@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.
Files changed (229) hide show
  1. package/dist/adapter/converters/device-parameters.js +1 -12
  2. package/dist/adapter/converters/device-parameters.js.map +1 -1
  3. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  4. package/dist/adapter/converters/texture-formats.js +0 -9
  5. package/dist/adapter/converters/texture-formats.js.map +1 -1
  6. package/dist/adapter/converters/vertex-formats.d.ts.map +1 -1
  7. package/dist/adapter/converters/vertex-formats.js +3 -0
  8. package/dist/adapter/converters/vertex-formats.js.map +1 -1
  9. package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
  10. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  11. package/dist/adapter/device-helpers/get-device-info.js +4 -0
  12. package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
  13. package/dist/adapter/helpers/get-shader-layout.d.ts +1 -1
  14. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  15. package/dist/adapter/helpers/get-shader-layout.js +2 -4
  16. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  17. package/dist/adapter/helpers/set-uniform.js +1 -1
  18. package/dist/adapter/helpers/set-uniform.js.map +1 -1
  19. package/dist/adapter/objects/constants-to-keys.d.ts.map +1 -1
  20. package/dist/adapter/objects/constants-to-keys.js.map +1 -1
  21. package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
  22. package/dist/adapter/objects/webgl-renderbuffer.js +1 -1
  23. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  24. package/dist/adapter/objects/webgl-resource.d.ts +2 -4
  25. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  26. package/dist/adapter/objects/webgl-resource.js +1 -7
  27. package/dist/adapter/objects/webgl-resource.js.map +1 -1
  28. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  29. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  30. package/dist/adapter/resources/webgl-buffer.d.ts +0 -1
  31. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  32. package/dist/adapter/resources/webgl-buffer.js +0 -2
  33. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  34. package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
  35. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  36. package/dist/adapter/resources/webgl-framebuffer.d.ts +0 -1
  37. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  38. package/dist/adapter/resources/webgl-framebuffer.js +2 -2
  39. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  40. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  41. package/dist/adapter/resources/webgl-render-pipeline.js +4 -32
  42. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  43. package/dist/adapter/resources/webgl-sampler.d.ts +1 -0
  44. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  45. package/dist/adapter/resources/webgl-sampler.js +4 -0
  46. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  47. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  49. package/dist/adapter/resources/webgl-texture.d.ts +2 -2
  50. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  51. package/dist/adapter/resources/webgl-texture.js +1 -3
  52. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  53. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  54. package/dist/adapter/webgl-canvas-context.js +3 -0
  55. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  56. package/dist/adapter/webgl-device.d.ts +2 -3
  57. package/dist/adapter/webgl-device.d.ts.map +1 -1
  58. package/dist/adapter/webgl-device.js +5 -4
  59. package/dist/adapter/webgl-device.js.map +1 -1
  60. package/dist/classic/buffer.d.ts.map +1 -1
  61. package/dist/classic/buffer.js.map +1 -1
  62. package/dist/context/debug/webgl-developer-tools.js +1 -7
  63. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  64. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  65. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  66. package/dist/context/parameters/webgl-parameter-tables.d.ts +103 -103
  67. package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -1
  68. package/dist/context/parameters/webgl-parameter-tables.js +15 -14
  69. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
  70. package/dist/context/{context/context-state.d.ts → polyfill/context-data.d.ts} +3 -3
  71. package/dist/context/polyfill/context-data.d.ts.map +1 -0
  72. package/dist/context/polyfill/context-data.js +14 -0
  73. package/dist/context/polyfill/context-data.js.map +1 -0
  74. package/dist/context/polyfill/get-parameter-polyfill.d.ts +1 -1
