@luma.gl/test-utils 9.0.0-beta.9 → 9.0.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.cjs +5 -2
- package/dist/index.cjs.map +2 -2
- package/dist/null-device/null-device-info.d.ts +11 -2
- package/dist/null-device/null-device-info.d.ts.map +1 -1
- package/dist/null-device/null-device-info.js +2 -2
- package/dist/null-device/null-device.d.ts +12 -1
- package/dist/null-device/null-device.d.ts.map +1 -1
- package/dist/null-device/null-device.js +3 -0
- package/package.json +7 -7
- package/src/null-device/null-device-info.ts +5 -5
- package/src/null-device/null-device.ts +4 -0
package/dist/index.cjs
CHANGED
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@@ -817,11 +817,11 @@ var import_core18 = require("@luma.gl/core");
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// dist/null-device/null-device-info.js
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var NullDeviceInfo = {
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type: "
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type: "unknown",
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gpu: "software",
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gpuType: "unknown",
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gpuBackend: "unknown",
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vendor: "",
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vendor: "no one",
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renderer: "none",
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version: "1.0",
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shadingLanguage: "glsl",
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@@ -1231,6 +1231,9 @@ var _NullDevice = class extends import_core18.Device {
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info = NullDeviceInfo;
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canvasContext;
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lost;
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static attach(handle) {
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return new _NullDevice({});
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}
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static async create(props = {}) {
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if (typeof props.canvas === "string") {
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await import_core18.CanvasContext.pageLoaded;
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package/dist/index.cjs.map
CHANGED
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@@ -1,7 +1,7 @@
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{
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"version": 3,
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"sources": ["index.js", "register-devices.js", "create-test-device.js", "engine/classic-animation-loop.js", "test-runner.js", "utils/get-bounding-box.js", "snapshot-test-runner.js", "performance-test-runner.js", "null-device/null-device.js", "null-device/null-device-info.js", "null-device/null-device-features.js", "null-device/null-canvas-context.js", "null-device/resources/null-framebuffer.js", "null-device/resources/null-buffer.js", "null-device/resources/null-shader.js", "null-device/resources/null-command-buffer.js", "null-device/resources/null-sampler.js", "null-device/resources/null-texture.js", "null-device/resources/null-texture-view.js", "null-device/resources/null-render-pass.js", "null-device/resources/null-render-pipeline.js", "null-device/resources/null-vertex-array.js", "null-device/resources/null-transform-feedback.js", "null-device/resources/null-query-set.js", "utils/check-type.js", "utils/deep-copy.js", "utils/resource-tracker.js"],
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"sourcesContent": ["import \"./register-devices.js\";\nexport { SnapshotTestRunner } from \"./snapshot-test-runner.js\";\nexport { PerformanceTestRunner } from \"./performance-test-runner.js\";\n// TEST DEVICES\nexport { webglDevice, webgpuDevice } from \"./create-test-device.js\";\nexport { getTestDevices } from \"./create-test-device.js\";\nexport { createTestDevice, createTestContext } from \"./create-test-device.js\";\nexport { NullDevice } from \"./null-device/null-device.js\";\n// UTILS\nexport { checkType } from \"./utils/check-type.js\";\nexport { deepCopy } from \"./utils/deep-copy.js\";\nexport { getResourceCounts, getLeakedResources } from \"./utils/resource-tracker.js\";\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { luma } from '@luma.gl/core';\nimport { WebGLDevice } from '@luma.gl/webgl';\nimport { WebGPUDevice } from '@luma.gl/webgpu';\nluma.registerDevices([WebGLDevice, WebGPUDevice]);\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { luma, log } from '@luma.gl/core';\nimport { WebGLDevice } from '@luma.gl/webgl';\nconst CONTEXT_DEFAULTS = {\n width: 1,\n height: 1,\n debug: true\n};\n/** Create a test WebGL context */\nexport function createTestContext(opts = {}) {\n const device = createTestDevice(opts);\n return device && device.gl;\n}\n/** Create a test WebGLDevice */\nexport function createTestDevice(props = {}) {\n try {\n props = { ...CONTEXT_DEFAULTS, ...props, debug: true };\n // We dont use luma.createDevice since this tests current expect this context to be created synchronously\n return new WebGLDevice(props);\n }\n catch (error) {\n // eslint-disable-next-line no-console\n console.error(`Failed to created device '${props.id}': ${error.message}`);\n return null;\n }\n}\n/** This WebGL Device can be used directly but will not have WebGL debugging initialized */\nexport const webglDevice = createTestDevice();\n/** A WebGL 2 Device intended for testing - @note Only available after getTestDevices() has completed */\nexport let webglDeviceAsync;\n/** A WebGL 2 Device intended for testing - @note Only available after getTestDevices() has completed */\nexport let webgpuDevice;\nlet devicesCreated = false;\n/** Includes WebGPU device if available */\nexport async function getTestDevices(type) {\n if (!devicesCreated) {\n devicesCreated = true;\n try {\n webgpuDevice = (await luma.createDevice({\n id: 'webgpu-test-device',\n type: 'webgpu'\n }));\n }\n catch (error) {\n log.error(String(error))();\n }\n try {\n webglDeviceAsync = (await luma.createDevice({\n id: 'webgl-test-device',\n type: 'webgl'\n }));\n }\n catch (error) {\n log.error(String(error))();\n }\n }\n return [webglDeviceAsync, webgpuDevice]\n .filter(Boolean)\n .filter(device => !type || type === device.type);\n}\n", "// luma.gl\n// SPDX-License\n// Copyright (c) vis.gl contributors\n// TODO - replace createGLContext, instrumentGLContext, resizeGLContext?\n// TODO - remove dependency on framebuffer (bundle size impact)\nimport { luma, log, requestAnimationFrame, cancelAnimationFrame } from '@luma.gl/core';\nimport { isBrowser } from '@probe.gl/env';\nimport { resetGLParameters } from '@luma.gl/webgl';\nconst isPage = isBrowser() && typeof document !== 'undefined';\nfunction getHTMLCanvasElement(canvas) {\n return typeof HTMLCanvasElement !== 'undefined' && canvas instanceof HTMLCanvasElement\n ? canvas\n : null;\n}\nlet statIdCounter = 0;\nconst DEFAULT_CLASSIC_ANIMATION_LOOP_PROPS = {\n onCreateDevice: (props) => luma.createDevice(props),\n onCreateContext: undefined,\n onAddHTML: undefined,\n onInitialize: () => ({}),\n onRender: () => { },\n onFinalize: () => { },\n onError: error => console.error(error), // eslint-disable-line no-console\n device: null,\n // debug: true,\n // view parameters\n useDevicePixels: true,\n autoResizeViewport: true,\n autoResizeDrawingBuffer: true,\n stats: luma.stats.get(`animation-loop-${statIdCounter++}`),\n // deprecated\n // onCreateContext: (opts) => createGLContext(opts),\n gl: undefined,\n glOptions: {},\n createFramebuffer: false\n};\n/**\n * Convenient animation loop\n * @deprecated Use `@luma.gl/engine` AnimationLoop\n */\nexport class ClassicAnimationLoop {\n device;\n canvas;\n props;\n animationProps;\n // framebuffer: ClassicFramebuffer = null;\n timeline = null;\n stats;\n cpuTime;\n gpuTime;\n frameRate;\n display;\n needsRedraw = 'initialized';\n _initialized = false;\n _running = false;\n _animationFrameId = null;\n _pageLoadPromise = null;\n _nextFramePromise = null;\n _resolveNextFrame = null;\n _cpuStartTime = 0;\n // _gpuTimeQuery: Query | null = null;\n /** @deprecated */\n gl;\n /*\n */\n constructor(props = {}) {\n this.props = { ...DEFAULT_CLASSIC_ANIMATION_LOOP_PROPS, ...props };\n props = this.props;\n let { useDevicePixels = true } = this.props;\n if ('useDevicePixelRatio' in props) {\n log.deprecated('useDevicePixelRatio', 'useDevicePixels')();\n // @ts-expect-error\n useDevicePixels = props.useDevicePixelRatio;\n }\n // state\n this.device = props.device;\n // @ts-expect-error\n this.gl = (this.device && this.device.gl) || props.gl;\n this.stats = props.stats;\n this.cpuTime = this.stats.get('CPU Time');\n this.gpuTime = this.stats.get('GPU Time');\n this.frameRate = this.stats.get('Frame Rate');\n this.setProps({\n autoResizeViewport: props.autoResizeViewport,\n autoResizeDrawingBuffer: props.autoResizeDrawingBuffer,\n useDevicePixels\n });\n // Bind methods\n this.start = this.start.bind(this);\n this.stop = this.stop.bind(this);\n this._onMousemove = this._onMousemove.bind(this);\n this._onMouseleave = this._onMouseleave.bind(this);\n }\n destroy() {\n this.stop();\n this._setDisplay(null);\n }\n /** @deprecated Use .destroy() */\n delete() {\n this.destroy();\n }\n setNeedsRedraw(reason) {\n this.needsRedraw = this.needsRedraw || reason;\n return this;\n }\n setProps(props) {\n if ('autoResizeViewport' in props) {\n this.props.autoResizeViewport = props.autoResizeViewport;\n }\n if ('autoResizeDrawingBuffer' in props) {\n this.props.autoResizeDrawingBuffer = props.autoResizeDrawingBuffer;\n }\n if ('useDevicePixels' in props) {\n this.props.useDevicePixels = props.useDevicePixels;\n }\n return this;\n }\n start(opts = {}) {\n this._start(opts);\n return this;\n }\n /** Starts a render loop if not already running */\n async _start(props) {\n if (this._running) {\n return this;\n }\n this._running = true;\n // console.debug(`Starting ${this.constructor.name}`);\n // Wait for start promise before rendering frame\n try {\n await this._getPageLoadPromise();\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n let appContext;\n if (!this._initialized) {\n this._initialized = true;\n // Create the WebGL context\n await this._createDevice(props);\n this._initialize(props);\n // Note: onIntialize can return a promise (in case app needs to load resources)\n // eslint-disable-next-line @typescript-eslint/await-thenable\n appContext = await this.onInitialize(this.animationProps);\n this._addCallbackData(appContext || {});\n }\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n // Start the loop\n if (appContext !