@luma.gl/webgl 8.5.15 → 8.5.17

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 (152) hide show
  1. package/dist/dist.js +692 -816
  2. package/dist/dist.min.js +1 -1
  3. package/dist/es5/classes/accessor.js +31 -33
  4. package/dist/es5/classes/accessor.js.map +1 -1
  5. package/dist/es5/classes/buffer.js +24 -26
  6. package/dist/es5/classes/buffer.js.map +1 -1
  7. package/dist/es5/classes/clear.js.map +1 -1
  8. package/dist/es5/classes/copy-and-blit.js +3 -3
  9. package/dist/es5/classes/copy-and-blit.js.map +1 -1
  10. package/dist/es5/classes/framebuffer.js +70 -72
  11. package/dist/es5/classes/framebuffer.js.map +1 -1
  12. package/dist/es5/classes/program-configuration.js.map +1 -1
  13. package/dist/es5/classes/program.js +11 -13
  14. package/dist/es5/classes/program.js.map +1 -1
  15. package/dist/es5/classes/query.js +47 -49
  16. package/dist/es5/classes/query.js.map +1 -1
  17. package/dist/es5/classes/renderbuffer.js +37 -39
  18. package/dist/es5/classes/renderbuffer.js.map +1 -1
  19. package/dist/es5/classes/resource.js +29 -32
  20. package/dist/es5/classes/resource.js.map +1 -1
  21. package/dist/es5/classes/shader.js +38 -44
  22. package/dist/es5/classes/shader.js.map +1 -1
  23. package/dist/es5/classes/texture-2d.js +16 -17
  24. package/dist/es5/classes/texture-2d.js.map +1 -1
  25. package/dist/es5/classes/texture-3d.js +15 -17
  26. package/dist/es5/classes/texture-3d.js.map +1 -1
  27. package/dist/es5/classes/texture-cube.js +10 -12
  28. package/dist/es5/classes/texture-cube.js.map +1 -1
  29. package/dist/es5/classes/texture-formats.js +1 -1
  30. package/dist/es5/classes/texture.js +24 -26
  31. package/dist/es5/classes/texture.js.map +1 -1
  32. package/dist/es5/classes/transform-feedback.js +16 -22
  33. package/dist/es5/classes/transform-feedback.js.map +1 -1
  34. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  35. package/dist/es5/classes/uniforms.js +2 -2
  36. package/dist/es5/classes/vertex-array-object.js +69 -71
  37. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  38. package/dist/es5/classes/vertex-array.js.map +1 -1
  39. package/dist/es5/debug/debug-program-configuration.js +1 -1
  40. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  41. package/dist/es5/debug/debug-uniforms.js +1 -1
  42. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  43. package/dist/es5/features/features.js +2 -2
  44. package/dist/es5/features/index.js +16 -16
  45. package/dist/es5/features/limits.js +1 -1
  46. package/dist/es5/glsl-utils/format-glsl-error.js.map +1 -1
  47. package/dist/es5/glsl-utils/index.js +11 -7
  48. package/dist/es5/index.js +104 -104
  49. package/dist/es5/init.d.ts +1 -1
  50. package/dist/es5/init.js +4 -4
  51. package/dist/es5/init.js.map +1 -1
  52. package/dist/es5/utils/array-utils-flat.js +2 -2
  53. package/dist/es5/utils/check-props.js.map +1 -1
  54. package/dist/es5/utils/format-value.js.map +1 -1
  55. package/dist/es5/utils/load-file.js +1 -1
  56. package/dist/es5/utils/utils.js +2 -2
  57. package/dist/es5/webgl-utils/attribute-utils.js +3 -3
  58. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  59. package/dist/es5/webgl-utils/constants-to-keys.js +1 -1
  60. package/dist/es5/webgl-utils/get-error.js +1 -1
  61. package/dist/es5/webgl-utils/request-animation-frame.js +1 -1
  62. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  63. package/dist/es5/webgl-utils/typed-array-utils.js +1 -1
  64. package/dist/esm/classes/accessor.js +12 -3
  65. package/dist/esm/classes/accessor.js.map +1 -1
  66. package/dist/esm/classes/buffer.js +41 -28
  67. package/dist/esm/classes/buffer.js.map +1 -1
  68. package/dist/esm/classes/clear.js +14 -12
  69. package/dist/esm/classes/clear.js.map +1 -1
  70. package/dist/esm/classes/copy-and-blit.js +27 -21
  71. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  72. package/dist/esm/classes/framebuffer.js +89 -64
  73. package/dist/esm/classes/framebuffer.js.map +1 -1
  74. package/dist/esm/classes/program.js +40 -32
  75. package/dist/esm/classes/program.js.map +1 -1
  76. package/dist/esm/classes/query.js +11 -6
  77. package/dist/esm/classes/query.js.map +1 -1
  78. package/dist/esm/classes/renderbuffer.js +25 -19
  79. package/dist/esm/classes/renderbuffer.js.map +1 -1
  80. package/dist/esm/classes/resource.js +39 -28
  81. package/dist/esm/classes/resource.js.map +1 -1
  82. package/dist/esm/classes/shader.js +13 -10
  83. package/dist/esm/classes/shader.js.map +1 -1
  84. package/dist/esm/classes/texture-2d.js +2 -1
  85. package/dist/esm/classes/texture-2d.js.map +1 -1
  86. package/dist/esm/classes/texture-3d.js +17 -14
  87. package/dist/esm/classes/texture-3d.js.map +1 -1
  88. package/dist/esm/classes/texture-cube.js +23 -19
  89. package/dist/esm/classes/texture-cube.js.map +1 -1
  90. package/dist/esm/classes/texture.js +47 -35
  91. package/dist/esm/classes/texture.js.map +1 -1
  92. package/dist/esm/classes/transform-feedback.js +12 -6
  93. package/dist/esm/classes/transform-feedback.js.map +1 -1
  94. package/dist/esm/classes/uniforms.js +6 -6
  95. package/dist/esm/classes/uniforms.js.map +1 -1
  96. package/dist/esm/classes/vertex-array-object.js +17 -9
  97. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  98. package/dist/esm/classes/vertex-array.js +17 -7
  99. package/dist/esm/classes/vertex-array.js.map +1 -1
  100. package/dist/esm/debug/debug-program-configuration.js +4 -4
  101. package/dist/esm/debug/debug-program-configuration.js.map +1 -1
  102. package/dist/esm/debug/debug-uniforms.js +16 -14
  103. package/dist/esm/debug/debug-uniforms.js.map +1 -1
  104. package/dist/esm/debug/debug-vertex-array.js +16 -14
  105. package/dist/esm/debug/debug-vertex-array.js.map +1 -1
  106. package/dist/esm/features/check-glsl-extension.js +3 -2
  107. package/dist/esm/features/check-glsl-extension.js.map +1 -1
  108. package/dist/esm/features/check-old-ie.js +2 -1
  109. package/dist/esm/features/check-old-ie.js.map +1 -1
  110. package/dist/esm/features/features.js +1 -1
  111. package/dist/esm/features/features.js.map +1 -1
  112. package/dist/esm/features/webgl-features-table.js +1 -1
  113. package/dist/esm/features/webgl-features-table.js.map +1 -1
  114. package/dist/esm/glsl-utils/format-glsl-error.js +9 -7
  115. package/dist/esm/glsl-utils/format-glsl-error.js.map +1 -1
  116. package/dist/esm/glsl-utils/get-shader-name.js +2 -1
  117. package/dist/esm/glsl-utils/get-shader-name.js.map +1 -1
  118. package/dist/esm/init.d.ts +1 -1
  119. package/dist/esm/init.js +4 -4
  120. package/dist/esm/init.js.map +1 -1
  121. package/dist/esm/utils/array-utils-flat.js +7 -6
  122. package/dist/esm/utils/array-utils-flat.js.map +1 -1
  123. package/dist/esm/utils/check-props.js +4 -4
  124. package/dist/esm/utils/check-props.js.map +1 -1
  125. package/dist/esm/utils/format-value.js +4 -3
  126. package/dist/esm/utils/format-value.js.map +1 -1
  127. package/dist/esm/utils/is-old-ie.js +2 -1
  128. package/dist/esm/utils/is-old-ie.js.map +1 -1
  129. package/dist/esm/utils/load-file.js +3 -2
  130. package/dist/esm/utils/load-file.js.map +1 -1
  131. package/dist/esm/utils/stub-methods.js +2 -3
  132. package/dist/esm/utils/stub-methods.js.map +1 -1
  133. package/dist/esm/utils/utils.js +3 -2
  134. package/dist/esm/utils/utils.js.map +1 -1
  135. package/dist/esm/webgl-utils/attribute-utils.js +11 -8
  136. package/dist/esm/webgl-utils/attribute-utils.js.map +1 -1
  137. package/dist/esm/webgl-utils/constants-to-keys.js +3 -3
  138. package/dist/esm/webgl-utils/constants-to-keys.js.map +1 -1
  139. package/dist/esm/webgl-utils/get-error.js +1 -1
  140. package/dist/esm/webgl-utils/get-error.js.map +1 -1
  141. package/dist/esm/webgl-utils/texture-utils.js +1 -1
  142. package/dist/esm/webgl-utils/texture-utils.js.map +1 -1
  143. package/dist/esm/webgl-utils/typed-array-utils.js +19 -15
  144. package/dist/esm/webgl-utils/typed-array-utils.js.map +1 -1
  145. package/package.json +5 -5
  146. package/src/classes/framebuffer.js +1 -0
  147. package/src/classes/resource.js +11 -19
  148. package/src/classes/transform-feedback.js +1 -1
  149. package/src/classes/vertex-array-object.js +1 -1
  150. package/src/init.d.ts +1 -1
  151. package/src/init.js +1 -1
  152. package/src/webgl-utils/texture-utils.js +2 -0
@@ -18,7 +18,8 @@ export default class Program extends Resource {
18
18
  return 'Program';
19
19
  }
20
20
 
