@luma.gl/webgl 8.5.19 → 8.5.21

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 +6 -4
  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.map +1 -1
  15. package/dist/es5/classes/shader.js.map +1 -1
  16. package/dist/es5/classes/texture-2d.js.map +1 -1
  17. package/dist/es5/classes/texture-3d.js.map +1 -1
  18. package/dist/es5/classes/texture-cube.js.map +1 -1
  19. package/dist/es5/classes/texture-formats.js.map +1 -1
  20. package/dist/es5/classes/texture.js.map +1 -1
  21. package/dist/es5/classes/transform-feedback.js.map +1 -1
  22. package/dist/es5/classes/uniform-buffer-layout.js.map +1 -1
  23. package/dist/es5/classes/uniforms.js.map +1 -1
  24. package/dist/es5/classes/vertex-array-object.js.map +1 -1
  25. package/dist/es5/classes/vertex-array.js.map +1 -1
  26. package/dist/es5/debug/debug-program-configuration.js.map +1 -1
  27. package/dist/es5/debug/debug-uniforms.js.map +1 -1
  28. package/dist/es5/debug/debug-vertex-array.js.map +1 -1
  29. package/dist/es5/features/check-glsl-extension.js.map +1 -1
  30. package/dist/es5/features/check-old-ie.js.map +1 -1
  31. package/dist/es5/features/features.js.map +1 -1
  32. package/dist/es5/features/index.js.map +1 -1
  33. package/dist/es5/features/limits.js.map +1 -1
  34. package/dist/es5/features/webgl-features-table.js.map +1 -1
  35. package/dist/es5/features/webgl-limits-table.js.map +1 -1
  36. package/dist/es5/glsl-utils/format-glsl-error.js.map +1 -1
  37. package/dist/es5/glsl-utils/get-shader-name.js.map +1 -1
  38. package/dist/es5/glsl-utils/get-shader-type-name.js.map +1 -1
  39. package/dist/es5/glsl-utils/get-shader-version.js.map +1 -1
  40. package/dist/es5/glsl-utils/index.js.map +1 -1
  41. package/dist/es5/index.js.map +1 -1
  42. package/dist/es5/init.js +1 -1
  43. package/dist/es5/init.js.map +1 -1
  44. package/dist/es5/utils/array-utils-flat.js.map +1 -1
  45. package/dist/es5/utils/assert.js.map +1 -1
  46. package/dist/es5/utils/check-props.js.map +1 -1
  47. package/dist/es5/utils/format-value.js.map +1 -1
  48. package/dist/es5/utils/is-old-ie.js.map +1 -1
  49. package/dist/es5/utils/load-file.js.map +1 -1
  50. package/dist/es5/utils/stub-methods.js.map +1 -1
  51. package/dist/es5/utils/utils.js.map +1 -1
  52. package/dist/es5/webgl-utils/attribute-utils.js.map +1 -1
  53. package/dist/es5/webgl-utils/constants-to-keys.js.map +1 -1
  54. package/dist/es5/webgl-utils/format-utils.js.map +1 -1
  55. package/dist/es5/webgl-utils/get-error.js.map +1 -1
  56. package/dist/es5/webgl-utils/request-animation-frame.js.map +1 -1
  57. package/dist/es5/webgl-utils/texture-utils.js.map +1 -1
  58. package/dist/es5/webgl-utils/typed-array-utils.js.map +1 -1
  59. package/dist/esm/bundle.js.map +1 -1
  60. package/dist/esm/classes/accessor.js.map +1 -1
  61. package/dist/esm/classes/buffer.js.map +1 -1
  62. package/dist/esm/classes/clear.js.map +1 -1
  63. package/dist/esm/classes/copy-and-blit.js.map +1 -1
  64. package/dist/esm/classes/framebuffer.js.map +1 -1
  65. package/dist/esm/classes/program-configuration.js.map +1 -1
  66. package/dist/esm/classes/program.js.map +1 -1
  67. package/dist/esm/classes/query.js.map +1 -1
  68. package/dist/esm/classes/renderbuffer-formats.js.map +1 -1
  69. package/dist/esm/classes/renderbuffer.js.map +1 -1
  70. package/dist/esm/classes/resource.js.map +1 -1
  71. package/dist/esm/classes/shader.js.map +1 -1
  72. package/dist/esm/classes/texture-2d.js.map +1 -1
  73. package/dist/esm/classes/texture-3d.js.map +1 -1
  74. package/dist/esm/classes/texture-cube.js.map +1 -1
  75. package/dist/esm/classes/texture-formats.js.map +1 -1
  76. package/dist/esm/classes/texture.js.map +1 -1
  77. package/dist/esm/classes/transform-feedback.js.map +1 -1
  78. package/dist/esm/classes/uniform-buffer-layout.js.map +1 -1
  79. package/dist/esm/classes/uniforms.js.map +1 -1
  80. package/dist/esm/classes/vertex-array-object.js.map +1 -1
  81. package/dist/esm/classes/vertex-array.js.map +1 -1
  82. package/dist/esm/debug/debug-program-configuration.js.map +1 -1
  83. package/dist/esm/debug/debug-uniforms.js.map +1 -1
  84. package/dist/esm/debug/debug-vertex-array.js.map +1 -1
  85. package/dist/esm/features/check-glsl-extension.js.map +1 -1
  86. package/dist/esm/features/check-old-ie.js.map +1 -1
  87. package/dist/esm/features/features.js.map +1 -1
  88. package/dist/esm/features/index.js.map +1 -1
  89. package/dist/esm/features/limits.js.map +1 -1
  90. package/dist/esm/features/webgl-features-table.js.map +1 -1
  91. package/dist/esm/features/webgl-limits-table.js.map +1 -1
  92. package/dist/esm/glsl-utils/format-glsl-error.js.map +1 -1
  93. package/dist/esm/glsl-utils/get-shader-name.js.map +1 -1
  94. package/dist/esm/glsl-utils/get-shader-type-name.js.map +1 -1
  95. package/dist/esm/glsl-utils/get-shader-version.js.map +1 -1
  96. package/dist/esm/glsl-utils/index.js.map +1 -1
  97. package/dist/esm/index.js.map +1 -1
  98. package/dist/esm/init.js +1 -1
  99. package/dist/esm/init.js.map +1 -1
  100. package/dist/esm/utils/array-utils-flat.js.map +1 -1
  101. package/dist/esm/utils/assert.js.map +1 -1
  102. package/dist/esm/utils/check-props.js.map +1 -1
  103. package/dist/esm/utils/format-value.js.map +1 -1
  104. package/dist/esm/utils/is-old-ie.js.map +1 -1
  105. package/dist/esm/utils/load-file.js.map +1 -1
  106. package/dist/esm/utils/stub-methods.js.map +1 -1
  107. package/dist/esm/utils/utils.js.map +1 -1
  108. package/dist/esm/webgl-utils/attribute-utils.js.map +1 -1
  109. package/dist/esm/webgl-utils/constants-to-keys.js.map +1 -1
  110. package/dist/esm/webgl-utils/format-utils.js.map +1 -1
  111. package/dist/esm/webgl-utils/get-error.js.map +1 -1
  112. package/dist/esm/webgl-utils/request-animation-frame.js.map +1 -1
  113. package/dist/esm/webgl-utils/texture-utils.js.map +1 -1
  114. package/dist/esm/webgl-utils/typed-array-utils.js.map +1 -1
  115. package/package.json +4 -4
  116. package/src/.DS_Store +0 -0
  117. package/src/adapter/.DS_Store +0 -0
  118. package/src/context/.DS_Store +0 -0
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On top of default values\n // Usually [programAccessor, bufferAccessor, appAccessor]\n // All props will be set in the returned object.\n // TODO check for conflicts between values in the supplied accessors\n static resolve(...accessors) {\n return new Accessor(...[DEFAULT_ACCESSOR_VALUES, ...accessors]); // Default values\n }\n\n constructor(...accessors) {\n accessors.forEach(accessor => this._assign(accessor)); // Merge in sequence\n Object.freeze(this);\n }\n\n toString() {\n return JSON.stringify(this);\n }\n\n // ACCESSORS\n\n // TODO - remove>\n get BYTES_PER_ELEMENT() {\n return Accessor.getBytesPerElement(this);\n }\n\n get BYTES_PER_VERTEX() {\n return Accessor.getBytesPerVertex(this);\n }\n\n // PRIVATE\n\n // eslint-disable-next-line complexity, max-statements\n _assign(props = {}) {\n props = checkProps('Accessor', props, PROP_CHECKS);\n\n if (props.type !== undefined) {\n this.type = props.type;\n\n // Auto-deduce integer type?\n if (props.type === GL.INT || props.type === GL.UNSIGNED_INT) {\n this.integer = true;\n }\n }\n if (props.size !== undefined) {\n this.size = props.size;\n }\n if (props.offset !== undefined) {\n this.offset = props.offset;\n }\n if (props.stride !== undefined) {\n this.stride = props.stride;\n }\n if (props.normalized !== undefined) {\n this.normalized = props.normalized;\n }\n if (props.integer !== undefined) {\n this.integer = props.integer;\n }\n\n // INSTANCE DIVISOR\n if (props.divisor !== undefined) {\n this.divisor = props.divisor;\n }\n\n // Buffer is optional\n if (props.buffer !== undefined) {\n this.buffer = props.buffer;\n }\n\n // The binding index (for binding e.g. Transform feedbacks and Uniform buffers)\n // TODO - should this be part of accessor?\n if (props.index !== undefined) {\n if (typeof props.index === 'boolean') {\n this.index = props.index ? 1 : 0;\n } else {\n this.index = props.index;\n }\n }\n\n // DEPRECATED\n if (props.instanced !== undefined) {\n this.divisor = props.instanced ? 1 : 0;\n }\n if (props.isInstanced !== undefined) {\n this.divisor = props.isInstanced ? 1 : 0;\n }\n\n return this;\n }\n}\n\n// TEST EXPORTS\nexport {DEFAULT_ACCESSOR_VALUES};\n"],"file":"accessor.js"}