== false) {\n // cancel any pending renders to ensure only one loop can ever run\n this._cancelAnimationFrame();\n this._requestAnimationFrame();\n }\n return this;\n }\n catch (error) {\n this.props.onError(error);\n // this._running = false; // TODO\n return null;\n }\n }\n /** Explicitly draw a frame */\n redraw() {\n if (this.isContextLost()) {\n return this;\n }\n this._beginTimers();\n this._setupFrame();\n this._updateCallbackData();\n this._renderFrame(this.animationProps);\n // clear needsRedraw flag\n this._clearNeedsRedraw();\n if (this._resolveNextFrame) {\n this._resolveNextFrame(this);\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n }\n this._endTimers();\n return this;\n }\n // Stops a render loop if already running, finalizing\n stop() {\n // console.debug(`Stopping ${this.constructor.name}`);\n if (this._running) {\n this._finalizeCallbackData();\n this._cancelAnimationFrame();\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n this._running = false;\n }\n return this;\n }\n attachTimeline(timeline) {\n this.timeline = timeline;\n return this.timeline;\n }\n detachTimeline() {\n this.timeline = null;\n }\n waitForRender() {\n this.setNeedsRedraw('waitForRender');\n if (!this._nextFramePromise) {\n this._nextFramePromise = new Promise(resolve => {\n this._resolveNextFrame = resolve;\n });\n }\n return this._nextFramePromise;\n }\n async toDataURL() {\n this.setNeedsRedraw('toDataURL');\n await this.waitForRender();\n return getHTMLCanvasElement(this.gl.canvas)?.toDataURL();\n }\n isContextLost() {\n return this.gl.isContextLost();\n }\n onCreateDevice(deviceProps) {\n const { onCreateDevice } = this.props;\n return onCreateDevice(deviceProps);\n }\n onInitialize(animationProps) {\n const { onInitialize } = this.props;\n return onInitialize(animationProps);\n }\n onRender(animationProps) {\n const { onRender } = this.props;\n return onRender(animationProps);\n }\n onFinalize(animationProps) {\n const { onFinalize } = this.props;\n return onFinalize(animationProps);\n }\n // DEPRECATED/REMOVED METHODS\n /** @deprecated Use .onCreateDevice() */\n onCreateContext(props) {\n const { onCreateContext } = this.props;\n return onCreateContext(props);\n }\n /** @deprecated */\n getHTMLControlValue(id, defaultValue = 1) {\n const element = document.getElementById(id);\n // @ts-expect-error Not all html elements have value\n return element ? Number(element.value) : defaultValue;\n }\n // PRIVATE METHODS\n _initialize(props) {\n this._createFramebuffer();\n this._startEventHandling();\n // Initialize the callback data\n this._initializeCallbackData();\n this._updateCallbackData();\n // Default viewport setup, in case onInitialize wants to render\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n // this._gpuTimeQuery = Query.isSupported(this.gl, ['timers']) ? new Query(this.gl) : null;\n }\n _getPageLoadPromise() {\n if (!this._pageLoadPromise) {\n this._pageLoadPromise = isPage\n ? new Promise((resolve, reject) => {\n if (isPage && document.readyState === 'complete') {\n resolve(document);\n return;\n }\n window.addEventListener('load', () => {\n resolve(document);\n });\n })\n : Promise.resolve({});\n }\n return this._pageLoadPromise;\n }\n _setDisplay(display) {\n if (this.display) {\n this.display.destroy();\n this.display.animationLoop = null;\n }\n // store animation loop on the display\n if (display) {\n display.animationLoop = this;\n }\n this.display = display;\n }\n _requestAnimationFrame() {\n if (!this._running) {\n return;\n }\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.requestAnimationFrame) {\n // this._animationFrameId = this.display.requestAnimationFrame(this._animationFrame.bind(this));\n // }\n this._animationFrameId = requestAnimationFrame(this._animationFrame.bind(this));\n }\n _cancelAnimationFrame() {\n if (this._animationFrameId !== null) {\n return;\n }\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.cancelAnimationFrame) {\n // this.display.cancelAnimationFrame(this._animationFrameId);\n // }\n cancelAnimationFrame(this._animationFrameId);\n this._animationFrameId = null;\n }\n _animationFrame() {\n if (!this._running) {\n return;\n }\n this.redraw();\n this._requestAnimationFrame();\n }\n // Called on each frame, can be overridden to call onRender multiple times\n // to support e.g. stereoscopic rendering\n _renderFrame(props) {\n // Allow e.g. VR display to render multiple frames.\n if (this.display) {\n this.display._renderFrame(props);\n return;\n }\n // call callback\n this.onRender(props);\n // end callback\n }\n _clearNeedsRedraw() {\n this.needsRedraw = null;\n }\n _setupFrame() {\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n this._resizeFramebuffer();\n }\n /* eslint-disable @typescript-eslint/unbound-method */\n // Initialize the object that will be passed to app callbacks\n _initializeCallbackData() {\n this.animationProps = {\n device: this.device,\n gl: this.gl,\n stop: this.stop,\n canvas: this.gl.canvas,\n // Initial values\n useDevicePixels: this.props.useDevicePixels,\n needsRedraw: null,\n // Animation props\n startTime: Date.now(),\n engineTime: 0,\n tick: 0,\n tock: 0,\n timeline: this.timeline,\n // @ts-ignore\n animationLoop: this,\n // Timeline time for back compatibility\n time: 0,\n // Experimental\n _mousePosition: null, // Event props\n /** @deprecated */\n // framebuffer: this.framebuffer,\n /** @deprecated */\n _timeline: this.timeline,\n /** @deprecated */\n _loop: this,\n /** @deprecated */\n _animationLoop: this\n };\n }\n // Update the context object that will be passed to app callbacks\n _updateCallbackData() {\n const { width, height, aspect } = this._getSizeAndAspect();\n if (width !== this.animationProps.width || height !== this.animationProps.height) {\n this.setNeedsRedraw('drawing buffer resized');\n }\n if (aspect !== this.animationProps.aspect) {\n this.setNeedsRedraw('drawing buffer aspect changed');\n }\n this.animationProps.width = width;\n this.animationProps.height = height;\n this.animationProps.aspect = aspect;\n this.animationProps.needsRedraw = this.needsRedraw;\n // Update time properties\n this.animationProps.engineTime = Date.now() - this.animationProps.startTime;\n if (this.timeline) {\n this.timeline.update(this.animationProps.engineTime);\n }\n this.animationProps.tick = Math.floor((this.animationProps.time / 1000) * 60);\n this.animationProps.tock++;\n // For back compatibility\n this.animationProps.time = this.timeline\n ? this.timeline.getTime()\n : this.animationProps.engineTime;\n }\n _finalizeCallbackData() {\n // call callback\n this.onFinalize(this.animationProps);\n // end callback\n }\n /** Add application's data to the app context object */\n _addCallbackData(appContext) {\n if (typeof appContext === 'object' && appContext !== null) {\n this.animationProps = Object.assign({}, this.animationProps, appContext);\n }\n }\n /** Either uses supplied or existing context, or calls provided callback to create one */\n async _createDevice(props) {\n const deviceProps = { ...this.props, ...props, ...this.props.glOptions };\n // TODO - support this.onCreateContext\n // Create the WebGL context if necessary\n // this.gl = this.props.gl ? instrumentGLContext(this.props.gl, deviceProps) : this.onCreateContext(deviceProps);\n this.device = await this.onCreateDevice(deviceProps);\n // @ts-expect-error\n this.gl = this.device.gl;\n // Reset the WebGL context.\n resetGLParameters(this.gl);\n this._createInfoDiv();\n }\n _createInfoDiv() {\n const canvas = getHTMLCanvasElement(this.gl.canvas);\n if (canvas && this.props.onAddHTML) {\n const wrapperDiv = document.createElement('div');\n document.body.appendChild(wrapperDiv);\n wrapperDiv.style.position = 'relative';\n const div = document.createElement('div');\n div.style.position = 'absolute';\n div.style.left = '10px';\n div.style.bottom = '10px';\n div.style.width = '300px';\n div.style.background = 'white';\n if (canvas) {\n wrapperDiv.appendChild(canvas);\n }\n wrapperDiv.appendChild(div);\n const html = this.props.onAddHTML(div);\n if (html) {\n div.innerHTML = html;\n }\n }\n }\n _getSizeAndAspect() {\n // https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n const width = this.gl.drawingBufferWidth;\n const height = this.gl.drawingBufferHeight;\n // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html\n let aspect = 1;\n const canvas = getHTMLCanvasElement(this.gl.canvas);\n if (canvas && canvas.clientHeight) {\n aspect = canvas.clientWidth / canvas.clientHeight;\n }\n else if (width > 0 && height > 0) {\n aspect = width / height;\n }\n return { width, height, aspect };\n }\n /** Default viewport setup */\n _resizeViewport() {\n if (this.props.autoResizeViewport) {\n this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n }\n }\n /**\n * Resize the render buffer of the canvas to match canvas client size\n * Optionally multiplying with devicePixel ratio\n */\n _resizeCanvasDrawingBuffer() {\n if (this.props.autoResizeDrawingBuffer) {\n this.device.canvasContext.resize({ useDevicePixels: this.props.useDevicePixels });\n }\n }\n _beginTimers() {\n this.frameRate.timeEnd();\n this.frameRate.timeStart();\n // Check if timer for last frame has completed.\n // GPU timer results are never available in the same\n // frame they are captured.\n // if (\n // this._gpuTimeQuery &&\n // this._gpuTimeQuery.isResultAvailable() &&\n // !this._gpuTimeQuery.isTimerDisjoint()\n // ) {\n // this.stats.get('GPU Time').addTime(this._gpuTimeQuery.getTimerMilliseconds());\n // }\n // if (this._gpuTimeQuery) {\n // // GPU time query start\n // this._gpuTimeQuery.beginTimeElapsedQuery();\n // }\n this.cpuTime.timeStart();\n }\n _endTimers() {\n this.cpuTime.timeEnd();\n // if (this._gpuTimeQuery) {\n // // GPU time query end. Results will be available on next frame.\n // this._gpuTimeQuery.end();\n // }\n }\n // Event handling\n _startEventHandling() {\n const { canvas } = this.gl;\n if (canvas) {\n canvas.addEventListener('mousemove', this._onMousemove);\n canvas.addEventListener('mouseleave', this._onMouseleave);\n }\n }\n _onMousemove(e) {\n this.animationProps._mousePosition = [e.offsetX, e.offsetY];\n }\n _onMouseleave(e) {\n this.animationProps._mousePosition = null;\n }\n // Deprecated\n /** @deprecated */\n _createFramebuffer() {\n // Setup default framebuffer\n if (this.props.createFramebuffer) {\n // this.framebuffer = new ClassicFramebuffer(this.gl);\n }\n }\n /** @deprecated */\n _resizeFramebuffer() {\n // if (this.framebuffer) {\n // this.framebuffer.resize({\n // width: this.gl.drawingBufferWidth,\n // height: this.gl.drawingBufferHeight\n // });\n // }\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { webglDevice } from \"./create-test-device.js\";\n// TODO - Replace with new AnimationLoop from `@luma.gl/engine`\nimport { ClassicAnimationLoop as AnimationLoop } from \"./engine/classic-animation-loop.js\";\nconst DEFAULT_TEST_CASE = {\n name: 'Unnamed test',\n onInitialize: async () => { },\n onRender: ({ done }) => done(),\n onFinalize: () => { }\n};\nconst DEFAULT_TEST_PROPS = {\n width: undefined,\n height: undefined,\n // test lifecycle callback\n onTestStart: (testCase) => console.log(`# ${testCase.name}`),\n onTestPass: (testCase, result) => console.log(`ok ${testCase.name} passed`),\n onTestFail: (testCase, error) => console.log(`not ok ${testCase.name} failed`),\n // milliseconds to wait for each test case before aborting\n timeout: 2000,\n maxFramesToRender: undefined,\n imageDiffOptions: undefined\n};\n/** Runs an array of test cases */\nexport class TestRunner {\n device = webglDevice;\n props;\n isRunning = false;\n testOptions = { ...DEFAULT_TEST_PROPS };\n _animationProps;\n _animationLoop;\n _testCases = [];\n _testCaseData = null;\n _currentTestCase;\n _currentTestCaseStartTime;\n _currentTestCaseStartTick;\n // should be defined in snapshot-test-runner\n isDiffing = false;\n // @ts-expect-error\n isHeadless = Boolean(window.browserTestDriver_isHeadless);\n /**\n * props\n * AnimationLoop props\n */\n constructor(props = {}) {\n this.props = props;\n }\n /**\n * Add testCase(s)\n */\n add(testCases) {\n if (!Array.isArray(testCases)) {\n testCases = [testCases];\n }\n for (const testCase of testCases) {\n this._testCases.push(testCase);\n }\n return this;\n }\n /**\n * Returns a promise that resolves when all the test cases are done\n */\n run(options = {}) {\n this.testOptions = { ...this.testOptions, ...options };\n return new Promise((resolve, reject) => {\n this._animationLoop = new AnimationLoop({\n ...this.props,\n device: this.device,\n onRender: this._onRender.bind(this),\n onFinalize: () => {\n this.isRunning = false;\n resolve();\n }\n });\n this._animationLoop.start(this.props);\n this.isRunning = true;\n this.isDiffing = false;\n this._currentTestCase = null;\n }).catch(error => {\n this._fail({ error: error.message });\n // reject(error);\n });\n }\n /* Lifecycle methods for subclassing */\n initTestCase(testCase) {\n const { animationLoop } = testCase;\n if (animationLoop) {\n testCase.onInitialize = animationLoop.props.onInitialize.bind(animationLoop);\n testCase.onRender = animationLoop.props.onRender.bind(animationLoop);\n testCase.onFinalize = animationLoop.props.onFinalize.bind(animationLoop);\n }\n for (const key in DEFAULT_TEST_CASE) {\n testCase[key] = testCase[key] || DEFAULT_TEST_CASE[key];\n }\n }\n shouldRender(animationProps) {\n return true;\n }\n assert(testCase) {\n this._pass(testCase);\n this._next();\n }\n /* Utilities */\n _pass(result) {\n this.testOptions.onTestPass(this._currentTestCase, result);\n // this._animationLoop?.stop();\n }\n _fail(result) {\n this.testOptions.onTestFail(this._currentTestCase, result);\n // this._animationLoop?.stop();\n }\n _next() {\n this._nextTestCase();\n }\n /* Private methods */\n _onRender(animationProps) {\n this._animationProps = animationProps;\n const testCase = this._currentTestCase || this._nextTestCase();\n if (!testCase) {\n // all test cases are done\n this._animationLoop.stop();\n return;\n }\n let isDone = false;\n const