@luma.gl/webgl 8.5.10 → 8.5.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (83) hide show
  1. package/dist/dist.js +420 -457
  2. package/dist/dist.min.js +1 -1
  3. package/dist/es5/bundle.js +2 -4
  4. package/dist/es5/bundle.js.map +1 -1
  5. package/dist/es5/classes/buffer.js +9 -2
  6. package/dist/es5/classes/buffer.js.map +1 -1
  7. package/dist/es5/classes/framebuffer.js +5 -0
  8. package/dist/es5/classes/framebuffer.js.map +1 -1
  9. package/dist/es5/classes/program.js +9 -2
  10. package/dist/es5/classes/program.js.map +1 -1
  11. package/dist/es5/classes/query.js +6 -1
  12. package/dist/es5/classes/query.js.map +1 -1
  13. package/dist/es5/classes/renderbuffer.js +6 -1
  14. package/dist/es5/classes/renderbuffer.js.map +1 -1
  15. package/dist/es5/classes/resource.js +13 -6
  16. package/dist/es5/classes/resource.js.map +1 -1
  17. package/dist/es5/classes/shader.js +20 -1
  18. package/dist/es5/classes/shader.js.map +1 -1
  19. package/dist/es5/classes/texture-2d.js +6 -1
  20. package/dist/es5/classes/texture-2d.js.map +1 -1
  21. package/dist/es5/classes/texture-3d.js +6 -1
  22. package/dist/es5/classes/texture-3d.js.map +1 -1
  23. package/dist/es5/classes/texture-cube.js +9 -2
  24. package/dist/es5/classes/texture-cube.js.map +1 -1
  25. package/dist/es5/classes/texture.js +12 -5
  26. package/dist/es5/classes/texture.js.map +1 -1
  27. package/dist/es5/classes/transform-feedback.js +6 -1
  28. package/dist/es5/classes/transform-feedback.js.map +1 -1
  29. package/dist/es5/classes/vertex-array-object.js +6 -1
  30. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  31. package/dist/es5/init.js +7 -7
  32. package/dist/es5/init.js.map +1 -1
  33. package/dist/es5/utils/is-old-ie.js +1 -1
  34. package/dist/es5/utils/is-old-ie.js.map +1 -1
  35. package/dist/esm/bundle.js +2 -4
  36. package/dist/esm/bundle.js.map +1 -1
  37. package/dist/esm/classes/buffer.js +4 -0
  38. package/dist/esm/classes/buffer.js.map +1 -1
  39. package/dist/esm/classes/framebuffer.js +4 -0
  40. package/dist/esm/classes/framebuffer.js.map +1 -1
  41. package/dist/esm/classes/program.js +4 -0
  42. package/dist/esm/classes/program.js.map +1 -1
  43. package/dist/esm/classes/query.js +4 -0
  44. package/dist/esm/classes/query.js.map +1 -1
  45. package/dist/esm/classes/renderbuffer.js +4 -0
  46. package/dist/esm/classes/renderbuffer.js.map +1 -1
  47. package/dist/esm/classes/resource.js +10 -6
  48. package/dist/esm/classes/resource.js.map +1 -1
  49. package/dist/esm/classes/shader.js +12 -0
  50. package/dist/esm/classes/shader.js.map +1 -1
  51. package/dist/esm/classes/texture-2d.js +4 -0
  52. package/dist/esm/classes/texture-2d.js.map +1 -1
  53. package/dist/esm/classes/texture-3d.js +4 -0
  54. package/dist/esm/classes/texture-3d.js.map +1 -1
  55. package/dist/esm/classes/texture-cube.js +4 -0
  56. package/dist/esm/classes/texture-cube.js.map +1 -1
  57. package/dist/esm/classes/texture.js +10 -3
  58. package/dist/esm/classes/texture.js.map +1 -1
  59. package/dist/esm/classes/transform-feedback.js +4 -0
  60. package/dist/esm/classes/transform-feedback.js.map +1 -1
  61. package/dist/esm/classes/vertex-array-object.js +4 -0
  62. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  63. package/dist/esm/init.js +7 -7
  64. package/dist/esm/init.js.map +1 -1
  65. package/dist/esm/utils/is-old-ie.js +1 -1
  66. package/dist/esm/utils/is-old-ie.js.map +1 -1
  67. package/package.json +5 -4
  68. package/src/bundle.js +2 -3
  69. package/src/classes/buffer.js +4 -0
  70. package/src/classes/framebuffer.js +4 -0
  71. package/src/classes/program.js +4 -0
  72. package/src/classes/query.js +4 -0
  73. package/src/classes/renderbuffer.js +4 -0
  74. package/src/classes/resource.js +10 -6
  75. package/src/classes/shader.js +14 -0
  76. package/src/classes/texture-2d.js +5 -0
  77. package/src/classes/texture-3d.js +5 -0
  78. package/src/classes/texture-cube.js +5 -0
  79. package/src/classes/texture.js +11 -4
  80. package/src/classes/transform-feedback.js +4 -0
  81. package/src/classes/vertex-array-object.js +4 -0
  82. package/src/init.js +6 -6
  83. package/src/utils/is-old-ie.js +1 -1
@@ -1 +1 @@
1
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// Returns a GLuint containing the query result.\nconst GL_QUERY_RESULT_AVAILABLE = 0x8867; // whether query result is available.\n\nconst GL_TIME_ELAPSED_EXT = 0x88bf; // Elapsed time (in nanoseconds).\nconst GL_GPU_DISJOINT_EXT = 0x8fbb; // Whether GPU performed any disjoint operation.\n\nconst GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = 0x8c88; // #primitives written to feedback buffers\nconst GL_ANY_SAMPLES_PASSED = 0x8c2f; // Occlusion query (if drawing passed depth test)\nconst GL_ANY_SAMPLES_PASSED_CONSERVATIVE = 0x8d6a; // Occlusion query less accurate/faster version\n\nexport default class Query extends Resource {\n // Returns true if Query is supported by the WebGL implementation\n // Can also check whether timestamp queries are available.\n static isSupported(gl, opts = []) {\n const webgl2 = isWebGL2(gl);\n\n // Initial value\n const hasTimerQuery = hasFeatures(gl, FEATURES.TIMER_QUERY);\n let supported = webgl2 || hasTimerQuery;\n\n for (const key of opts) {\n switch (key) {\n case 'queries':\n supported = supported && webgl2;\n break;\n case 'timers':\n supported = supported && hasTimerQuery;\n break;\n default:\n assert(false);\n }\n }\n\n return supported;\n }\n\n // Create a query class\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n this.target = null;\n this._queryPending = false;\n this._pollingPromise = null;\n\n Object.seal(this);\n }\n\n // Shortcut for timer query (dependent on extension in both WebGL1 and 2)\n // Measures GPU time delta between this call and a matching `end` call in the\n // GPU instruction stream.\n beginTimeElapsedQuery() {\n return this.begin(GL_TIME_ELAPSED_EXT);\n }\n\n // Shortcut for occlusion queries\n beginOcclusionQuery({conservative = false} = {}) {\n return this.begin(conservative ? 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GL_ANY_SAMPLES_PASSED_CONSERVATIVE : GL_ANY_SAMPLES_PASSED);\n }\n\n // Shortcut for transformFeedbackQuery\n beginTransformFeedbackQuery() {\n return this.begin(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);\n }\n\n // Due to OpenGL API limitations, after calling `begin()` on one Query\n // instance, `end()` must be called on that same instance before\n // calling `begin()` on another query. While there can be multiple\n // outstanding queries representing disjoint `begin()`/`end()` intervals.\n // It is not possible to interleave or overlap `begin` and `end` calls.\n begin(target) {\n // Don't start a new query if one is already active.\n if (this._queryPending) {\n return this;\n }\n\n this.target = target;\n this.gl2.beginQuery(this.target, this.handle);\n\n return this;\n }\n\n // ends the current query\n end() {\n // Can't end a new query if the last one hasn't been resolved.\n if (this._queryPending) {\n return this;\n }\n\n if (this.target) {\n this.gl2.endQuery(this.target);\n this.target = null;\n this._queryPending = true;\n }\n return this;\n }\n\n // Returns true if the query result is available\n isResultAvailable() {\n if (!this._queryPending) {\n return false;\n }\n\n const resultAvailable = this.gl2.getQueryParameter(this.handle, GL_QUERY_RESULT_AVAILABLE);\n if (resultAvailable) {\n this._queryPending = false;\n }\n return resultAvailable;\n }\n\n // Timing query is disjoint, i.e. results are invalid\n isTimerDisjoint() {\n return this.gl2.getParameter(GL_GPU_DISJOINT_EXT);\n }\n\n // Returns query result.\n getResult() {\n return this.gl2.getQueryParameter(this.handle, GL_QUERY_RESULT);\n }\n\n // Returns the query result, converted to milliseconds to match JavaScript conventions.\n getTimerMilliseconds() {\n return this.getResult() / 1e6;\n }\n\n // Polls the query\n createPoll(limit = Number.POSITIVE_INFINITY) {\n if (this._pollingPromise) {\n return this._pollingPromise;\n }\n\n let counter = 0;\n\n this._pollingPromise = new Promise((resolve, reject) => {\n const poll = () => {\n if (this.isResultAvailable()) {\n resolve(this.getResult());\n this._pollingPromise = null;\n } else if (counter++ > limit) {\n reject('Timed out');\n this._pollingPromise = null;\n } else {\n requestAnimationFrame(poll);\n }\n };\n\n requestAnimationFrame(poll);\n });\n\n return this._pollingPromise;\n }\n\n _createHandle() {\n return Query.isSupported(this.gl) ? this.gl2.createQuery() : null;\n }\n\n _deleteHandle() {\n this.gl2.deleteQuery(this.handle);\n }\n}\n"],"file":"query.js"}
@@ -52,7 +52,12 @@ var Renderbuffer = function (_Resource) {
52
52
 
