@luma.gl/webgl 9.0.0-alpha.15 → 9.0.0-alpha.17

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 (401) hide show
  1. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  2. package/dist/adapter/converters/device-parameters.js +3 -23
  3. package/dist/adapter/converters/device-parameters.js.map +1 -1
  4. package/dist/adapter/converters/renderbuffer-formats.js +1 -5
  5. package/dist/adapter/converters/renderbuffer-formats.js.map +1 -1
  6. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  7. package/dist/adapter/converters/sampler-parameters.js +3 -58
  8. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  9. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  10. package/dist/adapter/converters/texture-formats.js +10 -54
  11. package/dist/adapter/converters/texture-formats.js.map +1 -1
  12. package/dist/adapter/converters/vertex-formats.js +0 -9
  13. package/dist/adapter/converters/vertex-formats.js.map +1 -1
  14. package/dist/adapter/device-helpers/device-features.js +5 -22
  15. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  16. package/dist/adapter/device-helpers/device-limits.js +1 -4
  17. package/dist/adapter/device-helpers/device-limits.js.map +1 -1
  18. package/dist/adapter/device-helpers/get-device-info.js +6 -12
  19. package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
  20. package/dist/adapter/device-helpers/is-old-ie.js +2 -1
  21. package/dist/adapter/device-helpers/is-old-ie.js.map +1 -1
  22. package/dist/adapter/helpers/attribute-utils.js +0 -17
  23. package/dist/adapter/helpers/attribute-utils.js.map +1 -1
  24. package/dist/adapter/helpers/get-shader-info.d.ts +9 -0
  25. package/dist/adapter/helpers/get-shader-info.d.ts.map +1 -0
  26. package/dist/adapter/helpers/get-shader-info.js +25 -0
  27. package/dist/adapter/helpers/get-shader-info.js.map +1 -0
  28. package/dist/adapter/helpers/get-shader-layout.js +9 -57
  29. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  30. package/dist/adapter/helpers/parse-shader-compiler-log.d.ts +1 -1
  31. package/dist/adapter/helpers/parse-shader-compiler-log.d.ts.map +1 -1
  32. package/dist/adapter/helpers/parse-shader-compiler-log.js +0 -7
  33. package/dist/adapter/helpers/parse-shader-compiler-log.js.map +1 -1
  34. package/dist/adapter/helpers/set-uniform.d.ts.map +1 -1
  35. package/dist/adapter/helpers/set-uniform.js +0 -30
  36. package/dist/adapter/helpers/set-uniform.js.map +1 -1
  37. package/dist/adapter/helpers/uniforms.js +0 -10
  38. package/dist/adapter/helpers/uniforms.js.map +1 -1
  39. package/dist/adapter/objects/constants-to-keys.js +0 -7
  40. package/dist/adapter/objects/constants-to-keys.js.map +1 -1
  41. package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
  42. package/dist/adapter/objects/webgl-renderbuffer.js +4 -20
  43. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  44. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  45. package/dist/adapter/objects/webgl-resource.js +13 -60
  46. package/dist/adapter/objects/webgl-resource.js.map +1 -1
  47. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  48. package/dist/adapter/objects/webgl-vertex-array-object.js +6 -16
  49. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  50. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  51. package/dist/adapter/resources/webgl-buffer.js +13 -42
  52. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  53. package/dist/adapter/resources/webgl-command-buffer.js +2 -17
  54. package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
  55. package/dist/adapter/resources/webgl-command-encoder.js +1 -14
