@luma.gl/webgl 9.0.0-alpha.11 → 9.0.0-alpha.13
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adapter/converters/device-parameters.js +1 -12
- package/dist/adapter/converters/device-parameters.js.map +1 -1
- package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
- package/dist/adapter/converters/texture-formats.js +0 -9
- package/dist/adapter/converters/texture-formats.js.map +1 -1
- package/dist/adapter/converters/vertex-formats.d.ts.map +1 -1
- package/dist/adapter/converters/vertex-formats.js +3 -0
- package/dist/adapter/converters/vertex-formats.js.map +1 -1
- package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
- package/dist/adapter/device-helpers/device-features.js.map +1 -1
- package/dist/adapter/device-helpers/get-device-info.js +4 -0
- package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
- package/dist/adapter/helpers/get-shader-layout.d.ts +1 -1
- package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
- package/dist/adapter/helpers/get-shader-layout.js +2 -4
- package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
- package/dist/adapter/helpers/set-uniform.js +1 -1
- package/dist/adapter/helpers/set-uniform.js.map +1 -1
- package/dist/adapter/objects/constants-to-keys.d.ts.map +1 -1
- package/dist/adapter/objects/constants-to-keys.js.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.js +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
- package/dist/adapter/objects/webgl-resource.d.ts +2 -4
- package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-resource.js +1 -7
- package/dist/adapter/objects/webgl-resource.js.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
- package/dist/adapter/resources/webgl-buffer.d.ts +0 -1
- package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-buffer.js +0 -2
- package/dist/adapter/resources/webgl-buffer.js.map +1 -1
- package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.d.ts +0 -1
- package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.js +2 -2
- package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.js +4 -32
- package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/adapter/resources/webgl-sampler.d.ts +1 -0
- package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-sampler.js +4 -0
- package/dist/adapter/resources/webgl-sampler.js.map +1 -1
- package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-shader.js.map +1 -1
- package/dist/adapter/resources/webgl-texture.d.ts +2 -2
- package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-texture.js +1 -3
- package/dist/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
- package/dist/adapter/webgl-canvas-context.js +3 -0
- package/dist/adapter/webgl-canvas-context.js.map +1 -1
- package/dist/adapter/webgl-device.d.ts +2 -3
- package/dist/adapter/webgl-device.d.ts.map +1 -1
- package/dist/adapter/webgl-device.js +5 -4
- package/dist/adapter/webgl-device.js.map +1 -1
- package/dist/classic/buffer.d.ts.map +1 -1
- package/dist/classic/buffer.js.map +1 -1
- package/dist/context/debug/webgl-developer-tools.js +1 -7
- package/dist/context/debug/webgl-developer-tools.js.map +1 -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-parameter-tables.d.ts +103 -103
- package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -1
- package/dist/context/parameters/webgl-parameter-tables.js +15 -14
- package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
- package/dist/context/{context/context-state.d.ts → polyfill/context-data.d.ts} +3 -3
- package/dist/context/polyfill/context-data.d.ts.map +1 -0
- package/dist/context/polyfill/context-data.js +14 -0
- package/dist/context/polyfill/context-data.js.map +1 -0
- package/dist/context/polyfill/get-parameter-polyfill.d.ts +1 -1
- package/dist/context/polyfill/get-parameter-polyfill.d.ts.map +1 -1
- package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -1
- package/dist/context/polyfill/polyfill-context.js +4 -4
- package/dist/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/context/polyfill/polyfill-table.d.ts +7 -7
- package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
- package/dist/context/polyfill/polyfill-table.js +5 -4
- package/dist/context/polyfill/polyfill-table.js.map +1 -1
- package/dist/context/state-tracker/track-context-state.d.ts.map +1 -1
- package/dist/context/state-tracker/track-context-state.js +0 -1
- package/dist/context/state-tracker/track-context-state.js.map +1 -1
- package/dist/context/state-tracker/with-parameters.js +1 -1
- package/dist/context/state-tracker/with-parameters.js.map +1 -1
- package/dist/es5/adapter/converters/device-parameters.js +1 -12
- package/dist/es5/adapter/converters/device-parameters.js.map +1 -1
- package/dist/es5/adapter/converters/texture-formats.js +1 -10
- package/dist/es5/adapter/converters/texture-formats.js.map +1 -1
- package/dist/es5/adapter/converters/vertex-formats.js +3 -0
- package/dist/es5/adapter/converters/vertex-formats.js.map +1 -1
- package/dist/es5/adapter/device-helpers/device-features.js.map +1 -1
- package/dist/es5/adapter/device-helpers/get-device-info.js +4 -0
- package/dist/es5/adapter/device-helpers/get-device-info.js.map +1 -1
- package/dist/es5/adapter/helpers/get-shader-layout.js +2 -4
- package/dist/es5/adapter/helpers/get-shader-layout.js.map +1 -1
- package/dist/es5/adapter/helpers/set-uniform.js +1 -1
- package/dist/es5/adapter/helpers/set-uniform.js.map +1 -1
- package/dist/es5/adapter/objects/constants-to-keys.js.map +1 -1
- package/dist/es5/adapter/objects/webgl-renderbuffer.js +1 -1
- package/dist/es5/adapter/objects/webgl-renderbuffer.js.map +1 -1
- package/dist/es5/adapter/objects/webgl-resource.js +1 -6
- package/dist/es5/adapter/objects/webgl-resource.js.map +1 -1
- package/dist/es5/adapter/objects/webgl-vertex-array-object.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-buffer.js +0 -1
- package/dist/es5/adapter/resources/webgl-buffer.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-command-encoder.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-framebuffer.js +2 -1
- package/dist/es5/adapter/resources/webgl-framebuffer.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-render-pipeline.js +2 -38
- package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-sampler.js +5 -0
- package/dist/es5/adapter/resources/webgl-sampler.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-shader.js.map +1 -1
- package/dist/es5/adapter/resources/webgl-texture.js +1 -7
- package/dist/es5/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/es5/adapter/webgl-canvas-context.js +2 -0
- package/dist/es5/adapter/webgl-canvas-context.js.map +1 -1
- package/dist/es5/adapter/webgl-device.js +4 -3
- package/dist/es5/adapter/webgl-device.js.map +1 -1
- package/dist/es5/classic/buffer.js.map +1 -1
- package/dist/es5/context/debug/webgl-developer-tools.js +1 -7
- package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/es5/context/parameters/webgl-parameter-tables.js +10 -9
- package/dist/es5/context/parameters/webgl-parameter-tables.js.map +1 -1
- package/dist/es5/context/polyfill/context-data.js +21 -0
- package/dist/es5/context/polyfill/context-data.js.map +1 -0
- package/dist/es5/context/polyfill/get-parameter-polyfill.js.map +1 -1
- package/dist/es5/context/polyfill/polyfill-context.js +4 -4
