@luma.gl/webgl 8.6.0-alpha.2 → 8.6.0-alpha.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +8 -1
- package/dist/adapter/converters/set-device-parameters.d.ts +5 -0
- package/dist/adapter/converters/set-device-parameters.d.ts.map +1 -0
- package/dist/adapter/converters/set-device-parameters.js +124 -0
- package/dist/adapter/converters/set-device-parameters.js.map +1 -0
- package/dist/adapter/converters/webgpu-texture-formats.d.ts +281 -0
- package/dist/adapter/converters/webgpu-texture-formats.d.ts.map +1 -0
- package/dist/adapter/converters/webgpu-texture-formats.js +285 -0
- package/dist/adapter/converters/webgpu-texture-formats.js.map +1 -0
- package/dist/{device → adapter/device-helpers}/device-features.d.ts +0 -0
- package/dist/adapter/device-helpers/device-features.d.ts.map +1 -0
- package/dist/{esm/device → adapter/device-helpers}/device-features.js +2 -2
- package/dist/adapter/device-helpers/device-features.js.map +1 -0
- package/dist/{device → adapter/device-helpers}/device-limits.d.ts +0 -0
- package/dist/adapter/device-helpers/device-limits.d.ts.map +1 -0
- package/dist/{esm/device → adapter/device-helpers}/device-limits.js +1 -1
- package/dist/adapter/device-helpers/device-limits.js.map +1 -0
- package/dist/{device → adapter/device-helpers}/get-device-info.d.ts +0 -0
- package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -0
- package/dist/{device → adapter/device-helpers}/get-device-info.js +1 -1
- package/dist/adapter/device-helpers/get-device-info.js.map +1 -0
- package/dist/{webgl-utils → adapter/device-helpers}/is-old-ie.d.ts +0 -0
- package/dist/adapter/device-helpers/is-old-ie.d.ts.map +1 -0
- package/dist/{esm/webgl-utils → adapter/device-helpers}/is-old-ie.js +0 -0
- package/dist/adapter/device-helpers/is-old-ie.js.map +1 -0
- package/dist/{device → adapter}/webgl-device.d.ts +3 -3
- package/dist/adapter/webgl-device.d.ts.map +1 -0
- package/dist/{esm/device → adapter}/webgl-device.js +6 -6
- package/dist/adapter/webgl-device.js.map +1 -0
- package/dist/adapter/webgl-shader.d.ts +18 -0
- package/dist/adapter/webgl-shader.d.ts.map +1 -0
- package/dist/adapter/webgl-shader.js +82 -0
- package/dist/adapter/webgl-shader.js.map +1 -0
- package/dist/classes/framebuffer.js +1 -1
- package/dist/classes/framebuffer.js.map +1 -1
- package/dist/classes/program-configuration.d.ts +14 -17
- package/dist/classes/program-configuration.d.ts.map +1 -1
- package/dist/classes/program-configuration.js +10 -97
- package/dist/classes/program-configuration.js.map +1 -1
- package/dist/classes/program.d.ts +20 -15
- package/dist/classes/program.d.ts.map +1 -1
- package/dist/classes/program.js +31 -22
- package/dist/classes/program.js.map +1 -1
- package/dist/classes/query.js +1 -1
- package/dist/classes/query.js.map +1 -1
- package/dist/classes/renderbuffer.js +1 -1
- package/dist/classes/renderbuffer.js.map +1 -1
- package/dist/classes/{webgl-shader.d.ts → shader.d.ts} +4 -15
- package/dist/classes/shader.d.ts.map +1 -0
- package/dist/{esm/classes/webgl-shader.js → classes/shader.js} +6 -81
- package/dist/classes/shader.js.map +1 -0
- package/dist/classes/texture-3d.js +1 -1
- package/dist/classes/texture-3d.js.map +1 -1
- package/dist/classes/texture-cube.js.map +1 -1
- package/dist/classes/texture.d.ts +1 -1
- package/dist/classes/texture.d.ts.map +1 -1
- package/dist/classes/texture.js +1 -1
- package/dist/classes/texture.js.map +1 -1
- package/dist/classes/transform-feedback.js +1 -1
- package/dist/classes/transform-feedback.js.map +1 -1
- package/dist/classes/vertex-array-object.d.ts +6 -5
- package/dist/classes/vertex-array-object.d.ts.map +1 -1
- package/dist/classes/vertex-array-object.js +5 -5
- package/dist/classes/vertex-array-object.js.map +1 -1
- package/dist/classes/vertex-array.d.ts +13 -13
- package/dist/classes/vertex-array.d.ts.map +1 -1
- package/dist/classes/vertex-array.js +2 -2
- package/dist/classes/vertex-array.js.map +1 -1
- package/dist/classes/webgl-buffer.d.ts +1 -1
- package/dist/classes/webgl-buffer.d.ts.map +1 -1
- package/dist/classes/webgl-buffer.js +1 -1
- package/dist/classes/webgl-buffer.js.map +1 -1
- package/dist/classes/webgl-resource.d.ts +1 -1
- package/dist/classes/webgl-resource.d.ts.map +1 -1
- package/dist/classes/webgl-resource.js +1 -1
- package/dist/classes/webgl-resource.js.map +1 -1
- package/dist/context/parameters/unified-parameter-api.d.ts +2 -1
- package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
- package/dist/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/context/parameters/webgl-parameters.d.ts.map +1 -1
- package/dist/context/parameters/webgl-parameters.js.map +1 -1
- package/dist/es5/adapter/converters/set-device-parameters.js +138 -0
- package/dist/es5/adapter/converters/set-device-parameters.js.map +1 -0
- package/dist/es5/adapter/converters/webgpu-texture-formats.js +296 -0
- package/dist/es5/adapter/converters/webgpu-texture-formats.js.map +1 -0
- package/dist/es5/{device → adapter/device-helpers}/device-features.js +2 -2
- package/dist/es5/adapter/device-helpers/device-features.js.map +1 -0
- package/dist/es5/{device → adapter/device-helpers}/device-limits.js +1 -1
- package/dist/es5/adapter/device-helpers/device-limits.js.map +1 -0
- package/dist/es5/{device → adapter/device-helpers}/get-device-info.js +1 -1
- package/dist/es5/adapter/device-helpers/get-device-info.js.map +1 -0
- package/dist/es5/{webgl-utils → adapter/device-helpers}/is-old-ie.js +0 -0
- package/dist/es5/adapter/device-helpers/is-old-ie.js.map +1 -0
- package/dist/es5/{device → adapter}/webgl-device.js +6 -6
- package/dist/es5/adapter/webgl-device.js.map +1 -0
- package/dist/es5/adapter/webgl-shader.js +155 -0
- package/dist/es5/adapter/webgl-shader.js.map +1 -0
- package/dist/es5/classes/framebuffer.js +1 -1
- package/dist/es5/classes/framebuffer.js.map +1 -1
- package/dist/es5/classes/program-configuration.js +34 -101
- package/dist/es5/classes/program-configuration.js.map +1 -1
- package/dist/es5/classes/program.js +38 -27
- package/dist/es5/classes/program.js.map +1 -1
- package/dist/es5/classes/query.js +1 -1
- package/dist/es5/classes/query.js.map +1 -1
- package/dist/es5/classes/renderbuffer.js +1 -1
- package/dist/es5/classes/renderbuffer.js.map +1 -1
- package/dist/es5/classes/{webgl-shader.js → shader.js} +18 -132
- package/dist/es5/classes/shader.js.map +1 -0
- package/dist/es5/classes/texture-3d.js +1 -1
- package/dist/es5/classes/texture-3d.js.map +1 -1
- package/dist/es5/classes/texture-cube.js.map +1 -1
- package/dist/es5/classes/texture.js +1 -1
- package/dist/es5/classes/texture.js.map +1 -1
- package/dist/es5/classes/transform-feedback.js +1 -1
- package/dist/es5/classes/transform-feedback.js.map +1 -1
- package/dist/es5/classes/vertex-array-object.js +5 -5
- package/dist/es5/classes/vertex-array-object.js.map +1 -1
- package/dist/es5/classes/vertex-array.js +5 -5
- package/dist/es5/classes/vertex-array.js.map +1 -1
- package/dist/es5/classes/webgl-buffer.js +1 -1
- package/dist/es5/classes/webgl-buffer.js.map +1 -1
- package/dist/es5/classes/webgl-resource.js +1 -1
- package/dist/es5/classes/webgl-resource.js.map +1 -1
- package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/es5/context/parameters/webgl-parameters.js.map +1 -1
- package/dist/es5/helpers/get-program-bindings.js +274 -0
- package/dist/es5/helpers/get-program-bindings.js.map +1 -0
- package/dist/es5/helpers/program-bindings.js +2 -0
- package/dist/es5/helpers/program-bindings.js.map +1 -0
- package/dist/es5/index.js +31 -15
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/init.js +1 -1
- package/dist/es5/init.js.map +1 -1
- package/dist/es5/types/accessor.d.ts +29 -0
- package/dist/esm/adapter/converters/set-device-parameters.js +124 -0
- package/dist/esm/adapter/converters/set-device-parameters.js.map +1 -0
- package/dist/esm/adapter/converters/webgpu-texture-formats.js +285 -0
- package/dist/esm/adapter/converters/webgpu-texture-formats.js.map +1 -0
- package/dist/{device → esm/adapter/device-helpers}/device-features.js +2 -2
