@galacean/engine-rhi-webgl 1.2.0-beta.1 → 1.2.0-beta.2

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@@ -351,7 +351,7 @@ 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 = miniprogram$1.GLCapabilityType.shaderVertexID, standardDerivatives = miniprogram$1.GLCapabilityType.standardDerivatives, shaderTextureLod = miniprogram$1.GLCapabilityType.shaderTextureLod, elementIndexUint = miniprogram$1.GLCapabilityType.elementIndexUint, depthTexture = miniprogram$1.GLCapabilityType.depthTexture, vertexArrayObject = miniprogram$1.GLCapabilityType.vertexArrayObject, instancedArrays = miniprogram$1.GLCapabilityType.instancedArrays, multipleSample = miniprogram$1.GLCapabilityType.multipleSample, drawBuffers = miniprogram$1.GLCapabilityType.drawBuffers, blendMinMax = miniprogram$1.GLCapabilityType.blendMinMax, astc = miniprogram$1.GLCapabilityType.astc, astc_webkit = miniprogram$1.GLCapabilityType.astc_webkit, etc = miniprogram$1.GLCapabilityType.etc, etc_webkit = miniprogram$1.GLCapabilityType.etc_webkit, etc1 = miniprogram$1.GLCapabilityType.etc1, etc1_webkit = miniprogram$1.GLCapabilityType.etc1_webkit, pvrtc = miniprogram$1.GLCapabilityType.pvrtc, pvrtc_webkit = miniprogram$1.GLCapabilityType.pvrtc_webkit, s3tc = miniprogram$1.GLCapabilityType.s3tc, s3tc_webkit = miniprogram$1.GLCapabilityType.s3tc_webkit, bptc = miniprogram$1.GLCapabilityType.bptc, textureFloat = miniprogram$1.GLCapabilityType.textureFloat, textureHalfFloat = miniprogram$1.GLCapabilityType.textureHalfFloat, textureFloatLinear = miniprogram$1.GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = miniprogram$1.GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = miniprogram$1.GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = miniprogram$1.GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = miniprogram$1.GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = miniprogram$1.GLCapabilityType.textureFilterAnisotropic;
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+ var shaderVertexID = miniprogram$1.GLCapabilityType.shaderVertexID, standardDerivatives = miniprogram$1.GLCapabilityType.standardDerivatives, shaderTextureLod = miniprogram$1.GLCapabilityType.shaderTextureLod, elementIndexUint = miniprogram$1.GLCapabilityType.elementIndexUint, depthTexture = miniprogram$1.GLCapabilityType.depthTexture, vertexArrayObject = miniprogram$1.GLCapabilityType.vertexArrayObject, instancedArrays = miniprogram$1.GLCapabilityType.instancedArrays, multipleSample = miniprogram$1.GLCapabilityType.multipleSample, drawBuffers = miniprogram$1.GLCapabilityType.drawBuffers, blendMinMax = miniprogram$1.GLCapabilityType.blendMinMax, astc = miniprogram$1.GLCapabilityType.astc, astc_webkit = miniprogram$1.GLCapabilityType.astc_webkit, etc = miniprogram$1.GLCapabilityType.etc, etc_webkit = miniprogram$1.GLCapabilityType.etc_webkit, etc1 = miniprogram$1.GLCapabilityType.etc1, etc1_webkit = miniprogram$1.GLCapabilityType.etc1_webkit, pvrtc = miniprogram$1.GLCapabilityType.pvrtc, pvrtc_webkit = miniprogram$1.GLCapabilityType.pvrtc_webkit, s3tc = miniprogram$1.GLCapabilityType.s3tc, s3tc_webkit = miniprogram$1.GLCapabilityType.s3tc_webkit, bptc = miniprogram$1.GLCapabilityType.bptc, textureFloat = miniprogram$1.GLCapabilityType.textureFloat, textureHalfFloat = miniprogram$1.GLCapabilityType.textureHalfFloat, textureFloatLinear = miniprogram$1.GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = miniprogram$1.GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = miniprogram$1.GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = miniprogram$1.GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = miniprogram$1.GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = miniprogram$1.GLCapabilityType.textureFilterAnisotropic, fragDepth = miniprogram$1.GLCapabilityType.fragDepth;
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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));
@@ -369,6 +369,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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  cap.set(colorBufferFloat, isWebGL2 && !!requireExtension(colorBufferFloat) || !!requireExtension(WEBGL_colorBufferFloat));
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  cap.set(colorBufferHalfFloat, isWebGL2 && !!requireExtension(colorBufferFloat) || !!requireExtension(colorBufferHalfFloat));
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  cap.set(textureFilterAnisotropic, !!requireExtension(textureFilterAnisotropic));