- package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/es5/context/polyfill/polyfill-table.js +5 -4
- package/dist/es5/context/polyfill/polyfill-table.js.map +1 -1
- package/dist/es5/context/state-tracker/track-context-state.js +0 -1
- package/dist/es5/context/state-tracker/track-context-state.js.map +1 -1
- package/dist/es5/context/state-tracker/with-parameters.js +4 -2
- package/dist/es5/context/state-tracker/with-parameters.js.map +1 -1
- package/dist/esm/adapter/converters/device-parameters.js +1 -12
- package/dist/esm/adapter/converters/device-parameters.js.map +1 -1
- package/dist/esm/adapter/converters/texture-formats.js +0 -9
- package/dist/esm/adapter/converters/texture-formats.js.map +1 -1
- package/dist/esm/adapter/converters/vertex-formats.js +3 -0
- package/dist/esm/adapter/converters/vertex-formats.js.map +1 -1
- package/dist/esm/adapter/device-helpers/device-features.js.map +1 -1
- package/dist/esm/adapter/device-helpers/get-device-info.js +4 -0
- package/dist/esm/adapter/device-helpers/get-device-info.js.map +1 -1
- package/dist/esm/adapter/helpers/get-shader-layout.js +2 -4
- package/dist/esm/adapter/helpers/get-shader-layout.js.map +1 -1
- package/dist/esm/adapter/helpers/set-uniform.js +1 -1
- package/dist/esm/adapter/helpers/set-uniform.js.map +1 -1
- package/dist/esm/adapter/objects/constants-to-keys.js.map +1 -1
- package/dist/esm/adapter/objects/webgl-renderbuffer.js +1 -1
- package/dist/esm/adapter/objects/webgl-renderbuffer.js.map +1 -1
- package/dist/esm/adapter/objects/webgl-resource.js +1 -7
- package/dist/esm/adapter/objects/webgl-resource.js.map +1 -1
- package/dist/esm/adapter/objects/webgl-vertex-array-object.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-buffer.js +0 -2
- package/dist/esm/adapter/resources/webgl-buffer.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-command-encoder.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-framebuffer.js +2 -2
- package/dist/esm/adapter/resources/webgl-framebuffer.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-render-pipeline.js +4 -32
- package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-sampler.js +4 -0
- package/dist/esm/adapter/resources/webgl-sampler.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-shader.js.map +1 -1
- package/dist/esm/adapter/resources/webgl-texture.js +1 -3
- package/dist/esm/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/esm/adapter/webgl-canvas-context.js +3 -0
- package/dist/esm/adapter/webgl-canvas-context.js.map +1 -1
- package/dist/esm/adapter/webgl-device.js +5 -4
- package/dist/esm/adapter/webgl-device.js.map +1 -1
- package/dist/esm/classic/buffer.js.map +1 -1
- package/dist/esm/context/debug/webgl-developer-tools.js +1 -7
- package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/esm/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/esm/context/parameters/webgl-parameter-tables.js +15 -14
- package/dist/esm/context/parameters/webgl-parameter-tables.js.map +1 -1
- package/dist/esm/context/polyfill/context-data.js +14 -0
- package/dist/esm/context/polyfill/context-data.js.map +1 -0
- package/dist/esm/context/polyfill/get-parameter-polyfill.js.map +1 -1
- package/dist/esm/context/polyfill/polyfill-context.js +4 -4
- package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/esm/context/polyfill/polyfill-table.js +5 -4
- package/dist/esm/context/polyfill/polyfill-table.js.map +1 -1
- package/dist/esm/context/state-tracker/track-context-state.js +0 -1
- package/dist/esm/context/state-tracker/track-context-state.js.map +1 -1
- package/dist/esm/context/state-tracker/with-parameters.js +1 -1
- package/dist/esm/context/state-tracker/with-parameters.js.map +1 -1
- package/package.json +4 -4
- package/src/adapter/converters/device-parameters.ts +11 -11
- package/src/adapter/converters/texture-formats.ts +12 -12
- package/src/adapter/converters/vertex-formats.ts +1 -0
- package/src/adapter/device-helpers/device-features.ts +0 -1
- package/src/adapter/device-helpers/get-device-info.ts +5 -1
- package/src/adapter/helpers/get-shader-layout.ts +18 -15
- package/src/adapter/helpers/set-uniform.ts +1 -1
- package/src/adapter/objects/constants-to-keys.ts +4 -1
- package/src/adapter/objects/webgl-renderbuffer.ts +5 -5
- package/src/adapter/objects/webgl-resource.ts +7 -12
- package/src/adapter/objects/webgl-vertex-array-object.ts +4 -4
- package/src/adapter/resources/webgl-buffer.ts +4 -4
- package/src/adapter/resources/webgl-command-encoder.ts +4 -4
- package/src/adapter/resources/webgl-framebuffer.ts +6 -5
- package/src/adapter/resources/webgl-render-pipeline.ts +24 -23
- package/src/adapter/resources/webgl-sampler.ts +5 -1
- package/src/adapter/resources/webgl-shader.ts +1 -1
- package/src/adapter/resources/webgl-texture.ts +5 -7
- package/src/adapter/webgl-canvas-context.ts +1 -0
- package/src/adapter/webgl-device.ts +10 -12
- package/src/classic/buffer.ts +7 -4
- package/src/context/debug/webgl-developer-tools.ts +7 -7
- package/src/context/parameters/unified-parameter-api.ts +1 -1
- package/src/context/parameters/webgl-parameter-tables.ts +113 -94
- package/src/context/{context/context-state.ts → polyfill/context-data.ts} +6 -10
- package/src/context/polyfill/get-parameter-polyfill.ts +7 -6
- package/src/context/polyfill/polyfill-context.ts +5 -5
- package/src/context/polyfill/polyfill-table.ts +14 -13
- package/src/context/state-tracker/track-context-state.ts +0 -1
- package/src/context/state-tracker/with-parameters.ts +2 -1
- package/dist/context/context/context-state.d.ts.map +0 -1
- package/dist/context/context/context-state.js +0 -21
- package/dist/context/context/context-state.js.map +0 -1
- package/dist/es5/context/context/context-state.js +0 -26
- package/dist/es5/context/context/context-state.js.map +0 -1
- package/dist/esm/context/context/context-state.js +0 -21
- package/dist/esm/context/context/context-state.js.map +0 -1
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@@ -17,7 +17,7 @@ export declare function getProgramBindings(gl: WebGLRenderingContext, program: W
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* Extract info about all "active" uniform blocks
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* ("Active" just means that unused (inactive) blocks may have been optimized away during linking)
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*
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function getUniformBlockBindings(gl, program): Binding[] {
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function getUniformBlockBindings(gl: WebGLRenderingContext, program): Binding[] {
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if (!isWebGL2(gl)) {
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return;
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}
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@@ -1 +1 @@
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{"version":3,"file":"get-shader-layout.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"names":[],"mappings":"AAEA,OAAO,EACL,YAAY,EAIZ,eAAe,EAKhB,MAAM,cAAc,CAAC;
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{"version":3,"file":"get-shader-layout.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"names":[],"mappings":"AAEA,OAAO,EACL,YAAY,EAIZ,eAAe,EAKhB,MAAM,cAAc,CAAC;AAQtB;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,EAAE,EAAE,qBAAqB,EAAE,OAAO,EAAE,YAAY,GAAG,YAAY,CAoE9F;AAED;;;;GAIG;AACH,wBAAgB,kBAAkB,CAChC,EAAE,EAAE,qBAAqB,EACzB,OAAO,EAAE,YAAY,GACpB,eAAe,CAWjB;AA+PD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG"}
