@aura3d/engine 1.0.0

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Files changed (2871) hide show
  1. package/README.md +115 -0
  2. package/dist/animation/AnimationAction.d.ts +40 -0
  3. package/dist/animation/AnimationAction.d.ts.map +1 -0
  4. package/dist/animation/AnimationAction.js +143 -0
  5. package/dist/animation/AnimationAction.js.map +1 -0
  6. package/dist/animation/AnimationClip.d.ts +24 -0
  7. package/dist/animation/AnimationClip.d.ts.map +1 -0
  8. package/dist/animation/AnimationClip.js +45 -0
  9. package/dist/animation/AnimationClip.js.map +1 -0
  10. package/dist/animation/AnimationEvents.d.ts +10 -0
  11. package/dist/animation/AnimationEvents.d.ts.map +1 -0
  12. package/dist/animation/AnimationEvents.js +26 -0
  13. package/dist/animation/AnimationEvents.js.map +1 -0
  14. package/dist/animation/AnimationLayer.d.ts +27 -0
  15. package/dist/animation/AnimationLayer.d.ts.map +1 -0
  16. package/dist/animation/AnimationLayer.js +53 -0
  17. package/dist/animation/AnimationLayer.js.map +1 -0
  18. package/dist/animation/AnimationMixer.d.ts +54 -0
  19. package/dist/animation/AnimationMixer.d.ts.map +1 -0
  20. package/dist/animation/AnimationMixer.js +319 -0
  21. package/dist/animation/AnimationMixer.js.map +1 -0
  22. package/dist/animation/AnimationStateMachine.d.ts +43 -0
  23. package/dist/animation/AnimationStateMachine.d.ts.map +1 -0
  24. package/dist/animation/AnimationStateMachine.js +92 -0
  25. package/dist/animation/AnimationStateMachine.js.map +1 -0
  26. package/dist/animation/AnimationTrack.d.ts +23 -0
  27. package/dist/animation/AnimationTrack.d.ts.map +1 -0
  28. package/dist/animation/AnimationTrack.js +124 -0
  29. package/dist/animation/AnimationTrack.js.map +1 -0
  30. package/dist/animation/BlendTree.d.ts +23 -0
  31. package/dist/animation/BlendTree.d.ts.map +1 -0
  32. package/dist/animation/BlendTree.js +68 -0
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  34. package/dist/animation/Bone.d.ts +20 -0
  35. package/dist/animation/Bone.d.ts.map +1 -0
  36. package/dist/animation/Bone.js +24 -0
  37. package/dist/animation/Bone.js.map +1 -0
  38. package/dist/animation/CrowdAnimation.d.ts +13 -0
  39. package/dist/animation/CrowdAnimation.d.ts.map +1 -0
  40. package/dist/animation/CrowdAnimation.js +14 -0
  41. package/dist/animation/CrowdAnimation.js.map +1 -0
  42. package/dist/animation/ECSAnimationBridge.d.ts +9 -0
  43. package/dist/animation/ECSAnimationBridge.d.ts.map +1 -0
  44. package/dist/animation/ECSAnimationBridge.js +24 -0
  45. package/dist/animation/ECSAnimationBridge.js.map +1 -0
  46. package/dist/animation/IK.d.ts +24 -0
  47. package/dist/animation/IK.d.ts.map +1 -0
  48. package/dist/animation/IK.js +76 -0
  49. package/dist/animation/IK.js.map +1 -0
  50. package/dist/animation/Keyframe.d.ts +50 -0
  51. package/dist/animation/Keyframe.d.ts.map +1 -0
  52. package/dist/animation/Keyframe.js +118 -0
  53. package/dist/animation/Keyframe.js.map +1 -0
  54. package/dist/animation/LocomotionController.d.ts +47 -0
  55. package/dist/animation/LocomotionController.d.ts.map +1 -0
  56. package/dist/animation/LocomotionController.js +106 -0
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  58. package/dist/animation/MotionMatchingFixtures.d.ts +58 -0
  59. package/dist/animation/MotionMatchingFixtures.d.ts.map +1 -0
  60. package/dist/animation/MotionMatchingFixtures.js +175 -0
  61. package/dist/animation/MotionMatchingFixtures.js.map +1 -0
  62. package/dist/animation/MotionQuality.d.ts +36 -0
  63. package/dist/animation/MotionQuality.d.ts.map +1 -0
  64. package/dist/animation/MotionQuality.js +117 -0
  65. package/dist/animation/MotionQuality.js.map +1 -0
  66. package/dist/animation/Retargeting.d.ts +12 -0
  67. package/dist/animation/Retargeting.d.ts.map +1 -0
  68. package/dist/animation/Retargeting.js +19 -0
  69. package/dist/animation/Retargeting.js.map +1 -0
  70. package/dist/animation/RootMotion.d.ts +21 -0
  71. package/dist/animation/RootMotion.d.ts.map +1 -0
  72. package/dist/animation/RootMotion.js +84 -0
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  74. package/dist/animation/SceneAnimationBridge.d.ts +18 -0
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  76. package/dist/animation/SceneAnimationBridge.js +69 -0
  77. package/dist/animation/SceneAnimationBridge.js.map +1 -0
  78. package/dist/animation/SecondaryAnimationFixtures.d.ts +55 -0
  79. package/dist/animation/SecondaryAnimationFixtures.d.ts.map +1 -0
  80. package/dist/animation/SecondaryAnimationFixtures.js +147 -0
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  82. package/dist/animation/Skeleton.d.ts +9 -0
  83. package/dist/animation/Skeleton.d.ts.map +1 -0
  84. package/dist/animation/Skeleton.js +31 -0
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  86. package/dist/animation/Skinning.d.ts +7 -0
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  88. package/dist/animation/Skinning.js +12 -0
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  90. package/dist/animation/browser-index.d.ts +21 -0
  91. package/dist/animation/browser-index.d.ts.map +1 -0
  92. package/dist/animation/browser-index.js +21 -0
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  94. package/dist/animation/index.d.ts +24 -0
  95. package/dist/animation/index.d.ts.map +1 -0
  96. package/dist/animation/index.js +24 -0
  97. package/dist/animation/index.js.map +1 -0
  98. package/dist/animation/threejs-compatibility/AnimationAction.d.ts +16 -0
  99. package/dist/animation/threejs-compatibility/AnimationAction.d.ts.map +1 -0
  100. package/dist/animation/threejs-compatibility/AnimationAction.js +25 -0
  101. package/dist/animation/threejs-compatibility/AnimationAction.js.map +1 -0
  102. package/dist/animation/threejs-compatibility/AnimationClip.d.ts +14 -0
  103. package/dist/animation/threejs-compatibility/AnimationClip.d.ts.map +1 -0
  104. package/dist/animation/threejs-compatibility/AnimationClip.js +11 -0
  105. package/dist/animation/threejs-compatibility/AnimationClip.js.map +1 -0
  106. package/dist/animation/threejs-compatibility/AnimationDiagnostics.d.ts +44 -0
  107. package/dist/animation/threejs-compatibility/AnimationDiagnostics.d.ts.map +1 -0
  108. package/dist/animation/threejs-compatibility/AnimationDiagnostics.js +31 -0
  109. package/dist/animation/threejs-compatibility/AnimationDiagnostics.js.map +1 -0
  110. package/dist/animation/threejs-compatibility/AnimationMixer.d.ts +9 -0
  111. package/dist/animation/threejs-compatibility/AnimationMixer.d.ts.map +1 -0
  112. package/dist/animation/threejs-compatibility/AnimationMixer.js +24 -0
  113. package/dist/animation/threejs-compatibility/AnimationMixer.js.map +1 -0
  114. package/dist/animation/threejs-compatibility/MorphTargetMixer.d.ts +10 -0
  115. package/dist/animation/threejs-compatibility/MorphTargetMixer.d.ts.map +1 -0
  116. package/dist/animation/threejs-compatibility/MorphTargetMixer.js +10 -0
  117. package/dist/animation/threejs-compatibility/MorphTargetMixer.js.map +1 -0
  118. package/dist/animation/threejs-compatibility/Skeleton.d.ts +10 -0
  119. package/dist/animation/threejs-compatibility/Skeleton.d.ts.map +1 -0
  120. package/dist/animation/threejs-compatibility/Skeleton.js +8 -0
  121. package/dist/animation/threejs-compatibility/Skeleton.js.map +1 -0
  122. package/dist/animation/threejs-compatibility/SkinnedMesh.d.ts +11 -0
  123. package/dist/animation/threejs-compatibility/SkinnedMesh.d.ts.map +1 -0
  124. package/dist/animation/threejs-compatibility/SkinnedMesh.js +16 -0
  125. package/dist/animation/threejs-compatibility/SkinnedMesh.js.map +1 -0
  126. package/dist/animation/threejs-compatibility/index.d.ts +12 -0
  127. package/dist/animation/threejs-compatibility/index.d.ts.map +1 -0
  128. package/dist/animation/threejs-compatibility/index.js +8 -0
  129. package/dist/animation/threejs-compatibility/index.js.map +1 -0
  130. package/dist/apps/index.d.ts +50 -0
  131. package/dist/apps/index.d.ts.map +1 -0
  132. package/dist/apps/index.js +99 -0
  133. package/dist/apps/index.js.map +1 -0
  134. package/dist/assets/AdvancedAssetCorpus.d.ts +124 -0
  135. package/dist/assets/AdvancedAssetCorpus.d.ts.map +1 -0
  136. package/dist/assets/AdvancedAssetCorpus.js +266 -0
  137. package/dist/assets/AdvancedAssetCorpus.js.map +1 -0
  138. package/dist/assets/AssetBundleCacheFixtures.d.ts +62 -0
  139. package/dist/assets/AssetBundleCacheFixtures.d.ts.map +1 -0
  140. package/dist/assets/AssetBundleCacheFixtures.js +222 -0
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  142. package/dist/assets/AssetCache.d.ts +21 -0
  143. package/dist/assets/AssetCache.d.ts.map +1 -0
  144. package/dist/assets/AssetCache.js +54 -0
  145. package/dist/assets/AssetCache.js.map +1 -0
  146. package/dist/assets/AssetCompatibility.d.ts +54 -0
  147. package/dist/assets/AssetCompatibility.d.ts.map +1 -0
  148. package/dist/assets/AssetCompatibility.js +122 -0
  149. package/dist/assets/AssetCompatibility.js.map +1 -0
  150. package/dist/assets/AssetCorpus.d.ts +88 -0
  151. package/dist/assets/AssetCorpus.d.ts.map +1 -0
  152. package/dist/assets/AssetCorpus.js +215 -0
  153. package/dist/assets/AssetCorpus.js.map +1 -0
  154. package/dist/assets/AssetDependencyGraph.d.ts +12 -0
  155. package/dist/assets/AssetDependencyGraph.d.ts.map +1 -0
  156. package/dist/assets/AssetDependencyGraph.js +66 -0
  157. package/dist/assets/AssetDependencyGraph.js.map +1 -0
  158. package/dist/assets/AssetHandle.d.ts +26 -0
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  160. package/dist/assets/AssetHandle.js +53 -0
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  162. package/dist/assets/AssetImportPreflight.d.ts +43 -0
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  164. package/dist/assets/AssetImportPreflight.js +117 -0
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  166. package/dist/assets/AssetInspection.d.ts +183 -0
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  168. package/dist/assets/AssetInspection.js +397 -0
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  170. package/dist/assets/AssetLoader.d.ts +26 -0
  171. package/dist/assets/AssetLoader.d.ts.map +1 -0
  172. package/dist/assets/AssetLoader.js +12 -0
  173. package/dist/assets/AssetLoader.js.map +1 -0
  174. package/dist/assets/AssetManager.d.ts +37 -0
  175. package/dist/assets/AssetManager.d.ts.map +1 -0
  176. package/dist/assets/AssetManager.js +161 -0
  177. package/dist/assets/AssetManager.js.map +1 -0
  178. package/dist/assets/AssetRegistry.d.ts +10 -0
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  180. package/dist/assets/AssetRegistry.js +34 -0
  181. package/dist/assets/AssetRegistry.js.map +1 -0
  182. package/dist/assets/AssetRenderDefaults.d.ts +13 -0
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  184. package/dist/assets/AssetRenderDefaults.js +23 -0
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  186. package/dist/assets/AudioLoader.d.ts +17 -0
  187. package/dist/assets/AudioLoader.d.ts.map +1 -0
  188. package/dist/assets/AudioLoader.js +23 -0
  189. package/dist/assets/AudioLoader.js.map +1 -0
  190. package/dist/assets/BlenderExportValidation.d.ts +64 -0
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  192. package/dist/assets/BlenderExportValidation.js +143 -0
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  194. package/dist/assets/CarConceptMaterialStability.d.ts +28 -0
  195. package/dist/assets/CarConceptMaterialStability.d.ts.map +1 -0
  196. package/dist/assets/CarConceptMaterialStability.js +1308 -0
  197. package/dist/assets/CarConceptMaterialStability.js.map +1 -0
  198. package/dist/assets/EXRLoader.d.ts +2 -0
  199. package/dist/assets/EXRLoader.d.ts.map +1 -0
  200. package/dist/assets/EXRLoader.js +2 -0
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  202. package/dist/assets/ExternalParityGLTFCorpus.d.ts +39 -0
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  206. package/dist/assets/GLTFAnimationRuntime.d.ts +243 -0
  207. package/dist/assets/GLTFAnimationRuntime.d.ts.map +1 -0
  208. package/dist/assets/GLTFAnimationRuntime.js +954 -0
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  210. package/dist/assets/GLTFCompressionDecoders.d.ts +42 -0
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  214. package/dist/assets/GLTFExtensionSupport.d.ts +33 -0
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  218. package/dist/assets/GLTFLoader.d.ts +361 -0
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  222. package/dist/assets/GLTFRenderResources.d.ts +162 -0
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  224. package/dist/assets/GLTFRenderResources.js +1684 -0
  225. package/dist/assets/GLTFRenderResources.js.map +1 -0
  226. package/dist/assets/HDRLoader.d.ts +2 -0
  227. package/dist/assets/HDRLoader.d.ts.map +1 -0
  228. package/dist/assets/HDRLoader.js +2 -0
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  230. package/dist/assets/ImageLoader.d.ts +15 -0
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  234. package/dist/assets/ImportPipeline.d.ts +39 -0
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  238. package/dist/assets/KTX2BasisTextureTranscoder.d.ts +9 -0
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  242. package/dist/assets/LoadContext.d.ts +20 -0
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  246. package/dist/assets/MaterialLoader.d.ts +17 -0
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@@ -0,0 +1,2107 @@
1
+ import { RenderDeviceError, } from "./RenderDevice.js";
2
+ import { Texture, isCompressedTextureFormat } from "./Texture.js";
3
+ import { TextureBinding } from "./TextureBinding.js";
4
+ import {} from "./VertexFormat.js";
5
+ import { WebGL2StateCache } from "./WebGL2StateCache.js";
6
+ const WEBGL_CUBE_FACES = ["px", "nx", "py", "ny", "pz", "nz"];
7
+ class WebGL2Buffer {
8
+ id;