53
53
  var _super = _createSuper(Renderbuffer);
54
54
 
55
- (0, _createClass2.default)(Renderbuffer, null, [{
55
+ (0, _createClass2.default)(Renderbuffer, [{
56
+ key: Symbol.toStringTag,
57
+ get: function get() {
58
+ return 'Renderbuffer';
59
+ }
60
+ }], [{
56
61
  key: "isSupported",
57
62
  value: function isSupported(gl) {
58
63
  var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {
@@ -1 +1 @@
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info.gl2 || info.gl1 : info.gl1;\n if (typeof value === 'string') {\n return gl.getExtension(value);\n }\n return value;\n}\n\nexport default class Renderbuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Renderbuffer';\n }\n static isSupported(gl, {format} = {format: null}) {\n return !format || isFormatSupported(gl, format, RENDERBUFFER_FORMATS);\n }\n\n static getSamplesForFormat(gl, {format}) {\n // Polyfilled to return [0] under WebGL1\n return gl.getInternalformatParameter(GL.RENDERBUFFER, format, GL.SAMPLES);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // @ts-ignore\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n // Creates and initializes a renderbuffer object's data store\n initialize({format, width = 1, height = 1, samples = 0}) {\n assert(format, 'Needs format');\n\n this._trackDeallocatedMemory();\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n\n if (samples !== 0 && isWebGL2(this.gl)) {\n // @ts-ignore\n this.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, format, width, height);\n } else {\n this.gl.renderbufferStorage(GL.RENDERBUFFER, format, width, height);\n }\n\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.format = format;\n this.width = width;\n this.height = height;\n this.samples = samples;\n\n this._trackAllocatedMemory(\n this.width * this.height * (this.samples || 1) * RENDERBUFFER_FORMATS[this.format].bpp\n );\n\n return this;\n }\n\n resize({width, height}) {\n // Don't resize if width/height haven't changed\n if (width !== this.width || height !== this.height) {\n return this.initialize({width, height, format: this.format, samples: this.samples});\n }\n return this;\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteRenderbuffer(this.handle);\n this._trackDeallocatedMemory();\n }\n\n _bindHandle(handle) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n\n _syncHandle(handle) {\n this.format = this.getParameter(GL.RENDERBUFFER_INTERNAL_FORMAT);\n this.width = this.getParameter(GL.RENDERBUFFER_WIDTH);\n this.height = this.getParameter(GL.RENDERBUFFER_HEIGHT);\n this.samples = this.getParameter(GL.RENDERBUFFER_SAMPLES);\n }\n\n // @param {Boolean} opt.autobind=true - method call will bind/unbind object\n // @returns {GLenum|GLint} - depends on pname\n _getParameter(pname) {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n const value = this.gl.getRenderbufferParameter(GL.RENDERBUFFER, pname);\n // this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n return value;\n }\n}\n"],"file":"renderbuffer.js"}
@@ -32,6 +32,13 @@ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len
32
32
  var ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';
33
33
 
