforms } from './utils/updateRenderGroupTransforms.mjs';\nimport { validateRenderables } from './utils/validateRenderables.mjs';\n\n\"use strict\";\nconst tempMatrix = new Matrix();\nclass RenderGroupSystem {\n constructor(renderer) {\n this._renderer = renderer;\n }\n render({ container, transform }) {\n const parent = container.parent;\n const renderGroupParent = container.renderGroup.renderGroupParent;\n container.parent = null;\n container.renderGroup.renderGroupParent = null;\n const renderer = this._renderer;\n let originalLocalTransform = tempMatrix;\n if (transform) {\n originalLocalTransform = originalLocalTransform.copyFrom(container.renderGroup.localTransform);\n container.renderGroup.localTransform.copyFrom(transform);\n }\n const renderPipes = renderer.renderPipes;\n this._updateCachedRenderGroups(container.renderGroup, null);\n this._updateRenderGroups(container.renderGroup);\n renderer.globalUniforms.start({\n worldTransformMatrix: transform ? container.renderGroup.localTransform : container.renderGroup.worldTransform,\n worldColor: container.renderGroup.worldColorAlpha\n });\n executeInstructions(container.renderGroup, renderPipes);\n if (renderPipes.uniformBatch) {\n renderPipes.uniformBatch.renderEnd();\n }\n if (transform) {\n container.renderGroup.localTransform.copyFrom(originalLocalTransform);\n }\n container.parent = parent;\n container.renderGroup.renderGroupParent = renderGroupParent;\n }\n destroy() {\n this._renderer = null;\n }\n _updateCachedRenderGroups(renderGroup, closestCacheAsTexture) {\n if (renderGroup.isCachedAsTexture) {\n if (!renderGroup.updateCacheTexture)\n return;\n closestCacheAsTexture = renderGroup;\n }\n renderGroup._parentCacheAsTextureRenderGroup = closestCacheAsTexture;\n for (let i = renderGroup.renderGroupChildren.length - 1; i >= 0; i--) {\n this._updateCachedRenderGroups(renderGroup.renderGroupChildren[i], closestCacheAsTexture);\n }\n renderGroup.invalidateMatrices();\n if (renderGroup.isCachedAsTexture) {\n if (renderGroup.textureNeedsUpdate) {\n const bounds = renderGroup.root.getLocalBounds();\n bounds.ceil();\n const lastTexture = renderGroup.texture;\n if (renderGroup.texture) {\n TexturePool.returnTexture(renderGroup.texture);\n }\n const renderer = this._renderer;\n const resolution = renderGroup.textureOptions.resolution || renderer.view.resolution;\n const antialias = renderGroup.textureOptions.antialias ?? renderer.view.antialias;\n renderGroup.texture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n resolution,\n antialias\n );\n renderGroup._textureBounds || (renderGroup._textureBounds = new Bounds());\n renderGroup._textureBounds.copyFrom(bounds);\n if (lastTexture !== renderGroup.texture) {\n if (renderGroup.renderGroupParent) {\n renderGroup.renderGroupParent.structureDidChange = true;\n }\n }\n }\n } else if (renderGroup.texture) {\n TexturePool.returnTexture(renderGroup.texture);\n renderGroup.texture = null;\n }\n }\n _updateRenderGroups(renderGroup) {\n const renderer = this._renderer;\n const renderPipes = renderer.renderPipes;\n renderGroup.runOnRender(renderer);\n renderGroup.instructionSet.renderPipes = renderPipes;\n if (!renderGroup.structureDidChange) {\n validateRenderables(renderGroup, renderPipes);\n } else {\n clearList(renderGroup.childrenRenderablesToUpdate.list, 0);\n }\n updateRenderGroupTransforms(renderGroup);\n if (renderGroup.structureDidChange) {\n renderGroup.structureDidChange = false;\n this._buildInstructions(renderGroup, renderer);\n } else {\n this._updateRenderables(renderGroup);\n }\n renderGroup.childrenRenderablesToUpdate.index = 0;\n renderer.renderPipes.batch.upload(renderGroup.instructionSet);\n if (renderGroup.isCachedAsTexture && !renderGroup.textureNeedsUpdate)\n return;\n for (let i = 0; i < renderGroup.renderGroupChildren.length; i++) {\n this._updateRenderGroups(renderGroup.renderGroupChildren[i]);\n }\n }\n _updateRenderables(renderGroup) {\n const { list, index } = renderGroup.childrenRenderablesToUpdate;\n for (let i = 0; i < index; i++) {\n const container = list[i];\n if (container.didViewUpdate) {\n renderGroup.updateRenderable(container);\n }\n }\n clearList(list, index);\n }\n _buildInstructions(renderGroup, rendererOrPipes) {\n const root = renderGroup.root;\n const instructionSet = renderGroup.instructionSet;\n instructionSet.reset();\n const renderer = rendererOrPipes.renderPipes ? rendererOrPipes : rendererOrPipes.batch.renderer;\n const renderPipes = renderer.renderPipes;\n renderPipes.batch.buildStart(instructionSet);\n renderPipes.blendMode.buildStart();\n renderPipes.colorMask.buildStart();\n if (root.sortableChildren) {\n root.sortChildren();\n }\n root.collectRenderablesWithEffects(instructionSet, renderer, null);\n renderPipes.batch.buildEnd(instructionSet);\n