  56. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  57. package/dist/adapter/resources/webgl-external-texture.js.map +1 -1
  58. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  59. package/dist/adapter/resources/webgl-framebuffer.js +5 -65
  60. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  61. package/dist/adapter/resources/webgl-render-pass.d.ts +1 -1
  62. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  63. package/dist/adapter/resources/webgl-render-pass.js +1 -8
  64. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  65. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  66. package/dist/adapter/resources/webgl-render-pipeline.js +9 -98
  67. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  68. package/dist/adapter/resources/webgl-sampler.js +1 -13
  69. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  70. package/dist/adapter/resources/webgl-shader.d.ts +1 -2
  71. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  72. package/dist/adapter/resources/webgl-shader.js +3 -17
  73. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  74. package/dist/adapter/resources/webgl-texture.d.ts +1 -1
  75. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  76. package/dist/adapter/resources/webgl-texture.js +44 -162
  77. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  78. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  79. package/dist/adapter/webgl-canvas-context.js +2 -16
  80. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  81. package/dist/adapter/webgl-device.d.ts +5 -0
  82. package/dist/adapter/webgl-device.d.ts.map +1 -1
  83. package/dist/adapter/webgl-device.js +40 -107
  84. package/dist/adapter/webgl-device.js.map +1 -1
  85. package/dist/classic/accessor.js +11 -35
  86. package/dist/classic/accessor.js.map +1 -1
  87. package/dist/classic/buffer.d.ts.map +1 -1
  88. package/dist/classic/buffer.js +20 -76
  89. package/dist/classic/buffer.js.map +1 -1
  90. package/dist/classic/typed-array-utils.d.ts.map +1 -1
  91. package/dist/classic/typed-array-utils.js +0 -20
  92. package/dist/classic/typed-array-utils.js.map +1 -1
  93. package/dist/context/context/create-browser-context.d.ts +1 -0
  94. package/dist/context/context/create-browser-context.d.ts.map +1 -1
  95. package/dist/context/context/create-browser-context.js +6 -14
  96. package/dist/context/context/create-browser-context.js.map +1 -1
  97. package/dist/context/context/create-headless-context.js +6 -7
  98. package/dist/context/context/create-headless-context.js.map +1 -1
  99. package/dist/context/context/webgl-checks.js +0 -3
  100. package/dist/context/context/webgl-checks.js.map +1 -1
  101. package/dist/context/debug/spector.d.ts +1 -0
  102. package/dist/context/debug/spector.d.ts.map +1 -1
  103. package/dist/context/debug/spector.js +6 -18
  104. package/dist/context/debug/spector.js.map +1 -1
  105. package/dist/context/debug/webgl-developer-tools.d.ts.map +1 -1
  106. package/dist/context/debug/webgl-developer-tools.js +4 -22
  107. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  108. package/dist/context/parameters/unified-parameter-api.js +4 -15
  109. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  110. package/dist/context/parameters/webgl-parameter-tables.js +1 -20
  111. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
  112. package/dist/context/polyfill/context-data.js +0 -2
  113. package/dist/context/polyfill/context-data.js.map +1 -1
  114. package/dist/context/polyfill/get-parameter-polyfill.js +1 -6
  115. package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -1
  116. package/dist/context/polyfill/polyfill-context.js +17 -24