34
34
  var Resource = function () {
35
+ (0, _createClass2.default)(Resource, [{
36
+ key: Symbol.toStringTag,
37
+ get: function get() {
38
+ return 'Resource';
39
+ }
40
+ }]);
41
+
35
42
  function Resource(gl) {
36
43
  var opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
37
44
  (0, _classCallCheck2.default)(this, Resource);
@@ -41,7 +48,7 @@ var Resource = function () {
41
48
  userData = _opts$userData === void 0 ? {} : _opts$userData;
42
49
  this.gl = gl;
43
50
  this.gl2 = gl;
44
- this.id = id || (0, _utils.uid)(this.constructor.name);
51
+ this.id = id || (0, _utils.uid)(this[Symbol.toStringTag]);
45
52
  this.userData = userData;
46
53
  this._bound = false;
47
54
  this._handle = opts.handle;
@@ -58,7 +65,7 @@ var Resource = function () {
58
65
  (0, _createClass2.default)(Resource, [{
59
66
  key: "toString",
60
67
  value: function toString() {
61
- return "".concat(this.constructor.name, "(").concat(this.id, ")");
68
+ return "".concat(this[Symbol.toStringTag] || this.constructor.name, "(").concat(this.id, ")");
62
69
  }
63
70
  }, {
64
71
  key: "delete",
@@ -256,7 +263,7 @@ var Resource = function () {
256
263
  }, {
257
264
  key: "_addStats",
258
265
  value: function _addStats() {
259
- var name = this.constructor.name;
266
+ var name = this[Symbol.toStringTag];
260
267
 
261
268
  var stats = _init.lumaStats.get('Resource Counts');
262
269
 
@@ -267,7 +274,7 @@ var Resource = function () {
267
274
  }, {
268
275
  key: "_removeStats",
269
276
  value: function _removeStats() {
270
- var name = this.constructor.name;
277
+ var name = this[Symbol.toStringTag];
271
278
 
272
279
  var stats = _init.lumaStats.get('Resource Counts');
273
280
 
@@ -276,7 +283,7 @@ var Resource = function () {
276
283
  }, {
277
284
  key: "_trackAllocatedMemory",
278
285
  value: function _trackAllocatedMemory(bytes) {
279
- var name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this.constructor.name;
286
+ var name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this[Symbol.toStringTag];
280
287
 
281
288
  var stats = _init.lumaStats.get('Memory Usage');
282
289
 
@@ -287,7 +294,7 @@ var Resource = function () {
287
294
  }, {
288
295
  key: "_trackDeallocatedMemory",
289
296
  value: function _trackDeallocatedMemory() {
290
- var name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.constructor.name;
297
+ var name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this[Symbol.toStringTag];
291
298
 
292
299
  var stats = _init.lumaStats.get('Memory Usage');
293
300
 
@@ -1 +1 @@
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{isWebGL2, assertWebGLContext} from '@luma.gl/gltools';\nimport {lumaStats} from '../init';\nimport {getKey, getKeyValue} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\nimport {stubRemovedMethods} from '../utils/stub-methods';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n// TODO - Handle context loss\n// function glGetContextLossCount(gl) {\n// return (gl.luma && gl.luma.glCount) || 0;\n// }\n\nexport default class Resource {\n constructor(gl, opts = {}) {\n assertWebGLContext(gl);\n\n const {id, userData = {}} = opts;\n this.gl = gl;\n // @ts-ignore\n this.gl2 = gl;\n // this.ext = polyfillContext(gl);\n this.id = id || uid(this.constructor.name);\n this.userData = userData;\n this._bound = false;\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = opts.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n // Only meaningful for resources that allocate GPU memory\n this.byteLength = 0;\n\n this._addStats();\n }\n\n toString() {\n return `${this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.opts);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.opts);\n // }\n return this._handle;\n }\n\n delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-ignore\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this._removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-ignore\n if (children && deleteChildren) {\n // @ts-ignore\n children.filter(Boolean).forEach(child => child.delete());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param {GLenum} pname\n * @return {GLint|GLfloat|GLenum} param\n */\n getParameter(pname, opts = {}) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, opts);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-ignore\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = getKey(this.gl, values[key]);\n }\n }\n }\n\n return values;\n }\n\n /**\n * Update a Resource setting\n *\n * @todo - cache parameter to avoid issuing WebGL calls?\n *\n * @param {string} pname - parameter (GL constant, value or key)\n * @param {GLint|GLfloat|GLenum} value\n * @return {Resource} returns self to enable chaining\n */\n setParameter(pname, value) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n throw new Error('Parameter not available on this platform');\n }\n\n // Handle string keys\n if (parameter.type === 'GLenum') {\n value = getKeyValue(value);\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // attempt to set it and let WebGL report errors\n this._setParameter(pname, value);\n return this;\n }\n\n /*\n * Batch update resource parameters\n * Assumes the subclass supports a setParameter call\n */\n setParameters(parameters) {\n for (const pname in parameters) {\n this.setParameter(pname, parameters[pname]);\n }\n return this;\n }\n\n // Install stubs for removed methods\n stubRemovedMethods(className, version, methodNames) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(opts) {}\n\n // PROTECTED METHODS - These must be overridden by subclass\n _createHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _deleteHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _bindHandle(handle) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getOptsFromHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n /** @returns {number} */\n _getParameter(pname, opts) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname, value) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n // PRIVATE METHODS\n\n _context() {\n this.gl.luma = this.gl.luma || {};\n return this.gl.luma;\n }\n\n _addStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get('Resources Created').incrementCount();\n stats.get(`${name}s Created`).incrementCount();\n stats.get(`${name}s Active`).incrementCount();\n }\n\n _removeStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get(`${name}s Active`).decrementCount();\n }\n\n _trackAllocatedMemory(bytes, name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').addCount(bytes);\n stats.get(`${name} Memory`).addCount(bytes);\n this.byteLength = bytes;\n }\n\n _trackDeallocatedMemory(name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').subtractCount(this.byteLength);\n stats.get(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n}\n"],"file":"resource.js"}
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{isWebGL2, assertWebGLContext} from '@luma.gl/gltools';\nimport {lumaStats} from '../init';\nimport {getKey, getKeyValue} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\nimport {stubRemovedMethods} from '../utils/stub-methods';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n// TODO - Handle context loss\n// function glGetContextLossCount(gl) {\n// return (gl.luma && gl.luma.glCount) || 0;\n// }\n\nexport default class Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Resource';\n }\n constructor(gl, opts = {}) {\n assertWebGLContext(gl);\n\n const {id, userData = {}} = opts;\n this.gl = gl;\n // @ts-ignore\n this.gl2 = gl;\n // this.ext = polyfillContext(gl);\n this.id = id || uid(this[Symbol.toStringTag]);\n this.userData = userData;\n this._bound = false;\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = opts.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n // Only meaningful for resources that allocate GPU memory\n this.byteLength = 0;\n\n this._addStats();\n }\n\n toString() {\n return `${this[Symbol.toStringTag] || this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.opts);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.opts);\n // }\n return this._handle;\n }\n\n delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-ignore\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this._removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-ignore\n if (children && deleteChildren) {\n // @ts-ignore\n children.filter(Boolean).forEach(child => child.delete());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param {GLenum} pname\n * @return {GLint|GLfloat|GLenum} param\n */\n getParameter(pname, opts = {}) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, opts);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-ignore\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = getKey(this.gl, values[key]);\n }\n }\n }\n\n return values;\n }\n\n /**\n * Update a Resource setting\n *\n * @todo - cache parameter to avoid issuing WebGL calls?\n *\n * @param {string} pname - parameter (GL constant, value or key)\n * @param {GLint|GLfloat|GLenum} value\n * @return {Resource} returns self to enable chaining\n */\n setParameter(pname, value) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-ignore\n const parameters = this.constructor.PARAMETERS || {};\n\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n throw new Error('Parameter not available on this platform');\n }\n\n // Handle string keys\n if (parameter.type === 'GLenum') {\n value = getKeyValue(value);\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // attempt to set it and let WebGL report errors\n this._setParameter(pname, value);\n return this;\n }\n\n /*\n * Batch update resource parameters\n * Assumes the subclass supports a setParameter call\n */\n setParameters(parameters) {\n for (const pname in parameters) {\n this.setParameter(pname, parameters[pname]);\n }\n return this;\n }\n\n // Install stubs for removed methods\n stubRemovedMethods(className, version, methodNames) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(opts) {}\n\n // PROTECTED METHODS - These must be overridden by subclass\n _createHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _deleteHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _bindHandle(handle) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getOptsFromHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n /** @returns {number} */\n _getParameter(pname, opts) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname, value) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n // PRIVATE METHODS\n\n _context() {\n this.gl.luma = this.gl.luma || {};\n return this.gl.luma;\n }\n\n _addStats() {\n const name = this[Symbol.toStringTag];\n const stats = lumaStats.get('Resource Counts');\n\n stats.get('Resources Created').incrementCount();\n stats.get(`${name}s Created`).incrementCount();\n stats.get(`${name}s Active`).incrementCount();\n }\n\n _removeStats() {\n const name = this[Symbol.toStringTag];\n const stats = lumaStats.get('Resource Counts');\n\n stats.get(`${name}s Active`).decrementCount();\n }\n\n _trackAllocatedMemory(bytes, name = this[Symbol.toStringTag]) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').addCount(bytes);\n stats.get(`${name} Memory`).addCount(bytes);\n this.byteLength = bytes;\n }\n\n _trackDeallocatedMemory(name = this[Symbol.toStringTag]) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').subtractCount(this.byteLength);\n stats.get(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n}\n"],"file":"resource.js"}
@@ -38,7 +38,12 @@ var Shader = function (_Resource) {
38
38
 