testCaseAnimationProps = {\n ...animationProps,\n ...this._testCaseData,\n // tick/time starts from 0 for each test case\n startTime: this._currentTestCaseStartTime,\n time: animationProps.time - this._currentTestCaseStartTime,\n tick: animationProps.tick - this._currentTestCaseStartTick,\n // called by the test case when it is done rendering and ready for capture and diff\n done: () => {\n isDone = true;\n }\n };\n if (this._testCaseData && this.shouldRender(testCaseAnimationProps)) {\n // try {\n // test case is initialized, render frame\n testCase.onRender(testCaseAnimationProps);\n // } catch {\n // isDone = true;\n // }\n }\n const timeout = testCase.timeout || this.testOptions.timeout;\n if (timeout && testCaseAnimationProps.time > timeout) {\n isDone = true;\n }\n if (isDone) {\n this.assert(testCase);\n }\n }\n _nextTestCase() {\n const animationProps = this._animationProps;\n // finalize the current test case\n if (this._testCaseData) {\n for (const key in this._testCaseData) {\n const value = this._testCaseData[key];\n if (value && value.delete) {\n value.destroy();\n }\n }\n this._currentTestCase.onFinalize(Object.assign({}, animationProps, this._testCaseData));\n // reset WebGL context\n this.device.popState();\n this._currentTestCase = null;\n this._testCaseData = null;\n }\n // get the next test case\n const testCase = this._testCases.shift();\n if (testCase) {\n // start new test case\n this._currentTestCase = testCase;\n this._currentTestCaseStartTime = animationProps.time;\n this._currentTestCaseStartTick = animationProps.tick;\n this.initTestCase(testCase);\n // initialize test case\n // save WebGL context\n this.device.pushState();\n // aligned with the behavior of AnimationLoop.onInitialized\n // onInitialized could return a plain object or a promise\n const initProps = {\n ...animationProps,\n // tick/time starts from 0 for each test case\n startTime: animationProps.time,\n time: 0,\n tick: 0\n };\n // aligned with the behavior of AnimationLoop.onInitialized\n // onInitialized could return a plain object or a promise\n Promise.resolve(testCase.onInitialize(initProps)).then(userData => {\n this._testCaseData = userData || {};\n });\n // invoke user callback\n this.testOptions.onTestStart(testCase);\n }\n return testCase;\n }\n}\n", "// Get the bounding box of a DOMElement relative to the page\nexport function getBoundingBoxInPage(domElement) {\n const bbox = domElement.getBoundingClientRect();\n return {\n x: window.scrollX + bbox.x,\n y: window.scrollY + bbox.y,\n width: bbox.width,\n height: bbox.height\n };\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TestRunner } from \"./test-runner.js\";\nimport { getBoundingBoxInPage } from \"./utils/get-bounding-box.js\";\nexport class SnapshotTestRunner extends TestRunner {\n // should be defined here but hack access in TestRunner\n // private isDiffing: boolean = false;\n constructor(props) {\n super(props);\n this.testOptions.imageDiffOptions = {};\n }\n initTestCase(testCase) {\n super.initTestCase(testCase);\n if (!testCase.goldenImage) {\n throw new Error(`Test case ${testCase.name} does not have golden image`);\n }\n }\n shouldRender() {\n // wait for the current diffing to finish\n return !this.isDiffing;\n }\n async assert(testCase) {\n if (this.isDiffing) {\n // Already performing diffing\n return;\n }\n this.isDiffing = true;\n const canvas = this._animationProps?.canvas;\n if (!(canvas instanceof HTMLCanvasElement)) {\n throw new Error('canvas');\n }\n const diffOptions = {\n ...this.testOptions.imageDiffOptions,\n ...testCase.imageDiffOptions,\n goldenImage: testCase.goldenImage,\n region: getBoundingBoxInPage(canvas)\n };\n // Take screenshot and compare\n const result = await globalThis.browserTestDriver_captureAndDiffScreen(diffOptions);\n // invoke user callback\n if (result.success) {\n this._pass(result);\n }\n else {\n this._fail(result);\n }\n this.isDiffing = false;\n this._next();\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Stats } from '@probe.gl/stats';\nimport { TestRunner } from \"./test-runner.js\";\nexport class PerformanceTestRunner extends TestRunner {\n _stats = null;\n _fps = null;\n constructor(props) {\n super(props);\n Object.assign(this.testOptions, {\n maxFramesToRender: 60,\n targetFPS: 50\n });\n }\n initTestCase(testCase) {\n super.initTestCase(testCase);\n this._stats = new Stats({ id: testCase.name });\n this._fps = this._stats.get('fps');\n }\n shouldRender(animationProps) {\n this._fps?.timeEnd();\n this._fps?.timeStart();\n if (this._fps.count > this.testOptions.maxFramesToRender) {\n animationProps.done();\n }\n return true;\n }\n assert(testCase) {\n // @ts-expect-error\n const targetFPS = testCase.targetFPS || this.testOptions.targetFPS;\n const count = this._fps?.count;\n const fps = this._fps?.getHz() || 0;\n if (fps >= targetFPS) {\n this._pass({ fps, framesRendered: count });\n }\n else {\n this._fail({ fps, framesRendered: count });\n }\n this._next();\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Device, CanvasContext, uid, DeviceFeatures } from '@luma.gl/core';\nimport { NullDeviceInfo } from \"./null-device-info.js\";\nimport { NullDeviceLimits } from \"./null-device-features.js\";\nimport { NullCanvasContext } from \"./null-canvas-context.js\";\nimport { NullBuffer } from \"./resources/null-buffer.js\";\nimport { NullFramebuffer } from \"./resources/null-framebuffer.js\";\nimport { NullShader } from \"./resources/null-shader.js\";\nimport { NullCommandEncoder } from \"./resources/null-command-buffer.js\";\nimport { NullSampler } from \"./resources/null-sampler.js\";\nimport { NullTexture } from \"./resources/null-texture.js\";\nimport { NullRenderPass } from \"./resources/null-render-pass.js\";\nimport { NullRenderPipeline } from \"./resources/null-render-pipeline.js\";\nimport { NullVertexArray } from \"./resources/null-vertex-array.js\";\nimport { NullTransformFeedback } from \"./resources/null-transform-feedback.js\";\nimport { NullQuerySet } from \"./resources/null-query-set.js\";\n/** Do-nothing device implementation for testing */\nexport class NullDevice extends Device {\n static isSupported() {\n return true;\n }\n static type = 'unknown';\n type = 'unknown';\n features = new DeviceFeatures([], this.props.disabledFeatures);\n limits = new NullDeviceLimits();\n info = NullDeviceInfo;\n canvasContext;\n lost;\n static async create(props = {}) {\n // Wait for page to load: if canvas is a string we need to query the DOM for the canvas element.\n // We only wait when props.canvas is string to avoids setting the global page onload callback unless necessary.\n if (typeof props.canvas === 'string') {\n await CanvasContext.pageLoaded;\n }\n return new NullDevice(props);\n }\n constructor(props) {\n super({ ...props, id: props.id || uid('dummy-device') });\n this.canvasContext = new NullCanvasContext(this, props);\n this.lost = new Promise(resolve => { });\n this.canvasContext.resize();\n }\n /**\n * Destroys the context\n * @note Has no effect for WebGL browser contexts, there is no browser API for destroying contexts\n */\n destroy() { }\n get isLost() {\n return false;\n }\n getSize() {\n return [this.canvasContext.width, this.canvasContext.height];\n }\n isTextureFormatSupported(format) {\n return true;\n }\n isTextureFormatFilterable(format) {\n return true;\n }\n isTextureFormatRenderable(format) {\n return true;\n }\n // IMPLEMENTATION OF ABSTRACT DEVICE\n createCanvasContext(props) {\n return new NullCanvasContext(this, props);\n }\n createBuffer(props) {\n const newProps = this._getBufferProps(props);\n return new NullBuffer(this, newProps);\n }\n getDefaultRenderPass() {\n return new NullRenderPass(this, {});\n }\n _createTexture(props) {\n return new NullTexture(this, props);\n }\n createExternalTexture(props) {\n throw new Error('createExternalTexture() not implemented'); // return new Program(props);\n }\n createSampler(props) {\n return new NullSampler(this, props);\n }\n createShader(props) {\n return new NullShader(this, props);\n }\n createFramebuffer(props) {\n return new NullFramebuffer(this, props);\n }\n createVertexArray(props) {\n return new NullVertexArray(this, props);\n }\n createTransformFeedback(props) {\n return new NullTransformFeedback(this, props);\n }\n createQuerySet(props) {\n return new NullQuerySet(this, props);\n }\n createRenderPipeline(props) {\n return new NullRenderPipeline(this, props);\n }\n beginRenderPass(props) {\n return new NullRenderPass(this, props);\n }\n createComputePipeline(props) {\n throw new Error('ComputePipeline not supported in WebGL');\n }\n beginComputePass(props) {\n throw new Error('ComputePass not supported in WebGL');\n }\n createCommandEncoder(props = {}) {\n return new NullCommandEncoder(this, props);\n }\n submit() { }\n setParametersWebGL(parameters) { }\n getParametersWebGL(parameters) { }\n withParametersWebGL(parameters, func) {\n const { nocatch = true } = parameters;\n let value;\n if (nocatch) {\n // Avoid try catch to minimize stack size impact for safe execution paths\n return func();\n }\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n try {\n value = func();\n }\n catch {\n // ignore\n }\n return value;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nexport const NullDeviceInfo = {\n type: 'webgl',\n gpu: 'software',\n gpuType: 'unknown',\n gpuBackend: 'unknown',\n vendor: '',\n renderer: 'none',\n version: '1.0',\n shadingLanguage: 'glsl',\n shadingLanguageVersion: 300\n};\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { DeviceLimits } from '@luma.gl/core';\nexport class NullDeviceLimits extends DeviceLimits {\n maxTextureDimension1D = 0;\n maxTextureDimension2D = 2048;\n maxTextureDimension3D = 256;\n maxTextureArrayLayers = 256;\n maxBindGroups = 0;\n maxDynamicUniformBuffersPerPipelineLayout = 0;\n maxDynamicStorageBuffersPerPipelineLayout = 0;\n maxSampledTexturesPerShaderStage = 8;\n maxSamplersPerShaderStage = 16;\n maxStorageBuffersPerShaderStage = 0;\n maxStorageTexturesPerShaderStage = 0;\n maxUniformBuffersPerShaderStage = 20;\n maxUniformBufferBindingSize = 16384;\n maxStorageBufferBindingSize = 0;\n minUniformBufferOffsetAlignment = 0;\n minStorageBufferOffsetAlignment = 0;\n maxVertexBuffers = 16;\n maxVertexAttributes = 16;\n maxVertexBufferArrayStride = 2048;\n maxInterStageShaderComponents = 60;\n maxComputeWorkgroupStorageSize = 0;\n maxComputeInvocationsPerWorkgroup = 0;\n maxComputeWorkgroupSizeX = 0;\n maxComputeWorkgroupSizeY = 0;\n maxComputeWorkgroupSizeZ = 0;\n maxComputeWorkgroupsPerDimension = 0;\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { CanvasContext } from '@luma.gl/core';\nimport { NullFramebuffer } from \"./resources/null-framebuffer.js\";\n/**\n * A WebGL Canvas Context which manages the canvas and handles drawing buffer resizing etc\n */\nexport class NullCanvasContext extends CanvasContext {\n device;\n presentationSize;\n _framebuffer = null;\n constructor(device, props) {\n // Note: Base class creates / looks up the canvas (unless under Node.js)\n super(props);\n this.device = device;\n this.presentationSize = [-1, -1];\n this._setAutoCreatedCanvasId(`${this.device.id}-canvas`);\n this.update();\n }\n getCurrentFramebuffer() {\n this.update();\n // Setting handle to null returns a reference to the default framebuffer\n this._framebuffer = this._framebuffer || new NullFramebuffer(this.device, { handle: null });\n return this._framebuffer;\n }\n /** Resizes and updates render targets if necessary */\n update() {\n const size = this.getPixelSize();\n const sizeChanged = size[0] !== this.presentationSize[0] || size[1] !