9
+ usage;
10
+ byteLength;
11
+ target;
12
+ handle;
13
+ gl;
14
+ disposed = false;
15
+ constructor(id, usage, byteLength, target, handle, gl) {
16
+ this.id = id;
17
+ this.usage = usage;
18
+ this.byteLength = byteLength;
19
+ this.target = target;
20
+ this.handle = handle;
21
+ this.gl = gl;
22
+ }
23
+ dispose() {
24
+ if (!this.disposed) {
25
+ this.gl.deleteBuffer(this.handle);
26
+ this.disposed = true;
27
+ }
28
+ }
29
+ }
30
+ class WebGL2ShaderProgram {
31
+ id;
32
+ label;
33
+ marker;
34
+ reflection;
35
+ handle;
36
+ gl;
37
+ disposed = false;
38
+ constructor(id, label, marker, reflection, handle, gl) {
39
+ this.id = id;
40
+ this.label = label;
41
+ this.marker = marker;
42
+ this.reflection = reflection;
43
+ this.handle = handle;
44
+ this.gl = gl;
45
+ }
46
+ dispose() {
47
+ if (!this.disposed) {
48
+ this.gl.deleteProgram(this.handle);
49
+ this.disposed = true;
50
+ }
51
+ }
52
+ }
53
+ class WebGL2RenderTarget {
54
+ id;
55
+ width;
56
+ height;
57
+ label;
58
+ colorTexture;
59
+ depthTexture;
60
+ framebuffer;
61
+ colorHandle;
62
+ depthHandle;
63
+ depthTextureHandle;
64
+ gl;
65
+ disposed = false;
66
+ constructor(id, width, height, label, colorTexture, depthTexture, framebuffer, colorHandle, depthHandle, depthTextureHandle, gl) {
67
+ this.id = id;
68
+ this.width = width;
69
+ this.height = height;
70
+ this.label = label;
71
+ this.colorTexture = colorTexture;
72
+ this.depthTexture = depthTexture;
73
+ this.framebuffer = framebuffer;
74
+ this.colorHandle = colorHandle;
75
+ this.depthHandle = depthHandle;
76
+ this.depthTextureHandle = depthTextureHandle;
77
+ this.gl = gl;
78
+ }
79
+ dispose() {
80
+ if (!this.disposed) {
81
+ this.gl.deleteFramebuffer(this.framebuffer);
82
+ this.gl.deleteTexture(this.colorHandle);
83
+ if (this.depthHandle)
84
+ this.gl.deleteRenderbuffer(this.depthHandle);
85
+ if (this.depthTextureHandle)
86
+ this.gl.deleteTexture(this.depthTextureHandle);
87
+ this.colorTexture.dispose();
88
+ this.depthTexture?.dispose();
89
+ this.disposed = true;
90
+ }
91
+ }
92
+ }
93
+ export class WebGL2Device {
94
+ errorCheckMode;
95
+ kind = "webgl2";
96
+ info;
97
+ disposed = false;
98
+ contextLost = false;
99
+ gl;
100
+ nextId = 1;
101
+ drawCalls = 0;
102
+ buffers = new Set();
103
+ shaders = new Set();
104
+ renderTargets = new Set();
105
+ activeRenderTarget = null;
106
+ textures = new Map();
107
+ textureUploadModes = new Map();
108
+ fallbackTexture = null;
109
+ fallbackCubeTexture = null;
110
+ samplerObjectCache = new Map();
111
+ presentationProgram = null;
112
+ ldrPostprocessProgram = null;
113
+ depthReadbackProgram = null;
114
+ uniformLocationCache = new WeakMap();
115
+ textureSamplerParameterCache = new WeakMap();
116
+ stateCache = new WebGL2StateCache({ label: "webgl2-device-state-cache" });
117
+ textureUnitBindings = new Map();
118
+ vertexArrayCache = new Map();
119
+ vertexFormatIds = new WeakMap();
120
+ presentationVertexArray = null;
121
+ activeTextureUnitIndex = -1;
122
+ shaderProgramCreateCount = 0;
123
+ uniformLocationLookupCount = 0;
124
+ bufferUpdateCount = 0;
125
+ textureBindCount = 0;
126
+ samplerParameterUploadCount = 0;
127
+ samplerAnisotropyUploadCount = 0;
128
+ vertexArrayCreateCount = 0;
129
+ nativeInstancedSubmissions = 0;
130
+ nextVertexFormatId = 1;
131
+ releasedTextureHandles = 0;
132
+ nativeEnvironmentBindings = 0;
133
+ nativeShadowMapBindings = 0;
134
+ lastError = null;
135
+ frameActive = false;
136
+ viewportWidth = 0;
137
+ viewportHeight = 0;
138
+ maxVertexAttributes;
139
+ anisotropicFilteringExtension;
140
+ maxTextureAnisotropy;
141
+ contextLostListener;
142
+ contextRestoredListener;
143
+ canvas;
144
+ static create(options) {
145
+ const gl = options.canvas.getContext("webgl2", {
146
+ antialias: options.antialias ?? true,
147
+ alpha: options.alpha ?? false,
148
+ preserveDrawingBuffer: options.preserveDrawingBuffer ?? false
149
+ });
150
+ if (!gl) {
151
+ throw new RenderDeviceError("WebGL2 is not available for the provided canvas", "WEBGL2_UNAVAILABLE");
152
+ }
153
+ return new WebGL2Device(gl, options.canvas, options.errorCheckMode ?? "strict");
154
+ }
155
+ constructor(gl, canvas, errorCheckMode) {
156
+ this.errorCheckMode = errorCheckMode;
157
+ this.gl = gl;
158
+ this.maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
159
+ this.anisotropicFilteringExtension = gl.getExtension("EXT_texture_filter_anisotropic");
160
+ this.maxTextureAnisotropy = this.anisotropicFilteringExtension
161
+ ? Math.max(1, gl.getParameter(this.anisotropicFilteringExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT))
162
+ : 1;
163
+ this.info = {
164
+ backend: "webgl2",
165
+ vendor: gl.getParameter(gl.VENDOR),
166
+ renderer: gl.getParameter(gl.RENDERER),
167
+ capabilities: [
168
+ "buffers",
169
+ "buffer-readback",
170
+ "shader-validation",
171
+ "render-targets",
172
+ "pixel-readback",
173
+ "postprocess-presentation",
174
+ "draw-validation",
175
+ "rasterization",
176
+ "depth-render-targets",
177
+ "depth-textures",
178
+ "spot-shadow-maps",
179
+ "point-shadow-maps",
180
+ "hdr-image-based-lighting",
181
+ ...(this.anisotropicFilteringExtension ? ["anisotropic-texture-filtering"] : []),
182
+ ...(gl.getExtension("EXT_color_buffer_float") ? ["hdr-render-targets", "float-readback"] : [])
183
+ ]
184
+ };
185
+ this.canvas = canvas;
186
+ if ("addEventListener" in canvas) {
187
+ this.contextLostListener = ((event) => {
188
+ event.preventDefault();
189
+ this.contextLost = true;
190
+ this.lastError = "CONTEXT_LOST";
191
+ this.frameActive = false;
192
+ });
193
+ this.contextRestoredListener = (() => {
194
+ this.contextLost = false;
195
+ this.lastError = null;
196
+ });
197
+ canvas.addEventListener("webglcontextlost", this.contextLostListener);
198
+ canvas.addEventListener("webglcontextrestored", this.contextRestoredListener);
199
+ }
200
+ }
201
+ createBuffer(usage, byteLength, initialData) {
202
+ this.assertAlive();
203
+ if (byteLength <= 0 || !Number.isInteger(byteLength)) {
204
+ throw new RenderDeviceError("Buffer byteLength must be a positive integer", "INVALID_BUFFER_SIZE", { byteLength });
205
+ }
206
+ const handle = this.gl.createBuffer();
207
+ if (!handle) {
208
+ throw new RenderDeviceError("Failed to allocate WebGL buffer", "WEBGL_ALLOCATION_FAILED");
209
+ }
210
+ const target = usage === "index" ? this.gl.ELEMENT_ARRAY_BUFFER : this.gl.ARRAY_BUFFER;
211
+ this.bindNoVertexArray();
212
+ this.stateCache.bindBuffer(target, handle, () => this.gl.bindBuffer(target, handle));
213
+ this.gl.bufferData(target, byteLength, this.gl.DYNAMIC_DRAW);
214
+ if (initialData) {
215
+ if (initialData.byteLength > byteLength) {
216
+ throw new RenderDeviceError("Initial data exceeds buffer size", "BUFFER_OVERFLOW", {
217
+ byteLength,
218
+ dataByteLength: initialData.byteLength
219
+ });
220
+ }
221
+ this.gl.bufferSubData(target, 0, initialData);
222
+ }
223
+ const buffer = new WebGL2Buffer(this.nextId++, usage, byteLength, target, handle, this.gl);
224
+ this.buffers.add(buffer);
225
+ return buffer;
226
+ }
227
+ updateBuffer(buffer, byteOffset, data) {
228
+ this.assertAlive();
229
+ const webglBuffer = this.requireBuffer(buffer);
230
+ if (byteOffset < 0 || byteOffset + data.byteLength > webglBuffer.byteLength) {
231
+ throw new RenderDeviceError("Buffer update range is out of bounds", "BUFFER_RANGE_OUT_OF_BOUNDS", {
232
+ byteOffset,
233
+ dataByteLength: data.byteLength,
234
+ byteLength: webglBuffer.byteLength
235
+ });
236
+ }
237
+ this.bindNoVertexArray();
238
+ this.stateCache.bindBuffer(webglBuffer.target, webglBuffer.handle, () => this.gl.bindBuffer(webglBuffer.target, webglBuffer.handle));
239
+ this.gl.bufferSubData(webglBuffer.target, byteOffset, data);
240
+ this.bufferUpdateCount += 1;
241
+ }
242
+ readBuffer(buffer, byteOffset = 0, byteLength = buffer.byteLength - byteOffset) {
243
+ this.assertAlive();
244
+ const webglBuffer = this.requireBuffer(buffer);
245
+ if (byteOffset < 0 || byteLength < 0 || byteOffset + byteLength > webglBuffer.byteLength) {
246
+ throw new RenderDeviceError("Buffer read range is out of bounds", "BUFFER_RANGE_OUT_OF_BOUNDS", {
247
+ byteOffset,
248
+ byteLength,
249
+ bufferByteLength: webglBuffer.byteLength
250
+ });
251
+ }
252
+ const output = new Uint8Array(byteLength);
253
+ this.bindNoVertexArray();
254
+ this.stateCache.bindBuffer(webglBuffer.target, webglBuffer.handle, () => this.gl.bindBuffer(webglBuffer.target, webglBuffer.handle));
255
+ this.gl.getBufferSubData(webglBuffer.target, byteOffset, output);
256
+ return output;
257
+ }
258
+ createShaderProgram(sources) {
259
+ this.assertAlive();
260
+ if (!sources.vertex.includes(sources.marker) || !sources.fragment.includes(sources.marker)) {
261
+ throw new RenderDeviceError("Shader source marker is missing from compiled sources", "SHADER_MARKER_MISSING", {
262
+ label: sources.label,
263
+ marker: sources.marker
264
+ });
265
+ }
266
+ const vertexShader = this.compileShader(this.gl.VERTEX_SHADER, sources.vertex, sources.label);
267
+ const fragmentShader = this.compileShader(this.gl.FRAGMENT_SHADER, sources.fragment, sources.label);
268
+ const program = this.gl.createProgram();
269
+ if (!program) {
270
+ throw new RenderDeviceError("Failed to allocate WebGL shader program", "WEBGL_ALLOCATION_FAILED");
271
+ }
272
+ this.shaderProgramCreateCount += 1;
273
+ this.gl.attachShader(program, vertexShader);
274
+ this.gl.attachShader(program, fragmentShader);
275
+ this.gl.linkProgram(program);
276
+ this.gl.deleteShader(vertexShader);
277
+ this.gl.deleteShader(fragmentShader);
278
+ if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
279
+ const log = this.gl.getProgramInfoLog(program) ?? "Unknown shader link error";
280
+ this.gl.deleteProgram(program);
281
+ throw new RenderDeviceError("WebGL shader link failed", "SHADER_LINK_FAILED", { label: sources.label, log });
282
+ }
283
+ const shader = new WebGL2ShaderProgram(this.nextId++, sources.label, sources.marker, this.reflectProgram(program), program, this.gl);
284
+ this.shaders.add(shader);
285
+ return shader;
286
+ }
287
+ createRenderTarget(descriptor) {
288
+ this.assertAlive();
289
+ if (!Number.isInteger(descriptor.width) ||
290
+ descriptor.width <= 0 ||
291
+ !Number.isInteger(descriptor.height) ||
292
+ descriptor.height <= 0) {
293
+ throw new RenderDeviceError("Render target dimensions must be positive integers", "INVALID_RENDER_TARGET_SIZE", {
294
+ width: descriptor.width,
295
+ height: descriptor.height,
296
+ label: descriptor.label
297
+ });
298
+ }
299
+ const colorHandle = this.gl.createTexture();
300
+ const framebuffer = this.gl.createFramebuffer();
301
+ const depthMode = descriptor.depth === "texture" ? "texture" : descriptor.depth === false ? "none" : "renderbuffer";
302
+ const depthHandle = depthMode === "renderbuffer" ? this.gl.createRenderbuffer() : null;
303
+ const depthTextureHandle = depthMode === "texture" ? this.gl.createTexture() : null;
304
+ if (!colorHandle || !framebuffer || (depthMode === "renderbuffer" && !depthHandle) || (depthMode === "texture" && !depthTextureHandle)) {
305
+ if (colorHandle)
306
+ this.gl.deleteTexture(colorHandle);
307
+ if (framebuffer)
308
+ this.gl.deleteFramebuffer(framebuffer);
309
+ if (depthHandle)
310
+ this.gl.deleteRenderbuffer(depthHandle);
311
+ if (depthTextureHandle)
312
+ this.gl.deleteTexture(depthTextureHandle);
313
+ throw new RenderDeviceError("Failed to allocate WebGL render target", "WEBGL_ALLOCATION_FAILED", {
314
+ width: descriptor.width,
315
+ height: descriptor.height,
316
+ label: descriptor.label
317
+ });
318
+ }
319
+ const previousActiveTexture = this.gl.getParameter(this.gl.ACTIVE_TEXTURE);
320
+ this.gl.activeTexture(this.gl.TEXTURE0);
321
+ const previousTexture = this.gl.getParameter(this.gl.TEXTURE_BINDING_2D);
322
+ const previousFramebuffer = this.gl.getParameter(this.gl.FRAMEBUFFER_BINDING);
323
+ const previousRenderbuffer = this.gl.getParameter(this.gl.RENDERBUFFER_BINDING);
324
+ this.gl.bindTexture(this.gl.TEXTURE_2D, colorHandle);
325
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
326
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);
327
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
328
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
329
+ const format = descriptor.format ?? "rgba8";
330
+ const textureFormat = this.resolveRenderTargetFormat(format);
331
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, textureFormat.internalFormat, descriptor.width, descriptor.height, 0, this.gl.RGBA, textureFormat.type, null);
332
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer);
333
+ this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, this.gl.TEXTURE_2D, colorHandle, 0);
334
+ if (depthHandle) {
335
+ this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, depthHandle);
336
+ this.gl.renderbufferStorage(this.gl.RENDERBUFFER, this.gl.DEPTH_COMPONENT16, descriptor.width, descriptor.height);
337
+ this.gl.framebufferRenderbuffer(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.RENDERBUFFER, depthHandle);
338
+ }
339
+ if (depthTextureHandle) {
340
+ this.gl.bindTexture(this.gl.TEXTURE_2D, depthTextureHandle);
341
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
342
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
343
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
344
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
345
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.DEPTH_COMPONENT24, descriptor.width, descriptor.height, 0, this.gl.DEPTH_COMPONENT, this.gl.UNSIGNED_INT, null);
346
+ this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.DEPTH_ATTACHMENT, this.gl.TEXTURE_2D, depthTextureHandle, 0);
347
+ }
348
+ const status = this.gl.checkFramebufferStatus(this.gl.FRAMEBUFFER);
349
+ this.gl.bindRenderbuffer(this.gl.RENDERBUFFER, previousRenderbuffer);
350
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, previousFramebuffer);