39
39
  var _super = _createSuper(Shader);
40
40
 
41
- (0, _createClass2.default)(Shader, null, [{
41
+ (0, _createClass2.default)(Shader, [{
42
+ key: Symbol.toStringTag,
43
+ get: function get() {
44
+ return 'Shader';
45
+ }
46
+ }], [{
42
47
  key: "getTypeName",
43
48
  value: function getTypeName(shaderType) {
44
49
  switch (shaderType) {
@@ -164,6 +169,13 @@ var VertexShader = function (_Shader) {
164
169
 
165
170
  var _super2 = _createSuper(VertexShader);
166
171
 
172
+ (0, _createClass2.default)(VertexShader, [{
173
+ key: Symbol.toStringTag,
174
+ get: function get() {
175
+ return 'VertexShader';
176
+ }
177
+ }]);
178
+
167
179
  function VertexShader(gl, props) {
168
180
  (0, _classCallCheck2.default)(this, VertexShader);
169
181
 
@@ -194,6 +206,13 @@ var FragmentShader = function (_Shader2) {
194
206
 
195
207
  var _super3 = _createSuper(FragmentShader);
196
208
 
209
+ (0, _createClass2.default)(FragmentShader, [{
210
+ key: Symbol.toStringTag,
211
+ get: function get() {
212
+ return 'FragmentShader';
213
+ }
214
+ }]);
215
+
197
216
  function FragmentShader(gl, props) {
198
217
  (0, _classCallCheck2.default)(this, FragmentShader);
199
218
 