== this.presentationSize[1];\n if (sizeChanged) {\n this.presentationSize = size;\n this.resize();\n }\n }\n resize(options) {\n if (this.canvas) {\n const devicePixelRatio = this.getDevicePixelRatio(options?.useDevicePixels);\n this.setDevicePixelRatio(devicePixelRatio, options);\n return;\n }\n }\n getDrawingBufferSize() {\n return [this.width, this.height];\n }\n commit() { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Framebuffer } from '@luma.gl/core';\nexport class NullFramebuffer extends Framebuffer {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Buffer, assert } from '@luma.gl/core';\nexport class NullBuffer extends Buffer {\n device;\n byteLength;\n constructor(device, props = {}) {\n super(device, props);\n this.device = device;\n const byteOffset = props.byteOffset || 0;\n const byteLength = props.byteLength ?? (props.data ? props.data.byteLength + byteOffset : 0);\n assert(byteLength >= 0);\n this.byteLength = byteLength;\n this.trackAllocatedMemory(byteLength);\n }\n destroy() {\n if (!this.destroyed) {\n super.destroy();\n this.trackDeallocatedMemory();\n }\n }\n async readAsync(byteOffset = 0, byteLength) {\n byteLength = byteLength ?? this.byteLength - byteOffset;\n return new Uint8Array(byteLength);\n }\n write(data, byteOffset = 0) {\n assert(data.byteLength + byteOffset <= this.byteLength);\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Shader } from '@luma.gl/core';\nexport class NullShader extends Shader {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n async getCompilationInfo() {\n return [];\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { CommandEncoder } from '@luma.gl/core';\nexport class NullCommandEncoder extends CommandEncoder {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n finish() { }\n copyBufferToBuffer(options) { }\n copyBufferToTexture(options) { }\n copyTextureToBuffer(options) { }\n copyTextureToTexture(options) { }\n pushDebugGroup(groupLabel) { }\n popDebugGroup() { }\n insertDebugMarker(markerLabel) { }\n resolveQuerySet(querySet) { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Sampler } from '@luma.gl/core';\nexport class NullSampler extends Sampler {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Texture, assert, loadImage } from '@luma.gl/core';\nimport { NullSampler } from \"./null-sampler.js\";\nimport { NullTextureView } from \"./null-texture-view.js\";\nexport class NullTexture extends Texture {\n device;\n sampler;\n view;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, { data: loadImage(this.props.data) });\n }\n this.initialize(this.props);\n Object.seal(this);\n }\n destroy() {\n if (!this.destroyed) {\n super.destroy();\n this.trackDeallocatedMemory('Texture');\n }\n }\n createView(props) {\n return new NullTextureView(this.device, { ...props, texture: this });\n }\n initialize(props = {}) {\n const data = props.data;\n if (data instanceof Promise) {\n data.then(resolvedImageData => this.initialize(Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })));\n return this;\n }\n this.setImageData(props);\n this.setSampler(props.sampler);\n this.view = new NullTextureView(this.device, {\n ...props,\n texture: this,\n mipLevelCount: 1,\n arrayLayerCount: 1\n });\n return this;\n }\n setSampler(sampler = {}) {\n if (sampler instanceof NullSampler) {\n this.sampler = sampler;\n }\n else {\n this.sampler = new NullSampler(this.device, sampler);\n }\n return this;\n }\n resize(options) {\n const { height, width, mipmaps = false } = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n mipmaps\n });\n }\n return this;\n }\n setImageData(options) {\n this.trackDeallocatedMemory('Texture');\n const { data } = options;\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n }\n else {\n const bytesPerPixel = 4;\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n const width = options.width ?? data.width;\n const height = options.height ?? data.height;\n this.width = width;\n this.height = height;\n return this;\n }\n setSubImageData(options) {\n const { data, x = 0, y = 0 } = options;\n const width = options.width ?? data.width;\n const height = options.height ?? data.height;\n assert(width + x <= this.width && height + y <= this.height);\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TextureView, Texture } from '@luma.gl/core';\nexport class NullTextureView extends TextureView {\n device;\n texture;\n constructor(device, props) {\n super(device, { ...Texture.defaultProps, ...props });\n this.device = device;\n this.texture = props.texture;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { RenderPass } from '@luma.gl/core';\nexport class NullRenderPass extends RenderPass {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n end() { }\n pushDebugGroup(groupLabel) { }\n popDebugGroup() { }\n insertDebugMarker(markerLabel) { }\n setParameters(parameters = {}) { }\n beginOcclusionQuery(queryIndex) { }\n endOcclusionQuery() { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { RenderPipeline, cast } from '@luma.gl/core';\n/** Creates a new render pipeline */\nexport class NullRenderPipeline extends RenderPipeline {\n device;\n vs;\n fs;\n uniforms = {};\n bindings = {};\n constructor(device, props) {\n super(device, props);\n this.device = device;\n this.vs = cast(props.vs);\n this.fs = cast(props.fs);\n this.shaderLayout = props.shaderLayout || {\n attributes: [],\n bindings: [],\n uniforms: []\n };\n }\n setBindings(bindings) {\n Object.assign(this.bindings, bindings);\n }\n setUniformsWebGL(uniforms) {\n Object.assign(this.uniforms, uniforms);\n }\n draw(options) {\n const { renderPass, vertexArray } = options;\n // const isIndexed: boolean = Boolean(vertexArray.indexBuffer);\n // const isInstanced: boolean = Number(instanceCount) > 0;\n vertexArray.bindBeforeRender(renderPass);\n // TODO - verify buffer size\n vertexArray.unbindAfterRender(renderPass);\n return true;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { VertexArray } from '@luma.gl/core';\nexport class NullVertexArray extends VertexArray {\n device;\n // Create a VertexArray\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n setIndexBuffer(indexBuffer) {\n this.indexBuffer = indexBuffer;\n }\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location, attributeBuffer) {\n const attributeInfo = this.attributeInfos[location];\n if (!attributeInfo) {\n throw new Error(`Unknown attribute location ${location}`);\n }\n this.attributes[location] = attributeBuffer;\n }\n bindBeforeRender() { }\n unbindAfterRender() { }\n setConstantWebGL(location, value) { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TransformFeedback } from '@luma.gl/core';\nexport class NullTransformFeedback extends TransformFeedback {\n device;\n layout;\n buffers = {};\n constructor(device, props) {\n super(device, props);\n this.device = device;\n this.layout = this.props.layout;\n if (props.buffers) {\n this.setBuffers(props.buffers);\n }\n Object.seal(this);\n }\n begin(topology = 'point-list') { }\n end() { }\n setBuffers(buffers) {\n this.buffers = {};\n for (const bufferName in buffers) {\n this.setBuffer(bufferName, buffers[bufferName]);\n }\n }\n setBuffer(locationOrName, bufferOrRange) {\n this.buffers[locationOrName] = bufferOrRange;\n }\n getBuffer(locationOrName) {\n return this.buffers[locationOrName] || null;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { QuerySet } from '@luma.gl/core';\nexport class NullQuerySet extends QuerySet {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "/**\n * Tests that an argument matches the type.\n * @note fails during typescript type check, not during runtime.\n */\nexport function checkType(value) { }\n", "/** Recursively copies objects */\nexport function deepCopy(object) {\n if (Array.isArray(object)) {\n return object.map(element => deepCopy(element));\n }\n if (object !== null && typeof object === 'object') {\n const newObject = {};\n for (const key in object) {\n newObject[key] = deepCopy(object[key]);\n }\n return newObject;\n }\n return object;\n}\n", "/* global luma */\nexport function getResourceCounts() {\n // @ts-ignore\n const resourceStats = luma.stats.get('Resource Counts');\n return {\n Texture2D: resourceStats.get('Texture2Ds Active').count,\n Buffer: resourceStats.get('Buffers Active').count\n };\n}\nexport function getLeakedResources(startCounts, endCounts) {\n let leakedResources = null;\n const info = 'leaking: ';\n for (const resourceName in endCounts) {\n const leakCount = endCounts[resourceName] - startCounts[resourceName];\n if (leakCount !== 0) {\n leakedResources = Object.assign({}, leakedResources, {\n [resourceName]: leakCount,\n info: `${info} ${resourceName}: ${leakCount}, `\n });\n }\n }\n return leakedResources;\n}\n"],
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"sourcesContent": ["import \"./register-devices.js\";\nexport { SnapshotTestRunner } from \"./snapshot-test-runner.js\";\nexport { PerformanceTestRunner } from \"./performance-test-runner.js\";\n// TEST DEVICES\nexport { webglDevice, webgpuDevice } from \"./create-test-device.js\";\nexport { getTestDevices } from \"./create-test-device.js\";\nexport { createTestDevice, createTestContext } from \"./create-test-device.js\";\nexport { NullDevice } from \"./null-device/null-device.js\";\n// UTILS\nexport { checkType } from \"./utils/check-type.js\";\nexport { deepCopy } from \"./utils/deep-copy.js\";\nexport { getResourceCounts, getLeakedResources } from \"./utils/resource-tracker.js\";\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { luma } from '@luma.gl/core';\nimport { WebGLDevice } from '@luma.gl/webgl';\nimport { WebGPUDevice } from '@luma.gl/webgpu';\nluma.registerDevices([WebGLDevice, WebGPUDevice]);\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { luma, log } from '@luma.gl/core';\nimport { WebGLDevice } from '@luma.gl/webgl';\nconst CONTEXT_DEFAULTS = {\n width: 1,\n height: 1,\n debug: true\n};\n/** Create a test WebGL context */\nexport function createTestContext(opts = {}) {\n const device = createTestDevice(opts);\n return device && device.gl;\n}\n/** Create a test WebGLDevice */\nexport function createTestDevice(props = {}) {\n try {\n props = { ...CONTEXT_DEFAULTS, ...props, debug: true };\n // We dont use luma.createDevice since this tests current expect this context to be created synchronously\n return new WebGLDevice(props);\n }\n catch (error) {\n // eslint-disable-next-line no-console\n console.error(`Failed to created device '${props.id}': ${error.message}`);\n return null;\n }\n}\n/** This WebGL Device can be used directly but will not have WebGL debugging initialized */\nexport const webglDevice = createTestDevice();\n/** A WebGL 2 Device intended for testing - @note Only available after getTestDevices() has completed */\nexport let webglDeviceAsync;\n/** A WebGL 2 Device intended for testing - @note Only available after getTestDevices() has completed */\nexport let webgpuDevice;\nlet devicesCreated = false;\n/** Includes WebGPU device if available */\nexport async function getTestDevices(type) {\n if (!devicesCreated) {\n devicesCreated = true;\n try {\n webgpuDevice = (await luma.createDevice({\n id: 'webgpu-test-device',\n type: 'webgpu'\n }));\n }\n catch (error) {\n log.error(String(error))();\n }\n try {\n webglDeviceAsync = (await luma.createDevice({\n id: 'webgl-test-device',\n type: 'webgl'\n }));\n }\n catch (error) {\n log.error(String(error))();\n }\n }\n return [webglDeviceAsync, webgpuDevice]\n .filter(Boolean)\n .filter(device => !type || type === device.type);\n}\n", "// luma.gl\n// SPDX-License\n// Copyright (c) vis.gl contributors\n// TODO - replace createGLContext, instrumentGLContext, resizeGLContext?\n// TODO - remove dependency on framebuffer (bundle size impact)\nimport { luma, log, requestAnimationFrame, cancelAnimationFrame } from '@luma.gl/core';\nimport { isBrowser } from '@probe.gl/env';\nimport { resetGLParameters } from '@luma.gl/webgl';\nconst isPage = isBrowser() && typeof document !== 'undefined';\nfunction getHTMLCanvasElement(canvas) {\n return typeof HTMLCanvasElement !