351
+ this.gl.bindTexture(this.gl.TEXTURE_2D, previousTexture);
352
+ this.gl.activeTexture(previousActiveTexture);
353
+ this.stateCache.invalidate();
354
+ if (status !== this.gl.FRAMEBUFFER_COMPLETE) {
355
+ this.gl.deleteTexture(colorHandle);
356
+ this.gl.deleteFramebuffer(framebuffer);
357
+ this.gl.deleteRenderbuffer(depthHandle);
358
+ if (depthTextureHandle)
359
+ this.gl.deleteTexture(depthTextureHandle);
360
+ throw new RenderDeviceError("WebGL render target framebuffer status is invalid", "FRAMEBUFFER_INVALID", { status });
361
+ }
362
+ const depthTexture = depthTextureHandle
363
+ ? new Texture({ width: descriptor.width, height: descriptor.height, format: "depth24", label: `${descriptor.label ?? "render-target"}-depth` })
364
+ : undefined;
365
+ const target = new WebGL2RenderTarget(this.nextId++, descriptor.width, descriptor.height, descriptor.label ?? "render-target", new Texture({ width: descriptor.width, height: descriptor.height, format, label: descriptor.label ?? "render-target-color" }), depthTexture, framebuffer, colorHandle, depthHandle, depthTextureHandle, this.gl);
366
+ this.renderTargets.add(target);
367
+ this.textures.set(target.colorTexture, colorHandle);
368
+ this.textureUploadModes.set(target.colorTexture, "rgba8");
369
+ if (depthTexture && depthTextureHandle) {
370
+ this.textures.set(depthTexture, depthTextureHandle);
371
+ this.textureUploadModes.set(depthTexture, "depth-render-target");
372
+ }
373
+ return target;
374
+ }
375
+ setRenderTarget(target) {
376
+ this.assertAlive();
377
+ if (target === null) {
378
+ this.activeRenderTarget = null;
379
+ this.stateCache.bindFramebuffer(this.gl.FRAMEBUFFER, null, () => this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null));
380
+ this.stateCache.viewport(0, 0, this.viewportWidth || this.gl.drawingBufferWidth, this.viewportHeight || this.gl.drawingBufferHeight, () => this.gl.viewport(0, 0, this.viewportWidth || this.gl.drawingBufferWidth, this.viewportHeight || this.gl.drawingBufferHeight));
381
+ return;
382
+ }
383
+ if (!(target instanceof WebGL2RenderTarget) || !this.renderTargets.has(target) || target.disposed) {
384
+ throw new RenderDeviceError("Render target is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
385
+ targetId: target.id
386
+ });
387
+ }
388
+ this.activeRenderTarget = target;
389
+ this.stateCache.bindFramebuffer(this.gl.FRAMEBUFFER, target.framebuffer, () => this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, target.framebuffer));
390
+ this.stateCache.viewport(0, 0, target.width, target.height, () => this.gl.viewport(0, 0, target.width, target.height));
391
+ }
392
+ writeRenderTargetPixels(target, pixels) {
393
+ this.assertAlive();
394
+ if (!(target instanceof WebGL2RenderTarget) || !this.renderTargets.has(target) || target.disposed) {
395
+ throw new RenderDeviceError("Render target is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
396
+ targetId: target.id
397
+ });
398
+ }
399
+ if (target.colorTexture.format !== "rgba8") {
400
+ throw new RenderDeviceError("Byte pixel uploads are only supported for rgba8 WebGL2 render targets", "INVALID_PIXEL_UPLOAD_FORMAT", {
401
+ targetId: target.id,
402
+ format: target.colorTexture.format
403
+ });
404
+ }
405
+ if (pixels.length !== target.width * target.height * 4) {
406
+ throw new RenderDeviceError("Render-target pixel upload must contain width * height * 4 bytes", "INVALID_PIXEL_UPLOAD_SIZE", {
407
+ targetId: target.id,
408
+ byteLength: pixels.length,
409
+ expectedByteLength: target.width * target.height * 4
410
+ });
411
+ }
412
+ const textureUnit0 = this.captureTextureUnit0();
413
+ try {
414
+ this.gl.bindTexture(this.gl.TEXTURE_2D, target.colorHandle);
415
+ this.gl.texSubImage2D(this.gl.TEXTURE_2D, 0, 0, 0, target.width, target.height, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pixels);
416
+ }
417
+ finally {
418
+ this.restoreTextureUnit0(textureUnit0);
419
+ }
420
+ this.lastError = this.readError();
421
+ if (this.lastError) {
422
+ throw new RenderDeviceError("WebGL2 render-target pixel upload failed", "WEBGL_PIXEL_UPLOAD_FAILED", {
423
+ targetId: target.id,
424
+ error: this.lastError
425
+ });
426
+ }
427
+ }
428
+ presentRenderTarget(source) {
429
+ this.assertAlive();
430
+ if (!(source instanceof WebGL2RenderTarget) || !this.renderTargets.has(source) || source.disposed) {
431
+ throw new RenderDeviceError("Render target is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
432
+ targetId: source.id
433
+ });
434
+ }
435
+ const outputWidth = this.viewportWidth || this.gl.drawingBufferWidth;
436
+ const outputHeight = this.viewportHeight || this.gl.drawingBufferHeight;
437
+ this.drawRenderTargetToBackbuffer(source, outputWidth, outputHeight);
438
+ this.activeRenderTarget = null;
439
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null);
440
+ this.lastError = this.readError();
441
+ if (this.lastError) {
442
+ throw new RenderDeviceError(`WebGL2 render-target presentation failed: ${this.lastError}`, "WEBGL_PRESENT_FAILED", {
443
+ targetId: source.id,
444
+ error: this.lastError
445
+ });
446
+ }
447
+ }
448
+ presentLdrPostprocess(source, options) {
449
+ this.assertAlive();
450
+ if (!(source instanceof WebGL2RenderTarget) || !this.renderTargets.has(source) || source.disposed) {
451
+ throw new RenderDeviceError("Render target is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
452
+ targetId: source.id
453
+ });
454
+ }
455
+ const tonePass = options.passes.find((pass) => pass.name === "tone-mapping");
456
+ if (source.colorTexture.format !== "rgba8" && !tonePass) {
457
+ throw new RenderDeviceError("WebGL2 HDR postprocess presentation requires a tone-mapping pass before LDR output.", "WEBGL_LDR_POSTPROCESS_FORMAT_UNSUPPORTED", {
458
+ targetId: source.id,
459
+ format: source.colorTexture.format
460
+ });
461
+ }
462
+ const outputTarget = options.outputTarget;
463
+ if (outputTarget && (!(outputTarget instanceof WebGL2RenderTarget) || !this.renderTargets.has(outputTarget) || outputTarget.disposed)) {
464
+ throw new RenderDeviceError("Output render target is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
465
+ targetId: outputTarget.id
466
+ });
467
+ }
468
+ if (outputTarget && outputTarget.colorTexture.format !== "rgba8") {
469
+ throw new RenderDeviceError("WebGL2 LDR postprocess output target must be rgba8.", "WEBGL_LDR_POSTPROCESS_OUTPUT_FORMAT_UNSUPPORTED", {
470
+ targetId: outputTarget.id,
471
+ format: outputTarget.colorTexture.format
472
+ });
473
+ }
474
+ if (outputTarget && (outputTarget.width !== source.width || outputTarget.height !== source.height)) {
475
+ throw new RenderDeviceError("WebGL2 LDR postprocess source and output dimensions must match.", "WEBGL_LDR_POSTPROCESS_SIZE_MISMATCH", {
476
+ sourceWidth: source.width,
477
+ sourceHeight: source.height,
478
+ targetWidth: outputTarget.width,
479
+ targetHeight: outputTarget.height
480
+ });
481
+ }
482
+ const webglOutputTarget = outputTarget;
483
+ const colorPass = options.passes.find((pass) => pass.name === "color-grade");
484
+ const fxaaPass = options.passes.find((pass) => pass.name === "fxaa");
485
+ const toneOptions = { ...(options.toneMappingDefaults ?? {}), ...(tonePass?.options ?? {}) };
486
+ const colorOptions = colorPass?.options ?? {};
487
+ const fxaaOptions = fxaaPass?.options ?? {};
488
+ const program = this.ensureLdrPostprocessProgram();
489
+ const vertexArray = this.ensurePresentationVertexArray();
490
+ const outputWidth = webglOutputTarget?.width ?? (this.viewportWidth || this.gl.drawingBufferWidth);
491
+ const outputHeight = webglOutputTarget?.height ?? (this.viewportHeight || this.gl.drawingBufferHeight);
492
+ const previousState = this.prepareFullscreenPresentation(webglOutputTarget?.framebuffer ?? null, outputWidth, outputHeight);
493
+ try {
494
+ this.gl.useProgram(program);
495
+ this.gl.bindVertexArray(vertexArray);
496
+ this.gl.activeTexture(this.gl.TEXTURE0);
497
+ this.gl.bindTexture(this.gl.TEXTURE_2D, source.colorHandle);
498
+ this.gl.bindSampler(0, null);
499
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_source"), 0);
500
+ this.gl.uniform2f(this.gl.getUniformLocation(program, "u_texelSize"), 1 / source.width, 1 / source.height);
501
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_hasToneMapping"), tonePass ? 1 : 0);
502
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_toneOperator"), toneMappingOperatorId(stringOption(toneOptions, "operator", "reinhard")));
503
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_inputColorSpace"), colorSpaceId(stringOption(toneOptions, "inputColorSpace", "linear")));
504
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_outputColorSpace"), colorSpaceId(stringOption(toneOptions, "outputColorSpace", "linear")));
505
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_exposure"), numberOption(toneOptions, "exposure", 1));
506
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_whitePoint"), Math.max(0.0001, numberOption(toneOptions, "whitePoint", 1)));
507
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_gamma"), Math.max(0.0001, numberOption(toneOptions, "gamma", 2.2)));
508
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_hasColorGrade"), colorPass ? 1 : 0);
509
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_contrast"), numberOption(colorOptions, "contrast", 1));
510
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_temperature"), numberOption(colorOptions, "temperature", 0));
511
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_tint"), numberOption(colorOptions, "tint", 0));
512
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_saturation"), numberOption(colorOptions, "saturation", 1));
513
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_vibrance"), numberOption(colorOptions, "vibrance", 0));
514
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_vignette"), numberOption(colorOptions, "vignette", 0));
515
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_sharpening"), numberOption(colorOptions, "sharpening", 0));
516
+ this.gl.uniform1i(this.gl.getUniformLocation(program, "u_hasFxaa"), fxaaPass ? 1 : 0);
517
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_edgeThreshold"), numberOption(fxaaOptions, "edgeThreshold", 0.125));
518
+ this.gl.uniform1f(this.gl.getUniformLocation(program, "u_subpixelBlend"), numberOption(fxaaOptions, "subpixelBlend", 0.75));
519
+ this.gl.drawArrays(this.gl.TRIANGLES, 0, 3);
520
+ this.gl.flush();
521
+ }
522
+ finally {
523
+ this.restoreFullscreenPresentationState(previousState, outputWidth, outputHeight);
524
+ }
525
+ this.lastError = this.readError();
526
+ if (this.lastError) {
527
+ throw new RenderDeviceError(`WebGL2 LDR postprocess presentation failed: ${this.lastError}`, "WEBGL_LDR_POSTPROCESS_FAILED", {
528
+ targetId: source.id,
529
+ error: this.lastError
530
+ });
531
+ }
532
+ this.setRenderTarget(webglOutputTarget ?? null);
533
+ }
534
+ readPixels(x, y, width, height) {
535
+ this.assertAlive();
536
+ if (![x, y, width, height].every(Number.isInteger) || x < 0 || y < 0 || width <= 0 || height <= 0) {
537
+ throw new RenderDeviceError("Readback rectangle must be positive and in bounds", "INVALID_READBACK_RECT", { x, y, width, height });
538
+ }
539
+ const boundsWidth = this.activeRenderTarget?.width ?? this.gl.drawingBufferWidth;
540
+ const boundsHeight = this.activeRenderTarget?.height ?? this.gl.drawingBufferHeight;
541
+ if (x + width > boundsWidth || y + height > boundsHeight) {
542
+ throw new RenderDeviceError("Readback rectangle exceeds framebuffer bounds", "READBACK_OUT_OF_BOUNDS", {
543
+ x,
544
+ y,
545
+ width,
546
+ height,
547
+ boundsWidth,
548
+ boundsHeight
549
+ });
550
+ }
551
+ const pixels = new Uint8Array(width * height * 4);
552
+ this.gl.readPixels(x, y, width, height, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pixels);
553
+ return pixels;
554
+ }
555
+ readFloatPixels(x, y, width, height) {
556
+ this.assertAlive();
557
+ if (![x, y, width, height].every(Number.isInteger) || x < 0 || y < 0 || width <= 0 || height <= 0) {
558
+ throw new RenderDeviceError("Float readback rectangle must be positive and in bounds", "INVALID_READBACK_RECT", { x, y, width, height });
559
+ }
560
+ const boundsWidth = this.activeRenderTarget?.width ?? this.gl.drawingBufferWidth;
561
+ const boundsHeight = this.activeRenderTarget?.height ?? this.gl.drawingBufferHeight;
562
+ if (x + width > boundsWidth || y + height > boundsHeight) {
563
+ throw new RenderDeviceError("Float readback rectangle exceeds framebuffer bounds", "READBACK_OUT_OF_BOUNDS", {
564
+ x,
565
+ y,
566
+ width,
567
+ height,
568
+ boundsWidth,
569
+ boundsHeight
570
+ });
571
+ }
572
+ const pixels = new Float32Array(width * height * 4);
573
+ this.gl.readPixels(x, y, width, height, this.gl.RGBA, this.gl.FLOAT, pixels);
574
+ return pixels;
575
+ }
576
+ readDepthPixels(x, y, width, height) {
577
+ this.assertAlive();
578
+ if (![x, y, width, height].every(Number.isInteger) || x < 0 || y < 0 || width <= 0 || height <= 0) {
579
+ throw new RenderDeviceError("Depth readback rectangle must be positive and in bounds", "INVALID_READBACK_RECT", { x, y, width, height });
580
+ }
581
+ const target = this.activeRenderTarget;
582
+ if (!target?.depthTextureHandle) {
583
+ throw new RenderDeviceError("Depth readback requires an active WebGL2 render target with a sampleable depth texture.", "DEPTH_READBACK_UNAVAILABLE", {
584
+ renderTarget: target?.label ?? null
585
+ });
586
+ }
587
+ if (x + width > target.width || y + height > target.height) {
588
+ throw new RenderDeviceError("Depth readback rectangle exceeds framebuffer bounds", "READBACK_OUT_OF_BOUNDS", {
589
+ x,
590
+ y,
591
+ width,
592
+ height,
593
+ boundsWidth: target.width,
594
+ boundsHeight: target.height
595
+ });
596
+ }
597
+ const encoded = this.copyDepthTextureToBytes(target, x, y, width, height);
598
+ const pixels = new Float32Array(width * height);