@@ -1 +1 @@
1
- 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${Shader.getTypeName(props.shaderType)}`);\n\n super(gl, {id});\n\n this.shaderType = props.shaderType;\n this.source = props.source;\n\n this.initialize(props);\n }\n\n initialize({source}) {\n const shaderName = getShaderName(source, null);\n if (shaderName) {\n this.id = uid(shaderName);\n }\n this._compile(source);\n }\n\n // Accessors\n\n getParameter(pname) {\n return this.gl.getShaderParameter(this.handle, pname);\n }\n\n toString() {\n return `${Shader.getTypeName(this.shaderType)}:${this.id}`;\n }\n\n getName() {\n return getShaderName(this.source) || 'unnamed-shader';\n }\n\n getSource() {\n return this.gl.getShaderSource(this.handle);\n }\n\n // Debug method - Returns translated source if available\n getTranslatedSource() {\n const extension = this.gl.getExtension('WEBGL_debug_shaders');\n return extension\n ? extension.getTranslatedShaderSource(this.handle)\n : 'No translated source available. WEBGL_debug_shaders not implemented';\n }\n\n // PRIVATE METHODS\n _compile(source = this.source) {\n if (!source.startsWith('#version ')) {\n source = `#version 100\\n${source}`;\n }\n this.source = source;\n this.gl.shaderSource(this.handle, this.source);\n this.gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = this.getParameter(GL.COMPILE_STATUS);\n if (!compileStatus) {\n const infoLog = this.gl.getShaderInfoLog(this.handle);\n const {shaderName, errors, warnings} = parseGLSLCompilerError(\n infoLog,\n this.source,\n this.shaderType,\n this.id\n );\n log.error(`GLSL compilation errors in ${shaderName}\\n${errors}`)();\n log.warn(`GLSL compilation warnings in ${shaderName}\\n${warnings}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n\n _deleteHandle() {\n this.gl.deleteShader(this.handle);\n }\n\n _getOptsFromHandle() {\n return {\n type: this.getParameter(GL.SHADER_TYPE),\n source: this.getSource()\n };\n }\n}\n\nexport class VertexShader extends Shader {\n constructor(gl, props) {\n // Signature: new VertexShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n super(gl, Object.assign({}, props, {shaderType: GL.VERTEX_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.VERTEX_SHADER);\n }\n}\n\nexport class FragmentShader extends Shader {\n constructor(gl, props) {\n // Signature: new FragmentShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n\n super(gl, Object.assign({}, props, {shaderType: GL.FRAGMENT_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.FRAGMENT_SHADER);\n }\n}\n"],"file":"shader.js"}
1
+ 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GL from '@luma.gl/constants';\nimport {assertWebGLContext, log} from '@luma.gl/gltools';\nimport {parseGLSLCompilerError, getShaderName} from '../glsl-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\nimport Resource from './resource';\n\nconst ERR_SOURCE = 'Shader: GLSL source code must be a JavaScript string';\n\n// For now this is an internal class\nexport class Shader extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Shader';\n }\n\n static getTypeName(shaderType) {\n switch (shaderType) {\n case GL.VERTEX_SHADER:\n return 'vertex-shader';\n case GL.FRAGMENT_SHADER:\n return 'fragment-shader';\n default:\n assert(false);\n return 'unknown';\n }\n }\n\n /* eslint-disable max-statements */\n constructor(gl, props) {\n assertWebGLContext(gl);\n\n // Validate arguments\n assert(typeof props.source === 'string', ERR_SOURCE);\n\n // Deduce an id, from shader source, or supplied id, or shader type\n const id =\n getShaderName(props.source, null) ||\n props.id ||\n uid(`unnamed ${Shader.getTypeName(props.shaderType)}`);\n\n super(gl, {id});\n\n this.shaderType = props.shaderType;\n this.source = props.source;\n\n this.initialize(props);\n }\n\n initialize({source}) {\n const shaderName = getShaderName(source, null);\n if (shaderName) {\n this.id = uid(shaderName);\n }\n this._compile(source);\n }\n\n // Accessors\n\n getParameter(pname) {\n return this.gl.getShaderParameter(this.handle, pname);\n }\n\n toString() {\n return `${Shader.getTypeName(this.shaderType)}:${this.id}`;\n }\n\n getName() {\n return getShaderName(this.source) || 'unnamed-shader';\n }\n\n getSource() {\n return this.gl.getShaderSource(this.handle);\n }\n\n // Debug method - Returns translated source if available\n getTranslatedSource() {\n const extension = this.gl.getExtension('WEBGL_debug_shaders');\n return extension\n ? extension.getTranslatedShaderSource(this.handle)\n : 'No translated source available. WEBGL_debug_shaders not implemented';\n }\n\n // PRIVATE METHODS\n _compile(source = this.source) {\n if (!source.startsWith('#version ')) {\n source = `#version 100\\n${source}`;\n }\n this.source = source;\n this.gl.shaderSource(this.handle, this.source);\n this.gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = this.getParameter(GL.COMPILE_STATUS);\n if (!compileStatus) {\n const infoLog = this.gl.getShaderInfoLog(this.handle);\n const {shaderName, errors, warnings} = parseGLSLCompilerError(\n infoLog,\n this.source,\n this.shaderType,\n this.id\n );\n log.error(`GLSL compilation errors in ${shaderName}\\n${errors}`)();\n log.warn(`GLSL compilation warnings in ${shaderName}\\n${warnings}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n\n _deleteHandle() {\n this.gl.deleteShader(this.handle);\n }\n\n _getOptsFromHandle() {\n return {\n type: this.getParameter(GL.SHADER_TYPE),\n source: this.getSource()\n };\n }\n}\n\nexport class VertexShader extends Shader {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'VertexShader';\n }\n\n constructor(gl, props) {\n // Signature: new VertexShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n super(gl, Object.assign({}, props, {shaderType: GL.VERTEX_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.VERTEX_SHADER);\n }\n}\n\nexport class FragmentShader extends Shader {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'FragmentShader';\n }\n constructor(gl, props) {\n // Signature: new FragmentShader(gl, source)\n if (typeof props === 'string') {\n props = {source: props};\n }\n\n super(gl, Object.assign({}, props, {shaderType: GL.FRAGMENT_SHADER}));\n }\n\n // PRIVATE METHODS\n _createHandle() {\n return this.gl.createShader(GL.FRAGMENT_SHADER);\n }\n}\n"],"file":"shader.js"}
@@ -34,7 +34,12 @@ var Texture2D = function (_Texture) {
34
34
 
35
35
  var _super = _createSuper(Texture2D);
36
36
 
37
- (0, _createClass2.default)(Texture2D, null, [{
37
+ (0, _createClass2.default)(Texture2D, [{
38
+ key: Symbol.toStringTag,
39
+ get: function get() {
40
+ return 'Texture2D';
41
+ }
42
+ }], [{
38
43
  key: "isSupported",
39
44
  value: function isSupported(gl, opts) {
40
45
  return _texture.default.isSupported(gl, opts);
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/classes/texture-2d.js"],"names":["Texture2D","gl","opts","Texture","isSupported","props","Promise","data","Object","assign","target","initialize","seal"],"mappings":";;;;;;;;;;;;;;;;;;;;;AACA;;AACA;;AACA;;;;;;IAEqBA,S;;;;;;;gCACAC,E,EAAIC,I,EAAM;AAC3B,aAAOC,iBAAQC,WAAR,CAAoBH,EAApB,EAAwBC,IAAxB,CAAP;AACD;;;AAED,qBAAYD,EAAZ,EAA4B;AAAA;;AAAA,QAAZI,KAAY,uEAAJ,EAAI;AAAA;AAC1B,qCAAmBJ,EAAnB;;AAGA,QAAII,KAAK,YAAYC,OAAjB,IAA4B,OAAOD,KAAP,KAAiB,QAAjD,EAA2D;AACzDA,MAAAA,KAAK,GAAG;AAACE,QAAAA,IAAI,EAAEF;AAAP,OAAR;AACD;;AAGD,QAAI,OAAOA,KAAK,CAACE,IAAb,KAAsB,QAA1B,EAAoC;AAClCF,MAAAA,KAAK,GAAGG,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACE,QAAAA,IAAI,EAAE,yBAAUF,KAAK,CAACE,IAAhB;AAAP,OAAzB,CAAR;AACD;;AAED,8BAAMN,EAAN,EAAUO,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACK,MAAAA,MAAM;AAAP,KAAzB,CAAV;;AAEA,UAAKC,UAAL,CAAgBN,KAAhB;;AAEAG,IAAAA,MAAM,CAACI,IAAP;AAjB0B;AAkB3B;;;EAvBoCT,gB","sourcesContent":["import GL from '@luma.gl/constants';\nimport {assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {loadImage} from '../utils/load-file';\n\nexport default class Texture2D extends Texture {\n static isSupported(gl, opts) {\n return Texture.isSupported(gl, opts);\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n // Signature: new Texture2D(gl, url | Promise)\n if (props instanceof Promise || typeof props === 'string') {\n props = {data: props};\n }\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof props.data === 'string') {\n props = Object.assign({}, props, {data: loadImage(props.data)});\n }\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_2D}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n}\n"],"file":"texture-2d.js"}
1
+ {"version":3,"sources":["../../../src/classes/texture-2d.js"],"names":["Texture2D","Symbol","toStringTag","gl","opts","Texture","isSupported","props","Promise","data","Object","assign","target","initialize","seal"],"mappings":";;;;;;;;;;;;;;;;;;;;;AACA;;AACA;;AACA;;;;;;IAEqBA,S;;;;;;SAEdC,MAAM,CAACC,W;wBAAe;AACzB,aAAO,WAAP;AACD;;;gCAEkBC,E,EAAIC,I,EAAM;AAC3B,aAAOC,iBAAQC,WAAR,CAAoBH,EAApB,EAAwBC,IAAxB,CAAP;AACD;;;AAED,qBAAYD,EAAZ,EAA4B;AAAA;;AAAA,QAAZI,KAAY,uEAAJ,EAAI;AAAA;AAC1B,qCAAmBJ,EAAnB;;AAGA,QAAII,KAAK,YAAYC,OAAjB,IAA4B,OAAOD,KAAP,KAAiB,QAAjD,EAA2D;AACzDA,MAAAA,KAAK,GAAG;AAACE,QAAAA,IAAI,EAAEF;AAAP,OAAR;AACD;;AAGD,QAAI,OAAOA,KAAK,CAACE,IAAb,KAAsB,QAA1B,EAAoC;AAClCF,MAAAA,KAAK,GAAGG,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACE,QAAAA,IAAI,EAAE,yBAAUF,KAAK,CAACE,IAAhB;AAAP,OAAzB,CAAR;AACD;;AAED,8BAAMN,EAAN,EAAUO,MAAM,CAACC,MAAP,CAAc,EAAd,EAAkBJ,KAAlB,EAAyB;AAACK,MAAAA,MAAM;AAAP,KAAzB,CAAV;;AAEA,UAAKC,UAAL,CAAgBN,KAAhB;;AAEAG,IAAAA,MAAM,CAACI,IAAP;AAjB0B;AAkB3B;;;EA5BoCT,gB","sourcesContent":["import GL from '@luma.gl/constants';\nimport {assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {loadImage} from '../utils/load-file';\n\nexport default class Texture2D extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Texture2D';\n }\n\n static isSupported(gl, opts) {\n return Texture.isSupported(gl, opts);\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n // Signature: new Texture2D(gl, url | Promise)\n if (props instanceof Promise || typeof props === 'string') {\n props = {data: props};\n }\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof props.data === 'string') {\n props = Object.assign({}, props, {data: loadImage(props.data)});\n }\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_2D}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n}\n"],"file":"texture-2d.js"}
@@ -36,7 +36,12 @@ var Texture3D = function (_Texture) {
36
36
 