21
- constructor(gl, props = {}) {
21
+ constructor(gl) {
22
+ let props = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
22
23
  super(gl, props);
23
24
  this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);
24
25
  this._isCached = false;
@@ -28,7 +29,8 @@ export default class Program extends Resource {
28
29
  this._setId(props.id);
29
30
  }
30
31
 
31
- initialize(props = {}) {
32
+ initialize() {
33
+ let props = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
32
34
  const {
33
35
  hash,
34
36
  vs,
@@ -38,11 +40,11 @@ export default class Program extends Resource {
38
40
  } = props;
39
41
  this.hash = hash || '';
40
42
  this.vs = typeof vs === 'string' ? new VertexShader(this.gl, {
41
- id: `${props.id}-vs`,
43
+ id: "".concat(props.id, "-vs"),
42
44
  source: vs
43
45
  }) : vs;
44
46
  this.fs = typeof fs === 'string' ? new FragmentShader(this.gl, {
45
- id: `${props.id}-fs`,
47
+ id: "".concat(props.id, "-fs"),
46
48
  source: fs
47
49
  }) : fs;
48
50
  assert(this.vs instanceof VertexShader);
@@ -64,7 +66,9 @@ export default class Program extends Resource {
64
66
  return this.setProps(props);
65
67
  }
66
68
 