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GL from '@luma.gl/constants';\nimport Resource from './resource';\nimport Accessor from './accessor';\nimport {getGLTypeFromTypedArray, getTypedArrayFromGLType} from '../webgl-utils/typed-array-utils';\nimport {assertWebGL2Context, log} from '@luma.gl/gltools';\nimport {assert} from '../utils/assert';\nimport {checkProps} from '../utils/check-props';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n// Shared prop checks for constructor and setProps\nconst DEPRECATED_PROPS = {\n offset: 'accessor.offset',\n stride: 'accessor.stride',\n type: 'accessor.type',\n size: 'accessor.size',\n divisor: 'accessor.divisor',\n normalized: 'accessor.normalized',\n integer: 'accessor.integer',\n instanced: 'accessor.divisor',\n isInstanced: 'accessor.divisor'\n};\n\n// Prop checks for constructor\nconst PROP_CHECKS_INITIALIZE = {\n removedProps: {},\n replacedProps: {\n bytes: 'byteLength'\n },\n // new Buffer() with individual accessor props is still used in apps, emit warnings\n deprecatedProps: DEPRECATED_PROPS\n};\n\n// Prop checks for setProps\nconst PROP_CHECKS_SET_PROPS = {\n // Buffer.setProps() with individual accessor props is rare => emit errors\n removedProps: DEPRECATED_PROPS\n};\n\nexport default class Buffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Buffer';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Buffer', 'v6.0', ['layout', 'setLayout', 'getIndexedParameter']);\n // this.stubRemovedMethods('Buffer', 'v7.0', ['updateAccessor']);\n\n // In WebGL1, need to make sure we use GL.ELEMENT_ARRAY_BUFFER when initializing element buffers\n // otherwise buffer type will lock to generic (non-element) buffer\n // In WebGL2, we can use GL.COPY_READ_BUFFER which avoids locking the type here\n this.target = props.target || (this.gl.webgl2 ? GL.COPY_READ_BUFFER : GL.ARRAY_BUFFER);\n\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // returns number of elements in the buffer (assuming that the full buffer is used)\n getElementCount(accessor = this.accessor) {\n return Math.round(this.byteLength / Accessor.getBytesPerElement(accessor));\n }\n\n // returns number of vertices in the buffer (assuming that the full buffer is used)\n getVertexCount(accessor = this.accessor) {\n return Math.round(this.byteLength / Accessor.getBytesPerVertex(accessor));\n }\n\n // Creates and initializes the buffer object's data store.\n // Signature: `new Buffer(gl, {data: new Float32Array(...)})`\n // Signature: `new Buffer(gl, new Float32Array(...))`\n // Signature: `new Buffer(gl, 100)`\n initialize(props = {}) {\n // Signature `new Buffer(gl, new Float32Array(...)`\n if (ArrayBuffer.isView(props)) {\n props = {data: props};\n }\n\n // Signature: `new Buffer(gl, 100)`\n if (Number.isFinite(props)) {\n props = {byteLength: props};\n }\n\n props = checkProps('Buffer', props, PROP_CHECKS_INITIALIZE);\n\n // Initialize member fields\n this.usage = props.usage || GL.STATIC_DRAW;\n this.debugData = null;\n\n // Deprecated: Merge main props and accessor\n this.setAccessor(Object.assign({}, props, props.accessor));\n\n // Set data: (re)initializes the buffer\n if (props.data) {\n this._setData(props.data, props.offset, props.byteLength);\n } else {\n this._setByteLength(props.byteLength || 0);\n }\n\n return this;\n }\n\n setProps(props) {\n props = checkProps('Buffer', props, PROP_CHECKS_SET_PROPS);\n\n if ('accessor' in props) {\n this.setAccessor(props.accessor);\n }\n\n return this;\n }\n\n // Optionally stores an accessor with the buffer, makes it easier to use it as an attribute later\n // {type, size = 1, offset = 0, stride = 0, normalized = false, integer = false, divisor = 0}\n setAccessor(accessor) {\n // NOTE: From luma.gl v7.0, Accessors have an optional `buffer `field\n // (mainly to support \"interleaving\")\n // To avoid confusion, ensure `buffer.accessor` does not have a `buffer.accessor.buffer` field:\n accessor = Object.assign({}, accessor);\n delete accessor.buffer;\n\n // This new statement ensures that an \"accessor object\" is re-packaged as an Accessor instance\n this.accessor = new Accessor(accessor);\n return this;\n }\n\n // Allocate a bigger GPU buffer (if the current buffer is not big enough).\n // If a reallocation is triggered it clears the buffer\n // Returns:\n // `true`: buffer was reallocated, data was cleared\n // `false`: buffer was big enough, data is intact\n reallocate(byteLength) {\n if (byteLength > this.byteLength) {\n this._setByteLength(byteLength);\n return true;\n }\n this.bytesUsed = byteLength;\n return false;\n }\n\n // Update with new data. Reinitializes the buffer\n setData(props) {\n return this.initialize(props);\n }\n\n // Updates a subset of a buffer object's data store.\n // Data (Typed Array or ArrayBuffer), length is inferred unless provided\n // Offset into buffer\n // WebGL2 only: Offset into srcData\n // WebGL2 only: Number of bytes to be copied\n subData(props) {\n // Signature: buffer.subData(new Float32Array([...]))\n if (ArrayBuffer.isView(props)) {\n props = {data: props};\n }\n\n const {data, offset = 0, srcOffset = 0} = props;\n const byteLength = props.byteLength || props.length;\n\n assert(data);\n\n // Create the buffer - binding it here for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n const target = this.gl.webgl2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n assertWebGL2Context(this.gl);\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, offset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n this.debugData = null;\n\n this._inferType(data);\n\n return this;\n }\n\n // WEBGL2 ONLY: Copies part of the data of another buffer into this buffer\n copyData({sourceBuffer, readOffset = 0, writeOffset = 0, size}) {\n const {gl} = this;\n assertWebGL2Context(gl);\n\n // Use GL.COPY_READ_BUFFER+GL.COPY_WRITE_BUFFER avoid disturbing other targets and locking type\n gl.bindBuffer(GL.COPY_READ_BUFFER, sourceBuffer.handle);\n gl.bindBuffer(GL.COPY_WRITE_BUFFER, this.handle);\n gl.copyBufferSubData(GL.COPY_READ_BUFFER, GL.COPY_WRITE_BUFFER, readOffset, writeOffset, size);\n gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n gl.bindBuffer(GL.COPY_WRITE_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n this.debugData = null;\n\n return this;\n }\n\n // WEBGL2 ONLY: Reads data from buffer into an ArrayBufferView or SharedArrayBuffer.\n getData({dstData = null, srcByteOffset = 0, dstOffset = 0, length = 0} = {}) {\n assertWebGL2Context(this.gl);\n\n const ArrayType = getTypedArrayFromGLType(this.accessor.type || GL.FLOAT, {clamped: false});\n const sourceAvailableElementCount = this._getAvailableElementCount(srcByteOffset);\n\n const dstElementOffset = dstOffset;\n\n let dstAvailableElementCount;\n let dstElementCount;\n if (dstData) {\n dstElementCount = dstData.length;\n dstAvailableElementCount = dstElementCount - dstElementOffset;\n } else {\n // Allocate ArrayBufferView with enough size to copy all eligible data.