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@@ -14,7 +14,8 @@ export function getShaderLayout(gl, program) {
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};
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for (const attribute of programBindings.attributes) {
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const
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const size = Math.min(attribute.accessor.size, 4);
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const format = getVertexFormat(attribute.accessor.type || GL.FLOAT, size);
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shaderLayout.attributes.push({
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name: attribute.name,
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location: attribute.location,
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@@ -243,11 +244,8 @@ function readUniformBlocks(gl, program) {
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const uniformIndices = getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) || [];
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const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE);
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const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE);
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const uniformBlockIndex = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_BLOCK_INDEX);
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const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET);
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const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE);
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const uniformMatrixStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_MATRIX_STRIDE);
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const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);
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-
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luma.gl, MIT license\n\nimport {\n ShaderLayout,\n BindingLayout,\n UniformBinding,\n UniformBlockBinding,\n ProgramBindings,\n AttributeBinding,\n VaryingBinding,\n AttributeLayout,\n AccessorObject\n} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport Accessor from '../../classic/accessor'; // TODO - should NOT depend on classic API\nimport {decodeUniformType, decodeAttributeType} from './uniforms';\nimport {getVertexFormat} from '../converters/vertex-formats';\nimport {isSamplerUniform} from './uniforms';\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout {\n const programBindings = getProgramBindings(gl, program);\n\n const shaderLayout: ShaderLayout = {\n attributes: [],\n bindings: []\n };\n\n for (const attribute of programBindings.attributes) {\n const format =\n // attribute.accessor.format ||\n getVertexFormat(attribute.accessor.type || GL.FLOAT, attribute.accessor.size);\n shaderLayout.attributes.push({\n name: attribute.name,\n location: attribute.location,\n format,\n stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'\n });\n }\n\n // Uniform blocks\n for (const uniformBlock of programBindings.uniformBlocks) {\n const uniforms = uniformBlock.uniforms.map((uniform) => ({\n name: uniform.name,\n format: uniform.format,\n byteOffset: uniform.byteOffset,\n byteStride: uniform.byteStride,\n arrayLength: uniform.arrayLength\n }));\n shaderLayout.bindings.push({\n type: 'uniform',\n name: uniformBlock.name,\n location: uniformBlock.location,\n visibility: (uniformBlock.vertex ? 0x1 : 0) & (uniformBlock.fragment ? 0x2 : 0),\n minBindingSize: uniformBlock.byteLength,\n uniforms\n });\n }\n\n let textureUnit = 0;\n for (const uniform of programBindings.uniforms) {\n if (isSamplerUniform(uniform.type)) {\n const {viewDimension, sampleType} = getSamplerInfo(uniform.type);\n shaderLayout.bindings.push({\n type: 'texture',\n name: uniform.name,\n location: textureUnit,\n viewDimension,\n sampleType\n });\n\n // @ts-expect-error\n uniform.textureUnit = textureUnit;\n textureUnit += 1;\n }\n }\n\n const uniforms = programBindings.uniforms?.filter((uniform) => uniform.location !== null) || [];\n if (uniforms.length) {\n shaderLayout.uniforms = uniforms;\n }\n if (programBindings.varyings?.length) {\n shaderLayout.varyings = programBindings.varyings;\n }\n\n return shaderLayout;\n}\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getProgramBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): ProgramBindings {\n const config: ProgramBindings = {\n attributes: readAttributeBindings(gl, program),\n uniforms: readUniformBindings(gl, program),\n uniformBlocks: readUniformBlocks(gl, program),\n varyings: readVaryings(gl, program)\n };\n\n Object.seal(config);\n return config;\n // generateWebGPUStyleBindings(bindings);\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readAttributeBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeBinding[] {\n const attributes: AttributeBinding[] = [];\n\n const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const activeInfo = gl.getActiveAttrib(program, index);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);;\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const activeInfo = gl2.getTransformFeedbackVarying(program, location);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const {glType, components} = decodeUniformType(compositeType);;\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const activeInfo = gl.getActiveUniform(program, i);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name: rawName, size, type} = activeInfo;\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; j < uniformInfo.size; j++) {\n const elementName = `${name}[${j}]`;\n\n webglLocation = gl.getUniformLocation(program, elementName);\n\n const arrayElementUniformInfo = {\n ...uniformInfo,\n name: elementName,\n location: webglLocation as number\n };\n\n uniforms.push(arrayElementUniformInfo);\n }\n }\n }\n return uniforms;\n}\n\n/**\n * Extract info about all \"active\" uniform blocks\n *\n * (\"Active\" just means that unused (aka inactive) blocks may have been\n * optimized away during linking)\n */\nfunction readUniformBlocks(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): UniformBlockBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const getBlockParameter = (blockIndex: number, pname: GL): any =>\n gl2.getActiveUniformBlockParameter(program, blockIndex, pname);\n\n const uniformBlocks: UniformBlockBinding[] = [];\n\n const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {\n const blockInfo: UniformBlockBinding = {\n name: gl2.getActiveUniformBlockName(program, blockIndex) || '',\n location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),\n byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),\n vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n uniforms: [] as any[]\n };\n\n const uniformIndices = getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) as number[] || [];\n\n const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE); // Array of GLenum indicating the types of the uniforms.\n const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE); // Array of GLuint indicating the sizes of the uniforms.\n const uniformBlockIndex = gl2.getActiveUniforms(\n program,\n uniformIndices,\n GL.UNIFORM_BLOCK_INDEX\n ); // Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n const uniformMatrixStride = gl2.getActiveUniforms(\n program,\n uniformIndices,\n GL.UNIFORM_MATRIX_STRIDE\n ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n \n blockInfo.uniforms.push({\n name: activeInfo.name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i],\n // matrixStride: uniformStride[i],\n // rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\ntype SamplerInfo = | {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n};\n\nfunction getSamplerInfo(type: GL): SamplerInfo {\n let sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (!sampler) {\n throw new Error('sampler');\n }\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/api';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n */\n"],"file":"get-shader-layout.js"}
