@luma.gl/webgl 8.5.16 → 8.5.18

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 (118) hide show
  1. package/dist/dist.js +44 -44
  2. package/dist/dist.min.js +1 -1
  3. package/dist/es5/bundle.js.map +1 -1
  4. package/dist/es5/classes/accessor.js.map +1 -1
  5. package/dist/es5/classes/buffer.js.map +1 -1
  6. package/dist/es5/classes/clear.js.map +1 -1
  7. package/dist/es5/classes/copy-and-blit.js.map +1 -1
  8. package/dist/es5/classes/framebuffer.js.map +1 -1
  9. package/dist/es5/classes/program-configuration.js.map +1 -1
  10. package/dist/es5/classes/program.js.map +1 -1
  11. package/dist/es5/classes/query.js.map +1 -1
  12. package/dist/es5/classes/renderbuffer-formats.js.map +1 -1
  13. package/dist/es5/classes/renderbuffer.js.map +1 -1
  14. package/dist/es5/classes/resource.js +20 -19
  15. package/dist/es5/classes/resource.js.map +1 -1
  16. package/dist/es5/classes/shader.js.map +1 -1
  17. package/dist/es5/classes/texture-2d.js.map +1 -1
  18. package/dist/es5/classes/texture-3d.js.map +1 -1
  19. package/dist/es5/classes/texture-cube.js.map +1 -1
  20. package/dist/es5/classes/texture-formats.js.map +1 -1
  21. package/dist/es5/classes/texture.js.map +1 -1
  22. package/dist/es5/classes/transform-feedback.js.map +1 -1
  23. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  24. package/dist/es5/classes/uniforms.js.map +1 -1
  25. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  26. package/dist/es5/classes/vertex-array.js.map +1 -1
  27. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  28. package/dist/es5/debug/debug-uniforms.js.map +1 -1
  29. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  30. package/dist/es5/features/check-glsl-extension.js.map +1 -1
  31. package/dist/es5/features/check-old-ie.js.map +1 -1
  32. package/dist/es5/features/features.js.map +1 -1
  33. package/dist/es5/features/index.js.map +1 -1
  34. package/dist/es5/features/limits.js.map +1 -1
  35. package/dist/es5/features/webgl-features-table.js.map +1 -1
  36. package/dist/es5/features/webgl-limits-table.js.map +1 -1
  37. package/dist/es5/glsl-utils/format-glsl-error.js.map +1 -1
  38. package/dist/es5/glsl-utils/get-shader-name.js.map +1 -1
  39. package/dist/es5/glsl-utils/get-shader-type-name.js.map +1 -1
  40. package/dist/es5/glsl-utils/get-shader-version.js.map +1 -1
  41. package/dist/es5/glsl-utils/index.js.map +1 -1
  42. package/dist/es5/index.js.map +1 -1
  43. package/dist/es5/init.js +1 -1
  44. package/dist/es5/init.js.map +1 -1
  45. package/dist/es5/utils/array-utils-flat.js.map +1 -1
  46. package/dist/es5/utils/assert.js.map +1 -1
  47. package/dist/es5/utils/check-props.js.map +1 -1
  48. package/dist/es5/utils/format-value.js.map +1 -1
  49. package/dist/es5/utils/is-old-ie.js.map +1 -1
  50. package/dist/es5/utils/load-file.js.map +1 -1
  51. package/dist/es5/utils/stub-methods.js.map +1 -1
  52. package/dist/es5/utils/utils.js.map +1 -1
  53. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  54. package/dist/es5/webgl-utils/constants-to-keys.js.map +1 -1
  55. package/dist/es5/webgl-utils/format-utils.js.map +1 -1
  56. package/dist/es5/webgl-utils/get-error.js.map +1 -1
  57. package/dist/es5/webgl-utils/request-animation-frame.js.map +1 -1
  58. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  59. package/dist/es5/webgl-utils/typed-array-utils.js.map +1 -1
  60. package/dist/esm/bundle.js.map +1 -1
  61. package/dist/esm/classes/accessor.js.map +1 -1
  62. package/dist/esm/classes/buffer.js.map +1 -1
  63. package/dist/esm/classes/clear.js.map +1 -1
  64. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  65. package/dist/esm/classes/framebuffer.js.map +1 -1
  66. package/dist/esm/classes/program-configuration.js.map +1 -1
  67. package/dist/esm/classes/program.js.map +1 -1
  68. package/dist/esm/classes/query.js.map +1 -1
  69. package/dist/esm/classes/renderbuffer-formats.js.map +1 -1
  70. package/dist/esm/classes/renderbuffer.js.map +1 -1
  71. package/dist/esm/classes/resource.js +15 -17
  72. package/dist/esm/classes/resource.js.map +1 -1
  73. package/dist/esm/classes/shader.js.map +1 -1
  74. package/dist/esm/classes/texture-2d.js.map +1 -1
  75. package/dist/esm/classes/texture-3d.js.map +1 -1
  76. package/dist/esm/classes/texture-cube.js.map +1 -1
  77. package/dist/esm/classes/texture-formats.js.map +1 -1
  78. package/dist/esm/classes/texture.js.map +1 -1
  79. package/dist/esm/classes/transform-feedback.js.map +1 -1
  80. package/dist/esm/classes/uniform-buffer-layout.js.map +1 -1
  81. package/dist/esm/classes/uniforms.js.map +1 -1
  82. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  83. package/dist/esm/classes/vertex-array.js.map +1 -1
  84. package/dist/esm/debug/debug-program-configuration.js.map +1 -1
  85. package/dist/esm/debug/debug-uniforms.js.map +1 -1
  86. package/dist/esm/debug/debug-vertex-array.js.map +1 -1
  87. package/dist/esm/features/check-glsl-extension.js.map +1 -1
  88. package/dist/esm/features/check-old-ie.js.map +1 -1
  89. package/dist/esm/features/features.js.map +1 -1
  90. package/dist/esm/features/index.js.map +1 -1
  91. package/dist/esm/features/limits.js.map +1 -1
  92. package/dist/esm/features/webgl-features-table.js.map +1 -1
  93. package/dist/esm/features/webgl-limits-table.js.map +1 -1
  94. package/dist/esm/glsl-utils/format-glsl-error.js.map +1 -1
  95. package/dist/esm/glsl-utils/get-shader-name.js.map +1 -1
  96. package/dist/esm/glsl-utils/get-shader-type-name.js.map +1 -1
  97. package/dist/esm/glsl-utils/get-shader-version.js.map +1 -1
  98. package/dist/esm/glsl-utils/index.js.map +1 -1
  99. package/dist/esm/index.js.map +1 -1
  100. package/dist/esm/init.js +1 -1
  101. package/dist/esm/init.js.map +1 -1
  102. package/dist/esm/utils/array-utils-flat.js.map +1 -1
  103. package/dist/esm/utils/assert.js.map +1 -1
  104. package/dist/esm/utils/check-props.js.map +1 -1
  105. package/dist/esm/utils/format-value.js.map +1 -1
  106. package/dist/esm/utils/is-old-ie.js.map +1 -1
  107. package/dist/esm/utils/load-file.js.map +1 -1
  108. package/dist/esm/utils/stub-methods.js.map +1 -1
  109. package/dist/esm/utils/utils.js.map +1 -1
  110. package/dist/esm/webgl-utils/attribute-utils.js.map +1 -1
  111. package/dist/esm/webgl-utils/constants-to-keys.js.map +1 -1
  112. package/dist/esm/webgl-utils/format-utils.js.map +1 -1
  113. package/dist/esm/webgl-utils/get-error.js.map +1 -1
  114. package/dist/esm/webgl-utils/request-animation-frame.js.map +1 -1
  115. package/dist/esm/webgl-utils/texture-utils.js.map +1 -1
  116. package/dist/esm/webgl-utils/typed-array-utils.js.map +1 -1
  117. package/package.json +4 -4
  118. package/src/classes/resource.js +21 -21
@@ -1 +1 @@
1