67
- delete(options = {}) {
69
+ delete() {
70
+ let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
71
+
68
72
  if (this._isCached) {
69
73
  return this;
70
74
  }
@@ -80,24 +84,26 @@ export default class Program extends Resource {
80
84
  return this;
81
85
  }
82
86
 
83
- draw({
84
- logPriority,
85
- drawMode = 4,
86
- vertexCount,
87
- offset = 0,
88
- start,
89
- end,
90
- isIndexed = false,
91
- indexType = 5123,
92
- instanceCount = 0,
93
- isInstanced = instanceCount > 0,
94
- vertexArray = null,
95
- transformFeedback,
96
- framebuffer,
97
- parameters = {},
98
- uniforms,
99
- samplers
100
- }) {
87
+ draw(_ref) {
88
+ let {
89
+ logPriority,
90
+ drawMode = 4,
91
+ vertexCount,
92
+ offset = 0,
93
+ start,
94
+ end,
95
+ isIndexed = false,
96
+ indexType = 5123,
97
+ instanceCount = 0,
98
+ isInstanced = instanceCount > 0,
99
+ vertexArray = null,
100
+ transformFeedback,
101
+ framebuffer,
102
+ parameters = {},
103
+ uniforms,
104
+ samplers
105
+ } = _ref;
106
+
101
107
  if (uniforms || samplers) {
102
108
  log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();
103
109
  this.setUniforms(uniforms || {});
@@ -105,7 +111,7 @@ export default class Program extends Resource {
105
111
 
106
112
  if (log.priority >= logPriority) {
107
113
  const fb = framebuffer ? framebuffer.id : 'default';
108
- const message = `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` + `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` + `isInstanced=${isInstanced} isIndexed=${isIndexed} ` + `Framebuffer=${fb}`;
114
+ const message = "mode=".concat(getKey(this.gl, drawMode), " verts=").concat(vertexCount, " ") + "instances=".concat(instanceCount, " indexType=").concat(getKey(this.gl, indexType), " ") + "isInstanced=".concat(isInstanced, " isIndexed=").concat(isIndexed, " ") + "Framebuffer=".concat(fb);
109
115
  log.log(logPriority, message)();
110
116
  }
111
117
 
@@ -151,7 +157,9 @@ export default class Program extends Resource {
151
157
  return true;
152
158
  }
153
159
 
154
- setUniforms(uniforms = {}) {
160
+ setUniforms() {
161
+ let uniforms = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
162
+
155
163
  if (log.priority >= 2) {
156
164
  checkUniformValues(uniforms, this.id, this._uniformSetters);
157
165
  }
@@ -271,7 +279,7 @@ export default class Program extends Resource {
271
279
  _getName() {
272
280
  let programName = this.vs.getName() || this.fs.getName();
273
281
  programName = programName.replace(/shader/i, '');
274
- programName = programName ? `${programName}-program` : 'program';
282
+ programName = programName ? "".concat(programName, "-program") : 'program';
275
283
  return programName;
276
284
  }
277
285
 
@@ -281,22 +289,22 @@ export default class Program extends Resource {
281
289
  } = this;
282
290
  gl.attachShader(this.handle, this.vs.handle);
283
291
  gl.attachShader(this.handle, this.fs.handle);
284
- log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();
292
+ log.time(LOG_PROGRAM_PERF_PRIORITY, "linkProgram for ".concat(this._getName()))();
285
293
  gl.linkProgram(this.handle);
286
- log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();
294
+ log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, "linkProgram for ".concat(this._getName()))();
287
295
 
288
296
  if (gl.debug || log.level > 0) {
289
297
  const linked = gl.getProgramParameter(this.handle, 35714);
290
298
 
291
299
  if (!linked) {
292
- throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);
300
+ throw new Error("Error linking: ".concat(gl.getProgramInfoLog(this.handle)));
293
301
  }
294
302
 
295
303
  gl.validateProgram(this.handle);
296
304
  const validated = gl.getProgramParameter(this.handle, 35715);
297
305
 
298
306
  if (!validated) {
299
- throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);
307
+ throw new Error("Error validating: ".concat(gl.getProgramInfoLog(this.handle)));
300
308
  }
301
309
  }
302
310
  }
@@ -318,8 +326,8 @@ export default class Program extends Resource {
318
326
 
