@itwin/core-frontend 5.0.0-dev.40 → 5.0.0-dev.49

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.
Files changed (566) hide show
  1. package/CHANGELOG.md +11 -1
  2. package/lib/cjs/AccuDraw.d.ts +21 -3
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +174 -56
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.js +1 -1
  7. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  8. package/lib/cjs/BriefcaseTxns.d.ts +1 -1
  9. package/lib/cjs/BriefcaseTxns.d.ts.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js +1 -1
  11. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  12. package/lib/cjs/DrawingViewState.js +2 -2
  13. package/lib/cjs/DrawingViewState.js.map +1 -1
  14. package/lib/cjs/EnvironmentDecorations.d.ts +1 -1
  15. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -1
  16. package/lib/cjs/EnvironmentDecorations.js +1 -1
  17. package/lib/cjs/EnvironmentDecorations.js.map +1 -1
  18. package/lib/cjs/GraphicalEditingScope.d.ts +3 -1
  19. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  20. package/lib/cjs/GraphicalEditingScope.js +7 -3
  21. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  22. package/lib/cjs/IModelApp.d.ts +0 -5
  23. package/lib/cjs/IModelApp.d.ts.map +1 -1
  24. package/lib/cjs/IModelApp.js +0 -5
  25. package/lib/cjs/IModelApp.js.map +1 -1
  26. package/lib/cjs/IModelConnection.js +1 -1
  27. package/lib/cjs/IModelConnection.js.map +1 -1
  28. package/lib/cjs/NoRenderApp.d.ts +1 -1
  29. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  30. package/lib/cjs/NoRenderApp.js +1 -2
  31. package/lib/cjs/NoRenderApp.js.map +1 -1
  32. package/lib/cjs/SheetViewState.js +6 -6
  33. package/lib/cjs/SheetViewState.js.map +1 -1
  34. package/lib/cjs/SubCategoriesCache.d.ts +1 -1
  35. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  36. package/lib/cjs/SubCategoriesCache.js +1 -1
  37. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  38. package/lib/cjs/Tiles.d.ts +1 -1
  39. package/lib/cjs/Tiles.d.ts.map +1 -1
  40. package/lib/cjs/Tiles.js +6 -6
  41. package/lib/cjs/Tiles.js.map +1 -1
  42. package/lib/cjs/ViewManager.js +1 -1
  43. package/lib/cjs/ViewManager.js.map +1 -1
  44. package/lib/cjs/ViewState.js +1 -1
  45. package/lib/cjs/ViewState.js.map +1 -1
  46. package/lib/cjs/Viewport.d.ts +5 -3
  47. package/lib/cjs/Viewport.d.ts.map +1 -1
  48. package/lib/cjs/Viewport.js +8 -4
  49. package/lib/cjs/Viewport.js.map +1 -1
  50. package/lib/cjs/common/internal/render/MeshPrimitives.js +1 -1
  51. package/lib/cjs/common/internal/render/MeshPrimitives.js.map +1 -1
  52. package/lib/cjs/core-frontend.d.ts +1 -0
  53. package/lib/cjs/core-frontend.d.ts.map +1 -1
  54. package/lib/cjs/core-frontend.js +1 -0
  55. package/lib/cjs/core-frontend.js.map +1 -1
  56. package/lib/cjs/internal/render/RenderGeometry.d.ts +1 -2
  57. package/lib/cjs/internal/render/RenderGeometry.d.ts.map +1 -1
  58. package/lib/cjs/internal/render/RenderGeometry.js.map +1 -1
  59. package/lib/cjs/render/Decorations.d.ts +3 -2
  60. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  61. package/lib/cjs/render/Decorations.js +5 -1
  62. package/lib/cjs/render/Decorations.js.map +1 -1
  63. package/lib/cjs/render/GraphicBranch.d.ts +4 -2
  64. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  65. package/lib/cjs/render/GraphicBranch.js +5 -1
  66. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  67. package/lib/cjs/render/MockRender.d.ts +2 -2
  68. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  69. package/lib/cjs/render/MockRender.js +3 -4
  70. package/lib/cjs/render/MockRender.js.map +1 -1
  71. package/lib/cjs/render/RenderGraphic.d.ts +3 -2
  72. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  73. package/lib/cjs/render/RenderGraphic.js +4 -1
  74. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  75. package/lib/cjs/render/RenderPlanarClassifier.d.ts +3 -3
  76. package/lib/cjs/render/RenderPlanarClassifier.d.ts.map +1 -1
  77. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  78. package/lib/cjs/render/RenderSystem.d.ts +9 -8
  79. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderSystem.js +3 -0
  81. package/lib/cjs/render/RenderSystem.js.map +1 -1
  82. package/lib/cjs/render/RenderTarget.d.ts +3 -3
  83. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  84. package/lib/cjs/render/RenderTarget.js +1 -1
  85. package/lib/cjs/render/RenderTarget.js.map +1 -1
  86. package/lib/cjs/render/VisibleFeature.d.ts.map +1 -1
  87. package/lib/cjs/render/VisibleFeature.js +60 -3
  88. package/lib/cjs/render/VisibleFeature.js.map +1 -1
  89. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts +2 -0
  90. package/lib/cjs/render/webgl/AtmosphereUniforms.d.ts.map +1 -1
  91. package/lib/cjs/render/webgl/AtmosphereUniforms.js +5 -1
  92. package/lib/cjs/render/webgl/AtmosphereUniforms.js.map +1 -1
  93. package/lib/cjs/render/webgl/AttributeBuffers.d.ts +6 -2
  94. package/lib/cjs/render/webgl/AttributeBuffers.d.ts.map +1 -1
  95. package/lib/cjs/render/webgl/AttributeBuffers.js +12 -4
  96. package/lib/cjs/render/webgl/AttributeBuffers.js.map +1 -1
  97. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts +1 -1
  98. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  99. package/lib/cjs/render/webgl/BackgroundMapDrape.js +3 -3
  100. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  101. package/lib/cjs/render/webgl/CachedGeometry.d.ts +8 -8
  102. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/CachedGeometry.js +8 -8
  104. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  105. package/lib/cjs/render/webgl/ClippingProgram.d.ts +2 -0
  106. package/lib/cjs/render/webgl/ClippingProgram.d.ts.map +1 -1
  107. package/lib/cjs/render/webgl/ClippingProgram.js +5 -1
  108. package/lib/cjs/render/webgl/ClippingProgram.js.map +1 -1
  109. package/lib/cjs/render/webgl/Contours.d.ts +1 -1
  110. package/lib/cjs/render/webgl/Contours.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/Contours.js +1 -1
  112. package/lib/cjs/render/webgl/Contours.js.map +1 -1
  113. package/lib/cjs/render/webgl/Disposable.d.ts +1 -2
  114. package/lib/cjs/render/webgl/Disposable.d.ts.map +1 -1
  115. package/lib/cjs/render/webgl/Disposable.js +4 -0
  116. package/lib/cjs/render/webgl/Disposable.js.map +1 -1
  117. package/lib/cjs/render/webgl/EDL.d.ts +1 -1
  118. package/lib/cjs/render/webgl/EDL.d.ts.map +1 -1
  119. package/lib/cjs/render/webgl/EDL.js +3 -3
  120. package/lib/cjs/render/webgl/EDL.js.map +1 -1
  121. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +3 -3
  122. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -1
  123. package/lib/cjs/render/webgl/EdgeGeometry.js +4 -4
  124. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -1
  125. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +1 -1
  126. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  127. package/lib/cjs/render/webgl/FeatureOverrides.js +1 -1
  128. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  129. package/lib/cjs/render/webgl/FrameBuffer.d.ts +1 -1
  130. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  131. package/lib/cjs/render/webgl/FrameBuffer.js +1 -1
  132. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  133. package/lib/cjs/render/webgl/Graphic.d.ts +2 -2
  134. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  135. package/lib/cjs/render/webgl/Graphic.js +11 -11
  136. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  137. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +2 -2
  138. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -1
  139. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +2 -2
  140. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -1
  141. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
  142. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/InstancedGeometry.js +5 -6
  144. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  145. package/lib/cjs/render/webgl/Layer.js +1 -1
  146. package/lib/cjs/render/webgl/Layer.js.map +1 -1
  147. package/lib/cjs/render/webgl/Mesh.d.ts +1 -1
  148. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/Mesh.js +1 -1
  150. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  151. package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
  152. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  153. package/lib/cjs/render/webgl/MeshData.js +2 -2
  154. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  155. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +1 -1
  156. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  157. package/lib/cjs/render/webgl/PlanarClassifier.js +22 -9
  158. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  159. package/lib/cjs/render/webgl/PointCloud.d.ts +1 -1
  160. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  161. package/lib/cjs/render/webgl/PointCloud.js +1 -1
  162. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  163. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  164. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  165. package/lib/cjs/render/webgl/PointString.js +1 -1
  166. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  167. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  168. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  169. package/lib/cjs/render/webgl/Polyline.js +1 -1
  170. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  171. package/lib/cjs/render/webgl/RealityMesh.d.ts +6 -10
  172. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/RealityMesh.js +6 -6
  174. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  175. package/lib/cjs/render/webgl/RenderBuffer.d.ts +2 -2
  176. package/lib/cjs/render/webgl/RenderBuffer.d.ts.map +1 -1
  177. package/lib/cjs/render/webgl/RenderBuffer.js +2 -2
  178. package/lib/cjs/render/webgl/RenderBuffer.js.map +1 -1
  179. package/lib/cjs/render/webgl/SceneCompositor.d.ts +1 -1
  180. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  181. package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
  182. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  183. package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts +1 -1
  184. package/lib/cjs/render/webgl/ScreenSpaceEffect.d.ts.map +1 -1
  185. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +2 -2
  186. package/lib/cjs/render/webgl/ScreenSpaceEffect.js.map +1 -1
  187. package/lib/cjs/render/webgl/ShaderProgram.d.ts +5 -1
  188. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  189. package/lib/cjs/render/webgl/ShaderProgram.js +11 -3
  190. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  193. package/lib/cjs/render/webgl/SolarShadowMap.js +3 -3
  194. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  195. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +1 -1
  196. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  197. package/lib/cjs/render/webgl/SurfaceGeometry.js +1 -1
  198. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  199. package/lib/cjs/render/webgl/System.d.ts +1 -1
  200. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  201. package/lib/cjs/render/webgl/System.js +1 -1