  117. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  118. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
  119. package/dist/context/polyfill/polyfill-table.js +3 -26
  120. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  121. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts.map +1 -1
  122. package/dist/context/polyfill/polyfill-vertex-array-object.js +0 -70
  123. package/dist/context/polyfill/polyfill-vertex-array-object.js.map +1 -1
  124. package/dist/context/state-tracker/deep-array-equal.js +0 -4
  125. package/dist/context/state-tracker/deep-array-equal.js.map +1 -1
  126. package/dist/context/state-tracker/track-context-state.d.ts.map +1 -1
  127. package/dist/context/state-tracker/track-context-state.js +14 -48
  128. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  129. package/dist/context/state-tracker/with-parameters.d.ts.map +1 -1
  130. package/dist/context/state-tracker/with-parameters.js +3 -9
  131. package/dist/context/state-tracker/with-parameters.js.map +1 -1
  132. package/dist/dist.dev.js +9205 -0
  133. package/dist/index.cjs +5948 -0
  134. package/dist/index.d.ts +0 -2
  135. package/dist/index.d.ts.map +1 -1
  136. package/dist/index.js +24 -26
  137. package/dist/index.js.map +1 -1
  138. package/dist/types/webgl.d.ts +4 -4
  139. package/dist/types/webgl.d.ts.map +1 -1
  140. package/dist/types/webgl.js.map +1 -1
  141. package/dist/types.js.map +1 -1
  142. package/dist.min.js +36 -0
  143. package/package.json +18 -9
  144. package/src/.DS_Store +0 -0
  145. package/src/adapter/.DS_Store +0 -0
  146. package/src/adapter/converters/device-parameters.ts +5 -2
  147. package/src/adapter/converters/sampler-parameters.ts +4 -2
  148. package/src/adapter/converters/texture-formats.ts +3 -1
  149. package/src/adapter/device-helpers/get-device-info.ts +8 -8
  150. package/src/adapter/helpers/get-shader-info.ts +37 -0
  151. package/src/adapter/helpers/get-shader-layout.ts +4 -4
  152. package/src/adapter/helpers/parse-shader-compiler-log.ts +2 -2
  153. package/src/adapter/helpers/set-uniform.ts +2 -0
  154. package/src/adapter/objects/webgl-renderbuffer.ts +1 -1
  155. package/src/adapter/objects/webgl-resource.ts +1 -1
  156. package/src/adapter/objects/webgl-vertex-array-object.ts +1 -1
  157. package/src/adapter/resources/webgl-buffer.ts +5 -5
  158. package/src/adapter/resources/webgl-command-encoder.ts +1 -1
  159. package/src/adapter/resources/webgl-framebuffer.ts +3 -4
  160. package/src/adapter/resources/webgl-render-pass.ts +1 -1
  161. package/src/adapter/resources/webgl-render-pipeline.ts +19 -20
  162. package/src/adapter/resources/webgl-shader.ts +3 -3
  163. package/src/adapter/resources/webgl-texture.ts +8 -9
  164. package/src/adapter/webgl-canvas-context.ts +2 -2
  165. package/src/adapter/webgl-device.ts +13 -3
  166. package/src/classic/accessor.ts +1 -1
  167. package/src/classic/buffer.ts +3 -3
  168. package/src/classic/typed-array-utils.ts +1 -1
  169. package/src/context/.DS_Store +0 -0
  170. package/src/context/context/create-browser-context.ts +4 -2
  171. package/src/context/context/create-headless-context.ts +2 -2
  172. package/src/context/debug/spector.ts +5 -4
  173. package/src/context/debug/webgl-developer-tools.ts +1 -1
  174. package/src/context/polyfill/polyfill-table.ts +1 -0
  175. package/src/context/polyfill/polyfill-vertex-array-object.ts +2 -0
  176. package/src/context/state-tracker/track-context-state.ts +6 -5
  177. package/src/context/state-tracker/with-parameters.ts +1 -1
  178. package/src/index.ts +1 -5
  179. package/src/types/webgl.ts +6 -4
  180. package/dist/bundle.d.ts +0 -2
  181. package/dist/bundle.d.ts.map +0 -1