319
327
  if (info.size > 1) {
320
328
  for (let l = 0; l < info.size; l++) {
321
- location = gl.getUniformLocation(this.handle, `${name}[${l}]`);
322
- this._uniformSetters[`${name}[${l}]`] = getUniformSetter(gl, location, info);
329
+ location = gl.getUniformLocation(this.handle, "".concat(name, "[").concat(l, "]"));
330
+ this._uniformSetters["".concat(name, "[").concat(l, "]")] = getUniformSetter(gl, location, info);
323
331
  }
324
332
  }
325
333
  }
@@ -1 +1 @@
1
- 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GL from '@luma.gl/constants';\n\nimport Resource from './resource';\nimport Texture from './texture';\nimport Framebuffer from './framebuffer';\nimport {parseUniformName, getUniformSetter} from './uniforms';\nimport {VertexShader, FragmentShader} from './shader';\nimport ProgramConfiguration from './program-configuration';\nimport {copyUniform, checkUniformValues} from './uniforms';\n\nimport {isWebGL2, assertWebGL2Context, withParameters, log} from '@luma.gl/gltools';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {getPrimitiveDrawMode} from '../webgl-utils/attribute-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\nconst GL_SEPARATE_ATTRIBS = 0x8c8d;\n\nconst V6_DEPRECATED_METHODS = [\n 'setVertexArray',\n 'setAttributes',\n 'setBuffers',\n 'unsetBuffers',\n\n 'use',\n 'getUniformCount',\n 'getUniformInfo',\n 'getUniformLocation',\n 'getUniformValue',\n\n 'getVarying',\n 'getFragDataLocation',\n 'getAttachedShaders',\n 'getAttributeCount',\n 'getAttributeLocation',\n 'getAttributeInfo'\n];\n\nexport default class Program extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Program';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);\n\n // Experimental flag to avoid deleting Program object while it is cached\n this._isCached = false;\n\n this.initialize(props);\n\n Object.seal(this);\n\n this._setId(props.id);\n }\n\n initialize(props = {}) {\n const {hash, vs, fs, varyings, bufferMode = GL_SEPARATE_ATTRIBS} = props;\n\n this.hash = hash || ''; // Used by ProgramManager\n\n // Create shaders if needed\n this.vs =\n typeof vs === 'string' ? new VertexShader(this.gl, {id: `${props.id}-vs`, source: vs}) : vs;\n this.fs =\n typeof fs === 'string' ? new FragmentShader(this.gl, {id: `${props.id}-fs`, source: fs}) : fs;\n assert(this.vs instanceof VertexShader);\n assert(this.fs instanceof FragmentShader);\n\n // uniforms\n this.uniforms = {};\n\n this._textureUniforms = {};\n\n // Setup varyings if supplied\n if (varyings && varyings.length > 0) {\n assertWebGL2Context(this.gl);\n this.varyings = varyings;\n this.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n this._readUniformLocationsFromLinkedProgram();\n this.configuration = new ProgramConfiguration(this);\n\n return this.setProps(props);\n }\n\n delete(options = {}) {\n if (this._isCached) {\n // This object is cached, do not delete\n return this;\n }\n return super.delete(options);\n }\n\n setProps(props) {\n if ('uniforms' in props) {\n this.setUniforms(props.uniforms);\n }\n return this;\n }\n\n // A good thing about the WebGL API is that there are so many ways to draw things ;)\n // This function unifies those ways into a single call using common parameters with sane defaults\n draw({\n logPriority, // Probe log priority, enables Model to do more integrated logging\n\n drawMode = GL.TRIANGLES,\n vertexCount,\n offset = 0,\n start,\n end,\n isIndexed = false,\n indexType = GL.UNSIGNED_SHORT,\n instanceCount = 0,\n isInstanced = instanceCount > 0,\n\n vertexArray = null,\n transformFeedback,\n framebuffer,\n parameters = {},\n\n // Deprecated\n uniforms,\n samplers\n }) {\n if (uniforms || samplers) {\n // DEPRECATED: v7.0 (deprecated earlier but warning not properly implemented)\n log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();\n this.setUniforms(uniforms || {});\n }\n\n if (log.priority >= logPriority) {\n const fb = framebuffer ? framebuffer.id : 'default';\n const message =\n `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` +\n `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` +\n `isInstanced=${isInstanced} isIndexed=${isIndexed} ` +\n `Framebuffer=${fb}`;\n log.log(logPriority, message)();\n }\n\n // TODO - move vertex array binding and transform feedback binding to withParameters?\n assert(vertexArray);\n\n this.gl.useProgram(this.handle);\n\n if (\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n !this._areTexturesRenderable() ||\n // Avoid WebGL draw call when not rendering any data\n vertexCount === 0 ||\n (isInstanced && instanceCount === 0)\n ) {\n return false;\n }\n\n vertexArray.bindForDraw(vertexCount, instanceCount, () => {\n if (framebuffer !== undefined) {\n parameters = Object.assign({}, parameters, {framebuffer});\n }\n\n if (transformFeedback) {\n const primitiveMode = getPrimitiveDrawMode(drawMode);\n transformFeedback.begin(primitiveMode);\n }\n\n this._bindTextures();\n\n withParameters(this.gl, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n this.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, offset, instanceCount);\n } else if (isIndexed && isWebGL2(this.gl) && !isNaN(start) && !isNaN(end)) {\n this.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.gl.drawElements(drawMode, vertexCount, indexType, offset);\n } else if (isInstanced) {\n this.gl2.drawArraysInstanced(drawMode, offset, vertexCount, instanceCount);\n } else {\n this.gl.drawArrays(drawMode, offset, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n setUniforms(uniforms = {}) {\n if (log.priority >= 2) {\n checkUniformValues(uniforms, this.id, this._uniformSetters);\n }\n\n this.gl.useProgram(this.handle);\n\n for (const uniformName in uniforms) {\n const uniform = uniforms[uniformName];\n const uniformSetter = this._uniformSetters[uniformName];\n\n if (uniformSetter) {\n let value = uniform;\n let textureUpdate = false;\n\n if (value instanceof Framebuffer) {\n value = value.texture;\n }\n if (value instanceof Texture) {\n textureUpdate = this.uniforms[uniformName] !