- {"version":3,"file":"framebuffer.js","names":["getWebGL2Context","assertWebGL2Context","log","Resource","Texture2D","Renderbuffer","clear","clearBuffer","copyToDataUrl","getFeatures","getKey","assert","ERR_MULTIPLE_RENDERTARGETS","Framebuffer","Symbol","toStringTag","isSupported","gl","options","colorBufferFloat","colorBufferHalfFloat","supported","Boolean","getExtension","getDefaultFramebuffer","luma","defaultFramebuffer","id","handle","attachments","MAX_COLOR_ATTACHMENTS","gl2","getParameter","MAX_DRAW_BUFFERS","constructor","opts","width","height","readBuffer","drawBuffers","ownResources","initialize","Object","seal","color","texture","depth","stencil","check","undefined","attachment","target","object","Array","isArray","resize","_createDefaultAttachments","update","clearAttachments","checkStatus","delete","resource","resizeAttachments","attach","prevHandle","bindFramebuffer","_setReadBuffer","_setDrawBuffers","drawingBufferWidth","drawingBufferHeight","attachmentPoint","newAttachments","keys","forEach","key","assign","Number","descriptor","_unattach","_attachRenderbuffer","renderbuffer","layer","level","_attachTexture","filter","status","getStatus","Error","_getFrameBufferStatus","checkFramebufferStatus","value","drawBuffer","readPixels","error","readPixelsToBuffer","copyToImage","copyToTexture","blit","invalidate","x","y","invalidateAll","invalidateFramebuffer","getAttachmentParameter","pname","_getAttachmentParameterFallback","getFramebufferAttachmentParameter","getAttachmentParameters","parameters","ATTACHMENT_PARAMETERS","values","getParameters","attachmentName","show","window","open","logLevel","message","image","targetMaxHeight","bind","unbind","defaultAttachments","pixels","format","type","mipmaps","push","oldAttachment","framebufferRenderbuffer","framebufferTexture2D","bindTexture","framebufferTextureLayer","face","mapIndexToCubeMapFace","ext","drawBuffersWEBGL","length","caps","WEBGL2","EXT_sRGB","_createHandle","createFramebuffer","_deleteHandle","deleteFramebuffer","_bindHandle","STATUS","FRAMEBUFFER_ATTACHMENT_PARAMETERS"],"sources":["../../../src/classes/framebuffer.js"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport {getWebGL2Context, assertWebGL2Context, log} from '@luma.gl/gltools';\nimport Resource from './resource';\nimport Texture2D from './texture-2d';\nimport Renderbuffer from './renderbuffer';\nimport {clear, clearBuffer} from './clear';\nimport {copyToDataUrl} from './copy-and-blit.js';\n\nimport {getFeatures} from '../features';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\n\nconst ERR_MULTIPLE_RENDERTARGETS = 'Multiple render targets not supported';\n\nexport default class Framebuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Framebuffer';\n }\n static isSupported(gl, options = {}) {\n const {\n colorBufferFloat, // Whether floating point textures can be rendered and read\n colorBufferHalfFloat // Whether half float textures can be rendered and read\n } = options;\n let supported = true;\n\n if (colorBufferFloat) {\n supported = Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1, not exposed on all platforms\n gl.getExtension('WEBGL_color_buffer_float') ||\n // WebGL 1, implicitly enables float render targets https://www.khronos.org/registry/webgl/extensions/OES_texture_float/\n gl.getExtension('OES_texture_float')\n );\n }\n\n if (colorBufferHalfFloat) {\n supported =\n supported &&\n Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('EXT_color_buffer_half_float')\n );\n }\n\n return supported;\n }\n\n // Create a Framebuffer wrapper for the default framebuffer (target === null)\n static getDefaultFramebuffer(gl) {\n gl.luma = gl.luma || {};\n gl.luma.defaultFramebuffer =\n gl.luma.defaultFramebuffer ||\n new Framebuffer(gl, {\n id: 'default-framebuffer',\n handle: null,\n attachments: {}\n });\n // TODO - can we query for and get a handle to the GL.FRONT renderbuffer?\n return gl.luma.defaultFramebuffer;\n }\n\n get MAX_COLOR_ATTACHMENTS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_COLOR_ATTACHMENTS);\n }\n\n get MAX_DRAW_BUFFERS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_DRAW_BUFFERS);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // Public members\n this.width = null;\n this.height = null;\n this.attachments = {};\n this.readBuffer = GL.COLOR_ATTACHMENT0;\n this.drawBuffers = [GL.COLOR_ATTACHMENT0];\n this.ownResources = [];\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n get color() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get texture() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get depth() {\n return (\n this.attachments[GL.DEPTH_ATTACHMENT] || this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] || null\n );\n }\n\n get stencil() {\n return (\n this.attachments[GL.STENCIL_ATTACHMENT] ||\n this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] ||\n null\n );\n }\n\n initialize({\n width = 1,\n height = 1,\n attachments = null,\n color = true,\n depth = true,\n stencil = false,\n check = true,\n readBuffer = undefined,\n drawBuffers = undefined\n }) {\n assert(width >= 0 && height >= 0, 'Width and height need to be integers');\n\n // Store actual width and height for diffing\n this.width = width;\n this.height = height;\n\n // Resize any provided attachments - note that resize only resizes if needed\n // Note: A framebuffer has no separate size, it is defined by its attachments (which must agree)\n if (attachments) {\n for (const attachment in attachments) {\n const target = attachments[attachment];\n const object = Array.isArray(target) ? target[0] : target;\n object.resize({width, height});\n }\n } else {\n // Create any requested default attachments\n attachments = this._createDefaultAttachments(color, depth, stencil, width, height);\n }\n\n this.update({clearAttachments: true, attachments, readBuffer, drawBuffers});\n\n // Checks that framebuffer was properly set up, if not, throws an explanatory error\n if (attachments && check) {\n this.checkStatus();\n }\n }\n\n delete() {\n for (const resource of this.ownResources) {\n resource.delete();\n }\n super.delete();\n return this;\n }\n\n update({\n attachments = {},\n readBuffer,\n drawBuffers,\n clearAttachments = false,\n resizeAttachments = true\n }) {\n this.attach(attachments, {clearAttachments, resizeAttachments});\n\n const {gl} = this;\n // Multiple render target support, set read buffer and draw buffers\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n if (readBuffer) {\n this._setReadBuffer(readBuffer);\n }\n if (drawBuffers) {\n this._setDrawBuffers(drawBuffers);\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // Attachment resize is expected to be a noop if size is same\n resize(options = {}) {\n let {width, height} = options;\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n for (const attachmentPoint in this.attachments) {\n this.attachments[attachmentPoint].resize({width, height});\n }\n this.width = width;\n this.height = height;\n return this;\n }\n\n // Attach from a map of attachments\n attach(attachments, {clearAttachments = false, resizeAttachments = true} = {}) {\n const newAttachments = {};\n\n // Any current attachments need to be removed, add null values to map\n if (clearAttachments) {\n Object.keys(this.attachments).forEach(key => {\n newAttachments[key] = null;\n });\n }\n\n // Overlay the new attachments\n Object.assign(newAttachments, attachments);\n\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (const key in newAttachments) {\n // Ensure key is not undefined\n assert(key !