37
37
  var _super = _createSuper(Texture3D);
38
38
 
39
- (0, _createClass2.default)(Texture3D, null, [{
39
+ (0, _createClass2.default)(Texture3D, [{
40
+ key: Symbol.toStringTag,
41
+ get: function get() {
42
+ return 'Texture3D';
43
+ }
44
+ }], [{
40
45
  key: "isSupported",
41
46
  value: function isSupported(gl) {
42
47
  return (0, _gltools.isWebGL2)(gl);
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/classes/texture-3d.js"],"names":["Texture3D","gl","props","Object","assign","depth","target","unpackFlipY","initialize","seal","level","dataFormat","width","height","border","format","type","offset","data","parameters","_trackDeallocatedMemory","bindTexture","handle","ArrayBuffer","isView","texImage3D","Buffer","bindBuffer","byteLength","_trackAllocatedMemory","channels","DATA_FORMAT_CHANNELS","channelSize","TYPE_SIZES","loaded","Texture"],"mappings":";;;;;;;;;;;;;;;;;;;;;AACA;;AACA;;AACA;;AACA;;;;;;IAEqBA,S;;;;;;;gCACAC,E,EAAI;AACrB,aAAO,uBAASA,EAAT,CAAP;AACD;;;AAED,qBAAYA,EAAZ,EAA4B;AAAA;;AAAA,QAAZC,KAAY,uEAAJ,EAAI;AAAA;AAC1B,sCAAoBD,EAApB;AACAC,IAAAA,KAAK,GAAGC,MAAM,CAACC,MAAP,CAAc;AAACC,MAAAA,KAAK,EAAE;AAAR,KAAd,EAA0BH,KAA1B,EAAiC;AAACI,MAAAA,MAAM,OAAP;AAAwBC,MAAAA,WAAW,EAAE;AAArC,KAAjC,CAAR;AACA,8BAAMN,EAAN,EAAUC,KAAV;;AACA,UAAKM,UAAL,CAAgBN,KAAhB;;AAEAC,IAAAA,MAAM,CAACM,IAAP;AAN0B;AAO3B;;;;uCAeE;AAAA;;AAAA,4BAXDC,KAWC;AAAA,UAXDA,KAWC,2BAXO,CAWP;AAAA,iCAVDC,UAUC;AAAA,UAVDA,UAUC;AAAA,UATDC,KASC,QATDA,KASC;AAAA,UARDC,MAQC,QARDA,MAQC;AAAA,4BAPDR,KAOC;AAAA,UAPDA,KAOC,2BAPO,CAOP;AAAA,6BANDS,MAMC;AAAA,UANDA,MAMC,4BANQ,CAMR;AAAA,UALDC,MAKC,QALDA,MAKC;AAAA,2BAJDC,IAIC;AAAA,UAJDA,IAIC;AAAA,6BAHDC,MAGC;AAAA,UAHDA,MAGC,4BAHQ,CAGR;AAAA,UAFDC,IAEC,QAFDA,IAEC;AAAA,iCADDC,UACC;AAAA,UADDA,UACC,gCADY,EACZ;;AACD,WAAKC,uBAAL,CAA6B,SAA7B;;AAEA,WAAKnB,EAAL,CAAQoB,WAAR,CAAoB,KAAKf,MAAzB,EAAiC,KAAKgB,MAAtC;AAEA,mCAAe,KAAKrB,EAApB,EAAwBkB,UAAxB,EAAoC,YAAM;AACxC,YAAII,WAAW,CAACC,MAAZ,CAAmBN,IAAnB,CAAJ,EAA8B;AAE5B,UAAA,MAAI,CAACjB,EAAL,CAAQwB,UAAR,CACE,MAAI,CAACnB,MADP,EAEEI,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMER,KANF,EAOES,MAPF,EAQEC,MARF,EASEC,IATF,EAUEE,IAVF;AAYD;;AAED,YAAIA,IAAI,YAAYQ,eAApB,EAA4B;AAC1B,UAAA,MAAI,CAACzB,EAAL,CAAQ0B,UAAR,QAA2CT,IAAI,CAACI,MAAhD;;AAEA,UAAA,MAAI,CAACrB,EAAL,CAAQwB,UAAR,CACE,MAAI,CAACnB,MADP,EAEEI,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMER,KANF,EAOES,MAPF,EAQEC,MARF,EASEC,IATF,EAUEC,MAVF;AAYD;AACF,OAjCD;;AAmCA,UAAIC,IAAI,IAAIA,IAAI,CAACU,UAAjB,EAA6B;AAC3B,aAAKC,qBAAL,CAA2BX,IAAI,CAACU,UAAhC,EAA4C,SAA5C;AACD,OAFD,MAEO;AAGL,YAAME,QAAQ,GAAGC,qCAAqB,KAAKpB,UAA1B,KAAyC,CAA1D;AAEA,YAAMqB,WAAW,GAAGC,2BAAW,KAAKjB,IAAhB,KAAyB,CAA7C;;AAEA,aAAKa,qBAAL,CACE,KAAKjB,KAAL,GAAa,KAAKC,MAAlB,GAA2B,KAAKR,KAAhC,GAAwCyB,QAAxC,GAAmDE,WADrD,EAEE,SAFF;AAID;;AAED,WAAKE,MAAL,GAAc,IAAd;AAEA,aAAO,IAAP;AACD;;;EArFoCC,gB","sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGL2Context, withParameters} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {DATA_FORMAT_CHANNELS, TYPE_SIZES} from './texture-formats';\nimport Buffer from './buffer';\n\nexport default class Texture3D extends Texture {\n static isSupported(gl) {\n return isWebGL2(gl);\n }\n\n constructor(gl, props = {}) {\n assertWebGL2Context(gl);\n props = Object.assign({depth: 1}, props, {target: GL.TEXTURE_3D, unpackFlipY: false});\n super(gl, props);\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // Image 3D copies from Typed Array or WebGLBuffer\n setImageData({\n level = 0,\n dataFormat = GL.RGBA,\n width,\n height,\n depth = 1,\n border = 0,\n format,\n type = GL.UNSIGNED_BYTE,\n offset = 0,\n data,\n parameters = {}\n }) {\n this._trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n data\n );\n }\n\n if (data instanceof Buffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this._trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n // NOTE(Tarek): Default to RGBA bytes\n // @ts-ignore\n const channels = DATA_FORMAT_CHANNELS[this.dataFormat] || 4;\n // @ts-ignore\n const channelSize = TYPE_SIZES[this.type] || 1;\n\n this._trackAllocatedMemory(\n this.width * this.height * this.depth * channels * channelSize,\n 'Texture'\n );\n }\n\n this.loaded = true;\n\n return this;\n }\n}\n"],"file":"texture-3d.js"}