  202. package/lib/cjs/render/webgl/System.js.map +1 -1
  203. package/lib/cjs/render/webgl/Target.d.ts +2 -2
  204. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  205. package/lib/cjs/render/webgl/Target.js +9 -10
  206. package/lib/cjs/render/webgl/Target.js.map +1 -1
  207. package/lib/cjs/render/webgl/TargetGraphics.d.ts +1 -1
  208. package/lib/cjs/render/webgl/TargetGraphics.d.ts.map +1 -1
  209. package/lib/cjs/render/webgl/TargetGraphics.js +1 -1
  210. package/lib/cjs/render/webgl/TargetGraphics.js.map +1 -1
  211. package/lib/cjs/render/webgl/Technique.d.ts +6 -0
  212. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  213. package/lib/cjs/render/webgl/Technique.js +97 -15
  214. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  215. package/lib/cjs/render/webgl/Texture.d.ts +1 -1
  216. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  217. package/lib/cjs/render/webgl/Texture.js +1 -1
  218. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  219. package/lib/cjs/render/webgl/TextureDrape.d.ts +1 -1
  220. package/lib/cjs/render/webgl/TextureDrape.d.ts.map +1 -1
  221. package/lib/cjs/render/webgl/TextureDrape.js +1 -1
  222. package/lib/cjs/render/webgl/TextureDrape.js.map +1 -1
  223. package/lib/cjs/render/webgl/ThematicSensors.d.ts +1 -1
  224. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/ThematicSensors.js +1 -1
  226. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  227. package/lib/cjs/render/webgl/ThematicUniforms.d.ts +1 -1
  228. package/lib/cjs/render/webgl/ThematicUniforms.d.ts.map +1 -1
  229. package/lib/cjs/render/webgl/ThematicUniforms.js +1 -1
  230. package/lib/cjs/render/webgl/ThematicUniforms.js.map +1 -1
  231. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -2
  232. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  233. package/lib/cjs/render/webgl/VertexLUT.js +2 -2
  234. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  235. package/lib/cjs/render/webgl/VisibleTileFeatures.js +60 -3
  236. package/lib/cjs/render/webgl/VisibleTileFeatures.js.map +1 -1
  237. package/lib/cjs/tile/ClassifierTileTree.js +1 -1
  238. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  239. package/lib/cjs/tile/DynamicIModelTile.js +3 -3
  240. package/lib/cjs/tile/DynamicIModelTile.js.map +1 -1
  241. package/lib/cjs/tile/IModelTileTree.d.ts +1 -1
  242. package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
  243. package/lib/cjs/tile/IModelTileTree.js +12 -10
  244. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  245. package/lib/cjs/tile/ImdlDecoder.d.ts +1 -1
  246. package/lib/cjs/tile/ImdlDecoder.js +1 -1
  247. package/lib/cjs/tile/ImdlDecoder.js.map +1 -1
  248. package/lib/cjs/tile/LRUTileList.d.ts +1 -1
  249. package/lib/cjs/tile/LRUTileList.d.ts.map +1 -1
  250. package/lib/cjs/tile/LRUTileList.js +1 -1
  251. package/lib/cjs/tile/LRUTileList.js.map +1 -1
  252. package/lib/cjs/tile/OrbitGtTileTree.d.ts +1 -1
  253. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  254. package/lib/cjs/tile/OrbitGtTileTree.js +6 -6
  255. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  256. package/lib/cjs/tile/PrimaryTileTree.js +1 -1
  257. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  258. package/lib/cjs/tile/Tile.d.ts +2 -0
  259. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  260. package/lib/cjs/tile/Tile.js +6 -2
  261. package/lib/cjs/tile/Tile.js.map +1 -1
  262. package/lib/cjs/tile/TileAdmin.js +1 -1
  263. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  264. package/lib/cjs/tile/TileTree.d.ts +2 -0
  265. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  266. package/lib/cjs/tile/TileTree.js +5 -1
  267. package/lib/cjs/tile/TileTree.js.map +1 -1
  268. package/lib/cjs/tile/TileTreeOwner.d.ts +1 -1
  269. package/lib/cjs/tile/TileTreeOwner.d.ts.map +1 -1
  270. package/lib/cjs/tile/TileTreeOwner.js.map +1 -1
  271. package/lib/cjs/tile/map/ImageryTileTree.d.ts +1 -1
  272. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  273. package/lib/cjs/tile/map/ImageryTileTree.js +2 -2
  274. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  275. package/lib/cjs/tools/AccuDrawTool.d.ts +4 -2
  276. package/lib/cjs/tools/AccuDrawTool.d.ts.map +1 -1
  277. package/lib/cjs/tools/AccuDrawTool.js +34 -56
  278. package/lib/cjs/tools/AccuDrawTool.js.map +1 -1
  279. package/lib/cjs/tools/AccuDrawViewportUI.d.ts +154 -0
  280. package/lib/cjs/tools/AccuDrawViewportUI.d.ts.map +1 -0
  281. package/lib/cjs/tools/AccuDrawViewportUI.js +715 -0
  282. package/lib/cjs/tools/AccuDrawViewportUI.js.map +1 -0
  283. package/lib/esm/AccuDraw.d.ts +21 -3
  284. package/lib/esm/AccuDraw.d.ts.map +1 -1
  285. package/lib/esm/AccuDraw.js +174 -56
  286. package/lib/esm/AccuDraw.js.map +1 -1
  287. package/lib/esm/BriefcaseConnection.js +1 -1
  288. package/lib/esm/BriefcaseConnection.js.map +1 -1
  289. package/lib/esm/BriefcaseTxns.d.ts +1 -1
  290. package/lib/esm/BriefcaseTxns.d.ts.map +1 -1
  291. package/lib/esm/BriefcaseTxns.js +1 -1
  292. package/lib/esm/BriefcaseTxns.js.map +1 -1
  293. package/lib/esm/DrawingViewState.js +2 -2
  294. package/lib/esm/DrawingViewState.js.map +1 -1
  295. package/lib/esm/EnvironmentDecorations.d.ts +1 -1
  296. package/lib/esm/EnvironmentDecorations.d.ts.map +1 -1
  297. package/lib/esm/EnvironmentDecorations.js +1 -1
  298. package/lib/esm/EnvironmentDecorations.js.map +1 -1
  299. package/lib/esm/GraphicalEditingScope.d.ts +3 -1
  300. package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
  301. package/lib/esm/GraphicalEditingScope.js +7 -3
  302. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  303. package/lib/esm/IModelApp.d.ts +0 -5
  304. package/lib/esm/IModelApp.d.ts.map +1 -1
  305. package/lib/esm/IModelApp.js +0 -5
  306. package/lib/esm/IModelApp.js.map +1 -1
  307. package/lib/esm/IModelConnection.js +1 -1
  308. package/lib/esm/IModelConnection.js.map +1 -1
  309. package/lib/esm/NoRenderApp.d.ts +1 -1
  310. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  311. package/lib/esm/NoRenderApp.js +1 -2
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@@ -29,6 +29,8 @@ export declare class SingularTechnique implements Technique {
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  getShaderCount(): number;
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  compileShaders(): boolean;
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  get isDisposed(): boolean;
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+ [Symbol.dispose](): void;
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+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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  dispose(): void;
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  }
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  type CreateHiliter = (instanced: IsInstanced, classified: IsClassified, posType: PositionType) => ProgramBuilder;
@@ -47,6 +49,8 @@ export declare abstract class VariedTechnique implements Technique {
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  protected finishConstruction(): void;
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  private _isDisposed;
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  get isDisposed(): boolean;
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+ [Symbol.dispose](): void;
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+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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  dispose(): void;
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  protected constructor(numPrograms: number);
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  protected abstract computeShaderIndex(flags: TechniqueFlags): number;
@@ -83,6 +87,8 @@ export declare class Techniques implements WebGLDisposable {
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  /** Draw a single primitive. Usually used for special-purpose rendering techniques. */
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  draw(params: DrawParams): void;
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  get isDisposed(): boolean;
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+ [Symbol.dispose](): void;
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+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
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  dispose(): void;
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  compileShaders(): boolean;
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  /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */
@@ -1 +1 @@
1
- {"version":3,"file":"Technique.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Technique.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAiCzD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,cAAc,EAAyB,MAAM,iBAAiB,CAAC;AACxE,OAAO,EAAiB,aAAa,EAAyB,MAAM,iBAAiB,CAAC;AAEtF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAEL,WAAW,EAAc,YAAY,EAAoB,WAAW,EAAwC,YAAY,EAAE,cAAc,EACzI,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAA+B,WAAW,EAAE,MAAM,eAAe,CAAC;AAEzE;;GAEG;AACH,MAAM,WAAW,SAAU,SAAQ,eAAe;IAChD,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa,CAAC;IAChD,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa,CAAC;IAC/C,cAAc,IAAI,MAAM,CAAC;IAGzB,cAAc,IAAI,OAAO,CAAC;CAC3B;AAED;;GAEG;AACH,qBAAa,iBAAkB,YAAW,SAAS;IACjD,SAAgB,OAAO,EAAE,aAAa,CAAC;gBAGpB,OAAO,EAAE,aAAa;IAElC,SAAS,CAAC,MAAM,EAAE,cAAc;IAChC,gBAAgB,CAAC,MAAM,EAAE,MAAM;IAC/B,cAAc;IACd,cAAc,IAAI,OAAO;IAEhC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;CAGvB;AAWD,KAAK,aAAa,GAAG,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,KAAK,cAAc,CAAC;AAEjH;;GAEG;AACH,8BAAsB,eAAgB,YAAW,SAAS;IACxD,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAuB;IACtD,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAyB;IAE3D;;;OAGG;IACH,SAAS,CAAC,YAAY,EAAE,cAAc,EAAE,CAAM;IAEvC,cAAc,IAAI,OAAO;IAchC,SAAS,CAAC,kBAAkB,IAAI,IAAI;IAQpC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAEtD,OAAO,IAAI,IAAI;IAmBtB,SAAS,aAAa,WAAW,EAAE,MAAM;IAIzC,SAAS,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;IACpE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,IAAI,MAAM,CAAC;IAEnD,SAAS,CAAC,SAAS,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,sBAAsB,GAAG,IAAI;IAkBrG,OAAO,CAAC,UAAU;IAalB,SAAS,CAAC,eAAe,CAAC,EAAE,EAAE,sBAAsB,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,aAAa,GAAG,IAAI;IAM3J,SAAS,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,sBAAsB,GAAG,IAAI;IAMhH,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW;IAejE,OAAO,CAAC,cAAc;IAOf,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa;IAiB/C,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa;IAK9C,cAAc,IAAI,MAAM;IAI/B,iBAAiB;IACV,cAAc,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;CAUpE;AAwoBD;;GAEG;AACH,qBAAa,UAAW,YAAW,eAAe;IAChD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0B;IAChD,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAuB;IAC5D,OAAO,CAAC,yBAAyB,CAAK;IACtC,OAAO,CAAC,YAAY,CAAK;WAEX,MAAM,CAAC,EAAE,EAAE,sBAAsB,GAAG,UAAU;IAMrD,YAAY,CAAC,EAAE,EAAE,WAAW,GAAG,SAAS;IAK/C,IAAW,aAAa,IAAI,MAAM,CAEjC;IAEM,mBAAmB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,GAAG,WAAW;IAUpE,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAKnE,uCAAuC;IAChC,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAU7E,0IAA0I;IACnI,2BAA2B,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAKpG,sFAAsF;IAC/E,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAYrC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,OAAO,IAAI,IAAI;IAOf,cAAc,IAAI,OAAO;IAWhC,yHAAyH;IAClH,qBAAqB,IAAI,OAAO;IA0CvC,iBAAiB;IACV,oBAAoB,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;IAMzE,OAAO;IAEP,OAAO,CAAC,kBAAkB;CA0C3B"}