== uniform;\n\n if (textureUpdate) {\n // eslint-disable-next-line max-depth\n if (uniformSetter.textureIndex === undefined) {\n uniformSetter.textureIndex = this._textureIndexCounter++;\n }\n\n // Bind texture to index\n const texture = value;\n const {textureIndex} = uniformSetter;\n\n texture.bind(textureIndex);\n value = textureIndex;\n\n this._textureUniforms[uniformName] = texture;\n } else {\n value = uniformSetter.textureIndex;\n }\n } else if (this._textureUniforms[uniformName]) {\n delete this._textureUniforms[uniformName];\n }\n\n // NOTE(Tarek): uniformSetter returns whether\n // value had to be updated or not.\n if (uniformSetter(value) || textureUpdate) {\n copyUniform(this.uniforms, uniformName, uniform);\n }\n }\n }\n\n return this;\n }\n\n // PRIVATE METHODS\n\n // Checks if all texture-values uniforms are 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1
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GL from '@luma.gl/constants';\n\nimport Resource from './resource';\nimport Texture from './texture';\nimport Framebuffer from './framebuffer';\nimport {parseUniformName, getUniformSetter} from './uniforms';\nimport {VertexShader, FragmentShader} from './shader';\nimport ProgramConfiguration from './program-configuration';\nimport {copyUniform, checkUniformValues} from './uniforms';\n\nimport {isWebGL2, assertWebGL2Context, withParameters, log} from '@luma.gl/gltools';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {getPrimitiveDrawMode} from '../webgl-utils/attribute-utils';\nimport {assert} from '../utils/assert';\nimport {uid} from '../utils/utils';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\nconst GL_SEPARATE_ATTRIBS = 0x8c8d;\n\nconst V6_DEPRECATED_METHODS = [\n 'setVertexArray',\n 'setAttributes',\n 'setBuffers',\n 'unsetBuffers',\n\n 'use',\n 'getUniformCount',\n 'getUniformInfo',\n 'getUniformLocation',\n 'getUniformValue',\n\n 'getVarying',\n 'getFragDataLocation',\n 'getAttachedShaders',\n 'getAttributeCount',\n 'getAttributeLocation',\n 'getAttributeInfo'\n];\n\nexport default class Program extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Program';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Program', 'v6.0', V6_DEPRECATED_METHODS);\n\n // Experimental flag to avoid deleting Program object while it is cached\n this._isCached = false;\n\n this.initialize(props);\n\n Object.seal(this);\n\n this._setId(props.id);\n }\n\n initialize(props = {}) {\n const {hash, vs, fs, varyings, bufferMode = GL_SEPARATE_ATTRIBS} = props;\n\n this.hash = hash || ''; // Used by ProgramManager\n\n // Create shaders if needed\n this.vs =\n typeof vs === 'string' ? new VertexShader(this.gl, {id: `${props.id}-vs`, source: vs}) : vs;\n this.fs =\n typeof fs === 'string' ? new FragmentShader(this.gl, {id: `${props.id}-fs`, source: fs}) : fs;\n assert(this.vs instanceof VertexShader);\n assert(this.fs instanceof FragmentShader);\n\n // uniforms\n this.uniforms = {};\n\n this._textureUniforms = {};\n\n // Setup varyings if supplied\n if (varyings && varyings.length > 0) {\n assertWebGL2Context(this.gl);\n this.varyings = varyings;\n this.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n this._readUniformLocationsFromLinkedProgram();\n this.configuration = new ProgramConfiguration(this);\n\n return this.setProps(props);\n }\n\n delete(options = {}) {\n if (this._isCached) {\n // This object is cached, do not delete\n return this;\n }\n return super.delete(options);\n }\n\n setProps(props) {\n if ('uniforms' in props) {\n this.setUniforms(props.uniforms);\n }\n return this;\n }\n\n // A good thing about the WebGL API is that there are so many ways to draw things ;)\n // This function unifies those ways into a single call using common parameters with sane defaults\n draw({\n logPriority, // Probe log priority, enables Model to do more integrated logging\n\n drawMode = GL.TRIANGLES,\n vertexCount,\n offset = 0,\n start,\n end,\n isIndexed = false,\n indexType = GL.UNSIGNED_SHORT,\n instanceCount = 0,\n isInstanced = instanceCount > 0,\n\n vertexArray = null,\n transformFeedback,\n framebuffer,\n parameters = {},\n\n // Deprecated\n uniforms,\n samplers\n }) {\n if (uniforms || samplers) {\n // DEPRECATED: v7.0 (deprecated earlier but warning not properly implemented)\n log.deprecated('Program.draw({uniforms})', 'Program.setUniforms(uniforms)')();\n this.setUniforms(uniforms || {});\n }\n\n if (log.priority >= logPriority) {\n const fb = framebuffer ? framebuffer.id : 'default';\n const message =\n `mode=${getKey(this.gl, drawMode)} verts=${vertexCount} ` +\n `instances=${instanceCount} indexType=${getKey(this.gl, indexType)} ` +\n `isInstanced=${isInstanced} isIndexed=${isIndexed} ` +\n `Framebuffer=${fb}`;\n log.log(logPriority, message)();\n }\n\n // TODO - move vertex array binding and transform feedback binding to withParameters?\n assert(vertexArray);\n\n this.gl.useProgram(this.handle);\n\n if (\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n !this._areTexturesRenderable() ||\n // Avoid WebGL draw call when not rendering any data\n vertexCount === 0 ||\n (isInstanced && instanceCount === 0)\n ) {\n return false;\n }\n\n vertexArray.bindForDraw(vertexCount, instanceCount, () => {\n if (framebuffer !== undefined) {\n parameters = Object.assign({}, parameters, {framebuffer});\n }\n\n if (transformFeedback) {\n const primitiveMode = getPrimitiveDrawMode(drawMode);\n transformFeedback.begin(primitiveMode);\n }\n\n this._bindTextures();\n\n withParameters(this.gl, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n this.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, offset, instanceCount);\n } else if (isIndexed && isWebGL2(this.gl) && !isNaN(start) && !isNaN(end)) {\n this.