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1
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luma.gl, MIT license\n\nimport {\n ShaderLayout,\n // BindingLayout,\n UniformBinding,\n UniformBlockBinding,\n ProgramBindings,\n AttributeBinding,\n VaryingBinding,\n // AttributeLayout,\n AccessorObject\n} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport Accessor from '../../classic/accessor'; // TODO - should NOT depend on classic API\nimport {decodeUniformType, decodeAttributeType} from './uniforms';\nimport {getVertexFormat} from '../converters/vertex-formats';\nimport {isSamplerUniform} from './uniforms';\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout {\n const programBindings = getProgramBindings(gl, program);\n\n const shaderLayout: ShaderLayout = {\n attributes: [],\n bindings: []\n };\n\n for (const attribute of programBindings.attributes) {\n // TODO - multicolumn attributes like a matrix4 can be up to 16 elts...\n const size = Math.min(attribute.accessor.size, 4);\n const format =\n // attribute.accessor.format ||\n getVertexFormat(attribute.accessor.type || GL.FLOAT, size);\n shaderLayout.attributes.push({\n name: attribute.name,\n location: attribute.location,\n format,\n stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'\n });\n }\n\n // Uniform blocks\n for (const uniformBlock of programBindings.uniformBlocks) {\n const uniforms = uniformBlock.uniforms.map((uniform) => ({\n name: uniform.name,\n format: uniform.format,\n byteOffset: uniform.byteOffset,\n byteStride: uniform.byteStride,\n arrayLength: uniform.arrayLength\n }));\n shaderLayout.bindings.push({\n type: 'uniform',\n name: uniformBlock.name,\n location: uniformBlock.location,\n visibility: (uniformBlock.vertex ? 0x1 : 0) & (uniformBlock.fragment ? 0x2 : 0),\n minBindingSize: uniformBlock.byteLength,\n uniforms\n });\n }\n\n let textureUnit = 0;\n for (const uniform of programBindings.uniforms) {\n if (isSamplerUniform(uniform.type)) {\n const {viewDimension, sampleType} = getSamplerInfo(uniform.type);\n shaderLayout.bindings.push({\n type: 'texture',\n name: uniform.name,\n location: textureUnit,\n viewDimension,\n sampleType\n });\n\n // @ts-expect-error\n uniform.textureUnit = textureUnit;\n textureUnit += 1;\n }\n }\n\n const uniforms = programBindings.uniforms?.filter((uniform) => uniform.location !== null) || [];\n if (uniforms.length) {\n shaderLayout.uniforms = uniforms;\n }\n if (programBindings.varyings?.length) {\n shaderLayout.varyings = programBindings.varyings;\n }\n\n return shaderLayout;\n}\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getProgramBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): ProgramBindings {\n const config: ProgramBindings = {\n attributes: readAttributeBindings(gl, program),\n uniforms: readUniformBindings(gl, program),\n uniformBlocks: readUniformBlocks(gl, program),\n varyings: readVaryings(gl, program)\n };\n\n Object.seal(config);\n return config;\n // generateWebGPUStyleBindings(bindings);\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readAttributeBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeBinding[] {\n const attributes: AttributeBinding[] = [];\n\n const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const activeInfo = gl.getActiveAttrib(program, index);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);;\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const activeInfo = gl2.getTransformFeedbackVarying(program, location);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const {glType, components} = decodeUniformType(compositeType);;\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const activeInfo = gl.getActiveUniform(program, i);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name: rawName, size, type} = activeInfo;\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; j < uniformInfo.size; j++) {\n const elementName = `${name}[${j}]`;\n\n webglLocation = gl.getUniformLocation(program, elementName);\n\n const arrayElementUniformInfo = {\n ...uniformInfo,\n name: elementName,\n location: webglLocation as number\n };\n\n uniforms.push(arrayElementUniformInfo);\n }\n }\n }\n return uniforms;\n}\n\n/**\n * Extract info about all \"active\" uniform blocks\n *\n * (\"Active\" just means that unused (aka inactive) blocks may have been\n * optimized away during linking)\n */\nfunction readUniformBlocks(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): UniformBlockBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const getBlockParameter = (blockIndex: number, pname: GL): any =>\n gl2.getActiveUniformBlockParameter(program, blockIndex, pname);\n\n const uniformBlocks: UniformBlockBinding[] = [];\n\n const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {\n const blockInfo: UniformBlockBinding = {\n name: gl2.getActiveUniformBlockName(program, blockIndex) || '',\n location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),\n byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),\n vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n uniforms: [] as any[]\n };\n\n const uniformIndices = getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) as number[] || [];\n\n const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE); // Array of GLenum indicating the types of the uniforms.\n const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE); // Array of GLuint indicating the sizes of the uniforms.\n // const uniformBlockIndex = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_BLOCK_INDEX\n // ); // Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n // const uniformMatrixStride = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_MATRIX_STRIDE\n // ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n // const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n \n blockInfo.uniforms.push({\n name: activeInfo.name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i],\n // matrixStride: uniformStride[i],\n // rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\ntype SamplerInfo = | {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n};\n\nfunction getSamplerInfo(type: GL): SamplerInfo {\n let sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (!sampler) {\n throw new Error('sampler');\n }\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/api';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl: WebGLRenderingContext, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n */\n"],"file":"get-shader-layout.js"}