1
+ {"version":3,"file":"Technique.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/Technique.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAiCzD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAE,cAAc,EAAyB,MAAM,iBAAiB,CAAC;AACxE,OAAO,EAAiB,aAAa,EAAyB,MAAM,iBAAiB,CAAC;AAEtF,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAEL,WAAW,EAAc,YAAY,EAAoB,WAAW,EAAwC,YAAY,EAAE,cAAc,EACzI,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAA+B,WAAW,EAAE,MAAM,eAAe,CAAC;AAEzE;;GAEG;AACH,MAAM,WAAW,SAAU,SAAQ,eAAe;IAChD,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa,CAAC;IAChD,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa,CAAC;IAC/C,cAAc,IAAI,MAAM,CAAC;IAGzB,cAAc,IAAI,OAAO,CAAC;CAC3B;AAED;;GAEG;AACH,qBAAa,iBAAkB,YAAW,SAAS;IACjD,SAAgB,OAAO,EAAE,aAAa,CAAC;gBAGpB,OAAO,EAAE,aAAa;IAElC,SAAS,CAAC,MAAM,EAAE,cAAc;IAChC,gBAAgB,CAAC,MAAM,EAAE,MAAM;IAC/B,cAAc;IACd,cAAc,IAAI,OAAO;IAEhC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAI/B,uDAAuD;IAChD,OAAO,IAAI,IAAI;CAGvB;AAWD,KAAK,aAAa,GAAG,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,KAAK,cAAc,CAAC;AAEjH;;GAEG;AACH,8BAAsB,eAAgB,YAAW,SAAS;IACxD,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAuB;IACtD,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAyB;IAE3D;;;OAGG;IACH,SAAS,CAAC,YAAY,EAAE,cAAc,EAAE,CAAM;IAEvC,cAAc,IAAI,OAAO;IAchC,SAAS,CAAC,kBAAkB,IAAI,IAAI;IAQpC,OAAO,CAAC,WAAW,CAAS;IAC5B,IAAW,UAAU,IAAI,OAAO,CAA6B;IAEtD,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAmB/B,uDAAuD;IAChD,OAAO,IAAI,IAAI;IAKtB,SAAS,aAAa,WAAW,EAAE,MAAM;IAIzC,SAAS,CAAC,QAAQ,CAAC,kBAAkB,CAAC,KAAK,EAAE,cAAc,GAAG,MAAM;IACpE,SAAS,CAAC,QAAQ,KAAK,iBAAiB,IAAI,MAAM,CAAC;IAEnD,SAAS,CAAC,SAAS,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,sBAAsB,GAAG,IAAI;IAkBrG,OAAO,CAAC,UAAU;IAalB,SAAS,CAAC,eAAe,CAAC,EAAE,EAAE,sBAAsB,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,EAAE,MAAM,EAAE,aAAa,GAAG,IAAI;IAM3J,SAAS,CAAC,oBAAoB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,EAAE,EAAE,EAAE,sBAAsB,GAAG,IAAI;IAMhH,SAAS,CAAC,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW;IAejE,OAAO,CAAC,cAAc;IAOf,SAAS,CAAC,KAAK,EAAE,cAAc,GAAG,aAAa;IAiB/C,gBAAgB,CAAC,KAAK,EAAE,MAAM,GAAG,aAAa;IAK9C,cAAc,IAAI,MAAM;IAI/B,iBAAiB;IACV,cAAc,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;CAUpE;AAwoBD;;GAEG;AACH,qBAAa,UAAW,YAAW,eAAe;IAChD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAA0B;IAChD,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAuB;IAC5D,OAAO,CAAC,yBAAyB,CAAK;IACtC,OAAO,CAAC,YAAY,CAAK;WAEX,MAAM,CAAC,EAAE,EAAE,sBAAsB,GAAG,UAAU;IAMrD,YAAY,CAAC,EAAE,EAAE,WAAW,GAAG,SAAS;IAK/C,IAAW,aAAa,IAAI,MAAM,CAEjC;IAEM,mBAAmB,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,MAAM,GAAG,WAAW;IAUpE,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,WAAW,GAAG,SAAS;IAKnE,uCAAuC;IAChC,OAAO,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAU7E,0IAA0I;IACnI,2BAA2B,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,YAAY,EAAE,UAAU,EAAE,UAAU;IAKpG,sFAAsF;IAC/E,IAAI,CAAC,MAAM,EAAE,UAAU,GAAG,IAAI;IAYrC,IAAW,UAAU,IAAI,OAAO,CAAoC;IAE7D,CAAC,MAAM,CAAC,OAAO,CAAC,IAAI,IAAI;IAM/B,uDAAuD;IAChD,OAAO,IAAI,IAAI;IAKf,cAAc,IAAI,OAAO;IAWhC,yHAAyH;IAClH,qBAAqB,IAAI,OAAO;IA0CvC,iBAAiB;IACV,oBAAoB,CAAC,IAAI,EAAE,CAAC,OAAO,EAAE,aAAa,KAAK,IAAI,GAAG,IAAI;IAMzE,OAAO;IAEP,OAAO,CAAC,kBAAkB;CA0C3B"}
@@ -6,6 +6,58 @@
6
6
  /** @packageDocumentation
7
7
  * @module WebGL
8
8
  */
9
+ var __addDisposableResource = (this && this.__addDisposableResource) || function (env, value, async) {
10
+ if (value !== null && value !== void 0) {
11
+ if (typeof value !== "object" && typeof value !== "function") throw new TypeError("Object expected.");
12
+ var dispose, inner;
13
+ if (async) {
14
+ if (!Symbol.asyncDispose) throw new TypeError("Symbol.asyncDispose is not defined.");
15
+ dispose = value[Symbol.asyncDispose];
16
+ }
17
+ if (dispose === void 0) {
18
+ if (!Symbol.dispose) throw new TypeError("Symbol.dispose is not defined.");
19
+ dispose = value[Symbol.dispose];
20
+ if (async) inner = dispose;
21
+ }
22
+ if (typeof dispose !== "function") throw new TypeError("Object not disposable.");
23
+ if (inner) dispose = function() { try { inner.call(this); } catch (e) { return Promise.reject(e); } };
24
+ env.stack.push({ value: value, dispose: dispose, async: async });
25
+ }
26
+ else if (async) {
27
+ env.stack.push({ async: true });
28
+ }
29
+ return value;
30
+ };
31
+ var __disposeResources = (this && this.__disposeResources) || (function (SuppressedError) {
32
+ return function (env) {
33
+ function fail(e) {
34
+ env.error = env.hasError ? new SuppressedError(e, env.error, "An error was suppressed during disposal.") : e;
35
+ env.hasError = true;
36
+ }
37
+ var r, s = 0;
38
+ function next() {
39
+ while (r = env.stack.pop()) {
40
+ try {
41
+ if (!r.async && s === 1) return s = 0, env.stack.push(r), Promise.resolve().then(next);
42
+ if (r.dispose) {
43
+ var result = r.dispose.call(r.value);
44
+ if (r.async) return s |= 2, Promise.resolve(result).then(next, function(e) { fail(e); return next(); });
45
+ }
46
+ else s |= 1;
47
+ }
48
+ catch (e) {
49
+ fail(e);
50
+ }
51
+ }
52
+ if (s === 1) return env.hasError ? Promise.reject(env.error) : Promise.resolve();
53
+ if (env.hasError) throw env.error;
54
+ }
55
+ return next();
56
+ };
57
+ })(typeof SuppressedError === "function" ? SuppressedError : function (error, suppressed, message) {
58
+ var e = new Error(message);
59
+ return e.name = "SuppressedError", e.error = error, e.suppressed = suppressed, e;
60
+ });
9
61
  var __importDefault = (this && this.__importDefault) || function (mod) {
10
62
  return (mod && mod.__esModule) ? mod : { "default": mod };
11
63
  };
@@ -57,8 +109,12 @@ class SingularTechnique {
57
109
  getShaderCount() { return 1; }
58
110
  compileShaders() { return this.program.compile() === 0 /* CompileStatus.Success */; }
59
111
  get isDisposed() { return this.program.isDisposed; }
112
+ [Symbol.dispose]() {
113
+ this.program[Symbol.dispose]();
114
+ }
115
+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
60
116
  dispose() {
61
- (0, core_bentley_1.dispose)(this.program);
117
+ this[Symbol.dispose]();
62
118
  }
63
119
  }
64
120
  exports.SingularTechnique = SingularTechnique;
@@ -91,21 +147,25 @@ class VariedTechnique {
91
147
  (0, core_bentley_1.assert)(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);
92
148
  }
93
149
  get isDisposed() { return this._isDisposed; }
94
- dispose() {
150
+ [Symbol.dispose]() {
95
151
  if (this._isDisposed)
96
152
  return;
97
153
  for (const program of this._basicPrograms) {
98
154
  (0, core_bentley_1.assert)(undefined !== program);
99
- (0, core_bentley_1.dispose)(program);
155
+ program[Symbol.dispose]();
100
156
  }
101
157
  this._basicPrograms.length = 0;
102
158
  for (const clipShaderObj of this._clippingPrograms) {
103
159
  (0, core_bentley_1.assert)(undefined !== clipShaderObj);
104
- clipShaderObj.dispose();
160
+ clipShaderObj[Symbol.dispose]();
105
161
  }
106
162
  this._clippingPrograms.length = 0;
107
163
  this._isDisposed = true;
108
164
  }
165
+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
166
+ dispose() {
167
+ this[Symbol.dispose]();
168
+ }
109
169
  constructor(numPrograms) {
110
170
  this._basicPrograms = [];
111
171
  this._clippingPrograms = [];
@@ -630,7 +690,7 @@ class MultipleTechnique {
630
690
  }
631
691
  return allCompiled;
632
692
  }
633
- dispose() {
693
+ [Symbol.dispose]() {
634
694
  if (this._isDisposed)
635
695
  return;
636
696
  for (const program of this._programs) {
@@ -764,12 +824,21 @@ class Techniques {
764
824
  }
765
825
  /** Execute each command in the list */
766
826
  execute(target, commands, renderPass) {
767
- (0, core_bentley_1.assert)(255 /* RenderPass.None */ !== renderPass, "invalid render pass");
768
- (0, core_bentley_1.using)(new ShaderProgram_1.ShaderProgramExecutor(target, renderPass), (executor) => {
827
+ const env_1 = { stack: [], error: void 0, hasError: false };
828
+ try {
829
+ (0, core_bentley_1.assert)(255 /* RenderPass.None */ !== renderPass, "invalid render pass");
830
+ const executor = __addDisposableResource(env_1, new ShaderProgram_1.ShaderProgramExecutor(target, renderPass), false);
769
831
  for (const command of commands)
770
832
  command.execute(executor);
771
- });
772
- System_1.System.instance.frameBufferStack.markTargetsDirty();
833
+ System_1.System.instance.frameBufferStack.markTargetsDirty();
834
+ }
835
+ catch (e_1) {
836
+ env_1.error = e_1;
837
+ env_1.hasError = true;
838
+ }
839
+ finally {
840
+ __disposeResources(env_1);
841
+ }
773
842
  }
774
843
  /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */
775
844
  executeForIndexedClassifier(target, cmdsByIndex, renderPass) {
@@ -778,22 +847,35 @@ class Techniques {
778
847
  }
779
848
  /** Draw a single primitive. Usually used for special-purpose rendering techniques. */
780
849
  draw(params) {
781
- const tech = this.getTechnique(params.geometry.techniqueId);
782
- const program = tech.getShader(TechniqueFlags_1.TechniqueFlags.defaults);
783
- (0, core_bentley_1.using)(new ShaderProgram_1.ShaderProgramExecutor(params.target, params.renderPass, program), (executor) => {
850
+ const env_2 = { stack: [], error: void 0, hasError: false };
851
+ try {
852
+ const tech = this.getTechnique(params.geometry.techniqueId);
853
+ const program = tech.getShader(TechniqueFlags_1.TechniqueFlags.defaults);
854
+ const executor = __addDisposableResource(env_2, new ShaderProgram_1.ShaderProgramExecutor(params.target, params.renderPass, program), false);
784
855
  (0, core_bentley_1.assert)(executor.isValid);
785
856
  if (executor.isValid) {
786
857
  executor.draw(params);
787
858
  }
788
- });
789
- System_1.System.instance.frameBufferStack.markTargetsDirty();
859
+ System_1.System.instance.frameBufferStack.markTargetsDirty();
860
+ }
861
+ catch (e_2) {
862
+ env_2.error = e_2;
863
+ env_2.hasError = true;
864
+ }
865
+ finally {
866
+ __disposeResources(env_2);
867
+ }
790
868
  }
791
869
  get isDisposed() { return 0 === this._list.length; }
792
- dispose() {
870
+ [Symbol.dispose]() {
793
871
  for (const tech of this._list)
794
872
  (0, core_bentley_1.dispose)(tech);
795
873
  this._list.length = 0;
796
874
  }
875
+ /** @deprecated in 5.0 Use [Symbol.dispose] instead. */
876
+ dispose() {
877
+ this[Symbol.dispose]();
878
+ }
797
879
  // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.