renderPipes.blendMode.buildEnd(instructionSet);\n }\n}\n/** @ignore */\nRenderGroupSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem\n ],\n name: \"renderGroup\"\n};\n\nexport { RenderGroupSystem };\n//# sourceMappingURL=RenderGroupSystem.mjs.map\n","import { ExtensionType } from '../../extensions/Extensions.mjs';\nimport { BigPool } from '../../utils/pool/PoolGroup.mjs';\nimport { BatchableSprite } from './BatchableSprite.mjs';\n\n\"use strict\";\nclass SpritePipe {\n constructor(renderer) {\n this._gpuSpriteHash = /* @__PURE__ */ Object.create(null);\n this._destroyRenderableBound = this.destroyRenderable.bind(this);\n this._renderer = renderer;\n this._renderer.renderableGC.addManagedHash(this, \"_gpuSpriteHash\");\n }\n addRenderable(sprite, instructionSet) {\n const gpuSprite = this._getGpuSprite(sprite);\n if (sprite.didViewUpdate)\n this._updateBatchableSprite(sprite, gpuSprite);\n this._renderer.renderPipes.batch.addToBatch(gpuSprite, instructionSet);\n }\n updateRenderable(sprite) {\n const gpuSprite = this._gpuSpriteHash[sprite.uid];\n if (sprite.didViewUpdate)\n this._updateBatchableSprite(sprite, gpuSprite);\n gpuSprite._batcher.updateElement(gpuSprite);\n }\n validateRenderable(sprite) {\n const gpuSprite = this._getGpuSprite(sprite);\n return !gpuSprite._batcher.checkAndUpdateTexture(\n gpuSprite,\n sprite._texture\n );\n }\n destroyRenderable(sprite) {\n const batchableSprite = this._gpuSpriteHash[sprite.uid];\n BigPool.return(batchableSprite);\n this._gpuSpriteHash[sprite.uid] = null;\n sprite.off(\"destroyed\", this._destroyRenderableBound);\n }\n _updateBatchableSprite(sprite, batchableSprite) {\n batchableSprite.bounds = sprite.visualBounds;\n batchableSprite.texture = sprite._texture;\n }\n _getGpuSprite(sprite) {\n return this._gpuSpriteHash[sprite.uid] || this._initGPUSprite(sprite);\n }\n _initGPUSprite(sprite) {\n const batchableSprite = BigPool.get(BatchableSprite);\n batchableSprite.renderable = sprite;\n batchableSprite.transform = sprite.groupTransform;\n batchableSprite.texture = sprite._texture;\n batchableSprite.bounds = sprite.visualBounds;\n batchableSprite.roundPixels = this._renderer._roundPixels | sprite._roundPixels;\n this._gpuSpriteHash[sprite.uid] = batchableSprite;\n sprite.on(\"destroyed\", this._destroyRenderableBound);\n return batchableSprite;\n }\n destroy() {\n for (const i in this._gpuSpriteHash) {\n BigPool.return(this._gpuSpriteHash[i]);\n }\n this._gpuSpriteHash = null;\n this._renderer = null;\n }\n}\n/** @ignore */\nSpritePipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"sprite\"\n};\n\nexport { SpritePipe };\n//# sourceMappingURL=SpritePipe.mjs.map\n","import { Color } from '../../../../color/Color.mjs';\nimport { ExtensionType } from '../../../../extensions/Extensions.mjs';\n\n\"use strict\";\nconst _BackgroundSystem = class _BackgroundSystem {\n constructor() {\n this.clearBeforeRender = true;\n this._backgroundColor = new Color(0);\n this.color = this._backgroundColor;\n this.alpha = 1;\n }\n /**\n * initiates the background system\n * @param options - the options for the background colors\n */\n init(options) {\n options = { ..._BackgroundSystem.defaultOptions, ...options };\n this.clearBeforeRender = options.clearBeforeRender;\n this.color = options.background || options.backgroundColor || this._backgroundColor;\n this.alpha = options.backgroundAlpha;\n this._backgroundColor.setAlpha(options.backgroundAlpha);\n }\n /** The background color to fill if not transparent */\n get color() {\n return this._backgroundColor;\n }\n set color(value) {\n this._backgroundColor.setValue(value);\n }\n /** The background color alpha. Setting this to 0 will make the canvas transparent. */\n get alpha() {\n return this._backgroundColor.alpha;\n }\n set alpha(value) {\n this._backgroundColor.setAlpha(value);\n }\n /** The background color as an [R, G, B, A] array. */\n get colorRgba() {\n return this._backgroundColor.toArray();\n }\n /**\n * destroys the background system\n * @internal\n * @ignore\n */\n destroy() {\n }\n};\n/** @ignore */\n_BackgroundSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem\n ],\n name: \"background\",\n priority: 0\n};\n/** default options used by the system */\n_BackgroundSystem.defaultOptions = {\n /**\n * {@link WebGLOptions.backgroundAlpha}\n * @default 1\n */\n backgroundAlpha: 1,\n /**\n * {@link WebGLOptions.backgroundColor}\n * @default 0x000000\n */\n backgroundColor: 0,\n /**\n * {@link WebGLOptions.clearBeforeRender}\n * @default true\n */\n clearBeforeRender: true\n};\nlet BackgroundSystem = _BackgroundSystem;\n\nexport { BackgroundSystem };\n//# sourceMappingURL=BackgroundSystem.mjs.map\n","import { extensions, ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { FilterEffect } from '../../../../filters/FilterEffect.mjs';\nimport { warn } from '../../../../utils/logging/warn.mjs';\n\n\"use strict\";\nconst BLEND_MODE_FILTERS = {};\nextensions.handle(ExtensionType.BlendMode, (value) => {\n if (!value.name) {\n throw new Error(\"BlendMode extension must have a name property\");\n }\n BLEND_MODE_FILTERS[value.name] = value.ref;\n}, (value) => {\n delete BLEND_MODE_FILTERS[value.name];\n});\nclass BlendModePipe {\n constructor(renderer) {\n this._isAdvanced = false;\n this._filterHash = /* @__PURE__ */ Object.create(null);\n this._renderer = renderer;\n this._renderer.runners.prerender.add(this);\n }\n prerender() {\n this._activeBlendMode = \"normal\";\n this._isAdvanced = false;\n }\n /**\n * This ensures that a blendMode switch is added to the instruction set if the blend mode has changed.\n * @param renderable - The renderable we are adding to the instruction set\n * @param blendMode - The blend mode of the renderable\n * @param instructionSet - The instruction set we are adding to\n */\n setBlendMode(renderable, blendMode, instructionSet) {\n if (this._activeBlendMode === blendMode) {\n if (this._isAdvanced)\n this._renderableList.push(renderable);\n return;\n }\n this._activeBlendMode = blendMode;\n if (this._isAdvanced) {\n this._endAdvancedBlendMode(instructionSet);\n }\n this._isAdvanced = !!BLEND_MODE_FILTERS[blendMode];\n if (this._isAdvanced) {\n this._beginAdvancedBlendMode(instructionSet);\n this._renderableList.push(renderable);\n }\n }\n _beginAdvancedBlendMode(instructionSet) {\n this._renderer.renderPipes.batch.break(instructionSet);\n const blendMode = this._activeBlendMode;\n if (!BLEND_MODE_FILTERS[blendMode]) {\n warn(`Unable to assign BlendMode: '${blendMode}'. You may want to include: import 'pixi.js/advanced-blend-modes'`);\n return;\n }\n let filterEffect = this._filterHash[blendMode];\n if (!filterEffect) {\n filterEffect = this._filterHash[blendMode] = new FilterEffect();\n filterEffect.filters = [new BLEND_MODE_FILTERS[blendMode]()];\n }\n const instruction = {\n renderPipeId: \"filter\",\n action: \"pushFilter\",\n renderables: [],\n filterEffect,\n canBundle: false\n };\n this._renderableList = instruction.renderables;\n instructionSet.add(instruction);\n }\n _endAdvancedBlendMode(instructionSet) {\n this._renderableList = null;\n this._renderer.renderPipes.batch.break(instructionSet);\n instructionSet.add({\n renderPipeId: \"filter\",\n action: \"popFilter\",\n canBundle: false\n });\n }\n /**\n * called when the instruction build process is starting this will reset internally to the default blend mode\n * @internal\n * @ignore\n */\n buildStart() {\n this._isAdvanced = false;\n }\n /**\n * called when the instruction build process is finished, ensuring that if there is an advanced blend mode\n * active, we add the final render instructions added to the instruction set\n * @param instructionSet - The instruction set we are adding to\n * @internal\n * @ignore\n */\n buildEnd(instructionSet) {\n if (this._isAdvanced) {\n this._endAdvancedBlendMode(instructionSet);\n }\n }\n /**\n * @internal\n * @ignore\n */\n destroy() {\n this._renderer = null;\n this._renderableList = null;\n for (const i in this._filterHash) {\n this._filterHash[i].destroy();\n }\n this._filterHash = null;\n }\n}\n/** @ignore */\nBlendModePipe.extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes\n ],\n name: \"blendMode\"\n};\n\nexport { BlendModePipe };\n//# sourceMappingURL=BlendModePipe.mjs.map\n","import { ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { Container } from '../../../../scene/container/Container.mjs';\nimport { Texture } from '../texture/Texture.mjs';\n\n\"use strict\";\nconst imageTypes = {\n png: \"image/png\",\n jpg: \"image/jpeg\",\n webp: \"image/webp\"\n};\nconst _ExtractSystem = class _ExtractSystem {\n /** @param renderer - The renderer this System works for. */\n constructor(renderer) {\n this._renderer = renderer;\n }\n _normalizeOptions(options, defaults = {}) {\n if (options instanceof Container || options instanceof Texture) {\n return {\n target: options,\n ...defaults\n };\n }\n return {\n ...defaults,\n ...options\n };\n }\n /**\n * Will return a HTML Image of the target\n * @param options - The options for creating the image, or the target to extract\n * @returns - HTML Image of the target\n */\n async image(options) {\n const image = new Image();\n image.src = await this.base64(options);\n return image;\n }\n /**\n * Will return a base64 encoded string of this target. It works by calling\n * `Extract.canvas` and then running toDataURL on that.\n * @param options - The options for creating the image, or the target to extract\n */\n async base64(options) {\n options = this._normalizeOptions(\n options,\n _ExtractSystem.defaultImageOptions\n );\n const { format, quality } = options;\n const canvas = this.canvas(options);\n if (canvas.toBlob !