  182. package/dist/bundle.js +0 -5
  183. package/dist/bundle.js.map +0 -1
  184. package/dist/es5/adapter/converters/device-parameters.js +0 -174
  185. package/dist/es5/adapter/converters/device-parameters.js.map +0 -1
  186. package/dist/es5/adapter/converters/renderbuffer-formats.js +0 -163
  187. package/dist/es5/adapter/converters/renderbuffer-formats.js.map +0 -1
  188. package/dist/es5/adapter/converters/sampler-parameters.js +0 -245
  189. package/dist/es5/adapter/converters/sampler-parameters.js.map +0 -1
  190. package/dist/es5/adapter/converters/texture-formats.js +0 -1022
  191. package/dist/es5/adapter/converters/texture-formats.js.map +0 -1
  192. package/dist/es5/adapter/converters/vertex-formats.js +0 -48
  193. package/dist/es5/adapter/converters/vertex-formats.js.map +0 -1
  194. package/dist/es5/adapter/device-helpers/device-features.js +0 -155
  195. package/dist/es5/adapter/device-helpers/device-features.js.map +0 -1
  196. package/dist/es5/adapter/device-helpers/device-limits.js +0 -64
  197. package/dist/es5/adapter/device-helpers/device-limits.js.map +0 -1
  198. package/dist/es5/adapter/device-helpers/get-device-info.js +0 -59
  199. package/dist/es5/adapter/device-helpers/get-device-info.js.map +0 -1
  200. package/dist/es5/adapter/device-helpers/is-old-ie.js +0 -16
  201. package/dist/es5/adapter/device-helpers/is-old-ie.js.map +0 -1
  202. package/dist/es5/adapter/helpers/attribute-utils.js +0 -91
  203. package/dist/es5/adapter/helpers/attribute-utils.js.map +0 -1
  204. package/dist/es5/adapter/helpers/get-shader-layout.js +0 -389
  205. package/dist/es5/adapter/helpers/get-shader-layout.js.map +0 -1
  206. package/dist/es5/adapter/helpers/parse-shader-compiler-log.js +0 -72
  207. package/dist/es5/adapter/helpers/parse-shader-compiler-log.js.map +0 -1
  208. package/dist/es5/adapter/helpers/set-uniform.js +0 -125
  209. package/dist/es5/adapter/helpers/set-uniform.js.map +0 -1
  210. package/dist/es5/adapter/helpers/uniforms.js +0 -112
  211. package/dist/es5/adapter/helpers/uniforms.js.map +0 -1
  212. package/dist/es5/adapter/objects/constants-to-keys.js +0 -54
  213. package/dist/es5/adapter/objects/constants-to-keys.js.map +0 -1
  214. package/dist/es5/adapter/objects/webgl-renderbuffer.js +0 -150
  215. package/dist/es5/adapter/objects/webgl-renderbuffer.js.map +0 -1
  216. package/dist/es5/adapter/objects/webgl-resource.js +0 -287
  217. package/dist/es5/adapter/objects/webgl-resource.js.map +0 -1
  218. package/dist/es5/adapter/objects/webgl-vertex-array-object.js +0 -137
  219. package/dist/es5/adapter/objects/webgl-vertex-array-object.js.map +0 -1
  220. package/dist/es5/adapter/resources/webgl-buffer.js +0 -242
  221. package/dist/es5/adapter/resources/webgl-buffer.js.map +0 -1
  222. package/dist/es5/adapter/resources/webgl-command-buffer.js +0 -96
  223. package/dist/es5/adapter/resources/webgl-command-buffer.js.map +0 -1
  224. package/dist/es5/adapter/resources/webgl-command-encoder.js +0 -98
  225. package/dist/es5/adapter/resources/webgl-command-encoder.js.map +0 -1
  226. package/dist/es5/adapter/resources/webgl-external-texture.js +0 -2
  227. package/dist/es5/adapter/resources/webgl-external-texture.js.map +0 -1
  228. package/dist/es5/adapter/resources/webgl-framebuffer.js +0 -347
  229. package/dist/es5/adapter/resources/webgl-framebuffer.js.map +0 -1
  230. package/dist/es5/adapter/resources/webgl-render-pass.js +0 -62
  231. package/dist/es5/adapter/resources/webgl-render-pass.js.map +0 -1
  232. package/dist/es5/adapter/resources/webgl-render-pipeline.js +0 -494
  233. package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +0 -1