798
880
  compileShaders() {
799
881
  let allCompiled = true;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose, using } from \"@itwin/core-bentley\";\nimport { BlurType } from \"./CachedGeometry\";\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\nimport { createBlurProgram } from \"./glsl/Blur\";\nimport { createEDLCalcBasicProgram, createEDLCalcFullProgram, createEDLFilterProgram, createEDLMixProgram } from \"./glsl/EDL\";\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\nimport { createCompositeProgram } from \"./glsl/Composite\";\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\nimport {\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassSetBlendProgram,\n} from \"./glsl/CopyStencil\";\nimport { createEdgeBuilder, EdgeBuilderType } from \"./glsl/Edge\";\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\nimport {\n addColorOverrideMix, createClassifierRealityMeshHiliter, createRealityMeshBuilder, createRealityMeshHiliter,\n} from \"./glsl/RealityMesh\";\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\nimport { createSkySphereBuilder } from \"./glsl/SkySphere\";\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\nimport { addTranslucency } from \"./glsl/Translucency\";\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { ProgramBuilder, VertexShaderComponent } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport {\n EnableAtmosphere,\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, IsWiremesh, PositionType, TechniqueFlags,\n} from \"./TechniqueFlags\";\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\n\n/** Defines a rendering technique implemented using one or more shader programs.\n * @internal\n */\nexport interface Technique extends WebGLDisposable {\n getShader(flags: TechniqueFlags): ShaderProgram;\n getShaderByIndex(index: number): ShaderProgram;\n getShaderCount(): number;\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n compileShaders(): boolean;\n}\n\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\n * @internal\n */\nexport class SingularTechnique implements Technique {\n public readonly program: ShaderProgram;\n\n // Note: Technique assumes ownership of a program\n public constructor(program: ShaderProgram) { this.program = program; }\n\n public getShader(_flags: TechniqueFlags) { return this.program; }\n public getShaderByIndex(_index: number) { return this.program; }\n public getShaderCount() { return 1; }\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\n\n public get isDisposed(): boolean { return this.program.isDisposed; }\n\n public dispose(): void {\n dispose(this.program);\n }\n}\n\nfunction numFeatureVariants(numBaseShaders: number) {\n return numBaseShaders * 3;\n}\n\nconst numHiliteVariants = 2; // instanced and non-instanced.\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\nconst scratchTechniqueFlags = new TechniqueFlags();\nconst scratchHiliteFlags = new TechniqueFlags();\n\ntype CreateHiliter = (instanced: IsInstanced, classified: IsClassified, posType: PositionType) => ProgramBuilder;\n\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\n * @internal\n */\nexport abstract class VariedTechnique implements Technique {\n private readonly _basicPrograms: ShaderProgram[] = [];\n private readonly _clippingPrograms: ClippingProgram[] = [];\n\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\n * conditional discard to prevent that.\n */\n protected _earlyZFlags: TechniqueFlags[] = [];\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._basicPrograms) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n for (const clipper of this._clippingPrograms)\n if (!clipper.compile())\n allCompiled = false;\n\n return allCompiled;\n }\n\n protected finishConstruction(): void {\n this._earlyZFlags.length = 0;\n\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public dispose(): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._basicPrograms) {\n assert(undefined !== program);\n dispose(program);\n }\n\n this._basicPrograms.length = 0;\n for (const clipShaderObj of this._clippingPrograms) {\n assert(undefined !== clipShaderObj);\n clipShaderObj.dispose();\n }\n\n this._clippingPrograms.length = 0;\n this._isDisposed = true;\n }\n\n protected constructor(numPrograms: number) {\n this._basicPrograms.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n if (System.instance.supportsLogZBuffer) {\n addLogDepth(builder);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n if (System.instance.fragDepthDoesNotDisableEarlyZ)\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\n }\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._basicPrograms[index] === undefined);\n this._basicPrograms[index] = builder.buildProgram(gl);\n assert(this._basicPrograms[index] !== undefined);\n\n // Clipping programs always include a discard, so never require workaround.\n builder.frag.requiresEarlyZWorkaround = false;\n\n assert(this._clippingPrograms[index] === undefined);\n this._clippingPrograms[index] = createClippingProgram(builder);\n assert(this._clippingPrograms[index] !== undefined);\n }\n\n protected addHiliteShader(gl: WebGL2RenderingContext, instanced: IsInstanced, classified: IsClassified, posType: PositionType, create: CreateHiliter): void {\n const builder = create(instanced, classified, posType);\n scratchHiliteFlags.initForHilite(0, instanced, classified, posType);\n this.addShader(builder, scratchHiliteFlags, gl);\n }\n\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n flags.isTranslucent = true;\n addTranslucency(builder);\n this.addShader(builder, flags, gl);\n }\n\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\n const frag = builder.frag;\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(frag);\n } else {\n const vert = builder.vert;\n addFrustum(builder);\n addEyeSpace(builder);\n addModelViewMatrix(vert);\n addRenderOrder(frag);\n addFeatureId(builder, false);\n addPickBufferOutputs(frag);\n }\n }\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (flags.hasClip) {\n const entry = this._clippingPrograms[index];\n assert(undefined !== entry);\n program = entry.getProgram(flags.numClipPlanes);\n }\n\n if (program === undefined)\n program = this._basicPrograms[index];\n\n return program;\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderByIndex(index: number): ShaderProgram {\n return this._basicPrograms[index];\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderCount(): number {\n return this._basicPrograms.length;\n }\n\n /** For tests. */\n public forEachProgram(func: (program: ShaderProgram) => void): void {\n for (const basic of this._basicPrograms)\n func(basic);\n\n for (const clip of this._clippingPrograms) {\n const prog = clip.getProgram(1);\n assert(undefined !== prog);\n func(prog);\n }\n }\n}\n\nconst positionTypes: PositionType[] = [\"quantized\", \"unquantized\"];\n\nclass SurfaceTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kAnimated = 4;\n private static readonly _kWiremesh = 8;\n private static readonly _kShadowable = 16;\n private static readonly _kThematic = 32;\n private static readonly _kFeature = 48;\n\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\n\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\n\n // 3 base classified variations - 1 per feature mode.\n // Plus thematic variant of each and shadowable variant of each = 9\n // Plus translucent variant of each of those = 18\n // Plus 1 hilite shader = 19\n private static readonly _kUnquantized = SurfaceTechnique._kClassified + 19;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(SurfaceTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Classified\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, createSurfaceHiliter);\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\n for (const featureMode of featureModes) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, instanced, shadowable, thematic, posType);\n flags.isAnimated = iAnimate;\n flags.isEdgeTestNeeded = edgeTestNeeded;\n flags.isTranslucent = 1 === iTranslucent;\n flags.isWiremesh = wiremesh;\n\n const builder = createSurfaceBuilder(flags);\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createSurfaceHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"unquantized\", createSurfaceHiliter);\n\n for (const posType of positionTypes) {\n for (let translucent = 0; translucent < 2; translucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (const featureMode of featureModes) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, posType);\n flags.isClassified = IsClassified.Yes;\n flags.isTranslucent = (0 !== translucent);\n\n const builder = createSurfaceBuilder(flags);\n if (flags.isTranslucent)\n addTranslucency(builder);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Surface\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(!(flags.isThematic && flags.isShadowable));\n\n const idxOffset = flags.positionType === \"unquantized\" ? SurfaceTechnique._kUnquantized : 0;\n if (flags.isClassified) {\n assert(!flags.isAnimated);\n assert(!flags.isInstanced);\n assert(!flags.isEdgeTestNeeded);\n\n // First classified shader is for hilite\n if (flags.isHilite)\n return SurfaceTechnique._kClassified + idxOffset;\n\n // The rest are organized in 3 groups of 6 - one group per feature mode.\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\n let baseIndex = SurfaceTechnique._kClassified + 1;\n if (flags.isTranslucent)\n baseIndex += 1;\n if (flags.isShadowable)\n baseIndex += 2;\n if (flags.isThematic)\n baseIndex += 4;\n\n const featureOffset = 6 * flags.featureMode;\n return baseIndex + featureOffset + idxOffset;\n } else if (flags.isHilite) {\n assert(flags.hasFeatures);\n return SurfaceTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\n index += SurfaceTechnique._kThematic * flags.isThematic;\n index += SurfaceTechnique._kWiremesh * flags.isWiremesh;\n\n if (flags.isEdgeTestNeeded)\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\n else\n index += SurfaceTechnique._kFeature * flags.featureMode;\n\n return index + idxOffset;\n }\n}\n\nclass PolylineTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\n private static readonly _kUnquantized = PolylineTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PolylineTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPolylineHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Polyline\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = flags.positionType === \"unquantized\" ? PolylineTechnique._kUnquantized : 0;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PolylineTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\n index += PolylineTechnique._kFeature * flags.featureMode;\n index += PolylineTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass EdgeTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kAnimated = 2;\n private static readonly _kInstanced = 4;\n private static readonly _kFeature = 8;\n private static readonly _kUnquantized = numFeatureVariants(EdgeTechnique._kFeature);\n private readonly _type: EdgeBuilderType;\n\n public constructor(gl: WebGL2RenderingContext, type: EdgeBuilderType) {\n super(EdgeTechnique._kUnquantized * 2);\n this._type = type;\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n const builder = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return this._type; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\n index += EdgeTechnique._kFeature * flags.featureMode;\n if (flags.isAnimated)\n index += EdgeTechnique._kAnimated;\n\n if (flags.isInstanced)\n index += EdgeTechnique._kInstanced;\n\n if (\"unquantized\" === flags.positionType)\n index += EdgeTechnique._kUnquantized;\n\n return index;\n }\n}\n\nclass PointStringTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\n private static readonly _kUnquantized = PointStringTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointStringTechnique._kUnquantized * 2);\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPointStringHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointString\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = \"quantized\" === flags.positionType ? 