== void 0) {\n return new Promise((resolve, reject) => {\n canvas.toBlob((blob) => {\n if (!blob) {\n reject(new Error(\"ICanvas.toBlob failed!\"));\n return;\n }\n const reader = new FileReader();\n reader.onload = () => resolve(reader.result);\n reader.onerror = reject;\n reader.readAsDataURL(blob);\n }, imageTypes[format], quality);\n });\n }\n if (canvas.toDataURL !== void 0) {\n return canvas.toDataURL(imageTypes[format], quality);\n }\n if (canvas.convertToBlob !== void 0) {\n const blob = await canvas.convertToBlob({ type: imageTypes[format], quality });\n return new Promise((resolve, reject) => {\n const reader = new FileReader();\n reader.onload = () => resolve(reader.result);\n reader.onerror = reject;\n reader.readAsDataURL(blob);\n });\n }\n throw new Error(\"Extract.base64() requires ICanvas.toDataURL, ICanvas.toBlob, or ICanvas.convertToBlob to be implemented\");\n }\n /**\n * Creates a Canvas element, renders this target to it and then returns it.\n * @param options - The options for creating the canvas, or the target to extract\n * @returns - A Canvas element with the texture rendered on.\n */\n canvas(options) {\n options = this._normalizeOptions(options);\n const target = options.target;\n const renderer = this._renderer;\n if (target instanceof Texture) {\n return renderer.texture.generateCanvas(target);\n }\n const texture = renderer.textureGenerator.generateTexture(options);\n const canvas = renderer.texture.generateCanvas(texture);\n texture.destroy(true);\n return canvas;\n }\n /**\n * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA\n * order, with integer values between 0 and 255 (included).\n * @param options - The options for extracting the image, or the target to extract\n * @returns - One-dimensional array containing the pixel data of the entire texture\n */\n pixels(options) {\n options = this._normalizeOptions(options);\n const target = options.target;\n const renderer = this._renderer;\n const texture = target instanceof Texture ? target : renderer.textureGenerator.generateTexture(options);\n const pixelInfo = renderer.texture.getPixels(texture);\n if (target instanceof Container) {\n texture.destroy(true);\n }\n return pixelInfo;\n }\n /**\n * Will return a texture of the target\n * @param options - The options for creating the texture, or the target to extract\n * @returns - A texture of the target\n */\n texture(options) {\n options = this._normalizeOptions(options);\n if (options.target instanceof Texture)\n return options.target;\n return this._renderer.textureGenerator.generateTexture(options);\n }\n /**\n * Will extract a HTMLImage of the target and download it\n * @param options - The options for downloading and extracting the image, or the target to extract\n */\n download(options) {\n options = this._normalizeOptions(options);\n const canvas = this.canvas(options);\n const link = document.createElement(\"a\");\n link.download = options.filename ?? \"image.png\";\n link.href = canvas.toDataURL(\"image/png\");\n document.body.appendChild(link);\n link.click();\n document.body.removeChild(link);\n }\n /**\n * Logs the target to the console as an image. This is a useful way to debug what's happening in the renderer.\n * @param options - The options for logging the image, or the target to log\n */\n log(options) {\n const width = options.width ?? 200;\n options = this._normalizeOptions(options);\n const canvas = this.canvas(options);\n const base64 = canvas.toDataURL();\n console.log(`[Pixi Texture] ${canvas.width}px ${canvas.height}px`);\n const style = [\n \"font-size: 1px;\",\n `padding: ${width}px ${300}px;`,\n `background: url(${base64}) no-repeat;`,\n \"background-size: contain;\"\n ].join(\" \");\n console.log(\"%c \", style);\n }\n destroy() {\n this._renderer = null;\n }\n};\n/** @ignore */\n_ExtractSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"extract\"\n};\n/** Default options for creating an image. */\n_ExtractSystem.defaultImageOptions = {\n /** The format of the image. */\n format: \"png\",\n /** The quality of the image. */\n quality: 1\n};\nlet ExtractSystem = _ExtractSystem;\n\nexport { ExtractSystem };\n//# sourceMappingURL=ExtractSystem.mjs.map\n","import { TextureSource } from './sources/TextureSource.mjs';\nimport { Texture } from './Texture.mjs';\n\n\"use strict\";\nclass RenderTexture extends Texture {\n static create(options) {\n return new RenderTexture({\n source: new TextureSource(options)\n });\n }\n /**\n * Resizes the render texture.\n * @param width - The new width of the render texture.\n * @param height - The new height of the render texture.\n * @param resolution - The new resolution of the render texture.