== 'undefined' && canvas instanceof HTMLCanvasElement\n ? canvas\n : null;\n}\nlet statIdCounter = 0;\nconst DEFAULT_CLASSIC_ANIMATION_LOOP_PROPS = {\n onCreateDevice: (props) => luma.createDevice(props),\n onCreateContext: undefined,\n onAddHTML: undefined,\n onInitialize: () => ({}),\n onRender: () => { },\n onFinalize: () => { },\n onError: error => console.error(error), // eslint-disable-line no-console\n device: null,\n // debug: true,\n // view parameters\n useDevicePixels: true,\n autoResizeViewport: true,\n autoResizeDrawingBuffer: true,\n stats: luma.stats.get(`animation-loop-${statIdCounter++}`),\n // deprecated\n // onCreateContext: (opts) => createGLContext(opts),\n gl: undefined,\n glOptions: {},\n createFramebuffer: false\n};\n/**\n * Convenient animation loop\n * @deprecated Use `@luma.gl/engine` AnimationLoop\n */\nexport class ClassicAnimationLoop {\n device;\n canvas;\n props;\n animationProps;\n // framebuffer: ClassicFramebuffer = null;\n timeline = null;\n stats;\n cpuTime;\n gpuTime;\n frameRate;\n display;\n needsRedraw = 'initialized';\n _initialized = false;\n _running = false;\n _animationFrameId = null;\n _pageLoadPromise = null;\n _nextFramePromise = null;\n _resolveNextFrame = null;\n _cpuStartTime = 0;\n // _gpuTimeQuery: Query | null = null;\n /** @deprecated */\n gl;\n /*\n */\n constructor(props = {}) {\n this.props = { ...DEFAULT_CLASSIC_ANIMATION_LOOP_PROPS, ...props };\n props = this.props;\n let { useDevicePixels = true } = this.props;\n if ('useDevicePixelRatio' in props) {\n log.deprecated('useDevicePixelRatio', 'useDevicePixels')();\n // @ts-expect-error\n useDevicePixels = props.useDevicePixelRatio;\n }\n // state\n this.device = props.device;\n // @ts-expect-error\n this.gl = (this.device && this.device.gl) || props.gl;\n this.stats = props.stats;\n this.cpuTime = this.stats.get('CPU Time');\n this.gpuTime = this.stats.get('GPU Time');\n this.frameRate = this.stats.get('Frame Rate');\n this.setProps({\n autoResizeViewport: props.autoResizeViewport,\n autoResizeDrawingBuffer: props.autoResizeDrawingBuffer,\n useDevicePixels\n });\n // Bind methods\n this.start = this.start.bind(this);\n this.stop = this.stop.bind(this);\n this._onMousemove = this._onMousemove.bind(this);\n this._onMouseleave = this._onMouseleave.bind(this);\n }\n destroy() {\n this.stop();\n this._setDisplay(null);\n }\n /** @deprecated Use .destroy() */\n delete() {\n this.destroy();\n }\n setNeedsRedraw(reason) {\n this.needsRedraw = this.needsRedraw || reason;\n return this;\n }\n setProps(props) {\n if ('autoResizeViewport' in props) {\n this.props.autoResizeViewport = props.autoResizeViewport;\n }\n if ('autoResizeDrawingBuffer' in props) {\n this.props.autoResizeDrawingBuffer = props.autoResizeDrawingBuffer;\n }\n if ('useDevicePixels' in props) {\n this.props.useDevicePixels = props.useDevicePixels;\n }\n return this;\n }\n start(opts = {}) {\n this._start(opts);\n return this;\n }\n /** Starts a render loop if not already running */\n async _start(props) {\n if (this._running) {\n return this;\n }\n this._running = true;\n // console.debug(`Starting ${this.constructor.name}`);\n // Wait for start promise before rendering frame\n try {\n await this._getPageLoadPromise();\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n let appContext;\n if (!this._initialized) {\n this._initialized = true;\n // Create the WebGL context\n await this._createDevice(props);\n this._initialize(props);\n // Note: onIntialize can return a promise (in case app needs to load resources)\n // eslint-disable-next-line @typescript-eslint/await-thenable\n appContext = await this.onInitialize(this.animationProps);\n this._addCallbackData(appContext || {});\n }\n // check that we haven't been stopped\n if (!this._running) {\n return null;\n }\n // Start the loop\n if (appContext !== false) {\n // cancel any pending renders to ensure only one loop can ever run\n this._cancelAnimationFrame();\n this._requestAnimationFrame();\n }\n return this;\n }\n catch (error) {\n this.props.onError(error);\n // this._running = false; // TODO\n return null;\n }\n }\n /** Explicitly draw a frame */\n redraw() {\n if (this.isContextLost()) {\n return this;\n }\n this._beginTimers();\n this._setupFrame();\n this._updateCallbackData();\n this._renderFrame(this.animationProps);\n // clear needsRedraw flag\n this._clearNeedsRedraw();\n if (this._resolveNextFrame) {\n this._resolveNextFrame(this);\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n }\n this._endTimers();\n return this;\n }\n // Stops a render loop if already running, finalizing\n stop() {\n // console.debug(`Stopping ${this.constructor.name}`);\n if (this._running) {\n this._finalizeCallbackData();\n this._cancelAnimationFrame();\n this._nextFramePromise = null;\n this._resolveNextFrame = null;\n this._running = false;\n }\n return this;\n }\n attachTimeline(timeline) {\n this.timeline = timeline;\n return this.timeline;\n }\n detachTimeline() {\n this.timeline = null;\n }\n waitForRender() {\n this.setNeedsRedraw('waitForRender');\n if (!this._nextFramePromise) {\n this._nextFramePromise = new Promise(resolve => {\n this._resolveNextFrame = resolve;\n });\n }\n return this._nextFramePromise;\n }\n async toDataURL() {\n this.setNeedsRedraw('toDataURL');\n await this.waitForRender();\n return getHTMLCanvasElement(this.gl.canvas)?.toDataURL();\n }\n isContextLost() {\n return this.gl.isContextLost();\n }\n onCreateDevice(deviceProps) {\n const { onCreateDevice } = this.props;\n return onCreateDevice(deviceProps);\n }\n onInitialize(animationProps) {\n const { onInitialize } = this.props;\n return onInitialize(animationProps);\n }\n onRender(animationProps) {\n const { onRender } = this.props;\n return onRender(animationProps);\n }\n onFinalize(animationProps) {\n const { onFinalize } = this.props;\n return onFinalize(animationProps);\n }\n // DEPRECATED/REMOVED METHODS\n /** @deprecated Use .onCreateDevice() */\n onCreateContext(props) {\n const { onCreateContext } = this.props;\n return onCreateContext(props);\n }\n /** @deprecated */\n getHTMLControlValue(id, defaultValue = 1) {\n const element = document.getElementById(id);\n // @ts-expect-error Not all html elements have value\n return element ? Number(element.value) : defaultValue;\n }\n // PRIVATE METHODS\n _initialize(props) {\n this._createFramebuffer();\n this._startEventHandling();\n // Initialize the callback data\n this._initializeCallbackData();\n this._updateCallbackData();\n // Default viewport setup, in case onInitialize wants to render\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n // this._gpuTimeQuery = Query.isSupported(this.gl, ['timers']) ? new Query(this.gl) : null;\n }\n _getPageLoadPromise() {\n if (!this._pageLoadPromise) {\n this._pageLoadPromise = isPage\n ? new Promise((resolve, reject) => {\n if (isPage && document.readyState === 'complete') {\n resolve(document);\n return;\n }\n window.addEventListener('load', () => {\n resolve(document);\n });\n })\n : Promise.resolve({});\n }\n return this._pageLoadPromise;\n }\n _setDisplay(display) {\n if (this.display) {\n this.display.destroy();\n this.display.animationLoop = null;\n }\n // store animation loop on the display\n if (display) {\n display.animationLoop = this;\n }\n this.display = display;\n }\n _requestAnimationFrame() {\n if (!this._running) {\n return;\n }\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.requestAnimationFrame) {\n // this._animationFrameId = this.display.requestAnimationFrame(this._animationFrame.bind(this));\n // }\n this._animationFrameId = requestAnimationFrame(this._animationFrame.bind(this));\n }\n _cancelAnimationFrame() {\n if (this._animationFrameId !== null) {\n return;\n }\n // VR display has a separate animation frame to sync with headset\n // TODO WebVR API discontinued, replaced by WebXR: https://immersive-web.github.io/webxr/\n // See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/requestAnimationFrame\n // if (this.display && this.display.cancelAnimationFrame) {\n // this.display.cancelAnimationFrame(this._animationFrameId);\n // }\n cancelAnimationFrame(this._animationFrameId);\n this._animationFrameId = null;\n }\n _animationFrame() {\n if (!this._running) {\n return;\n }\n this.redraw();\n this._requestAnimationFrame();\n }\n // Called on each frame, can be overridden to call onRender multiple times\n // to support e.g. stereoscopic rendering\n _renderFrame(props) {\n // Allow e.g. VR display to render multiple frames.\n if (this.display) {\n this.display._renderFrame(props);\n return;\n }\n // call callback\n this.onRender(props);\n // end callback\n }\n _clearNeedsRedraw() {\n this.needsRedraw = null;\n }\n _setupFrame() {\n this._resizeCanvasDrawingBuffer();\n this._resizeViewport();\n this._resizeFramebuffer();\n }\n /* eslint-disable @typescript-eslint/unbound-method */\n // Initialize the object that will be passed to app callbacks\n _initializeCallbackData() {\n this.animationProps = {\n device: this.device,\n gl: this.gl,\n stop: this.stop,\n canvas: this.gl.canvas,\n // Initial values\n useDevicePixels: this.props.useDevicePixels,\n needsRedraw: null,\n // Animation props\n startTime: Date.now(),\n engineTime: 0,\n tick: 0,\n tock: 0,\n timeline: this.timeline,\n // @ts-ignore\n animationLoop: this,\n // Timeline time for back compatibility\n time: 0,\n // Experimental\n _mousePosition: null, // Event props\n /** @deprecated */\n // framebuffer: this.framebuffer,\n /** @deprecated */\n _timeline: this.timeline,\n /** @deprecated */\n _loop: this,\n /** @deprecated */\n _animationLoop: this\n };\n }\n // Update the context object that will be passed to app callbacks\n _updateCallbackData() {\n const { width, height, aspect } = this._getSizeAndAspect();\n if (width !== this.animationProps.width || height !== this.animationProps.height) {\n this.setNeedsRedraw('drawing buffer resized');\n }\n if (aspect !== this.animationProps.aspect) {\n this.setNeedsRedraw('drawing buffer aspect changed');\n }\n this.animationProps.width = width;\n this.animationProps.height = height;\n this.animationProps.aspect = aspect;\n this.animationProps.needsRedraw = this.needsRedraw;\n // Update time properties\n this.animationProps.engineTime = Date.now() - this.animationProps.startTime;\n if (this.timeline) {\n this.timeline.update(this.animationProps.engineTime);\n }\n this.animationProps.tick = Math.floor((this.animationProps.time / 1000) * 60);\n this.animationProps.tock++;\n // For back compatibility\n this.animationProps.time = this.timeline\n ? this.timeline.getTime()\n : this.animationProps.engineTime;\n }\n _finalizeCallbackData() {\n // call callback\n this.onFinalize(this.animationProps);\n // end callback\n }\n /** Add application's data to the app context object */\n _addCallbackData(appContext) {\n if (typeof appContext === 'object' && appContext !== null) {\n this.animationProps = Object.assign({}, this.animationProps, appContext);\n }\n }\n /** Either uses supplied or existing context, or calls provided callback to create one */\n async _createDevice(props) {\n const deviceProps = { ...this.props, ...props, ...this.props.glOptions };\n // TODO - support this.onCreateContext\n // Create the WebGL context if necessary\n // this.gl = this.props.gl ? instrumentGLContext(this.props.gl, deviceProps) : this.onCreateContext(deviceProps);\n this.device = await this.onCreateDevice(deviceProps);\n // @ts-expect-error\n this.gl = this.device.gl;\n // Reset the WebGL context.\n resetGLParameters(this.gl);\n this._createInfoDiv();\n }\n _createInfoDiv() {\n const canvas = getHTMLCanvasElement(this.gl.canvas);\n if (canvas && this.props.onAddHTML) {\n const wrapperDiv = document.createElement('div');\n document.body.appendChild(wrapperDiv);\n wrapperDiv.style.position = 'relative';\n const div = document.createElement('div');\n div.style.position = 'absolute';\n div.style.left = '10px';\n div.style.bottom = '10px';\n div.style.width = '300px';\n div.style.background = 'white';\n if (canvas) {\n wrapperDiv.appendChild(canvas);\n }\n wrapperDiv.appendChild(div);\n const html = this.props.onAddHTML(div);\n if (html) {\n div.innerHTML = html;\n }\n }\n }\n _getSizeAndAspect() {\n // https://webglfundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n const width = this.gl.drawingBufferWidth;\n const height = this.gl.drawingBufferHeight;\n // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html\n let aspect = 1;\n const canvas = getHTMLCanvasElement(this.gl.canvas);\n if (canvas && canvas.clientHeight) {\n aspect = canvas.clientWidth / canvas.clientHeight;\n }\n else if (width > 0 && height > 0) {\n aspect = width / height;\n }\n return { width, height, aspect };\n }\n /** Default viewport setup */\n _resizeViewport() {\n if (this.props.autoResizeViewport) {\n this.gl.viewport(0, 0, this.gl.drawingBufferWidth, this.gl.drawingBufferHeight);\n }\n }\n /**\n * Resize the render buffer of the canvas to match canvas client size\n * Optionally multiplying with devicePixel ratio\n */\n _resizeCanvasDrawingBuffer() {\n if (this.props.autoResizeDrawingBuffer) {\n this.device.canvasContext.resize({ useDevicePixels: this.props.useDevicePixels });\n }\n }\n _beginTimers() {\n this.frameRate.timeEnd();\n this.frameRate.timeStart();\n // Check if timer for last frame has completed.\n // GPU timer results are never available in the same\n // frame they are captured.\n // if (\n // this._gpuTimeQuery &&\n // this._gpuTimeQuery.isResultAvailable() &&\n // !this._gpuTimeQuery.isTimerDisjoint()\n // ) {\n // this.stats.get('GPU Time').addTime(this._gpuTimeQuery.getTimerMilliseconds());\n // }\n // if (this._gpuTimeQuery) {\n // // GPU time query start\n // this._gpuTimeQuery.beginTimeElapsedQuery();\n // }\n this.cpuTime.timeStart();\n }\n _endTimers() {\n this.cpuTime.timeEnd();\n // if (this._gpuTimeQuery) {\n // // GPU time query end. Results will be available on next frame.