0 : PointStringTechnique._kUnquantized;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PointStringTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\n index += PointStringTechnique._kFeature * flags.featureMode;\n index += PointStringTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass PointCloudTechnique extends VariedTechnique {\n private static readonly _kHilite = 8;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointCloudTechnique._kHilite + 2);\n\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n this.addHiliteShader(gl, IsInstanced.No, iClassified, \"quantized\", (_inst, classified) => createPointCloudHiliter(classified));\n const flags = scratchTechniqueFlags;\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\n for (const featureMode of pointCloudFeatureModes) {\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic, \"quantized\");\n flags.isClassified = iClassified;\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\n if (FeatureMode.Overrides === featureMode) {\n addUniformFeatureSymbology(builder, true);\n addColorOverrideMix(builder.vert);\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\n }\n\n this.addFeatureId(builder, featureMode);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointCloud\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(flags.positionType === \"quantized\", \"Unquantized point cloud positions not currently supported\");\n if (flags.isHilite)\n return PointCloudTechnique._kHilite + flags.isClassified;\n else {\n let ndx = 0;\n if (flags.isClassified)\n ndx++;\n if (flags.featureMode !== FeatureMode.None)\n ndx += 2;\n if (flags.isThematic)\n ndx += 4;\n return ndx;\n }\n }\n}\n\nclass RealityMeshTechnique extends VariedTechnique {\n private static readonly _numVariants = 194;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(RealityMeshTechnique._numVariants);\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n ];\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, \"quantized\", createRealityMeshHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createClassifierRealityMeshHiliter);\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const flags = scratchTechniqueFlags;\n for (const featureMode of featureModes) {\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, \"quantized\");\n flags.isClassified = iClassified;\n flags.isWiremesh = wiremesh;\n flags.isTranslucent = 1 === iTranslucent;\n flags.enableAtmosphere = enableAtmosphere;\n const builder = createRealityMeshBuilder(flags);\n\n if (flags.isTranslucent) {\n addShaderFlags(builder);\n addTranslucency(builder);\n } else\n this.addFeatureId(builder, featureMode);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"RealityMesh\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(\"quantized\" === flags.positionType, \"Unquantized reality mesh positions not currently supported.\");\n\n if (flags.isHilite)\n return flags.isClassified ? 1 : 0;\n let ndx = 2;\n if (flags.isClassified)\n ndx++;\n if (flags.isShadowable)\n ndx += 2;\n if (flags.isTranslucent)\n ndx += 4;\n ndx += 8 * flags.featureMode;\n if (flags.isThematic)\n ndx += 24;\n if (flags.isWiremesh)\n ndx += 48;\n if (flags.enableAtmosphere)\n ndx += 96;\n return ndx;\n }\n}\n\n/**\n * More generalized version of VariedTechnique, without assuming usage of clipping, logDepth, eyeSpace, etc.\n * Similar to SingularTechnique in its simplicity, but with support for multiple shader programs per technique.\n */\nabstract class MultipleTechnique implements Technique {\n private readonly _programs: ShaderProgram[] = [];\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public constructor(numPrograms: number) {\n this._programs.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._programs.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (program === undefined)\n program = this._programs[index];\n\n return program;\n }\n\n public getShaderByIndex(index: number): ShaderProgram {\n return this._programs[index];\n }\n\n public getShaderCount() {\n return this._programs.length;\n }\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._programs) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n public dispose(): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._programs) {\n assert(undefined !== program);\n dispose(program);\n }\n this._programs.length = 0;\n this._isDisposed = true;\n }\n\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._programs[index] === undefined);\n this._programs[index] = builder.buildProgram(gl);\n assert(this._programs[index] !== undefined);\n }\n\n protected finishConstruction(): void {\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._programs.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n}\n\nclass SkySphereTechnique extends MultipleTechnique {\n private static readonly _numVariants = 2; // one binary flag (2 ** 1)\n private readonly _isGradient: boolean;\n\n public constructor(gl: WebGL2RenderingContext, isGradient: boolean) {\n super(SkySphereTechnique._numVariants);\n this._isGradient = isGradient;\n\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const tempFlags = scratchTechniqueFlags;\n\n tempFlags.reset(FeatureMode.None, IsInstanced.No, IsShadowable.No, IsThematic.No, \"quantized\");\n tempFlags.enableAtmosphere = enableAtmosphere;\n const builder = createSkySphereBuilder(isGradient, tempFlags);\n\n this.addShader(builder, tempFlags, gl);\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return `SkySphere-${this._isGradient ? \"Gradient\" : \"Texture\"}`; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = 0;\n if (flags.enableAtmosphere)\n index += 1 << 0;\n\n return index;\n }\n}\n\ninterface PrioritizedShaderVariation {\n featureMode: FeatureMode;\n isInstanced: IsInstanced;\n isShadowable: IsShadowable;\n isEdgeTestedNeeded: IsEdgeTestNeeded;\n isTranslucent: boolean;\n}\n\ninterface PrioritizedTechniqueOrShader {\n techniqueId: TechniqueId;\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\n}\n\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n\n // Next, compile all shaders in specific techniques.\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\n { techniqueId: TechniqueId.Surface },\n { techniqueId: TechniqueId.Edge },\n { techniqueId: TechniqueId.SilhouetteEdge },\n { techniqueId: TechniqueId.Polyline },\n { techniqueId: TechniqueId.PointString },\n { techniqueId: TechniqueId.PointCloud },\n { techniqueId: TechniqueId.RealityMesh },\n\n // The following techniques take a trivial amount of time to compile - do them last\n { techniqueId: TechniqueId.OITClearTranslucent },\n { techniqueId: TechniqueId.CopyPickBuffers },\n { techniqueId: TechniqueId.CopyColor },\n { techniqueId: TechniqueId.CopyColorNoAlpha },\n { techniqueId: TechniqueId.ClearPickAndColor },\n { techniqueId: TechniqueId.CompositeTranslucent },\n { techniqueId: TechniqueId.CompositeHilite },\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\n { techniqueId: TechniqueId.CompositeOcclusion },\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\n { techniqueId: TechniqueId.CompositeAll },\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\n { techniqueId: TechniqueId.EVSMFromDepth },\n { techniqueId: TechniqueId.SkyBox },\n { techniqueId: TechniqueId.SkySphereGradient },\n { techniqueId: TechniqueId.SkySphereTexture },\n { techniqueId: TechniqueId.AmbientOcclusion },\n { techniqueId: TechniqueId.Blur },\n { techniqueId: TechniqueId.BlurTestOrder },\n { techniqueId: TechniqueId.CombineTextures },\n { techniqueId: TechniqueId.VolClassCopyZ },\n { techniqueId: TechniqueId.VolClassSetBlend },\n { techniqueId: TechniqueId.VolClassBlend },\n { techniqueId: TechniqueId.Combine3Textures },\n { techniqueId: TechniqueId.PlanarGrid },\n { techniqueId: TechniqueId.EDLCalcBasic },\n { techniqueId: TechniqueId.EDLCalcFull },\n { techniqueId: TechniqueId.EDLFilter },\n { techniqueId: TechniqueId.EDLMix },\n];\nconst numTechniquesByPriority = techniquesByPriority.length;\n\n/** A collection of rendering techniques accessed by ID.\n * @internal\n */\nexport class Techniques implements WebGLDisposable {\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\n private _techniqueByPriorityIndex = 0;\n private _shaderIndex = 0;\n\n public static create(gl: WebGL2RenderingContext): Techniques {\n const techs = new Techniques();\n techs.initializeBuiltIns(gl);\n return techs;\n }\n\n public getTechnique(id: TechniqueId): Technique {\n assert(id < this._list.length, \"technique index out of bounds\");\n return this._list[id];\n }\n\n public get numTechniques(): number {\n return this._list.length;\n }\n\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\n const id = this.getDynamicTechniqueId(name);\n if (undefined !== id)\n return id;\n\n this._dynamicTechniqueIds.push(name);\n this._list.push(technique);\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\n }\n\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\n const index = this._dynamicTechniqueIds.indexOf(name);\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\n }\n\n /** Execute each command in the list */\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\n\n using(new ShaderProgramExecutor(target, renderPass), (executor: ShaderProgramExecutor) => {\n for (const command of commands)\n command.execute(executor);\n });\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\n this.execute(target, cmdsByIndex, renderPass);\n }\n\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\n public draw(params: DrawParams): void {\n const tech = this.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n using(new ShaderProgramExecutor(params.target, params.renderPass, program), (executor: ShaderProgramExecutor) => {\n assert(executor.isValid);\n if (executor.isValid) {\n executor.draw(params);\n }\n });\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n public get isDisposed(): boolean { return 0 === this._list.length; }\n\n public dispose(): void {\n for (const tech of this._list)\n dispose(tech);\n this._list.length = 0;\n }\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n public compileShaders(): boolean {\n let allCompiled = true;\n\n for (const tech of this._list) {\n if (!tech.compileShaders())\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\n public idleCompileNextShader(): boolean {\n let compileStatus = CompileStatus.Success;\n let wasPreviouslyCompiled = false;\n\n do {\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\n return false;\n\n let shader: ShaderProgram;\n let numShaders = 0;\n\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\n const tech = this._list[pTech.techniqueId];\n\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\n const flags = scratchTechniqueFlags;\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No, \"quantized\");\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\n flags.isTranslucent = pTech.specificShader.isTranslucent;\n shader = tech.getShader(flags);\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\n shader = tech.getShaderByIndex(this._shaderIndex);\n this._shaderIndex++;\n numShaders = tech.getShaderCount();\n }\n\n if (shader.isCompiled)\n wasPreviouslyCompiled = true;\n else {\n compileStatus = shader.compile();\n wasPreviouslyCompiled = false;\n }\n\n if (this._shaderIndex >= numShaders) {\n this._techniqueByPriorityIndex++;\n this._shaderIndex = 0;\n }\n } while (wasPreviouslyCompiled);\n\n return compileStatus === CompileStatus.Success;\n }\n\n /** For tests. */\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\n for (const technique of this._list)\n if (technique instanceof VariedTechnique)\n technique.forEachProgram(func);\n }\n\n private constructor() { }\n\n private initializeBuiltIns(gl: WebGL2RenderingContext): void {\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\n this._list[TechniqueId.SkySphereGradient] = new SkySphereTechnique(gl, true);\n this._list[TechniqueId.SkySphereTexture] = new SkySphereTechnique(gl, false);\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl, BlurType.NoTest));\n this._list[TechniqueId.BlurTestOrder] = new SingularTechnique(createBlurProgram(gl, BlurType.TestOrder));\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, \"SegmentEdge\");\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, \"Silhouette\");\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\n this._list[TechniqueId.EDLCalcBasic] = new SingularTechnique(createEDLCalcBasicProgram(gl));\n this._list[TechniqueId.EDLCalcFull] = new SingularTechnique(createEDLCalcFullProgram(gl));\n this._list[TechniqueId.EDLFilter] = new SingularTechnique(createEDLFilterProgram(gl));\n this._list[TechniqueId.EDLMix] = new SingularTechnique(createEDLMixProgram(gl));\n\n this._list[TechniqueId.IndexedEdge] = new EdgeTechnique(gl, \"IndexedEdge\");\n\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\n\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\n const techId = computeCompositeTechniqueId(compositeFlags);\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\n }\n\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\n }\n}\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\n* See LICENSE.md in the project root for license terms and full copyright notice.