599
+ for (let index = 0; index < pixels.length; index += 1) {
600
+ const byteIndex = index * 4;
601
+ const r = encoded[byteIndex] ?? 255;
602
+ const g = encoded[byteIndex + 1] ?? 255;
603
+ const b = encoded[byteIndex + 2] ?? 255;
604
+ pixels[index] = Math.max(0, Math.min(1, r / 255 + g / 65025 + b / 16581375));
605
+ }
606
+ return pixels;
607
+ }
608
+ beginFrame(width, height) {
609
+ this.assertAlive();
610
+ if (this.frameActive) {
611
+ throw new RenderDeviceError("Frame is already active", "FRAME_ALREADY_ACTIVE");
612
+ }
613
+ if (width <= 0 || height <= 0) {
614
+ throw new RenderDeviceError("Frame dimensions must be positive", "INVALID_FRAME_SIZE", { width, height });
615
+ }
616
+ this.frameActive = true;
617
+ this.drawCalls = 0;
618
+ this.nativeEnvironmentBindings = 0;
619
+ this.nativeShadowMapBindings = 0;
620
+ this.activeTextureUnitIndex = -1;
621
+ this.textureUnitBindings.clear();
622
+ this.stateCache.invalidate();
623
+ this.viewportWidth = width;
624
+ this.viewportHeight = height;
625
+ this.stateCache.bindFramebuffer(this.gl.FRAMEBUFFER, this.activeRenderTarget?.framebuffer ?? null, () => this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.activeRenderTarget?.framebuffer ?? null));
626
+ this.stateCache.viewport(0, 0, width, height, () => this.gl.viewport(0, 0, width, height));
627
+ this.stateCache.setEnabled(this.gl.DEPTH_TEST, true, () => this.gl.enable(this.gl.DEPTH_TEST));
628
+ this.stateCache.depthFunc(this.gl.LEQUAL, () => this.gl.depthFunc(this.gl.LEQUAL));
629
+ }
630
+ clear(color) {
631
+ this.assertFrame();
632
+ this.gl.clearColor(color[0], color[1], color[2], color[3]);
633
+ this.stateCache.depthMask(true, () => this.gl.depthMask(true));
634
+ this.gl.clearDepth(1);
635
+ this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
636
+ }
637
+ clearRenderTarget(color) {
638
+ this.assertFrame();
639
+ this.gl.clearColor(color[0], color[1], color[2], color[3]);
640
+ this.stateCache.depthMask(true, () => this.gl.depthMask(true));
641
+ this.gl.clearDepth(1);
642
+ this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
643
+ }
644
+ draw(command) {
645
+ this.assertFrame();
646
+ const vertexBuffer = this.requireBuffer(command.vertexBuffer);
647
+ this.applyRenderState(command.renderState);
648
+ let shader;
649
+ if (command.shader) {
650
+ const activeShader = this.requireShader(command.shader);
651
+ shader = activeShader;
652
+ this.stateCache.useProgram(activeShader.handle, () => this.gl.useProgram(activeShader.handle));
653
+ if (command.uniforms) {
654
+ this.uploadUniforms(activeShader, command.uniforms);
655
+ if (this.errorCheckMode === "strict") {
656
+ const uniformError = this.readError();
657
+ if (uniformError) {
658
+ throw new RenderDeviceError(`WebGL2 uniform upload failed for draw ${command.label ?? "unnamed"}: ${uniformError}`, "WEBGL_DRAW_FAILED", {
659
+ label: command.label,
660
+ stage: "uniforms",
661
+ error: uniformError
662
+ });
663
+ }
664
+ }
665
+ }
666
+ }
667
+ if (shader && command.vertexFormat) {
668
+ this.bindVertexArrayForCommand(command, shader, vertexBuffer);
669
+ if (this.errorCheckMode === "strict") {
670
+ const vertexFormatError = this.readError();
671
+ if (vertexFormatError) {
672
+ throw new RenderDeviceError(`WebGL2 vertex format binding failed for draw ${command.label ?? "unnamed"}: ${vertexFormatError}`, "WEBGL_DRAW_FAILED", {
673
+ label: command.label,
674
+ stage: "vertex-format",
675
+ error: vertexFormatError
676
+ });
677
+ }
678
+ }
679
+ }
680
+ else {
681
+ this.bindNoVertexArray();
682
+ this.stateCache.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer.handle, () => this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer.handle));
683
+ }
684
+ if (command.indexBuffer) {
685
+ const indexBuffer = this.requireBuffer(command.indexBuffer);
686
+ if (!shader || !command.vertexFormat) {
687
+ this.stateCache.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer.handle, () => this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer.handle));
688
+ }
689
+ const type = command.indexType === "uint32" ? this.gl.UNSIGNED_INT : this.gl.UNSIGNED_SHORT;
690
+ const indexByteSize = command.indexType === "uint32" ? 4 : 2;
691
+ const indexOffset = (command.firstIndex ?? 0) * indexByteSize;
692
+ if ((command.instanceCount ?? 1) > 1) {
693
+ this.gl.drawElementsInstanced(this.primitive(command.topology), command.indexCount ?? 0, type, indexOffset, command.instanceCount ?? 1);
694
+ this.nativeInstancedSubmissions += 1;
695
+ }
696
+ else {
697
+ this.gl.drawElements(this.primitive(command.topology), command.indexCount ?? 0, type, indexOffset);
698
+ }
699
+ }
700
+ else {
701
+ if ((command.instanceCount ?? 1) > 1) {
702
+ this.gl.drawArraysInstanced(this.primitive(command.topology), command.firstVertex ?? 0, command.vertexCount, command.instanceCount ?? 1);
703
+ this.nativeInstancedSubmissions += 1;
704
+ }
705
+ else {
706
+ this.gl.drawArrays(this.primitive(command.topology), command.firstVertex ?? 0, command.vertexCount);
707
+ }
708
+ }
709
+ this.drawCalls += 1;
710
+ if (this.errorCheckMode === "strict") {
711
+ const drawError = this.readError();
712
+ if (drawError) {
713
+ throw new RenderDeviceError(`WebGL2 draw failed for ${command.label ?? "unnamed"}: ${drawError}`, "WEBGL_DRAW_FAILED", {
714
+ label: command.label,
715
+ stage: "draw",
716
+ error: drawError
717
+ });
718
+ }
719
+ }
720
+ }
721
+ endFrame() {
722
+ this.assertFrame();
723
+ this.frameActive = false;
724
+ this.lastError = this.readError();
725
+ }
726
+ captureState() {
727
+ const viewport = this.gl.getParameter(this.gl.VIEWPORT);
728
+ return new Map([
729
+ ["backend", this.kind],
730
+ ["disposed", this.disposed],
731
+ ["contextLost", this.contextLost],
732
+ ["frameActive", this.frameActive],
733
+ ["depthTest", this.gl.isEnabled(this.gl.DEPTH_TEST)],
734
+ ["blend", this.gl.isEnabled(this.gl.BLEND)],
735
+ ["cullFace", this.gl.isEnabled(this.gl.CULL_FACE)],
736
+ ["program", this.gl.getParameter(this.gl.CURRENT_PROGRAM) ? "bound" : null],
737
+ ["arrayBuffer", this.gl.getParameter(this.gl.ARRAY_BUFFER_BINDING) ? "bound" : null],
738
+ ["elementArrayBuffer", this.gl.getParameter(this.gl.ELEMENT_ARRAY_BUFFER_BINDING) ? "bound" : null],
739
+ ["viewportWidth", this.viewportWidth],
740
+ ["viewportHeight", this.viewportHeight],
741
+ ["actualViewportWidth", viewport[2] ?? 0],
742
+ ["actualViewportHeight", viewport[3] ?? 0],
743
+ ["renderTarget", this.activeRenderTarget?.label ?? null],
744
+ ["drawCalls", this.drawCalls],
745
+ ["shaderProgramCreates", this.shaderProgramCreateCount],
746
+ ["uniformLocationLookups", this.uniformLocationLookupCount],
747
+ ["bufferUpdates", this.bufferUpdateCount],
748
+ ["textureBinds", this.textureBindCount],
749
+ ["samplerParameterUploads", this.samplerParameterUploadCount],
750
+ ["vertexArrayCreates", this.vertexArrayCreateCount],
751
+ ["samplerObjects", this.samplerObjectCache.size],
752
+ ["samplerAnisotropyUploads", this.samplerAnisotropyUploadCount],
753
+ ["maxTextureAnisotropy", this.maxTextureAnisotropy],
754
+ ["nativeEnvironmentBindings", this.nativeEnvironmentBindings],
755
+ ["nativeShadowMapBindings", this.nativeShadowMapBindings],
756
+ ["nativeInstancedSubmissions", this.nativeInstancedSubmissions],
757
+ ["stateCacheIssued", this.stateCache.stats().issued],
758
+ ["stateCacheSkipped", this.stateCache.stats().skipped]
759
+ ]);
760
+ }
761
+ getDiagnostics() {
762
+ this.releaseDisposedTextureHandles();
763
+ const liveRenderTargets = [...this.renderTargets].filter((target) => !target.disposed);
764
+ const liveTextures = new Set([
765
+ ...liveRenderTargets.map((target) => target.colorTexture),
766
+ ...[...this.textures.keys()].filter((texture) => !texture.disposed)
767
+ ]);
768
+ const liveTextureList = [...liveTextures];
769
+ const compressedTextures = liveTextureList.filter((texture) => isCompressedTextureFormat(texture.format));
770
+ const fallbackTextures = liveTextureList.filter((texture) => this.textureUploadModes.get(texture) === "fallback");
771
+ const stateCacheStats = this.stateCache.stats();
772
+ const bufferBytes = [...this.buffers].filter((buffer) => !buffer.disposed).reduce((total, buffer) => total + buffer.byteLength, 0);
773
+ const textureBytes = liveTextureList.reduce((total, texture) => total + texture.byteLength, 0);
774
+ return {
775
+ drawCalls: this.drawCalls,
776
+ buffers: [...this.buffers].filter((buffer) => !buffer.disposed).length,
777
+ shaders: [...this.shaders].filter((shader) => !shader.disposed).length,
778
+ renderTargets: liveRenderTargets.length,
779
+ textures: liveTextures.size,
780
+ bufferBytes,
781
+ textureBytes,
782
+ approximateGpuMemoryBytes: bufferBytes + textureBytes,
783
+ compressedTextures: compressedTextures.length,
784
+ compressedTextureBytes: compressedTextures.reduce((total, texture) => total + texture.byteLength, 0),
785
+ textureFallbacks: fallbackTextures.length,
786
+ textureFallbackBytes: fallbackTextures.reduce((total, texture) => total + texture.fallbackByteLength, 0),
787
+ nativeEnvironmentBindings: this.nativeEnvironmentBindings,
788
+ nativeShadowMapBindings: this.nativeShadowMapBindings,
789
+ nativeInstancedSubmissions: this.nativeInstancedSubmissions,
790
+ samplerAnisotropyUploads: this.samplerAnisotropyUploadCount,
791
+ maxTextureAnisotropy: this.maxTextureAnisotropy,
792
+ stateCacheIssued: stateCacheStats.issued,
793
+ stateCacheSkipped: stateCacheStats.skipped,
794
+ stateCacheProgramSwitches: stateCacheStats.byOperation.useProgram?.issued ?? 0,
795
+ stateCacheTextureBinds: stateCacheStats.byOperation.bindTexture?.issued ?? 0,
796
+ stateCacheBufferBinds: stateCacheStats.byOperation.bindBuffer?.issued ?? 0,
797
+ stateCacheVertexArrayBinds: stateCacheStats.byOperation.bindVertexArray?.issued ?? 0,
798
+ stateCacheSamplerBinds: stateCacheStats.byOperation.bindSampler?.issued ?? 0,
799
+ disposedBuffers: [...this.buffers].filter((buffer) => buffer.disposed).length,
800
+ disposedShaders: [...this.shaders].filter((shader) => shader.disposed).length,
801
+ disposedRenderTargets: [...this.renderTargets].filter((target) => target.disposed).length,
802
+ disposedTextures: [...this.renderTargets].filter((target) => target.colorTexture.disposed).length + this.releasedTextureHandles,
803
+ lastError: this.lastError,
804
+ contextLost: this.contextLost
805
+ };
806
+ }
807
+ dispose() {
808
+ if (this.canvas && "removeEventListener" in this.canvas) {
809
+ if (this.contextLostListener)
810
+ this.canvas.removeEventListener("webglcontextlost", this.contextLostListener);
811
+ if (this.contextRestoredListener)
812
+ this.canvas.removeEventListener("webglcontextrestored", this.contextRestoredListener);
813
+ }
814
+ for (const buffer of this.buffers) {
815
+ buffer.dispose();
816
+ }
817
+ for (const shader of this.shaders) {
818
+ shader.dispose();
819
+ }
820
+ for (const target of this.renderTargets) {
821
+ target.dispose();
822
+ }
823
+ for (const entry of this.vertexArrayCache.values()) {
824
+ this.gl.deleteVertexArray(entry.handle);
825
+ }
826
+ this.vertexArrayCache.clear();
827
+ for (const sampler of this.samplerObjectCache.values()) {
828
+ this.gl.deleteSampler(sampler);
829
+ }
830
+ this.samplerObjectCache.clear();
831
+ for (const texture of this.textures.values()) {
832
+ this.gl.deleteTexture(texture);
833
+ }
834
+ this.textureUploadModes.clear();
835
+ if (this.fallbackTexture) {
836
+ this.gl.deleteTexture(this.fallbackTexture);
837
+ this.fallbackTexture = null;
838
+ }
839
+ if (this.fallbackCubeTexture) {
840
+ this.gl.deleteTexture(this.fallbackCubeTexture);
841
+ this.fallbackCubeTexture = null;
842
+ }
843
+ if (this.presentationProgram) {
844
+ this.gl.deleteProgram(this.presentationProgram);
845
+ this.presentationProgram = null;
846
+ }
847
+ if (this.ldrPostprocessProgram) {
848
+ this.gl.deleteProgram(this.ldrPostprocessProgram);
849
+ this.ldrPostprocessProgram = null;
850
+ }
851
+ if (this.presentationVertexArray) {
852
+ this.gl.deleteVertexArray(this.presentationVertexArray);
853
+ this.presentationVertexArray = null;
854
+ }
855
+ if (this.depthReadbackProgram) {
856
+ this.gl.deleteProgram(this.depthReadbackProgram);
857
+ this.depthReadbackProgram = null;
858
+ }
859
+ this.textures.clear();
860
+ this.disposed = true;
861
+ }
862
+ copyDepthTextureToBytes(source, x, y, width, height) {
863
+ const colorHandle = this.gl.createTexture();
864
+ const framebuffer = this.gl.createFramebuffer();
865
+ if (!colorHandle || !framebuffer) {
866
+ if (colorHandle)
867
+ this.gl.deleteTexture(colorHandle);
868
+ if (framebuffer)
869
+ this.gl.deleteFramebuffer(framebuffer);
870
+ throw new RenderDeviceError("Failed to allocate WebGL2 depth readback target", "WEBGL_ALLOCATION_FAILED", {
871
+ renderTarget: source.label
872
+ });
873
+ }
874
+ const previousFramebuffer = this.gl.getParameter(this.gl.FRAMEBUFFER_BINDING);
875
+ const previousProgram = this.gl.getParameter(this.gl.CURRENT_PROGRAM);
876
+ const textureUnit0 = this.captureTextureUnit0();
877
+ const viewport = this.gl.getParameter(this.gl.VIEWPORT);
878
+ const depthTestEnabled = this.gl.isEnabled(this.gl.DEPTH_TEST);
879
+ const depthMask = this.gl.getParameter(this.gl.DEPTH_WRITEMASK);
880
+ const cullFaceEnabled = this.gl.isEnabled(this.gl.CULL_FACE);
881
+ const blendEnabled = this.gl.isEnabled(this.gl.BLEND);
882
+ const pixels = new Uint8Array(width * height * 4);
883
+ try {
884
+ this.gl.activeTexture(this.gl.TEXTURE0);
885
+ this.gl.bindTexture(this.gl.TEXTURE_2D, colorHandle);
886
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
887
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
888
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
889
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
890
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA8, width, height, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, null);
891