  234. package/dist/es5/adapter/resources/webgl-sampler.js +0 -101
  235. package/dist/es5/adapter/resources/webgl-sampler.js.map +0 -1
  236. package/dist/es5/adapter/resources/webgl-shader.js +0 -150
  237. package/dist/es5/adapter/resources/webgl-shader.js.map +0 -1
  238. package/dist/es5/adapter/resources/webgl-texture.js +0 -980
  239. package/dist/es5/adapter/resources/webgl-texture.js.map +0 -1
  240. package/dist/es5/adapter/webgl-canvas-context.js +0 -96
  241. package/dist/es5/adapter/webgl-canvas-context.js.map +0 -1
  242. package/dist/es5/adapter/webgl-device.js +0 -474
  243. package/dist/es5/adapter/webgl-device.js.map +0 -1
  244. package/dist/es5/bundle.js +0 -7
  245. package/dist/es5/bundle.js.map +0 -1
  246. package/dist/es5/classic/accessor.js +0 -181
  247. package/dist/es5/classic/accessor.js.map +0 -1
  248. package/dist/es5/classic/buffer.js +0 -468
  249. package/dist/es5/classic/buffer.js.map +0 -1
  250. package/dist/es5/classic/typed-array-utils.js +0 -126
  251. package/dist/es5/classic/typed-array-utils.js.map +0 -1
  252. package/dist/es5/context/context/create-browser-context.js +0 -83
  253. package/dist/es5/context/context/create-browser-context.js.map +0 -1
  254. package/dist/es5/context/context/create-headless-context.js +0 -60
  255. package/dist/es5/context/context/create-headless-context.js.map +0 -1
  256. package/dist/es5/context/context/webgl-checks.js +0 -54
  257. package/dist/es5/context/context/webgl-checks.js.map +0 -1
  258. package/dist/es5/context/debug/spector.js +0 -133
  259. package/dist/es5/context/debug/spector.js.map +0 -1
  260. package/dist/es5/context/debug/webgl-developer-tools.js +0 -192
  261. package/dist/es5/context/debug/webgl-developer-tools.js.map +0 -1
  262. package/dist/es5/context/parameters/unified-parameter-api.js +0 -101
  263. package/dist/es5/context/parameters/unified-parameter-api.js.map +0 -1
  264. package/dist/es5/context/parameters/webgl-parameter-tables.js +0 -393
  265. package/dist/es5/context/parameters/webgl-parameter-tables.js.map +0 -1
  266. package/dist/es5/context/polyfill/context-data.js +0 -21
  267. package/dist/es5/context/polyfill/context-data.js.map +0 -1
  268. package/dist/es5/context/polyfill/get-parameter-polyfill.js +0 -81
  269. package/dist/es5/context/polyfill/get-parameter-polyfill.js.map +0 -1
  270. package/dist/es5/context/polyfill/polyfill-context.js +0 -134
  271. package/dist/es5/context/polyfill/polyfill-context.js.map +0 -1
  272. package/dist/es5/context/polyfill/polyfill-table.js +0 -167
  273. package/dist/es5/context/polyfill/polyfill-table.js.map +0 -1
  274. package/dist/es5/context/polyfill/polyfill-vertex-array-object.js +0 -341
  275. package/dist/es5/context/polyfill/polyfill-vertex-array-object.js.map +0 -1
  276. package/dist/es5/context/state-tracker/deep-array-equal.js +0 -28
  277. package/dist/es5/context/state-tracker/deep-array-equal.js.map +0 -1
  278. package/dist/es5/context/state-tracker/track-context-state.js +0 -210
  279. package/dist/es5/context/state-tracker/track-context-state.js.map +0 -1
  280. package/dist/es5/context/state-tracker/with-parameters.js +0 -52
  281. package/dist/es5/context/state-tracker/with-parameters.js.map +0 -1
  282. package/dist/es5/index.js +0 -276
  283. package/dist/es5/index.js.map +0 -1
  284. package/dist/es5/init.js +0 -10
  285. package/dist/es5/init.js.map +0 -1
  286. package/dist/es5/types/webgl.js +0 -6
  287. package/dist/es5/types/webgl.js.map +0 -1
  288. package/dist/es5/types.js +0 -2
  289. package/dist/es5/types.js.map +0 -1
  290. package/dist/esm/adapter/converters/device-parameters.js +0 -157