- package/dist/esm/adapter/device-helpers/device-features.js.map +1 -0
- package/dist/{device → esm/adapter/device-helpers}/device-limits.js +1 -1
- package/dist/esm/adapter/device-helpers/device-limits.js.map +1 -0
- package/dist/esm/{device → adapter/device-helpers}/get-device-info.js +1 -1
- package/dist/esm/adapter/device-helpers/get-device-info.js.map +1 -0
- package/dist/{webgl-utils → esm/adapter/device-helpers}/is-old-ie.js +0 -0
- package/dist/esm/adapter/device-helpers/is-old-ie.js.map +1 -0
- package/dist/{device → esm/adapter}/webgl-device.js +6 -6
- package/dist/esm/adapter/webgl-device.js.map +1 -0
- package/dist/esm/adapter/webgl-shader.js +82 -0
- package/dist/esm/adapter/webgl-shader.js.map +1 -0
- package/dist/esm/classes/framebuffer.js +1 -1
- package/dist/esm/classes/framebuffer.js.map +1 -1
- package/dist/esm/classes/program-configuration.js +10 -97
- package/dist/esm/classes/program-configuration.js.map +1 -1
- package/dist/esm/classes/program.js +31 -22
- package/dist/esm/classes/program.js.map +1 -1
- package/dist/esm/classes/query.js +1 -1
- package/dist/esm/classes/query.js.map +1 -1
- package/dist/esm/classes/renderbuffer.js +1 -1
- package/dist/esm/classes/renderbuffer.js.map +1 -1
- package/dist/{classes/webgl-shader.js → esm/classes/shader.js} +6 -81
- package/dist/esm/classes/shader.js.map +1 -0
- package/dist/esm/classes/texture-3d.js +1 -1
- package/dist/esm/classes/texture-3d.js.map +1 -1
- package/dist/esm/classes/texture-cube.js.map +1 -1
- package/dist/esm/classes/texture.js +1 -1
- package/dist/esm/classes/texture.js.map +1 -1
- package/dist/esm/classes/transform-feedback.js +1 -1
- package/dist/esm/classes/transform-feedback.js.map +1 -1
- package/dist/esm/classes/vertex-array-object.js +5 -5
- package/dist/esm/classes/vertex-array-object.js.map +1 -1
- package/dist/esm/classes/vertex-array.js +2 -2
- package/dist/esm/classes/vertex-array.js.map +1 -1
- package/dist/esm/classes/webgl-buffer.js +1 -1
- package/dist/esm/classes/webgl-buffer.js.map +1 -1
- package/dist/esm/classes/webgl-resource.js +1 -1
- package/dist/esm/classes/webgl-resource.js.map +1 -1
- package/dist/esm/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/esm/context/parameters/webgl-parameters.js.map +1 -1
- package/dist/esm/helpers/get-program-bindings.js +228 -0
- package/dist/esm/helpers/get-program-bindings.js.map +1 -0
- package/dist/esm/helpers/program-bindings.js +2 -0
- package/dist/esm/helpers/program-bindings.js.map +1 -0
- package/dist/esm/index.js +4 -2
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/init.js +1 -1
- package/dist/esm/init.js.map +1 -1
- package/dist/esm/types/accessor.d.ts +29 -0
- package/dist/helpers/get-program-bindings.d.ts +8 -0
- package/dist/helpers/get-program-bindings.d.ts.map +1 -0
- package/dist/helpers/get-program-bindings.js +228 -0
- package/dist/helpers/get-program-bindings.js.map +1 -0
- package/dist/helpers/program-bindings.d.ts +41 -0
- package/dist/helpers/program-bindings.d.ts.map +1 -0
- package/dist/helpers/program-bindings.js +2 -0
- package/dist/helpers/program-bindings.js.map +1 -0
- package/dist/index.d.ts +6 -4
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +4 -2
- package/dist/index.js.map +1 -1
- package/dist/init.js +1 -1
- package/dist/init.js.map +1 -1
- package/dist/types/accessor.d.ts +29 -0
- package/package.json +5 -5
- package/src/adapter/converters/set-device-parameters.ts +182 -0
- package/src/adapter/converters/webgpu-texture-formats.ts +167 -0
- package/src/{device → adapter/device-helpers}/device-features.ts +4 -4
- package/src/{device → adapter/device-helpers}/device-limits.ts +1 -1
- package/src/{device → adapter/device-helpers}/get-device-info.ts +2 -2
- package/src/{webgl-utils → adapter/device-helpers}/is-old-ie.ts +0 -0
- package/src/{device → adapter}/webgl-device.ts +9 -9
- package/src/adapter/webgl-shader.ts +84 -0
- package/src/classes/framebuffer.ts +1 -1
- package/src/classes/program-configuration.ts +28 -81
- package/src/classes/program.ts +70 -62
- package/src/classes/query.ts +1 -1
- package/src/classes/renderbuffer.ts +1 -1
- package/src/classes/{webgl-shader.ts → shader.ts} +6 -79
- package/src/classes/texture-3d.ts +1 -1
- package/src/classes/texture-cube.ts +1 -1
- package/src/classes/texture.ts +1 -1
- package/src/classes/transform-feedback.ts +1 -1
- package/src/classes/vertex-array-object.ts +9 -8
- package/src/classes/vertex-array.ts +14 -8
- package/src/classes/webgl-buffer.ts +1 -1
- package/src/classes/webgl-resource.ts +1 -1
- package/src/context/parameters/unified-parameter-api.ts +3 -2
- package/src/context/parameters/webgl-parameters.ts +115 -115
- package/src/helpers/get-program-bindings.ts +244 -0
- package/src/helpers/program-bindings.ts +46 -0
- package/src/index.ts +12 -6
- package/src/init.ts +1 -1
- package/src/types/accessor.d.ts +29 -0
- package/dist/api/device2.d.ts +0 -52
- package/dist/api/device2.d.ts.map +0 -1
- package/dist/api/device2.js +0 -23
- package/dist/api/device2.js.map +0 -1
- package/dist/classes/webgl-shader.d.ts.map +0 -1
- package/dist/classes/webgl-shader.js.map +0 -1
- package/dist/device/check-glsl-extension.d.ts +0 -4
- package/dist/device/check-glsl-extension.d.ts.map +0 -1
- package/dist/device/check-glsl-extension.js +0 -22
- package/dist/device/check-glsl-extension.js.map +0 -1
- package/dist/device/device-features.d.ts.map +0 -1
- package/dist/device/device-features.js.map +0 -1
- package/dist/device/device-limits.d.ts.map +0 -1
- package/dist/device/device-limits.js.map +0 -1
- package/dist/device/get-device-info.d.ts.map +0 -1
- package/dist/device/get-device-info.js.map +0 -1
- package/dist/device/webgl-device.d.ts.map +0 -1
- package/dist/device/webgl-device.js.map +0 -1
- package/dist/es5/api/device2.js +0 -42
- package/dist/es5/api/device2.js.map +0 -1
- package/dist/es5/classes/webgl-shader.js.map +0 -1
- package/dist/es5/device/check-glsl-extension.js +0 -33
- package/dist/es5/device/check-glsl-extension.js.map +0 -1
- package/dist/es5/device/device-features.js.map +0 -1
- package/dist/es5/device/device-limits.js.map +0 -1
- package/dist/es5/device/get-device-info.js.map +0 -1
- package/dist/es5/device/webgl-device.js.map +0 -1
- package/dist/es5/webgl-utils/is-old-ie.js.map +0 -1
- package/dist/es5/webgl-utils/webgl-info.ts.disabled +0 -135
- package/dist/esm/api/device2.js +0 -23
- package/dist/esm/api/device2.js.map +0 -1
- package/dist/esm/classes/webgl-shader.js.map +0 -1
- package/dist/esm/device/check-glsl-extension.js +0 -22
- package/dist/esm/device/check-glsl-extension.js.map +0 -1
- package/dist/esm/device/device-features.js.map +0 -1
- package/dist/esm/device/device-limits.js.map +0 -1
- package/dist/esm/device/get-device-info.js.map +0 -1
- package/dist/esm/device/webgl-device.js.map +0 -1
- package/dist/esm/webgl-utils/is-old-ie.js.map +0 -1
- package/dist/esm/webgl-utils/webgl-info.ts.disabled +0 -135
- package/dist/webgl-utils/is-old-ie.d.ts.map +0 -1
- package/dist/webgl-utils/is-old-ie.js.map +0 -1
- package/dist/webgl-utils/webgl-info.ts.disabled +0 -135
- package/src/api/device2.ts +0 -71
- package/src/device/check-glsl-extension.ts +0 -44
- package/src/webgl-utils/webgl-info.ts.disabled +0 -135