\n // this._gpuTimeQuery.end();\n // }\n }\n // Event handling\n _startEventHandling() {\n const { canvas } = this.gl;\n if (canvas) {\n canvas.addEventListener('mousemove', this._onMousemove);\n canvas.addEventListener('mouseleave', this._onMouseleave);\n }\n }\n _onMousemove(e) {\n this.animationProps._mousePosition = [e.offsetX, e.offsetY];\n }\n _onMouseleave(e) {\n this.animationProps._mousePosition = null;\n }\n // Deprecated\n /** @deprecated */\n _createFramebuffer() {\n // Setup default framebuffer\n if (this.props.createFramebuffer) {\n // this.framebuffer = new ClassicFramebuffer(this.gl);\n }\n }\n /** @deprecated */\n _resizeFramebuffer() {\n // if (this.framebuffer) {\n // this.framebuffer.resize({\n // width: this.gl.drawingBufferWidth,\n // height: this.gl.drawingBufferHeight\n // });\n // }\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { webglDevice } from \"./create-test-device.js\";\n// TODO - Replace with new AnimationLoop from `@luma.gl/engine`\nimport { ClassicAnimationLoop as AnimationLoop } from \"./engine/classic-animation-loop.js\";\nconst DEFAULT_TEST_CASE = {\n name: 'Unnamed test',\n onInitialize: async () => { },\n onRender: ({ done }) => done(),\n onFinalize: () => { }\n};\nconst DEFAULT_TEST_PROPS = {\n width: undefined,\n height: undefined,\n // test lifecycle callback\n onTestStart: (testCase) => console.log(`# ${testCase.name}`),\n onTestPass: (testCase, result) => console.log(`ok ${testCase.name} passed`),\n onTestFail: (testCase, error) => console.log(`not ok ${testCase.name} failed`),\n // milliseconds to wait for each test case before aborting\n timeout: 2000,\n maxFramesToRender: undefined,\n imageDiffOptions: undefined\n};\n/** Runs an array of test cases */\nexport class TestRunner {\n device = webglDevice;\n props;\n isRunning = false;\n testOptions = { ...DEFAULT_TEST_PROPS };\n _animationProps;\n _animationLoop;\n _testCases = [];\n _testCaseData = null;\n _currentTestCase;\n _currentTestCaseStartTime;\n _currentTestCaseStartTick;\n // should be defined in snapshot-test-runner\n isDiffing = false;\n // @ts-expect-error\n isHeadless = Boolean(window.browserTestDriver_isHeadless);\n /**\n * props\n * AnimationLoop props\n */\n constructor(props = {}) {\n this.props = props;\n }\n /**\n * Add testCase(s)\n */\n add(testCases) {\n if (!Array.isArray(testCases)) {\n testCases = [testCases];\n }\n for (const testCase of testCases) {\n this._testCases.push(testCase);\n }\n return this;\n }\n /**\n * Returns a promise that resolves when all the test cases are done\n */\n run(options = {}) {\n this.testOptions = { ...this.testOptions, ...options };\n return new Promise((resolve, reject) => {\n this._animationLoop = new AnimationLoop({\n ...this.props,\n device: this.device,\n onRender: this._onRender.bind(this),\n onFinalize: () => {\n this.isRunning = false;\n resolve();\n }\n });\n this._animationLoop.start(this.props);\n this.isRunning = true;\n this.isDiffing = false;\n this._currentTestCase = null;\n }).catch(error => {\n this._fail({ error: error.message });\n // reject(error);\n });\n }\n /* Lifecycle methods for subclassing */\n initTestCase(testCase) {\n const { animationLoop } = testCase;\n if (animationLoop) {\n testCase.onInitialize = animationLoop.props.onInitialize.bind(animationLoop);\n testCase.onRender = animationLoop.props.onRender.bind(animationLoop);\n testCase.onFinalize = animationLoop.props.onFinalize.bind(animationLoop);\n }\n for (const key in DEFAULT_TEST_CASE) {\n testCase[key] = testCase[key] || DEFAULT_TEST_CASE[key];\n }\n }\n shouldRender(animationProps) {\n return true;\n }\n assert(testCase) {\n this._pass(testCase);\n this._next();\n }\n /* Utilities */\n _pass(result) {\n this.testOptions.onTestPass(this._currentTestCase, result);\n // this._animationLoop?.stop();\n }\n _fail(result) {\n this.testOptions.onTestFail(this._currentTestCase, result);\n // this._animationLoop?.stop();\n }\n _next() {\n this._nextTestCase();\n }\n /* Private methods */\n _onRender(animationProps) {\n this._animationProps = animationProps;\n const testCase = this._currentTestCase || this._nextTestCase();\n if (!testCase) {\n // all test cases are done\n this._animationLoop.stop();\n return;\n }\n let isDone = false;\n const testCaseAnimationProps = {\n ...animationProps,\n ...this._testCaseData,\n // tick/time starts from 0 for each test case\n startTime: this._currentTestCaseStartTime,\n time: animationProps.time - this._currentTestCaseStartTime,\n tick: animationProps.tick - this._currentTestCaseStartTick,\n // called by the test case when it is done rendering and ready for capture and diff\n done: () => {\n isDone = true;\n }\n };\n if (this._testCaseData && this.shouldRender(testCaseAnimationProps)) {\n // try {\n // test case is initialized, render frame\n testCase.onRender(testCaseAnimationProps);\n // } catch {\n // isDone = true;\n // }\n }\n const timeout = testCase.timeout || this.testOptions.timeout;\n if (timeout && testCaseAnimationProps.time > timeout) {\n isDone = true;\n }\n if (isDone) {\n this.assert(testCase);\n }\n }\n _nextTestCase() {\n const animationProps = this._animationProps;\n // finalize the current test case\n if (this._testCaseData) {\n for (const key in this._testCaseData) {\n const value = this._testCaseData[key];\n if (value && value.delete) {\n value.destroy();\n }\n }\n this._currentTestCase.onFinalize(Object.assign({}, animationProps, this._testCaseData));\n // reset WebGL context\n this.device.popState();\n this._currentTestCase = null;\n this._testCaseData = null;\n }\n // get the next test case\n const testCase = this._testCases.shift();\n if (testCase) {\n // start new test case\n this._currentTestCase = testCase;\n this._currentTestCaseStartTime = animationProps.time;\n this._currentTestCaseStartTick = animationProps.tick;\n this.initTestCase(testCase);\n // initialize test case\n // save WebGL context\n this.device.pushState();\n // aligned with the behavior of AnimationLoop.onInitialized\n // onInitialized could return a plain object or a promise\n const initProps = {\n ...animationProps,\n // tick/time starts from 0 for each test case\n startTime: animationProps.time,\n time: 0,\n tick: 0\n };\n // aligned with the behavior of AnimationLoop.onInitialized\n // onInitialized could return a plain object or a promise\n Promise.resolve(testCase.onInitialize(initProps)).then(userData => {\n this._testCaseData = userData || {};\n });\n // invoke user callback\n this.testOptions.onTestStart(testCase);\n }\n return testCase;\n }\n}\n", "// Get the bounding box of a DOMElement relative to the page\nexport function getBoundingBoxInPage(domElement) {\n const bbox = domElement.getBoundingClientRect();\n return {\n x: window.scrollX + bbox.x,\n y: window.scrollY + bbox.y,\n width: bbox.width,\n height: bbox.height\n };\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TestRunner } from \"./test-runner.js\";\nimport { getBoundingBoxInPage } from \"./utils/get-bounding-box.js\";\nexport class SnapshotTestRunner extends TestRunner {\n // should be defined here but hack access in TestRunner\n // private isDiffing: boolean = false;\n constructor(props) {\n super(props);\n this.testOptions.imageDiffOptions = {};\n }\n initTestCase(testCase) {\n super.initTestCase(testCase);\n if (!testCase.goldenImage) {\n throw new Error(`Test case ${testCase.name} does not have golden image`);\n }\n }\n shouldRender() {\n // wait for the current diffing to finish\n return !this.isDiffing;\n }\n async assert(testCase) {\n if (this.isDiffing) {\n // Already performing diffing\n return;\n }\n this.isDiffing = true;\n const canvas = this._animationProps?.canvas;\n if (!(canvas instanceof HTMLCanvasElement)) {\n throw new Error('canvas');\n }\n const diffOptions = {\n ...this.testOptions.imageDiffOptions,\n ...testCase.imageDiffOptions,\n goldenImage: testCase.goldenImage,\n region: getBoundingBoxInPage(canvas)\n };\n // Take screenshot and compare\n const result = await globalThis.browserTestDriver_captureAndDiffScreen(diffOptions);\n // invoke user callback\n if (result.success) {\n this._pass(result);\n }\n else {\n this._fail(result);\n }\n this.isDiffing = false;\n this._next();\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Stats } from '@probe.gl/stats';\nimport { TestRunner } from \"./test-runner.js\";\nexport class PerformanceTestRunner extends TestRunner {\n _stats = null;\n _fps = null;\n constructor(props) {\n super(props);\n Object.assign(this.testOptions, {\n maxFramesToRender: 60,\n targetFPS: 50\n });\n }\n initTestCase(testCase) {\n super.initTestCase(testCase);\n this._stats = new Stats({ id: testCase.name });\n this._fps = this._stats.get('fps');\n }\n shouldRender(animationProps) {\n this._fps?.timeEnd();\n this._fps?.timeStart();\n if (this._fps.count > this.testOptions.maxFramesToRender) {\n animationProps.done();\n }\n return true;\n }\n assert(testCase) {\n // @ts-expect-error\n const targetFPS = testCase.targetFPS || this.testOptions.targetFPS;\n const count = this._fps?.count;\n const fps = this._fps?.getHz() || 0;\n if (fps >= targetFPS) {\n this._pass({ fps, framesRendered: count });\n }\n else {\n this._fail({ fps, framesRendered: count });\n }\n this._next();\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Device, CanvasContext, uid, DeviceFeatures } from '@luma.gl/core';\nimport { NullDeviceInfo } from \"./null-device-info.js\";\nimport { NullDeviceLimits } from \"./null-device-features.js\";\nimport { NullCanvasContext } from \"./null-canvas-context.js\";\nimport { NullBuffer } from \"./resources/null-buffer.js\";\nimport { NullFramebuffer } from \"./resources/null-framebuffer.js\";\nimport { NullShader } from \"./resources/null-shader.js\";\nimport { NullCommandEncoder } from \"./resources/null-command-buffer.js\";\nimport { NullSampler } from \"./resources/null-sampler.js\";\nimport { NullTexture } from \"./resources/null-texture.js\";\nimport { NullRenderPass } from \"./resources/null-render-pass.js\";\nimport { NullRenderPipeline } from \"./resources/null-render-pipeline.js\";\nimport { NullVertexArray } from \"./resources/null-vertex-array.js\";\nimport { NullTransformFeedback } from \"./resources/null-transform-feedback.js\";\nimport { NullQuerySet } from \"./resources/null-query-set.js\";\n/** Do-nothing device implementation for testing */\nexport class NullDevice extends Device {\n static isSupported() {\n return true;\n }\n static type = 'unknown';\n type = 'unknown';\n features = new DeviceFeatures([], this.props.disabledFeatures);\n limits = new NullDeviceLimits();\n info = NullDeviceInfo;\n canvasContext;\n lost;\n static attach(handle) {\n return new NullDevice({});\n }\n static async create(props = {}) {\n // Wait for page to load: if canvas is a string we need to query the DOM for the canvas element.\n // We only wait when props.canvas is string to avoids setting the global page onload callback unless necessary.