\n * @returns This texture.\n */\n resize(width, height, resolution) {\n this.source.resize(width, height, resolution);\n return this;\n }\n}\n\nexport { RenderTexture };\n//# sourceMappingURL=RenderTexture.mjs.map\n","import { Color } from '../../../../color/Color.mjs';\nimport { ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { Matrix } from '../../../../maths/matrix/Matrix.mjs';\nimport { Rectangle } from '../../../../maths/shapes/Rectangle.mjs';\nimport { Bounds } from '../../../../scene/container/bounds/Bounds.mjs';\nimport { getLocalBounds } from '../../../../scene/container/bounds/getLocalBounds.mjs';\nimport { Container } from '../../../../scene/container/Container.mjs';\nimport { RenderTexture } from '../texture/RenderTexture.mjs';\n\n\"use strict\";\nconst tempRect = new Rectangle();\nconst tempBounds = new Bounds();\nconst noColor = [0, 0, 0, 0];\nclass GenerateTextureSystem {\n constructor(renderer) {\n this._renderer = renderer;\n }\n /**\n * A Useful function that returns a texture of the display object that can then be used to create sprites\n * This can be quite useful if your container is complicated and needs to be reused multiple times.\n * @param {GenerateTextureOptions | Container} options - Generate texture options.\n * @param {Container} [options.container] - If not given, the renderer's resolution is used.\n * @param {Rectangle} options.region - The region of the container, that shall be rendered,\n * @param {number} [options.resolution] - The resolution of the texture being generated.\n * if no region is specified, defaults to the local bounds of the container.\n * @param {GenerateTextureSourceOptions} [options.textureSourceOptions] - Texture options for GPU.\n * @returns a shiny new texture of the container passed in\n */\n generateTexture(options) {\n if (options instanceof Container) {\n options = {\n target: options,\n frame: void 0,\n textureSourceOptions: {},\n resolution: void 0\n };\n }\n const resolution = options.resolution || this._renderer.resolution;\n const antialias = options.antialias || this._renderer.view.antialias;\n const container = options.target;\n let clearColor = options.clearColor;\n if (clearColor) {\n const isRGBAArray = Array.isArray(clearColor) && clearColor.length === 4;\n clearColor = isRGBAArray ? clearColor : Color.shared.setValue(clearColor).toArray();\n } else {\n clearColor = noColor;\n }\n const region = options.frame?.copyTo(tempRect) || getLocalBounds(container, tempBounds).rectangle;\n region.width = Math.max(region.width, 1 / resolution) | 0;\n region.height = Math.max(region.height, 1 / resolution) | 0;\n const target = RenderTexture.create({\n ...options.textureSourceOptions,\n width: region.width,\n height: region.height,\n resolution,\n antialias\n });\n const transform = Matrix.shared.translate(-region.x, -region.y);\n this._renderer.render({\n container,\n transform,\n target,\n clearColor\n });\n target.source.updateMipmaps();\n return target;\n }\n destroy() {\n this._renderer = null;\n }\n}\n/** @ignore */\nGenerateTextureSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"textureGenerator\"\n};\n\nexport { GenerateTextureSystem };\n//# sourceMappingURL=GenerateTextureSystem.mjs.map\n","import { ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { Matrix } from '../../../../maths/matrix/Matrix.mjs';\nimport { Point } from '../../../../maths/point/Point.mjs';\nimport { color32BitToUniform } from '../../../../scene/graphics/gpu/colorToUniform.mjs';\nimport { BindGroup } from '../../gpu/shader/BindGroup.mjs';\nimport { RendererType } from '../../types.mjs';\nimport { UniformGroup } from '../shader/UniformGroup.mjs';\n\n\"use strict\";\nclass GlobalUniformSystem {\n constructor(renderer) {\n this._stackIndex = 0;\n this._globalUniformDataStack = [];\n this._uniformsPool = [];\n this._activeUniforms = [];\n this._bindGroupPool = [];\n this._activeBindGroups = [];\n this._renderer = renderer;\n }\n reset() {\n this._stackIndex = 0;\n for (let i = 0; i < this._activeUniforms.length; i++) {\n this._uniformsPool.push(this._activeUniforms[i]);\n }\n for (let i = 0; i < this._activeBindGroups.length; i++) {\n this._bindGroupPool.push(this._activeBindGroups[i]);\n }\n this._activeUniforms.length = 0;\n this._activeBindGroups.length = 0;\n }\n start(options) {\n this.reset();\n this.push(options);\n }\n bind({\n size,\n projectionMatrix,\n worldTransformMatrix,\n worldColor,\n offset\n }) {\n const renderTarget = this._renderer.renderTarget.renderTarget;\n const currentGlobalUniformData = this._stackIndex ? this._globalUniformDataStack[this._stackIndex - 1] : {\n projectionData: renderTarget,\n worldTransformMatrix: new Matrix(),\n worldColor: 4294967295,\n offset: new Point()\n };\n const globalUniformData = {\n