\n dstAvailableElementCount = Math.min(\n sourceAvailableElementCount,\n length || sourceAvailableElementCount\n );\n dstElementCount = dstElementOffset + dstAvailableElementCount;\n }\n\n const copyElementCount = Math.min(sourceAvailableElementCount, dstAvailableElementCount);\n length = length || copyElementCount;\n assert(length <= copyElementCount);\n dstData = dstData || new ArrayType(dstElementCount);\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl.getBufferSubData(GL.COPY_READ_BUFFER, srcByteOffset, dstData, dstOffset, length);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n return dstData;\n }\n\n /**\n * Binds a buffer to a given binding point (target).\n * GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER take an index, and optionally a range.\n * - GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER need an index to affect state\n * - GL.UNIFORM_BUFFER: `offset` must be aligned to GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT.\n * - GL.UNIFORM_BUFFER: `size` must be a minimum of GL.UNIFORM_BLOCK_SIZE_DATA.\n */\n bind({\n target = this.target, // target for the bind operation\n index = this.accessor && this.accessor.index, // index = index of target (indexed bind point)\n offset = 0,\n size\n } = {}) {\n // NOTE: While GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER could\n // be used as direct binding points, they will not affect transform feedback or\n // uniform buffer state. Instead indexed bindings need to be made.\n if (target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER) {\n if (size !== undefined) {\n this.gl.bindBufferRange(target, index, this.handle, offset, size);\n } else {\n assert(offset === 0); // Make sure offset wasn't supplied\n this.gl.bindBufferBase(target, index, this.handle);\n }\n } else {\n this.gl.bindBuffer(target, this.handle);\n }\n\n return this;\n }\n\n unbind({target = this.target, index = this.accessor && this.accessor.index} = {}) {\n const isIndexedBuffer = target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER;\n if (isIndexedBuffer) {\n this.gl.bindBufferBase(target, index, null);\n } else {\n this.gl.bindBuffer(target, null);\n }\n return this;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n // Returns a short initial data array\n getDebugData() {\n if (!this.debugData) {\n this.debugData = this.getData({length: Math.min(DEBUG_DATA_LENGTH, this.byteLength)});\n return {data: this.debugData, changed: true};\n }\n return {data: this.debugData, changed: false};\n }\n\n invalidateDebugData() {\n this.debugData = null;\n }\n\n // PRIVATE METHODS\n\n // Allocate a new buffer and initialize to contents of typed array\n _setData(data, offset = 0, byteLength = data.byteLength + offset) {\n assert(ArrayBuffer.isView(data));\n\n this._trackDeallocatedMemory();\n\n const target = this._getTarget();\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.usage);\n this.gl.bufferSubData(target, offset, data);\n this.gl.bindBuffer(target, null);\n\n this.debugData = data.slice(0, DEBUG_DATA_LENGTH);\n this.bytesUsed = byteLength;\n\n this._trackAllocatedMemory(byteLength);\n\n // infer GL type from supplied typed array\n const type = getGLTypeFromTypedArray(data);\n assert(type);\n this.setAccessor(new Accessor(this.accessor, {type}));\n return this;\n }\n\n // Allocate a GPU buffer of specified size.\n _setByteLength(byteLength, usage = this.usage) {\n assert(byteLength >= 0);\n\n this._trackDeallocatedMemory();\n\n // Workaround needed for Safari (#291):\n // gl.bufferData with size equal to 0 crashes. Instead create zero sized array.\n let data = byteLength;\n if (byteLength === 0) {\n data = new Float32Array(0);\n }\n\n const target = this._getTarget();\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, usage);\n this.gl.bindBuffer(target, null);\n\n this.usage = usage;\n this.debugData = null;\n this.bytesUsed = byteLength;\n\n this._trackAllocatedMemory(byteLength);\n\n return this;\n }\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n _getTarget() {\n return this.gl.webgl2 ? GL.COPY_WRITE_BUFFER : this.target;\n }\n\n _getAvailableElementCount(srcByteOffset) {\n const ArrayType = getTypedArrayFromGLType(this.accessor.type || GL.FLOAT, {clamped: false});\n const sourceElementOffset = srcByteOffset / ArrayType.BYTES_PER_ELEMENT;\n return this.getElementCount() - sourceElementOffset;\n }\n\n // Automatically infers type from typed array passed to setData\n // Note: No longer that useful, since type is now autodeduced from the compiled shaders\n _inferType(data) {\n if (!this.accessor.type) {\n this.setAccessor(new Accessor(this.accessor, {type: getGLTypeFromTypedArray(data)}));\n }\n }\n\n // RESOURCE METHODS\n\n _createHandle() {\n return this.gl.createBuffer();\n }\n\n _deleteHandle() {\n this.gl.deleteBuffer(this.handle);\n this._trackDeallocatedMemory();\n }\n\n _getParameter(pname) {\n this.gl.bindBuffer(this.target, this.handle);\n const value = this.gl.getBufferParameter(this.target, pname);\n this.gl.bindBuffer(this.target, null);\n return value;\n }\n\n // DEPRECATIONS - v7.0\n get type() {\n log.deprecated('Buffer.type', 'Buffer.accessor.type')();\n return this.accessor.type;\n }\n\n get bytes() {\n log.deprecated('Buffer.bytes', 'Buffer.byteLength')();\n return this.byteLength;\n }\n\n // DEPRECATIONS - v6.0\n // Deprecated in v6.x, but not warnings not properly implemented\n setByteLength(byteLength) {\n log.deprecated('setByteLength', 'reallocate')();\n return this.reallocate(byteLength);\n }\n\n // Deprecated in v6.x, but not warnings not properly implemented\n updateAccessor(opts) {\n log.deprecated('updateAccessor(...)', 'setAccessor(new Accessor(buffer.accessor, ...)')();\n this.accessor = new Accessor(this.accessor, opts);\n return this;\n }\n}\n"],"file":"buffer.js"}
1
+ {"version":3,"file":"buffer.js","names":["DEBUG_DATA_LENGTH","DEPRECATED_PROPS","offset","stride","type","size","divisor","normalized","integer","instanced","isInstanced","PROP_CHECKS_INITIALIZE","removedProps","replacedProps","bytes","deprecatedProps","PROP_CHECKS_SET_PROPS","Buffer","gl","props","stubRemovedMethods","target","webgl2","initialize","Object","seal","accessor","Math","round","byteLength","Accessor","getBytesPerElement","getBytesPerVertex","ArrayBuffer","isView","data","Number","isFinite","checkProps","usage","debugData","setAccessor","assign","_setData","_setByteLength","buffer","bytesUsed","srcOffset","length","assert","bindBuffer","handle","undefined","assertWebGL2Context","bufferSubData","_inferType","sourceBuffer","readOffset","writeOffset","copyBufferSubData","dstData","srcByteOffset","dstOffset","ArrayType","getTypedArrayFromGLType","clamped","sourceAvailableElementCount","_getAvailableElementCount","dstElementOffset","dstAvailableElementCount","dstElementCount","min","copyElementCount","getBufferSubData","index","bindBufferRange","bindBufferBase","isIndexedBuffer","getData","changed","_trackDeallocatedMemory","_getTarget","bufferData","slice","_trackAllocatedMemory","getGLTypeFromTypedArray","Float32Array","sourceElementOffset","BYTES_PER_ELEMENT","getElementCount","createBuffer","deleteBuffer","pname","value","getBufferParameter","log","deprecated","reallocate","opts","Resource","Symbol","toStringTag"],"sources":["../../../src/classes/buffer.js"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport Resource from './resource';\nimport Accessor from './accessor';\nimport {getGLTypeFromTypedArray, getTypedArrayFromGLType} from '../webgl-utils/typed-array-utils';\nimport {assertWebGL2Context, log} from '@luma.gl/gltools';\nimport {assert} from '../utils/assert';\nimport {checkProps} from '../utils/check-props';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n// Shared prop checks for constructor and setProps\nconst DEPRECATED_PROPS = {\n offset: 'accessor.offset',\n stride: 'accessor.stride',\n type: 'accessor.type',\n size: 'accessor.size',\n divisor: 'accessor.divisor',\n normalized: 'accessor.normalized',\n integer: 'accessor.integer',\n instanced: 'accessor.divisor',\n isInstanced: 'accessor.divisor'\n};\n\n// Prop checks for constructor\nconst PROP_CHECKS_INITIALIZE = {\n removedProps: {},\n replacedProps: {\n bytes: 'byteLength'\n },\n // new Buffer() with individual accessor props is still used in apps, emit warnings\n deprecatedProps: DEPRECATED_PROPS\n};\n\n// Prop checks for setProps\nconst PROP_CHECKS_SET_PROPS = {\n // Buffer.setProps() with individual accessor props is rare => emit errors\n removedProps: DEPRECATED_PROPS\n};\n\nexport default class Buffer extends Resource {\n // eslint-disable-next-line accessor-pairs\n get [Symbol.toStringTag]() {\n return 'Buffer';\n }\n constructor(gl, props = {}) {\n super(gl, props);\n\n this.stubRemovedMethods('Buffer', 'v6.0', ['layout', 'setLayout', 'getIndexedParameter']);\n // this.stubRemovedMethods('Buffer', 'v7.0', ['updateAccessor']);\n\n // In WebGL1, need to make sure we use GL.ELEMENT_ARRAY_BUFFER when initializing element buffers\n // otherwise buffer type will lock to generic (non-element) buffer\n // In WebGL2, we can use GL.COPY_READ_BUFFER which avoids locking the type here\n this.target = props.target || (this.gl.webgl2 ? GL.COPY_READ_BUFFER : GL.ARRAY_BUFFER);\n\n this.initialize(props);\n\n Object.seal(this);\n }\n\n // returns number of elements in the buffer (assuming that the full buffer is used)\n getElementCount(accessor = this.accessor) {\n return Math.round(this.byteLength / Accessor.getBytesPerElement(accessor));\n }\n\n // returns number of vertices in the buffer (assuming that the full buffer is used)\n getVertexCount(accessor = this.accessor) {\n return Math.round(this.byteLength / Accessor.getBytesPerVertex(accessor));\n }\n\n // Creates and initializes the buffer object's data store.\n // Signature: `new Buffer(gl, {data: new Float32Array(...)})`\n // Signature: `new Buffer(gl, new Float32Array(...))`\n // Signature: `new Buffer(gl, 100)`\n initialize(props = {}) {\n // Signature `new Buffer(gl, new Float32Array(...)`\n if (ArrayBuffer.isView(props)) {\n props = {data: props};\n }\n\n // Signature: `new Buffer(gl, 100)`\n if (Number.isFinite(props)) {\n props = {byteLength: props};\n }\n\n props = checkProps('Buffer', props, PROP_CHECKS_INITIALIZE);\n\n // Initialize member fields\n this.usage = props.usage || GL.STATIC_DRAW;\n this.debugData = null;\n\n // Deprecated: Merge main props and accessor\n this.setAccessor(Object.assign({}, props, props.accessor));\n\n // Set data: (re)initializes the buffer\n if (props.data) {\n this._setData(props.data, props.offset, props.byteLength);\n } else {\n this._setByteLength(props.byteLength || 0);\n }\n\n return this;\n }\n\n setProps(props) {\n props = checkProps('Buffer', props, PROP_CHECKS_SET_PROPS);\n\n if ('accessor' in props) {\n this.setAccessor(props.accessor);\n }\n\n return this;\n }\n\n // Optionally stores an accessor with the buffer, makes it easier to use it as an attribute later\n // {type, size = 1, offset = 0, stride = 0, normalized = false, integer = false, divisor = 0}\n setAccessor(accessor) {\n // NOTE: From luma.gl v7.0, Accessors have an optional `buffer `field\n // (mainly to support \"interleaving\")\n // To avoid confusion, ensure `buffer.accessor` does not have a `buffer.accessor.buffer` field:\n accessor = Object.assign({}, accessor);\n delete accessor.buffer;\n\n // This new statement ensures that an \"accessor object\" is re-packaged as an Accessor instance\n this.accessor = new Accessor(accessor);\n return this;\n }\n\n // Allocate a bigger GPU buffer (if the current buffer is not big enough).\n // If a reallocation is triggered it clears the buffer\n // Returns:\n // `true`: buffer was reallocated, data was cleared\n // `false`: buffer was big enough, data is intact\n reallocate(byteLength) {\n if (byteLength > this.byteLength) {\n this._setByteLength(byteLength);\n return true;\n }\n this.bytesUsed = byteLength;\n return false;\n }\n\n // Update with new data. Reinitializes the buffer\n setData(props) {\n return this.initialize(props);\n }\n\n // Updates a subset of a buffer object's data store.\n // Data (Typed Array or ArrayBuffer), length is inferred unless provided\n // Offset into buffer\n // WebGL2 only: Offset into srcData\n // WebGL2 only: Number of bytes to be copied\n subData(props) {\n // Signature: buffer.subData(new Float32Array([...]))\n if (ArrayBuffer.isView(props)) {\n props = {data: props};\n }\n\n const {data, offset = 0, srcOffset = 0} = props;\n const byteLength = props.byteLength || props.length;\n\n assert(data);\n\n // Create the buffer - binding it here for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n const target = this.gl.webgl2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n assertWebGL2Context(this.gl);\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, offset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n this.debugData = null;\n\n this._inferType(data);\n\n return this;\n }\n\n // WEBGL2 ONLY: Copies part of the data of another buffer into this buffer\n copyData({sourceBuffer, readOffset = 0, writeOffset = 0, size}) {\n const {gl} = this;\n assertWebGL2Context(gl);\n\n // Use GL.COPY_READ_BUFFER+GL.COPY_WRITE_BUFFER avoid disturbing other targets and locking type\n gl.bindBuffer(GL.COPY_READ_BUFFER, sourceBuffer.handle);\n gl.bindBuffer(GL.COPY_WRITE_BUFFER, this.handle);\n gl.copyBufferSubData(GL.COPY_READ_BUFFER, GL.COPY_WRITE_BUFFER, readOffset, writeOffset, size);\n gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n gl.bindBuffer(GL.COPY_WRITE_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n this.debugData = null;\n\n return this;\n }\n\n // WEBGL2 ONLY: Reads data from buffer into an ArrayBufferView or SharedArrayBuffer.\n getData({dstData = null, srcByteOffset = 0, dstOffset = 0, length = 0} = {}) {\n assertWebGL2Context(this.gl);\n\n const ArrayType = getTypedArrayFromGLType(this.accessor.type || GL.FLOAT, {clamped: false});\n const sourceAvailableElementCount = this._getAvailableElementCount(srcByteOffset);\n\n const dstElementOffset = dstOffset;\n\n let dstAvailableElementCount;\n let dstElementCount;\n if (dstData) {\n dstElementCount = dstData.length;\n dstAvailableElementCount = dstElementCount - dstElementOffset;\n } else {\n // Allocate ArrayBufferView with enough size to copy all eligible data.\n dstAvailableElementCount = Math.min(\n sourceAvailableElementCount,\n length || sourceAvailableElementCount\n );\n dstElementCount = dstElementOffset + dstAvailableElementCount;\n }\n\n const copyElementCount = Math.min(sourceAvailableElementCount, dstAvailableElementCount);\n length = length || copyElementCount;\n assert(length <= copyElementCount);\n dstData = dstData || new ArrayType(dstElementCount);\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl.getBufferSubData(GL.COPY_READ_BUFFER, srcByteOffset, dstData, dstOffset, length);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n return dstData;\n }\n\n /**\n * Binds a buffer to a given binding point (target).\n * GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER take an index, and optionally a range.