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@@ -68,7 +68,7 @@ export function setUniform(gl, location, type, value) {
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68
68
|
return gl.uniform3iv(location, arrayValue);
|
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69
69
|
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|
70
70
|
case GL.BOOL_VEC4:
|
|
71
|
-
gl.uniform4iv(location, arrayValue);
|
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71
|
+
return gl.uniform4iv(location, arrayValue);
|
|
72
72
|
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73
73
|
case GL.UNSIGNED_INT:
|
|
74
74
|
return gl2.uniform1uiv(location, arrayValue, 1);
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@@ -1 +1 @@
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1
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-
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|
|
1
|
+
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Uniforms\nimport GL from '@luma.gl/constants';\n\n/** Set a raw uniform (without type conversion and caching) */\n/* eslint-disable max-len */\nexport function setUniform(\n gl: WebGLRenderingContext,\n location: WebGLUniformLocation,\n type: GL,\n value: number | Float32Array | Int32Array | Uint32Array\n): void {\n const gl2 = gl as WebGL2RenderingContext;\n\n if (typeof value === 'number') {\n // prettier-ignore\n switch (type) {\n // WebGL1 samplers\n case GL.SAMPLER_2D:\n case GL.SAMPLER_CUBE:\n // WebGL2 samplers\n case GL.SAMPLER_3D:\n case GL.SAMPLER_2D_SHADOW:\n case GL.SAMPLER_2D_ARRAY:\n case GL.SAMPLER_2D_ARRAY_SHADOW:\n case GL.SAMPLER_CUBE_SHADOW:\n case GL.INT_SAMPLER_2D:\n case GL.INT_SAMPLER_3D:\n case GL.INT_SAMPLER_CUBE:\n case GL.INT_SAMPLER_2D_ARRAY:\n case GL.UNSIGNED_INT_SAMPLER_2D:\n case GL.UNSIGNED_INT_SAMPLER_3D:\n case GL.UNSIGNED_INT_SAMPLER_CUBE:\n case GL.UNSIGNED_INT_SAMPLER_2D_ARRAY:\n return gl.uniform1i(location, value);\n }\n }\n\n // @ts-expect-error\n if (value === true) {\n value = 1;\n }\n // @ts-expect-error\n if (value === false) {\n value = 1;\n }\n const arrayValue = (typeof value === 'number') ? [value] : value;\n\n // prettier-ignore\n switch (type) {\n case GL.FLOAT: return gl.uniform1fv(location, arrayValue);\n case GL.FLOAT_VEC2: return gl.uniform2fv(location, arrayValue);\n case GL.FLOAT_VEC3: return gl.uniform3fv(location, arrayValue);\n case GL.FLOAT_VEC4: return gl.uniform4fv(location, arrayValue);\n\n case GL.INT: return gl.uniform1iv(location, arrayValue);\n case GL.INT_VEC2: return gl.uniform2iv(location, arrayValue);\n case GL.INT_VEC3: return gl.uniform3iv(location, arrayValue);\n case GL.INT_VEC4: return gl.uniform4iv(location, arrayValue);\n\n case GL.BOOL: return gl.uniform1iv(location, arrayValue);\n case GL.BOOL_VEC2: return gl.uniform2iv(location, arrayValue);\n case GL.BOOL_VEC3: return gl.uniform3iv(location, arrayValue);\n case GL.BOOL_VEC4: return gl.uniform4iv(location, arrayValue);\n\n // WEBGL2 - unsigned integers\n case GL.UNSIGNED_INT: return gl2.uniform1uiv(location, arrayValue, 1);\n case GL.UNSIGNED_INT_VEC2: return gl2.uniform2uiv(location, arrayValue, 2);\n case GL.UNSIGNED_INT_VEC3: return gl2.uniform3uiv(location, arrayValue, 3);\n case GL.UNSIGNED_INT_VEC4: return gl2.uniform4uiv(location, arrayValue, 4);\n\n // WebGL2 - quadratic matrices\n // false: don't transpose the matrix\n case GL.FLOAT_MAT2: return gl.uniformMatrix2fv(location, false, arrayValue);\n case GL.FLOAT_MAT3: return gl.uniformMatrix3fv(location, false, arrayValue);\n case GL.FLOAT_MAT4: return gl.uniformMatrix4fv(location, false, arrayValue);\n\n // WebGL2 - rectangular matrices\n case GL.FLOAT_MAT2x3: return gl2.uniformMatrix2x3fv(location, false, arrayValue);\n case GL.FLOAT_MAT2x4: return gl2.uniformMatrix2x4fv(location, false, arrayValue);\n case GL.FLOAT_MAT3x2: return gl2.uniformMatrix3x2fv(location, false, arrayValue);\n case GL.FLOAT_MAT3x4: return gl2.uniformMatrix3x4fv(location, false, arrayValue);\n case GL.FLOAT_MAT4x2: return gl2.uniformMatrix4x2fv(location, false, arrayValue);\n case GL.FLOAT_MAT4x3: return gl2.uniformMatrix4x3fv(location, false, arrayValue);\n }\n\n throw new Error('Illegal uniform');\n}\n"],"file":"set-uniform.js"}
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@@ -1 +1 @@
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1
|
-
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1
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+
{"version":3,"file":"constants-to-keys.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/constants-to-keys.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAGpC,wBAAgB,WAAW,CAAC,EAAE,EAAE,qBAAqB,EAAE,IAAI,EAAE,MAAM,GAAG,EAAE,GAAG,EAAE,CAkB5E;AAED,wBAAgB,MAAM,CAAC,EAAE,EAAE,qBAAqB,EAAE,KAAK,EAAE,GAAG,GAAG,MAAM,CAWpE;AAED,wBAAgB,UAAU,CAAC,EAAE,EAAE,qBAAqB,EAAE,KAAK,EAAE,GAAG,GAAG,MAAM,CAUxE"}
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@@ -1 +1 @@
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|
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1
|
-
{"version":3,"sources":["../../../src/adapter/objects/constants-to-keys.ts"],"names":["assert","getKeyValue","gl","name","number","Number","isNaN","replace","value","undefined","getKey","key","String","getKeyType"],"mappings":"AAAA,SAAQA,MAAR,QAAqB,cAArB;AAIA,OAAO,SAASC,WAAT,CAAqBC,EAArB,EAAgDC,IAAhD,EAAuE;AAE5E,MAAI,OAAOA,IAAP,KAAgB,QAApB,EAA8B;AAC5B,WAAOA,IAAP;AACD;;AAGD,QAAMC,MAAM,GAAGC,MAAM,CAACF,IAAD,CAArB;;AACA,MAAI,CAACG,KAAK,CAACF,MAAD,CAAV,EAAoB;AAClB,WAAOA,MAAP;AACD;;AAGDD,EAAAA,IAAI,GAAGA,IAAI,CAACI,OAAL,CAAa,OAAb,EAAsB,EAAtB,CAAP;
|
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1
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+
{"version":3,"sources":["../../../src/adapter/objects/constants-to-keys.ts"],"names":["assert","getKeyValue","gl","name","number","Number","isNaN","replace","value","undefined","getKey","key","String","getKeyType"],"mappings":"AAAA,SAAQA,MAAR,QAAqB,cAArB;AAIA,OAAO,SAASC,WAAT,CAAqBC,EAArB,EAAgDC,IAAhD,EAAuE;AAE5E,MAAI,OAAOA,IAAP,KAAgB,QAApB,EAA8B;AAC5B,WAAOA,IAAP;AACD;;AAGD,QAAMC,MAAM,GAAGC,MAAM,CAACF,IAAD,CAArB;;AACA,MAAI,CAACG,KAAK,CAACF,MAAD,CAAV,EAAoB;AAClB,WAAOA,MAAP;AACD;;AAGDD,EAAAA,IAAI,GAAGA,IAAI,CAACI,OAAL,CAAa,OAAb,EAAsB,EAAtB,CAAP;AAEA,QAAMC,KAAK,GAAGN,EAAE,CAACC,IAAD,CAAhB;AACAH,EAAAA,MAAM,CAACQ,KAAK,KAAKC,SAAX,4CAAyDN,IAAzD,EAAN;AACA,SAAOK,KAAP;AACD;AAED,OAAO,SAASE,MAAT,CAAgBR,EAAhB,EAA2CM,KAA3C,EAA+D;AAEpEN,EAAAA,EAAE,GAAGA,EAAE,CAACA,EAAH,IAASA,EAAd;AACAM,EAAAA,KAAK,GAAGH,MAAM,CAACG,KAAD,CAAd;;AACA,OAAK,MAAMG,GAAX,IAAkBT,EAAlB,EAAsB;AAEpB,QAAIA,EAAE,CAACS,GAAD,CAAF,KAAYH,KAAhB,EAAuB;AACrB,0BAAaG,GAAb;AACD;AACF;;AACD,SAAOC,MAAM,CAACJ,KAAD,CAAb;AACD;AAED,OAAO,SAASK,UAAT,CAAoBX,EAApB,EAA+CM,KAA/C,EAAmE;AACxER,EAAAA,MAAM,CAACQ,KAAK,KAAKC,SAAX,EAAsB,eAAtB,CAAN;AACAD,EAAAA,KAAK,GAAGH,MAAM,CAACG,KAAD,CAAd;;AACA,OAAK,MAAMG,GAAX,IAAkBT,EAAlB,EAAsB;AAEpB,QAAIA,EAAE,CAACS,GAAD,CAAF,KAAYH,KAAhB,EAAuB;AACrB,0BAAaG,GAAb;AACD;AACF;;AACD,SAAOC,MAAM,CAACJ,KAAD,CAAb;AACD","sourcesContent":["import {assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\n// Resolve a WebGL enumeration name (returns itself if already a number)\nexport function getKeyValue(gl: WebGLRenderingContext, name: string | GL): GL {\n // If not a string, return (assume number)\n if (typeof name !