projectionMatrix: projectionMatrix || this._renderer.renderTarget.projectionMatrix,\n resolution: size || renderTarget.size,\n worldTransformMatrix: worldTransformMatrix || currentGlobalUniformData.worldTransformMatrix,\n worldColor: worldColor || currentGlobalUniformData.worldColor,\n offset: offset || currentGlobalUniformData.offset,\n bindGroup: null\n };\n const uniformGroup = this._uniformsPool.pop() || this._createUniforms();\n this._activeUniforms.push(uniformGroup);\n const uniforms = uniformGroup.uniforms;\n uniforms.uProjectionMatrix = globalUniformData.projectionMatrix;\n uniforms.uResolution = globalUniformData.resolution;\n uniforms.uWorldTransformMatrix.copyFrom(globalUniformData.worldTransformMatrix);\n uniforms.uWorldTransformMatrix.tx -= globalUniformData.offset.x;\n uniforms.uWorldTransformMatrix.ty -= globalUniformData.offset.y;\n color32BitToUniform(\n globalUniformData.worldColor,\n uniforms.uWorldColorAlpha,\n 0\n );\n uniformGroup.update();\n let bindGroup;\n if (this._renderer.renderPipes.uniformBatch) {\n bindGroup = this._renderer.renderPipes.uniformBatch.getUniformBindGroup(uniformGroup, false);\n } else {\n bindGroup = this._bindGroupPool.pop() || new BindGroup();\n this._activeBindGroups.push(bindGroup);\n bindGroup.setResource(uniformGroup, 0);\n }\n globalUniformData.bindGroup = bindGroup;\n this._currentGlobalUniformData = globalUniformData;\n }\n push(options) {\n this.bind(options);\n this._globalUniformDataStack[this._stackIndex++] = this._currentGlobalUniformData;\n }\n pop() {\n this._currentGlobalUniformData = this._globalUniformDataStack[--this._stackIndex - 1];\n if (this._renderer.type === RendererType.WEBGL) {\n this._currentGlobalUniformData.bindGroup.resources[0].update();\n }\n }\n get bindGroup() {\n return this._currentGlobalUniformData.bindGroup;\n }\n get globalUniformData() {\n return this._currentGlobalUniformData;\n }\n get uniformGroup() {\n return this._currentGlobalUniformData.bindGroup.resources[0];\n }\n _createUniforms() {\n const globalUniforms = new UniformGroup({\n uProjectionMatrix: { value: new Matrix(), type: \"mat3x3<f32>\" },\n uWorldTransformMatrix: { value: new Matrix(), type: \"mat3x3<f32>\" },\n // TODO - someone smart - set this to be a unorm8x4 rather than a vec4<f32>\n uWorldColorAlpha: { value: new Float32Array(4), type: \"vec4<f32>\" },\n uResolution: { value: [0, 0], type: \"vec2<f32>\" }\n }, {\n isStatic: true\n });\n return globalUniforms;\n }\n destroy() {\n this._renderer = null;\n }\n}\n/** @ignore */\nGlobalUniformSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem\n ],\n name: \"globalUniforms\"\n};\n\nexport { GlobalUniformSystem };\n//# sourceMappingURL=GlobalUniformSystem.mjs.map\n","import { ExtensionType } from '../../../extensions/Extensions.mjs';\nimport { Ticker } from '../../../ticker/Ticker.mjs';\n\n\"use strict\";\nlet uid = 1;\nclass SchedulerSystem {\n constructor() {\n this._tasks = [];\n /** a small off set to apply to the repeat schedules. This is just to make sure they run at slightly different times */\n this._offset = 0;\n }\n /** Initializes the scheduler system and starts the ticker. */\n init() {\n Ticker.system.add(this._update, this);\n }\n /**\n * Schedules a repeating task.\n * @param func - The function to execute.\n * @param duration - The interval duration in milliseconds.\n * @param useOffset - this will spread out tasks so that they do not all run at the same time\n * @returns The unique identifier for the scheduled task.\n */\n repeat(func, duration, useOffset = true) {\n const id = uid++;\n let offset = 0;\n if (useOffset) {\n this._offset += 1e3;\n offset = this._offset;\n }\n this._tasks.push({\n func,\n duration,\n start: performance.now(),\n offset,\n last: performance.now(),\n repeat: true,\n id\n });\n return id;\n }\n /**\n * Cancels a scheduled task.\n * @param id - The unique identifier of the task to cancel.\n */\n cancel(id) {\n for (let i = 0; i < this._tasks.length; i++) {\n if (this._tasks[i].id === id) {\n this._tasks.splice(i, 1);\n return;\n }\n }\n }\n /**\n * Updates and executes the scheduled tasks.\n * @private\n */\n _update() {\n const now = performance.now();\n for (let i = 0; i < this._tasks.length; i++) {\n const task = this._tasks[i];\n if (now - task.offset - task.last >= task.duration) {\n const elapsed = now - task.start;\n task.func(elapsed);\n task.last = now;\n }\n }\n }\n /**\n * Destroys the scheduler system and removes all tasks.