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+ cap.set(fragDepth, isWebGL2 || !!requireExtension(fragDepth));
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  cap.set(astc, !!(requireExtension(astc) || requireExtension(astc_webkit)));
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  cap.set(etc, !!(requireExtension(etc) || requireExtension(etc_webkit)));
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  cap.set(etc1, !!(requireExtension(etc1) || requireExtension(etc1_webkit)));
package/dist/module.js CHANGED
@@ -346,7 +346,7 @@ 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 = GLCapabilityType.shaderVertexID, standardDerivatives = GLCapabilityType.standardDerivatives, shaderTextureLod = GLCapabilityType.shaderTextureLod, elementIndexUint = GLCapabilityType.elementIndexUint, depthTexture = GLCapabilityType.depthTexture, vertexArrayObject = GLCapabilityType.vertexArrayObject, instancedArrays = GLCapabilityType.instancedArrays, multipleSample = GLCapabilityType.multipleSample, drawBuffers = GLCapabilityType.drawBuffers, blendMinMax = GLCapabilityType.blendMinMax, astc = GLCapabilityType.astc, astc_webkit = GLCapabilityType.astc_webkit, etc = GLCapabilityType.etc, etc_webkit = GLCapabilityType.etc_webkit, etc1 = GLCapabilityType.etc1, etc1_webkit = GLCapabilityType.etc1_webkit, pvrtc = GLCapabilityType.pvrtc, pvrtc_webkit = GLCapabilityType.pvrtc_webkit, s3tc = GLCapabilityType.s3tc, s3tc_webkit = GLCapabilityType.s3tc_webkit, bptc = GLCapabilityType.bptc, textureFloat = GLCapabilityType.textureFloat, textureHalfFloat = GLCapabilityType.textureHalfFloat, textureFloatLinear = GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = GLCapabilityType.textureFilterAnisotropic;
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+ var shaderVertexID = GLCapabilityType.shaderVertexID, standardDerivatives = GLCapabilityType.standardDerivatives, shaderTextureLod = GLCapabilityType.shaderTextureLod, elementIndexUint = GLCapabilityType.elementIndexUint, depthTexture = GLCapabilityType.depthTexture, vertexArrayObject = GLCapabilityType.vertexArrayObject, instancedArrays = GLCapabilityType.instancedArrays, multipleSample = GLCapabilityType.multipleSample, drawBuffers = GLCapabilityType.drawBuffers, blendMinMax = GLCapabilityType.blendMinMax, astc = GLCapabilityType.astc, astc_webkit = GLCapabilityType.astc_webkit, etc = GLCapabilityType.etc, etc_webkit = GLCapabilityType.etc_webkit, etc1 = GLCapabilityType.etc1, etc1_webkit = GLCapabilityType.etc1_webkit, pvrtc = GLCapabilityType.pvrtc, pvrtc_webkit = GLCapabilityType.pvrtc_webkit, s3tc = GLCapabilityType.s3tc, s3tc_webkit = GLCapabilityType.s3tc_webkit, bptc = GLCapabilityType.bptc, textureFloat = GLCapabilityType.textureFloat, textureHalfFloat = GLCapabilityType.textureHalfFloat, textureFloatLinear = GLCapabilityType.textureFloatLinear, textureHalfFloatLinear = GLCapabilityType.textureHalfFloatLinear, WEBGL_colorBufferFloat = GLCapabilityType.WEBGL_colorBufferFloat, colorBufferFloat = GLCapabilityType.colorBufferFloat, colorBufferHalfFloat = GLCapabilityType.colorBufferHalfFloat, textureFilterAnisotropic = GLCapabilityType.textureFilterAnisotropic, fragDepth = GLCapabilityType.fragDepth;
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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));
@@ -364,6 +364,7 @@ var GLBuffer = /*#__PURE__*/ function() {
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  cap.set(colorBufferFloat, isWebGL2 && !!requireExtension(colorBufferFloat) || !!requireExtension(WEBGL_colorBufferFloat));
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  cap.set(colorBufferHalfFloat, isWebGL2 && !!requireExtension(colorBufferFloat) || !!requireExtension(colorBufferHalfFloat));
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  cap.set(textureFilterAnisotropic, !!requireExtension(textureFilterAnisotropic));
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+ cap.set(fragDepth, isWebGL2 || !!requireExtension(fragDepth));
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  cap.set(astc, !!(requireExtension(astc) || requireExtension(astc_webkit)));
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  cap.set(etc, !!(requireExtension(etc) || requireExtension(etc_webkit)));
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  cap.set(etc1, !!(requireExtension(etc1) || requireExtension(etc1_webkit)));