  75. package/dist/context/polyfill/get-parameter-polyfill.d.ts.map +1 -1
  76. package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -1
  77. package/dist/context/polyfill/polyfill-context.js +4 -4
  78. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  79. package/dist/context/polyfill/polyfill-table.d.ts +7 -7
  80. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
  81. package/dist/context/polyfill/polyfill-table.js +5 -4
  82. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  83. package/dist/context/state-tracker/track-context-state.d.ts.map +1 -1
  84. package/dist/context/state-tracker/track-context-state.js +0 -1
  85. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  86. package/dist/context/state-tracker/with-parameters.js +1 -1
  87. package/dist/context/state-tracker/with-parameters.js.map +1 -1
  88. package/dist/es5/adapter/converters/device-parameters.js +1 -12
  89. package/dist/es5/adapter/converters/device-parameters.js.map +1 -1
  90. package/dist/es5/adapter/converters/texture-formats.js +1 -10
  91. package/dist/es5/adapter/converters/texture-formats.js.map +1 -1
  92. package/dist/es5/adapter/converters/vertex-formats.js +3 -0
  93. package/dist/es5/adapter/converters/vertex-formats.js.map +1 -1
  94. package/dist/es5/adapter/device-helpers/device-features.js.map +1 -1
  95. package/dist/es5/adapter/device-helpers/get-device-info.js +4 -0
  96. package/dist/es5/adapter/device-helpers/get-device-info.js.map +1 -1
  97. package/dist/es5/adapter/helpers/get-shader-layout.js +2 -4
  98. package/dist/es5/adapter/helpers/get-shader-layout.js.map +1 -1
  99. package/dist/es5/adapter/helpers/set-uniform.js +1 -1
  100. package/dist/es5/adapter/helpers/set-uniform.js.map +1 -1
  101. package/dist/es5/adapter/objects/constants-to-keys.js.map +1 -1
  102. package/dist/es5/adapter/objects/webgl-renderbuffer.js +1 -1
  103. package/dist/es5/adapter/objects/webgl-renderbuffer.js.map +1 -1
  104. package/dist/es5/adapter/objects/webgl-resource.js +1 -6
  105. package/dist/es5/adapter/objects/webgl-resource.js.map +1 -1
  106. package/dist/es5/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  107. package/dist/es5/adapter/resources/webgl-buffer.js +0 -1
  108. package/dist/es5/adapter/resources/webgl-buffer.js.map +1 -1
  109. package/dist/es5/adapter/resources/webgl-command-encoder.js.map +1 -1
  110. package/dist/es5/adapter/resources/webgl-framebuffer.js +2 -1
  111. package/dist/es5/adapter/resources/webgl-framebuffer.js.map +1 -1
  112. package/dist/es5/adapter/resources/webgl-render-pipeline.js +2 -38
  113. package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
  114. package/dist/es5/adapter/resources/webgl-sampler.js +5 -0
  115. package/dist/es5/adapter/resources/webgl-sampler.js.map +1 -1
  116. package/dist/es5/adapter/resources/webgl-shader.js.map +1 -1
  117. package/dist/es5/adapter/resources/webgl-texture.js +1 -7
  118. package/dist/es5/adapter/resources/webgl-texture.js.map +1 -1
  119. package/dist/es5/adapter/webgl-canvas-context.js +2 -0
  120. package/dist/es5/adapter/webgl-canvas-context.js.map +1 -1
  121. package/dist/es5/adapter/webgl-device.js +4 -3
  122. package/dist/es5/adapter/webgl-device.js.map +1 -1
  123. package/dist/es5/classic/buffer.js.map +1 -1
  124. package/dist/es5/context/debug/webgl-developer-tools.js +1 -7
  125. package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
  126. package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -1
  127. package/dist/es5/context/parameters/webgl-parameter-tables.js +10 -9
  128. package/dist/es5/context/parameters/webgl-parameter-tables.js.map +1 -1
  129. package/dist/es5/context/polyfill/context-data.js +21 -0
  130. package/dist/es5/context/polyfill/context-data.js.map +1 -0
  131. package/dist/es5/context/polyfill/get-parameter-polyfill.js.map +1 -1
  132. package/dist/es5/context/polyfill/polyfill-context.js +4 -4
  133. package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
  134. package/dist/es5/context/polyfill/polyfill-table.js +5 -4
  135. package/dist/es5/context/polyfill/polyfill-table.js.map +1 -1
  136. package/dist/es5/context/state-tracker/track-context-state.js +0 -1
  137. package/dist/es5/context/state-tracker/track-context-state.js.map +1 -1
  138. package/dist/es5/context/state-tracker/with-parameters.js +4 -2
  139. package/dist/es5/context/state-tracker/with-parameters.js.map +1 -1
  140. package/dist/esm/adapter/converters/device-parameters.js +1 -12