\n if (typeof props.canvas === 'string') {\n await CanvasContext.pageLoaded;\n }\n return new NullDevice(props);\n }\n constructor(props) {\n super({ ...props, id: props.id || uid('dummy-device') });\n this.canvasContext = new NullCanvasContext(this, props);\n this.lost = new Promise(resolve => { });\n this.canvasContext.resize();\n }\n /**\n * Destroys the context\n * @note Has no effect for WebGL browser contexts, there is no browser API for destroying contexts\n */\n destroy() { }\n get isLost() {\n return false;\n }\n getSize() {\n return [this.canvasContext.width, this.canvasContext.height];\n }\n isTextureFormatSupported(format) {\n return true;\n }\n isTextureFormatFilterable(format) {\n return true;\n }\n isTextureFormatRenderable(format) {\n return true;\n }\n // IMPLEMENTATION OF ABSTRACT DEVICE\n createCanvasContext(props) {\n return new NullCanvasContext(this, props);\n }\n createBuffer(props) {\n const newProps = this._getBufferProps(props);\n return new NullBuffer(this, newProps);\n }\n getDefaultRenderPass() {\n return new NullRenderPass(this, {});\n }\n _createTexture(props) {\n return new NullTexture(this, props);\n }\n createExternalTexture(props) {\n throw new Error('createExternalTexture() not implemented'); // return new Program(props);\n }\n createSampler(props) {\n return new NullSampler(this, props);\n }\n createShader(props) {\n return new NullShader(this, props);\n }\n createFramebuffer(props) {\n return new NullFramebuffer(this, props);\n }\n createVertexArray(props) {\n return new NullVertexArray(this, props);\n }\n createTransformFeedback(props) {\n return new NullTransformFeedback(this, props);\n }\n createQuerySet(props) {\n return new NullQuerySet(this, props);\n }\n createRenderPipeline(props) {\n return new NullRenderPipeline(this, props);\n }\n beginRenderPass(props) {\n return new NullRenderPass(this, props);\n }\n createComputePipeline(props) {\n throw new Error('ComputePipeline not supported in WebGL');\n }\n beginComputePass(props) {\n throw new Error('ComputePass not supported in WebGL');\n }\n createCommandEncoder(props = {}) {\n return new NullCommandEncoder(this, props);\n }\n submit() { }\n setParametersWebGL(parameters) { }\n getParametersWebGL(parameters) { }\n withParametersWebGL(parameters, func) {\n const { nocatch = true } = parameters;\n let value;\n if (nocatch) {\n // Avoid try catch to minimize stack size impact for safe execution paths\n return func();\n }\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n try {\n value = func();\n }\n catch {\n // ignore\n }\n return value;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nexport const NullDeviceInfo = {\n type: 'unknown',\n gpu: 'software',\n gpuType: 'unknown',\n gpuBackend: 'unknown',\n vendor: 'no one',\n renderer: 'none',\n version: '1.0',\n shadingLanguage: 'glsl',\n shadingLanguageVersion: 300\n};\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { DeviceLimits } from '@luma.gl/core';\nexport class NullDeviceLimits extends DeviceLimits {\n maxTextureDimension1D = 0;\n maxTextureDimension2D = 2048;\n maxTextureDimension3D = 256;\n maxTextureArrayLayers = 256;\n maxBindGroups = 0;\n maxDynamicUniformBuffersPerPipelineLayout = 0;\n maxDynamicStorageBuffersPerPipelineLayout = 0;\n maxSampledTexturesPerShaderStage = 8;\n maxSamplersPerShaderStage = 16;\n maxStorageBuffersPerShaderStage = 0;\n maxStorageTexturesPerShaderStage = 0;\n maxUniformBuffersPerShaderStage = 20;\n maxUniformBufferBindingSize = 16384;\n maxStorageBufferBindingSize = 0;\n minUniformBufferOffsetAlignment = 0;\n minStorageBufferOffsetAlignment = 0;\n maxVertexBuffers = 16;\n maxVertexAttributes = 16;\n maxVertexBufferArrayStride = 2048;\n maxInterStageShaderComponents = 60;\n maxComputeWorkgroupStorageSize = 0;\n maxComputeInvocationsPerWorkgroup = 0;\n maxComputeWorkgroupSizeX = 0;\n maxComputeWorkgroupSizeY = 0;\n maxComputeWorkgroupSizeZ = 0;\n maxComputeWorkgroupsPerDimension = 0;\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { CanvasContext } from '@luma.gl/core';\nimport { NullFramebuffer } from \"./resources/null-framebuffer.js\";\n/**\n * A WebGL Canvas Context which manages the canvas and handles drawing buffer resizing etc\n */\nexport class NullCanvasContext extends CanvasContext {\n device;\n presentationSize;\n _framebuffer = null;\n constructor(device, props) {\n // Note: Base class creates / looks up the canvas (unless under Node.js)\n super(props);\n this.device = device;\n this.presentationSize = [-1, -1];\n this._setAutoCreatedCanvasId(`${this.device.id}-canvas`);\n this.update();\n }\n getCurrentFramebuffer() {\n this.update();\n // Setting handle to null returns a reference to the default framebuffer\n this._framebuffer = this._framebuffer || new NullFramebuffer(this.device, { handle: null });\n return this._framebuffer;\n }\n /** Resizes and updates render targets if necessary */\n update() {\n const size = this.getPixelSize();\n const sizeChanged = size[0] !== this.presentationSize[0] || size[1] !== this.presentationSize[1];\n if (sizeChanged) {\n this.presentationSize = size;\n this.resize();\n }\n }\n resize(options) {\n if (this.canvas) {\n const devicePixelRatio = this.getDevicePixelRatio(options?.useDevicePixels);\n this.setDevicePixelRatio(devicePixelRatio, options);\n return;\n }\n }\n getDrawingBufferSize() {\n return [this.width, this.height];\n }\n commit() { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Framebuffer } from '@luma.gl/core';\nexport class NullFramebuffer extends Framebuffer {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Buffer, assert } from '@luma.gl/core';\nexport class NullBuffer extends Buffer {\n device;\n byteLength;\n constructor(device, props = {}) {\n super(device, props);\n this.device = device;\n const byteOffset = props.byteOffset || 0;\n const byteLength = props.byteLength ?? (props.data ? props.data.byteLength + byteOffset : 0);\n assert(byteLength >= 0);\n this.byteLength = byteLength;\n this.trackAllocatedMemory(byteLength);\n }\n destroy() {\n if (!this.destroyed) {\n super.destroy();\n this.trackDeallocatedMemory();\n }\n }\n async readAsync(byteOffset = 0, byteLength) {\n byteLength = byteLength ?? this.byteLength - byteOffset;\n return new Uint8Array(byteLength);\n }\n write(data, byteOffset = 0) {\n assert(data.byteLength + byteOffset <= this.byteLength);\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Shader } from '@luma.gl/core';\nexport class NullShader extends Shader {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n async getCompilationInfo() {\n return [];\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { CommandEncoder } from '@luma.gl/core';\nexport class NullCommandEncoder extends CommandEncoder {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n finish() { }\n copyBufferToBuffer(options) { }\n copyBufferToTexture(options) { }\n copyTextureToBuffer(options) { }\n copyTextureToTexture(options) { }\n pushDebugGroup(groupLabel) { }\n popDebugGroup() { }\n insertDebugMarker(markerLabel) { }\n resolveQuerySet(querySet) { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Sampler } from '@luma.gl/core';\nexport class NullSampler extends Sampler {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Texture, assert, loadImage } from '@luma.gl/core';\nimport { NullSampler } from \"./null-sampler.js\";\nimport { NullTextureView } from \"./null-texture-view.js\";\nexport class NullTexture extends Texture {\n device;\n sampler;\n view;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, { data: loadImage(this.props.data) });\n }\n this.initialize(this.props);\n Object.seal(this);\n }\n destroy() {\n if (!this.destroyed) {\n super.destroy();\n this.trackDeallocatedMemory('Texture');\n }\n }\n createView(props) {\n return new NullTextureView(this.device, { ...props, texture: this });\n }\n initialize(props = {}) {\n const data = props.data;\n if (data instanceof Promise) {\n data.then(resolvedImageData => this.initialize(Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })));\n return this;\n }\n this.setImageData(props);\n this.setSampler(props.sampler);\n this.view = new NullTextureView(this.device, {\n ...props,\n texture: this,\n mipLevelCount: 1,\n arrayLayerCount: 1\n });\n return this;\n }\n setSampler(sampler = {}) {\n if (sampler instanceof NullSampler) {\n this.sampler = sampler;\n }\n else {\n this.sampler = new NullSampler(this.device, sampler);\n }\n return this;\n }\n resize(options) {\n const { height, width, mipmaps = false } = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n mipmaps\n });\n }\n return this;\n }\n setImageData(options) {\n this.trackDeallocatedMemory('Texture');\n const { data } = options;\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n }\n else {\n const bytesPerPixel = 4;\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n const width = options.width ?? data.width;\n const height = options.height ?? data.height;\n this.width = width;\n this.height = height;\n return this;\n }\n setSubImageData(options) {\n const { data, x = 0, y = 0 } = options;\n const width = options.width ?? data.width;\n const height = options.height ?? data.height;\n assert(width + x <= this.width && height + y <= this.height);\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TextureView, Texture } from '@luma.gl/core';\nexport class NullTextureView extends TextureView {\n device;\n texture;\n constructor(device, props) {\n super(device, { ...Texture.defaultProps, ...props });\n this.device = device;\n this.texture = props.texture;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { RenderPass } from '@luma.gl/core';\nexport class NullRenderPass extends RenderPass {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n end() { }\n pushDebugGroup(groupLabel) { }\n popDebugGroup() { }\n insertDebugMarker(markerLabel) { }\n setParameters(parameters = {}) { }\n beginOcclusionQuery(queryIndex) { }\n endOcclusionQuery() { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { RenderPipeline, cast } from '@luma.gl/core';\n/** Creates a new render pipeline */\nexport class NullRenderPipeline extends RenderPipeline {\n device;\n vs;\n fs;\n uniforms = {};\n bindings = {};\n constructor(device, props) {\n super(device, props);\n this.device = device;\n this.vs = cast(props.vs);\n this.fs = cast(props.fs);\n this.shaderLayout = props.shaderLayout || {\n attributes: [],\n bindings: [],\n uniforms: []\n };\n }\n setBindings(bindings) {\n Object.assign(this.bindings, bindings);\n }\n setUniformsWebGL(uniforms) {\n Object.assign(this.uniforms, uniforms);\n }\n draw(options) {\n const { renderPass, vertexArray } = options;\n // const isIndexed: boolean = Boolean(vertexArray.indexBuffer);\n // const isInstanced: boolean = Number(instanceCount) > 0;\n vertexArray.bindBeforeRender(renderPass);\n // TODO - verify buffer size\n vertexArray.unbindAfterRender(renderPass);\n return true;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { VertexArray } from '@luma.gl/core';\nexport class NullVertexArray extends VertexArray {\n device;\n // Create a VertexArray\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n setIndexBuffer(indexBuffer) {\n this.indexBuffer = indexBuffer;\n }\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location, attributeBuffer) {\n const attributeInfo = this.attributeInfos[location];\n if (!attributeInfo) {\n throw new Error(`Unknown attribute location ${location}`);\n }\n this.attributes[location] = attributeBuffer;\n }\n bindBeforeRender() { }\n unbindAfterRender() { }\n setConstantWebGL(location, value) { }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { TransformFeedback } from '@luma.gl/core';\nexport class NullTransformFeedback extends TransformFeedback {\n device;\n layout;\n buffers = {};\n constructor(device, props) {\n super(device, props);\n this.device = device;\n this.layout = this.props.layout;\n if (props.buffers) {\n this.setBuffers(props.buffers);\n }\n Object.seal(this);\n }\n begin(topology = 'point-list') { }\n end() { }\n setBuffers(buffers) {\n this.buffers = {};\n for (const bufferName in buffers) {\n this.setBuffer(bufferName, buffers[bufferName]);\n }\n }\n setBuffer(locationOrName, bufferOrRange) {\n this.buffers[locationOrName] = bufferOrRange;\n }\n getBuffer(locationOrName) {\n return this.buffers[locationOrName] || null;\n }\n}\n", "// luma.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { QuerySet } from '@luma.gl/core';\nexport class NullQuerySet extends QuerySet {\n device;\n constructor(device, props) {\n super(device, props);\n this.device = device;\n }\n}\n", "/**\n * Tests that an argument matches the type.\n * @note fails during typescript type check, not during runtime.\n */\nexport function checkType(value) { }\n", "/** Recursively copies objects */\nexport function deepCopy(object) {\n if (Array.isArray(object)) {\n return object.map(element => deepCopy(element));\n }\n if (object !== null && typeof object === 'object') {\n const newObject = {};\n for (const key in object) {\n newObject[key] = deepCopy(object[key]);\n }\n return newObject;\n }\n return object;\n}\n", "/* global luma */\nexport function getResourceCounts() {\n // @ts-ignore\n const resourceStats = luma.stats.get('Resource Counts');\n return {\n Texture2D: resourceStats.get('Texture2Ds Active').count,\n Buffer: resourceStats.get('Buffers Active').count\n };\n}\nexport function getLeakedResources(startCounts, endCounts) {\n let leakedResources = null;\n const info = 'leaking: ';\n for (const resourceName in endCounts) {\n const leakCount = endCounts[resourceName] - startCounts[resourceName];\n if (leakCount !== 0) {\n leakedResources = Object.assign({}, leakedResources, {\n [resourceName]: leakCount,\n info: `${info} ${resourceName}: ${leakCount}, `\n });\n }\n }\n return leakedResources;\n}\n"],
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6