== undefined, 'Misspelled framebuffer binding point?');\n\n const attachment = Number(key);\n\n const descriptor = newAttachments[attachment];\n let object = descriptor;\n if (!object) {\n this._unattach(attachment);\n } else if (object instanceof Renderbuffer) {\n this._attachRenderbuffer({attachment, renderbuffer: object});\n } else if (Array.isArray(descriptor)) {\n const [texture, layer = 0, level = 0] = descriptor;\n object = texture;\n this._attachTexture({attachment, texture, layer, level});\n } else {\n this._attachTexture({attachment, texture: object, layer: 0, level: 0});\n }\n\n // Resize objects\n if (resizeAttachments && object) {\n object.resize({width: this.width, height: this.height});\n }\n }\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // Assign to attachments and remove any nulls to get a clean attachment map\n Object.assign(this.attachments, attachments);\n Object.keys(this.attachments)\n .filter(key => !this.attachments[key])\n .forEach(key => {\n delete this.attachments[key];\n });\n }\n\n checkStatus() {\n const {gl} = this;\n const status = this.getStatus();\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(_getFrameBufferStatus(status));\n }\n return this;\n }\n\n getStatus() {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n return status;\n }\n\n clear(options = {}) {\n const {color, depth, stencil, drawBuffers = []} = options;\n\n // Bind framebuffer and delegate to global clear functions\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n if (color || depth || stencil) {\n clear(this.gl, {color, depth, stencil});\n }\n\n drawBuffers.forEach((value, drawBuffer) => {\n clearBuffer(this.gl, {drawBuffer, value});\n });\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // NOTE: Slow requires roundtrip to GPU\n // App can provide pixelArray or have it auto allocated by this method\n // @returns {Uint8Array|Uint16Array|FloatArray} - pixel array,\n // newly allocated by this method unless provided by app.\n readPixels(opts = {}) {\n log.error(\n 'Framebuffer.readPixels() is no logner supported, use readPixelsToArray(framebuffer)'\n )();\n return null;\n }\n\n // Reads data into provided buffer object asynchronously\n // This function doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n readPixelsToBuffer(opts = {}) {\n log.error(\n 'Framebuffer.readPixelsToBuffer()is no logner supported, use readPixelsToBuffer(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels as a dataUrl\n copyToDataUrl(opts = {}) {\n log.error(\n 'Framebuffer.copyToDataUrl() is no logner supported, use copyToDataUrl(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels into an HTML Image\n copyToImage(opts = {}) {\n log.error('Framebuffer.copyToImage() is no logner supported, use copyToImage(framebuffer)')();\n return null;\n }\n\n // copyToFramebuffer({width, height}) {\n // const scaleX = width / this.width;\n // const scaleY = height / this.height;\n // const scale = Math.min(scaleX, scaleY);\n // width = width * scale;\n // height = height * scale;\n // const scaledFramebuffer = new Framebuffer(this.gl, {width, height});\n // this.blit();\n // }\n\n // Copy a rectangle from a framebuffer attachment into a texture (at an offset)\n // NOTE: assumes texture has enough storage allocated\n // eslint-disable-next-line complexity\n copyToTexture(opts = {}) {\n log.error(\n 'Framebuffer.copyToTexture({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n // WEBGL2 INTERFACE\n\n // Copies a rectangle of pixels between framebuffers\n // eslint-disable-next-line complexity\n blit(opts = {}) {\n log.error('Framebuffer.blit({...}) is no logner supported, use blit(source, target, opts)')();\n return null;\n }\n\n // signals to the GL that it need not preserve all pixels of a specified region of the framebuffer\n invalidate({attachments = [], x = 0, y = 0, width, height}) {\n const gl2 = assertWebGL2Context(this.gl);\n const prevHandle = gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, this.handle);\n const invalidateAll = x === 0 && y === 0 && width === undefined && height === undefined;\n if (invalidateAll) {\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments);\n } else {\n // TODO - why does type checking fail on this line\n // @ts-ignore\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments, x, y, width, height);\n }\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevHandle);\n return this;\n }\n\n // Return the value for `pname` of the specified attachment.\n // The type returned is the type of the requested pname\n getAttachmentParameter(attachment, pname, keys) {\n let value = this._getAttachmentParameterFallback(pname);\n if (value === null) {\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n value = this.gl.getFramebufferAttachmentParameter(GL.FRAMEBUFFER, attachment, pname);\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n if (keys && value > 1000) {\n // @ts-ignore\n value = getKey(this.gl, value);\n }\n return value;\n }\n\n getAttachmentParameters(\n attachment = GL.COLOR_ATTACHMENT0,\n keys,\n // @ts-ignore\n parameters = this.constructor.ATTACHMENT_PARAMETERS || []\n ) {\n const values = {};\n for (const pname of parameters) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getAttachmentParameter(attachment, pname, keys);\n }\n return values;\n }\n\n getParameters(keys = true) {\n const attachments = Object.keys(this.attachments);\n // if (this === this.gl.luma.defaultFramebuffer) {\n // attachments = [GL.COLOR_ATTACHMENT0, GL.DEPTH_STENCIL_ATTACHMENT];\n // }\n const parameters = {};\n for (const attachmentName of attachments) {\n const attachment = Number(attachmentName);\n const key = keys ? getKey(this.gl, attachment) : attachment;\n parameters[key] = this.getAttachmentParameters(attachment, keys);\n }\n return parameters;\n }\n\n // DEBUG\n\n // Note: Will only work when called in an event handler\n show() {\n if (typeof window !== 'undefined') {\n window.open(copyToDataUrl(this), 'luma-debug-texture');\n }\n return this;\n }\n\n log(logLevel = 0, message = '') {\n if (logLevel > log.level || typeof window === 'undefined') {\n return this;\n }\n message = message || `Framebuffer ${this.id}`;\n const image = copyToDataUrl(this, {targetMaxHeight: 100});\n // @ts-expect-error\n log.image({logLevel, message, image}, message)();\n return this;\n }\n\n // WEBGL INTERFACE\n bind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, this.handle);\n return this;\n }\n\n unbind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, null);\n return this;\n }\n\n // PRIVATE METHODS\n\n _createDefaultAttachments(color, depth, stencil, width, height) {\n let defaultAttachments = null;\n\n // Add a color buffer if requested and not supplied\n if (color) {\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.COLOR_ATTACHMENT0] = new Texture2D(this.gl, {\n id: `${this.id}-color0`,\n pixels: null, // reserves texture memory, but texels are undefined\n format: GL.RGBA,\n type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. 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0 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: // GLint\n return !caps.WEBGL2 ? 