\n * - GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER need an index to affect state\n * - GL.UNIFORM_BUFFER: `offset` must be aligned to GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT.\n * - GL.UNIFORM_BUFFER: `size` must be a minimum of GL.UNIFORM_BLOCK_SIZE_DATA.\n */\n bind({\n target = this.target, // target for the bind operation\n index = this.accessor && this.accessor.index, // index = index of target (indexed bind point)\n offset = 0,\n size\n } = {}) {\n // NOTE: While GL.TRANSFORM_FEEDBACK_BUFFER and GL.UNIFORM_BUFFER could\n // be used as direct binding points, they will not affect transform feedback or\n // uniform buffer state. Instead indexed bindings need to be made.\n if (target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER) {\n if (size !== undefined) {\n this.gl.bindBufferRange(target, index, this.handle, offset, size);\n } else {\n assert(offset === 0); // Make sure offset wasn't supplied\n this.gl.bindBufferBase(target, index, this.handle);\n }\n } else {\n this.gl.bindBuffer(target, this.handle);\n }\n\n return this;\n }\n\n unbind({target = this.target, index = this.accessor && this.accessor.index} = {}) {\n const isIndexedBuffer = target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER;\n if (isIndexedBuffer) {\n this.gl.bindBufferBase(target, index, null);\n } else {\n this.gl.bindBuffer(target, null);\n }\n return this;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n // Returns a short initial data array\n getDebugData() {\n if (!this.debugData) {\n this.debugData = this.getData({length: Math.min(DEBUG_DATA_LENGTH, this.byteLength)});\n return {data: this.debugData, changed: true};\n }\n return {data: this.debugData, changed: false};\n }\n\n invalidateDebugData() {\n this.debugData = null;\n }\n\n // PRIVATE METHODS\n\n // Allocate a new buffer and initialize to contents of typed array\n _setData(data, offset = 0, byteLength = data.byteLength + offset) {\n assert(ArrayBuffer.isView(data));\n\n this._trackDeallocatedMemory();\n\n const target = this._getTarget();\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.usage);\n this.gl.bufferSubData(target, offset, data);\n this.gl.bindBuffer(target, null);\n\n this.debugData = data.slice(0, DEBUG_DATA_LENGTH);\n this.bytesUsed = byteLength;\n\n this._trackAllocatedMemory(byteLength);\n\n // infer GL type from supplied typed array\n const type = getGLTypeFromTypedArray(data);\n assert(type);\n this.setAccessor(new Accessor(this.accessor, {type}));\n return this;\n }\n\n // Allocate a GPU buffer of specified size.\n _setByteLength(byteLength, usage = this.usage) {\n assert(byteLength >= 0);\n\n this._trackDeallocatedMemory();\n\n // Workaround needed for Safari (#291):\n // gl.bufferData with size equal to 0 crashes. Instead create zero sized array.\n let data = byteLength;\n if (byteLength === 0) {\n data = new Float32Array(0);\n }\n\n const target = this._getTarget();\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, usage);\n this.gl.bindBuffer(target, null);\n\n this.usage = usage;\n this.debugData = null;\n this.bytesUsed = byteLength;\n\n this._trackAllocatedMemory(byteLength);\n\n return this;\n }\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n _getTarget() {\n return this.gl.webgl2 ? 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deduce type from it.\n sourceType = sourceType || getGLTypeFromTypedArray(target);\n\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n gl.readPixels(sourceX, sourceY, sourceWidth, sourceHeight, sourceFormat, sourceType, target);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n return target;\n}\n\n// NOTE: doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n// Copies data from a Framebuffer or a Texture object into a Buffer object.\nexport function readPixelsToBuffer(\n source,\n {\n sourceX = 0,\n sourceY = 0,\n sourceFormat = GL.RGBA,\n target = null, // A new Buffer object is created when not provided.\n targetByteOffset = 0, // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth,\n sourceHeight,\n sourceType\n }\n) {\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n sourceWidth = sourceWidth || framebuffer.width;\n sourceHeight = sourceHeight || framebuffer.height;\n\n // Asynchronus read (PIXEL_PACK_BUFFER) is WebGL2 only feature\n const gl2 = assertWebGL2Context(framebuffer.gl);\n\n // deduce type if not available.\n sourceType = sourceType || (target ? target.type : GL.UNSIGNED_BYTE);\n\n if (!target) {\n // Create new buffer with enough size\n const components = glFormatToComponents(sourceFormat);\n const byteCount = glTypeToBytes(sourceType);\n const byteLength = targetByteOffset + sourceWidth * sourceHeight * components * byteCount;\n target = new Buffer(gl2, {byteLength, accessor: {type: sourceType, size: components}});\n }\n\n target.bind({target: GL.PIXEL_PACK_BUFFER});\n withParameters(gl2, {framebuffer}, () => {\n gl2.readPixels(\n sourceX,\n sourceY,\n sourceWidth,\n sourceHeight,\n sourceFormat,\n sourceType,\n targetByteOffset\n );\n });\n target.unbind({target: GL.PIXEL_PACK_BUFFER});\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n\n return target;\n}\n\n// Reads pixels from a Framebuffer or Texture object to a dataUrl\nexport function copyToDataUrl(\n source,\n {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMaxHeight = Number.MAX_SAFE_INTEGER\n } = {}\n) {\n let data = readPixelsToArray(source, {sourceAttachment});\n\n // Scale down\n let {width, height} = source;\n while (height > targetMaxHeight) {\n ({data, width, height} = scalePixels({data, width, height}));\n }\n\n // Flip to top down coordinate system\n flipRows({data, width, height});\n\n const canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n const context = canvas.getContext('2d');\n\n // Copy the pixels to a 2D canvas\n const imageData = context.createImageData(width, height);\n imageData.data.set(data);\n context.putImageData(imageData, 0, 0);\n\n return canvas.toDataURL();\n}\n\n// Reads pixels from a Framebuffer or Texture object into an HTML Image\nexport function copyToImage(\n source,\n {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetImage = null\n } = {}\n) {\n const dataUrl = copyToDataUrl(source, {sourceAttachment});\n targetImage = targetImage || new Image();\n targetImage.src = dataUrl;\n return targetImage;\n}\n\n// Copy a rectangle from a Framebuffer or Texture object into a texture (at an offset)\n// eslint-disable-next-line complexity, max-statements\nexport function copyToTexture(source, target, options = {}) {\n const {\n sourceX = 0,\n sourceY = 0,\n // attachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMipmaplevel = 0,\n targetInternalFormat = GL.RGBA\n } = options;\n let {\n targetX,\n targetY,\n targetZ,\n width, // defaults to target width\n height // defaults to target height\n } = options;\n\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n const {gl, handle} = framebuffer;\n const isSubCopy =\n typeof targetX !== 'undefined' ||\n typeof targetY !== 'undefined' ||\n typeof targetZ !