== 'string') {\n return name;\n }\n\n // If string converts to number, return number\n const number = Number(name);\n if (!isNaN(number)) {\n return number;\n }\n\n // Look up string, after removing any 'GL.' or 'gl.' prefix\n name = name.replace(/^.*\\./, '');\n // @ts-ignore expect-error depends on settings\n const value = gl[name];\n assert(value !== undefined, `Accessing undefined constant GL.${name}`);\n return value;\n}\n\nexport function getKey(gl: WebGLRenderingContext, value: any): string {\n // @ts-ignore expect-error depends on settings \n gl = gl.gl || gl;\n value = Number(value);\n for (const key in gl) {\n // @ts-ignore expect-error depends on settings\n if (gl[key] === value) {\n return `GL.${key}`;\n }\n }\n return String(value);\n}\n\nexport function getKeyType(gl: WebGLRenderingContext, value: any): string {\n assert(value !== undefined, 'undefined key');\n value = Number(value);\n for (const key in gl) {\n // @ts-ignore expect-error depends on settings\n if (gl[key] === value) {\n return `GL.${key}`;\n }\n }\n return String(value);\n}\n"],"file":"constants-to-keys.js"}
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@@ -1 +1 @@
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1
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-
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|
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1
|
+
{"version":3,"file":"webgl-renderbuffer.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"names":[],"mappings":"AACA,OAAO,EAAS,aAAa,EAAC,MAAM,cAAc,CAAC;AAEnD,OAAO,WAAW,MAAM,iBAAiB,CAAC;AAC1C,OAAO,aAAa,MAAM,kBAAkB,CAAC;AAK7C,oBAAY,iBAAiB,GAAG,aAAa,GAAG;IAC9C,MAAM,EAAE,MAAM,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,OAAO,CAAC,EAAE,MAAM,CAAC;CAClB,CAAC;AAYF;;;;;;;;;GASG;AACH,MAAM,CAAC,OAAO,OAAO,iBAAkB,SAAQ,aAAa,CAAC,iBAAiB,CAAC;IAC9E,IAAa,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,MAAM,CAA2B;IAErE,IAAI,KAAK,IAAI,MAAM,CAA6B;IAChD,IAAI,MAAM,IAAI,MAAM,CAA8B;IAClD,IAAI,MAAM,IAAI,MAAM,CAA+B;IACnD,IAAI,OAAO,IAAI,MAAM,CAA+B;IAEpD,MAAM,CAAC,WAAW,CAAC,EAAE,EAAE,qBAAqB,EAAE,OAAO,CAAC,EAAE;QAAC,MAAM,CAAC,EAAE,MAAM,CAAA;KAAC,GAAG,OAAO;gBAIvE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,iBAAiB;IAKzD,MAAM,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,GAAG,IAAI;IAWnD,iEAAiE;IACjE,SAAS,CAAC,WAAW,CAAC,KAAK,EAAE,QAAQ,CAAC,iBAAiB,CAAC;IA0B/C,aAAa;IAIb,aAAa,IAAI,IAAI;IAKrB,WAAW,CAAC,MAAM,EAAE,iBAAiB,GAAG,IAAI;CAGtD"}
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@@ -33,7 +33,7 @@ export default class WEBGLRenderbuffer extends WebGLResource {
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33
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}
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34
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35
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static isSupported(gl, options) {
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36
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-
return !options.format || isRenderbufferFormatSupported(gl, options.format);
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+
return !(options !== null && options !== void 0 && options.format) || isRenderbufferFormatSupported(gl, options.format);
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}
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constructor(device, props) {
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@@ -1 +1 @@
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-
{"version":3,"sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"names":["assert","GL","WebGLResource","isRenderbufferFormatSupported","getRenderbufferFormatBytesPerPixel","DEFAULT_RENDERBUFFER_PROPS","id","undefined","handle","userData","format","width","height","samples","WEBGLRenderbuffer","Symbol","toStringTag","props","isSupported","gl","options","constructor","device","_initialize","resize","size","Object","assign","trackDeallocatedMemory","bindRenderbuffer","RENDERBUFFER","isWebGL2","renderbufferStorageMultisample","renderbufferStorage","trackAllocatedMemory","_createHandle","createRenderbuffer","_deleteHandle","deleteRenderbuffer","_bindHandle"],"mappings":"AACA,SAAQA,MAAR,QAAoC,cAApC;AACA,OAAOC,EAAP,MAAe,oBAAf;AAEA,OAAOC,aAAP,MAA0B,kBAA1B;AACA,SACEC,6BADF,EACiCC,kCADjC,QAEO,oCAFP;AAWA,MAAMC,0BAAuD,GAAG;AAC9DC,EAAAA,EAAE,EAAEC,SAD0D;AAE9DC,EAAAA,MAAM,EAAED,SAFsD;AAG9DE,EAAAA,QAAQ,EAAEF,SAHoD;AAI9DG,EAAAA,MAAM,EAAE,CAJsD;AAK9DC,EAAAA,KAAK,EAAE,CALuD;AAM9DC,EAAAA,MAAM,EAAE,CANsD;AAO9DC,EAAAA,OAAO,EAAE;AAPqD,CAAhE;AAoBA,eAAe,MAAMC,iBAAN,SAAgCZ,aAAhC,CAAiE;
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1
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+
{"version":3,"sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"names":["assert","GL","WebGLResource","isRenderbufferFormatSupported","getRenderbufferFormatBytesPerPixel","DEFAULT_RENDERBUFFER_PROPS","id","undefined","handle","userData","format","width","height","samples","WEBGLRenderbuffer","Symbol","toStringTag","props","isSupported","gl","options","constructor","device","_initialize","resize","size","Object","assign","trackDeallocatedMemory","bindRenderbuffer","RENDERBUFFER","isWebGL2","renderbufferStorageMultisample","renderbufferStorage","trackAllocatedMemory","_createHandle","createRenderbuffer","_deleteHandle","deleteRenderbuffer","_bindHandle"],"mappings":"AACA,SAAQA,MAAR,QAAoC,cAApC;AACA,OAAOC,EAAP,MAAe,oBAAf;AAEA,OAAOC,aAAP,MAA0B,kBAA1B;AACA,SACEC,6BADF,EACiCC,kCADjC,QAEO,oCAFP;AAWA,MAAMC,0BAAuD,GAAG;AAC9DC,EAAAA,EAAE,EAAEC,SAD0D;AAE9DC,EAAAA,MAAM,EAAED,SAFsD;AAG9DE,EAAAA,QAAQ,EAAEF,SAHoD;AAI9DG,EAAAA,MAAM,EAAE,CAJsD;AAK9DC,EAAAA,KAAK,EAAE,CALuD;AAM9DC,EAAAA,MAAM,EAAE,CANsD;AAO9DC,EAAAA,OAAO,EAAE;AAPqD,CAAhE;AAoBA,eAAe,MAAMC,iBAAN,SAAgCZ,aAAhC,CAAiE;AAC/C,OAAlBa,MAAM,CAACC,WAAW,IAAY;AAAE,WAAO,cAAP;AAAwB;;AAE5D,MAALL,KAAK,GAAW;AAAE,WAAO,KAAKM,KAAL,CAAWN,KAAlB;AAA0B;;AACtC,MAANC,MAAM,GAAW;AAAE,WAAO,KAAKK,KAAL,CAAWL,MAAlB;AAA2B;;AACxC,MAANF,MAAM,GAAY;AAAE,WAAO,KAAKO,KAAL,CAAWP,MAAlB;AAA2B;;AACxC,MAAPG,OAAO,GAAW;AAAE,WAAO,KAAKI,KAAL,CAAWJ,OAAlB;AAA4B;;AAElC,SAAXK,WAAW,CAACC,EAAD,EAA4BC,OAA5B,EAAkE;AAClF,WAAO,EAACA,OAAD,aAACA,OAAD,eAACA,OAAO,CAAEV,MAAV,KAAoBP,6BAA6B,CAACgB,EAAD,EAAKC,OAAO,CAACV,MAAb,CAAxD;AACD;;AAEDW,EAAAA,WAAW,CAACC,MAAD,EAAsBL,KAAtB,EAAgD;AACzD,UAAMK,MAAN,EAAcL,KAAd,EAAqBZ,0BAArB;;AACA,SAAKkB,WAAL,CAAiB,KAAKN,KAAtB;AACD;;AAEDO,EAAAA,MAAM,CAACC,IAAD,EAA8C;AAElD,QAAIA,IAAI,CAACd,KAAL,KAAe,KAAKA,KAApB,IAA6Bc,IAAI,CAACb,MAAL,KAAgB,KAAKA,MAAtD,EAA8D;AAC5Dc,MAAAA,MAAM,CAACC,MAAP,CAAc,KAAKV,KAAnB,EAA0B,EAAC,GAAGQ,IAAJ;AAAUf,QAAAA,MAAM,EAAE,KAAKA,MAAvB;AAA+BG,QAAAA,OAAO,EAAE,KAAKA;AAA7C,OAA1B;;AACA,WAAKU,WAAL,CAAiB,KAAKN,KAAtB;AACD;;AACD,WAAO,IAAP;AACD;;AAKSM,EAAAA,WAAW,CAACN,KAAD,EAAqC;AACxD,UAAM;AAACP,MAAAA,MAAD;AAASC,MAAAA,KAAT;AAAgBC,MAAAA,MAAhB;AAAwBC,MAAAA;AAAxB,QAAmCI,KAAzC;AACAjB,IAAAA,MAAM,CAACU,MAAD,EAAS,cAAT,CAAN;AAEA,SAAKkB,sBAAL;AAEA,SAAKT,EAAL,CAAQU,gBAAR,CAAyB5B,EAAE,CAAC6B,YAA5B,EAA0C,KAAKtB,MAA/C;;AAEA,QAAIK,OAAO,KAAK,CAAZ,IAAiB,KAAKS,MAAL,CAAYS,QAAjC,EAA2C;AAEzC,WAAKZ,EAAL,CAAQa,8BAAR,CAAuC/B,EAAE,CAAC6B,YAA1C,EAAwDjB,OAAxD,EAAiEH,MAAjE,EAAyEC,KAAzE,EAAgFC,MAAhF;AACD,KAHD,MAGO;AACL,WAAKO,EAAL,CAAQc,mBAAR,CAA4BhC,EAAE,CAAC6B,YAA/B,EAA6CpB,MAA7C,EAAqDC,KAArD,EAA4DC,MAA5D;AACD;;AAED,SAAKO,EAAL,CAAQU,gBAAR,CAAyB5B,EAAE,CAAC6B,YAA5B,EAA0C,IAA1C;AAEA,SAAKI,oBAAL,CACEvB,KAAK,GAAGC,MAAR,IAAkBC,OAAO,IAAI,CAA7B,IAAkCT,kCAAkC,CAACM,MAAD,CADtE;AAIA,WAAO,IAAP;AACD;;AAIQyB,EAAAA,aAAa,GAAG;AACvB,WAAO,KAAKhB,EAAL,CAAQiB,kBAAR,EAAP;AACD;;AAEQC,EAAAA,aAAa,GAAS;AAC7B,SAAKlB,EAAL,CAAQmB,kBAAR,CAA2B,KAAK9B,MAAhC;AACA,SAAKoB,sBAAL;AACD;;AAEQW,EAAAA,WAAW,CAAC/B,MAAD,EAAkC;AACpD,SAAKW,EAAL,CAAQU,gBAAR,CAAyB5B,EAAE,CAAC6B,YAA5B,EAA0CtB,MAA1C;AACD;;AAlE6E","sourcesContent":["/* eslint-disable