8 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: // GLenum\n return !caps.WEBGL2 ? 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FRAMEBUFFER_ATTACHMENT_PARAMETERS = [\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, // WebGLRenderbuffer or WebGLTexture\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, // GL.RENDERBUFFER, GL.TEXTURE, GL.NONE\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, // GL.TEXTURE_CUBE_MAP_POSITIVE_X, etc.\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, // GLint\n // EXT_sRGB or WebGL2\n GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, // GL.LINEAR, GL.SRBG\n // WebGL2\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE // GLint\n // GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE\n // GL.FLOAT, GL.INT, GL.UNSIGNED_INT, GL.SIGNED_NORMALIZED, OR GL.UNSIGNED_NORMALIZED.\n];\n\nFramebuffer.ATTACHMENT_PARAMETERS = 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GL from '@luma.gl/constants';\nimport {getWebGL2Context, assertWebGL2Context, log} from '@luma.gl/gltools';\nimport Resource from './resource';\nimport Texture2D from './texture-2d';\nimport Renderbuffer from './renderbuffer';\nimport {clear, clearBuffer} from './clear';\nimport {copyToDataUrl} from './copy-and-blit.js';\n\nimport {getFeatures} from '../features';\nimport {getKey} from '../webgl-utils/constants-to-keys';\nimport {assert} from '../utils/assert';\n\nconst ERR_MULTIPLE_RENDERTARGETS = 'Multiple render targets not supported';\n\nexport default class Framebuffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Framebuffer';\n }\n static isSupported(gl, options = {}) {\n const {\n colorBufferFloat, // Whether floating point textures can be rendered and read\n colorBufferHalfFloat // Whether half float textures can be rendered and read\n } = options;\n let supported = true;\n\n if (colorBufferFloat) {\n supported = Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1, not exposed on all platforms\n gl.getExtension('WEBGL_color_buffer_float') ||\n // WebGL 1, implicitly enables float render targets https://www.khronos.org/registry/webgl/extensions/OES_texture_float/\n gl.getExtension('OES_texture_float')\n );\n }\n\n if (colorBufferHalfFloat) {\n supported =\n supported &&\n Boolean(\n // WebGL 2\n gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('EXT_color_buffer_half_float')\n );\n }\n\n return supported;\n }\n\n // Create a Framebuffer wrapper for the default framebuffer (target === null)\n static getDefaultFramebuffer(gl) {\n gl.luma = gl.luma || {};\n gl.luma.defaultFramebuffer =\n gl.luma.defaultFramebuffer ||\n new Framebuffer(gl, {\n id: 'default-framebuffer',\n handle: null,\n attachments: {}\n });\n // TODO - can we query for and get a handle to the GL.FRONT renderbuffer?\n return gl.luma.defaultFramebuffer;\n }\n\n get MAX_COLOR_ATTACHMENTS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_COLOR_ATTACHMENTS);\n }\n\n get MAX_DRAW_BUFFERS() {\n const gl2 = assertWebGL2Context(this.gl);\n return gl2.getParameter(gl2.MAX_DRAW_BUFFERS);\n }\n\n constructor(gl, opts = {}) {\n super(gl, opts);\n\n // Public members\n this.width = null;\n this.height = null;\n this.attachments = {};\n this.readBuffer = GL.COLOR_ATTACHMENT0;\n this.drawBuffers = [GL.COLOR_ATTACHMENT0];\n this.ownResources = [];\n this.initialize(opts);\n\n Object.seal(this);\n }\n\n get color() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get texture() {\n return this.attachments[GL.COLOR_ATTACHMENT0] || null;\n }\n\n get depth() {\n return (\n this.attachments[GL.DEPTH_ATTACHMENT] || this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] || null\n );\n }\n\n get stencil() {\n return (\n this.attachments[GL.STENCIL_ATTACHMENT] ||\n this.attachments[GL.DEPTH_STENCIL_ATTACHMENT] ||\n null\n );\n }\n\n initialize({\n width = 1,\n height = 1,\n attachments = null,\n color = true,\n depth = true,\n stencil = false,\n check = true,\n readBuffer = undefined,\n drawBuffers = undefined\n }) {\n assert(width >= 0 && height >= 0, 'Width and height need to be integers');\n\n // Store actual width and height for diffing\n this.width = width;\n this.height = height;\n\n // Resize any provided attachments - note that resize only resizes if needed\n // Note: A framebuffer has no separate size, it is defined by its attachments (which must agree)\n if (attachments) {\n for (const attachment in attachments) {\n const target = attachments[attachment];\n const object = Array.isArray(target) ? target[0] : target;\n object.resize({width, height});\n }\n } else {\n // Create any requested default attachments\n attachments = this._createDefaultAttachments(color, depth, stencil, width, height);\n }\n\n this.update({clearAttachments: true, attachments, readBuffer, drawBuffers});\n\n // Checks that framebuffer was properly set up, if not, throws an explanatory error\n if (attachments && check) {\n this.checkStatus();\n }\n }\n\n delete() {\n for (const resource of this.ownResources) {\n resource.delete();\n }\n super.delete();\n return this;\n }\n\n update({\n attachments = {},\n readBuffer,\n drawBuffers,\n clearAttachments = false,\n resizeAttachments = true\n }) {\n this.attach(attachments, {clearAttachments, resizeAttachments});\n\n const {gl} = this;\n // Multiple render target support, set read buffer and draw buffers\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n if (readBuffer) {\n this._setReadBuffer(readBuffer);\n }\n if (drawBuffers) {\n this._setDrawBuffers(drawBuffers);\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // Attachment resize is expected to be a noop if size is same\n resize(options = {}) {\n let {width, height} = options;\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n for (const attachmentPoint in this.attachments) {\n this.attachments[attachmentPoint].resize({width, height});\n }\n this.width = width;\n this.height = height;\n return this;\n }\n\n // Attach from a map of attachments\n attach(attachments, {clearAttachments = false, resizeAttachments = true} = {}) {\n const newAttachments = {};\n\n // Any current attachments need to be removed, add null values to map\n if (clearAttachments) {\n Object.keys(this.attachments).forEach(key => {\n newAttachments[key] = null;\n });\n }\n\n // Overlay the new attachments\n Object.assign(newAttachments, attachments);\n\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (const key in newAttachments) {\n // Ensure key is not undefined\n assert(key !