  141. package/dist/esm/adapter/converters/device-parameters.js.map +1 -1
  142. package/dist/esm/adapter/converters/texture-formats.js +0 -9
  143. package/dist/esm/adapter/converters/texture-formats.js.map +1 -1
  144. package/dist/esm/adapter/converters/vertex-formats.js +3 -0
  145. package/dist/esm/adapter/converters/vertex-formats.js.map +1 -1
  146. package/dist/esm/adapter/device-helpers/device-features.js.map +1 -1
  147. package/dist/esm/adapter/device-helpers/get-device-info.js +4 -0
  148. package/dist/esm/adapter/device-helpers/get-device-info.js.map +1 -1
  149. package/dist/esm/adapter/helpers/get-shader-layout.js +2 -4
  150. package/dist/esm/adapter/helpers/get-shader-layout.js.map +1 -1
  151. package/dist/esm/adapter/helpers/set-uniform.js +1 -1
  152. package/dist/esm/adapter/helpers/set-uniform.js.map +1 -1
  153. package/dist/esm/adapter/objects/constants-to-keys.js.map +1 -1
  154. package/dist/esm/adapter/objects/webgl-renderbuffer.js +1 -1
  155. package/dist/esm/adapter/objects/webgl-renderbuffer.js.map +1 -1
  156. package/dist/esm/adapter/objects/webgl-resource.js +1 -7
  157. package/dist/esm/adapter/objects/webgl-resource.js.map +1 -1
  158. package/dist/esm/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  159. package/dist/esm/adapter/resources/webgl-buffer.js +0 -2
  160. package/dist/esm/adapter/resources/webgl-buffer.js.map +1 -1
  161. package/dist/esm/adapter/resources/webgl-command-encoder.js.map +1 -1
  162. package/dist/esm/adapter/resources/webgl-framebuffer.js +2 -2
  163. package/dist/esm/adapter/resources/webgl-framebuffer.js.map +1 -1
  164. package/dist/esm/adapter/resources/webgl-render-pipeline.js +4 -32
  165. package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
  166. package/dist/esm/adapter/resources/webgl-sampler.js +4 -0
  167. package/dist/esm/adapter/resources/webgl-sampler.js.map +1 -1
  168. package/dist/esm/adapter/resources/webgl-shader.js.map +1 -1
  169. package/dist/esm/adapter/resources/webgl-texture.js +1 -3
  170. package/dist/esm/adapter/resources/webgl-texture.js.map +1 -1
  171. package/dist/esm/adapter/webgl-canvas-context.js +3 -0
  172. package/dist/esm/adapter/webgl-canvas-context.js.map +1 -1
  173. package/dist/esm/adapter/webgl-device.js +5 -4
  174. package/dist/esm/adapter/webgl-device.js.map +1 -1
  175. package/dist/esm/classic/buffer.js.map +1 -1
  176. package/dist/esm/context/debug/webgl-developer-tools.js +1 -7
  177. package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
  178. package/dist/esm/context/parameters/unified-parameter-api.js.map +1 -1
  179. package/dist/esm/context/parameters/webgl-parameter-tables.js +15 -14
  180. package/dist/esm/context/parameters/webgl-parameter-tables.js.map +1 -1
  181. package/dist/esm/context/polyfill/context-data.js +14 -0
  182. package/dist/esm/context/polyfill/context-data.js.map +1 -0
  183. package/dist/esm/context/polyfill/get-parameter-polyfill.js.map +1 -1
  184. package/dist/esm/context/polyfill/polyfill-context.js +4 -4
  185. package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
  186. package/dist/esm/context/polyfill/polyfill-table.js +5 -4
  187. package/dist/esm/context/polyfill/polyfill-table.js.map +1 -1
  188. package/dist/esm/context/state-tracker/track-context-state.js +0 -1
  189. package/dist/esm/context/state-tracker/track-context-state.js.map +1 -1
  190. package/dist/esm/context/state-tracker/with-parameters.js +1 -1
  191. package/dist/esm/context/state-tracker/with-parameters.js.map +1 -1
  192. package/package.json +4 -4
  193. package/src/adapter/converters/device-parameters.ts +11 -11
  194. package/src/adapter/converters/texture-formats.ts +12 -12
  195. package/src/adapter/converters/vertex-formats.ts +1 -0
  196. package/src/adapter/device-helpers/device-features.ts +0 -1
  197. package/src/adapter/device-helpers/get-device-info.ts +5 -1
  198. package/src/adapter/helpers/get-shader-layout.ts +18 -15
  199. package/src/adapter/helpers/set-uniform.ts +1 -1
  200. package/src/adapter/objects/constants-to-keys.ts +4 -1
  201. package/src/adapter/objects/webgl-renderbuffer.ts +5 -5
  202. package/src/adapter/objects/webgl-resource.ts +7 -12
  203. package/src/adapter/objects/webgl-vertex-array-object.ts +4 -4
  204. package/src/adapter/resources/webgl-buffer.ts +4 -4
  205. package/src/adapter/resources/webgl-command-encoder.ts +4 -4
  206. package/src/adapter/resources/webgl-framebuffer.ts +6 -5
  207. package/src/adapter/resources/webgl-render-pipeline.ts +24 -23
  208. package/src/adapter/resources/webgl-sampler.ts +5 -1