\n * @internal\n * @ignore\n */\n destroy() {\n Ticker.system.remove(this._update, this);\n this._tasks.length = 0;\n }\n}\n/** @ignore */\nSchedulerSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem\n ],\n name: \"scheduler\",\n priority: 0\n};\n\nexport { SchedulerSystem };\n//# sourceMappingURL=SchedulerSystem.mjs.map\n","import { DOMAdapter } from '../environment/adapter.mjs';\nimport { VERSION } from './const.mjs';\n\n\"use strict\";\nlet saidHello = false;\nfunction sayHello(type) {\n if (saidHello) {\n return;\n }\n if (DOMAdapter.get().getNavigator().userAgent.toLowerCase().indexOf(\"chrome\") > -1) {\n const args = [\n `%c %c %c %c %c PixiJS %c v${VERSION} (${type}) http://www.pixijs.com/\n\n`,\n \"background: #E72264; padding:5px 0;\",\n \"background: #6CA2EA; padding:5px 0;\",\n \"background: #B5D33D; padding:5px 0;\",\n \"background: #FED23F; padding:5px 0;\",\n \"color: #FFFFFF; background: #E72264; padding:5px 0;\",\n \"color: #E72264; background: #FFFFFF; padding:5px 0;\"\n ];\n globalThis.console.log(...args);\n } else if (globalThis.console) {\n globalThis.console.log(`PixiJS ${VERSION} - ${type} - http://www.pixijs.com/`);\n }\n saidHello = true;\n}\n\nexport { sayHello };\n//# sourceMappingURL=sayHello.mjs.map\n","import { ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { sayHello } from '../../../../utils/sayHello.mjs';\nimport { RendererType } from '../../types.mjs';\n\n\"use strict\";\nclass HelloSystem {\n constructor(renderer) {\n this._renderer = renderer;\n }\n /**\n * It all starts here! This initiates every system, passing in the options for any system by name.\n * @param options - the config for the renderer and all its systems\n */\n init(options) {\n if (options.hello) {\n let name = this._renderer.name;\n if (this._renderer.type === RendererType.WEBGL) {\n name += ` ${this._renderer.context.webGLVersion}`;\n }\n sayHello(name);\n }\n }\n}\n/** @ignore */\nHelloSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem\n ],\n name: \"hello\",\n priority: -2\n};\n/** The default options for the system. */\nHelloSystem.defaultOptions = {\n /** {@link WebGLOptions.hello} */\n hello: false\n};\n\nexport { HelloSystem };\n//# sourceMappingURL=HelloSystem.mjs.map\n","\"use strict\";\nfunction cleanHash(hash) {\n let clean = false;\n for (const i in hash) {\n if (hash[i] == void 0) {\n clean = true;\n break;\n }\n }\n if (!clean)\n return hash;\n const cleanHash2 = /* @__PURE__ */ Object.create(null);\n for (const i in hash) {\n const value = hash[i];\n if (value) {\n cleanHash2[i] = value;\n }\n }\n return cleanHash2;\n}\nfunction cleanArray(arr) {\n let offset = 0;\n for (let i = 0; i < arr.length; i++) {\n if (arr[i] == void 0) {\n offset++;\n } else {\n arr[i - offset] = arr[i];\n }\n }\n arr.length -= offset;\n return arr;\n}\n\nexport { cleanArray, cleanHash };\n//# sourceMappingURL=clean.mjs.map\n","import { ExtensionType } from '../../../../extensions/Extensions.mjs';\nimport { cleanHash, cleanArray } from '../../../../utils/data/clean.mjs';\n\n\"use strict\";\nlet renderableGCTick = 0;\nconst _RenderableGCSystem = class _RenderableGCSystem {\n /**\n * Creates a new RenderableGCSystem instance.\n * @param renderer - The renderer this garbage collection system works for\n */\n constructor(renderer) {\n /** Array of renderables being tracked for garbage collection */\n this._managedRenderables = [];\n /** Array of hash objects being tracked for cleanup */\n this._managedHashes = [];\n /** Array of arrays being tracked for cleanup */\n this._managedArrays = [];\n this._renderer = renderer;\n }\n /**\n * Initializes the garbage collection system with the provided options.\n * @param options - Configuration options for the renderer\n */\n init(options) {\n options = { ..._RenderableGCSystem.defaultOptions, ...options };\n this.maxUnusedTime = options.renderableGCMaxUnusedTime;\n this._frequency = options.renderableGCFrequency;\n this.enabled = options.renderableGCActive;\n }\n /**\n * Gets whether the garbage collection system is currently enabled.\n * @returns True if GC is enabled, false otherwise\n */\n get enabled() {\n return !!this._handler;\n }\n /**\n * Enables or disables the garbage collection system.\n * When enabled, schedules periodic cleanup of resources.\n * When disabled, cancels all scheduled cleanups.\n */\n set enabled(value) {\n if (this.enabled === value)\n return;\n if (value) {\n this._handler = this._renderer.scheduler.repeat(\n () => this.run(),\n this._frequency,\n false\n );\n this._hashHandler = this._renderer.scheduler.repeat(\n () => {\n for (const hash of this._managedHashes) {\n hash.context[hash.hash] = cleanHash(hash.context[hash.hash]);\n }\n },\n this._frequency\n );\n this._arrayHandler = this._renderer.scheduler.repeat(\n () => {\n for (const array of this._managedArrays) {\n cleanArray(array.context[array.hash]);\n }\n },\n this._frequency\n );\n } else {\n this._renderer.scheduler.cancel(this._handler);\n this._renderer.scheduler.cancel(this._hashHandler);\n this._renderer.scheduler.cancel(this._arrayHandler);\n }\n }\n /**\n * Adds a hash table to be managed by the garbage collector.