== undefined, 'Misspelled framebuffer binding point?');\n\n const attachment = Number(key);\n\n const descriptor = newAttachments[attachment];\n let object = descriptor;\n if (!object) {\n this._unattach(attachment);\n } else if (object instanceof Renderbuffer) {\n this._attachRenderbuffer({attachment, renderbuffer: object});\n } else if (Array.isArray(descriptor)) {\n const [texture, layer = 0, level = 0] = descriptor;\n object = texture;\n this._attachTexture({attachment, texture, layer, level});\n } else {\n this._attachTexture({attachment, texture: object, layer: 0, level: 0});\n }\n\n // Resize objects\n if (resizeAttachments && object) {\n object.resize({width: this.width, height: this.height});\n }\n }\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // Assign to attachments and remove any nulls to get a clean attachment map\n Object.assign(this.attachments, attachments);\n Object.keys(this.attachments)\n .filter(key => !this.attachments[key])\n .forEach(key => {\n delete this.attachments[key];\n });\n }\n\n checkStatus() {\n const {gl} = this;\n const status = this.getStatus();\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(_getFrameBufferStatus(status));\n }\n return this;\n }\n\n getStatus() {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n return status;\n }\n\n clear(options = {}) {\n const {color, depth, stencil, drawBuffers = []} = options;\n\n // Bind framebuffer and delegate to global clear functions\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n if (color || depth || stencil) {\n clear(this.gl, {color, depth, stencil});\n }\n\n drawBuffers.forEach((value, drawBuffer) => {\n clearBuffer(this.gl, {drawBuffer, value});\n });\n\n // @ts-ignore\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n return this;\n }\n\n // NOTE: Slow requires roundtrip to GPU\n // App can provide pixelArray or have it auto allocated by this method\n // @returns {Uint8Array|Uint16Array|FloatArray} - pixel array,\n // newly allocated by this method unless provided by app.\n readPixels(opts = {}) {\n log.error(\n 'Framebuffer.readPixels() is no logner supported, use readPixelsToArray(framebuffer)'\n )();\n return null;\n }\n\n // Reads data into provided buffer object asynchronously\n // This function doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n readPixelsToBuffer(opts = {}) {\n log.error(\n 'Framebuffer.readPixelsToBuffer()is no logner supported, use readPixelsToBuffer(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels as a dataUrl\n copyToDataUrl(opts = {}) {\n log.error(\n 'Framebuffer.copyToDataUrl() is no logner supported, use copyToDataUrl(framebuffer)'\n )();\n return null;\n }\n\n // Reads pixels into an HTML Image\n copyToImage(opts = {}) {\n log.error('Framebuffer.copyToImage() is no logner supported, use copyToImage(framebuffer)')();\n return null;\n }\n\n // copyToFramebuffer({width, height}) {\n // const scaleX = width / this.width;\n // const scaleY = height / this.height;\n // const scale = Math.min(scaleX, scaleY);\n // width = width * scale;\n // height = height * scale;\n // const scaledFramebuffer = new Framebuffer(this.gl, {width, height});\n // this.blit();\n // }\n\n // Copy a rectangle from a framebuffer attachment into a texture (at an offset)\n // NOTE: assumes texture has enough storage allocated\n // eslint-disable-next-line complexity\n copyToTexture(opts = {}) {\n log.error(\n 'Framebuffer.copyToTexture({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n // WEBGL2 INTERFACE\n\n // Copies a rectangle of pixels between framebuffers\n // eslint-disable-next-line complexity\n blit(opts = {}) {\n log.error('Framebuffer.blit({...}) is no logner supported, use blit(source, target, opts)')();\n return null;\n }\n\n // signals to the GL that it need not preserve all pixels of a specified region of the framebuffer\n invalidate({attachments = [], x = 0, y = 0, width, height}) {\n const gl2 = assertWebGL2Context(this.gl);\n const prevHandle = gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, this.handle);\n const invalidateAll = x === 0 && y === 0 && width === undefined && height === undefined;\n if (invalidateAll) {\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments);\n } else {\n // TODO - why does type checking fail on this line\n // @ts-ignore\n gl2.invalidateFramebuffer(GL.READ_FRAMEBUFFER, attachments, x, y, width, height);\n }\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevHandle);\n return this;\n }\n\n // Return the value for `pname` of the specified attachment.\n // The type returned is the type of the requested pname\n getAttachmentParameter(attachment, pname, keys) {\n let value = this._getAttachmentParameterFallback(pname);\n if (value === null) {\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n value = this.gl.getFramebufferAttachmentParameter(GL.FRAMEBUFFER, attachment, pname);\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n if (keys && value > 1000) {\n // @ts-ignore\n value = getKey(this.gl, value);\n }\n return value;\n }\n\n getAttachmentParameters(\n attachment = GL.COLOR_ATTACHMENT0,\n keys,\n // @ts-ignore\n parameters = this.constructor.ATTACHMENT_PARAMETERS || []\n ) {\n const values = {};\n for (const pname of parameters) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getAttachmentParameter(attachment, pname, keys);\n }\n return values;\n }\n\n getParameters(keys = true) {\n const attachments = Object.keys(this.attachments);\n // if (this === this.gl.luma.defaultFramebuffer) {\n // attachments = [GL.COLOR_ATTACHMENT0, GL.DEPTH_STENCIL_ATTACHMENT];\n // }\n const parameters = {};\n for (const attachmentName of attachments) {\n const attachment = Number(attachmentName);\n const key = keys ? getKey(this.gl, attachment) : attachment;\n parameters[key] = this.getAttachmentParameters(attachment, keys);\n }\n return parameters;\n }\n\n // DEBUG\n\n // Note: Will only work when called in an event handler\n show() {\n if (typeof window !== 'undefined') {\n window.open(copyToDataUrl(this), 'luma-debug-texture');\n }\n return this;\n }\n\n log(logLevel = 0, message = '') {\n if (logLevel > log.level || typeof window === 'undefined') {\n return this;\n }\n message = message || `Framebuffer ${this.id}`;\n const image = copyToDataUrl(this, {targetMaxHeight: 100});\n // @ts-expect-error\n log.image({logLevel, message, image}, message)();\n return this;\n }\n\n // WEBGL INTERFACE\n bind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, this.handle);\n return this;\n }\n\n unbind({target = GL.FRAMEBUFFER} = {}) {\n this.gl.bindFramebuffer(target, null);\n return this;\n }\n\n // PRIVATE METHODS\n\n _createDefaultAttachments(color, depth, stencil, width, height) {\n let defaultAttachments = null;\n\n // Add a color buffer if requested and not supplied\n if (color) {\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.COLOR_ATTACHMENT0] = new Texture2D(this.gl, {\n id: `${this.id}-color0`,\n pixels: null, // reserves texture memory, but texels are undefined\n format: GL.RGBA,\n type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. To have consistant\n // behavior we always disable mipmaps.\n mipmaps: false,\n // Set MIN and MAG filtering parameters so mipmaps are not used in sampling.\n // Use LINEAR so subpixel algos like fxaa work.\n // Set WRAP modes that support NPOT textures too.