@galacean/engine-rhi-webgl 1.1.0-beta.45 → 1.1.0-beta.47
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/main.js +7 -2
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +7 -2
- package/dist/module.js +7 -2
- package/dist/module.js.map +1 -1
- package/package.json +4 -4
package/dist/main.js
CHANGED
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@@ -348,7 +348,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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var cap = this.capabilityList;
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var isWebGL2 = this.rhi.isWebGL2;
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var requireExtension = this.rhi.requireExtension.bind(this.rhi);
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-
var shaderVertexID = engineCore.GLCapabilityType.shaderVertexID, standardDerivatives = engineCore.GLCapabilityType.standardDerivatives, shaderTextureLod = engineCore.GLCapabilityType.shaderTextureLod, elementIndexUint = engineCore.GLCapabilityType.elementIndexUint, depthTexture = engineCore.GLCapabilityType.depthTexture, vertexArrayObject = engineCore.GLCapabilityType.vertexArrayObject, instancedArrays = engineCore.GLCapabilityType.instancedArrays, multipleSample = engineCore.GLCapabilityType.multipleSample, drawBuffers = engineCore.GLCapabilityType.drawBuffers, astc = engineCore.GLCapabilityType.astc, astc_webkit = engineCore.GLCapabilityType.astc_webkit, etc = engineCore.GLCapabilityType.etc, etc_webkit = engineCore.GLCapabilityType.etc_webkit, etc1 = engineCore.GLCapabilityType.etc1, etc1_webkit = engineCore.GLCapabilityType.etc1_webkit, pvrtc = engineCore.GLCapabilityType.pvrtc, pvrtc_webkit = engineCore.GLCapabilityType.pvrtc_webkit, s3tc = engineCore.GLCapabilityType.s3tc, s3tc_webkit = engineCore.GLCapabilityType.s3tc_webkit, bptc = engineCore.GLCapabilityType.bptc, textureFloat = engineCore.GLCapabilityType.textureFloat, textureHalfFloat = engineCore.GLCapabilityType.textureHalfFloat, textureFloatLinear = engineCore.GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = engineCore.GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = engineCore.GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = engineCore.GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = engineCore.GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = engineCore.GLCapabilityType.textureFilterAnisotropic;
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+
var shaderVertexID = engineCore.GLCapabilityType.shaderVertexID, standardDerivatives = engineCore.GLCapabilityType.standardDerivatives, shaderTextureLod = engineCore.GLCapabilityType.shaderTextureLod, elementIndexUint = engineCore.GLCapabilityType.elementIndexUint, depthTexture = engineCore.GLCapabilityType.depthTexture, vertexArrayObject = engineCore.GLCapabilityType.vertexArrayObject, instancedArrays = engineCore.GLCapabilityType.instancedArrays, multipleSample = engineCore.GLCapabilityType.multipleSample, drawBuffers = engineCore.GLCapabilityType.drawBuffers, blendMinMax = engineCore.GLCapabilityType.blendMinMax, astc = engineCore.GLCapabilityType.astc, astc_webkit = engineCore.GLCapabilityType.astc_webkit, etc = engineCore.GLCapabilityType.etc, etc_webkit = engineCore.GLCapabilityType.etc_webkit, etc1 = engineCore.GLCapabilityType.etc1, etc1_webkit = engineCore.GLCapabilityType.etc1_webkit, pvrtc = engineCore.GLCapabilityType.pvrtc, pvrtc_webkit = engineCore.GLCapabilityType.pvrtc_webkit, s3tc = engineCore.GLCapabilityType.s3tc, s3tc_webkit = engineCore.GLCapabilityType.s3tc_webkit, bptc = engineCore.GLCapabilityType.bptc, textureFloat = engineCore.GLCapabilityType.textureFloat, textureHalfFloat = engineCore.GLCapabilityType.textureHalfFloat, textureFloatLinear = engineCore.GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = engineCore.GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = engineCore.GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = engineCore.GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = engineCore.GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = engineCore.GLCapabilityType.textureFilterAnisotropic;
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cap.set(shaderVertexID, isWebGL2);
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cap.set(standardDerivatives, isWebGL2 || !!requireExtension(standardDerivatives));
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cap.set(shaderTextureLod, isWebGL2 || !!requireExtension(shaderTextureLod));
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@@ -358,6 +358,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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cap.set(instancedArrays, isWebGL2 || !!requireExtension(instancedArrays));
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cap.set(multipleSample, isWebGL2);
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cap.set(drawBuffers, isWebGL2 || !!requireExtension(drawBuffers));
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cap.set(blendMinMax, isWebGL2 || !!requireExtension(blendMinMax));
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cap.set(textureFloat, isWebGL2 || !!requireExtension(textureFloat));
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cap.set(textureHalfFloat, isWebGL2 || !!requireExtension(textureHalfFloat));
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cap.set(textureFloatLinear, !!requireExtension(textureFloatLinear));
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@@ -398,9 +399,13 @@ var GLBuffer = /*#__PURE__*/ function() {
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}
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};
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_proto._compatibleAllInterface = function _compatibleAllInterface() {
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-
var depthTexture = engineCore.GLCapabilityType.depthTexture, vertexArrayObject = engineCore.GLCapabilityType.vertexArrayObject, instancedArrays = engineCore.GLCapabilityType.instancedArrays, drawBuffers = engineCore.GLCapabilityType.drawBuffers, textureFilterAnisotropic = engineCore.GLCapabilityType.textureFilterAnisotropic, textureHalfFloat = engineCore.GLCapabilityType.textureHalfFloat, colorBufferHalfFloat = engineCore.GLCapabilityType.colorBufferHalfFloat, WEBGL_colorBufferFloat = engineCore.GLCapabilityType.WEBGL_colorBufferFloat;
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+
var depthTexture = engineCore.GLCapabilityType.depthTexture, vertexArrayObject = engineCore.GLCapabilityType.vertexArrayObject, instancedArrays = engineCore.GLCapabilityType.instancedArrays, drawBuffers = engineCore.GLCapabilityType.drawBuffers, textureFilterAnisotropic = engineCore.GLCapabilityType.textureFilterAnisotropic, textureHalfFloat = engineCore.GLCapabilityType.textureHalfFloat, colorBufferHalfFloat = engineCore.GLCapabilityType.colorBufferHalfFloat, WEBGL_colorBufferFloat = engineCore.GLCapabilityType.WEBGL_colorBufferFloat, blendMinMax = engineCore.GLCapabilityType.blendMinMax;
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var isWebGL2 = this.rhi.isWebGL2;
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if (!isWebGL2) {
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this._compatibleInterface(blendMinMax, {
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MIN: "MIN_EXT",
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MAX: "MAX_EXT"
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});
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this._compatibleInterface(depthTexture, {
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UNSIGNED_INT_24_8: "UNSIGNED_INT_24_8_WEBGL"
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});
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