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer);
892
+ this.gl.framebufferTexture2D(this.gl.FRAMEBUFFER, this.gl.COLOR_ATTACHMENT0, this.gl.TEXTURE_2D, colorHandle, 0);
893
+ const status = this.gl.checkFramebufferStatus(this.gl.FRAMEBUFFER);
894
+ if (status !== this.gl.FRAMEBUFFER_COMPLETE) {
895
+ throw new RenderDeviceError("WebGL2 depth readback framebuffer status is invalid", "FRAMEBUFFER_INVALID", {
896
+ renderTarget: source.label,
897
+ status
898
+ });
899
+ }
900
+ this.gl.viewport(0, 0, width, height);
901
+ this.gl.disable(this.gl.DEPTH_TEST);
902
+ this.gl.disable(this.gl.CULL_FACE);
903
+ this.gl.disable(this.gl.BLEND);
904
+ this.gl.depthMask(false);
905
+ this.gl.useProgram(this.ensureDepthReadbackProgram());
906
+ this.gl.activeTexture(this.gl.TEXTURE0);
907
+ this.gl.bindTexture(this.gl.TEXTURE_2D, source.depthTextureHandle);
908
+ this.gl.bindSampler(0, null);
909
+ this.gl.uniform1i(this.gl.getUniformLocation(this.ensureDepthReadbackProgram(), "u_depth"), 0);
910
+ this.gl.uniform4f(this.gl.getUniformLocation(this.ensureDepthReadbackProgram(), "u_sourceRect"), x / source.width, y / source.height, width / source.width, height / source.height);
911
+ this.gl.drawArrays(this.gl.TRIANGLES, 0, 3);
912
+ this.gl.readPixels(0, 0, width, height, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pixels);
913
+ const error = this.readError();
914
+ if (error) {
915
+ throw new RenderDeviceError("WebGL2 depth texture readback failed", "WEBGL_DEPTH_READBACK_FAILED", {
916
+ renderTarget: source.label,
917
+ error
918
+ });
919
+ }
920
+ return pixels;
921
+ }
922
+ finally {
923
+ this.restoreTextureUnit0(textureUnit0);
924
+ this.gl.useProgram(previousProgram);
925
+ if (depthTestEnabled)
926
+ this.gl.enable(this.gl.DEPTH_TEST);
927
+ else
928
+ this.gl.disable(this.gl.DEPTH_TEST);
929
+ if (cullFaceEnabled)
930
+ this.gl.enable(this.gl.CULL_FACE);
931
+ else
932
+ this.gl.disable(this.gl.CULL_FACE);
933
+ if (blendEnabled)
934
+ this.gl.enable(this.gl.BLEND);
935
+ else
936
+ this.gl.disable(this.gl.BLEND);
937
+ this.gl.depthMask(depthMask);
938
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, previousFramebuffer);
939
+ this.gl.viewport(viewport[0] ?? 0, viewport[1] ?? 0, viewport[2] ?? this.viewportWidth, viewport[3] ?? this.viewportHeight);
940
+ this.gl.deleteTexture(colorHandle);
941
+ this.gl.deleteFramebuffer(framebuffer);
942
+ this.stateCache.invalidate();
943
+ }
944
+ }
945
+ drawRenderTargetToBackbuffer(source, outputWidth, outputHeight) {
946
+ const program = this.ensurePresentationProgram();
947
+ const vertexArray = this.ensurePresentationVertexArray();
948
+ const previousState = this.prepareFullscreenPresentation(null, outputWidth, outputHeight);
949
+ this.gl.useProgram(program);
950
+ this.gl.bindVertexArray(vertexArray);
951
+ this.gl.activeTexture(this.gl.TEXTURE0);
952
+ this.gl.bindTexture(this.gl.TEXTURE_2D, source.colorHandle);
953
+ this.gl.bindSampler(0, null);
954
+ try {
955
+ const uniformLocation = this.gl.getUniformLocation(program, "u_source");
956
+ this.gl.uniform1i(uniformLocation, 0);
957
+ this.gl.drawArrays(this.gl.TRIANGLES, 0, 3);
958
+ this.gl.flush();
959
+ }
960
+ finally {
961
+ this.restoreFullscreenPresentationState(previousState, outputWidth, outputHeight);
962
+ }
963
+ }
964
+ captureTextureUnit0() {
965
+ const activeTexture = this.gl.getParameter(this.gl.ACTIVE_TEXTURE);
966
+ this.gl.activeTexture(this.gl.TEXTURE0);
967
+ return {
968
+ activeTexture,
969
+ texture2d: this.gl.getParameter(this.gl.TEXTURE_BINDING_2D),
970
+ sampler: this.gl.getParameter(this.gl.SAMPLER_BINDING)
971
+ };
972
+ }
973
+ restoreTextureUnit0(snapshot) {
974
+ this.gl.activeTexture(this.gl.TEXTURE0);
975
+ this.gl.bindTexture(this.gl.TEXTURE_2D, snapshot.texture2d);
976
+ this.gl.bindSampler(0, snapshot.sampler);
977
+ this.gl.activeTexture(snapshot.activeTexture);
978
+ }
979
+ prepareFullscreenPresentation(framebuffer, outputWidth, outputHeight) {
980
+ const snapshot = {
981
+ framebuffer: this.gl.getParameter(this.gl.FRAMEBUFFER_BINDING),
982
+ program: this.gl.getParameter(this.gl.CURRENT_PROGRAM),
983
+ textureUnit0: this.captureTextureUnit0(),
984
+ vertexArray: this.gl.getParameter(this.gl.VERTEX_ARRAY_BINDING),
985
+ viewport: this.gl.getParameter(this.gl.VIEWPORT),
986
+ colorMask: this.gl.getParameter(this.gl.COLOR_WRITEMASK),
987
+ depthTestEnabled: this.gl.isEnabled(this.gl.DEPTH_TEST),
988
+ cullFaceEnabled: this.gl.isEnabled(this.gl.CULL_FACE),
989
+ blendEnabled: this.gl.isEnabled(this.gl.BLEND),
990
+ scissorTestEnabled: this.gl.isEnabled(this.gl.SCISSOR_TEST),
991
+ stencilTestEnabled: this.gl.isEnabled(this.gl.STENCIL_TEST),
992
+ polygonOffsetFillEnabled: this.gl.isEnabled(this.gl.POLYGON_OFFSET_FILL),
993
+ depthMask: this.gl.getParameter(this.gl.DEPTH_WRITEMASK)
994
+ };
995
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, framebuffer);
996
+ this.gl.viewport(0, 0, outputWidth, outputHeight);
997
+ this.gl.colorMask(true, true, true, true);
998
+ this.gl.disable(this.gl.SCISSOR_TEST);
999
+ this.gl.disable(this.gl.STENCIL_TEST);
1000
+ this.gl.disable(this.gl.POLYGON_OFFSET_FILL);
1001
+ this.gl.disable(this.gl.DEPTH_TEST);
1002
+ this.gl.disable(this.gl.CULL_FACE);
1003
+ this.gl.disable(this.gl.BLEND);
1004
+ this.gl.depthMask(false);
1005
+ return snapshot;
1006
+ }
1007
+ restoreFullscreenPresentationState(snapshot, fallbackWidth, fallbackHeight) {
1008
+ this.gl.bindVertexArray(snapshot.vertexArray);
1009
+ this.restoreTextureUnit0(snapshot.textureUnit0);
1010
+ this.gl.useProgram(snapshot.program);
1011
+ if (snapshot.depthTestEnabled)
1012
+ this.gl.enable(this.gl.DEPTH_TEST);
1013
+ else
1014
+ this.gl.disable(this.gl.DEPTH_TEST);
1015
+ if (snapshot.cullFaceEnabled)
1016
+ this.gl.enable(this.gl.CULL_FACE);
1017
+ else
1018
+ this.gl.disable(this.gl.CULL_FACE);
1019
+ if (snapshot.blendEnabled)
1020
+ this.gl.enable(this.gl.BLEND);
1021
+ else
1022
+ this.gl.disable(this.gl.BLEND);
1023
+ if (snapshot.scissorTestEnabled)
1024
+ this.gl.enable(this.gl.SCISSOR_TEST);
1025
+ else
1026
+ this.gl.disable(this.gl.SCISSOR_TEST);
1027
+ if (snapshot.stencilTestEnabled)
1028
+ this.gl.enable(this.gl.STENCIL_TEST);
1029
+ else
1030
+ this.gl.disable(this.gl.STENCIL_TEST);
1031
+ if (snapshot.polygonOffsetFillEnabled)
1032
+ this.gl.enable(this.gl.POLYGON_OFFSET_FILL);
1033
+ else
1034
+ this.gl.disable(this.gl.POLYGON_OFFSET_FILL);
1035
+ this.gl.colorMask(snapshot.colorMask[0] ?? true, snapshot.colorMask[1] ?? true, snapshot.colorMask[2] ?? true, snapshot.colorMask[3] ?? true);
1036
+ this.gl.depthMask(snapshot.depthMask);
1037
+ this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, snapshot.framebuffer);
1038
+ this.gl.viewport(snapshot.viewport[0] ?? 0, snapshot.viewport[1] ?? 0, snapshot.viewport[2] ?? fallbackWidth, snapshot.viewport[3] ?? fallbackHeight);
1039
+ this.stateCache.invalidate();
1040
+ }
1041
+ ensurePresentationVertexArray() {
1042
+ if (this.presentationVertexArray)
1043
+ return this.presentationVertexArray;
1044
+ const vertexArray = this.gl.createVertexArray();
1045
+ if (!vertexArray) {
1046
+ throw new RenderDeviceError("Failed to allocate WebGL presentation vertex array", "WEBGL_ALLOCATION_FAILED");
1047
+ }
1048
+ this.presentationVertexArray = vertexArray;
1049
+ return vertexArray;
1050
+ }
1051
+ ensureDepthReadbackProgram() {
1052
+ if (this.depthReadbackProgram) {
1053
+ return this.depthReadbackProgram;
1054
+ }
1055
+ const vertex = this.compileShader(this.gl.VERTEX_SHADER, `#version 300 es
1056
+ precision highp float;
1057
+ out vec2 v_uv;
1058
+ void main() {
1059
+ vec2 position = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
1060
+ v_uv = position;
1061
+ gl_Position = vec4(position * 2.0 - 1.0, 0.0, 1.0);
1062
+ }
1063
+ `, "webgl2-depth-readback");
1064
+ const fragment = this.compileShader(this.gl.FRAGMENT_SHADER, `#version 300 es
1065
+ precision highp float;
1066
+ uniform sampler2D u_depth;
1067
+ uniform vec4 u_sourceRect;
1068
+ in vec2 v_uv;
1069
+ out vec4 outColor;
1070
+ vec3 packDepth24(float value) {
1071
+ value = clamp(value, 0.0, 1.0);
1072
+ vec3 encoded = fract(value * vec3(1.0, 255.0, 65025.0));
1073
+ encoded -= encoded.yzz * vec3(1.0 / 255.0, 1.0 / 255.0, 0.0);
1074
+ return encoded;
1075
+ }
1076
+ void main() {
1077
+ vec2 uv = u_sourceRect.xy + v_uv * u_sourceRect.zw;
1078
+ outColor = vec4(packDepth24(texture(u_depth, uv).r), 1.0);
1079
+ }
1080
+ `, "webgl2-depth-readback");
1081
+ const program = this.gl.createProgram();
1082
+ if (!program) {
1083
+ this.gl.deleteShader(vertex);
1084
+ this.gl.deleteShader(fragment);
1085
+ throw new RenderDeviceError("Failed to allocate WebGL2 depth readback shader", "WEBGL_ALLOCATION_FAILED");
1086
+ }
1087
+ this.gl.attachShader(program, vertex);
1088
+ this.gl.attachShader(program, fragment);
1089
+ this.gl.linkProgram(program);
1090
+ this.gl.deleteShader(vertex);
1091
+ this.gl.deleteShader(fragment);
1092
+ if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
1093
+ const log = this.gl.getProgramInfoLog(program) ?? "Unknown depth readback shader link error";
1094
+ this.gl.deleteProgram(program);
1095
+ throw new RenderDeviceError("WebGL2 depth readback shader link failed", "SHADER_LINK_FAILED", { log });
1096
+ }
1097
+ this.depthReadbackProgram = program;
1098
+ return program;
1099
+ }
1100
+ ensurePresentationProgram() {
1101
+ if (this.presentationProgram) {
1102
+ return this.presentationProgram;
1103
+ }
1104
+ const vertex = this.compileShader(this.gl.VERTEX_SHADER, `#version 300 es
1105
+ precision highp float;
1106
+ out vec2 v_uv;
1107
+ void main() {
1108
+ vec2 position = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
1109
+ v_uv = position;
1110
+ gl_Position = vec4(position * 2.0 - 1.0, 0.0, 1.0);
1111
+ }
1112
+ `, "webgl2-present-render-target");
1113
+ const fragment = this.compileShader(this.gl.FRAGMENT_SHADER, `#version 300 es
1114
+ precision highp float;
1115
+ uniform sampler2D u_source;
1116
+ in vec2 v_uv;
1117
+ out vec4 outColor;
1118
+ void main() {
1119
+ outColor = texture(u_source, v_uv);
1120
+ }
1121
+ `, "webgl2-present-render-target");
1122
+ const program = this.gl.createProgram();
1123
+ if (!program) {
1124
+ this.gl.deleteShader(vertex);
1125
+ this.gl.deleteShader(fragment);
1126
+ throw new RenderDeviceError("Failed to allocate WebGL presentation shader", "WEBGL_ALLOCATION_FAILED");
1127
+ }
1128
+ this.gl.attachShader(program, vertex);
1129
+ this.gl.attachShader(program, fragment);
1130
+ this.gl.linkProgram(program);
1131
+ this.gl.deleteShader(vertex);
1132
+ this.gl.deleteShader(fragment);
1133
+ if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
1134
+ const log = this.gl.getProgramInfoLog(program) ?? "Unknown presentation shader link error";
1135
+ this.gl.deleteProgram(program);
1136
+ throw new RenderDeviceError("WebGL presentation shader link failed", "SHADER_LINK_FAILED", { log });
1137
+ }
1138
+ this.presentationProgram = program;
1139
+ return program;
1140
+ }
1141
+ ensureLdrPostprocessProgram() {
1142
+ if (this.ldrPostprocessProgram) {
1143
+ return this.ldrPostprocessProgram;
1144
+ }
1145
+ const vertex = this.compileShader(this.gl.VERTEX_SHADER, `#version 300 es
1146
+ precision highp float;
1147
+ out vec2 v_uv;
1148
+ void main() {
1149
+ vec2 position = vec2(float((gl_VertexID << 1) & 2), float(gl_VertexID & 2));
1150
+ v_uv = position;
1151
+ gl_Position = vec4(position * 2.0 - 1.0, 0.0, 1.0);
1152
+ }
1153
+ `, "webgl2-ldr-postprocess");
1154
+ const fragment = this.compileShader(this.gl.FRAGMENT_SHADER, `#version 300 es
1155
+ precision highp float;
1156
+ uniform sampler2D u_source;
1157
+ uniform vec2 u_texelSize;
1158
+ uniform int u_hasToneMapping;
1159
+ uniform int u_toneOperator;
1160
+ uniform int u_inputColorSpace;
1161
+ uniform int u_outputColorSpace;
1162
+ uniform float u_exposure;
1163
+ uniform float u_whitePoint;
1164
+ uniform float u_gamma;
1165
+ uniform int u_hasColorGrade;
1166
+ uniform float u_contrast;
1167
+ uniform float u_temperature;
1168
+ uniform float u_tint;
1169
+ uniform float u_saturation;
1170
+ uniform float u_vibrance;
1171
+ uniform float u_vignette;
1172
+ uniform float u_sharpening;
1173
+ uniform int u_hasFxaa;
1174
+ uniform float u_edgeThreshold;
1175
+ uniform float u_subpixelBlend;
1176
+ in vec2 v_uv;
1177
+ out vec4 outColor;
1178
+
1179
+ float srgbToLinear(float value) {
1180
+ return value <= 0.04045 ? value / 12.92 : pow((value + 0.055) / 1.055, 2.4);
1181
+ }
1182
+
1183
+ float linearToSrgb(float value) {
1184
+ return value <= 0.0031308 ? value * 12.92 : 1.055 * pow(value, 1.0 / 2.4) - 0.055;
1185
+ }
1186
+
1187
+ vec3 decodeColor(vec3 color) {
1188
+ return u_inputColorSpace == 1 ? vec3(srgbToLinear(color.r), srgbToLinear(color.g), srgbToLinear(color.b)) : color;
1189
+ }
1190
+
1191
+ vec3 encodeColor(vec3 color) {
1192
+ vec3 linear = clamp(color, 0.0, 1.0);
1193
+ return u_outputColorSpace == 1 ? vec3(linearToSrgb(linear.r), linearToSrgb(linear.g), linearToSrgb(linear.b)) : linear;
1194
+ }
1195
+
1196
+ float aces(float value) {
1197
+ return (value * (2.51 * value + 0.03)) / (value * (2.43 * value + 0.59) + 0.14);
1198
+ }
1199
+
1200
+ float filmic(float value) {
1201
+ float x = max(0.0, value);
1202
+ float toe = max(0.0, x - 0.004);
1203
+ float curve = (toe * (6.2 * toe + 0.5)) / (toe * (6.2 * toe + 1.7) + 0.06);
1204
+ return min(curve, x * 1.08);
1205
+ }
1206
+
1207
+ float uncharted2(float value) {
1208
+ float a = 0.15;
1209
+ float b = 0.5;
1210
+ float c = 0.1;
1211
+ float d = 0.2;
1212
+ float e = 0.02;
1213
+ float f = 0.3;
1214
+ float w = 11.2;
1215
+ float x = value * 2.0;
1216
+ float curve = ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f;
1217
+ float wx = w;
1218
+ float white = ((wx * (a * wx + c * b) + d * e) / (wx * (a * wx + b) + d * f)) - e / f;
1219
+ return clamp(curve / white, 0.0, 1.0);
1220
+ }
1221
+
1222