\n parameters: {\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n }\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.COLOR_ATTACHMENT0]);\n }\n\n if (depth && stencil) {\n // TODO - handle separate stencil\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth-stencil`,\n format: GL.DEPTH24_STENCIL8,\n width,\n height: 111\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_STENCIL_ATTACHMENT]);\n // TODO - optional texture\n // new Texture2D(this.gl, {\n // id: `${this.id}-depth-stencil`,\n // format: GL.DEPTH24_STENCIL8,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n // width,\n // height,\n // mipmaps: false\n // });\n } else if (depth) {\n // Add a depth buffer if requested and not supplied\n defaultAttachments = defaultAttachments || {};\n defaultAttachments[GL.DEPTH_ATTACHMENT] = new Renderbuffer(this.gl, {\n id: `${this.id}-depth`,\n format: GL.DEPTH_COMPONENT16,\n width,\n height\n });\n // track to delete later\n this.ownResources.push(defaultAttachments[GL.DEPTH_ATTACHMENT]);\n } else if (stencil) {\n // TODO - handle separate stencil\n assert(false);\n }\n\n return defaultAttachments;\n }\n\n _unattach(attachment) {\n const oldAttachment = this.attachments[attachment];\n if (!oldAttachment) {\n return;\n }\n if (oldAttachment instanceof Renderbuffer) {\n // render buffer\n this.gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, null);\n } else {\n // Must be a texture attachment\n this.gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, null, 0);\n }\n delete this.attachments[attachment];\n }\n\n _attachRenderbuffer({attachment = GL.COLOR_ATTACHMENT0, renderbuffer}) {\n const {gl} = this;\n // TODO - is the bind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, renderbuffer.handle);\n gl.framebufferRenderbuffer(GL.FRAMEBUFFER, attachment, GL.RENDERBUFFER, renderbuffer.handle);\n // TODO - is the unbind needed?\n // gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.attachments[attachment] = renderbuffer;\n }\n\n // layer = 0 - index into Texture2DArray and Texture3D or face for `TextureCubeMap`\n // level = 0 - mipmapLevel (must be 0 in WebGL1)\n _attachTexture({attachment = GL.COLOR_ATTACHMENT0, texture, layer, level}) {\n const {gl} = this;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n const gl2 = assertWebGL2Context(gl);\n gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n this.attachments[attachment] = texture;\n }\n\n // Expects framebuffer to be bound\n _setReadBuffer(readBuffer) {\n const gl2 = getWebGL2Context(this.gl);\n if (gl2) {\n gl2.readBuffer(readBuffer);\n } else {\n // Setting to color attachment 0 is a noop, so allow it in WebGL1\n assert(\n readBuffer === GL.COLOR_ATTACHMENT0 || readBuffer === GL.BACK,\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n this.readBuffer = readBuffer;\n }\n\n // Expects framebuffer to be bound\n _setDrawBuffers(drawBuffers) {\n const {gl} = this;\n const gl2 = assertWebGL2Context(gl);\n if (gl2) {\n gl2.drawBuffers(drawBuffers);\n } else {\n // TODO - is this not handled by polyfills?\n const ext = gl.getExtension('WEBGL_draw_buffers');\n if (ext) {\n ext.drawBuffersWEBGL(drawBuffers);\n } else {\n // Setting a single draw buffer to color attachment 0 is a noop, allow in WebGL1\n assert(\n drawBuffers.length === 1 &&\n (drawBuffers[0] === GL.COLOR_ATTACHMENT0 || drawBuffers[0] === GL.BACK),\n ERR_MULTIPLE_RENDERTARGETS\n );\n }\n }\n this.drawBuffers = drawBuffers;\n }\n\n // Attempt to provide workable defaults for WebGL2 symbols under WebGL1\n // null means OK to query\n // TODO - move to webgl1 polyfills\n /* eslint-disable complexity */\n _getAttachmentParameterFallback(pname) {\n const caps = getFeatures(this.gl);\n\n switch (pname) {\n case GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: // GLint\n return !caps.WEBGL2 ? 0 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: // GLint\n case GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: // GLint\n return !caps.WEBGL2 ? 8 : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: // GLenum\n return !caps.WEBGL2 ? GL.UNSIGNED_INT : null;\n case GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING:\n return !caps.WEBGL2 && !caps.EXT_sRGB ? GL.LINEAR : null;\n default:\n return null;\n }\n }\n /* eslint-enable complexity */\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createFramebuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteFramebuffer(this.handle);\n }\n\n _bindHandle(handle) {\n return this.gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n }\n}\n\n// PUBLIC METHODS\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer) {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status) {\n // Use error mapping if installed\n // @ts-ignore\n const STATUS = Framebuffer.STATUS || {};\n return STATUS[status] || `Framebuffer error ${status}`;\n}\n\nexport const FRAMEBUFFER_ATTACHMENT_PARAMETERS = [\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, // WebGLRenderbuffer or WebGLTexture\n GL.FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, // GL.RENDERBUFFER, GL.TEXTURE, GL.NONE\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE, // GL.TEXTURE_CUBE_MAP_POSITIVE_X, etc.\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, // GLint\n // EXT_sRGB or WebGL2\n GL.FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING, // GL.LINEAR, GL.SRBG\n // WebGL2\n // GL.FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_RED_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, // GLint\n GL.FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE // GLint\n // GL.FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE\n // GL.FLOAT, GL.INT, GL.UNSIGNED_INT, GL.SIGNED_NORMALIZED, OR GL.UNSIGNED_NORMALIZED.\n];\n\nFramebuffer.ATTACHMENT_PARAMETERS = FRAMEBUFFER_ATTACHMENT_PARAMETERS;\n"],"file":"framebuffer.js"}
@@ -1 +1 @@
1
- {"version":3,"file":"program-configuration.js","names":["Accessor","isWebGL2","decomposeCompositeGLType","ProgramConfiguration","constructor","program","id","attributeInfos","attributeInfosByName","attributeInfosByLocation","varyingInfos","varyingInfosByName","Object","seal","_readAttributesFromProgram","_readVaryingsFromProgram","getAttributeInfo","locationOrName","location","Number","isFinite","getAttributeLocation","attributeInfo","getAttributeAccessor","accessor","getVaryingInfo","getVaryingIndex","varying","getVaryingAccessor","gl","count","getProgramParameter","handle","index","name","type","size","getActiveAttrib","getAttribLocation","_addAttribute","sort","a","b","getTransformFeedbackVarying","_addVarying","compositeType","components","_inferProperties","push","test","divisor"],"sources":["../../../src/classes/program-configuration.js"],"sourcesContent":["// Contains metadata describing attribute configurations for a program's shaders\n// Much of this is automatically extracted from shaders after program linking\nimport Accessor from './accessor';\nimport {isWebGL2} from '@luma.gl/gltools';\nimport {decomposeCompositeGLType} from '../webgl-utils/attribute-utils';\n\nexport default class ProgramConfiguration {\n constructor(program) {\n this.id = program.id;\n this.attributeInfos = [];\n this.attributeInfosByName = {};\n\n // Locations may not be contiguous the case of matrix attributes\n // so keep a separate location->attribute map.