\n*--------------------------------------------------------------------------------------------*/\n/** @packageDocumentation\n * @module WebGL\n */\n\nimport { assert, dispose } from \"@itwin/core-bentley\";\nimport { BlurType } from \"./CachedGeometry\";\nimport { ClippingProgram, createClippingProgram } from \"./ClippingProgram\";\nimport { WebGLDisposable } from \"./Disposable\";\nimport { DrawCommands, DrawParams } from \"./DrawCommand\";\nimport { createAmbientOcclusionProgram } from \"./glsl/AmbientOcclusion\";\nimport { createBlurProgram } from \"./glsl/Blur\";\nimport { createEDLCalcBasicProgram, createEDLCalcFullProgram, createEDLFilterProgram, createEDLMixProgram } from \"./glsl/EDL\";\nimport { createClearPickAndColorProgram } from \"./glsl/ClearPickAndColor\";\nimport { createClearTranslucentProgram } from \"./glsl/ClearTranslucent\";\nimport { createCombine3TexturesProgram } from \"./glsl/Combine3Textures\";\nimport { createCombineTexturesProgram } from \"./glsl/CombineTextures\";\nimport { addEyeSpace, addFrustum, addShaderFlags } from \"./glsl/Common\";\nimport { createCompositeProgram } from \"./glsl/Composite\";\nimport { createCopyColorProgram } from \"./glsl/CopyColor\";\nimport { createCopyPickBuffersProgram } from \"./glsl/CopyPickBuffers\";\nimport {\n createVolClassBlendProgram, createVolClassColorUsingStencilProgram, createVolClassCopyZProgram, createVolClassSetBlendProgram,\n} from \"./glsl/CopyStencil\";\nimport { createEdgeBuilder, EdgeBuilderType } from \"./glsl/Edge\";\nimport { createEVSMProgram } from \"./glsl/EVSMFromDepth\";\nimport { addFeatureId, addFeatureSymbology, addRenderOrder, addUniformFeatureSymbology, FeatureSymbologyOptions, mixFeatureColor } from \"./glsl/FeatureSymbology\";\nimport { addFragColorWithPreMultipliedAlpha, addPickBufferOutputs } from \"./glsl/Fragment\";\nimport { addLogDepth } from \"./glsl/LogarithmicDepthBuffer\";\nimport { addUnlitMonochrome } from \"./glsl/Monochrome\";\nimport createPlanarGridProgram from \"./glsl/PlanarGrid\";\nimport { createPointCloudBuilder, createPointCloudHiliter } from \"./glsl/PointCloud\";\nimport { createPointStringBuilder, createPointStringHiliter } from \"./glsl/PointString\";\nimport { createPolylineBuilder, createPolylineHiliter } from \"./glsl/Polyline\";\nimport {\n addColorOverrideMix, createClassifierRealityMeshHiliter, createRealityMeshBuilder, createRealityMeshHiliter,\n} from \"./glsl/RealityMesh\";\nimport { createSkyBoxProgram } from \"./glsl/SkyBox\";\nimport { createSkySphereBuilder } from \"./glsl/SkySphere\";\nimport { createSurfaceBuilder, createSurfaceHiliter } from \"./glsl/Surface\";\nimport { addTranslucency } from \"./glsl/Translucency\";\nimport { addModelViewMatrix } from \"./glsl/Vertex\";\nimport { RenderPass } from \"./RenderFlags\";\nimport { ProgramBuilder, VertexShaderComponent } from \"./ShaderBuilder\";\nimport { CompileStatus, ShaderProgram, ShaderProgramExecutor } from \"./ShaderProgram\";\nimport { System } from \"./System\";\nimport { Target } from \"./Target\";\nimport {\n EnableAtmosphere,\n FeatureMode, IsAnimated, IsClassified, IsEdgeTestNeeded, IsInstanced, IsShadowable, IsThematic, IsWiremesh, PositionType, TechniqueFlags,\n} from \"./TechniqueFlags\";\nimport { computeCompositeTechniqueId, TechniqueId } from \"./TechniqueId\";\n\n/** Defines a rendering technique implemented using one or more shader programs.\n * @internal\n */\nexport interface Technique extends WebGLDisposable {\n getShader(flags: TechniqueFlags): ShaderProgram;\n getShaderByIndex(index: number): ShaderProgram;\n getShaderCount(): number;\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n compileShaders(): boolean;\n}\n\n/** A rendering technique implemented using a single shader program, typically for some specialized purpose.\n * @internal\n */\nexport class SingularTechnique implements Technique {\n public readonly program: ShaderProgram;\n\n // Note: Technique assumes ownership of a program\n public constructor(program: ShaderProgram) { this.program = program; }\n\n public getShader(_flags: TechniqueFlags) { return this.program; }\n public getShaderByIndex(_index: number) { return this.program; }\n public getShaderCount() { return 1; }\n public compileShaders(): boolean { return this.program.compile() === CompileStatus.Success; }\n\n public get isDisposed(): boolean { return this.program.isDisposed; }\n\n public [Symbol.dispose](): void {\n this.program[Symbol.dispose]();\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n}\n\nfunction numFeatureVariants(numBaseShaders: number) {\n return numBaseShaders * 3;\n}\n\nconst numHiliteVariants = 2; // instanced and non-instanced.\nconst featureModes = [FeatureMode.None, FeatureMode.Pick, FeatureMode.Overrides];\nconst scratchTechniqueFlags = new TechniqueFlags();\nconst scratchHiliteFlags = new TechniqueFlags();\n\ntype CreateHiliter = (instanced: IsInstanced, classified: IsClassified, posType: PositionType) => ProgramBuilder;\n\n/** A rendering technique implemented using multiple shader programs, selected based on TechniqueFlags.\n * @internal\n */\nexport abstract class VariedTechnique implements Technique {\n private readonly _basicPrograms: ShaderProgram[] = [];\n private readonly _clippingPrograms: ClippingProgram[] = [];\n\n /** TechniqueFlags identifying shader programs for which the fragment shader writes depth but does not contain any discards.\n * Buggy Intel HD 620/630 drivers incorrectly apply early-Z optimization in this case; we must insert a never-executed\n * conditional discard to prevent that.\n */\n protected _earlyZFlags: TechniqueFlags[] = [];\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._basicPrograms) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n for (const clipper of this._clippingPrograms)\n if (!clipper.compile())\n allCompiled = false;\n\n return allCompiled;\n }\n\n protected finishConstruction(): void {\n this._earlyZFlags.length = 0;\n\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._basicPrograms.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._basicPrograms) {\n assert(undefined !== program);\n program[Symbol.dispose]();\n }\n\n this._basicPrograms.length = 0;\n for (const clipShaderObj of this._clippingPrograms) {\n assert(undefined !== clipShaderObj);\n clipShaderObj[Symbol.dispose]();\n }\n\n this._clippingPrograms.length = 0;\n this._isDisposed = true;\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n\n protected constructor(numPrograms: number) {\n this._basicPrograms.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n if (System.instance.supportsLogZBuffer) {\n addLogDepth(builder);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n if (System.instance.fragDepthDoesNotDisableEarlyZ)\n builder.frag.requiresEarlyZWorkaround = -1 !== this._earlyZFlags.findIndex((x) => x.equals(flags));\n }\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._basicPrograms[index] === undefined);\n this._basicPrograms[index] = builder.buildProgram(gl);\n assert(this._basicPrograms[index] !== undefined);\n\n // Clipping programs always include a discard, so never require workaround.\n builder.frag.requiresEarlyZWorkaround = false;\n\n assert(this._clippingPrograms[index] === undefined);\n this._clippingPrograms[index] = createClippingProgram(builder);\n assert(this._clippingPrograms[index] !== undefined);\n }\n\n protected addHiliteShader(gl: WebGL2RenderingContext, instanced: IsInstanced, classified: IsClassified, posType: PositionType, create: CreateHiliter): void {\n const builder = create(instanced, classified, posType);\n scratchHiliteFlags.initForHilite(0, instanced, classified, posType);\n this.addShader(builder, scratchHiliteFlags, gl);\n }\n\n protected addTranslucentShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n flags.isTranslucent = true;\n addTranslucency(builder);\n this.addShader(builder, flags, gl);\n }\n\n protected addFeatureId(builder: ProgramBuilder, feat: FeatureMode) {\n const frag = builder.frag;\n if (FeatureMode.None === feat) {\n addFragColorWithPreMultipliedAlpha(frag);\n } else {\n const vert = builder.vert;\n addFrustum(builder);\n addEyeSpace(builder);\n addModelViewMatrix(vert);\n addRenderOrder(frag);\n addFeatureId(builder, false);\n addPickBufferOutputs(frag);\n }\n }\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._basicPrograms.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (flags.hasClip) {\n const entry = this._clippingPrograms[index];\n assert(undefined !== entry);\n program = entry.getProgram(flags.numClipPlanes);\n }\n\n if (program === undefined)\n program = this._basicPrograms[index];\n\n return program;\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderByIndex(index: number): ShaderProgram {\n return this._basicPrograms[index];\n }\n\n // NB: Will ignore clipping shaders.\n public getShaderCount(): number {\n return this._basicPrograms.length;\n }\n\n /** For tests. */\n public forEachProgram(func: (program: ShaderProgram) => void): void {\n for (const basic of this._basicPrograms)\n func(basic);\n\n for (const clip of this._clippingPrograms) {\n const prog = clip.getProgram(1);\n assert(undefined !== prog);\n func(prog);\n }\n }\n}\n\nconst positionTypes: PositionType[] = [\"quantized\", \"unquantized\"];\n\nclass SurfaceTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kAnimated = 4;\n private static readonly _kWiremesh = 8;\n private static readonly _kShadowable = 16;\n private static readonly _kThematic = 32;\n private static readonly _kFeature = 48;\n\n private static readonly _kEdgeTestNeeded = SurfaceTechnique._kFeature * 3; // only when hasFeatures\n private static readonly _kHilite = SurfaceTechnique._kEdgeTestNeeded + SurfaceTechnique._kFeature * 2;\n\n // Classifiers are never animated or instanced. They do support shadows, thematic display, and translucency.\n // There are 3 base variations - 1 per feature mode - each with translucent/shadowed/thematic variants; plus 1 for hilite.\n private static readonly _kClassified = SurfaceTechnique._kHilite + numHiliteVariants;\n\n // 3 base classified variations - 1 per feature mode.\n // Plus thematic variant of each and shadowable variant of each = 9\n // Plus translucent variant of each of those = 18\n // Plus 1 hilite shader = 19\n private static readonly _kUnquantized = SurfaceTechnique._kClassified + 19;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(SurfaceTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Classified\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, createSurfaceHiliter);\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let edgeTestNeeded = IsEdgeTestNeeded.No; edgeTestNeeded <= IsEdgeTestNeeded.Yes; edgeTestNeeded++) {\n for (const featureMode of featureModes) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n if (FeatureMode.None !== featureMode || IsEdgeTestNeeded.No === edgeTestNeeded) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, instanced, shadowable, thematic, posType);\n flags.isAnimated = iAnimate;\n flags.isEdgeTestNeeded = edgeTestNeeded;\n flags.isTranslucent = 1 === iTranslucent;\n flags.isWiremesh = wiremesh;\n\n const builder = createSurfaceBuilder(flags);\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n }\n }\n }\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createSurfaceHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"unquantized\", createSurfaceHiliter);\n\n for (const posType of positionTypes) {\n for (let translucent = 0; translucent < 2; translucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (const featureMode of featureModes) {\n if (IsThematic.Yes === thematic && IsShadowable.Yes === shadowable)\n continue; // currently this combination is disallowed.\n\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, posType);\n flags.isClassified = IsClassified.Yes;\n flags.isTranslucent = (0 !== translucent);\n\n const builder = createSurfaceBuilder(flags);\n if (flags.isTranslucent)\n addTranslucency(builder);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Surface\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(!(flags.isThematic && flags.isShadowable));\n\n const idxOffset = flags.positionType === \"unquantized\" ? SurfaceTechnique._kUnquantized : 0;\n if (flags.isClassified) {\n assert(!flags.isAnimated);\n assert(!flags.isInstanced);\n assert(!flags.isEdgeTestNeeded);\n\n // First classified shader is for hilite\n if (flags.isHilite)\n return SurfaceTechnique._kClassified + idxOffset;\n\n // The rest are organized in 3 groups of 6 - one group per feature mode.