  291. package/dist/esm/adapter/converters/device-parameters.js.map +0 -1
  292. package/dist/esm/adapter/converters/renderbuffer-formats.js +0 -185
  293. package/dist/esm/adapter/converters/renderbuffer-formats.js.map +0 -1
  294. package/dist/esm/adapter/converters/sampler-parameters.js +0 -227
  295. package/dist/esm/adapter/converters/sampler-parameters.js.map +0 -1
  296. package/dist/esm/adapter/converters/texture-formats.js +0 -945
  297. package/dist/esm/adapter/converters/texture-formats.js.map +0 -1
  298. package/dist/esm/adapter/converters/vertex-formats.js +0 -38
  299. package/dist/esm/adapter/converters/vertex-formats.js.map +0 -1
  300. package/dist/esm/adapter/device-helpers/device-features.js +0 -112
  301. package/dist/esm/adapter/device-helpers/device-features.js.map +0 -1
  302. package/dist/esm/adapter/device-helpers/device-limits.js +0 -91
  303. package/dist/esm/adapter/device-helpers/device-limits.js.map +0 -1
  304. package/dist/esm/adapter/device-helpers/get-device-info.js +0 -48
  305. package/dist/esm/adapter/device-helpers/get-device-info.js.map +0 -1
  306. package/dist/esm/adapter/device-helpers/is-old-ie.js +0 -8
  307. package/dist/esm/adapter/device-helpers/is-old-ie.js.map +0 -1
  308. package/dist/esm/adapter/helpers/attribute-utils.js +0 -81
  309. package/dist/esm/adapter/helpers/attribute-utils.js.map +0 -1
  310. package/dist/esm/adapter/helpers/get-shader-layout.js +0 -328
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  400. package/src/bundle.ts +0 -4
  401. package/src/init.ts +0 -4
@@ -1,18 +1,16 @@
1
1
  import GL from '@luma.gl/constants';
2
- import { isWebGL2 } from '../../context/context/webgl-checks';
3
- import Accessor from '../../classic/accessor';
4
- import { decodeUniformType, decodeAttributeType } from './uniforms';
5
- import { getVertexFormat } from '../converters/vertex-formats';
6
- import { isSamplerUniform } from './uniforms';
2
+ import { isWebGL2 } from "../../context/context/webgl-checks.js";
3
+ import Accessor from "../../classic/accessor.js";
4
+ import { decodeUniformType, decodeAttributeType } from "./uniforms.js";
5
+ import { getVertexFormat } from "../converters/vertex-formats.js";
6
+ import { isSamplerUniform } from "./uniforms.js";
7
7
  export function getShaderLayout(gl, program) {
8
8
  var _programBindings$unif, _programBindings$vary;
9
-
10
9
  const programBindings = getProgramBindings(gl, program);
11
10
  const shaderLayout = {
12
11
  attributes: [],
13
12
  bindings: []
14
13
  };
15
-
16
14
  for (const attribute of programBindings.attributes) {
17
15
  const size = Math.min(attribute.accessor.size, 4);
18
16
  const format = getVertexFormat(attribute.accessor.type || GL.FLOAT, size);
@@ -23,7 +21,6 @@ export function getShaderLayout(gl, program) {
23
21
  stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'
24
22
  });
25
23
  }
26
-
27
24
  for (const uniformBlock of programBindings.uniformBlocks) {
28
25
  const uniforms = uniformBlock.uniforms.map(uniform => ({
29
26
  name: uniform.name,
@@ -41,9 +38,7 @@ export function getShaderLayout(gl, program) {
41
38
  uniforms
42
39
  });
43
40
  }
44
-
45
41
  let textureUnit = 0;
46
-
47
42
  for (const uniform of programBindings.uniforms) {
48
43
  if (isSamplerUniform(uniform.type)) {
49
44
  const {
@@ -61,17 +56,13 @@ export function getShaderLayout(gl, program) {
61
56
  textureUnit += 1;
62
57
  }
63
58
  }
64
-
65
59
  const uniforms = ((_programBindings$unif = programBindings.uniforms) === null || _programBindings$unif === void 0 ? void 0 : _programBindings$unif.filter(uniform => uniform.location !== null)) || [];
66
-
67
60