+ float agx(float value) {
1223
+ float x = max(0.0, value);
1224
+ float encoded = log2(1.0 + x) / log2(17.0);
1225
+ return clamp(encoded * encoded * (3.0 - 2.0 * encoded), 0.0, 1.0);
1226
+ }
1227
+
1228
+ float neutral(float value) {
1229
+ float x = max(0.0, value);
1230
+ return min(1.0, (x * (1.0 + x / 7.5)) / (1.0 + x));
1231
+ }
1232
+
1233
+ float toneMapChannel(float value) {
1234
+ float exposed = max(0.0, value * u_exposure) / max(0.0001, u_whitePoint);
1235
+ if (u_toneOperator == 0) return min(1.0, exposed);
1236
+ if (u_toneOperator == 1) return exposed / (1.0 + exposed);
1237
+ if (u_toneOperator == 2) return aces(exposed);
1238
+ if (u_toneOperator == 3) return filmic(exposed);
1239
+ if (u_toneOperator == 4) return uncharted2(exposed);
1240
+ if (u_toneOperator == 5) return agx(exposed);
1241
+ return neutral(exposed);
1242
+ }
1243
+
1244
+ vec3 applyToneMapping(vec3 color) {
1245
+ if (u_hasToneMapping == 0) return color;
1246
+ vec3 decoded = decodeColor(color);
1247
+ vec3 mapped = vec3(toneMapChannel(decoded.r), toneMapChannel(decoded.g), toneMapChannel(decoded.b));
1248
+ return encodeColor(mapped);
1249
+ }
1250
+
1251
+ vec3 applyColorGrade(vec3 color, vec2 uv) {
1252
+ if (u_hasColorGrade == 0) return color;
1253
+ float contrastOffset = 0.5 - 0.5 * u_contrast;
1254
+ float redShift = u_temperature * 0.08 - u_tint * 0.02;
1255
+ float greenShift = u_tint * 0.06;
1256
+ float blueShift = -u_temperature * 0.08 - u_tint * 0.02;
1257
+ float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
1258
+ vec3 graded = color * u_contrast + vec3(contrastOffset + redShift, contrastOffset + greenShift, contrastOffset + blueShift);
1259
+ float distanceFromLuma = min(1.0, abs(graded.r - luma) + abs(graded.g - luma) + abs(graded.b - luma));
1260
+ float vibranceBoost = u_vibrance == 0.0 ? 0.0 : u_vibrance * (1.0 - distanceFromLuma);
1261
+ float saturation = u_saturation + vibranceBoost;
1262
+ graded = vec3(luma) + (graded - vec3(luma)) * saturation;
1263
+ vec2 centered = uv * 2.0 - 1.0;
1264
+ float vignette = 1.0 - u_vignette * clamp((length(centered) - 0.28) / 1.12, 0.0, 1.0);
1265
+ return clamp(graded * vignette, 0.0, 1.0);
1266
+ }
1267
+
1268
+ vec3 baseColorAt(vec2 uv) {
1269
+ vec2 clampedUv = clamp(uv, vec2(0.0), vec2(1.0));
1270
+ vec3 color = texture(u_source, clampedUv).rgb;
1271
+ return applyColorGrade(applyToneMapping(color), clampedUv);
1272
+ }
1273
+
1274
+ vec3 finalColorAt(vec2 uv) {
1275
+ vec3 center = baseColorAt(uv);
1276
+ if (u_hasColorGrade == 0 || u_sharpening <= 0.0) return center;
1277
+ vec3 blur = (
1278
+ baseColorAt(uv + vec2(-u_texelSize.x, 0.0)) +
1279
+ baseColorAt(uv + vec2(u_texelSize.x, 0.0)) +
1280
+ baseColorAt(uv + vec2(0.0, -u_texelSize.y)) +
1281
+ baseColorAt(uv + vec2(0.0, u_texelSize.y))
1282
+ ) * 0.25;
1283
+ return clamp(center + (center - blur) * u_sharpening, 0.0, 1.0);
1284
+ }
1285
+
1286
+ float luma(vec3 color) {
1287
+ return dot(color, vec3(0.2126, 0.7152, 0.0722));
1288
+ }
1289
+
1290
+ void main() {
1291
+ vec3 center = finalColorAt(v_uv);
1292
+ float alpha = texture(u_source, clamp(v_uv, vec2(0.0), vec2(1.0))).a;
1293
+ if (u_hasFxaa == 0) {
1294
+ outColor = vec4(center, alpha);
1295
+ return;
1296
+ }
1297
+ vec3 north = finalColorAt(v_uv + vec2(0.0, -u_texelSize.y));
1298
+ vec3 south = finalColorAt(v_uv + vec2(0.0, u_texelSize.y));
1299
+ vec3 west = finalColorAt(v_uv + vec2(-u_texelSize.x, 0.0));
1300
+ vec3 east = finalColorAt(v_uv + vec2(u_texelSize.x, 0.0));
1301
+ float centerLuma = luma(center);
1302
+ float minLuma = min(centerLuma, min(min(luma(north), luma(south)), min(luma(west), luma(east))));
1303
+ float maxLuma = max(centerLuma, max(max(luma(north), luma(south)), max(luma(west), luma(east))));
1304
+ if (maxLuma - minLuma < u_edgeThreshold) {
1305
+ outColor = vec4(center, alpha);
1306
+ return;
1307
+ }
1308
+ vec3 average = (north + south + west + east) * 0.25;
1309
+ outColor = vec4(mix(center, average, clamp(u_subpixelBlend, 0.0, 1.0)), alpha);
1310
+ }
1311
+ `, "webgl2-ldr-postprocess");
1312
+ const program = this.gl.createProgram();
1313
+ if (!program) {
1314
+ this.gl.deleteShader(vertex);
1315
+ this.gl.deleteShader(fragment);
1316
+ throw new RenderDeviceError("Failed to allocate WebGL2 LDR postprocess shader", "WEBGL_ALLOCATION_FAILED");
1317
+ }
1318
+ this.gl.attachShader(program, vertex);
1319
+ this.gl.attachShader(program, fragment);
1320
+ this.gl.linkProgram(program);
1321
+ this.gl.deleteShader(vertex);
1322
+ this.gl.deleteShader(fragment);
1323
+ if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
1324
+ const log = this.gl.getProgramInfoLog(program) ?? "Unknown LDR postprocess shader link error";
1325
+ this.gl.deleteProgram(program);
1326
+ throw new RenderDeviceError("WebGL2 LDR postprocess shader link failed", "SHADER_LINK_FAILED", { log });
1327
+ }
1328
+ this.ldrPostprocessProgram = program;
1329
+ return program;
1330
+ }
1331
+ compileShader(type, source, label) {
1332
+ const shader = this.gl.createShader(type);
1333
+ if (!shader) {
1334
+ throw new RenderDeviceError("Failed to allocate WebGL shader", "WEBGL_ALLOCATION_FAILED", { label });
1335
+ }
1336
+ this.gl.shaderSource(shader, source);
1337
+ this.gl.compileShader(shader);
1338
+ if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
1339
+ const log = this.gl.getShaderInfoLog(shader) ?? "Unknown shader compile error";
1340
+ this.gl.deleteShader(shader);
1341
+ throw new RenderDeviceError("WebGL shader compile failed", "SHADER_COMPILE_FAILED", { label, log });
1342
+ }
1343
+ return shader;
1344
+ }
1345
+ reflectProgram(program) {
1346
+ const attributes = new Map();
1347
+ const uniforms = new Set();
1348
+ const attributeDetails = new Map();
1349
+ const uniformDetails = new Map();
1350
+ const activeAttributes = this.gl.getProgramParameter(program, this.gl.ACTIVE_ATTRIBUTES);
1351
+ const activeUniforms = this.gl.getProgramParameter(program, this.gl.ACTIVE_UNIFORMS);
1352
+ for (let i = 0; i < activeAttributes; i += 1) {
1353
+ const info = this.gl.getActiveAttrib(program, i);
1354
+ if (info) {
1355
+ const location = this.gl.getAttribLocation(program, info.name);
1356
+ attributes.set(info.name, location);
1357
+ attributeDetails.set(info.name, { name: info.name, type: String(info.type), location, source: "vertex", line: 0 });
1358
+ }
1359
+ }
1360
+ for (let i = 0; i < activeUniforms; i += 1) {
1361
+ const info = this.gl.getActiveUniform(program, i);
1362
+ if (info) {
1363
+ const name = info.name.replace(/\[0\]$/, "");
1364
+ uniforms.add(name);
1365
+ uniformDetails.set(name, { name, type: String(info.type), arraySize: info.size > 1 ? info.size : null, source: "fragment", line: 0 });
1366
+ }
1367
+ }
1368
+ return { attributes, uniforms, attributeDetails, uniformDetails };
1369
+ }
1370
+ uploadUniforms(shader, uniforms) {
1371
+ let textureUnit = 0;
1372
+ for (const [name, value] of uniforms) {
1373
+ if (!shader.reflection.uniforms.has(name)) {
1374
+ continue;
1375
+ }
1376
+ const location = this.getUniformLocation(shader, name);
1377
+ if (location === null) {
1378
+ throw new RenderDeviceError("Material tried to bind a missing shader uniform", "MISSING_UNIFORM", { name });
1379
+ }
1380
+ if (value instanceof TextureBinding) {
1381
+ this.uploadTextureUniform(location, value, textureUnit);
1382
+ textureUnit += 1;
1383
+ }
1384
+ else if (typeof value === "number") {
1385
+ this.gl.uniform1f(location, value);
1386
+ }
1387
+ else if (Array.isArray(value) || ArrayBuffer.isView(value)) {
1388
+ const length = value.length;
1389
+ const floatData = value;
1390
+ if (length === 16 || (length > 16 && length % 16 === 0 && /(?:Matrix|Matrices)$/.test(name))) {
1391
+ this.gl.uniformMatrix4fv(location, false, floatData);
1392
+ }
1393
+ else if (length > 16 && length % 4 === 0) {
1394
+ this.gl.uniform4fv(location, floatData);
1395
+ }
1396
+ else if (length === 4) {
1397
+ this.gl.uniform4fv(location, floatData);
1398
+ }
1399
+ else if (length === 3) {
1400
+ this.gl.uniform3fv(location, floatData);
1401
+ }
1402
+ else if (length === 2) {
1403
+ this.gl.uniform2fv(location, floatData);
1404
+ }
1405
+ else {
1406
+ throw new RenderDeviceError("Unsupported uniform array length", "UNSUPPORTED_UNIFORM", { name, length });
1407
+ }
1408
+ }
1409
+ else {
1410
+ throw new RenderDeviceError("Unsupported uniform value", "UNSUPPORTED_UNIFORM", { name, valueType: typeof value });
1411
+ }
1412
+ }
1413
+ }
1414
+ getUniformLocation(shader, name) {
1415
+ let cache = this.uniformLocationCache.get(shader);
1416
+ if (!cache) {
1417
+ cache = new Map();
1418
+ this.uniformLocationCache.set(shader, cache);
1419
+ }
1420
+ if (!cache.has(name)) {
1421
+ this.uniformLocationLookupCount += 1;
1422
+ cache.set(name, this.gl.getUniformLocation(shader.handle, name) ?? this.gl.getUniformLocation(shader.handle, `${name}[0]`));
1423
+ }
1424
+ return cache.get(name) ?? null;
1425
+ }
1426
+ uploadTextureUniform(location, binding, textureUnit) {
1427
+ const validation = binding.validate();
1428
+ if (!validation.ok) {
1429
+ throw new RenderDeviceError("Texture binding validation failed", "INVALID_TEXTURE_BINDING", {
1430
+ diagnostics: validation.diagnostics,
1431
+ name: binding.name
1432
+ });
1433
+ }
1434
+ this.activateTextureUnit(textureUnit);
1435
+ const dimension = binding.texture?.dimension ?? (binding.name.toLowerCase().includes("cubemap") || binding.name.toLowerCase().includes("cube") ? "cube" : "2d");
1436
+ const target = dimension === "cube" ? this.gl.TEXTURE_CUBE_MAP : this.gl.TEXTURE_2D;
1437
+ const handle = binding.texture ? this.getTextureHandle(binding.texture) : dimension === "cube" ? this.getFallbackCubeTextureHandle() : this.getFallbackTextureHandle();
1438
+ if (binding.texture) {
1439
+ const lowerName = binding.name.toLowerCase();
1440
+ if (lowerName.includes("environment"))
1441
+ this.nativeEnvironmentBindings += 1;
1442
+ if (lowerName.includes("shadow"))
1443
+ this.nativeShadowMapBindings += 1;
1444
+ }
1445
+ this.bindTextureForUnit(textureUnit, target, handle);
1446
+ const samplerHandle = this.getSamplerHandle(binding.sampler, target);
1447
+ this.stateCache.bindSampler(textureUnit, samplerHandle, () => this.gl.bindSampler(textureUnit, samplerHandle));
1448
+ this.gl.uniform1i(location, textureUnit);
1449
+ }
1450
+ activateTextureUnit(textureUnit) {
1451
+ if (this.activeTextureUnitIndex === textureUnit)
1452
+ return;
1453
+ this.stateCache.activeTexture(textureUnit, () => this.gl.activeTexture(this.gl.TEXTURE0 + textureUnit));
1454
+ this.activeTextureUnitIndex = textureUnit;
1455
+ }
1456
+ bindTextureForUnit(textureUnit, target, handle) {
1457
+ const key = `${textureUnit}:${target}`;
1458
+ if (this.textureUnitBindings.get(key) === handle)
1459
+ return;
1460
+ this.stateCache.bindTexture(target, handle, () => this.gl.bindTexture(target, handle));
1461
+ this.textureUnitBindings.set(key, handle);
1462
+ this.textureBindCount += 1;
1463
+ }
1464
+ setTextureParameterIfNeeded(handle, target, parameter, value) {
1465
+ let parameters = this.textureSamplerParameterCache.get(handle);
1466
+ if (!parameters) {
1467
+ parameters = new Map();
1468
+ this.textureSamplerParameterCache.set(handle, parameters);
1469
+ }
1470
+ if (parameters.get(parameter) === value)
1471
+ return;
1472
+ this.gl.texParameteri(target, parameter, value);
1473
+ parameters.set(parameter, value);
1474
+ this.samplerParameterUploadCount += 1;
1475
+ }
1476
+ applySamplerAnisotropy(maxAnisotropy, target = this.gl.TEXTURE_2D) {
1477
+ if (maxAnisotropy <= 1)
1478
+ return;
1479
+ if (!this.anisotropicFilteringExtension)
1480
+ return;
1481
+ this.gl.texParameterf(target, this.anisotropicFilteringExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(Math.max(1, maxAnisotropy), this.maxTextureAnisotropy));
1482
+ this.samplerAnisotropyUploadCount += 1;
1483
+ }
1484
+ getSamplerHandle(sampler, target) {
1485
+ const key = this.samplerKey(sampler, target);
1486
+ const cached = this.samplerObjectCache.get(key);
1487
+ if (cached)
1488
+ return cached;
1489
+ const handle = this.gl.createSampler();
1490
+ if (!handle) {
1491
+ throw new RenderDeviceError("Failed to allocate WebGL sampler", "WEBGL_ALLOCATION_FAILED");
1492
+ }
1493
+ this.gl.samplerParameteri(handle, this.gl.TEXTURE_MIN_FILTER, this.minFilter(sampler.minFilter));
1494
+ this.gl.samplerParameteri(handle, this.gl.TEXTURE_MAG_FILTER, this.magFilter(sampler.magFilter));
1495
+ this.gl.samplerParameteri(handle, this.gl.TEXTURE_WRAP_S, this.addressMode(sampler.addressU));
1496
+ this.gl.samplerParameteri(handle, this.gl.TEXTURE_WRAP_T, this.addressMode(sampler.addressV));
1497
+ this.samplerParameterUploadCount += 4;
1498
+ if (target === this.gl.TEXTURE_CUBE_MAP) {
1499
+ this.gl.samplerParameteri(handle, this.gl.TEXTURE_WRAP_R, this.addressMode(sampler.addressV));
1500
+ this.samplerParameterUploadCount += 1;
1501
+ }
1502
+ if (sampler.maxAnisotropy > 1 && this.anisotropicFilteringExtension) {
1503
+ this.gl.samplerParameterf(handle, this.anisotropicFilteringExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(Math.max(1, sampler.maxAnisotropy), this.maxTextureAnisotropy));
1504
+ this.samplerAnisotropyUploadCount += 1;
1505
+ }
1506
+ this.samplerObjectCache.set(key, handle);
1507
+ return handle;
1508
+ }
1509
+ samplerKey(sampler, target) {
1510
+ return [
1511
+ sampler.minFilter,
1512
+ sampler.magFilter,
1513
+ sampler.addressU,
1514
+ sampler.addressV,
1515
+ sampler.maxAnisotropy,
1516
+ target === this.gl.TEXTURE_CUBE_MAP ? "cube" : "2d"
1517
+ ].join("|");
1518
+ }
1519
+ getFallbackTextureHandle() {
1520
+ if (this.fallbackTexture) {
1521
+ return this.fallbackTexture;
1522
+ }
1523
+ const handle = this.gl.createTexture();
1524
+ if (!handle) {
1525
+ throw new RenderDeviceError("Failed to allocate WebGL fallback texture", "WEBGL_ALLOCATION_FAILED");
1526
+ }
1527
+ this.stateCache.invalidate();
1528
+ this.gl.bindTexture(this.gl.TEXTURE_2D, handle);