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.gl.drawElements(drawMode, vertexCount, indexType, offset);\n } else if (isInstanced) {\n this.gl2.drawArraysInstanced(drawMode, offset, vertexCount, instanceCount);\n } else {\n this.gl.drawArrays(drawMode, offset, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n setUniforms(uniforms = {}) {\n if (log.priority >= 2) {\n checkUniformValues(uniforms, this.id, this._uniformSetters);\n }\n\n this.gl.useProgram(this.handle);\n\n for (const uniformName in uniforms) {\n const uniform = uniforms[uniformName];\n const uniformSetter = this._uniformSetters[uniformName];\n\n if (uniformSetter) {\n let value = uniform;\n let textureUpdate = false;\n\n if (value instanceof Framebuffer) {\n value = value.texture;\n }\n if (value instanceof Texture) {\n textureUpdate = this.uniforms[uniformName] !== uniform;\n\n if (textureUpdate) {\n // eslint-disable-next-line max-depth\n if (uniformSetter.textureIndex === undefined) {\n uniformSetter.textureIndex = this._textureIndexCounter++;\n }\n\n // Bind texture to index\n const texture = value;\n const {textureIndex} = uniformSetter;\n\n texture.bind(textureIndex);\n value = textureIndex;\n\n this._textureUniforms[uniformName] = texture;\n } else {\n value = uniformSetter.textureIndex;\n }\n } else if (this._textureUniforms[uniformName]) {\n delete this._textureUniforms[uniformName];\n }\n\n // NOTE(Tarek): uniformSetter returns whether\n // value had to be updated or not.\n if (uniformSetter(value) || textureUpdate) {\n copyUniform(this.uniforms, uniformName, uniform);\n }\n }\n }\n\n return this;\n }\n\n // PRIVATE METHODS\n\n // Checks if all texture-values uniforms are renderable (i.e. loaded)\n // Update a texture if needed (e.g. from video)\n // Note: This is currently done before every draw call\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const uniformName in this._textureUniforms) {\n const texture = this._textureUniforms[uniformName];\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n return texturesRenderable;\n }\n\n // Binds textures\n // Note: This is currently done before every draw call\n _bindTextures() {\n for (const uniformName in this._textureUniforms) {\n const textureIndex = this._uniformSetters[uniformName].textureIndex;\n this._textureUniforms[uniformName].bind(textureIndex);\n }\n }\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createProgram();\n }\n\n _deleteHandle() {\n this.gl.deleteProgram(this.handle);\n }\n\n // Extract opts needed to initialize a `Program` from an independently created WebGLProgram handle\n _getOptionsFromHandle(handle) {\n const shaderHandles = this.gl.getAttachedShaders(handle);\n const opts = {};\n for (const shaderHandle of shaderHandles) {\n const type = this.gl.getShaderParameter(this.handle, GL.SHADER_TYPE);\n switch (type) {\n case GL.VERTEX_SHADER:\n // @ts-ignore\n opts.vs = new VertexShader({handle: shaderHandle});\n break;\n case GL.FRAGMENT_SHADER:\n // @ts-ignore\n opts.fs = new FragmentShader({handle: shaderHandle});\n break;\n default:\n }\n }\n return opts;\n }\n\n _getParameter(pname) {\n return this.gl.getProgramParameter(this.handle, pname);\n }\n\n // If program is not named, name it after shader names\n // TODO - this.id will already have been initialized\n _setId(id) {\n if (!id) {\n const programName = this._getName();\n this.id = uid(programName);\n }\n }\n\n // Generate a default name for the program based on names of the shaders\n _getName() {\n let programName = this.vs.getName() || this.fs.getName();\n programName = programName.replace(/shader/i, '');\n programName = programName ? `${programName}-program` : 'program';\n return programName;\n }\n\n _compileAndLink() {\n const {gl} = this;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this._getName()}`)();\n\n // Avoid checking program linking error in production\n // @ts-ignore\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // query uniform locations and build name to setter map.\n // TODO - This overlaps with ProgramConfiguration?\n _readUniformLocationsFromLinkedProgram() {\n const {gl} = this;\n this._uniformSetters = {};\n this._uniformCount = this._getParameter(GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < this._uniformCount; i++) {\n const info = this.gl.getActiveUniform(this.handle, i);\n const {name} = parseUniformName(info.name);\n let location = gl.getUniformLocation(this.handle, name);\n this._uniformSetters[name] = getUniformSetter(gl, location, info);\n if (info.size > 1) {\n for (let l = 0; l < info.size; l++) {\n location = gl.getUniformLocation(this.handle, `${name}[${l}]`);\n this._uniformSetters[`${name}[${l}]`] = getUniformSetter(gl, location, info);\n }\n }\n }\n this._textureIndexCounter = 0;\n }\n\n // TO BE REMOVED in v7?\n\n // Rretrieves information about active uniforms identifed by their indices (`uniformIndices`)\n // https://\n // developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/getActiveUniforms\n getActiveUniforms(uniformIndices, pname) {\n return this.gl2.getActiveUniforms(this.handle, uniformIndices, pname);\n }\n\n // Retrieves the index of a uniform block\n getUniformBlockIndex(blockName) {\n return this.gl2.getUniformBlockIndex(this.handle, blockName);\n }\n\n // Retrieves information about an active uniform block (`blockIndex`)\n // https://\n // developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/getActiveUniformBlockParameter\n getActiveUniformBlockParameter(blockIndex, pname) {\n return this.gl2.getActiveUniformBlockParameter(this.handle, blockIndex, pname);\n }\n\n // Binds a uniform block (`blockIndex`) to a specific binding point (`blockBinding`)\n uniformBlockBinding(blockIndex, blockBinding) {\n this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n }\n}\n"],"file":"program.js"}
@@ -14,7 +14,8 @@ export default class Query extends Resource {
14
14
  return 'Query';
15
15
  }
16
16
 