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isInstanced: boolean;\n indexCount: number;\n vertexCount: number;\n instanceCount: number;\n};\n\nexport default class VertexArray {\n id: string;\n gl: WebGLRenderingContext;\n readonly attributes: object = {};\n\n vertexArrayObject: VertexArrayObject;\n accessors: Accessor[] = [];\n configuration: ProgramConfiguration | null = null;\n\n // Extracted information\n elements = null;\n elementsAccessor = null;\n values = null;\n unused = null;\n drawParams = null;\n buffer = null; // For attribute 0 on desktops, and created when unbinding buffers\n \n bindOnUse = false;\n\n constructor(gl: WebGLRenderingContext, props?: VertexArrayProps) {\n // Use program's id if program is supplied but no id is supplied\n const id = props?.id || (props?.program && props?.program.id);\n // super(gl, Object.assign({}, props, {id}));\n\n this.vertexArrayObject = new VertexArrayObject(gl);\n\n this.id = id;\n this.gl = gl;\n this.configuration = null;\n\n this.initialize(props);\n Object.seal(this);\n 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('elements' in props) {\n this.setElementBuffer(props.elements);\n }\n if ('bindOnUse' in props) {\n // @ts-expect-error\n props = props.bindOnUse;\n }\n return this;\n }\n\n // Automatically called if buffers changed through VertexArray API\n clearDrawParams(): void {\n this.drawParams = null;\n }\n\n getDrawParams(): DrawParams {\n // Auto deduced draw parameters\n this.drawParams = this.drawParams || this._updateDrawParams();\n\n return this.drawParams;\n }\n\n // Set (bind) an array or map of vertex array buffers, either in numbered or named locations.\n // For names that are not present in `location`, the supplied buffers will be ignored.\n // if a single buffer of type GL.ELEMENT_ARRAY_BUFFER is present, it will be set as elements\n // Signatures:\n // {attributeName: buffer}\n // {attributeName: [buffer, accessor]}\n // {attributeName: (typed) array} => constant\n setAttributes(attributes): this {\n Object.assign(this.attributes, attributes);\n this.vertexArrayObject.bind(() => {\n for (const locationOrName in attributes) {\n const value = attributes[locationOrName];\n this._setAttribute(locationOrName, value);\n }\n // Make sure we don't leave any bindings\n this.gl.bindBuffer(GL.ARRAY_BUFFER, null);\n });\n\n return this;\n }\n\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. 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We can't set the value now since\n // constants are global and affect all other VertexArrays that have disabled attributes\n // in the same location.\n // We do disable the attribute which makes it use the global constant value at that location\n this.vertexArrayObject.enable(location, false);\n }\n\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, unbind temporarily to avoid conflicting with TransformFeedback\n unbindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.vertexArrayObject.setElementBuffer(null);\n }\n\n // Chrome does not like buffers that are bound to several binding points,\n // so we need to offer and unbind facility\n // WebGL offers disabling, but no clear way to set a VertexArray buffer to `null`\n // So we just bind all the attributes to the dummy \"attribute zero\" buffer\n this.buffer = this.buffer || new Buffer(this.gl, {accessor: {size: 4}});\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n if (this.values[location] instanceof Buffer) {\n this.gl.disableVertexAttribArray(location);\n this.gl.bindBuffer(GL.ARRAY_BUFFER, this.buffer.handle);\n this.gl.vertexAttribPointer(location, 1, GL.FLOAT, false, 0, 0);\n }\n }\n });\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, rebind rebind after temporary unbind\n bindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.setElementBuffer(this.elements);\n }\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n const buffer = this.values[location];\n if (buffer instanceof Buffer) {\n this.setBuffer(location, buffer);\n }\n }\n });\n return this;\n }\n\n // Bind for use\n // When a vertex array is about to be used, we must:\n // - Set constant attributes (since these are stored on the context and reset on bind)\n // - Check if we need to initialize the buffer\n bindForDraw(vertexCount, instanceCount, func) {\n let value;\n\n this.vertexArrayObject.bind(() => {\n // Make sure that any constant attributes are updated (stored on the context, not the VAO)\n // Also handles attribute 0\n this._setConstantAttributes(vertexCount, instanceCount);\n\n value = func();\n });\n\n return value;\n }\n\n // PRIVATE\n\n // Resolve locations and accessors\n _resolveLocationAndAccessor(locationOrName, value, valueAccessor, appAccessor) {\n const INVALID_RESULT = {\n location: -1,\n accessor: null\n };\n\n const {location, name} = this._getAttributeIndex(locationOrName);\n if (!Number.isFinite(location) || location < 0) {\n this.unused[locationOrName] = value;\n log.once(3, () => `unused value ${locationOrName} in ${this.id}`)();\n return INVALID_RESULT;\n }\n\n const accessInfo = this._getAttributeInfo(name || location);\n\n // Attribute location wasn't directly found.\n // Likely due to multi-location attributes (e.g. matrix)\n if (!accessInfo) {\n return INVALID_RESULT;\n }\n\n // Resolve the partial accessors into a final accessor\n const currentAccessor = this.accessors[location] || {};\n const accessor = Accessor.resolve(\n accessInfo.accessor,\n currentAccessor,\n valueAccessor,\n appAccessor\n );\n\n const {size, type} = accessor;\n assert(Number.isFinite(size) && Number.isFinite(type));\n\n return {location, accessor};\n }\n\n _getAttributeInfo(attributeName) {\n return this.configuration && this.configuration.getAttributeInfo(attributeName);\n }\n\n _getAttributeIndex(locationOrName) {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return {location};\n }\n\n const multiLocation = MULTI_LOCATION_ATTRIBUTE_REGEXP.exec(locationOrName);\n const name = multiLocation ? multiLocation[1] : locationOrName;\n const locationOffset = multiLocation ? Number(multiLocation[2]) : 0;\n\n if (this.configuration) {\n return {\n location: this.configuration.getAttributeLocation(name) + locationOffset,\n name\n };\n }\n\n return {location: -1};\n }\n\n _setAttribute(locationOrName, value): void {\n if (value instanceof Buffer) {\n // Signature: {attributeName: Buffer}\n this.setBuffer(locationOrName, value);\n } else if (Array.isArray(value) && value.length && value[0] instanceof Buffer) {\n // Signature: {attributeName: [buffer, accessor]}\n const buffer = value[0];\n const accessor = value[1];\n this.setBuffer(locationOrName, buffer, accessor);\n } else if (ArrayBuffer.isView(value) || Array.isArray(value)) {\n // Signature: {attributeName: constant}, constant == short (typed) array\n const constant = value;\n this.setConstant(locationOrName, constant);\n } else if (value.buffer instanceof Buffer) {\n // luma.gl v7: Support accessor objects with 'buffer' field\n // for interleaved data\n // Signature: {attributeName: {...accessor, buffer}}\n const accessor = value;\n this.setBuffer(locationOrName, accessor.buffer, accessor);\n } else {\n throw new Error(ERR_ATTRIBUTE_TYPE);\n }\n }\n\n // Updates all constant attribute values (constants are used when vertex attributes are disabled).\n // This needs to be done repeatedly since in contrast to buffer bindings,\n // constants are stored on the WebGL context, not the VAO\n _setConstantAttributes(vertexCount, instanceCount): void {\n // TODO - use accessor to determine what length to use\n const elementCount = Math.max(vertexCount | 0, instanceCount | 0);\n let constant = this.values[0];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttributeZero(constant, elementCount);\n }\n\n for (let location = 1; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n constant = this.values[location];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttribute(location, constant);\n }\n }\n }\n\n _setConstantAttributeZero(constant, elementCount: number): void {\n if (VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true})) {\n this._setConstantAttribute(0, constant);\n return;\n }\n\n // Get a dummy buffer populated with repeated constants\n const buffer = this.vertexArrayObject.getConstantBuffer(elementCount, constant);\n\n // Set the buffer on location 0\n this.vertexArrayObject.setBuffer(0, buffer, this.accessors[0]);\n }\n\n _setConstantAttribute(location, constant): void {\n VertexArrayObject.setConstant(this.gl, location, constant);\n }\n\n // Walks the buffers and updates draw parameters\n _updateDrawParams(): DrawParams {\n const drawParams = {\n elementCount: 0,\n indexType: Uint16Array,\n indexOffset: 0,\n isIndexed: false,\n isInstanced: false,\n indexCount: Infinity,\n vertexCount: Infinity,\n instanceCount: Infinity\n };\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n this._updateDrawParamsForLocation(drawParams, location);\n }\n\n if (this.elements) {\n // indexing is autodetected - buffer with target GL.ELEMENT_ARRAY_BUFFER\n // index type is saved for drawElement calls\n drawParams.elementCount = this.elements.getElementCount(this.elements.accessor);\n drawParams.isIndexed = true;\n drawParams.indexType = this.elementsAccessor.type || this.elements.accessor.type;\n drawParams.indexOffset = this.elementsAccessor.offset || 0;\n }\n\n // Post-calculation checks\n if (drawParams.indexCount === Infinity) {\n drawParams.indexCount = 0;\n }\n if (drawParams.vertexCount === Infinity) {\n drawParams.vertexCount = 0;\n }\n if (drawParams.instanceCount === Infinity) {\n drawParams.instanceCount = 0;\n }\n\n return drawParams;\n }\n\n _updateDrawParamsForLocation(drawParams: DrawParams, location): void {\n const value = this.values[location];\n const accessor = this.accessors[location];\n\n if (!value) {\n return;\n }\n\n // Check if instanced (whether buffer or constant)\n const {divisor} = accessor;\n const isInstanced = divisor > 0;\n drawParams.isInstanced = drawParams.isInstanced || isInstanced;\n\n if (value instanceof Buffer) {\n const buffer = value;\n\n if (isInstanced) {\n // instance attribute\n const instanceCount = buffer.getVertexCount(accessor);\n drawParams.instanceCount = Math.min(drawParams.instanceCount, instanceCount);\n } else {\n // normal attribute\n const vertexCount = buffer.getVertexCount(accessor);\n drawParams.vertexCount = Math.min(drawParams.vertexCount, vertexCount);\n }\n }\n }\n\n // DEPRECATED in v6.x - but not warnings not properly implemented\n\n setElements(elementBuffer = null, accessor = {}) {\n log.deprecated('setElements', 'setElementBuffer')();\n return this.setElementBuffer(elementBuffer, accessor);\n }\n}\n"],"file":"vertex-array.js"}
|
|
1
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Uint32ArrayConstructor;\n indexOffset: number;\n isIndexed: boolean;\n isInstanced: boolean;\n indexCount: number;\n vertexCount: number;\n instanceCount: number;\n};\n\nexport default class VertexArray {\n id: string;\n gl: WebGLRenderingContext;\n readonly attributes: object = {};\n\n vertexArrayObject: VertexArrayObject;\n accessors: Accessor[] = [];\n configuration: ProgramConfiguration | null = null;\n\n // Extracted information\n elements = null;\n elementsAccessor = null;\n values = null;\n unused = null;\n drawParams = null;\n buffer = null; // For attribute 0 on desktops, and created when unbinding buffers\n \n bindOnUse = false;\n\n constructor(gl: WebGLRenderingContext, props?: VertexArrayProps) {\n // Use program's id if program is supplied but no id is supplied\n const id = props?.id || (props?.program && props?.program.id);\n // super(gl, Object.assign({}, props, {id}));\n\n this.vertexArrayObject = new VertexArrayObject(gl);\n\n this.id = id;\n this.gl = gl;\n this.configuration = null;\n\n this.initialize(props);\n Object.seal(this);\n }\n\n delete(): void {\n if (this.buffer) {\n this.buffer.delete();\n }\n\n this.vertexArrayObject.delete();\n }\n\n initialize(props?: VertexArrayProps) {\n this.reset();\n this.configuration = null;\n this.bindOnUse = false;\n return this.setProps(props || {});\n }\n\n // Resets all attributes (to default valued constants)\n reset() {\n // this.vertexArrayObject.reset();\n\n this.elements = null;\n this.elementsAccessor = null;\n const {MAX_ATTRIBUTES} = this.vertexArrayObject;\n this.values = new Array(MAX_ATTRIBUTES).fill(null);\n this.accessors = new Array(MAX_ATTRIBUTES).fill(null);\n this.unused = {};\n\n // Auto detects draw params\n this.drawParams = null;\n\n return this;\n }\n\n setProps(props: VertexArrayProps) {\n if ('program' in props) {\n this.configuration = props.program && props.program.configuration;\n }\n if ('configuration' in props) {\n this.configuration = props.configuration;\n }\n if ('attributes' in props) {\n this.setAttributes(props.attributes);\n }\n if ('elements' in props) {\n this.setElementBuffer(props.elements);\n }\n if ('bindOnUse' in props) {\n // @ts-expect-error\n props = props.bindOnUse;\n }\n return this;\n }\n\n // Automatically called if buffers changed through VertexArray API\n clearDrawParams(): void {\n this.drawParams = null;\n }\n\n getDrawParams(): DrawParams {\n // Auto deduced draw parameters\n this.drawParams = this.drawParams || this._updateDrawParams();\n\n return this.drawParams;\n }\n\n // Set (bind) an array or map of vertex array buffers, either in numbered or named locations.\n // For names that are not present in `location`, the supplied buffers will be ignored.\n // if a single buffer of type GL.ELEMENT_ARRAY_BUFFER is present, it will be set as elements\n // Signatures:\n // {attributeName: buffer}\n // {attributeName: [buffer, accessor]}\n // {attributeName: (typed) array} => constant\n setAttributes(attributes): this {\n Object.assign(this.attributes, attributes);\n this.vertexArrayObject.bind(() => {\n for (const locationOrName in attributes) {\n const value = attributes[locationOrName];\n this._setAttribute(locationOrName, value);\n }\n // Make sure we don't leave any bindings\n this.gl.bindBuffer(GL.ARRAY_BUFFER, null);\n });\n\n return this;\n }\n\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported\n setElementBuffer(elementBuffer: Buffer | null = null, accessor = {}): this {\n this.elements = elementBuffer; // Save value for debugging\n this.elementsAccessor = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setElementBuffer(elementBuffer, accessor);\n\n return this;\n }\n\n // Set a location in vertex attributes array to a buffer\n setBuffer(locationOrName: number | string, buffer: Buffer, appAccessor = {}): this {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n this.setElementBuffer(buffer, appAccessor);\n return this;\n }\n\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n buffer,\n buffer.accessor,\n appAccessor\n );\n\n if (location >= 0) {\n this.values[location] = buffer;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n this.vertexArrayObject.setBuffer(location, buffer, accessor);\n }\n\n return this;\n }\n\n // Set attribute to constant value (small typed array corresponding to one vertex' worth of data)\n setConstant(locationOrName, arrayValue, appAccessor = {}): this {\n // @ts-expect-error\n const {location, accessor} = this._resolveLocationAndAccessor(\n locationOrName,\n arrayValue,\n // Ensure that size isn't taken from program for multi-column\n // attributes\n {size: arrayValue.length, ...appAccessor}\n );\n\n if (location >= 0) {\n arrayValue = this.vertexArrayObject._normalizeConstantArrayValue(arrayValue);\n\n this.values[location] = arrayValue;\n this.accessors[location] = accessor;\n this.clearDrawParams();\n\n // NOTE: We set the actual constant value later on bind. We can't set the value now since\n // constants are global and affect all other VertexArrays that have disabled attributes\n // in the same location.