1529
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
1530
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
1531
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
1532
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
1533
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, 1, 1, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, new Uint8Array([255, 255, 255, 255]));
1534
+ this.fallbackTexture = handle;
1535
+ return handle;
1536
+ }
1537
+ getFallbackCubeTextureHandle() {
1538
+ if (this.fallbackCubeTexture) {
1539
+ return this.fallbackCubeTexture;
1540
+ }
1541
+ const handle = this.gl.createTexture();
1542
+ if (!handle) {
1543
+ throw new RenderDeviceError("Failed to allocate WebGL fallback cube texture", "WEBGL_ALLOCATION_FAILED");
1544
+ }
1545
+ this.stateCache.invalidate();
1546
+ this.gl.bindTexture(this.gl.TEXTURE_CUBE_MAP, handle);
1547
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
1548
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
1549
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
1550
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
1551
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_R, this.gl.CLAMP_TO_EDGE);
1552
+ const pixel = new Uint8Array([255, 255, 255, 255]);
1553
+ for (const face of WEBGL_CUBE_FACES) {
1554
+ this.gl.texImage2D(this.cubeFaceTarget(face), 0, this.gl.RGBA, 1, 1, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, pixel);
1555
+ }
1556
+ this.fallbackCubeTexture = handle;
1557
+ return handle;
1558
+ }
1559
+ getTextureHandle(texture) {
1560
+ this.releaseDisposedTextureHandles();
1561
+ if (texture.disposed) {
1562
+ throw new RenderDeviceError("Texture is disposed", "DISPOSED_RESOURCE", { label: texture.label });
1563
+ }
1564
+ const cached = this.textures.get(texture);
1565
+ if (cached) {
1566
+ return cached;
1567
+ }
1568
+ const handle = this.gl.createTexture();
1569
+ if (!handle) {
1570
+ throw new RenderDeviceError("Failed to allocate WebGL texture", "WEBGL_ALLOCATION_FAILED", { label: texture.label });
1571
+ }
1572
+ this.stateCache.invalidate();
1573
+ this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);
1574
+ this.gl.pixelStorei(this.gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
1575
+ this.gl.pixelStorei(this.gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this.gl.NONE);
1576
+ if (texture.dimension === "cube") {
1577
+ this.uploadCubeTexture(texture, handle);
1578
+ this.textureUploadModes.set(texture, "cube");
1579
+ this.textures.set(texture, handle);
1580
+ return handle;
1581
+ }
1582
+ this.gl.bindTexture(this.gl.TEXTURE_2D, handle);
1583
+ if (isCompressedTextureFormat(texture.format)) {
1584
+ const compressed = this.resolveCompressedTextureFormat(texture.format);
1585
+ if (compressed) {
1586
+ const uploadLevels = completeUploadLevels(texture.textureLevels);
1587
+ for (const [levelIndex, level] of uploadLevels.entries()) {
1588
+ this.gl.compressedTexImage2D(this.gl.TEXTURE_2D, levelIndex, compressed.internalFormat, level.width, level.height, 0, level.data);
1589
+ }
1590
+ const compressedUploadError = this.readError();
1591
+ if (!compressedUploadError) {
1592
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_BASE_LEVEL, 0);
1593
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAX_LEVEL, uploadLevels.length - 1);
1594
+ this.textureUploadModes.set(texture, "compressed");
1595
+ this.textures.set(texture, handle);
1596
+ return handle;
1597
+ }
1598
+ }
1599
+ const fallbackLevels = completeUploadLevels(texture.fallbackTextureLevels);
1600
+ if (fallbackLevels.length === 0) {
1601
+ this.gl.deleteTexture(handle);
1602
+ throw new RenderDeviceError("Compressed texture format is not supported and no RGBA8 fallback data was provided", "COMPRESSED_TEXTURE_UNSUPPORTED", {
1603
+ label: texture.label,
1604
+ format: texture.format
1605
+ });
1606
+ }
1607
+ this.uploadRgba8FallbackTexture(texture, fallbackLevels);
1608
+ this.textureUploadModes.set(texture, "fallback");
1609
+ this.textures.set(texture, handle);
1610
+ return handle;
1611
+ }
1612
+ if (texture.format === "depth24") {
1613
+ throw new RenderDeviceError("Depth textures cannot be uploaded to WebGL2 color samplers", "UNSUPPORTED_TEXTURE_FORMAT", {
1614
+ label: texture.label,
1615
+ format: texture.format
1616
+ });
1617
+ }
1618
+ if (texture.source) {
1619
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.rgba8TextureInternalFormat(texture), this.gl.RGBA, this.gl.UNSIGNED_BYTE, texture.source);
1620
+ this.gl.generateMipmap(this.gl.TEXTURE_2D);
1621
+ }
1622
+ else if (texture.mipLevels.length > 0) {
1623
+ const uploadFormat = this.textureUploadFormat(texture);
1624
+ const uploadLevels = completeUploadLevels(texture.textureLevels);
1625
+ for (const [levelIndex, level] of uploadLevels.entries()) {
1626
+ this.gl.texImage2D(this.gl.TEXTURE_2D, levelIndex, uploadFormat.internalFormat, level.width, level.height, 0, uploadFormat.format, uploadFormat.type, texturePixelUploadData(level.data, texture.format));
1627
+ }
1628
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_BASE_LEVEL, 0);
1629
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAX_LEVEL, uploadLevels.length - 1);
1630
+ }
1631
+ else {
1632
+ const uploadFormat = this.textureUploadFormat(texture);
1633
+ this.gl.texImage2D(this.gl.TEXTURE_2D, 0, uploadFormat.internalFormat, texture.width, texture.height, 0, uploadFormat.format, uploadFormat.type, texture.data ? texturePixelUploadData(texture.data, texture.format) : null);
1634
+ this.gl.generateMipmap(this.gl.TEXTURE_2D);
1635
+ }
1636
+ this.textureUploadModes.set(texture, texture.format);
1637
+ this.textures.set(texture, handle);
1638
+ return handle;
1639
+ }
1640
+ uploadCubeTexture(texture, handle) {
1641
+ this.gl.bindTexture(this.gl.TEXTURE_CUBE_MAP, handle);
1642
+ const uploadFormat = this.textureUploadFormat(texture);
1643
+ for (const face of texture.cubeFaces) {
1644
+ const uploadLevels = completeUploadLevels(face.mipLevels);
1645
+ for (const [levelIndex, level] of uploadLevels.entries()) {
1646
+ this.gl.texImage2D(this.cubeFaceTarget(face.face), levelIndex, uploadFormat.internalFormat, level.width, level.height, 0, uploadFormat.format, uploadFormat.type, texturePixelUploadData(level.data, texture.format));
1647
+ }
1648
+ }
1649
+ const firstFaceLevels = completeUploadLevels(texture.cubeFaces[0]?.mipLevels ?? []);
1650
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_BASE_LEVEL, 0);
1651
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_MAX_LEVEL, Math.max(0, firstFaceLevels.length - 1));
1652
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
1653
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
1654
+ this.gl.texParameteri(this.gl.TEXTURE_CUBE_MAP, this.gl.TEXTURE_WRAP_R, this.gl.CLAMP_TO_EDGE);
1655
+ }
1656
+ uploadRgba8FallbackTexture(texture, fallbackLevels) {
1657
+ const internalFormat = this.rgba8TextureInternalFormat(texture);
1658
+ for (const [levelIndex, level] of fallbackLevels.entries()) {
1659
+ this.gl.texImage2D(this.gl.TEXTURE_2D, levelIndex, internalFormat, level.width, level.height, 0, this.gl.RGBA, this.gl.UNSIGNED_BYTE, texturePixelUploadData(level.data, "rgba8"));
1660
+ }
1661
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_BASE_LEVEL, 0);
1662
+ this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAX_LEVEL, fallbackLevels.length - 1);
1663
+ }
1664
+ cubeFaceTarget(face) {
1665
+ switch (face) {
1666
+ case "px": return this.gl.TEXTURE_CUBE_MAP_POSITIVE_X;
1667
+ case "nx": return this.gl.TEXTURE_CUBE_MAP_NEGATIVE_X;
1668
+ case "py": return this.gl.TEXTURE_CUBE_MAP_POSITIVE_Y;
1669
+ case "ny": return this.gl.TEXTURE_CUBE_MAP_NEGATIVE_Y;
1670
+ case "pz": return this.gl.TEXTURE_CUBE_MAP_POSITIVE_Z;
1671
+ case "nz": return this.gl.TEXTURE_CUBE_MAP_NEGATIVE_Z;
1672
+ }
1673
+ }
1674
+ rgba8TextureInternalFormat(texture) {
1675
+ return texture.colorSpace === "srgb" ? this.gl.SRGB8_ALPHA8 : this.gl.RGBA;
1676
+ }
1677
+ textureUploadFormat(texture) {
1678
+ if (texture.format === "rgba8") {
1679
+ return { internalFormat: this.rgba8TextureInternalFormat(texture), format: this.gl.RGBA, type: this.gl.UNSIGNED_BYTE };
1680
+ }
1681
+ if (texture.colorSpace === "srgb") {
1682
+ throw new RenderDeviceError("Floating-point texture uploads must use linear colorSpace", "UNSUPPORTED_TEXTURE_FORMAT", {
1683
+ label: texture.label,
1684
+ format: texture.format,
1685
+ colorSpace: texture.colorSpace
1686
+ });
1687
+ }
1688
+ if (texture.format === "rgba16f") {
1689
+ return { internalFormat: this.gl.RGBA16F, format: this.gl.RGBA, type: this.gl.HALF_FLOAT };
1690
+ }
1691
+ if (texture.format === "rgba32f") {
1692
+ return { internalFormat: this.gl.RGBA32F, format: this.gl.RGBA, type: this.gl.FLOAT };
1693
+ }
1694
+ throw new RenderDeviceError("Unsupported texture upload format", "UNSUPPORTED_TEXTURE_FORMAT", {
1695
+ label: texture.label,
1696
+ format: texture.format
1697
+ });
1698
+ }
1699
+ resolveRenderTargetFormat(format) {
1700
+ if (format === "rgba8") {
1701
+ return { internalFormat: this.gl.RGBA, type: this.gl.UNSIGNED_BYTE };
1702
+ }
1703
+ if (!this.gl.getExtension("EXT_color_buffer_float")) {
1704
+ throw new RenderDeviceError("Floating-point color render targets require EXT_color_buffer_float", "HDR_RENDER_TARGET_UNSUPPORTED", { format });
1705
+ }
1706
+ if (format === "rgba16f") {
1707
+ return { internalFormat: this.gl.RGBA16F, type: this.gl.HALF_FLOAT };
1708
+ }
1709
+ return { internalFormat: this.gl.RGBA32F, type: this.gl.FLOAT };
1710
+ }
1711
+ releaseDisposedTextureHandles() {
1712
+ for (const [texture, handle] of [...this.textures]) {
1713
+ if (texture.disposed) {
1714
+ this.gl.deleteTexture(handle);
1715
+ this.textures.delete(texture);
1716
+ this.textureUploadModes.delete(texture);
1717
+ this.releasedTextureHandles += 1;
1718
+ }
1719
+ }
1720
+ }
1721
+ resolveCompressedTextureFormat(format) {
1722
+ switch (format) {
1723
+ case "bc1-rgba-unorm": {
1724
+ const extension = this.gl.getExtension("WEBGL_compressed_texture_s3tc");
1725
+ return extension ? { internalFormat: extension.COMPRESSED_RGBA_S3TC_DXT1_EXT } : null;
1726
+ }
1727
+ case "bc3-rgba-unorm": {
1728
+ const extension = this.gl.getExtension("WEBGL_compressed_texture_s3tc");
1729
+ return extension ? { internalFormat: extension.COMPRESSED_RGBA_S3TC_DXT5_EXT } : null;
1730
+ }
1731
+ case "etc2-rgba8unorm":
1732
+ return { internalFormat: 0x9278 };
1733
+ case "astc-4x4-rgba-unorm": {
1734
+ const extension = this.gl.getExtension("WEBGL_compressed_texture_astc");
1735
+ return extension ? { internalFormat: extension.COMPRESSED_RGBA_ASTC_4x4_KHR } : null;
1736
+ }
1737
+ }
1738
+ }
1739
+ magFilter(filter) {
1740
+ return filter === "nearest" ? this.gl.NEAREST : this.gl.LINEAR;
1741
+ }
1742
+ minFilter(filter) {
1743
+ switch (filter) {
1744
+ case "nearest":
1745
+ return this.gl.NEAREST;
1746
+ case "linear":
1747
+ return this.gl.LINEAR;
1748
+ case "nearest-mipmap-nearest":
1749
+ return this.gl.NEAREST_MIPMAP_NEAREST;
1750
+ case "linear-mipmap-nearest":
1751
+ return this.gl.LINEAR_MIPMAP_NEAREST;
1752
+ case "nearest-mipmap-linear":
1753
+ return this.gl.NEAREST_MIPMAP_LINEAR;
1754
+ case "linear-mipmap-linear":
1755
+ return this.gl.LINEAR_MIPMAP_LINEAR;
1756
+ }
1757
+ }
1758
+ addressMode(mode) {
1759
+ if (mode === "repeat")
1760
+ return this.gl.REPEAT;
1761
+ if (mode === "mirror-repeat")
1762
+ return this.gl.MIRRORED_REPEAT;
1763
+ return this.gl.CLAMP_TO_EDGE;
1764
+ }
1765
+ bindVertexFormat(shader, format) {
1766
+ const boundLocations = new Set();
1767
+ for (const attribute of format.attributes) {
1768
+ const location = this.resolveAttributeLocation(shader, attribute);
1769
+ if (location < 0) {
1770
+ continue;
1771
+ }
1772
+ if (attribute.type !== "float32") {
1773
+ throw new RenderDeviceError("Unsupported vertex attribute type", "UNSUPPORTED_VERTEX_ATTRIBUTE", {
1774
+ attribute: attribute.shaderName,
1775
+ type: attribute.type
1776
+ });
1777
+ }
1778
+ boundLocations.add(location);
1779
+ this.gl.enableVertexAttribArray(location);
1780
+ this.gl.vertexAttribDivisor(location, 0);
1781
+ this.gl.vertexAttribPointer(location, attribute.components, this.gl.FLOAT, attribute.normalized, format.stride, attribute.offset);
1782
+ }
1783
+ return boundLocations;
1784
+ }
1785
+ bindVertexArrayForCommand(command, shader, vertexBuffer) {
1786
+ const indexBuffer = command.indexBuffer ? this.requireBuffer(command.indexBuffer) : undefined;
1787
+ const key = this.vertexArrayCacheKey(command, shader, vertexBuffer, indexBuffer);
1788
+ const cached = this.vertexArrayCache.get(key);
1789
+ if (cached) {
1790
+ this.stateCache.bindVertexArray(cached.handle, () => this.gl.bindVertexArray(cached.handle));
1791
+ return cached;
1792
+ }
1793
+ const handle = this.gl.createVertexArray();
1794
+ if (!handle) {
1795
+ throw new RenderDeviceError("Failed to allocate WebGL vertex array", "WEBGL_ALLOCATION_FAILED");
1796
+ }
1797
+ this.vertexArrayCreateCount += 1;
1798
+ this.stateCache.bindVertexArray(handle, () => this.gl.bindVertexArray(handle));
1799
+ this.stateCache.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer.handle, () => this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vertexBuffer.handle));
1800
+ const boundLocations = this.bindVertexFormat(shader, command.vertexFormat);
1801
+ if (command.instanceAttributes && command.instanceAttributes.length > 0) {
1802
+ this.bindInstanceAttributes(shader, command.instanceAttributes, boundLocations);
1803
+ }
1804
+ if (indexBuffer) {
1805
+ this.stateCache.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer.handle, () => this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer.handle));
1806
+ }
1807
+ this.disableUnboundVertexAttributes(boundLocations);
1808
+ this.applyDefaultAttributes(shader, boundLocations);
1809
+ const entry = { key, handle, boundLocations };
1810
+ this.vertexArrayCache.set(key, entry);