  209. package/src/adapter/resources/webgl-shader.ts +1 -1
  210. package/src/adapter/resources/webgl-texture.ts +5 -7
  211. package/src/adapter/webgl-canvas-context.ts +1 -0
  212. package/src/adapter/webgl-device.ts +10 -12
  213. package/src/classic/buffer.ts +7 -4
  214. package/src/context/debug/webgl-developer-tools.ts +7 -7
  215. package/src/context/parameters/unified-parameter-api.ts +1 -1
  216. package/src/context/parameters/webgl-parameter-tables.ts +113 -94
  217. package/src/context/{context/context-state.ts → polyfill/context-data.ts} +6 -10
  218. package/src/context/polyfill/get-parameter-polyfill.ts +7 -6
  219. package/src/context/polyfill/polyfill-context.ts +5 -5
  220. package/src/context/polyfill/polyfill-table.ts +14 -13
  221. package/src/context/state-tracker/track-context-state.ts +0 -1
  222. package/src/context/state-tracker/with-parameters.ts +2 -1
  223. package/dist/context/context/context-state.d.ts.map +0 -1
  224. package/dist/context/context/context-state.js +0 -21
  225. package/dist/context/context/context-state.js.map +0 -1
  226. package/dist/es5/context/context/context-state.js +0 -26
  227. package/dist/es5/context/context/context-state.js.map +0 -1
  228. package/dist/esm/context/context/context-state.js +0 -21
  229. package/dist/esm/context/context/context-state.js.map +0 -1
@@ -1 +1 @@
1
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\n for (const textureFeature of getTextureFeatures(gl)) {\n features.add(textureFeature);\n }\n\n // TODO\n // features.add('depth-clip-control'); // GPUPrimitiveState.clampDepth\n // features.add('depth24unorm-stencil8'); // GPUTextureFormat 'depth24unorm-stencil8'.\n // features.add('depth32float-stencil8'); // GPUTextureFormat 'depth32float-stencil8'.\n // features.add('timestamp-query'); // GPUQueryType \"timestamp-query\"\n // \"indirect-first-instance\"\n\n return features;\n}\n\n/** Extract all WebGL features */\nexport function getWebGLFeatures(gl: WebGLRenderingContext): Set<DeviceFeature> {\n // Enables EXT_float_blend first: https://developer.mozilla.org/en-US/docs/Web/API/EXT_float_blend\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('WEBGL_color_buffer_float');\n gl.getExtension('EXT_float_blend');\n\n const features = new Set<DeviceFeature>();\n for (const feature of Object.keys(WEBGL_FEATURES)) {\n // @ts-expect-error\n if (isFeatureSupported(gl, feature)) {\n // @ts-expect-error\n features.add(feature);\n }\n }\n return features;\n}\n\nfunction isFeatureSupported(gl: WebGLRenderingContext, feature: DeviceFeature): boolean {\n const featureInfo = WEBGL_FEATURES[feature];\n if (!featureInfo) {\n return false;\n }\n\n const [webgl1Feature, webgl2Feature] = featureInfo || [];\n\n // Get extension name from table\n const featureDefinition = isWebGL2(gl) ? webgl2Feature : webgl1Feature;\n\n // Check if the value is dependent on checking one or more extensions\n if (typeof featureDefinition === 'boolean') {\n return featureDefinition;\n }\n\n switch (feature) {\n case 'texture-renderable-rgba32float-webgl':\n return isWebGL2(gl) ? Boolean(gl.getExtension(featureDefinition)) :\n _checkFloat32ColorAttachment(gl);\n case 'glsl-derivatives':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n case 'glsl-frag-data':\n return canCompileGLSLExtension(gl, featureDefinition, {behavior: 'require'}); // TODO options\n case 'glsl-frag-depth':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n default:\n return Boolean(gl.getExtension(featureDefinition));\n }\n}\n\nconst compiledGLSLExtensions: Record<string, boolean> = {};\n\n/*\n * Enables feature detection in IE11 due to a bug where gl.getExtension may return true\n * but fail to compile when the extension is enabled in the shader. Specifically,\n * the OES_standard_derivatives and WEBGL_draw_buffers extensions fails to compile in IE11 even though its included\n * in the list of supported extensions.\n * opts allows user agent to be overridden for testing\n * Inputs :\n * gl : WebGL context\n * cap : Key of WEBGL_FEATURES object identifying the extension\n * opts :\n * behavior : behavior of extension to be tested, by defualt `enable` is used\n * Returns : true, if shader is compiled successfully, false otherwise\n */\nexport function canCompileGLSLExtension(gl: WebGLRenderingContext, extensionName, opts: {behavior?