  if (uniforms.length) {
68
61
  shaderLayout.uniforms = uniforms;
69
62
  }
70
-
71
63
  if ((_programBindings$vary = programBindings.varyings) !== null && _programBindings$vary !== void 0 && _programBindings$vary.length) {
72
64
  shaderLayout.varyings = programBindings.varyings;
73
65
  }
74
-
75
66
  return shaderLayout;
76
67
  }
77
68
  export function getProgramBindings(gl, program) {
@@ -84,40 +75,32 @@ export function getProgramBindings(gl, program) {
84
75
  Object.seal(config);
85
76
  return config;
86
77
  }
87
-
88
78
  function readAttributeBindings(gl, program) {
89
79
  const attributes = [];
90
80
  const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
91
-
92
81
  for (let index = 0; index < count; index++) {
93
82
  const activeInfo = gl.getActiveAttrib(program, index);
94
-
95
83
  if (!activeInfo) {
96
84
  throw new Error('activeInfo');
97
85
  }
98
-
99
86
  const {
100
87
  name,
101
88
  type: compositeType,
102
89
  size
103
90
  } = activeInfo;
104
91
  const location = gl.getAttribLocation(program, name);
105
-
106
92
  if (location >= 0) {
107
93
  const {
108
94
  glType,
109
95
  components
110
96
  } = decodeAttributeType(compositeType);
111
- ;
112
97
  const accessor = {
113
98
  type: glType,
114
99
  size: size * components
115
100
  };
116
-
117
101
  if (/instance/i.test(name)) {
118
102
  accessor.divisor = 1;
119
103
  }
120
-
121
104
  const attributeInfo = {
122
105
  location,
123
106
  name,
@@ -126,27 +109,21 @@ function readAttributeBindings(gl, program) {
126
109
  attributes.push(attributeInfo);
127
110
  }
128
111
  }
129
-
130
112
  attributes.sort((a, b) => a.location - b.location);
131
113
  return attributes;
132
114
  }
133
-
134
115
  function readVaryings(gl, program) {
135
116
  if (!isWebGL2(gl)) {
136
117
  return [];
137
118
  }
138
-
139
119
  const gl2 = gl;
140
120
  const varyings = [];
141
121
  const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);
142
-
143
122
  for (let location = 0; location < count; location++) {
144
123
  const activeInfo = gl2.getTransformFeedbackVarying(program, location);
145
-
146
124
  if (!activeInfo) {
147
125
  throw new Error('activeInfo');
148
126
  }
149
-
150
127
  const {
151
128
  name,
152
129
  type: compositeType,
@@ -156,7 +133,6 @@ function readVaryings(gl, program) {
156
133
  glType,
157
134
  components
158
135
  } = decodeUniformType(compositeType);
159
- ;
160
136
  const accessor = new Accessor({
161
137
  type: glType,
162
138
  size: size * components
@@ -168,22 +144,17 @@ function readVaryings(gl, program) {
168
144
  };
169
145
  varyings.push(varying);
170
146
  }
171
-
172
147
  varyings.sort((a, b) => a.location - b.location);
173
148
  return varyings;
174
149
  }
175
-
176
150
  function readUniformBindings(gl, program) {
177
151
  const uniforms = [];
178
152
  const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);
179
-
180
153
  for (let i = 0; i < uniformCount; i++) {
181
154
  const activeInfo = gl.getActiveUniform(program, i);
182
-
183
155
  if (!activeInfo) {
184
156
  throw new Error('activeInfo');
185
157
  }
186
-
187
158
  const {
188
159
  name: rawName,
189
160
  size,
@@ -202,12 +173,12 @@ function readUniformBindings(gl, program) {
202
173
  isArray
203
174
  };
204
175
  uniforms.push(uniformInfo);
205
-
206
176
  if (uniformInfo.size > 1) {
207
177
  for (let j = 0; j < uniformInfo.size; j++) {
208
178
  const elementName = "".concat(name, "[").concat(j, "]");
209
179
  webglLocation = gl.getUniformLocation(program, elementName);
210
- const arrayElementUniformInfo = { ...uniformInfo,
180
+ const arrayElementUniformInfo = {
181