== 'undefined';\n targetX = targetX || 0;\n targetY = targetY || 0;\n targetZ = targetZ || 0;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n // TODO - support gl.readBuffer (WebGL2 only)\n // const prevBuffer = gl.readBuffer(attachment);\n assert(target);\n let texture = null;\n if (target instanceof Texture) {\n texture = target;\n width = Number.isFinite(width) ? width : texture.width;\n height = Number.isFinite(height) ? height : texture.height;\n texture.bind(0);\n target = texture.target;\n }\n\n if (!isSubCopy) {\n gl.copyTexImage2D(\n target,\n targetMipmaplevel,\n targetInternalFormat,\n sourceX,\n sourceY,\n width,\n height,\n 0 /* border must be 0 */\n );\n } else {\n switch (target) {\n case GL.TEXTURE_2D:\n case GL.TEXTURE_CUBE_MAP:\n gl.copyTexSubImage2D(\n target,\n targetMipmaplevel,\n targetX,\n targetY,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n const gl2 = assertWebGL2Context(gl);\n gl2.copyTexSubImage3D(\n target,\n targetMipmaplevel,\n targetX,\n targetY,\n targetZ,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n default:\n }\n }\n if (texture) {\n texture.unbind();\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n return texture;\n}\n\n// NOTE: WEBLG2 only\n// Copies a rectangle of pixels between Framebuffer or Texture objects\n// eslint-disable-next-line max-statements, complexity\nexport function blit(source, target, options = {}) {\n const {\n sourceX0 = 0,\n sourceY0 = 0,\n targetX0 = 0,\n targetY0 = 0,\n color = true,\n depth = false,\n stencil = false,\n filter = GL.NEAREST\n } = options;\n\n let {\n sourceX1,\n sourceY1,\n targetX1,\n targetY1,\n sourceAttachment = GL.COLOR_ATTACHMENT0,\n mask = 0\n } = options;\n\n const {framebuffer: srcFramebuffer, deleteFramebuffer: deleteSrcFramebuffer} = getFramebuffer(\n source\n );\n const {framebuffer: dstFramebuffer, deleteFramebuffer: deleteDstFramebuffer} = getFramebuffer(\n target\n );\n\n assert(srcFramebuffer);\n assert(dstFramebuffer);\n // @ts-ignore\n const {gl, handle, width, height, readBuffer} = dstFramebuffer;\n const gl2 = assertWebGL2Context(gl);\n\n if (!srcFramebuffer.handle && sourceAttachment === GL.COLOR_ATTACHMENT0) {\n sourceAttachment = GL.FRONT;\n }\n\n if (color) {\n mask |= GL.COLOR_BUFFER_BIT;\n }\n if (depth) {\n mask |= GL.DEPTH_BUFFER_BIT;\n }\n if (stencil) {\n mask |= GL.STENCIL_BUFFER_BIT;\n }\n\n if (deleteSrcFramebuffer || deleteDstFramebuffer) {\n // Either source or destiantion was a texture object, which is wrapped in a Framebuffer objecgt as color attachment.\n // Overwrite the mask to `COLOR_BUFFER_BIT`\n if (mask & (GL.DEPTH_BUFFER_BIT | GL.STENCIL_BUFFER_BIT)) {\n mask = GL.COLOR_BUFFER_BIT;\n log.warn('Blitting from or into a Texture object, forcing mask to GL.COLOR_BUFFER_BIT')();\n }\n }\n assert(mask);\n\n sourceX1 = sourceX1 === undefined ? srcFramebuffer.width : sourceX1;\n sourceY1 = sourceY1 === undefined ? srcFramebuffer.height : sourceY1;\n targetX1 = targetX1 === undefined ? width : targetX1;\n targetY1 = targetY1 === undefined ? height : targetY1;\n\n const prevDrawHandle = gl.bindFramebuffer(GL.DRAW_FRAMEBUFFER, handle);\n const prevReadHandle = gl.bindFramebuffer(GL.READ_FRAMEBUFFER, srcFramebuffer.handle);\n gl2.readBuffer(sourceAttachment);\n gl2.blitFramebuffer(\n sourceX0,\n sourceY0,\n sourceX1,\n sourceY1,\n targetX0,\n targetY0,\n targetX1,\n targetY1,\n mask,\n filter\n );\n gl2.readBuffer(readBuffer);\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevReadHandle || null);\n // @ts-ignore\n gl2.bindFramebuffer(GL.DRAW_FRAMEBUFFER, prevDrawHandle || null);\n if (deleteSrcFramebuffer) {\n srcFramebuffer.delete();\n }\n if (deleteDstFramebuffer) {\n dstFramebuffer.delete();\n }\n\n return dstFramebuffer;\n}\n\n// Helper methods\n\nfunction getFramebuffer(source) {\n if (!(source instanceof Framebuffer)) {\n return {framebuffer: toFramebuffer(source), deleteFramebuffer: true};\n }\n return {framebuffer: source, deleteFramebuffer: false};\n}\n\nfunction getPixelArray(pixelArray, type, format, width, height) {\n if (pixelArray) {\n return pixelArray;\n }\n // Allocate pixel array if not already available, using supplied type\n type = type || GL.UNSIGNED_BYTE;\n const ArrayType = getTypedArrayFromGLType(type, {clamped: false});\n const components = glFormatToComponents(format);\n // TODO - check for composite type (components = 1).\n return new ArrayType(width * height * components);\n}\n"],"file":"copy-and-blit.js"}
1
+ {"version":3,"file":"copy-and-blit.js","names":["readPixelsToArray","source","options","sourceX","sourceY","sourceFormat","sourceAttachment","target","sourceWidth","sourceHeight","sourceType","getFramebuffer","framebuffer","deleteFramebuffer","assert","gl","handle","attachments","width","height","type","getPixelArray","getGLTypeFromTypedArray","prevHandle","bindFramebuffer","readPixels","delete","readPixelsToBuffer","targetByteOffset","gl2","assertWebGL2Context","components","glFormatToComponents","byteCount","glTypeToBytes","byteLength","Buffer","accessor","size","bind","withParameters","unbind","copyToDataUrl","targetMaxHeight","Number","MAX_SAFE_INTEGER","data","scalePixels","flipRows","canvas","document","createElement","context","getContext","imageData","createImageData","set","putImageData","toDataURL","copyToImage","targetImage","dataUrl","Image","src","copyToTexture","targetMipmaplevel","targetInternalFormat","targetX","targetY","targetZ","isSubCopy","texture","Texture","isFinite","copyTexImage2D","copyTexSubImage2D","copyTexSubImage3D","blit","sourceX0","sourceY0","targetX0","targetY0","color","depth","stencil","filter","sourceX1","sourceY1","targetX1","targetY1","mask","srcFramebuffer","deleteSrcFramebuffer","dstFramebuffer","deleteDstFramebuffer","readBuffer","log","warn","undefined","prevDrawHandle","prevReadHandle","blitFramebuffer","Framebuffer","toFramebuffer","pixelArray","format","ArrayType","getTypedArrayFromGLType","clamped"],"sources":["../../../src/classes/copy-and-blit.js"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport Buffer from './buffer';\nimport Framebuffer from './framebuffer';\nimport Texture from './texture';\nimport {assertWebGL2Context, withParameters, log} from '@luma.gl/gltools';\nimport {flipRows, scalePixels} from '../webgl-utils/typed-array-utils';\nimport {getTypedArrayFromGLType, getGLTypeFromTypedArray} from '../webgl-utils/typed-array-utils';\nimport {glFormatToComponents, glTypeToBytes} from '../webgl-utils/format-utils';\nimport {toFramebuffer} from '../webgl-utils/texture-utils';\nimport {assert} from '../utils/assert';\n\n// NOTE: Slow requires roundtrip to GPU\n// Copies data from a Framebuffer or a Texture object into ArrayBuffer object.\n// App can provide targetPixelArray 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.\nexport function readPixelsToArray(source, options = {}) {\n const {sourceX = 0, sourceY = 0, sourceFormat = GL.RGBA} = options;\n let {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n target = null,\n // following parameters are auto deduced if not provided\n sourceWidth,\n sourceHeight,\n sourceType\n } = options;\n\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n const {gl, handle, attachments} = framebuffer;\n sourceWidth = sourceWidth || framebuffer.width;\n sourceHeight = sourceHeight || framebuffer.height;\n\n // TODO - Set and unset gl.readBuffer\n if (sourceAttachment === GL.COLOR_ATTACHMENT0 && handle === null) {\n sourceAttachment = GL.FRONT;\n }\n\n assert(attachments[sourceAttachment]);\n\n // Deduce the type from color attachment if not provided.\n sourceType = sourceType || attachments[sourceAttachment].type;\n\n // Deduce type and allocated pixelArray if needed\n target = getPixelArray(target, sourceType, sourceFormat, sourceWidth, sourceHeight);\n\n // Pixel array available, if necessary, deduce type from it.\n sourceType = sourceType || getGLTypeFromTypedArray(target);\n\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n gl.readPixels(sourceX, sourceY, sourceWidth, sourceHeight, sourceFormat, sourceType, target);\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n return target;\n}\n\n// NOTE: doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n// Copies data from a Framebuffer or a Texture object into a Buffer object.