1
+ {"version":3,"sources":["../../../src/classes/texture-3d.js"],"names":["Texture3D","Symbol","toStringTag","gl","props","Object","assign","depth","target","unpackFlipY","initialize","seal","level","dataFormat","width","height","border","format","type","offset","data","parameters","_trackDeallocatedMemory","bindTexture","handle","ArrayBuffer","isView","texImage3D","Buffer","bindBuffer","byteLength","_trackAllocatedMemory","channels","DATA_FORMAT_CHANNELS","channelSize","TYPE_SIZES","loaded","Texture"],"mappings":";;;;;;;;;;;;;;;;;;;;;AACA;;AACA;;AACA;;AACA;;;;;;IAEqBA,S;;;;;;SAEdC,MAAM,CAACC,W;wBAAe;AACzB,aAAO,WAAP;AACD;;;gCAEkBC,E,EAAI;AACrB,aAAO,uBAASA,EAAT,CAAP;AACD;;;AAED,qBAAYA,EAAZ,EAA4B;AAAA;;AAAA,QAAZC,KAAY,uEAAJ,EAAI;AAAA;AAC1B,sCAAoBD,EAApB;AACAC,IAAAA,KAAK,GAAGC,MAAM,CAACC,MAAP,CAAc;AAACC,MAAAA,KAAK,EAAE;AAAR,KAAd,EAA0BH,KAA1B,EAAiC;AAACI,MAAAA,MAAM,OAAP;AAAwBC,MAAAA,WAAW,EAAE;AAArC,KAAjC,CAAR;AACA,8BAAMN,EAAN,EAAUC,KAAV;;AACA,UAAKM,UAAL,CAAgBN,KAAhB;;AAEAC,IAAAA,MAAM,CAACM,IAAP;AAN0B;AAO3B;;;;uCAeE;AAAA;;AAAA,4BAXDC,KAWC;AAAA,UAXDA,KAWC,2BAXO,CAWP;AAAA,iCAVDC,UAUC;AAAA,UAVDA,UAUC;AAAA,UATDC,KASC,QATDA,KASC;AAAA,UARDC,MAQC,QARDA,MAQC;AAAA,4BAPDR,KAOC;AAAA,UAPDA,KAOC,2BAPO,CAOP;AAAA,6BANDS,MAMC;AAAA,UANDA,MAMC,4BANQ,CAMR;AAAA,UALDC,MAKC,QALDA,MAKC;AAAA,2BAJDC,IAIC;AAAA,UAJDA,IAIC;AAAA,6BAHDC,MAGC;AAAA,UAHDA,MAGC,4BAHQ,CAGR;AAAA,UAFDC,IAEC,QAFDA,IAEC;AAAA,iCADDC,UACC;AAAA,UADDA,UACC,gCADY,EACZ;;AACD,WAAKC,uBAAL,CAA6B,SAA7B;;AAEA,WAAKnB,EAAL,CAAQoB,WAAR,CAAoB,KAAKf,MAAzB,EAAiC,KAAKgB,MAAtC;AAEA,mCAAe,KAAKrB,EAApB,EAAwBkB,UAAxB,EAAoC,YAAM;AACxC,YAAII,WAAW,CAACC,MAAZ,CAAmBN,IAAnB,CAAJ,EAA8B;AAE5B,UAAA,MAAI,CAACjB,EAAL,CAAQwB,UAAR,CACE,MAAI,CAACnB,MADP,EAEEI,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMER,KANF,EAOES,MAPF,EAQEC,MARF,EASEC,IATF,EAUEE,IAVF;AAYD;;AAED,YAAIA,IAAI,YAAYQ,eAApB,EAA4B;AAC1B,UAAA,MAAI,CAACzB,EAAL,CAAQ0B,UAAR,QAA2CT,IAAI,CAACI,MAAhD;;AAEA,UAAA,MAAI,CAACrB,EAAL,CAAQwB,UAAR,CACE,MAAI,CAACnB,MADP,EAEEI,KAFF,EAGEC,UAHF,EAIEC,KAJF,EAKEC,MALF,EAMER,KANF,EAOES,MAPF,EAQEC,MARF,EASEC,IATF,EAUEC,MAVF;AAYD;AACF,OAjCD;;AAmCA,UAAIC,IAAI,IAAIA,IAAI,CAACU,UAAjB,EAA6B;AAC3B,aAAKC,qBAAL,CAA2BX,IAAI,CAACU,UAAhC,EAA4C,SAA5C;AACD,OAFD,MAEO;AAGL,YAAME,QAAQ,GAAGC,qCAAqB,KAAKpB,UAA1B,KAAyC,CAA1D;AAEA,YAAMqB,WAAW,GAAGC,2BAAW,KAAKjB,IAAhB,KAAyB,CAA7C;;AAEA,aAAKa,qBAAL,CACE,KAAKjB,KAAL,GAAa,KAAKC,MAAlB,GAA2B,KAAKR,KAAhC,GAAwCyB,QAAxC,GAAmDE,WADrD,EAEE,SAFF;AAID;;AAED,WAAKE,MAAL,GAAc,IAAd;AAEA,aAAO,IAAP;AACD;;;EA1FoCC,gB","sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGL2Context, withParameters} from '@luma.gl/gltools';\nimport Texture from './texture';\nimport {DATA_FORMAT_CHANNELS, TYPE_SIZES} from './texture-formats';\nimport Buffer from './buffer';\n\nexport default class Texture3D extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Texture3D';\n }\n\n static isSupported(gl) {\n return isWebGL2(gl);\n }\n\n constructor(gl, props = {}) {\n assertWebGL2Context(gl);\n props = Object.assign({depth: 1}, props, {target: GL.TEXTURE_3D, unpackFlipY: false});\n super(gl, props);\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // Image 3D copies from Typed Array or WebGLBuffer\n setImageData({\n level = 0,\n dataFormat = GL.RGBA,\n width,\n height,\n depth = 1,\n border = 0,\n format,\n type = GL.UNSIGNED_BYTE,\n offset = 0,\n data,\n parameters = {}\n }) {\n this._trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n data\n );\n }\n\n if (data instanceof Buffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-ignore\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n border,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this._trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n // NOTE(Tarek): Default to RGBA bytes\n // @ts-ignore\n const channels = DATA_FORMAT_CHANNELS[this.dataFormat] || 4;\n // @ts-ignore\n const channelSize = TYPE_SIZES[this.type] || 1;\n\n this._trackAllocatedMemory(\n this.width * this.height * this.depth * channels * channelSize,\n 'Texture'\n );\n }\n\n this.loaded = true;\n\n return this;\n }\n}\n"],"file":"texture-3d.js"}
@@ -13,10 +13,10 @@ var _asyncToGenerator2 = _interopRequireDefault(require("@babel/runtime/helpers/
13
13
 