\n // We do disable the attribute which makes it use the global constant value at that location\n this.vertexArrayObject.enable(location, false);\n }\n\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, unbind temporarily to avoid conflicting with TransformFeedback\n unbindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.vertexArrayObject.setElementBuffer(null);\n }\n\n // Chrome does not like buffers that are bound to several binding points,\n // so we need to offer and unbind facility\n // WebGL offers disabling, but no clear way to set a VertexArray buffer to `null`\n // So we just bind all the attributes to the dummy \"attribute zero\" buffer\n this.buffer = this.buffer || new Buffer(this.gl, {accessor: {size: 4}});\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n if (this.values[location] instanceof Buffer) {\n this.gl.disableVertexAttribArray(location);\n this.gl.bindBuffer(GL.ARRAY_BUFFER, this.buffer.handle);\n this.gl.vertexAttribPointer(location, 1, GL.FLOAT, false, 0, 0);\n }\n }\n });\n return this;\n }\n\n // Workaround for Chrome TransformFeedback binding issue\n // If required, rebind rebind after temporary unbind\n bindBuffers(): this {\n this.vertexArrayObject.bind(() => {\n if (this.elements) {\n this.setElementBuffer(this.elements);\n }\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n const buffer = this.values[location];\n if (buffer instanceof Buffer) {\n this.setBuffer(location, buffer);\n }\n }\n });\n return this;\n }\n\n // Bind for use\n // When a vertex array is about to be used, we must:\n // - Set constant attributes (since these are stored on the context and reset on bind)\n // - Check if we need to initialize the buffer\n bindForDraw(vertexCount, instanceCount, func) {\n let value;\n\n this.vertexArrayObject.bind(() => {\n // Make sure that any constant attributes are updated (stored on the context, not the VAO)\n // Also handles attribute 0\n this._setConstantAttributes(vertexCount, instanceCount);\n\n value = func();\n });\n\n return value;\n }\n\n // PRIVATE\n\n // Resolve locations and accessors\n _resolveLocationAndAccessor(locationOrName, value, valueAccessor, appAccessor) {\n const INVALID_RESULT = {\n location: -1,\n accessor: null\n };\n\n const {location, name} = this._getAttributeIndex(locationOrName);\n if (!Number.isFinite(location) || location < 0) {\n this.unused[locationOrName] = value;\n log.once(3, () => `unused value ${locationOrName} in ${this.id}`)();\n return INVALID_RESULT;\n }\n\n const accessInfo = this._getAttributeInfo(name || location);\n\n // Attribute location wasn't directly found.\n // Likely due to multi-location attributes (e.g. matrix)\n if (!accessInfo) {\n return INVALID_RESULT;\n }\n\n // Resolve the partial accessors into a final accessor\n const currentAccessor = this.accessors[location] || {};\n const accessor = Accessor.resolve(\n accessInfo.accessor,\n currentAccessor,\n valueAccessor,\n appAccessor\n );\n\n const {size, type} = accessor;\n assert(Number.isFinite(size) && Number.isFinite(type));\n\n return {location, accessor};\n }\n\n _getAttributeInfo(attributeName: string | number): AttributeBinding {\n return this.configuration && this.configuration.getAttributeInfo(attributeName);\n }\n\n _getAttributeIndex(locationOrName: number | string): {location: number, name?: string} {\n const location = Number(locationOrName);\n if (Number.isFinite(location)) {\n return {location};\n }\n\n const multiLocation = MULTI_LOCATION_ATTRIBUTE_REGEXP.exec(String(locationOrName));\n const name = multiLocation ? multiLocation[1] : String(locationOrName);\n const locationOffset = multiLocation ? Number(multiLocation[2]) : 0;\n\n if (this.configuration) {\n return {\n location: this.configuration.getAttributeLocation(name) + locationOffset,\n name\n };\n }\n\n return {location: -1};\n }\n\n _setAttribute(locationOrName: number | string, value: Buffer): void;\n _setAttribute(locationOrName: number | string, value: [Buffer, any]): void;\n _setAttribute(locationOrName: number | string, value: ArrayBuffer | any[]): void;\n _setAttribute(locationOrName: number | string, value: {value: Buffer}): void;\n\n _setAttribute(locationOrName: number | string, value): void {\n if (value instanceof Buffer) {\n // Signature: {attributeName: Buffer}\n this.setBuffer(locationOrName, value);\n } else if (Array.isArray(value) && value.length && value[0] instanceof Buffer) {\n // Signature: {attributeName: [buffer, accessor]}\n const buffer = value[0];\n const accessor = value[1];\n this.setBuffer(locationOrName, buffer, accessor);\n } else if (ArrayBuffer.isView(value) || Array.isArray(value)) {\n // Signature: {attributeName: constant}, constant == short (typed) array\n const constant = value;\n this.setConstant(locationOrName, constant);\n } else if (value.buffer instanceof Buffer) {\n // luma.gl v7: Support accessor objects with 'buffer' field\n // for interleaved data\n // Signature: {attributeName: {...accessor, buffer}}\n const accessor = value;\n this.setBuffer(locationOrName, accessor.buffer, accessor);\n } else {\n throw new Error(ERR_ATTRIBUTE_TYPE);\n }\n }\n\n // Updates all constant attribute values (constants are used when vertex attributes are disabled).\n // This needs to be done repeatedly since in contrast to buffer bindings,\n // constants are stored on the WebGL context, not the VAO\n _setConstantAttributes(vertexCount: number, instanceCount: number): void {\n // TODO - use accessor to determine what length to use\n const elementCount = Math.max(vertexCount | 0, instanceCount | 0);\n let constant = this.values[0];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttributeZero(constant, elementCount);\n }\n\n for (let location = 1; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n constant = this.values[location];\n if (ArrayBuffer.isView(constant)) {\n this._setConstantAttribute(location, constant);\n }\n }\n }\n\n _setConstantAttributeZero(constant, elementCount: number): void {\n if (VertexArrayObject.isSupported(this.gl, {constantAttributeZero: true})) {\n this._setConstantAttribute(0, constant);\n return;\n }\n\n // Get a dummy buffer populated with repeated constants\n const buffer = this.vertexArrayObject.getConstantBuffer(elementCount, constant);\n\n // Set the buffer on location 0\n this.vertexArrayObject.setBuffer(0, buffer, this.accessors[0]);\n }\n\n _setConstantAttribute(location: number | string, constant): void {\n VertexArrayObject.setConstant(this.gl, location, constant);\n }\n\n // Walks the buffers and updates draw parameters\n _updateDrawParams(): DrawParams {\n const drawParams = {\n elementCount: 0,\n indexType: Uint16Array,\n indexOffset: 0,\n isIndexed: false,\n isInstanced: false,\n indexCount: Infinity,\n vertexCount: Infinity,\n instanceCount: Infinity\n };\n\n for (let location = 0; location < this.vertexArrayObject.MAX_ATTRIBUTES; location++) {\n this._updateDrawParamsForLocation(drawParams, location);\n }\n\n if (this.elements) {\n // indexing is autodetected - buffer with target GL.ELEMENT_ARRAY_BUFFER\n // index type is saved for drawElement calls\n drawParams.elementCount = this.elements.getElementCount(this.elements.accessor);\n drawParams.isIndexed = true;\n drawParams.indexType = this.elementsAccessor.type || this.elements.accessor.type;\n drawParams.indexOffset = this.elementsAccessor.offset || 0;\n }\n\n // Post-calculation checks\n if (drawParams.indexCount === Infinity) {\n drawParams.indexCount = 0;\n }\n if (drawParams.vertexCount === Infinity) {\n drawParams.vertexCount = 0;\n }\n if (drawParams.instanceCount === Infinity) {\n drawParams.instanceCount = 0;\n }\n\n return drawParams;\n }\n\n _updateDrawParamsForLocation(drawParams: DrawParams, location): void {\n const value = this.values[location];\n const accessor = this.accessors[location];\n\n if (!value) {\n return;\n }\n\n // Check if instanced (whether buffer or constant)\n const {divisor} = accessor;\n const isInstanced = divisor > 0;\n drawParams.isInstanced = drawParams.isInstanced || isInstanced;\n\n if (value instanceof Buffer) {\n const buffer = value;\n\n if (isInstanced) {\n // instance attribute\n const instanceCount = buffer.getVertexCount(accessor);\n drawParams.instanceCount = Math.min(drawParams.instanceCount, instanceCount);\n } else {\n // normal attribute\n const vertexCount = buffer.getVertexCount(accessor);\n drawParams.vertexCount = Math.min(drawParams.vertexCount, vertexCount);\n }\n }\n }\n\n // DEPRECATED in v6.x - but not warnings not properly implemented\n\n setElements(elementBuffer = null, accessor = {}) {\n log.deprecated('setElements', 'setElementBuffer')();\n return this.setElementBuffer(elementBuffer, accessor);\n }\n}\n"],"file":"vertex-array.js"}
|
|
@@ -5,7 +5,7 @@ import GL from '@luma.gl/constants';
|
|
|
5
5
|
import { getWebGL2Context, assertWebGL2Context } from '../context/context/webgl-checks';
|
|
6
6
|
import Accessor from './accessor';
|
|
7
7
|
import { getGLTypeFromTypedArray, getTypedArrayFromGLType } from '../webgl-utils/typed-array-utils';
|
|
8
|
-
import WebGLDevice from '../