\n // Each group contains opaque, translucent, opaque+thematic, translucent+thematic, opaque+shadowable, and translucent+shadowable variants.\n let baseIndex = SurfaceTechnique._kClassified + 1;\n if (flags.isTranslucent)\n baseIndex += 1;\n if (flags.isShadowable)\n baseIndex += 2;\n if (flags.isThematic)\n baseIndex += 4;\n\n const featureOffset = 6 * flags.featureMode;\n return baseIndex + featureOffset + idxOffset;\n } else if (flags.isHilite) {\n assert(flags.hasFeatures);\n return SurfaceTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n assert(flags.hasFeatures || flags.isEdgeTestNeeded === IsEdgeTestNeeded.No);\n let index = flags.isTranslucent ? SurfaceTechnique._kTranslucent : SurfaceTechnique._kOpaque;\n index += SurfaceTechnique._kInstanced * flags.isInstanced;\n index += SurfaceTechnique._kAnimated * flags.isAnimated;\n index += SurfaceTechnique._kShadowable * flags.isShadowable;\n index += SurfaceTechnique._kThematic * flags.isThematic;\n index += SurfaceTechnique._kWiremesh * flags.isWiremesh;\n\n if (flags.isEdgeTestNeeded)\n index += SurfaceTechnique._kEdgeTestNeeded + (flags.featureMode - 1) * SurfaceTechnique._kFeature;\n else\n index += SurfaceTechnique._kFeature * flags.featureMode;\n\n return index + idxOffset;\n }\n}\n\nclass PolylineTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PolylineTechnique._kFeature);\n private static readonly _kUnquantized = PolylineTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PolylineTechnique._kUnquantized * 2);\n\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Instanced-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Unquantized-Opaque-Instanced-Hilite-Overrides\"),\n ];\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPolylineHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPolylineBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"Polyline\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = flags.positionType === \"unquantized\" ? PolylineTechnique._kUnquantized : 0;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PolylineTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PolylineTechnique._kTranslucent : PolylineTechnique._kOpaque;\n index += PolylineTechnique._kFeature * flags.featureMode;\n index += PolylineTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass EdgeTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kAnimated = 2;\n private static readonly _kInstanced = 4;\n private static readonly _kFeature = 8;\n private static readonly _kUnquantized = numFeatureVariants(EdgeTechnique._kFeature);\n private readonly _type: EdgeBuilderType;\n\n public constructor(gl: WebGL2RenderingContext, type: EdgeBuilderType) {\n super(EdgeTechnique._kUnquantized * 2);\n this._type = type;\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n for (let iAnimate = IsAnimated.No; iAnimate <= IsAnimated.Yes; iAnimate++) {\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n const builder = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createEdgeBuilder(type, flags.isInstanced, flags.isAnimated, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Linear);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Linear);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n flags.isAnimated = iAnimate;\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return this._type; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = flags.isTranslucent ? EdgeTechnique._kTranslucent : EdgeTechnique._kOpaque;\n index += EdgeTechnique._kFeature * flags.featureMode;\n if (flags.isAnimated)\n index += EdgeTechnique._kAnimated;\n\n if (flags.isInstanced)\n index += EdgeTechnique._kInstanced;\n\n if (\"unquantized\" === flags.positionType)\n index += EdgeTechnique._kUnquantized;\n\n return index;\n }\n}\n\nclass PointStringTechnique extends VariedTechnique {\n private static readonly _kOpaque = 0;\n private static readonly _kTranslucent = 1;\n private static readonly _kInstanced = 2;\n private static readonly _kFeature = 4;\n private static readonly _kHilite = numFeatureVariants(PointStringTechnique._kFeature);\n private static readonly _kUnquantized = PointStringTechnique._kHilite + numHiliteVariants;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointStringTechnique._kUnquantized * 2);\n\n const flags = scratchTechniqueFlags;\n for (const posType of positionTypes) {\n for (let instanced = IsInstanced.No; instanced <= IsInstanced.Yes; instanced++) {\n this.addHiliteShader(gl, instanced, IsClassified.No, posType, (inst, _class, pos) => createPointStringHiliter(inst, pos));\n for (const featureMode of featureModes) {\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n const builder = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builder.frag);\n\n // The translucent shaders do not need the element IDs.\n const builderTrans = createPointStringBuilder(instanced, posType);\n addUnlitMonochrome(builderTrans.frag);\n if (FeatureMode.Overrides === featureMode) {\n addFeatureSymbology(builderTrans, featureMode, FeatureSymbologyOptions.Point);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.Point);\n this.addTranslucentShader(builderTrans, flags, gl);\n } else {\n this.addTranslucentShader(builderTrans, flags, gl);\n addFeatureSymbology(builder, featureMode, FeatureSymbologyOptions.None);\n }\n\n this.addFeatureId(builder, featureMode);\n flags.reset(featureMode, instanced, IsShadowable.No, IsThematic.No, posType);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointString\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n const idxOffset = \"quantized\" === flags.positionType ? 0 : PointStringTechnique._kUnquantized;\n if (flags.isHilite) {\n assert(flags.hasFeatures);\n return PointStringTechnique._kHilite + flags.isInstanced + idxOffset;\n }\n\n let index = flags.isTranslucent ? PointStringTechnique._kTranslucent : PointStringTechnique._kOpaque;\n index += PointStringTechnique._kFeature * flags.featureMode;\n index += PointStringTechnique._kInstanced * flags.isInstanced;\n return index + idxOffset;\n }\n}\n\nclass PointCloudTechnique extends VariedTechnique {\n private static readonly _kHilite = 8;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(PointCloudTechnique._kHilite + 2);\n\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n this.addHiliteShader(gl, IsInstanced.No, iClassified, \"quantized\", (_inst, classified) => createPointCloudHiliter(classified));\n const flags = scratchTechniqueFlags;\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n const pointCloudFeatureModes = [FeatureMode.None, FeatureMode.Overrides];\n for (const featureMode of pointCloudFeatureModes) {\n flags.reset(featureMode, IsInstanced.No, IsShadowable.No, thematic, \"quantized\");\n flags.isClassified = iClassified;\n const builder = createPointCloudBuilder(flags.isClassified, featureMode, thematic);\n if (FeatureMode.Overrides === featureMode) {\n addUniformFeatureSymbology(builder, true);\n addColorOverrideMix(builder.vert);\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, mixFeatureColor);\n }\n\n this.addFeatureId(builder, featureMode);\n this.addShader(builder, flags, gl);\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"PointCloud\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(flags.positionType === \"quantized\", \"Unquantized point cloud positions not currently supported\");\n if (flags.isHilite)\n return PointCloudTechnique._kHilite + flags.isClassified;\n else {\n let ndx = 0;\n if (flags.isClassified)\n ndx++;\n if (flags.featureMode !== FeatureMode.None)\n ndx += 2;\n if (flags.isThematic)\n ndx += 4;\n return ndx;\n }\n }\n}\n\nclass RealityMeshTechnique extends VariedTechnique {\n private static readonly _numVariants = 194;\n\n public constructor(gl: WebGL2RenderingContext) {\n super(RealityMeshTechnique._numVariants);\n this._earlyZFlags = [\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Overrides\"),\n TechniqueFlags.fromDescription(\"Opaque-Hilite-Classified\"),\n ];\n\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.No, \"quantized\", createRealityMeshHiliter);\n this.addHiliteShader(gl, IsInstanced.No, IsClassified.Yes, \"quantized\", createClassifierRealityMeshHiliter);\n for (let iClassified = IsClassified.No; iClassified <= IsClassified.Yes; iClassified++) {\n for (let iTranslucent = 0; iTranslucent <= 1; iTranslucent++) {\n for (let shadowable = IsShadowable.No; shadowable <= IsShadowable.Yes; shadowable++) {\n for (let thematic = IsThematic.No; thematic <= IsThematic.Yes; thematic++) {\n for (let wiremesh = IsWiremesh.No; wiremesh <= IsWiremesh.Yes; wiremesh++) {\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const flags = scratchTechniqueFlags;\n for (const featureMode of featureModes) {\n flags.reset(featureMode, IsInstanced.No, shadowable, thematic, \"quantized\");\n flags.isClassified = iClassified;\n flags.isWiremesh = wiremesh;\n flags.isTranslucent = 1 === iTranslucent;\n flags.enableAtmosphere = enableAtmosphere;\n const builder = createRealityMeshBuilder(flags);\n\n if (flags.isTranslucent) {\n addShaderFlags(builder);\n addTranslucency(builder);\n } else\n this.addFeatureId(builder, featureMode);\n\n this.addShader(builder, flags, gl);\n }\n }\n }\n }\n }\n }\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return \"RealityMesh\"; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n assert(\"quantized\" === flags.positionType, \"Unquantized reality mesh positions not currently supported.\");\n\n if (flags.isHilite)\n return flags.isClassified ? 1 : 0;\n let ndx = 2;\n if (flags.isClassified)\n ndx++;\n if (flags.isShadowable)\n ndx += 2;\n if (flags.isTranslucent)\n ndx += 4;\n ndx += 8 * flags.featureMode;\n if (flags.isThematic)\n ndx += 24;\n if (flags.isWiremesh)\n ndx += 48;\n if (flags.enableAtmosphere)\n ndx += 96;\n return ndx;\n }\n}\n\n/**\n * More generalized version of VariedTechnique, without assuming usage of clipping, logDepth, eyeSpace, etc.\n * Similar to SingularTechnique in its simplicity, but with support for multiple shader programs per technique.\n */\nabstract class MultipleTechnique implements Technique {\n private readonly _programs: ShaderProgram[] = [];\n\n private _isDisposed = false;\n public get isDisposed(): boolean { return this._isDisposed; }\n\n public constructor(numPrograms: number) {\n this._programs.length = numPrograms;\n }\n\n protected abstract computeShaderIndex(flags: TechniqueFlags): number;\n\n private getShaderIndex(flags: TechniqueFlags) {\n assert(!flags.isHilite || (!flags.isTranslucent && (flags.isClassified === IsClassified.Yes || flags.hasFeatures)), \"invalid technique flags\");\n const index = this.computeShaderIndex(flags);\n assert(index < this._programs.length, \"shader index out of bounds\");\n return index;\n }\n\n public getShader(flags: TechniqueFlags): ShaderProgram {\n const index = this.getShaderIndex(flags);\n let program: ShaderProgram | undefined;\n\n if (program === undefined)\n program = this._programs[index];\n\n return program;\n }\n\n public getShaderByIndex(index: number): ShaderProgram {\n return this._programs[index];\n }\n\n public getShaderCount() {\n return this._programs.length;\n }\n\n public compileShaders(): boolean {\n let allCompiled = true;\n for (const program of this._programs) {\n if (program.compile() !== CompileStatus.Success)\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n public [Symbol.dispose](): void {\n if (this._isDisposed)\n return;\n\n for (const program of this._programs) {\n assert(undefined !== program);\n dispose(program);\n }\n this._programs.length = 0;\n this._isDisposed = true;\n }\n\n protected abstract get _debugDescription(): string;\n\n protected addShader(builder: ProgramBuilder, flags: TechniqueFlags, gl: WebGL2RenderingContext): void {\n const descr = `${this._debugDescription}: ${flags.buildDescription()}`;\n builder.setDebugDescription(descr);\n\n const index = this.getShaderIndex(flags);\n this.addProgram(builder, index, gl);\n\n assert(!builder.frag.requiresEarlyZWorkaround);\n }\n\n private addProgram(builder: ProgramBuilder, index: number, gl: WebGL2RenderingContext): void {\n assert(this._programs[index] === undefined);\n this._programs[index] = builder.buildProgram(gl);\n assert(this._programs[index] !== undefined);\n }\n\n protected finishConstruction(): void {\n // Confirm no empty entries in our array.