14
14
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
15
15
 
16
- var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
17
-
18
16
  var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
19
17
 
18
+ var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
19
+
20
20
  var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
21
21
 
22
22
  var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
@@ -38,6 +38,13 @@ var TextureCube = function (_Texture) {
38
38
 
39
39
  var _super = _createSuper(TextureCube);
40
40
 
41
+ (0, _createClass2.default)(TextureCube, [{
42
+ key: Symbol.toStringTag,
43
+ get: function get() {
44
+ return 'TextureCube';
45
+ }
46
+ }]);
47
+
41
48
  function TextureCube(gl) {
42
49
  var _this;
43
50
 
@@ -1 +1 @@
1
- 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1
+ 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GL from '@luma.gl/constants';\nimport {log, assertWebGLContext} from '@luma.gl/gltools';\nimport Texture from './texture';\n\nconst FACES = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n];\n\nexport default class TextureCube extends Texture {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'TextureCube';\n }\n\n constructor(gl, props = {}) {\n assertWebGLContext(gl);\n\n super(gl, Object.assign({}, props, {target: GL.TEXTURE_CUBE_MAP}));\n\n this.initialize(props);\n\n Object.seal(this);\n }\n\n initialize(props = {}) {\n const {mipmaps = true, parameters = {}} = props;\n\n // Store props for accessors\n this.opts = props;\n\n // @ts-ignore\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setParameters(parameters);\n });\n return this;\n }\n\n subImage({face, data, x = 0, y = 0, mipmapLevel = 0}) {\n // @ts-ignore TODO - is this a bug?\n return this._subImage({target: face, data, x, y, mipmapLevel});\n }\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData({\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n }) {\n const {gl} = this;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n FACES.map(face => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.opts.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, border, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n // TODO: update this method to accept LODs\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n border = 0,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then(resolvedImageData =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, border, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n}\n\nTextureCube.FACES = FACES;\n"],"file":"texture-cube.js"}
@@ -21,8 +21,6 @@ var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/ge
21
21
 
22
22
  var _gltools = require("@luma.gl/gltools");
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- var _env = require("probe.gl/env");
25
-
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  var _resource = _interopRequireDefault(require("./resource"));
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26
  var _buffer = _interopRequireDefault(require("./buffer"));
@@ -45,14 +43,19 @@ function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Re
45
43
 
46
44
  var NPOT_MIN_FILTERS = [9729, 9728];
47
45
 
48
- var WebGLBuffer = _env.global.WebGLBuffer || function WebGLBuffer() {};
46
+ var WebGLBuffer = globalThis.WebGLBuffer || function WebGLBuffer() {};
49
47
 
50
48
  var Texture = function (_Resource) {
51
49
  (0, _inherits2.default)(Texture, _Resource);
52
50
 
53
51
  var _super = _createSuper(Texture);
54
52
 
55
- (0, _createClass2.default)(Texture, null, [{
53
+ (0, _createClass2.default)(Texture, [{
54
+ key: Symbol.toStringTag,
55
+ get: function get() {
56
+ return 'Texture';
57
+ }
58
+ }], [{
56
59
  key: "isSupported",
57
60
  value: function isSupported(gl) {
58
61
  var opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
@@ -362,6 +365,7 @@ var Texture = function (_Resource) {
362
365
  data = _this$_getDataType.data;
363
366
  dataType = _this$_getDataType.dataType;
364
367
  var gl2;
368
+ var compressedTextureSize = 0;
365
369
  (0, _gltools.withParameters)(this.gl, parameters, function () {
366
370
  switch (dataType) {
367
371
  case 'null':
@@ -399,6 +403,7 @@ var Texture = function (_Resource) {
399
403
  levelData = _step$value[1];
400
404
 
401
405
  gl.compressedTexImage2D(target, levelIndex, levelData.format, levelData.width, levelData.height, border, levelData.data);
406
+ compressedTextureSize += levelData.levelSize;
402
407
  }
403
408
  } catch (err) {
404
409
  _iterator.e(err);
@@ -413,7 +418,9 @@ var Texture = function (_Resource) {
413
418
  }
414
419
  });
415
420
 
416
- if (data && data.byteLength) {
421
+ if (dataType === 'compressed') {
422
+ this._trackAllocatedMemory(compressedTextureSize, 'Texture');
423
+ } else if (data && data.byteLength) {
417
424
  this._trackAllocatedMemory(data.byteLength, 'Texture');
418
425
  } else {
419
426
  var channels = _textureFormats.DATA_FORMAT_CHANNELS[this.dataFormat] || 4;