|
|
8
|
+
import WebGLDevice from '../adapter/webgl-device';
|
|
9
9
|
const DEBUG_DATA_LENGTH = 10;
|
|
10
10
|
const DEPRECATED_PROPS = {
|
|
11
11
|
offset: 'accessor.offset',
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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\n/** WebGL Buffer interface */\nexport type WebGLBufferProps = BufferProps & {\n handle?: WebGLBuffer;\n data?: any; // ArrayBufferView;\n byteLength?: number;\n target?: number;\n usage?: number;\n accessor?: AccessorObject;\n\n /** @deprecated */\n index?: number;\n /** @deprecated */\n offset?: number;\n /** @deprecated */\n size?: number;\n /** @deprecated */\n type?: number\n}\n\n/** WebGL Buffer interface */\nexport default class WEBGLBuffer extends Buffer {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLBuffer;\n\n target: number;\n usage: number;\n\n byteLength: number;\n bytesUsed: number;\n\n accessor: Accessor;\n\n debugData;\n\n constructor(gl: WebGLRenderingContext, props?: BufferProps);\n constructor(gl: WebGLRenderingContext, data: ArrayBufferView | number[]);\n constructor(gl: WebGLRenderingContext, byteLength: number);\n\n constructor(gl: WebGLRenderingContext, props = {}) {\n super(WebGLDevice.attach(gl), props);\n\n this.gl = gl;\n this.gl2 = getWebGL2Context(gl);\n const handle = typeof props === 'object' ? (props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\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 // @ts-expect-error\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 destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n // @ts-expect-error\n this.handle = null;\n }\n }\n\n // returns number of elements in the buffer (assuming that the full buffer is used)\n getElementCount(accessor = this.accessor): number {\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): number {\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: BufferProps = {}): this {\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 // @ts-expect-error\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: BufferProps): this {\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): this {\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. 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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 // @ts-expect-error\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 /**\n * Copies part of the data of another buffer into this buffer \n * @note WEBGL2 ONLY\n */\n copyData(options: {\n sourceBuffer: any;\n readOffset?: number;\n writeOffset?: number;\n size: any;\n }): this {\n const {sourceBuffer, readOffset = 0, writeOffset = 0, size} = options;\n const {gl, gl2} = 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 gl2.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 /**\n * Reads data from buffer into an ArrayBufferView or SharedArrayBuffer.\n * @note WEBGL2 ONLY\n */\n getData(options?: {\n dstData?: any;\n srcByteOffset?: number;\n dstOffset?: number;\n length?: number;\n }): any {\n let {dstData = null, length = 0} = options || {};\n const {srcByteOffset = 0, dstOffset = 0} = options || {};\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.gl2.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(options?: {target?: number; index?: any; offset?: number; size: any}): this {\n const {\n target = this.target, // target for the bind operation\n // @ts-expect-error\n index = this.accessor && this.accessor.index, // index = index of target (indexed bind point)\n offset = 0,\n size\n } = options || {};\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.gl2.bindBufferRange(target, index, this.handle, offset, size);\n } else {\n assert(offset === 0); // Make sure offset wasn't supplied\n this.gl2.bindBufferBase(target, index, this.handle);\n }\n } else {\n this.gl.bindBuffer(target, this.handle);\n }\n\n return this;\n }\n\n unbind(options?: {target?: any; index?: any}): this {\n // @ts-expect-error\n const {target = this.target, index = this.accessor && this.accessor.index} = options || {};\n const isIndexedBuffer = target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER;\n if (isIndexedBuffer) {\n this.gl2.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 data: any;\n changed: boolean;\n } {\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: number = 0, byteLength: number = data.byteLength + offset): this {\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 this.byteLength = byteLength;\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: number, usage = this.usage): this {\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 // @ts-expect-error\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 this.byteLength = 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 // @ts-expect-error\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 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 /** @deprecated Use Buffer.accessor.type */\n get 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":"webgl-buffer.js"}
|
|
1
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(props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\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 // @ts-expect-error\n this.target = props.target || (this.gl.webgl2 ? 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Instead indexed bindings need to be made.\n if (target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER) {\n if (size !== undefined) {\n this.gl2.bindBufferRange(target, index, this.handle, offset, size);\n } else {\n assert(offset === 0); // Make sure offset wasn't supplied\n this.gl2.bindBufferBase(target, index, this.handle);\n }\n } else {\n this.gl.bindBuffer(target, this.handle);\n }\n\n return this;\n }\n\n unbind(options?: {target?: any; index?: any}): this {\n // @ts-expect-error\n const {target = this.target, index = this.accessor && this.accessor.index} = options || {};\n const isIndexedBuffer = target === GL.UNIFORM_BUFFER || target === GL.TRANSFORM_FEEDBACK_BUFFER;\n if (isIndexedBuffer) {\n this.gl2.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 data: any;\n changed: boolean;\n } {\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: number = 0, byteLength: number = data.byteLength + offset): this {\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 this.byteLength = byteLength;\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: number, usage = this.usage): this {\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 // @ts-expect-error\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 this.byteLength = 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 // @ts-expect-error\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 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 /** @deprecated Use Buffer.accessor.type */\n get 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":"webgl-buffer.js"}
|
|
@@ -2,7 +2,7 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
|
|
|
2
2
|
import { Resource, assert, uid, stubRemovedMethods } from '@luma.gl/api';
|
|
3
3
|
import { isWebGL2, assertWebGLContext } from '../context/context/webgl-checks';
|
|
4
4
|
import { getKey, getKeyValue } from '../webgl-utils/constants-to-keys';
|
|
5
|
-
import WebGLDevice from '../
|
|
5
|
+
import WebGLDevice from '../adapter/webgl-device';
|
|
6
6
|
const ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';
|
|
7
7
|
export default class WebGLResource extends Resource {
|
|
8
8
|