17
- static isSupported(gl, opts = []) {
17
+ static isSupported(gl) {
18
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
18
19
  const webgl2 = isWebGL2(gl);
19
20
  const hasTimerQuery = hasFeatures(gl, FEATURES.TIMER_QUERY);
20
21
  let supported = webgl2 || hasTimerQuery;
@@ -37,7 +38,8 @@ export default class Query extends Resource {
37
38
  return supported;
38
39
  }
39
40
 
40
- constructor(gl, opts = {}) {
41
+ constructor(gl) {
42
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
41
43
  super(gl, opts);
42
44
  this.target = null;
43
45
  this._queryPending = false;
@@ -49,9 +51,10 @@ export default class Query extends Resource {
49
51
  return this.begin(GL_TIME_ELAPSED_EXT);
50
52
  }
51
53
 
52
- beginOcclusionQuery({
53
- conservative = false
54
- } = {}) {
54
+ beginOcclusionQuery() {
55
+ let {
56
+ conservative = false
57
+ } = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
55
58
  return this.begin(conservative ? GL_ANY_SAMPLES_PASSED_CONSERVATIVE : GL_ANY_SAMPLES_PASSED);
56
59
  }
57
60
 
@@ -109,7 +112,9 @@ export default class Query extends Resource {
109
112
  return this.getResult() / 1e6;
110
113
  }
111
114
 
112
- createPoll(limit = Number.POSITIVE_INFINITY) {
115
+ createPoll() {
116
+ let limit = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : Number.POSITIVE_INFINITY;
117
+
113
118
  if (this._pollingPromise) {
114
119
  return this._pollingPromise;
115
120
  }
@@ -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 // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Query';\n }\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 ? 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"}
@@ -24,32 +24,36 @@ export default class Renderbuffer extends Resource {
24
24
  return 'Renderbuffer';
25
25
  }
26
26
 
27
- static isSupported(gl, {
28
- format
29
- } = {
30
- format: null
31
- }) {
27
+ static isSupported(gl) {
28
+ let {
29
+ format
30
+ } = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {
31
+ format: null
32
+ };
32
33
  return !format || isFormatSupported(gl, format, RENDERBUFFER_FORMATS);
33
34
  }
34
35
 
35
- static getSamplesForFormat(gl, {
36
- format
37
- }) {
36
+ static getSamplesForFormat(gl, _ref) {
37
+ let {
38
+ format
39
+ } = _ref;
38
40
  return gl.getInternalformatParameter(36161, format, 32937);
39
41
  }
40
42
 
41
- constructor(gl, opts = {}) {
43
+ constructor(gl) {
44
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
42
45
  super(gl, opts);
43
46
  this.initialize(opts);
44
47
  Object.seal(this);
45
48
  }
46
49
 
47
- initialize({
48
- format,
49
- width = 1,
50
- height = 1,
51
- samples = 0
52
- }) {
50
+ initialize(_ref2) {
51
+ let {
52
+ format,
53
+ width = 1,
54
+ height = 1,
55
+ samples = 0
56
+ } = _ref2;
53
57
  assert(format, 'Needs format');
54
58
 
55
59
  this._trackDeallocatedMemory();
@@ -72,10 +76,12 @@ export default class Renderbuffer extends Resource {
72
76
  return this;
73
77
  }
74
78
 
75
- resize({
76
- width,
77
- height
78
- }) {
79
+ resize(_ref3) {
80
+ let {
81
+ width,
82
+ height
83
+ } = _ref3;
84
+
79
85
  if (width !== this.width || height !== this.height) {
80
86
  return this.initialize({
81
87
  width,
@@ -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"}
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"}
@@ -1,5 +1,5 @@
1
1
  import { isWebGL2, assertWebGLContext } from '@luma.gl/gltools';
2
- import { lumaStats, StatsManager } from '../init';
2
+ import { lumaStats } from '../init';
3
3
  import { getKey, getKeyValue } from '../webgl-utils/constants-to-keys';
4
4
  import { assert } from '../utils/assert';
5
5
  import { uid } from '../utils/utils';
@@ -10,7 +10,8 @@ export default class Resource {
10
10
  return 'Resource';
11
11
  }
12
12
 
13
- constructor(gl, opts = {}) {
13
+ constructor(gl) {
14
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
14
15
  assertWebGLContext(gl);
15
16
  const {
16
17
  id,
@@ -29,22 +30,22 @@ export default class Resource {
29
30
 