} = {}) {\n if (!isOldIE(opts)) {\n return true;\n }\n\n if (extensionName in compiledGLSLExtensions) {\n return compiledGLSLExtensions[extensionName];\n }\n\n const behavior = opts.behavior || 'enable';\n const source = `#extension GL_${extensionName} : ${behavior}\\nvoid main(void) {}`;\n\n const shader = gl.createShader(gl.VERTEX_SHADER);\n if (!shader) {\n throw new Error('shader');\n }\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n const canCompile = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n gl.deleteShader(shader);\n compiledGLSLExtensions[extensionName] = canCompile;\n return canCompile;\n}\n\n/** Defines luma.gl \"feature\" names and semantics\n * Format: 'feature-name: [WebGL1 support, WebGL2 support] / [WebGL1 and WebGL2 support]', when support is 'string' it is the name of the extension\n */\nconst WEBGL_FEATURES: Partial<Record<DeviceFeature, [boolean | string, boolean | string]>> = {\n 'webgl': [true, true],\n 'webgl2': [false, true],\n\n 'timer-query-webgl': ['EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2'],\n\n // WEBGL1 SUPPORT\n 'vertex-array-object-webgl1': ['OES_vertex_array_object', true],\n 'instanced-rendering-webgl1': ['ANGLE_instanced_arrays', true],\n 'multiple-render-targets-webgl1': ['WEBGL_draw_buffers', true],\n 'index-uint32-webgl1': ['OES_element_index_uint', true],\n 'blend-minmax-webgl1': ['EXT_blend_minmax', true],\n 'texture-blend-float-webgl1': ['EXT_float_blend', 'EXT_float_blend'],\n\n // TEXTURES, RENDERBUFFERS\n 'texture-formats-srgb-webgl1': ['EXT_sRGB', true],\n\n // TEXTURES\n 'texture-formats-depth-webgl1': ['WEBGL_depth_texture', true],\n 'texture-formats-float32-webgl1': ['OES_texture_float', true],\n 'texture-formats-float16-webgl1': ['OES_texture_half_float', true],\n\n 'texture-filter-linear-float32-webgl': ['OES_texture_float_linear', 'OES_texture_float_linear'],\n 'texture-filter-linear-float16-webgl': ['OES_texture_half_float_linear', 'OES_texture_half_float_linear'],\n 'texture-filter-anisotropic-webgl': ['EXT_texture_filter_anisotropic', 'EXT_texture_filter_anisotropic'],\n\n // FRAMEBUFFERS, TEXTURES AND RENDERBUFFERS\n 'texture-renderable-rgba32float-webgl': ['WEBGL_color_buffer_float', 'EXT_color_buffer_float'], // Note override check\n 'texture-renderable-float32-webgl': [false, 'EXT_color_buffer_float'],\n 'texture-renderable-float16-webgl': ['EXT_color_buffer_half_float', 'EXT_color_buffer_half_float'],\n\n // GLSL extensions\n 'glsl-frag-data': ['WEBGL_draw_buffers', true],\n 'glsl-frag-depth': ['EXT_frag_depth', true],\n 'glsl-derivatives': ['OES_standard_derivatives', true],\n 'glsl-texture-lod': ['EXT_shader_texture_lod', true]\n};\n"],"file":"device-features.js"}
@@ -50,6 +50,10 @@ function identifyGPUVendor(vendor, renderer) {
50
50
  return 'amd';
51
51
  }
52
52
 
53
+ if (vendor.match(/SwiftShader/i) || renderer.match(/SwiftShader/i)) {
54
+ return 'software';
55
+ }
56
+
53
57
  return 'unknown';
54
58
  }
55
59
  //# sourceMappingURL=get-device-info.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../../../src/adapter/device-helpers/get-device-info.ts"],"names":["getDeviceInfo","gl","vendorMasked","getParameter","GL","VENDOR","rendererMasked","RENDERER","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","gpu","identifyGPUVendor","type","version","VERSION","shadingLanguages","shadingLanguageVersions","SHADING_LANGUAGE_VERSION","match"],"mappings":";;;;;;;;;AACA;;AACA;;AAGO,SAASA,aAAT,CAAuBC,EAAvB,EAA8D;AACnE,MAAMC,YAAY,GAAGD,EAAE,CAACE,YAAH,CAAgBC,mBAAGC,MAAnB,CAArB;AACA,MAAMC,cAAc,GAAGL,EAAE,CAACE,YAAH,CAAgBC,mBAAGG,QAAnB,CAAvB;AAGA,MAAMC,GAAG,GAAGP,EAAE,CAACQ,YAAH,CAAgB,2BAAhB,CAAZ;AACA,MAAMC,cAAc,GAAGT,EAAE,CAACE,YAAH,CAAgBK,GAAG,GAAGA,GAAG,CAACG,qBAAP,GAA+BP,mBAAGC,MAArD,CAAvB;AACA,MAAMO,gBAAgB,GAAGX,EAAE,CAACE,YAAH,CAAgBK,GAAG,GAAGA,GAAG,CAACK,uBAAP,GAAiCT,mBAAGG,QAAvD,CAAzB;AACA,MAAMO,MAAM,GAAGJ,cAAc,IAAIR,YAAjC;AACA,MAAMa,QAAQ,GAAGH,gBAAgB,IAAIN,cAArC;AACA,MAAMU,GAAG,GAAGC,iBAAiB,CAACH,MAAD,EAASC,QAAT,CAA7B;AACA,SAAO;AACLG,IAAAA,IAAI,EAAE,2BAASjB,EAAT,IAAe,QAAf,GAA0B,OAD3B;AAELe,IAAAA,GAAG,EAAHA,GAFK;AAGLF,IAAAA,MAAM,EAAEJ,cAAc,IAAIR,YAHrB;AAILa,IAAAA,QAAQ,EAAEH,gBAAgB,IAAIN,cAJzB;AAKLa,IAAAA,OAAO,EAAElB,EAAE,CAACE,YAAH,CAAgBC,mBAAGgB,OAAnB,CALJ;AAMLC,IAAAA,gBAAgB,EAAE,CAAC,MAAD,CANb;AAOLC,IAAAA,uBAAuB,EAAE;AACvB,cAAQrB,EAAE,CAACE,YAAH,CAAgBC,mBAAGmB,wBAAnB;AADe;AAPpB,GAAP;AAWD;;AAED,SAASN,iBAAT,CAA2BH,MAA3B,EAA2CC,QAA3C,EAA4H;AAC1H,MAAID,MAAM,CAACU,KAAP,CAAa,SAAb,KAA2BT,QAAQ,CAACS,KAAT,CAAe,SAAf,CAA/B,EAA0D;AACxD,WAAO,QAAP;AACD;;AACD,MAAIV,MAAM,CAACU,KAAP,CAAa,QAAb,KAA0BT,QAAQ,CAACS,KAAT,CAAe,QAAf,CAA9B,EAAwD;AACtD,WAAO,OAAP;AACD;;AACD,MAAIV,MAAM,CAACU,KAAP,CAAa,QAAb,KAA0BT,QAAQ,CAACS,KAAT,CAAe,QAAf,CAA9B,EAAwD;AACtD,WAAO,OAAP;AACD;;AACD,MACEV,MAAM,CAACU,KAAP,CAAa,MAAb,KACAT,QAAQ,CAACS,KAAT,CAAe,MAAf,CADA,IAEAV,MAAM,CAACU,KAAP,CAAa,MAAb,CAFA,IAGAT,QAAQ,CAACS,KAAT,CAAe,MAAf,CAJF,EAKE;AACA,WAAO,KAAP;AACD;;AACD,MAAIV,MAAM,CAACU,KAAP,CAAa,cAAb,KAAgCT,QAAQ,CAACS,KAAT,CAAe,cAAf,CAApC,EAAoE;AAClE,WAAO,UAAP;AACD;;AAED,SAAO,SAAP;AACD","sourcesContent":["import {DeviceInfo} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\n/** @returns strings identifying the GPU vendor and driver. */\nexport function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo {\n const vendorMasked = gl.getParameter(GL.VENDOR);\n const rendererMasked = gl.getParameter(GL.RENDERER);\n // Get unmasked strings if available\n // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_renderer_info/\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);\n const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);\n const vendor = vendorUnmasked || vendorMasked;\n const renderer = rendererUnmasked || rendererMasked;\n const gpu = identifyGPUVendor(vendor, renderer);\n return {\n type: isWebGL2(gl) ? 'webgl2' : 'webgl',\n gpu,\n vendor: vendorUnmasked || vendorMasked,\n renderer: rendererUnmasked || rendererMasked,\n version: gl.getParameter(GL.VERSION),\n shadingLanguages: ['glsl'],\n shadingLanguageVersions: {\n 'glsl': gl.getParameter(GL.SHADING_LANGUAGE_VERSION) as string\n }\n };\n}\n\nfunction identifyGPUVendor(vendor: string, renderer: string): 'nvidia' | 'intel' | 'apple' | 'amd' | 'software' | 'unknown' {\n if (vendor.match(/NVIDIA/i) || renderer.match(/NVIDIA/i)) {\n return 'nvidia';\n }\n if (vendor.match(/INTEL/i) || renderer.match(/INTEL/i)) {\n return 'intel';\n }\n if (vendor.match(/Apple/i) || renderer.match(/Apple/i)) {\n return 'apple';\n }\n if (\n vendor.match(/AMD/i) ||\n renderer.match(/AMD/i) ||\n vendor.match(/ATI/i) ||\n renderer.match(/ATI/i)\n ) {\n return 'amd';\n }\n if (vendor.match(/SwiftShader/i) || renderer.match(/SwiftShader/i)) {\n return 'software';\n }\n \n return 'unknown';\n}\n"],"file":"get-device-info.js"}
@@ -49,7 +49,8 @@ function getShaderLayout(gl, program) {
49
49
  try {
50
50
  for (_iterator.s(); !(_step = _iterator.n()).done;) {
51
51
  var attribute = _step.value;
52
- var format = (0, _vertexFormats.getVertexFormat)(attribute.accessor.type || _constants.default.FLOAT, attribute.accessor.size);
52
+ var size = Math.min(attribute.accessor.size, 4);
53
+ var format = (0, _vertexFormats.getVertexFormat)(attribute.accessor.type || _constants.default.FLOAT, size);
53
54
  shaderLayout.attributes.push({
54
55
  name: attribute.name,
55
56
  location: attribute.location,
@@ -315,11 +316,8 @@ function readUniformBlocks(gl, program) {
315
316
  var uniformIndices = getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) || [];
316
317
  var uniformType = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_TYPE);
317
318
  var uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_SIZE);
318
- var uniformBlockIndex = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_BLOCK_INDEX);
319
319
  var uniformOffset = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_OFFSET);
320
320
  var uniformStride = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_ARRAY_STRIDE);
321
- var uniformMatrixStride = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_MATRIX_STRIDE);
322
- var uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_IS_ROW_MAJOR);
323
321
 
324
322
  for (var i = 0; i < blockInfo.uniformCount; ++i) {
325
323
  var activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);
@@ -1 +1 @@
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 * 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; 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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"}
@@ -78,7 +78,7 @@ function setUniform(gl, location, type, value) {
78
78
  return gl.uniform3iv(location, arrayValue);
79
79
 
80
80
  case _constants.default.BOOL_VEC4:
81
- gl.uniform4iv(location, arrayValue);
81
+ return gl.uniform4iv(location, arrayValue);
82
82
 
83
83
  case _constants.default.UNSIGNED_INT:
84
84
  return gl2.uniform1uiv(location, arrayValue, 1);
@@ -1 +1 @@
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: 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"}
1