no-inline-comments */\nimport {assert, ResourceProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\nimport WebGLResource from './webgl-resource';\nimport {\n isRenderbufferFormatSupported, getRenderbufferFormatBytesPerPixel\n} from '../converters/renderbuffer-formats';\n\nexport type RenderbufferProps = ResourceProps & {\n format: number;\n width?: number;\n height?: number;\n samples?: number;\n};\n\nconst DEFAULT_RENDERBUFFER_PROPS: Required<RenderbufferProps> = {\n id: undefined,\n handle: undefined,\n userData: undefined,\n format: 0,\n width: 1, \n height: 1, \n samples: 0\n};\n\n/**\n * Renderbuffers are GPU objects that contain images.\n * In contrast to Textures they are optimized for use as render targets, with Framebuffers.\n * while Textures may not be, and are the logical choice when\n * you do not need to sample (i.e. in a post-pass shader)\n * from the produced image. If you need to resample\n * (such as when reading depth back in a second shader pass),\n * use Textures instead.\n * Renderbuffer objects also natively accommodate Multisampling (MSAA).\n */\nexport default class WEBGLRenderbuffer extends WebGLResource<RenderbufferProps> {\n override get [Symbol.toStringTag](): string { return 'Renderbuffer'; }\n\n get width(): number { return this.props.width; }\n get height(): number { return this.props.height; }\n get format(): number { return this.props.format; }\n get samples(): number { return this.props.samples; }\n\n static isSupported(gl: WebGLRenderingContext, options?: {format?: number}): boolean {\n return !options?.format || isRenderbufferFormatSupported(gl, options.format);\n }\n\n constructor(device: WebGLDevice, props: RenderbufferProps) {\n super(device, props, DEFAULT_RENDERBUFFER_PROPS);\n this._initialize(this.props);\n }\n\n resize(size: {width: number, height: number}): this {\n // Don't resize if width/height haven't changed\n if (size.width !== this.width || size.height !== this.height) {\n Object.assign(this.props, {...size, format: this.format, samples: this.samples});\n this._initialize(this.props);\n }\n return this;\n }\n\n // PRIVATE METHODS\n\n /** Creates and initializes a renderbuffer object's data store */\n protected _initialize(props: Required<RenderbufferProps>) {\n const {format, width, height, samples} = props;\n assert(format, 'Needs format');\n\n this.trackDeallocatedMemory();\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n\n if (samples !== 0 && this.device.isWebGL2) {\n // @ts-expect-error\n this.gl.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, format, width, height);\n } else {\n this.gl.renderbufferStorage(GL.RENDERBUFFER, format, width, height);\n }\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.trackAllocatedMemory(\n width * height * (samples || 1) * getRenderbufferFormatBytesPerPixel(format)\n );\n\n return this;\n }\n\n // RESOURCE IMPLEMENTATION\n\n override _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n override _deleteHandle(): void {\n this.gl.deleteRenderbuffer(this.handle);\n this.trackDeallocatedMemory();\n }\n\n override _bindHandle(handle: WEBGLRenderbuffer): void {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n}\n"],"file":"webgl-renderbuffer.js"}
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@@ -5,9 +5,7 @@ import WebGLDevice from '../webgl-device';
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/**
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* Base class for WebGL object wrappers
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*/
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export default abstract class WebGLResource<Props> extends Resource<Props> {
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id: string;
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userData: any;
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export default abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {
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9
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readonly device: WebGLDevice;
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readonly gl: WebGLRenderingContext;
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readonly gl2: WebGL2RenderingContext;
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@@ -29,7 +27,7 @@ export default abstract class WebGLResource<Props> extends Resource<Props> {
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* @param name
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*/
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getParameter(pname: number, props?:
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getParameter(pname: number, props?: any): any;
|
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|
getParameters(options?: {
|
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34
32
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parameters?: any;
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35
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keys?: any;
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"webgl-resource.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-resource.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,QAAQ,EAAkC,MAAM,cAAc,CAAC;AACvE,OAAO,KAAK,EAAC,MAAM,EAAE,aAAa,EAAC,MAAM,cAAc,CAAC;AACxD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAEpC,OAAO,WAAW,MAAM,iBAAiB,CAAC;AAO1C;;GAEG;AACF,MAAM,CAAC,OAAO,CAAC,QAAQ,OAAO,aAAa,CAAC,KAAK,CAAE,SAAQ,QAAQ,CAAC,KAAK,CAAC;
|
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1
|
+
{"version":3,"file":"webgl-resource.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-resource.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,QAAQ,EAAkC,MAAM,cAAc,CAAC;AACvE,OAAO,KAAK,EAAC,MAAM,EAAE,aAAa,EAAC,MAAM,cAAc,CAAC;AACxD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAEpC,OAAO,WAAW,MAAM,iBAAiB,CAAC;AAO1C;;GAEG;AACF,MAAM,CAAC,OAAO,CAAC,QAAQ,OAAO,aAAa,CAAC,KAAK,SAAS,aAAa,CAAE,SAAQ,QAAQ,CAAC,KAAK,CAAC;IAC/F,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,EAAE,EAAE,qBAAqB,CAAC;IACnC,QAAQ,CAAC,GAAG,EAAE,sBAAsB,CAAC;IACrC,OAAO,CAAC,OAAO,CAAM;IAErB,OAAO,CAAC,MAAM,CAAS;IAEvB,UAAU,SAAK;gBAEH,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,QAAQ,CAAC,KAAK,CAAC;IA6B9D,QAAQ,IAAI,MAAM;IAI3B,IAAI,MAAM,QAWT;IAEQ,OAAO,IAAI,IAAI;IAIf,MAAM,CAAC,EAAC,cAAsB,EAAC;;KAAK;IAmB7C,IAAI,CAAC,YAAY,MAAc;IAuB/B,MAAM;IAIN;;;;;OAKG;IACH,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,GAAE,GAAQ,GAAG,GAAG;IAiCjD,aAAa,CAAC,OAAO,GAAE;QAAC,UAAU,CAAC,EAAE,GAAG,CAAC;QAAC,IAAI,CAAC,EAAE,GAAG,CAAA;KAAM;IAoC1D;;;;;;;;OAQG;IACH,YAAY,CAAC,KAAK,EAAE,EAAE,GAAG,MAAM,EAAE,KAAK,EAAE,GAAG,GAAG,IAAI;IAqClD,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,EAAE,EAAE,GAAG,CAAC;IAQzC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE;IAK5E,UAAU,CAAC,KAAK,EAAE,aAAa;IAG/B,aAAa;IAIb,aAAa;IAIb,WAAW,CAAC,MAAM,EAAE,GAAG;IAIvB,kBAAkB;IAIlB,aAAa,CAAC,KAAK,EAAE,EAAE,EAAE,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,MAAM;IAI5D,aAAa,CAAC,KAAK,EAAE,EAAE,GAAG,MAAM,EAAE,KAAK,EAAE,GAAG;CAuC7C"}