6
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"names": ["import_core", "import_webgl", "import_core", "import_webgl", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core", "import_core"]
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7
7
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}
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@@ -1,3 +1,12 @@
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1
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-
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2
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-
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1
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+
export declare const NullDeviceInfo: {
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2
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+
readonly type: "unknown";
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3
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+
readonly gpu: "software";
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4
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+
readonly gpuType: "unknown";
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5
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+
readonly gpuBackend: "unknown";
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6
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+
readonly vendor: "no one";
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7
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+
readonly renderer: "none";
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8
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+
readonly version: "1.0";
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9
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+
readonly shadingLanguage: "glsl";
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10
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+
readonly shadingLanguageVersion: 300;
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11
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+
};
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3
12
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//# sourceMappingURL=null-device-info.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"null-device-info.d.ts","sourceRoot":"","sources":["../../src/null-device/null-device-info.ts"],"names":[],"mappings":"
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1
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+
{"version":3,"file":"null-device-info.d.ts","sourceRoot":"","sources":["../../src/null-device/null-device-info.ts"],"names":[],"mappings":"AAMA,eAAO,MAAM,cAAc;;;;;;;;;;CAUI,CAAC"}
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@@ -2,11 +2,11 @@
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2
2
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// SPDX-License-Identifier: MIT
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3
3
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// Copyright (c) vis.gl contributors
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4
4
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export const NullDeviceInfo = {
|
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5
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-
type: '
|
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5
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+
type: 'unknown',
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6
6
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gpu: 'software',
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7
7
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gpuType: 'unknown',
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8
8
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gpuBackend: 'unknown',
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9
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-
vendor: '',
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9
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+
vendor: 'no one',
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|
10
10
|
renderer: 'none',
|
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11
11
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version: '1.0',
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12
12
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shadingLanguage: 'glsl',
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@@ -20,12 +20,23 @@ export declare class NullDevice extends Device {
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20
20
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readonly type = "unknown";
|
|
21
21
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features: DeviceFeatures;
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22
22
|
limits: NullDeviceLimits;
|
|
23
|
-
readonly info:
|
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23
|
+
readonly info: {
|
|
24
|
+
readonly type: "unknown";
|
|
25
|
+
readonly gpu: "software";
|
|
26
|
+
readonly gpuType: "unknown";
|
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27
|
+
readonly gpuBackend: "unknown";
|
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28
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+
readonly vendor: "no one";
|
|
29
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+
readonly renderer: "none";
|
|
30
|
+
readonly version: "1.0";
|
|
31
|
+
readonly shadingLanguage: "glsl";
|
|
32
|
+
readonly shadingLanguageVersion: 300;
|
|
33
|
+
};
|
|
24
34
|
readonly canvasContext: NullCanvasContext;
|
|
25
35
|
readonly lost: Promise<{
|
|
26
36
|
reason: 'destroyed';
|
|
27
37
|
message: string;
|
|
28
38
|
}>;
|
|
39
|
+
static attach(handle: null): NullDevice;
|
|
29
40
|
static create(props?: DeviceProps): Promise<NullDevice>;
|
|
30
41
|
constructor(props: DeviceProps);
|
|
31
42
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"null-device.d.ts","sourceRoot":"","sources":["../../src/null-device/null-device.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EACV,WAAW,EACX,kBAAkB,EAClB,aAAa,EACb,WAAW,EACX,gBAAgB,EACjB,MAAM,eAAe,CAAC;AACvB,OAAO,EAAC,MAAM,EAAsB,cAAc,EAAC,MAAM,eAAe,CAAC;AAEzE,OAAO,KAAK,EACV,WAAW,EACX,WAAW,EACX,YAAY,EACZ,YAAY,EACZ,eAAe,EACf,oBAAoB,EACpB,gBAAgB,EAChB,mBAAmB,EACnB,eAAe,EACf,oBAAoB,EACpB,eAAe,EACf,WAAW,EACX,gBAAgB,EAChB,mBAAmB,EACnB,sBAAsB,EACtB,aAAa,EACd,MAAM,eAAe,CAAC;AAGvB,OAAO,EAAC,gBAAgB,EAAC,kCAA+B;AACxD,OAAO,EAAC,iBAAiB,EAAC,iCAA8B;AACxD,OAAO,EAAC,UAAU,EAAC,mCAAgC;AACnD,OAAO,EAAC,eAAe,EAAC,wCAAqC;AAC7D,OAAO,EAAC,UAAU,EAAC,mCAAgC;AACnD,OAAO,EAAC,kBAAkB,EAAC,2CAAwC;AACnE,OAAO,EAAC,WAAW,EAAC,oCAAiC;AACrD,OAAO,EAAC,WAAW,EAAC,oCAAiC;AACrD,OAAO,EAAC,cAAc,EAAC,wCAAqC;AAC5D,OAAO,EAAC,kBAAkB,EAAC,4CAAyC;AAEpE,OAAO,EAAC,qBAAqB,EAAC,+CAA4C;AAC1E,OAAO,EAAC,YAAY,EAAC,sCAAmC;AAExD,mDAAmD;AACnD,qBAAa,UAAW,SAAQ,MAAM;IACpC,MAAM,CAAC,WAAW,IAAI,OAAO;IAG7B,MAAM,CAAC,IAAI,EAAE,MAAM,CAAa;IAChC,QAAQ,CAAC,IAAI,aAAa;IAC1B,QAAQ,EAAE,cAAc,CAAuD;IAC/E,MAAM,EAAE,gBAAgB,CAA0B;IAClD,QAAQ,CAAC,IAAI
|
|
1
|
+
{"version":3,"file":"null-device.d.ts","sourceRoot":"","sources":["../../src/null-device/null-device.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EACV,WAAW,EACX,kBAAkB,EAClB,aAAa,EACb,WAAW,EACX,gBAAgB,EACjB,MAAM,eAAe,CAAC;AACvB,OAAO,EAAC,MAAM,EAAsB,cAAc,EAAC,MAAM,eAAe,CAAC;AAEzE,OAAO,KAAK,EACV,WAAW,EACX,WAAW,EACX,YAAY,EACZ,YAAY,EACZ,eAAe,EACf,oBAAoB,EACpB,gBAAgB,EAChB,mBAAmB,EACnB,eAAe,EACf,oBAAoB,EACpB,eAAe,EACf,WAAW,EACX,gBAAgB,EAChB,mBAAmB,EACnB,sBAAsB,EACtB,aAAa,EACd,MAAM,eAAe,CAAC;AAGvB,OAAO,EAAC,gBAAgB,EAAC,kCAA+B;AACxD,OAAO,EAAC,iBAAiB,EAAC,iCAA8B;AACxD,OAAO,EAAC,UAAU,EAAC,mCAAgC;AACnD,OAAO,EAAC,eAAe,EAAC,wCAAqC;AAC7D,OAAO,EAAC,UAAU,EAAC,mCAAgC;AACnD,OAAO,EAAC,kBAAkB,EAAC,2CAAwC;AACnE,OAAO,EAAC,WAAW,EAAC,oCAAiC;AACrD,OAAO,EAAC,WAAW,EAAC,oCAAiC;AACrD,OAAO,EAAC,cAAc,EAAC,wCAAqC;AAC5D,OAAO,EAAC,kBAAkB,EAAC,4CAAyC;AAEpE,OAAO,EAAC,qBAAqB,EAAC,+CAA4C;AAC1E,OAAO,EAAC,YAAY,EAAC,sCAAmC;AAExD,mDAAmD;AACnD,qBAAa,UAAW,SAAQ,MAAM;IACpC,MAAM,CAAC,WAAW,IAAI,OAAO;IAG7B,MAAM,CAAC,IAAI,EAAE,MAAM,CAAa;IAChC,QAAQ,CAAC,IAAI,aAAa;IAC1B,QAAQ,EAAE,cAAc,CAAuD;IAC/E,MAAM,EAAE,gBAAgB,CAA0B;IAClD,QAAQ,CAAC,IAAI;;;;;;;;;;MAAkB;IAE/B,QAAQ,CAAC,aAAa,EAAE,iBAAiB,CAAC;IAC1C,QAAQ,CAAC,IAAI,EAAE,OAAO,CAAC;QAAC,MAAM,EAAE,WAAW,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC;IAE/D,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,GAAG,UAAU;WAI1B,MAAM,CAAC,KAAK,GAAE,WAAgB,GAAG,OAAO,CAAC,UAAU,CAAC;gBAUrD,KAAK,EAAE,WAAW;IAQ9B;;;OAGG;IACH,OAAO,IAAI,IAAI;IAEf,IAAI,MAAM,IAAI,OAAO,CAEpB;IAED,OAAO,IAAI,CAAC,MAAM,EAAE,MAAM,CAAC;IAI3B,wBAAwB,CAAC,MAAM,EAAE,aAAa,GAAG,OAAO;IAIxD,yBAAyB,CAAC,MAAM,EAAE,aAAa,GAAG,OAAO;IAIzD,yBAAyB,CAAC,MAAM,EAAE,aAAa,GAAG,OAAO;IAMzD,mBAAmB,CAAC,KAAK,EAAE,kBAAkB,GAAG,iBAAiB;IAIjE,YAAY,CAAC,KAAK,EAAE,WAAW,GAAG,WAAW,GAAG,eAAe,GAAG,UAAU;IAK5E,oBAAoB,IAAI,cAAc;IAItC,cAAc,CAAC,KAAK,EAAE,YAAY,GAAG,WAAW;IAIhD,qBAAqB,CAAC,KAAK,EAAE,oBAAoB,GAAG,eAAe;IAInE,aAAa,CAAC,KAAK,EAAE,YAAY,GAAG,WAAW;IAI/C,YAAY,CAAC,KAAK,EAAE,WAAW,GAAG,UAAU;IAI5C,iBAAiB,CAAC,KAAK,EAAE,gBAAgB,GAAG,eAAe;IAI3D,iBAAiB,CAAC,KAAK,EAAE,gBAAgB,GAAG,WAAW;IAIvD,uBAAuB,CAAC,KAAK,EAAE,sBAAsB,GAAG,qBAAqB;IAI7E,cAAc,CAAC,KAAK,EAAE,aAAa,GAAG,YAAY;IAIlD,oBAAoB,CAAC,KAAK,EAAE,mBAAmB,GAAG,kBAAkB;IAIpE,eAAe,CAAC,KAAK,EAAE,eAAe,GAAG,cAAc;IAIvD,qBAAqB,CAAC,KAAK,CAAC,EAAE,oBAAoB,GAAG,eAAe;IAIpE,gBAAgB,CAAC,KAAK,EAAE,gBAAgB,GAAG,WAAW;IAI7C,oBAAoB,CAAC,KAAK,GAAE,mBAAwB,GAAG,kBAAkB;IAIlF,MAAM,IAAI,IAAI;IAEL,kBAAkB,CAAC,UAAU,EAAE,GAAG,GAAG,IAAI;IAEzC,kBAAkB,CAAC,UAAU,EAAE,GAAG,GAAG,GAAG;IAExC,mBAAmB,CAAC,UAAU,EAAE,GAAG,EAAE,IAAI,EAAE,GAAG,GAAG,GAAG;CAe9D"}
|
|
@@ -28,6 +28,9 @@ export class NullDevice extends Device {
|
|
|
28
28
|
info = NullDeviceInfo;
|
|
29
29
|
canvasContext;
|
|
30
30
|
lost;
|
|
31
|
+
static attach(handle) {
|
|
32
|
+
return new NullDevice({});
|
|
33
|
+
}
|
|
31
34
|
static async create(props = {}) {
|
|
32
35
|
// Wait for page to load: if canvas is a string we need to query the DOM for the canvas element.
|
|
33
36
|
// We only wait when props.canvas is string to avoids setting the global page onload callback unless necessary.
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@luma.gl/test-utils",
|
|
3
|
-
"version": "9.0.
|
|
3
|
+
"version": "9.0.3",
|
|
4
4
|
"description": "Automated WebGL testing utilities with Puppeteer and image diffing",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"license": "MIT",
|
|
@@ -36,15 +36,15 @@
|
|
|
36
36
|
"pre-build": "echo test utils has no bundle"
|
|
37
37
|
},
|
|
38
38
|
"peerDependencies": {
|
|
39
|
-
"@luma.gl/core": "^9.0.0
|
|
40
|
-
"@luma.gl/engine": "^9.0.0
|
|
41
|
-
"@luma.gl/shadertools": "^9.0.0
|
|
42
|
-
"@luma.gl/webgl": "^9.0.0
|
|
43
|
-
"@luma.gl/webgpu": "^9.0.0
|
|
39
|
+
"@luma.gl/core": "^9.0.0",
|
|
40
|
+
"@luma.gl/engine": "^9.0.0",
|
|
41
|
+
"@luma.gl/shadertools": "^9.0.0",
|
|
42
|
+
"@luma.gl/webgl": "^9.0.0",
|
|
43
|
+
"@luma.gl/webgpu": "^9.0.0"
|
|
44
44
|
},
|
|
45
45
|
"dependencies": {
|
|
46
46
|
"@probe.gl/env": "^4.0.2",
|
|
47
47
|
"@probe.gl/stats": "^4.0.2"
|
|
48
48
|
},
|
|
49
|
-
"gitHead": "
|
|
49
|
+
"gitHead": "543e03b2d4bd865ac86cc8927611b91cc3e0393c"
|
|
50
50
|
}
|
|
@@ -4,14 +4,14 @@
|
|
|
4
4
|
|
|
5
5
|
import type {DeviceInfo} from '@luma.gl/core';
|
|
6
6
|
|
|
7
|
-
export const NullDeviceInfo
|
|
8
|
-
type: '
|
|
7
|
+
export const NullDeviceInfo = {
|
|
8
|
+
type: 'unknown',
|
|
9
9
|
gpu: 'software',
|
|
10
10
|
gpuType: 'unknown',
|
|
11
11
|
gpuBackend: 'unknown',
|
|
12
|
-
vendor: '',
|
|
12
|
+
vendor: 'no one',
|
|
13
13
|
renderer: 'none',
|
|
14
14
|
version: '1.0',
|
|
15
|
-
shadingLanguage: 'glsl'
|
|
15
|
+
shadingLanguage: 'glsl',
|
|
16
16
|
shadingLanguageVersion: 300
|
|
17
|
-
} as const;
|
|
17
|
+
} as const satisfies DeviceInfo;
|
|
@@ -59,6 +59,10 @@ export class NullDevice extends Device {
|
|
|
59
59
|
readonly canvasContext: NullCanvasContext;
|
|
60
60
|
readonly lost: Promise<{reason: 'destroyed'; message: string}>;
|
|
61
61
|
|
|
62
|
+
static attach(handle: null): NullDevice {
|
|
63
|
+
return new NullDevice({});
|
|
64
|
+
}
|
|
65
|
+
|
|
62
66
|
static async create(props: DeviceProps = {}): Promise<NullDevice> {
|
|
63
67
|
// Wait for page to load: if canvas is a string we need to query the DOM for the canvas element.
|
|
64
68
|
// We only wait when props.canvas is string to avoids setting the global page onload callback unless necessary.
|