+ 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@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') ? 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@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/adapter/objects/constants-to-keys.ts"],"names":["getKeyValue","gl","name","number","Number","isNaN","replace","value","undefined","getKey","key","String","getKeyType"],"mappings":";;;;;;;;;AAAA;;AAIO,SAASA,WAAT,CAAqBC,EAArB,EAAgDC,IAAhD,EAAuE;AAE5E,MAAI,OAAOA,IAAP,KAAgB,QAApB,EAA8B;AAC5B,WAAOA,IAAP;AACD;;AAGD,MAAMC,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;AACA,MAAMC,KAAK,GAAGN,EAAE,CAACC,IAAD,CAAhB;AACA,mBAAOK,KAAK,KAAKC,SAAjB,4CAA+DN,IAA/D;AACA,SAAOK,KAAP;AACD;;AAEM,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,IAAMG,GAAX,IAAkBT,EAAlB,EAAsB;AACpB,QAAIA,EAAE,CAACS,GAAD,CAAF,KAAYH,KAAhB,EAAuB;AACrB,0BAAaG,GAAb;AACD;AACF;;AACD,SAAOC,MAAM,CAACJ,KAAD,CAAb;AACD;;AAEM,SAASK,UAAT,CAAoBX,EAApB,EAA+CM,KAA/C,EAAmE;AACxE,mBAAOA,KAAK,KAAKC,SAAjB,EAA4B,eAA5B;AACAD,EAAAA,KAAK,GAAGH,MAAM,CAACG,KAAD,CAAd;;AACA,OAAK,IAAMG,GAAX,IAAkBT,EAAlB,EAAsB;AACpB,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 const value = gl[name];\n assert(value !== undefined, `Accessing undefined constant GL.${name}`);\n return value;\n}\n\nexport function getKey(gl: WebGLRenderingContext, value: any): string {\n // @ts-expect-error \n gl = gl.gl || gl;\n value = Number(value);\n for (const key in gl) {\n if (gl[key] === value) {\n return `GL.${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 if (gl[key] === value) {\n return `GL.${key}`;\n }\n }\n return String(value);\n}\n"],"file":"constants-to-keys.js"}
1
+ {"version":3,"sources":["../../../../src/adapter/objects/constants-to-keys.ts"],"names":["getKeyValue","gl","name","number","Number","isNaN","replace","value","undefined","getKey","key","String","getKeyType"],"mappings":";;;;;;;;;AAAA;;AAIO,SAASA,WAAT,CAAqBC,EAArB,EAAgDC,IAAhD,EAAuE;AAE5E,MAAI,OAAOA,IAAP,KAAgB,QAApB,EAA8B;AAC5B,WAAOA,IAAP;AACD;;AAGD,MAAMC,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,MAAMC,KAAK,GAAGN,EAAE,CAACC,IAAD,CAAhB;AACA,mBAAOK,KAAK,KAAKC,SAAjB,4CAA+DN,IAA/D;AACA,SAAOK,KAAP;AACD;;AAEM,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,IAAMG,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;;AAEM,SAASK,UAAT,CAAoBX,EAApB,EAA+CM,KAA/C,EAAmE;AACxE,mBAAOA,KAAK,KAAKC,SAAjB,EAA4B,eAA5B;AACAD,EAAAA,KAAK,GAAGH,MAAM,CAACG,KAAD,CAAd;;AACA,OAAK,IAAMG,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"}
@@ -140,7 +140,7 @@ var WEBGLRenderbuffer = function (_WebGLResource, _Symbol$toStringTag) {
140
140
  }], [{
141
141
  key: "isSupported",
142
142
  value: function isSupported(gl, options) {
143
- return !options.format || (0, _renderbufferFormats.isRenderbufferFormatSupported)(gl, options.format);
143
+ return !(options !== null && options !== void 0 && options.format) || (0, _renderbufferFormats.isRenderbufferFormatSupported)(gl, options.format);
144
144
  }
145
145
  }]);
146
146
  return WEBGLRenderbuffer;
@@ -1 +1 @@
1
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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 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 _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n _deleteHandle(): void {\n this.gl.deleteRenderbuffer(this.handle);\n this.trackDeallocatedMemory();\n }\n\n _bindHandle(handle: WEBGLRenderbuffer): void {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n}\n"],"file":"webgl-renderbuffer.js"}
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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"}
@@ -51,8 +51,6 @@ var WebGLResource = function (_Resource) {
51
51
 
52
52
  (0, _classCallCheck2.default)(this, WebGLResource);
53
53
  _this = _super.call(this, device, props, defaultProps);
54
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "id", void 0);
55
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "userData", void 0);
56
54
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "device", void 0);
57
55
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl", void 0);
58
56
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl2", void 0);
@@ -64,14 +62,11 @@ var WebGLResource = function (_Resource) {
64
62
  (0, _webglChecks.assertWebGLContext)(gl);
65
63
 
66
64
  var _ref = props || {},
67
- id = _ref.id,
68
- _ref$userData = _ref.userData,
69
- userData = _ref$userData === void 0 ? {} : _ref$userData;
65
+ id = _ref.id;
70
66
 
71
67
  _this.gl = gl;
72
68
  _this.gl2 = gl;
73
69
  _this.id = id || (0, _api.uid)(_this.constructor.name);
74
- _this.userData = userData;
75
70
  _this._handle = props === null || props === void 0 ? void 0 : props.handle;
76
71
 
77
72
  if (_this._handle === undefined) {
@@ -1 +1 @@