|
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@@ -8,10 +8,6 @@ export default class WebGLResource extends Resource {
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8
8
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constructor(device, props, defaultProps) {
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9
9
|
super(device, props, defaultProps);
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10
10
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-
_defineProperty(this, "id", void 0);
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-
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13
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-
_defineProperty(this, "userData", void 0);
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-
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11
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_defineProperty(this, "device", void 0);
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16
12
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_defineProperty(this, "gl", void 0);
|
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@@ -28,13 +24,11 @@ export default class WebGLResource extends Resource {
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24
|
const gl = this.device.gl;
|
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29
25
|
assertWebGLContext(gl);
|
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|
const {
|
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-
id
|
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32
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-
userData = {}
|
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+
id
|
|
33
28
|
} = props || {};
|
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|
this.gl = gl;
|
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|
this.gl2 = gl;
|
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36
31
|
this.id = id || uid(this.constructor.name);
|
|
37
|
-
this.userData = userData;
|
|
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32
|
this._handle = props === null || props === void 0 ? void 0 : props.handle;
|
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|
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if (this._handle === undefined) {
|
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@@ -1 +1 @@
|
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1
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-
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|
|
1
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+
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Make these bindings dependent on dynamic import (debug)?\nimport {getKey, getKeyValue} from './constants-to-keys';\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 abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {\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 const {id} = props || {};\n this.gl = gl;\n this.gl2 = gl as WebGL2RenderingContext;\n this.id = id || uid(this.constructor.name);\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = props?.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n this.byteLength = 0;\n }\n\n override 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 override destroy(): void {\n this.delete();\n }\n\n override 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 = {}): 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 ? 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Constants not supported\n setElementBuffer(elementBuffer: Buffer | null = null, opts = {}) {\n assert(!elementBuffer || elementBuffer.target === GL.ELEMENT_ARRAY_BUFFER, ERR_ELEMENTS);\n\n // The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject...\n this.bind(() => {\n this.gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, elementBuffer ? elementBuffer.handle : null);\n });\n\n return this;\n }\n\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location: number, buffer: Buffer, accessor: any): this {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n return this.setElementBuffer(buffer, accessor);\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = accessor;\n\n const {gl, gl2} = this;\n location = Number(location);\n\n this.bind(() => {\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer.handle);\n\n // WebGL2 supports *integer* data formats, i.e. GPU will see integer values\n if (integer) {\n this.device.assertWebGL2();\n gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n gl.enableVertexAttribArray(location);\n gl2.vertexAttribDivisor(location, divisor || 0);\n\n // NOTE We don't unbind buffer here, typically another buffer will be bound just after\n });\n\n return this;\n }\n\n /**\n * Enabling an attribute location makes it reference the currently bound buffer\n * Disabling an attribute location makes it reference the global constant value\n * TODO - handle single values for size 1 attributes?\n * TODO - convert classic arrays based on known type?\n */\n enable(location: number, enable = true): this {\n // Attribute 0 cannot be disabled in most desktop OpenGL based browsers...\n const canDisableAttributeZero = this.device.isWebGL2 || getBrowser() === 'Chrome';\n const canDisableAttribute = canDisableAttributeZero || location !== 0;\n\n if (enable || canDisableAttribute) {\n location = Number(location);\n this.bind(() =>\n enable\n ? this.gl.enableVertexAttribArray(location)\n : this.gl.disableVertexAttribArray(location)\n );\n }\n return this;\n }\n}\n"],"file":"webgl-vertex-array-object.js"}
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@@ -12,7 +12,6 @@ export default class WEBGLBuffer extends Buffer {
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12
12
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bytesUsed: number;
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13
13
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debugData: ArrayBuffer | null;
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14
14
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webglUsage: number;
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15
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-
accessor: {};
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16
15
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constructor(device: WebGLDevice, props?: BufferProps);
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17
16
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_initWithData(data: any, byteOffset?: number, byteLength?: number): this;
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17
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_initWithByteLength(byteLength: number): this;
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@@ -1 +1 @@
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1
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