constructor(device, props, defaultProps) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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luma.gl, MIT license\nimport {Resource, assert, uid, stubRemovedMethods} from '@luma.gl/api';\nimport type {Device} from '@luma.gl/api';\nexport type {ResourceProps} from '@luma.gl/api';\nimport {isWebGL2, assertWebGLContext} from '../context/context/webgl-checks';\nimport {getKey, getKeyValue} from '../webgl-utils/constants-to-keys';\nimport WebGLDevice from '../device/webgl-device';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n/**\n * Base class for WebGL object wrappers\n */\n export default class WebGLResource<Props> extends Resource<Props> {\n id: string;\n userData: any;\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext;\n private _handle: any;\n\n private _bound = false;\n // Only meaningful for resources that allocate GPU memory\n byteLength = 0;\n\n constructor(device: Device, props: Props, defaultProps: Required<Props>) {\n super(device, props, defaultProps);\n\n this.device = WebGLDevice.attach(device);\n const gl = this.device.gl;\n\n assertWebGLContext(gl);\n\n // extends \n // @ts-expect-error\n const {id, userData = {}} = props || {};\n this.gl = gl;\n this.gl2 = gl as WebGL2RenderingContext;\n this.id = id || uid(this.constructor.name);\n this.userData = userData;\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n // @ts-expect-error\n this._handle = props?.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n this.byteLength = 0;\n }\n\n toString(): string {\n return `${this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.props);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.props);\n // }\n return this._handle;\n }\n\n delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-expect-error\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this.removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-expect-error\n if (children && deleteChildren) {\n // @ts-expect-error\n children.filter(Boolean).forEach((child) => child.delete());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param name\n * @return param\n */\n getParameter(pname: number, props = {}): any {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-expect-error\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, props);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options: {parameters?, keys?} = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-expect-error\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? getKey(this.gl, pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = getKey(this.gl, values[key]);\n }\n }\n }\n\n return values;\n }\n\n /**\n * Update a Resource setting\n *\n * @todo - cache parameter to avoid issuing WebGL calls?\n *\n * @param {string} pname - parameter (GL constant, value or key)\n * @param {GLint|GLfloat|GLenum} value\n * @return {Resource} returns self to enable chaining\n */\n setParameter(pname, value) {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-expect-error\n const parameters = this.constructor.PARAMETERS || {};\n\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n throw new Error('Parameter not available on this platform');\n }\n\n // Handle string keys\n if (parameter.type === 'GLenum') {\n // @ts-expect-error\n value = getKeyValue(value);\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // attempt to set it and let WebGL report errors\n this._setParameter(pname, value);\n return this;\n }\n\n /*\n * Batch update resource parameters\n * Assumes the subclass supports a setParameter call\n */\n setParameters(parameters) {\n for (const pname in parameters) {\n this.setParameter(pname, parameters[pname]);\n }\n return this;\n }\n\n // Install stubs for removed methods\n stubRemovedMethods(className, version, methodNames) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(props) {}\n\n // PROTECTED METHODS - These must be overridden by subclass\n _createHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _deleteHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _bindHandle(handle) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getOptsFromHandle() {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _getParameter(pname, props): number {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname, value) {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n // PRIVATE METHODS\n\n /*\n _addStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get('Resources Created').incrementCount();\n stats.get(`${name}s Created`).incrementCount();\n stats.get(`${name}s Active`).incrementCount();\n }\n\n _removeStats() {\n const name = this.constructor.name;\n const stats = lumaStats.get('Resource Counts');\n\n stats.get(`${name}s Active`).decrementCount();\n }\n\n trackAllocatedMemory(bytes, name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').addCount(bytes);\n stats.get(`${name} Memory`).addCount(bytes);\n this.byteLength = bytes;\n }\n\n trackDeallocatedMemory(name = this.constructor.name) {\n const stats = lumaStats.get('Memory Usage');\n\n stats.get('GPU Memory').subtractCount(this.byteLength);\n stats.get(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n */\n}\n"],"file":"webgl-resource.js"}
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only call setter if value has changed?\n // NOTE - the setter will automatically update this.state\n setter(gl, parameters[key], glConstant);\n }\n }\n }\n\n // HANDLE COMPOSITE SETTERS\n\n // NOTE: any non-provided values needed by composite setters are filled in from state cache\n // The cache parameter is automatically retrieved from the context\n // This depends on `trackContextState`, which is technically a \"circular\" dependency.\n // But it is too inconvenient to always require a cache parameter here.\n // This is the ONLY external dependency in this module/\n // @ts-expect-error\n const cache = gl.state && gl.state.cache;\n if (cache) {\n for (const key in compositeSetters) {\n // TODO - avoid calling composite setters if values have not changed.\n const compositeSetter = GL_COMPOSITE_PARAMETER_SETTERS[key];\n // Note - if `trackContextState` has been called,\n // the setter will automatically update this.state.cache\n compositeSetter(gl, parameters, cache);\n }\n }\n\n // Add a log for the else case?\n}\n\n/**\n * Reads the entire WebGL state from a context\n * @returns - a newly created map, with values keyed by GL parameters\n *\n * @note Copies the state from a context (gl.getParameter should not be overriden)\n * Reads the entire WebGL state from a context\n *\n * @note This can generates a huge amount of synchronous driver roundtrips and should be\n * considered a very slow operation, to be used only if/when a context already manipulated\n * by external code needs to be synchronized for the first time\n */\nexport function getParameters(gl: WebGLRenderingContext, parameters?: Record<keyof GLParameters, any>): GLParameters;\nexport function getParameters(gl: WebGLRenderingContext, parameters?: (keyof GLParameters)[]): GLParameters;\nexport function getParameters(gl: WebGLRenderingContext, parameters: keyof GLParameters): GLParameters;\n\nexport function getParameters(gl, parameters) {\n // default to querying all parameters\n parameters = parameters || GL_PARAMETER_DEFAULTS;\n // support both arrays of parameters and objects (keys represent parameters)\n\n if (typeof parameters === 'number') {\n // single GL enum\n const key = parameters;\n const getter = GL_PARAMETER_GETTERS[key];\n return getter ? getter(gl, key) : gl.getParameter(key);\n }\n\n const parameterKeys = Array.isArray(parameters) ? parameters : Object.keys(parameters);\n\n const state = {};\n for (const key of parameterKeys) {\n const getter = GL_PARAMETER_GETTERS[key];\n state[key] = getter ? getter(gl, Number(key)) : gl.getParameter(Number(key));\n }\n return state;\n}\n\n/**\n * Reset all parameters to a (almost) pure context state\n * @note viewport and scissor will be set to the values in GL_PARAMETER_DEFAULTS,\n * NOT the canvas size dimensions, so they will have to be properly set after\n * calling this function.\n */\nexport function resetParameters(gl: WebGLRenderingContext): void {\n setParameters(gl, GL_PARAMETER_DEFAULTS);\n}\n\n// Helpers\n\n// Returns true if given object is empty, false otherwise.\nfunction isObjectEmpty(object) {\n for (const key in object) {\n return false;\n }\n return true;\n}\n"],"file":"unified-parameter-api.js"}