\n this.attributeInfosByLocation = [];\n this.varyingInfos = [];\n this.varyingInfosByName = {};\n Object.seal(this);\n this._readAttributesFromProgram(program);\n this._readVaryingsFromProgram(program);\n }\n\n getAttributeInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.attributeInfosByLocation[location];\n }\n return this.attributeInfosByName[locationOrName] || null;\n }\n\n // Resolves an attribute name or index to an index\n getAttributeLocation(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.location : -1;\n }\n\n getAttributeAccessor(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.accessor : null;\n }\n\n getVaryingInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.varyingInfos[location];\n }\n return this.varyingInfosByName[locationOrName] || null;\n }\n\n getVaryingIndex(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.location : -1;\n }\n\n getVaryingAccessor(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.accessor : null;\n }\n\n // PRIVATE METHODS\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readAttributesFromProgram(program) {\n const {gl} = program;\n const count = gl.getProgramParameter(program.handle, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const {name, type, size} = gl.getActiveAttrib(program.handle, index);\n const location = gl.getAttribLocation(program.handle, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n this._addAttribute(location, name, type, size);\n }\n }\n\n this.attributeInfos.sort((a, b) => a.location - b.location);\n }\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readVaryingsFromProgram(program) {\n const {gl} = program;\n if (!isWebGL2(gl)) {\n return;\n }\n\n const count = gl.getProgramParameter(program.handle, gl.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const {name, type, size} = gl.getTransformFeedbackVarying(program.handle, location);\n this._addVarying(location, name, type, size);\n }\n\n this.varyingInfos.sort((a, b) => a.location - b.location);\n }\n\n _addAttribute(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = {type, size: size * components};\n this._inferProperties(location, name, accessor);\n\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; 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this.attributeInfosByName[locationOrName] || null;\n }\n\n // Resolves an attribute name or index to an index\n getAttributeLocation(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.location : -1;\n }\n\n getAttributeAccessor(locationOrName) {\n const attributeInfo = this.getAttributeInfo(locationOrName);\n return attributeInfo ? attributeInfo.accessor : null;\n }\n\n getVaryingInfo(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return this.varyingInfos[location];\n }\n return this.varyingInfosByName[locationOrName] || null;\n }\n\n getVaryingIndex(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.location : -1;\n }\n\n getVaryingAccessor(locationOrName) {\n const varying = this.getVaryingInfo();\n return varying ? varying.accessor : null;\n }\n\n // PRIVATE METHODS\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readAttributesFromProgram(program) {\n const {gl} = program;\n const count = gl.getProgramParameter(program.handle, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const {name, type, size} = gl.getActiveAttrib(program.handle, index);\n const location = gl.getAttribLocation(program.handle, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n this._addAttribute(location, name, type, size);\n }\n }\n\n this.attributeInfos.sort((a, b) => a.location - b.location);\n }\n\n // linkProgram needs to have been called, although linking does not need to have been successful\n _readVaryingsFromProgram(program) {\n const {gl} = program;\n if (!isWebGL2(gl)) {\n return;\n }\n\n const count = gl.getProgramParameter(program.handle, gl.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const {name, type, size} = gl.getTransformFeedbackVarying(program.handle, location);\n this._addVarying(location, name, type, size);\n }\n\n this.varyingInfos.sort((a, b) => a.location - b.location);\n }\n\n _addAttribute(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = {type, size: size * components};\n this._inferProperties(location, name, accessor);\n\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n this.attributeInfos.push(attributeInfo);\n this.attributeInfosByLocation[location] = attributeInfo; // For quick location based lookup\n this.attributeInfosByName[attributeInfo.name] = attributeInfo; // For quick name based lookup\n }\n\n // Extract additional attribute metadata from shader names (based on attribute naming conventions)\n _inferProperties(location, name, accessor) {\n if (/instance/i.test(name)) {\n // Any attribute containing the word \"instance\" will be assumed to be instanced\n accessor.divisor = 1;\n }\n }\n\n _addVarying(location, name, compositeType, size) {\n const {type, components} = decomposeCompositeGLType(compositeType);\n const accessor = new Accessor({type, size: size * components});\n\n const varying = {location, name, accessor}; // Base values\n this.varyingInfos.push(varying);\n this.varyingInfosByName[varying.name] = varying; // For quick name based lookup\n }\n}\n"],"file":"program-configuration.js"}
@@ -1 +1 @@
1
- {"version":3,"file":"program.js","names":["Resource","Texture","Framebuffer","parseUniformName","getUniformSetter","VertexShader","FragmentShader","ProgramConfiguration","copyUniform","checkUniformValues","isWebGL2","assertWebGL2Context","withParameters","log","getKey","getPrimitiveDrawMode","assert","uid","LOG_PROGRAM_PERF_PRIORITY","GL_SEPARATE_ATTRIBS","V6_DEPRECATED_METHODS","Program","Symbol","toStringTag","constructor","gl","props","stubRemovedMethods","_isCached","initialize","Object","seal","_setId","id","hash","vs","fs","varyings","bufferMode","source","uniforms","_textureUniforms","length","gl2","transformFeedbackVaryings","handle","_compileAndLink","_readUniformLocationsFromLinkedProgram","configuration","setProps","delete","options","setUniforms","draw","logPriority","drawMode","vertexCount","offset","start","end","isIndexed","indexType","instanceCount","isInstanced","vertexArray","transformFeedback","framebuffer","parameters","samplers","deprecated","priority","fb","message","useProgram","_areTexturesRenderable","bindForDraw","undefined","assign","primitiveMode","begin","_bindTextures","drawElementsInstanced","isNaN","drawRangeElements","drawElements","drawArraysInstanced","drawArrays","_uniformSetters","uniformName","uniform","uniformSetter","value","textureUpdate","texture","textureIndex","_textureIndexCounter","bind","texturesRenderable","update","loaded","_createHandle","createProgram","_deleteHandle","deleteProgram","_getOptionsFromHandle","shaderHandles","getAttachedShaders","opts","shaderHandle","type","getShaderParameter","_getParameter","pname","getProgramParameter","programName","_getName","getName","replace","attachShader","time","linkProgram","timeEnd","debug","level","linked","Error","getProgramInfoLog","validateProgram","validated","_uniformCount","i","info","getActiveUniform","name","location","getUniformLocation","size","l","getActiveUniforms","uniformIndices","getUniformBlockIndex","blockName","getActiveUniformBlockParameter","blockIndex","uniformBlockBinding","blockBinding"],"sources":["../../../src/classes/program.js"],"sourcesContent":["import 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 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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"}