30
31
  this.byteLength = 0;
31
32
 
32
- this._initStats();
33
-
34
33
  this._addStats();
35
34
  }
36
35
 
37
36
  toString() {
38
- return `${this[Symbol.toStringTag] || this.constructor.name}(${this.id})`;
37
+ return "".concat(this[Symbol.toStringTag] || this.constructor.name, "(").concat(this.id, ")");
39
38
  }
40
39
 
41
40
  get handle() {
42
41
  return this._handle;
43
42
  }
44
43
 
45
- delete({
46
- deleteChildren = false
47
- } = {}) {
44
+ delete() {
45
+ let {
46
+ deleteChildren = false
47
+ } = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
48
+
48
49
  const children = this._handle && this._deleteHandle(this._handle);
49
50
 
50
51
  if (this._handle) {
@@ -60,7 +61,9 @@ export default class Resource {
60
61
  return this;
61
62
  }
62
63
 
63
- bind(funcOrHandle = this.handle) {
64
+ bind() {
65
+ let funcOrHandle = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.handle;
66
+
64
67
  if (typeof funcOrHandle !== 'function') {
65
68
  this._bindHandle(funcOrHandle);
66
69
 
@@ -88,7 +91,8 @@ export default class Resource {
88
91
  this.bind(null);
89
92
  }
90
93
 
91
- getParameter(pname, opts = {}) {
94
+ getParameter(pname) {
95
+ let opts = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
92
96
  pname = getKeyValue(this.gl, pname);
93
97
  assert(pname);
94
98
  const parameters = this.constructor.PARAMETERS || {};
@@ -109,7 +113,8 @@ export default class Resource {
109
113
  return this._getParameter(pname, opts);
110
114
  }
111
115
 
112
- getParameters(options = {}) {
116
+ getParameters() {
117
+ let options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
113
118
  const {
114
119
  parameters,
115
120
  keys
@@ -203,45 +208,51 @@ export default class Resource {
203
208
  return this.gl.luma;
204
209
  }
205
210
 
206
- _initStats() {
207
- this.gl.stats = this.gl.stats || new StatsManager();
208
- }
209
-
210
211
  _addStats() {
211
212
  const name = this[Symbol.toStringTag];
212
213
  const stats = lumaStats.get('Resource Counts');
213
214
  stats.get('Resources Created').incrementCount();
214
- stats.get(`${name}s Created`).incrementCount();
215
- stats.get(`${name}s Active`).incrementCount();
215
+ stats.get("".concat(name, "s Created")).incrementCount();
216
+ stats.get("".concat(name, "s Active")).incrementCount();
216
217
  }
217
218
 
218
219
  _removeStats() {
219
220
  const name = this[Symbol.toStringTag];
220
221
  const stats = lumaStats.get('Resource Counts');
221
- stats.get(`${name}s Active`).decrementCount();
222
+ stats.get("".concat(name, "s Active")).decrementCount();
222
223
  }
223
224
 
224
- _trackAllocatedMemory(bytes, name = this[Symbol.toStringTag]) {
225
- this._doTrackAllocatedMemory(bytes, name);
225
+ _trackAllocatedMemory(bytes) {
226
+ let name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this[Symbol.toStringTag];
227
+
228
+ this._trackAllocatedMemoryForContext(bytes, name);
226
229
 
227
- this._doTrackAllocatedMemory(bytes, name, this.gl.stats.get(`Memory Usage`));
230
+ this._trackAllocatedMemoryForContext(bytes, name, this.gl.canvas && this.gl.canvas.id);
228
231
  }
229
232
 
230
- _doTrackAllocatedMemory(bytes, name = this[Symbol.toStringTag], stats = lumaStats.get(`Memory Usage`)) {
233
+ _trackAllocatedMemoryForContext(bytes) {
234
+ let name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this[Symbol.toStringTag];
235
+ let id = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : '';
236
+ const stats = lumaStats.get("Memory Usage".concat(id));
231
237
  stats.get('GPU Memory').addCount(bytes);
232
- stats.get(`${name} Memory`).addCount(bytes);
238
+ stats.get("".concat(name, " Memory")).addCount(bytes);
233
239
  this.byteLength = bytes;
234
240
  }
235
241
 
236
- _trackDeallocatedMemory(name = this[Symbol.toStringTag]) {
237
- this._doTrackDeallocatedMemory(name);
242
+ _trackDeallocatedMemory() {
243
+ let name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this[Symbol.toStringTag];
244
+
245
+ this._trackDeallocatedMemoryForContext(name);
238
246
 
239
- this._doTrackDeallocatedMemory(name, this.gl.stats.get(`Memory Usage`));
247
+ this._trackDeallocatedMemoryForContext(name, this.gl.canvas && this.gl.canvas.id);
240
248
  }
241
249
 
242
- _doTrackDeallocatedMemory(name = this[Symbol.toStringTag], stats = lumaStats.get(`Memory Usage`)) {
250
+ _trackDeallocatedMemoryForContext() {
251
+ let name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this[Symbol.toStringTag];
252
+ let id = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : '';
253
+ const stats = lumaStats.get("Memory Usage".concat(id));
243
254
  stats.get('GPU Memory').subtractCount(this.byteLength);
244
- stats.get(`${name} Memory`).subtractCount(this.byteLength);
255
+ stats.get("".concat(name, " Memory")).subtractCount(this.byteLength);
245
256
  this.byteLength = 0;
246
257
  }
247
258