1811
+ return entry;
1812
+ }
1813
+ bindNoVertexArray() {
1814
+ this.stateCache.bindVertexArray(null, () => this.gl.bindVertexArray(null));
1815
+ }
1816
+ vertexArrayCacheKey(command, shader, vertexBuffer, indexBuffer) {
1817
+ const instanceKey = (command.instanceAttributes ?? []).map((attribute) => {
1818
+ const buffer = this.requireBuffer(attribute.buffer);
1819
+ return `${attribute.shaderName}:${buffer.id}:${attribute.components}:${attribute.offset}:${attribute.stride}:${attribute.normalized === true ? 1 : 0}:${attribute.divisor ?? 1}`;
1820
+ }).join(",");
1821
+ return [
1822
+ shader.id,
1823
+ vertexBuffer.id,
1824
+ this.vertexFormatId(command.vertexFormat),
1825
+ indexBuffer?.id ?? 0,
1826
+ instanceKey
1827
+ ].join("|");
1828
+ }
1829
+ vertexFormatId(format) {
1830
+ const existing = this.vertexFormatIds.get(format);
1831
+ if (existing !== undefined)
1832
+ return existing;
1833
+ const next = this.nextVertexFormatId;
1834
+ this.nextVertexFormatId += 1;
1835
+ this.vertexFormatIds.set(format, next);
1836
+ return next;
1837
+ }
1838
+ bindInstanceAttributes(shader, attributes, boundLocations) {
1839
+ for (const attribute of attributes) {
1840
+ const location = shader.reflection.attributes.get(attribute.shaderName);
1841
+ if (location === undefined || location < 0) {
1842
+ continue;
1843
+ }
1844
+ if (![1, 2, 3, 4].includes(attribute.components)) {
1845
+ throw new RenderDeviceError("Instance vertex attribute components must be 1, 2, 3, or 4", "INVALID_DRAW_COMMAND", {
1846
+ attribute: attribute.shaderName,
1847
+ components: attribute.components
1848
+ });
1849
+ }
1850
+ if (!Number.isInteger(attribute.offset) || attribute.offset < 0 || attribute.offset % 4 !== 0) {
1851
+ throw new RenderDeviceError("Instance vertex attribute offset must be non-negative and 4-byte aligned", "INVALID_DRAW_COMMAND", {
1852
+ attribute: attribute.shaderName,
1853
+ offset: attribute.offset
1854
+ });
1855
+ }
1856
+ if (!Number.isInteger(attribute.stride) || attribute.stride <= 0 || attribute.stride % 4 !== 0) {
1857
+ throw new RenderDeviceError("Instance vertex attribute stride must be positive and 4-byte aligned", "INVALID_DRAW_COMMAND", {
1858
+ attribute: attribute.shaderName,
1859
+ stride: attribute.stride
1860
+ });
1861
+ }
1862
+ if (attribute.offset + attribute.components * 4 > attribute.stride) {
1863
+ throw new RenderDeviceError("Instance vertex attribute range must fit inside its stride", "INVALID_DRAW_COMMAND", {
1864
+ attribute: attribute.shaderName,
1865
+ offset: attribute.offset,
1866
+ components: attribute.components,
1867
+ stride: attribute.stride
1868
+ });
1869
+ }
1870
+ const buffer = this.requireBuffer(attribute.buffer);
1871
+ boundLocations.add(location);
1872
+ this.stateCache.bindBuffer(this.gl.ARRAY_BUFFER, buffer.handle, () => this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer.handle));
1873
+ this.gl.enableVertexAttribArray(location);
1874
+ this.gl.vertexAttribPointer(location, attribute.components, this.gl.FLOAT, attribute.normalized ?? false, attribute.stride, attribute.offset);
1875
+ this.gl.vertexAttribDivisor(location, attribute.divisor ?? 1);
1876
+ }
1877
+ }
1878
+ resolveAttributeLocation(shader, attribute) {
1879
+ const reflected = shader.reflection.attributes.get(attribute.shaderName);
1880
+ if (reflected !== undefined) {
1881
+ return reflected;
1882
+ }
1883
+ return shader.reflection.attributes.get(attribute.semantic) ?? -1;
1884
+ }
1885
+ applyDefaultAttributes(shader, boundLocations) {
1886
+ const colorLocation = shader.reflection.attributes.get("a_color") ?? shader.reflection.attributes.get("color");
1887
+ if (colorLocation !== undefined && colorLocation >= 0 && !boundLocations.has(colorLocation)) {
1888
+ this.gl.disableVertexAttribArray(colorLocation);
1889
+ this.gl.vertexAttribDivisor(colorLocation, 0);
1890
+ this.gl.vertexAttrib4f(colorLocation, 1, 1, 1, 1);
1891
+ }
1892
+ const tangentLocation = shader.reflection.attributes.get("a_tangent") ?? shader.reflection.attributes.get("tangent");
1893
+ if (tangentLocation !== undefined && tangentLocation >= 0 && !boundLocations.has(tangentLocation)) {
1894
+ this.gl.disableVertexAttribArray(tangentLocation);
1895
+ this.gl.vertexAttribDivisor(tangentLocation, 0);
1896
+ this.gl.vertexAttrib4f(tangentLocation, 1, 0, 0, 1);
1897
+ }
1898
+ const uv1Location = shader.reflection.attributes.get("a_uv1") ?? shader.reflection.attributes.get("uv1");
1899
+ if (uv1Location !== undefined && uv1Location >= 0 && !boundLocations.has(uv1Location)) {
1900
+ this.gl.disableVertexAttribArray(uv1Location);
1901
+ this.gl.vertexAttribDivisor(uv1Location, 0);
1902
+ this.gl.vertexAttrib2f(uv1Location, 0, 0);
1903
+ }
1904
+ const instanceColorLocation = shader.reflection.attributes.get("a_instanceColor") ?? shader.reflection.attributes.get("instanceColor");
1905
+ if (instanceColorLocation !== undefined && instanceColorLocation >= 0 && !boundLocations.has(instanceColorLocation)) {
1906
+ this.gl.disableVertexAttribArray(instanceColorLocation);
1907
+ this.gl.vertexAttribDivisor(instanceColorLocation, 0);
1908
+ this.gl.vertexAttrib4f(instanceColorLocation, 1, 1, 1, 1);
1909
+ }
1910
+ }
1911
+ disableUnboundVertexAttributes(boundLocations) {
1912
+ for (let location = 0; location < this.maxVertexAttributes; location += 1) {
1913
+ if (!boundLocations.has(location)) {
1914
+ this.gl.disableVertexAttribArray(location);
1915
+ this.gl.vertexAttribDivisor(location, 0);
1916
+ }
1917
+ }
1918
+ }
1919
+ primitive(topology) {
1920
+ if (topology === "lines")
1921
+ return this.gl.LINES;
1922
+ if (topology === "points")
1923
+ return this.gl.POINTS;
1924
+ return this.gl.TRIANGLES;
1925
+ }
1926
+ applyRenderState(state) {
1927
+ const renderState = state ?? {
1928
+ depthTest: true,
1929
+ depthWrite: true,
1930
+ cullMode: "back",
1931
+ blend: false,
1932
+ depthCompare: "less-equal",
1933
+ colorWrite: [true, true, true, true],
1934
+ scissor: null,
1935
+ polygonOffset: null,
1936
+ stencil: null
1937
+ };
1938
+ this.stateCache.setEnabled(this.gl.DEPTH_TEST, renderState.depthTest, () => {
1939
+ if (renderState.depthTest)
1940
+ this.gl.enable(this.gl.DEPTH_TEST);
1941
+ else
1942
+ this.gl.disable(this.gl.DEPTH_TEST);
1943
+ });
1944
+ this.stateCache.depthMask(renderState.depthWrite, () => this.gl.depthMask(renderState.depthWrite));
1945
+ this.stateCache.depthFunc(renderState.depthCompare === "always" ? this.gl.ALWAYS : this.gl.LEQUAL, () => this.gl.depthFunc(renderState.depthCompare === "always" ? this.gl.ALWAYS : this.gl.LEQUAL));
1946
+ const colorWrite = renderState.colorWrite ?? [true, true, true, true];
1947
+ this.stateCache.colorMask(colorWrite[0], colorWrite[1], colorWrite[2], colorWrite[3], () => this.gl.colorMask(colorWrite[0], colorWrite[1], colorWrite[2], colorWrite[3]));
1948
+ if (renderState.scissor) {
1949
+ this.stateCache.setEnabled(this.gl.SCISSOR_TEST, true, () => this.gl.enable(this.gl.SCISSOR_TEST));
1950
+ this.stateCache.scissor(renderState.scissor.x, renderState.scissor.y, renderState.scissor.width, renderState.scissor.height, () => {
1951
+ this.gl.scissor(renderState.scissor.x, renderState.scissor.y, renderState.scissor.width, renderState.scissor.height);
1952
+ });
1953
+ }
1954
+ else {
1955
+ this.stateCache.setEnabled(this.gl.SCISSOR_TEST, false, () => this.gl.disable(this.gl.SCISSOR_TEST));
1956
+ }
1957
+ if (renderState.polygonOffset) {
1958
+ this.stateCache.setEnabled(this.gl.POLYGON_OFFSET_FILL, true, () => this.gl.enable(this.gl.POLYGON_OFFSET_FILL));
1959
+ this.stateCache.polygonOffset(renderState.polygonOffset.factor, renderState.polygonOffset.units, () => this.gl.polygonOffset(renderState.polygonOffset.factor, renderState.polygonOffset.units));
1960
+ }
1961
+ else {
1962
+ this.stateCache.setEnabled(this.gl.POLYGON_OFFSET_FILL, false, () => this.gl.disable(this.gl.POLYGON_OFFSET_FILL));
1963
+ }
1964
+ if (renderState.stencil) {
1965
+ const stencil = renderState.stencil;
1966
+ const compare = this.stencilCompare(stencil.compare ?? "always");
1967
+ const reference = stencil.reference ?? 0;
1968
+ const readMask = stencil.readMask ?? 0xff;
1969
+ const writeMask = stencil.writeMask ?? 0xff;
1970
+ const fail = this.stencilOperation(stencil.fail ?? "keep");
1971
+ const depthFail = this.stencilOperation(stencil.depthFail ?? "keep");
1972
+ const depthPass = this.stencilOperation(stencil.depthPass ?? "keep");
1973
+ this.stateCache.setEnabled(this.gl.STENCIL_TEST, true, () => this.gl.enable(this.gl.STENCIL_TEST));
1974
+ this.stateCache.stencilFunc(compare, reference, readMask, () => this.gl.stencilFunc(compare, reference, readMask));
1975
+ this.stateCache.stencilMask(writeMask, () => this.gl.stencilMask(writeMask));
1976
+ this.stateCache.stencilOp(fail, depthFail, depthPass, () => this.gl.stencilOp(fail, depthFail, depthPass));
1977
+ }
1978
+ else {
1979
+ this.stateCache.setEnabled(this.gl.STENCIL_TEST, false, () => this.gl.disable(this.gl.STENCIL_TEST));
1980
+ }
1981
+ if (renderState.cullMode === "none") {
1982
+ this.stateCache.setEnabled(this.gl.CULL_FACE, false, () => this.gl.disable(this.gl.CULL_FACE));
1983
+ }
1984
+ else {
1985
+ this.stateCache.setEnabled(this.gl.CULL_FACE, true, () => this.gl.enable(this.gl.CULL_FACE));
1986
+ this.stateCache.cullFace(renderState.cullMode === "front" ? this.gl.FRONT : this.gl.BACK, () => this.gl.cullFace(renderState.cullMode === "front" ? this.gl.FRONT : this.gl.BACK));
1987
+ }
1988
+ if (renderState.blend) {
1989
+ this.stateCache.setEnabled(this.gl.BLEND, true, () => this.gl.enable(this.gl.BLEND));
1990
+ this.stateCache.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA, () => this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA));
1991
+ }
1992
+ else {
1993
+ this.stateCache.setEnabled(this.gl.BLEND, false, () => this.gl.disable(this.gl.BLEND));
1994
+ }
1995
+ }
1996
+ requireBuffer(buffer) {
1997
+ if (!(buffer instanceof WebGL2Buffer) || !this.buffers.has(buffer) || buffer.disposed) {
1998
+ throw new RenderDeviceError("Buffer is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
1999
+ bufferId: buffer.id
2000
+ });
2001
+ }
2002
+ return buffer;
2003
+ }
2004
+ stencilCompare(compare) {
2005
+ switch (compare) {
2006
+ case "never": return this.gl.NEVER;
2007
+ case "less": return this.gl.LESS;
2008
+ case "less-equal": return this.gl.LEQUAL;
2009
+ case "greater": return this.gl.GREATER;
2010
+ case "greater-equal": return this.gl.GEQUAL;
2011
+ case "equal": return this.gl.EQUAL;
2012
+ case "not-equal": return this.gl.NOTEQUAL;
2013
+ case "always": return this.gl.ALWAYS;
2014
+ }
2015
+ }
2016
+ stencilOperation(operation) {
2017
+ switch (operation) {
2018
+ case "keep": return this.gl.KEEP;
2019
+ case "zero": return this.gl.ZERO;
2020
+ case "replace": return this.gl.REPLACE;
2021
+ case "increment": return this.gl.INCR;
2022
+ case "decrement": return this.gl.DECR;
2023
+ case "invert": return this.gl.INVERT;
2024
+ case "increment-wrap": return this.gl.INCR_WRAP;
2025
+ case "decrement-wrap": return this.gl.DECR_WRAP;
2026
+ }
2027
+ }
2028
+ requireShader(shader) {
2029
+ if (!(shader instanceof WebGL2ShaderProgram) || !this.shaders.has(shader) || shader.disposed) {
2030
+ throw new RenderDeviceError("Shader is not a live WebGL2 resource owned by this device", "INVALID_RESOURCE", {
2031
+ shaderId: shader.id
2032
+ });
2033
+ }
2034
+ return shader;
2035
+ }
2036
+ assertAlive() {
2037
+ if (this.disposed) {
2038
+ throw new RenderDeviceError("Render device is disposed", "DISPOSED_DEVICE");
2039
+ }
2040
+ if (this.contextLost) {
2041
+ throw new RenderDeviceError("Render context is lost", "CONTEXT_LOST");
2042
+ }
2043
+ }
2044
+ assertFrame() {
2045
+ this.assertAlive();
2046
+ if (!this.frameActive) {
2047
+ throw new RenderDeviceError("No active frame", "NO_ACTIVE_FRAME");
2048
+ }
2049
+ }
2050
+ readError() {
2051
+ const error = this.gl.getError();
2052
+ return error === this.gl.NO_ERROR ? null : `0x${error.toString(16)}`;
2053
+ }
2054
+ }
2055
+ function numberOption(options, key, fallback) {
2056
+ const value = options[key];
2057
+ return typeof value === "number" && Number.isFinite(value) ? value : fallback;
2058
+ }
2059
+ function stringOption(options, key, fallback) {
2060
+ const value = options[key];
2061
+ return typeof value === "string" ? value : fallback;
2062
+ }
2063
+ function colorSpaceId(value) {
2064
+ return value === "srgb" ? 1 : 0;
2065
+ }
2066
+ function toneMappingOperatorId(value) {
2067
+ if (value === "linear")
2068
+ return 0;
2069
+ if (value === "reinhard")
2070
+ return 1;
2071
+ if (value === "aces")
2072
+ return 2;
2073
+ if (value === "filmic")
2074
+ return 3;
2075
+ if (value === "uncharted2")
2076
+ return 4;
2077
+ if (value === "agx")
2078
+ return 5;
2079
+ return 6;
2080
+ }
2081
+ function completeUploadLevels(levels) {
2082
+ const uploadLevels = [];
2083
+ for (const level of levels) {
2084
+ if (uploadLevels.length === 0) {
2085
+ uploadLevels.push(level);
2086
+ continue;
2087
+ }
2088
+ const previous = uploadLevels[uploadLevels.length - 1];
2089
+ const expectedWidth = Math.max(1, Math.floor(previous.width / 2));
2090
+ const expectedHeight = Math.max(1, Math.floor(previous.height / 2));
2091
+ if (level.width !== expectedWidth || level.height !== expectedHeight) {
2092
+ break;
2093
+ }
2094
+ uploadLevels.push(level);
2095
+ }
2096
+ return uploadLevels;
2097
+ }
2098
+ function texturePixelUploadData(data, format) {
2099
+ if (format === "rgba16f" && data instanceof Uint16Array)
2100
+ return data;
2101
+ if (format === "rgba32f" && data instanceof Float32Array)
2102
+ return data;
2103
+ if (format === "rgba8" && (data instanceof Uint8Array || data instanceof Uint8ClampedArray))
2104
+ return data;
2105
+ throw new RenderDeviceError("Texture pixel data type does not match texture format", "UNSUPPORTED_TEXTURE_FORMAT", { format });
2106
+ }
2107
+ //# sourceMappingURL=WebGL2Device.js.map