@@ -1 +1 @@
1
- {"version":3,"file":"query.js","names":["Resource","FEATURES","hasFeatures","isWebGL2","assert","GL_QUERY_RESULT","GL_QUERY_RESULT_AVAILABLE","GL_TIME_ELAPSED_EXT","GL_GPU_DISJOINT_EXT","GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN","GL_ANY_SAMPLES_PASSED","GL_ANY_SAMPLES_PASSED_CONSERVATIVE","Query","Symbol","toStringTag","isSupported","gl","opts","webgl2","hasTimerQuery","TIMER_QUERY","supported","key","constructor","target","_queryPending","_pollingPromise","Object","seal","beginTimeElapsedQuery","begin","beginOcclusionQuery","conservative","beginTransformFeedbackQuery","gl2","beginQuery","handle","end","endQuery","isResultAvailable","resultAvailable","getQueryParameter","isTimerDisjoint","getParameter","getResult","getTimerMilliseconds","createPoll","limit","Number","POSITIVE_INFINITY","counter","Promise","resolve","reject","poll","requestAnimationFrame","_createHandle","createQuery","_deleteHandle","deleteQuery"],"sources":["../../../src/classes/query.js"],"sourcesContent":["// WebGL2 Query (also handles disjoint timer extensions)\nimport Resource from './resource';\nimport {FEATURES, hasFeatures} from '../features';\nimport {isWebGL2} from '@luma.gl/gltools';\nimport {assert} from '../utils/assert';\n\nconst GL_QUERY_RESULT = 0x8866; // 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) ? 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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"}
@@ -1 +1 @@
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GL from '@luma.gl/constants';\n\n// Define local extension strings to optimize minification\n// const SRGB = 'EXT_sRGB';\n// const EXT_FLOAT_WEBGL1 = 'WEBGL_color_buffer_float';\nconst EXT_FLOAT_WEBGL2 = 'EXT_color_buffer_float';\n// const EXT_HALF_FLOAT_WEBGL1 = 'EXT_color_buffer_half_float';\n\n// NOTE(Tarek): bpp === \"bytes per pixel\", used for\n// memory usage calculations.\nexport default {\n [GL.DEPTH_COMPONENT16]: {bpp: 2}, // 16 depth bits.\n [GL.DEPTH_COMPONENT24]: {gl2: true, bpp: 3},\n [GL.DEPTH_COMPONENT32F]: {gl2: true, bpp: 4},\n\n [GL.STENCIL_INDEX8]: {bpp: 1}, // 8 stencil bits.\n\n [GL.DEPTH_STENCIL]: {bpp: 4},\n [GL.DEPTH24_STENCIL8]: {gl2: true, bpp: 4},\n [GL.DEPTH32F_STENCIL8]: {gl2: true, bpp: 5},\n\n // When using a WebGL 1 context, color renderbuffer formats are limited\n [GL.RGBA4]: {bpp: 2},\n [GL.RGB565]: {bpp: 2},\n [GL.RGB5_A1]: {bpp: 2},\n\n // When using a WebGL 2 context, the following values are available additionally:\n [GL.R8]: {gl2: true, bpp: 1},\n [GL.R8UI]: {gl2: true, bpp: 1},\n [GL.R8I]: {gl2: true, bpp: 1},\n [GL.R16UI]: {gl2: true, bpp: 2},\n [GL.R16I]: {gl2: true, bpp: 2},\n [GL.R32UI]: {gl2: true, bpp: 4},\n [GL.R32I]: {gl2: true, bpp: 4},\n [GL.RG8]: {gl2: true, bpp: 2},\n [GL.RG8UI]: {gl2: true, bpp: 2},\n [GL.RG8I]: {gl2: true, bpp: 2},\n [GL.RG16UI]: {gl2: true, bpp: 4},\n [GL.RG16I]: {gl2: true, bpp: 4},\n [GL.RG32UI]: {gl2: true, bpp: 8},\n [GL.RG32I]: {gl2: true, bpp: 8},\n [GL.RGB8]: {gl2: true, bpp: 3},\n [GL.RGBA8]: {gl2: true, bpp: 4},\n // [GL.SRGB8_ALPHA8]: {gl2: true, gl1: SRGB}, // When using the EXT_sRGB WebGL1 extension\n [GL.RGB10_A2]: {gl2: true, bpp: 4},\n [GL.RGBA8UI]: {gl2: true, bpp: 4},\n [GL.RGBA8I]: {gl2: true, bpp: 4},\n [GL.RGB10_A2UI]: {gl2: true, bpp: 4},\n [GL.RGBA16UI]: {gl2: true, bpp: 8},\n [GL.RGBA16I]: {gl2: true, bpp: 8},\n [GL.RGBA32I]: {gl2: true, bpp: 16},\n [GL.RGBA32UI]: {gl2: true, bpp: 16},\n\n // When using a WebGL 2 context and the EXT_color_buffer_float WebGL2 extension\n [GL.R16F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 2},\n [GL.RG16F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RGBA16F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 8},\n [GL.R32F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RG32F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 8},\n // TODO - can't get WEBGL_color_buffer_float to work on renderbuffers\n [GL.RGBA32F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 16},\n // [GL.RGBA32F]: {gl2: EXT_FLOAT_WEBGL2, gl1: EXT_FLOAT_WEBGL1},\n [GL.R11F_G11F_B10F]: {gl2: EXT_FLOAT_WEBGL2, bpp: 4}\n};\n"],"file":"renderbuffer-formats.js"}
@@ -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"}
@@ -1,5 +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';
@@ -30,8 +30,6 @@ export default class Resource {
30
30
 
31
31
  this.byteLength = 0;
32
32
 
33
- this._initStats();
34
-
35
33
  this._addStats();
36
34
  }
37
35
 
@@ -210,10 +208,6 @@ export default class Resource {
210
208
  return this.gl.luma;
211
209
  }
212
210
 
213
- _initStats() {
214
- this.gl.stats = this.gl.stats || new StatsManager();
215
- }
216
-
217
211
  _addStats() {
218
212
  const name = this[Symbol.toStringTag];
219
213
  const stats = lumaStats.get('Resource Counts');
@@ -231,33 +225,37 @@ export default class Resource {
231
225
  _trackAllocatedMemory(bytes) {
232
226
  let name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this[Symbol.toStringTag];
233
227
 
234
- this._doTrackAllocatedMemory(bytes, name);
228
+ this._trackAllocatedMemoryForContext(bytes, name);
235
229
 
236
- this._doTrackAllocatedMemory(bytes, name, this.gl.stats.get("Memory Usage"));
230
+ this._trackAllocatedMemoryForContext(bytes, name, this.gl.canvas && this.gl.canvas.id);
231
+
232
+ this.byteLength = bytes;
237
233
  }
238
234
 
239
- _doTrackAllocatedMemory(bytes) {
235
+ _trackAllocatedMemoryForContext(bytes) {
240
236
  let name = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : this[Symbol.toStringTag];
241
- let stats = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : lumaStats.get("Memory Usage");
237
+ let id = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : '';
238
+ const stats = lumaStats.get("Memory Usage".concat(id));
242
239
  stats.get('GPU Memory').addCount(bytes);
243
240
  stats.get("".concat(name, " Memory")).addCount(bytes);
244
- this.byteLength = bytes;
245
241
  }
246
242
 
247
243
  _trackDeallocatedMemory() {
248
244
  let name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this[Symbol.toStringTag];
249
245
 
250
- this._doTrackDeallocatedMemory(name);
246
+ this._trackDeallocatedMemoryForContext(name);
247
+
248
+ this._trackDeallocatedMemoryForContext(name, this.gl.canvas && this.gl.canvas.id);
251
249
 
252
- this._doTrackDeallocatedMemory(name, this.gl.stats.get("Memory Usage"));
250
+ this.byteLength = 0;
253
251
  }
254
252
 
255
- _doTrackDeallocatedMemory() {
253
+ _trackDeallocatedMemoryForContext() {
256
254
  let name = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this[Symbol.toStringTag];
257
- let stats = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : lumaStats.get("Memory Usage");
255
+ let id = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : '';
256
+ const stats = lumaStats.get("Memory Usage".concat(id));
258
257
  stats.get('GPU Memory').subtractCount(this.byteLength);
259
258
  stats.get("".concat(name, " Memory")).subtractCount(this.byteLength);
260
- this.byteLength = 0;
261
259
  }
262
260
 
263
261
  }