\n * @param context - The object containing the hash table\n * @param hash - The property name of the hash table\n */\n addManagedHash(context, hash) {\n this._managedHashes.push({ context, hash });\n }\n /**\n * Adds an array to be managed by the garbage collector.\n * @param context - The object containing the array\n * @param hash - The property name of the array\n */\n addManagedArray(context, hash) {\n this._managedArrays.push({ context, hash });\n }\n /**\n * Updates the GC timestamp and tracking before rendering.\n * @param options - The render options\n * @param options.container - The container to render\n */\n prerender({\n container\n }) {\n this._now = performance.now();\n container.renderGroup.gcTick = renderableGCTick++;\n this._updateInstructionGCTick(container.renderGroup, container.renderGroup.gcTick);\n }\n /**\n * Starts tracking a renderable for garbage collection.\n * @param renderable - The renderable to track\n */\n addRenderable(renderable) {\n if (!this.enabled)\n return;\n if (renderable._lastUsed === -1) {\n this._managedRenderables.push(renderable);\n renderable.once(\"destroyed\", this._removeRenderable, this);\n }\n renderable._lastUsed = this._now;\n }\n /**\n * Performs garbage collection by cleaning up unused renderables.\n * Removes renderables that haven't been used for longer than maxUnusedTime.\n */\n run() {\n const now = this._now;\n const managedRenderables = this._managedRenderables;\n const renderPipes = this._renderer.renderPipes;\n let offset = 0;\n for (let i = 0; i < managedRenderables.length; i++) {\n const renderable = managedRenderables[i];\n if (renderable === null) {\n offset++;\n continue;\n }\n const renderGroup = renderable.renderGroup ?? renderable.parentRenderGroup;\n const currentTick = renderGroup?.instructionSet?.gcTick ?? -1;\n if ((renderGroup?.gcTick ?? 0) === currentTick) {\n renderable._lastUsed = now;\n }\n if (now - renderable._lastUsed > this.maxUnusedTime) {\n if (!renderable.destroyed) {\n const rp = renderPipes;\n if (renderGroup)\n renderGroup.structureDidChange = true;\n rp[renderable.renderPipeId].destroyRenderable(renderable);\n }\n renderable._lastUsed = -1;\n offset++;\n renderable.off(\"destroyed\", this._removeRenderable, this);\n } else {\n managedRenderables[i - offset] = renderable;\n }\n }\n managedRenderables.length -= offset;\n }\n /** Cleans up the garbage collection system. Disables GC and removes all tracked resources. */\n destroy() {\n this.enabled = false;\n this._renderer = null;\n this._managedRenderables.length = 0;\n this._managedHashes.length = 0;\n this._managedArrays.length = 0;\n }\n /**\n * Removes a renderable from being tracked when it's destroyed.\n * @param renderable - The renderable to stop tracking\n */\n _removeRenderable(renderable) {\n const index = this._managedRenderables.indexOf(renderable);\n if (index >= 0) {\n renderable.off(\"destroyed\", this._removeRenderable, this);\n this._managedRenderables[index] = null;\n }\n }\n /**\n * Updates the GC tick counter for a render group and its children.\n * @param renderGroup - The render group to update\n * @param gcTick - The new tick value\n */\n _updateInstructionGCTick(renderGroup, gcTick) {\n renderGroup.instructionSet.gcTick = gcTick;\n for (const child of renderGroup.renderGroupChildren) {\n this._updateInstructionGCTick(child, gcTick);\n }\n }\n};\n/**\n * Extension metadata for registering this system with the renderer.\n * @ignore\n */\n_RenderableGCSystem.extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem\n ],\n name: \"renderableGC\",\n priority: 0\n};\n/**\n * Default configuration options for the garbage collection system.\n * These can be overridden when initializing the renderer.\n */\n_RenderableGCSystem.defaultOptions = {\n /** Enable/disable the garbage collector */\n renderableGCActive: true,\n /** Time in ms before an unused resource is collected (default 1 minute) */\n renderableGCMaxUnusedTime: 6e4,\n /** How often to run garbage collection in ms (default 30 seconds) */\n renderableGCFrequency: 3e4\n};\nlet RenderableGCSystem = _RenderableGCSystem;\n\nexport { RenderableGCSystem };\n//# sourceMappingURL=RenderableGCSystem.mjs.map\n","import { ExtensionType } from '../../../../extensions/Extensions.mjs';\n\n\"use strict\";\nconst _TextureGCSystem = class _TextureGCSystem {\n /** @param renderer - The renderer this System works for. */\n constructor(renderer) {\n this._renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n }\n init(options) {\n options = { ..._TextureGCSystem.defaultOptions, ...options };\n this.checkCountMax = options.textureGCCheckCountMax;\n this.maxIdle = options.textureGCAMaxIdle ?? 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