@galacean/engine-rhi-webgl 1.5.13 → 1.6.0-alpha.0

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package/dist/module.js CHANGED
@@ -350,7 +350,7 @@ 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, s3tc_srgb = GLCapabilityType.s3tc_srgb, 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, sRGB = GLCapabilityType.sRGB;
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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, astc_hdr = GLCapabilityType.astc_hdr, 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, s3tc_srgb = GLCapabilityType.s3tc_srgb, 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, sRGB = GLCapabilityType.sRGB;
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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));
@@ -369,13 +369,15 @@ var GLBuffer = /*#__PURE__*/ function() {
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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)));
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  cap.set(pvrtc, !!(requireExtension(pvrtc) || requireExtension(pvrtc_webkit)));
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  cap.set(s3tc, !!(requireExtension(s3tc) || requireExtension(s3tc_webkit)));
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  cap.set(s3tc_srgb, !!requireExtension(s3tc_srgb));
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  cap.set(bptc, !!requireExtension(bptc));
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+ var astcExtension = requireExtension(astc) || requireExtension(astc_webkit);
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+ cap.set(astc, !!astcExtension);
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+ cap.set(astc_hdr, !!(astcExtension == null ? void 0 : astcExtension.getSupportedProfiles().includes("hdr")));
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  cap.set(sRGB, isWebGL2 || !!requireExtension(sRGB));
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  };
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  /**
@@ -1014,6 +1016,11 @@ var GLBuffer = /*#__PURE__*/ function() {
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  internalFormat: isSRGBColorSpace ? GLCompressedTextureInternalFormat.SRGB_ALPHA_BPTC_UNORM_EXT : GLCompressedTextureInternalFormat.RGBA_BPTC_UNORM_EXT,
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  isCompressed: true
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  };
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+ case TextureFormat.BC6H:
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+ return {
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+ internalFormat: GLCompressedTextureInternalFormat.RGB_BPTC_UNSIGNED_FLOAT_EXT,
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+ isCompressed: true
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+ };
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  case TextureFormat.ETC1_RGB:
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  return {
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  internalFormat: GLCompressedTextureInternalFormat.RGB_ETC1_WEBGL,
@@ -2113,6 +2120,12 @@ var GLBuffer = /*#__PURE__*/ function() {
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  var extension = this.requireExtension(GLCapabilityType.WEBGL_lose_context);
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  extension.restoreContext();
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  };
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+ /**
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+ * @remarks
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+ * WebGL context loss and restore can happen at any GPU execution point. refs to: https://www.khronos.org/webgl/wiki/HandlingContextLost
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+ */ _proto.isContextLost = function isContextLost() {
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+ return this.gl.isContextLost();
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+ };
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  _proto.resetState = function resetState() {
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  this._readFrameBuffer = null;
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  this._enableGlobalDepthBias = false;