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luma.gl, MIT license\nimport {Resource, assert, uid, stubRemovedMethods} from '@luma.gl/api';\nimport type {Device, ResourceProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGLContext} from '../../context/context/webgl-checks';\nimport WebGLDevice from '../webgl-device';\n\n// Requires full GL enum to be bundled... 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 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 destroy(): void {\n this.delete();\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: Record<string, any> = {};\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 pname - parameter (GL constant, value or key)\n * @param value {GLint|GLfloat|GLenum} \n * @return returns self to enable chaining\n */\n setParameter(pname: GL | string, value: any): this {\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: Record<GL, any>) {\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: string, version: string, methodNames: string[]) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(props: ResourceProps) {}\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: any) {\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: GL, props: Record<string, any>): number {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname: GL | string, value: any) {\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(`${name} Memory`).subtractCount(this.byteLength);\n this.byteLength = 0;\n }\n */\n}\n"],"file":"webgl-resource.js"}
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luma.gl, MIT license\nimport {Resource, assert, uid, stubRemovedMethods} from '@luma.gl/api';\nimport type {Device, ResourceProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2, assertWebGLContext} from '../../context/context/webgl-checks';\nimport WebGLDevice from '../webgl-device';\n\n// Requires full GL enum to be bundled... Make these bindings dependent on dynamic import (debug)?\nimport {getKey, getKeyValue} from './constants-to-keys';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n/**\n * Base class for WebGL object wrappers\n */\n export default abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext;\n private _handle: any;\n\n private _bound = false;\n // Only meaningful for resources that allocate GPU memory\n byteLength = 0;\n\n constructor(device: Device, props: Props, defaultProps: Required<Props>) {\n super(device, props, defaultProps);\n\n this.device = WebGLDevice.attach(device);\n const gl = this.device.gl;\n\n assertWebGLContext(gl);\n\n // extends \n const {id} = props || {};\n this.gl = gl;\n this.gl2 = gl as WebGL2RenderingContext;\n this.id = id || uid(this.constructor.name);\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = props?.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n this.byteLength = 0;\n }\n\n override toString(): string {\n return `${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 ? 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?: any, keys?: any} = {}) {\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: Record<string, any> = {};\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 pname - parameter (GL constant, value or key)\n * @param value {GLint|GLfloat|GLenum} \n * @return returns self to enable chaining\n */\n setParameter(pname: GL | string, value: any): this {\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: Record<GL, any>) {\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: string, version: string, methodNames: string[]) {\n return stubRemovedMethods(this, className, version, methodNames);\n }\n\n // PUBLIC VIRTUAL METHODS\n initialize(props: ResourceProps) {}\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: any) {\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: GL, props: Record<string, any>): number {\n throw new Error(ERR_RESOURCE_METHOD_UNDEFINED);\n }\n\n _setParameter(pname: GL | string, value: any) {\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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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"}
@@ -61,7 +61,6 @@ var WEBGLBuffer = function (_Buffer) {
61
61
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "bytesUsed", void 0);
62
62
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "debugData", null);
63
63
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "webglUsage", void 0);
64
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "accessor", void 0);
65
64
  _this.device = device;
66
65
  _this.gl = _this.device.gl;
67
66
  _this.gl2 = _this.device.gl2;