\n let emptyShaderIndex = -1;\n assert(-1 === (emptyShaderIndex = this._programs.findIndex((prog) => undefined === prog)), `Shader index ${emptyShaderIndex} is undefined in ${this.constructor.name}`);\n }\n}\n\nclass SkySphereTechnique extends MultipleTechnique {\n private static readonly _numVariants = 2; // one binary flag (2 ** 1)\n private readonly _isGradient: boolean;\n\n public constructor(gl: WebGL2RenderingContext, isGradient: boolean) {\n super(SkySphereTechnique._numVariants);\n this._isGradient = isGradient;\n\n for (let enableAtmosphere = EnableAtmosphere.No; enableAtmosphere <= EnableAtmosphere.Yes; enableAtmosphere++) {\n const tempFlags = scratchTechniqueFlags;\n\n tempFlags.reset(FeatureMode.None, IsInstanced.No, IsShadowable.No, IsThematic.No, \"quantized\");\n tempFlags.enableAtmosphere = enableAtmosphere;\n const builder = createSkySphereBuilder(isGradient, tempFlags);\n\n this.addShader(builder, tempFlags, gl);\n }\n\n this.finishConstruction();\n }\n\n protected get _debugDescription() { return `SkySphere-${this._isGradient ? \"Gradient\" : \"Texture\"}`; }\n\n public computeShaderIndex(flags: TechniqueFlags): number {\n let index = 0;\n if (flags.enableAtmosphere)\n index += 1 << 0;\n\n return index;\n }\n}\n\ninterface PrioritizedShaderVariation {\n featureMode: FeatureMode;\n isInstanced: IsInstanced;\n isShadowable: IsShadowable;\n isEdgeTestedNeeded: IsEdgeTestNeeded;\n isTranslucent: boolean;\n}\n\ninterface PrioritizedTechniqueOrShader {\n techniqueId: TechniqueId;\n specificShader?: PrioritizedShaderVariation; // if defined, only compile this specific shader variation for the technique; otherwise, compile all uncompiled shader variations for the technique\n}\n\nconst techniquesByPriority: PrioritizedTechniqueOrShader[] = [\n // Compile these specific shader variations first because they seem most likely to be used immediately upon opening a file.\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: false } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.None, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Pick, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.No, isTranslucent: true } },\n { techniqueId: TechniqueId.Surface, specificShader: { featureMode: FeatureMode.Overrides, isInstanced: IsInstanced.No, isShadowable: IsShadowable.No, isEdgeTestedNeeded: IsEdgeTestNeeded.Yes, isTranslucent: true } },\n\n // Next, compile all shaders in specific techniques.\n // Do surfaces first because (1) they are the most commonly used and (2) they take longer to compile.\n { techniqueId: TechniqueId.Surface },\n { techniqueId: TechniqueId.Edge },\n { techniqueId: TechniqueId.SilhouetteEdge },\n { techniqueId: TechniqueId.Polyline },\n { techniqueId: TechniqueId.PointString },\n { techniqueId: TechniqueId.PointCloud },\n { techniqueId: TechniqueId.RealityMesh },\n\n // The following techniques take a trivial amount of time to compile - do them last\n { techniqueId: TechniqueId.OITClearTranslucent },\n { techniqueId: TechniqueId.CopyPickBuffers },\n { techniqueId: TechniqueId.CopyColor },\n { techniqueId: TechniqueId.CopyColorNoAlpha },\n { techniqueId: TechniqueId.ClearPickAndColor },\n { techniqueId: TechniqueId.CompositeTranslucent },\n { techniqueId: TechniqueId.CompositeHilite },\n { techniqueId: TechniqueId.CompositeHiliteAndTranslucent },\n { techniqueId: TechniqueId.CompositeOcclusion },\n { techniqueId: TechniqueId.CompositeTranslucentAndOcclusion },\n { techniqueId: TechniqueId.CompositeHiliteAndOcclusion },\n { techniqueId: TechniqueId.CompositeAll },\n { techniqueId: TechniqueId.VolClassColorUsingStencil },\n { techniqueId: TechniqueId.EVSMFromDepth },\n { techniqueId: TechniqueId.SkyBox },\n { techniqueId: TechniqueId.SkySphereGradient },\n { techniqueId: TechniqueId.SkySphereTexture },\n { techniqueId: TechniqueId.AmbientOcclusion },\n { techniqueId: TechniqueId.Blur },\n { techniqueId: TechniqueId.BlurTestOrder },\n { techniqueId: TechniqueId.CombineTextures },\n { techniqueId: TechniqueId.VolClassCopyZ },\n { techniqueId: TechniqueId.VolClassSetBlend },\n { techniqueId: TechniqueId.VolClassBlend },\n { techniqueId: TechniqueId.Combine3Textures },\n { techniqueId: TechniqueId.PlanarGrid },\n { techniqueId: TechniqueId.EDLCalcBasic },\n { techniqueId: TechniqueId.EDLCalcFull },\n { techniqueId: TechniqueId.EDLFilter },\n { techniqueId: TechniqueId.EDLMix },\n];\nconst numTechniquesByPriority = techniquesByPriority.length;\n\n/** A collection of rendering techniques accessed by ID.\n * @internal\n */\nexport class Techniques implements WebGLDisposable {\n private readonly _list = new Array<Technique>(); // indexed by TechniqueId, which may exceed TechniqueId.NumBuiltIn for dynamic techniques.\n private readonly _dynamicTechniqueIds = new Array<string>(); // technique ID = (index in this array) + TechniqueId.NumBuiltIn\n private _techniqueByPriorityIndex = 0;\n private _shaderIndex = 0;\n\n public static create(gl: WebGL2RenderingContext): Techniques {\n const techs = new Techniques();\n techs.initializeBuiltIns(gl);\n return techs;\n }\n\n public getTechnique(id: TechniqueId): Technique {\n assert(id < this._list.length, \"technique index out of bounds\");\n return this._list[id];\n }\n\n public get numTechniques(): number {\n return this._list.length;\n }\n\n public addDynamicTechnique(technique: Technique, name: string): TechniqueId {\n const id = this.getDynamicTechniqueId(name);\n if (undefined !== id)\n return id;\n\n this._dynamicTechniqueIds.push(name);\n this._list.push(technique);\n return TechniqueId.NumBuiltIn + this._dynamicTechniqueIds.length - 1;\n }\n\n public getDynamicTechniqueId(name: string): TechniqueId | undefined {\n const index = this._dynamicTechniqueIds.indexOf(name);\n return -1 !== index ? index + TechniqueId.NumBuiltIn + index : undefined;\n }\n\n /** Execute each command in the list */\n public execute(target: Target, commands: DrawCommands, renderPass: RenderPass) {\n assert(RenderPass.None !== renderPass, \"invalid render pass\");\n\n using executor = new ShaderProgramExecutor(target, renderPass);\n for (const command of commands)\n command.execute(executor);\n\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n /** Execute the commands for a single given classification primitive (the first 3 commands should be a push, the primitive, then a pop) */\n public executeForIndexedClassifier(target: Target, cmdsByIndex: DrawCommands, renderPass: RenderPass) {\n // ###TODO: Disable shadows. Probably in the ClassifierTileTree's ViewFlagOverrides.\n this.execute(target, cmdsByIndex, renderPass);\n }\n\n /** Draw a single primitive. Usually used for special-purpose rendering techniques. */\n public draw(params: DrawParams): void {\n const tech = this.getTechnique(params.geometry.techniqueId);\n const program = tech.getShader(TechniqueFlags.defaults);\n\n using executor = new ShaderProgramExecutor(params.target, params.renderPass, program);\n assert(executor.isValid);\n if (executor.isValid) {\n executor.draw(params);\n }\n System.instance.frameBufferStack.markTargetsDirty();\n }\n\n public get isDisposed(): boolean { return 0 === this._list.length; }\n\n public [Symbol.dispose](): void {\n for (const tech of this._list)\n dispose(tech);\n this._list.length = 0;\n }\n\n /** @deprecated in 5.0 Use [Symbol.dispose] instead. */\n public dispose(): void {\n this[Symbol.dispose]();\n }\n\n // Chiefly for tests - compiles all shader programs - more generally programs are compiled on demand.\n public compileShaders(): boolean {\n let allCompiled = true;\n\n for (const tech of this._list) {\n if (!tech.compileShaders())\n allCompiled = false;\n }\n\n return allCompiled;\n }\n\n /** Compile shader of next highest priority. Called when possible during an idle situation before any viewports exist. */\n public idleCompileNextShader(): boolean {\n let compileStatus = CompileStatus.Success;\n let wasPreviouslyCompiled = false;\n\n do {\n if (this._techniqueByPriorityIndex >= numTechniquesByPriority)\n return false;\n\n let shader: ShaderProgram;\n let numShaders = 0;\n\n const pTech = techniquesByPriority[this._techniqueByPriorityIndex];\n const tech = this._list[pTech.techniqueId];\n\n if (pTech.specificShader !== undefined) { // if this entry consists of a specific shader, just compile that\n const flags = scratchTechniqueFlags;\n flags.reset(pTech.specificShader.featureMode, pTech.specificShader.isInstanced, pTech.specificShader.isShadowable, IsThematic.No, \"quantized\");\n flags.isEdgeTestNeeded = pTech.specificShader.isEdgeTestedNeeded;\n flags.isTranslucent = pTech.specificShader.isTranslucent;\n shader = tech.getShader(flags);\n } else { // if this entry only contains a techniqueId, then compile all uncompiled shaders for that technique\n shader = tech.getShaderByIndex(this._shaderIndex);\n this._shaderIndex++;\n numShaders = tech.getShaderCount();\n }\n\n if (shader.isCompiled)\n wasPreviouslyCompiled = true;\n else {\n compileStatus = shader.compile();\n wasPreviouslyCompiled = false;\n }\n\n if (this._shaderIndex >= numShaders) {\n this._techniqueByPriorityIndex++;\n this._shaderIndex = 0;\n }\n } while (wasPreviouslyCompiled);\n\n return compileStatus === CompileStatus.Success;\n }\n\n /** For tests. */\n public forEachVariedProgram(func: (program: ShaderProgram) => void): void {\n for (const technique of this._list)\n if (technique instanceof VariedTechnique)\n technique.forEachProgram(func);\n }\n\n private constructor() { }\n\n private initializeBuiltIns(gl: WebGL2RenderingContext): void {\n this._list[TechniqueId.OITClearTranslucent] = new SingularTechnique(createClearTranslucentProgram(gl));\n this._list[TechniqueId.ClearPickAndColor] = new SingularTechnique(createClearPickAndColorProgram(gl));\n this._list[TechniqueId.CopyColor] = new SingularTechnique(createCopyColorProgram(gl));\n this._list[TechniqueId.CopyColorNoAlpha] = new SingularTechnique(createCopyColorProgram(gl, false));\n this._list[TechniqueId.CopyPickBuffers] = new SingularTechnique(createCopyPickBuffersProgram(gl));\n this._list[TechniqueId.EVSMFromDepth] = new SingularTechnique(createEVSMProgram(gl));\n this._list[TechniqueId.SkyBox] = new SingularTechnique(createSkyBoxProgram(gl));\n this._list[TechniqueId.SkySphereGradient] = new SkySphereTechnique(gl, true);\n this._list[TechniqueId.SkySphereTexture] = new SkySphereTechnique(gl, false);\n this._list[TechniqueId.AmbientOcclusion] = new SingularTechnique(createAmbientOcclusionProgram(gl));\n this._list[TechniqueId.Blur] = new SingularTechnique(createBlurProgram(gl, BlurType.NoTest));\n this._list[TechniqueId.BlurTestOrder] = new SingularTechnique(createBlurProgram(gl, BlurType.TestOrder));\n this._list[TechniqueId.CombineTextures] = new SingularTechnique(createCombineTexturesProgram(gl));\n this._list[TechniqueId.Combine3Textures] = new SingularTechnique(createCombine3TexturesProgram(gl));\n this._list[TechniqueId.Surface] = new SurfaceTechnique(gl);\n this._list[TechniqueId.Edge] = new EdgeTechnique(gl, \"SegmentEdge\");\n this._list[TechniqueId.SilhouetteEdge] = new EdgeTechnique(gl, \"Silhouette\");\n this._list[TechniqueId.Polyline] = new PolylineTechnique(gl);\n this._list[TechniqueId.PointString] = new PointStringTechnique(gl);\n this._list[TechniqueId.PointCloud] = new PointCloudTechnique(gl);\n this._list[TechniqueId.RealityMesh] = new RealityMeshTechnique(gl);\n this._list[TechniqueId.PlanarGrid] = new SingularTechnique(createPlanarGridProgram(gl));\n this._list[TechniqueId.EDLCalcBasic] = new SingularTechnique(createEDLCalcBasicProgram(gl));\n this._list[TechniqueId.EDLCalcFull] = new SingularTechnique(createEDLCalcFullProgram(gl));\n this._list[TechniqueId.EDLFilter] = new SingularTechnique(createEDLFilterProgram(gl));\n this._list[TechniqueId.EDLMix] = new SingularTechnique(createEDLMixProgram(gl));\n\n this._list[TechniqueId.IndexedEdge] = new EdgeTechnique(gl, \"IndexedEdge\");\n\n this._list[TechniqueId.VolClassCopyZ] = new SingularTechnique(createVolClassCopyZProgram(gl));\n this._list[TechniqueId.VolClassSetBlend] = new SingularTechnique(createVolClassSetBlendProgram(gl));\n this._list[TechniqueId.VolClassBlend] = new SingularTechnique(createVolClassBlendProgram(gl));\n this._list[TechniqueId.VolClassColorUsingStencil] = new SingularTechnique(createVolClassColorUsingStencilProgram(gl));\n\n for (let compositeFlags = 1; compositeFlags <= 7; compositeFlags++) {\n const techId = computeCompositeTechniqueId(compositeFlags);\n this._list[techId] = new SingularTechnique(createCompositeProgram(compositeFlags, gl));\n }\n\n assert(this._list.length === TechniqueId.NumBuiltIn, \"unexpected number of built-in techniques\");\n }\n}\n"]}