\nexport function readPixelsToBuffer(\n source,\n {\n sourceX = 0,\n sourceY = 0,\n sourceFormat = GL.RGBA,\n target = null, // A new Buffer object is created when not provided.\n targetByteOffset = 0, // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth,\n sourceHeight,\n sourceType\n }\n) {\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n sourceWidth = sourceWidth || framebuffer.width;\n sourceHeight = sourceHeight || framebuffer.height;\n\n // Asynchronus read (PIXEL_PACK_BUFFER) is WebGL2 only feature\n const gl2 = assertWebGL2Context(framebuffer.gl);\n\n // deduce type if not available.\n sourceType = sourceType || (target ? target.type : GL.UNSIGNED_BYTE);\n\n if (!target) {\n // Create new buffer with enough size\n const components = glFormatToComponents(sourceFormat);\n const byteCount = glTypeToBytes(sourceType);\n const byteLength = targetByteOffset + sourceWidth * sourceHeight * components * byteCount;\n target = new Buffer(gl2, {byteLength, accessor: {type: sourceType, size: components}});\n }\n\n target.bind({target: GL.PIXEL_PACK_BUFFER});\n withParameters(gl2, {framebuffer}, () => {\n gl2.readPixels(\n sourceX,\n sourceY,\n sourceWidth,\n sourceHeight,\n sourceFormat,\n sourceType,\n targetByteOffset\n );\n });\n target.unbind({target: GL.PIXEL_PACK_BUFFER});\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n\n return target;\n}\n\n// Reads pixels from a Framebuffer or Texture object to a dataUrl\nexport function copyToDataUrl(\n source,\n {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMaxHeight = Number.MAX_SAFE_INTEGER\n } = {}\n) {\n let data = readPixelsToArray(source, {sourceAttachment});\n\n // Scale down\n let {width, height} = source;\n while (height > targetMaxHeight) {\n ({data, width, height} = scalePixels({data, width, height}));\n }\n\n // Flip to top down coordinate system\n flipRows({data, width, height});\n\n const canvas = document.createElement('canvas');\n canvas.width = width;\n canvas.height = height;\n const context = canvas.getContext('2d');\n\n // Copy the pixels to a 2D canvas\n const imageData = context.createImageData(width, height);\n imageData.data.set(data);\n context.putImageData(imageData, 0, 0);\n\n return canvas.toDataURL();\n}\n\n// Reads pixels from a Framebuffer or Texture object into an HTML Image\nexport function copyToImage(\n source,\n {\n sourceAttachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetImage = null\n } = {}\n) {\n const dataUrl = copyToDataUrl(source, {sourceAttachment});\n targetImage = targetImage || new Image();\n targetImage.src = dataUrl;\n return targetImage;\n}\n\n// Copy a rectangle from a Framebuffer or Texture object into a texture (at an offset)\n// eslint-disable-next-line complexity, max-statements\nexport function copyToTexture(source, target, options = {}) {\n const {\n sourceX = 0,\n sourceY = 0,\n // attachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMipmaplevel = 0,\n targetInternalFormat = GL.RGBA\n } = options;\n let {\n targetX,\n targetY,\n targetZ,\n width, // defaults to target width\n height // defaults to target height\n } = options;\n\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n const {gl, handle} = framebuffer;\n const isSubCopy =\n typeof targetX !== 'undefined' ||\n typeof targetY !== 'undefined' ||\n typeof targetZ !== 'undefined';\n targetX = targetX || 0;\n targetY = targetY || 0;\n targetZ = targetZ || 0;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n // TODO - support gl.readBuffer (WebGL2 only)\n // const prevBuffer = gl.readBuffer(attachment);\n assert(target);\n let texture = null;\n if (target instanceof Texture) {\n texture = target;\n width = Number.isFinite(width) ? width : texture.width;\n height = Number.isFinite(height) ? height : texture.height;\n texture.bind(0);\n target = texture.target;\n }\n\n if (!isSubCopy) {\n gl.copyTexImage2D(\n target,\n targetMipmaplevel,\n targetInternalFormat,\n sourceX,\n sourceY,\n width,\n height,\n 0 /* border must be 0 */\n );\n } else {\n switch (target) {\n case GL.TEXTURE_2D:\n case GL.TEXTURE_CUBE_MAP:\n gl.copyTexSubImage2D(\n target,\n targetMipmaplevel,\n targetX,\n targetY,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n const gl2 = assertWebGL2Context(gl);\n gl2.copyTexSubImage3D(\n target,\n targetMipmaplevel,\n targetX,\n targetY,\n targetZ,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n default:\n }\n }\n if (texture) {\n texture.unbind();\n }\n // @ts-ignore\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.delete();\n }\n return texture;\n}\n\n// NOTE: WEBLG2 only\n// Copies a rectangle of pixels between Framebuffer or Texture objects\n// eslint-disable-next-line max-statements, complexity\nexport function blit(source, target, options = {}) {\n const {\n sourceX0 = 0,\n sourceY0 = 0,\n targetX0 = 0,\n targetY0 = 0,\n color = true,\n depth = false,\n stencil = false,\n filter = GL.NEAREST\n } = options;\n\n let {\n sourceX1,\n sourceY1,\n targetX1,\n targetY1,\n sourceAttachment = GL.COLOR_ATTACHMENT0,\n mask = 0\n } = options;\n\n const {framebuffer: srcFramebuffer, deleteFramebuffer: deleteSrcFramebuffer} = getFramebuffer(\n source\n );\n const {framebuffer: dstFramebuffer, deleteFramebuffer: deleteDstFramebuffer} = getFramebuffer(\n target\n );\n\n assert(srcFramebuffer);\n assert(dstFramebuffer);\n // @ts-ignore\n const {gl, handle, width, height, readBuffer} = dstFramebuffer;\n const gl2 = assertWebGL2Context(gl);\n\n if (!srcFramebuffer.handle && sourceAttachment === GL.COLOR_ATTACHMENT0) {\n sourceAttachment = GL.FRONT;\n }\n\n if (color) {\n mask |= GL.COLOR_BUFFER_BIT;\n }\n if (depth) {\n mask |= GL.DEPTH_BUFFER_BIT;\n }\n if (stencil) {\n mask |= GL.STENCIL_BUFFER_BIT;\n }\n\n if (deleteSrcFramebuffer || deleteDstFramebuffer) {\n // Either source or destiantion was a texture object, which is wrapped in a Framebuffer objecgt as color attachment.\n // Overwrite the mask to `COLOR_BUFFER_BIT`\n if (mask & (GL.DEPTH_BUFFER_BIT | GL.STENCIL_BUFFER_BIT)) {\n mask = GL.COLOR_BUFFER_BIT;\n log.warn('Blitting from or into a Texture object, forcing mask to GL.COLOR_BUFFER_BIT')();\n }\n }\n assert(mask);\n\n sourceX1 = sourceX1 === undefined ? srcFramebuffer.width : sourceX1;\n sourceY1 = sourceY1 === undefined ? srcFramebuffer.height : sourceY1;\n targetX1 = targetX1 === undefined ? width : targetX1;\n targetY1 = targetY1 === undefined ? height : targetY1;\n\n const prevDrawHandle = gl.bindFramebuffer(GL.DRAW_FRAMEBUFFER, handle);\n const prevReadHandle = gl.bindFramebuffer(GL.READ_FRAMEBUFFER, srcFramebuffer.handle);\n gl2.readBuffer(sourceAttachment);\n gl2.blitFramebuffer(\n sourceX0,\n sourceY0,\n sourceX1,\n sourceY1,\n targetX0,\n targetY0,\n targetX1,\n targetY1,\n mask,\n filter\n );\n gl2.readBuffer(readBuffer);\n // @ts-ignore\n gl2.bindFramebuffer(GL.READ_FRAMEBUFFER, prevReadHandle || null);\n // @ts-ignore\n gl2.bindFramebuffer(GL.DRAW_FRAMEBUFFER, prevDrawHandle || null);\n if (deleteSrcFramebuffer) {\n srcFramebuffer.delete();\n }\n if (deleteDstFramebuffer) {\n dstFramebuffer.delete();\n }\n\n return dstFramebuffer;\n}\n\n// Helper methods\n\nfunction getFramebuffer(source) {\n if (!(source instanceof Framebuffer)) {\n return {framebuffer: toFramebuffer(source), deleteFramebuffer: true};\n }\n return {framebuffer: source, deleteFramebuffer: false};\n}\n\nfunction getPixelArray(pixelArray, type, format, width, height) {\n if (pixelArray) {\n return pixelArray;\n }\n // Allocate pixel array if not already available, using supplied type\n type = type || GL.UNSIGNED_BYTE;\n const ArrayType = getTypedArrayFromGLType(type, {clamped: false});\n const components = glFormatToComponents(format);\n // TODO - check for composite type (components = 1).\n return new ArrayType(width * height * 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@@ -1 +1 @@