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{"version":3,"sources":["../../../../src/context/parameters/webgl-parameters.ts"],"names":["GL"],"mappings":"AACA,OAAOA,EAAP,MAAe,oBAAf","sourcesContent":["// WebGL parameter types\nimport GL from '@luma.gl/constants';\n\nexport type TypedArray =\n | Int8Array\n | Uint8Array\n | Int16Array\n | Uint16Array\n | Int32Array\n | Uint32Array\n | Uint8ClampedArray\n | Float32Array\n | Float64Array;\n\n/**\n * TypeScript type covering all typed arrays and classic arrays consisting of numbers\n */\nexport type NumberArray = number[] | TypedArray;\n\ntype Framebuffer = any;\n\ntype GL_FUNCTION =\n GL.NEVER |\n GL.LESS |\n GL.EQUAL |\n GL.LEQUAL |\n GL.GREATER |\n GL.NOTEQUAL |\n GL.GEQUAL |\n GL.ALWAYS;\n\ntype GL_BLEND_EQUATION = GL.FUNC_ADD | GL.FUNC_SUBTRACT | GL.FUNC_REVERSE_SUBTRACT | GL.MIN_EXT | GL.MAX_EXT;\n\ntype GL_BLEND_FUNCTION =\n GL.ZERO |\n GL.ONE |\n GL.SRC_COLOR |\n GL.ONE_MINUS_SRC_COLOR |\n GL.DST_COLOR |\n GL.ONE_MINUS_DST_COLOR |\n GL.SRC_ALPHA |\n GL.ONE_MINUS_SRC_ALPHA |\n GL.DST_ALPHA |\n GL.ONE_MINUS_DST_ALPHA |\n GL.CONSTANT_COLOR |\n GL.ONE_MINUS_CONSTANT_COLOR |\n GL.CONSTANT_ALPHA |\n GL.ONE_MINUS_CONSTANT_ALPHA |\n GL.SRC_ALPHA_SATURATE;\n\ntype GL_STENCIL_OP =\n GL.KEEP |\n GL.ZERO |\n GL.REPLACE |\n GL.INCR |\n GL.INCR_WRAP |\n GL.DECR |\n GL.DECR_WRAP |\n GL.INVERT;\n\nexport type GLValueParameters = {\n
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{"version":3,"sources":["../../../../src/context/parameters/webgl-parameters.ts"],"names":["GL"],"mappings":"AACA,OAAOA,EAAP,MAAe,oBAAf","sourcesContent":["// WebGL parameter types\nimport GL from '@luma.gl/constants';\n\nexport type TypedArray =\n | Int8Array\n | Uint8Array\n | Int16Array\n | Uint16Array\n | Int32Array\n | Uint32Array\n | Uint8ClampedArray\n | Float32Array\n | Float64Array;\n\n/**\n * TypeScript type covering all typed arrays and classic arrays consisting of numbers\n */\nexport type NumberArray = number[] | TypedArray;\n\ntype Framebuffer = any;\n\ntype GL_FUNCTION =\n GL.NEVER |\n GL.LESS |\n GL.EQUAL |\n GL.LEQUAL |\n GL.GREATER |\n GL.NOTEQUAL |\n GL.GEQUAL |\n GL.ALWAYS;\n\ntype GL_BLEND_EQUATION = GL.FUNC_ADD | GL.FUNC_SUBTRACT | GL.FUNC_REVERSE_SUBTRACT | GL.MIN_EXT | GL.MAX_EXT;\n\ntype GL_BLEND_FUNCTION =\n GL.ZERO |\n GL.ONE |\n GL.SRC_COLOR |\n GL.ONE_MINUS_SRC_COLOR |\n GL.DST_COLOR |\n GL.ONE_MINUS_DST_COLOR |\n GL.SRC_ALPHA |\n GL.ONE_MINUS_SRC_ALPHA |\n GL.DST_ALPHA |\n GL.ONE_MINUS_DST_ALPHA |\n GL.CONSTANT_COLOR |\n GL.ONE_MINUS_CONSTANT_COLOR |\n GL.CONSTANT_ALPHA |\n GL.ONE_MINUS_CONSTANT_ALPHA |\n GL.SRC_ALPHA_SATURATE;\n\ntype GL_STENCIL_OP =\n GL.KEEP |\n GL.ZERO |\n GL.REPLACE |\n GL.INCR |\n GL.INCR_WRAP |\n GL.DECR |\n GL.DECR_WRAP |\n GL.INVERT;\n\nexport type GLValueParameters = {\n [GL.BLEND]?: boolean;\n [GL.BLEND_COLOR]?: [number, number, number, number] | NumberArray;\n [GL.BLEND_EQUATION_RGB]?: GL_BLEND_EQUATION;\n [GL.BLEND_EQUATION_ALPHA]?: GL_BLEND_EQUATION;\n [GL.BLEND_SRC_RGB]?: GL_BLEND_FUNCTION;\n [GL.BLEND_DST_RGB]?: GL_BLEND_FUNCTION;\n [GL.BLEND_SRC_ALPHA]?: GL_BLEND_FUNCTION;\n [GL.BLEND_DST_ALPHA]?: GL_BLEND_FUNCTION;\n [GL.COLOR_CLEAR_VALUE]?: [number, number, number, number] | NumberArray;\n [GL.COLOR_WRITEMASK]?: [boolean, boolean, boolean, boolean] | boolean[];\n [GL.CULL_FACE]?: boolean;\n [GL.CULL_FACE_MODE]?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n [GL.DEPTH_TEST]?: boolean;\n [GL.DEPTH_CLEAR_VALUE]?: number;\n [GL.DEPTH_FUNC]?: GL_FUNCTION;\n [GL.DEPTH_RANGE]?: [number, number] | NumberArray;\n [GL.DEPTH_WRITEMASK]?: boolean;\n [GL.DITHER]?: boolean;\n [GL.FRAGMENT_SHADER_DERIVATIVE_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.CURRENT_PROGRAM]?: WebGLProgram | null,\n [GL.FRAMEBUFFER_BINDING]?: WebGLFramebuffer | null;\n [GL.RENDERBUFFER_BINDING]?: WebGLRenderbuffer | null,\n [GL.TRANSFORM_FEEDBACK_BINDING]?: WebGLTransformFeedback | null,\n [GL.VERTEX_ARRAY_BINDING]?: WebGLVertexArrayObject | null,\n [GL.ARRAY_BUFFER_BINDING]?: WebGLBuffer | null,\n [GL.COPY_READ_BUFFER_BINDING]?: WebGLBuffer | null,\n [GL.COPY_WRITE_BUFFER_BINDING]?: WebGLBuffer | null,\n [GL.PIXEL_PACK_BUFFER_BINDING]?: WebGLBuffer | null,\n [GL.PIXEL_UNPACK_BUFFER_BINDING]?: WebGLBuffer | null,\n [GL.TEXTURE_BINDING_2D]?: WebGLTexture | null,\n [GL.TEXTURE_BINDING_2D_ARRAY]?: WebGLTexture | null,\n [GL.TEXTURE_BINDING_3D]?: WebGLTexture | null,\n [GL.TEXTURE_BINDING_CUBE_MAP]?: WebGLTexture | null,\n [GL.FRONT_FACE]?: GL.CW | GL.CCW;\n [GL.GENERATE_MIPMAP_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.LINE_WIDTH]?: number;\n [GL.POLYGON_OFFSET_FILL]?: boolean;\n [GL.POLYGON_OFFSET_FACTOR]?: number;\n [GL.POLYGON_OFFSET_UNITS]?: number;\n [GL.SAMPLE_ALPHA_TO_COVERAGE]?: boolean,\n [GL.SAMPLE_COVERAGE]?: boolean,\n [GL.RASTERIZER_DISCARD]?: boolean;\n [GL.SAMPLE_COVERAGE_VALUE]?: number;\n [GL.SAMPLE_COVERAGE_INVERT]?: boolean;\n [GL.SCISSOR_TEST]?: boolean;\n [GL.SCISSOR_BOX]?: [number, number, number, number] | NumberArray;\n [GL.STENCIL_TEST]?: boolean;\n [GL.STENCIL_CLEAR_VALUE]?: number;\n [GL.STENCIL_WRITEMASK]?: number;\n [GL.STENCIL_BACK_WRITEMASK]?: number;\n [GL.STENCIL_FUNC]?: GL_FUNCTION;\n [GL.STENCIL_REF]?: GL_FUNCTION;\n [GL.STENCIL_VALUE_MASK]?: GL_FUNCTION;\n [GL.STENCIL_BACK_FUNC]?: GL_FUNCTION;\n [GL.STENCIL_BACK_REF]?: GL_FUNCTION;\n [GL.STENCIL_BACK_VALUE_MASK]?: GL_FUNCTION;\n [GL.STENCIL_FAIL]?: GL_STENCIL_OP;\n [GL.STENCIL_PASS_DEPTH_FAIL]?: GL_STENCIL_OP;\n [GL.STENCIL_PASS_DEPTH_PASS]?: GL_STENCIL_OP;\n [GL.STENCIL_BACK_FAIL]?: GL_STENCIL_OP;\n [GL.STENCIL_BACK_PASS_DEPTH_FAIL]?: GL_STENCIL_OP;\n [GL.STENCIL_BACK_PASS_DEPTH_PASS]?: GL_STENCIL_OP;\n [GL.VIEWPORT]?: [number, number, number, number] | NumberArray;\n\n // WEBGL1 PIXEL PACK/UNPACK MODES\n [GL.PACK_ALIGNMENT]?: number;\n [GL.UNPACK_ALIGNMENT]?: number;\n [GL.UNPACK_FLIP_Y_WEBGL]?: boolean;\n [GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL]?: boolean;\n [GL.UNPACK_COLORSPACE_CONVERSION_WEBGL]?: GL.NONE | GL.BROWSER_DEFAULT_WEBGL;\n\n // WEBGL2 PIXEL PACK/UNPACK MODES\n // RASTERIZER_DISCARD ...\n [GL.PACK_ROW_LENGTH]?: number;\n [GL.PACK_SKIP_PIXELS]?: number;\n [GL.PACK_SKIP_ROWS]?: number;\n [GL.READ_FRAMEBUFFER_BINDING]?: Framebuffer | null;\n [GL.UNPACK_ROW_LENGTH]?: number;\n [GL.UNPACK_IMAGE_HEIGHT]?: number;\n [GL.UNPACK_SKIP_PIXELS]?: number;\n [GL.UNPACK_SKIP_ROWS]?: number;\n [GL.UNPACK_SKIP_IMAGES]?: number;\n};\n\nexport type GLFunctionStyleParameters = {\n // Function-style setters\n framebuffer?: Framebuffer | null;\n blend?: boolean;\n blendColor?: [number, number, number, number] | NumberArray;\n blendEquation?: GL_BLEND_EQUATION | [GL_BLEND_EQUATION, GL_BLEND_EQUATION];\n blendFunc?:\n [GL_BLEND_FUNCTION, GL_BLEND_FUNCTION] |\n [GL_BLEND_FUNCTION, GL_BLEND_FUNCTION, GL_BLEND_FUNCTION, GL_BLEND_FUNCTION];\n\n clearColor?: [number, number, number, number] | NumberArray;\n clearDepth?: number;\n clearStencil?: number;\n\n colorMask?: [boolean, boolean, boolean, boolean];\n\n cull?: boolean;\n cullFace?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n\n depthTest?: boolean;\n depthFunc?: GL_FUNCTION;\n depthMask?: boolean;\n depthRange?: [number, number] | NumberArray;\n\n dither?: boolean;\n\n derivativeHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n frontFace?: GL.CW | GL.CCW;\n\n mipmapHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n lineWidth?: number;\n\n polygonOffsetFill?: boolean;\n polygonOffset?: [number, number];\n\n sampleCoverage?: [number, boolean];\n\n scissorTest?: boolean;\n scissor?: [number, number, number, number] | NumberArray;\n\n stencilTest?: boolean;\n stencilMask?: number | [number, number];\n stencilFunc?: [GL_FUNCTION, number, number] | [GL_FUNCTION, number, number, GL_FUNCTION, number, number];\n stencilOp?:\n [GL_STENCIL_OP, GL_STENCIL_OP, GL_STENCIL_OP] |\n [GL_STENCIL_OP, GL_STENCIL_OP, GL_STENCIL_OP, GL_STENCIL_OP, GL_STENCIL_OP, GL_STENCIL_OP];\n viewport?: [number, number, number, number] | NumberArray;\n};\n\nexport type GLParameters = GLValueParameters | GLFunctionStyleParameters;\n"],"file":"webgl-parameters.js"}
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