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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 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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 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@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
+ {"version":3,"file":"framebuffer.js","names":["ERR_MULTIPLE_RENDERTARGETS","Framebuffer","gl","opts","width","height","attachments","readBuffer","drawBuffers","ownResources","initialize","Object","seal","gl2","assertWebGL2Context","getParameter","MAX_COLOR_ATTACHMENTS","MAX_DRAW_BUFFERS","color","depth","stencil","check","undefined","assert","attachment","target","object","Array","isArray","resize","_createDefaultAttachments","update","clearAttachments","checkStatus","resource","delete","resizeAttachments","attach","prevHandle","bindFramebuffer","handle","_setReadBuffer","_setDrawBuffers","options","drawingBufferWidth","drawingBufferHeight","log","id","attachmentPoint","newAttachments","keys","forEach","key","assign","Number","descriptor","_unattach","Renderbuffer","_attachRenderbuffer","renderbuffer","texture","layer","level","_attachTexture","filter","status","getStatus","Error","_getFrameBufferStatus","checkFramebufferStatus","clear","value","drawBuffer","clearBuffer","error","x","y","invalidateAll","invalidateFramebuffer","pname","_getAttachmentParameterFallback","getFramebufferAttachmentParameter","getKey","parameters","constructor","ATTACHMENT_PARAMETERS","values","getAttachmentParameter","attachmentName","getAttachmentParameters","window","open","copyToDataUrl","logLevel","message","image","targetMaxHeight","defaultAttachments","Texture2D","pixels","format","type","mipmaps","push","oldAttachment","framebufferRenderbuffer","framebufferTexture2D","bindTexture","framebufferTextureLayer","face","mapIndexToCubeMapFace","getWebGL2Context","ext","getExtension","drawBuffersWEBGL","length","caps","getFeatures","WEBGL2","EXT_sRGB","createFramebuffer","deleteFramebuffer","colorBufferFloat","colorBufferHalfFloat","supported","Boolean","luma","defaultFramebuffer","Resource","Symbol","toStringTag","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 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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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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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@@ -1 +1 @@
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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)}; // 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
+ {"version":3,"file":"program-configuration.js","names":["ProgramConfiguration","program","id","attributeInfos","attributeInfosByName","attributeInfosByLocation","varyingInfos","varyingInfosByName","Object","seal","_readAttributesFromProgram","_readVaryingsFromProgram","locationOrName","location","Number","isFinite","attributeInfo","getAttributeInfo","accessor","varying","getVaryingInfo","gl","count","getProgramParameter","handle","index","getActiveAttrib","name","type","size","getAttribLocation","_addAttribute","sort","a","b","isWebGL2","getTransformFeedbackVarying","_addVarying","compositeType","decomposeCompositeGLType","components","_inferProperties","Accessor","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)}; // 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"],"mappings":";;;;;;;;;;;;;AAEA;;AACA;;AACA;;IAEqBA,oB;EACnB,8BAAYC,OAAZ,EAAqB;IAAA;IACnB,KAAKC,EAAL,GAAUD,OAAO,CAACC,EAAlB;IACA,KAAKC,cAAL,GAAsB,EAAtB;IACA,KAAKC,oBAAL,GAA4B,EAA5B;IAIA,KAAKC,wBAAL,GAAgC,EAAhC;IACA,KAAKC,YAAL,GAAoB,EAApB;IACA,KAAKC,kBAAL,GAA0B,EAA1B;IACAC,MAAM,CAACC,IAAP,CAAY,IAAZ;;IACA,KAAKC,0BAAL,CAAgCT,OAAhC;;IACA,KAAKU,wBAAL,CAA8BV,OAA9B;EACD;;;;WAED,0BAAiBW,cAAjB,EAAiC;MAC/B,IAAMC,QAAQ,GAAGC,MAAM,CAACF,cAAD,CAAvB;;MACA,IAAIE,MAAM,CAACC,QAAP,CAAgBF,QAAhB,CAAJ,EAA+B;QAC7B,OAAO,KAAKR,wBAAL,CAA8BQ,QAA9B,CAAP;MACD;;MACD,OAAO,KAAKT,oBAAL,CAA0BQ,cAA1B,KAA6C,IAApD;IACD;;;WAGD,8BAAqBA,cAArB,EAAqC;MACnC,IAAMI,aAAa,GAAG,KAAKC,gBAAL,CAAsBL,cAAtB,CAAtB;MACA,OAAOI,aAAa,GAAGA,aAAa,CAACH,QAAjB,GAA4B,CAAC,CAAjD;IACD;;;WAED,8BAAqBD,cAArB,EAAqC;MACnC,IAAMI,aAAa,GAAG,KAAKC,gBAAL,CAAsBL,cAAtB,CAAtB;MACA,OAAOI,aAAa,GAAGA,aAAa,CAACE,QAAjB,GAA4B,IAAhD;IACD;;;WAED,wBAAeN,cAAf,EAA+B;MAC7B,IAAMC,QAAQ,GAAGC,MAAM,CAACF,cAAD,CAAvB;;MACA,IAAIE,MAAM,CAACC,QAAP,CAAgBF,QAAhB,CAAJ,EAA+B;QAC7B,OAAO,KAAKP,YAAL,CAAkBO,QAAlB,CAAP;MACD;;MACD,OAAO,KAAKN,kBAAL,CAAwBK,cAAxB,KAA2C,IAAlD;IACD;;;WAED,yBAAgBA,cAAhB,EAAgC;MAC9B,IAAMO,OAAO,GAAG,KAAKC,cAAL,EAAhB;MACA,OAAOD,OAAO,GAAGA,OAAO,CAACN,QAAX,GAAsB,CAAC,CAArC;IACD;;;WAED,4BAAmBD,cAAnB,EAAmC;MACjC,IAAMO,OAAO,GAAG,KAAKC,cAAL,EAAhB;MACA,OAAOD,OAAO,GAAGA,OAAO,CAACD,QAAX,GAAsB,IAApC;IACD;;;WAKD,oCAA2BjB,OAA3B,EAAoC;MAClC,IAAOoB,EAAP,GAAapB,OAAb,CAAOoB,EAAP;MACA,IAAMC,KAAK,GAAGD,EAAE,CAACE,mBAAH,CAAuBtB,OAAO,CAACuB,MAA/B,QAAd;;MAEA,KAAK,IAAIC,KAAK,GAAG,CAAjB,EAAoBA,KAAK,GAAGH,KAA5B,EAAmCG,KAAK,EAAxC,EAA4C;QAC1C,0BAA2BJ,EAAE,CAACK,eAAH,CAAmBzB,OAAO,CAACuB,MAA3B,EAAmCC,KAAnC,CAA3B;QAAA,IAAOE,IAAP,uBAAOA,IAAP;QAAA,IAAaC,IAAb,uBAAaA,IAAb;QAAA,IAAmBC,IAAnB,uBAAmBA,IAAnB;;QACA,IAAMhB,QAAQ,GAAGQ,EAAE,CAACS,iBAAH,CAAqB7B,OAAO,CAACuB,MAA7B,EAAqCG,IAArC,CAAjB;;QAGA,IAAId,QAAQ,IAAI,CAAhB,EAAmB;UACjB,KAAKkB,aAAL,CAAmBlB,QAAnB,EAA6Bc,IAA7B,EAAmCC,IAAnC,EAAyCC,IAAzC;QACD;MACF;;MAED,KAAK1B,cAAL,CAAoB6B,IAApB,CAAyB,UAACC,CAAD,EAAIC,CAAJ;QAAA,OAAUD,CAAC,CAACpB,QAAF,GAAaqB,CAAC,CAACrB,QAAzB;MAAA,CAAzB;IACD;;;WAGD,kCAAyBZ,OAAzB,EAAkC;MAChC,IAAOoB,EAAP,GAAapB,OAAb,CAAOoB,EAAP;;MACA,IAAI,CAAC,IAAAc,iBAAA,EAASd,EAAT,CAAL,EAAmB;QACjB;MACD;;MAED,IAAMC,KAAK,GAAGD,EAAE,CAACE,mBAAH,CAAuBtB,OAAO,CAACuB,MAA/B,QAAd;;MACA,KAAK,IAAIX,QAAQ,GAAG,CAApB,EAAuBA,QAAQ,GAAGS,KAAlC,EAAyCT,QAAQ,EAAjD,EAAqD;QACnD,4BAA2BQ,EAAE,CAACe,2BAAH,CAA+BnC,OAAO,CAACuB,MAAvC,EAA+CX,QAA/C,CAA3B;QAAA,IAAOc,IAAP,yBAAOA,IAAP;QAAA,IAAaC,IAAb,yBAAaA,IAAb;QAAA,IAAmBC,IAAnB,yBAAmBA,IAAnB;;QACA,KAAKQ,WAAL,CAAiBxB,QAAjB,EAA2Bc,IAA3B,EAAiCC,IAAjC,EAAuCC,IAAvC;MACD;;MAED,KAAKvB,YAAL,CAAkB0B,IAAlB,CAAuB,UAACC,CAAD,EAAIC,CAAJ;QAAA,OAAUD,CAAC,CAACpB,QAAF,GAAaqB,CAAC,CAACrB,QAAzB;MAAA,CAAvB;IACD;;;WAED,uBAAcA,QAAd,EAAwBc,IAAxB,EAA8BW,aAA9B,EAA6CT,IAA7C,EAAmD;MACjD,4BAA2B,IAAAU,wCAAA,EAAyBD,aAAzB,CAA3B;MAAA,IAAOV,IAAP,yBAAOA,IAAP;MAAA,IAAaY,UAAb,yBAAaA,UAAb;;MACA,IAAMtB,QAAQ,GAAG;QAACU,IAAI,EAAJA,IAAD;QAAOC,IAAI,EAAEA,IAAI,GAAGW;MAApB,CAAjB;;MACA,KAAKC,gBAAL,CAAsB5B,QAAtB,EAAgCc,IAAhC,EAAsCT,QAAtC;;MAEA,IAAMF,aAAa,GAAG;QAACH,QAAQ,EAARA,QAAD;QAAWc,IAAI,EAAJA,IAAX;QAAiBT,QAAQ,EAAE,IAAIwB,iBAAJ,CAAaxB,QAAb;MAA3B,CAAtB;MACA,KAAKf,cAAL,CAAoBwC,IAApB,CAAyB3B,aAAzB;MACA,KAAKX,wBAAL,CAA8BQ,QAA9B,IAA0CG,aAA1C;MACA,KAAKZ,oBAAL,CAA0BY,aAAa,CAACW,IAAxC,IAAgDX,aAAhD;IACD;;;WAGD,0BAAiBH,QAAjB,EAA2Bc,IAA3B,EAAiCT,QAAjC,EAA2C;MACzC,IAAI,YAAY0B,IAAZ,CAAiBjB,IAAjB,CAAJ,EAA4B;QAE1BT,QAAQ,CAAC2B,OAAT,GAAmB,CAAnB;MACD;IACF;;;WAED,qBAAYhC,QAAZ,EAAsBc,IAAtB,EAA4BW,aAA5B,EAA2CT,IAA3C,EAAiD;MAC/C,6BAA2B,IAAAU,wCAAA,EAAyBD,aAAzB,CAA3B;MAAA,IAAOV,IAAP,0BAAOA,IAAP;MAAA,IAAaY,UAAb,0BAAaA,UAAb;;MACA,IAAMtB,QAAQ,GAAG,IAAIwB,iBAAJ,CAAa;QAACd,IAAI,EAAJA,IAAD;QAAOC,IAAI,EAAEA,IAAI,GAAGW;MAApB,CAAb,CAAjB;MAEA,IAAMrB,OAAO,GAAG;QAACN,QAAQ,EAARA,QAAD;QAAWc,IAAI,EAAJA,IAAX;QAAiBT,QAAQ,EAARA;MAAjB,CAAhB;MACA,KAAKZ,YAAL,CAAkBqC,IAAlB,CAAuBxB,OAAvB;MACA,KAAKZ,kBAAL,CAAwBY,OAAO,CAACQ,IAAhC,IAAwCR,OAAxC;IACD"}