+ ...uniformInfo,
211
182
  name: elementName,
212
183
  location: webglLocation
213
184
  };
@@ -215,22 +186,16 @@ function readUniformBindings(gl, program) {
215
186
  }
216
187
  }
217
188
  }
218
-
219
189
  return uniforms;
220
190
  }
221
-
222
191
  function readUniformBlocks(gl, program) {
223
192
  if (!isWebGL2(gl)) {
224
193
  return [];
225
194
  }
226
-
227
195
  const gl2 = gl;
228
-
229
196
  const getBlockParameter = (blockIndex, pname) => gl2.getActiveUniformBlockParameter(program, blockIndex, pname);
230
-
231
197
  const uniformBlocks = [];
232
198
  const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);
233
-
234
199
  for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {
235
200
  const blockInfo = {
236
201
  name: gl2.getActiveUniformBlockName(program, blockIndex) || '',
@@ -246,14 +211,11 @@ function readUniformBlocks(gl, program) {
246
211
  const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE);
247
212
  const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET);
248
213
  const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE);
249
-
250
214
  for (let i = 0; i < blockInfo.uniformCount; ++i) {
251
215
  const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);
252
-
253
216
  if (!activeInfo) {
254
217
  throw new Error('activeInfo');
255
218
  }
256
-
257
219
  blockInfo.uniforms.push({
258
220
  name: activeInfo.name,
259
221
  format: decodeUniformType(uniformType[i]).format,
@@ -263,14 +225,11 @@ function readUniformBlocks(gl, program) {
263
225
  byteStride: uniformStride[i]
264
226
  });
265
227
  }
266
-
267
228
  uniformBlocks.push(blockInfo);
268
229
  }
269
-
270
230
  uniformBlocks.sort((a, b) => a.location - b.location);
271
231
  return uniformBlocks;
272
232
  }
273
-
274
233
  const SAMPLER_UNIFORMS_GL_TO_GPU = {
275
234
  [GL.SAMPLER_2D]: ['2d', 'float'],
276
235
  [GL.SAMPLER_CUBE]: ['cube', 'float'],
@@ -288,21 +247,17 @@ const SAMPLER_UNIFORMS_GL_TO_GPU = {
288
247
  [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],
289
248
  [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']
290
249
  };
291
-
292
250
  function getSamplerInfo(type) {
293
- let sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];
294
-
251
+ const sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];
295
252
  if (!sampler) {
296
253
  throw new Error('sampler');
297
254
  }
298
-
299
255
  const [viewDimension, sampleType] = sampler;
300
256
  return {
301
257
  viewDimension,
302
258
  sampleType
303
259
  };
304
260
  }
305
-
306
261
  function parseUniformName(name) {
307
262
  if (name[name.length - 1] !== ']') {
308
263
  return {
@@ -311,14 +266,11 @@ function parseUniformName(name) {
311
266
  isArray: false
312
267
  };
313
268
  }
314
-
315
269
  const UNIFORM_NAME_REGEXP = /([^[]*)(\[[0-9]+\])?/;
316
- const matches = name.match(UNIFORM_NAME_REGEXP);
317
-
270
+ const matches = UNIFORM_NAME_REGEXP.exec(name);
318
271
  if (!matches || matches.length < 2) {
319
272
  throw new Error("Failed to parse GLSL uniform name ".concat(name));
320
273
  }
321
-
322
274
  return {
323
275
  name: matches[1],
324
276
  length: matches[2] ? 1 : 0,
@@ -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/**\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"}
1
+ {"version":3,"file":"get-shader-layout.js","names":["GL","isWebGL2","Accessor","decodeUniformType","decodeAttributeType","getVertexFormat","isSamplerUniform","getShaderLayout","gl","program","_programBindings$unif","_programBindings$vary","programBindings","getProgramBindings","shaderLayout","attributes","bindings","attribute","size","Math","min","accessor","format","type","FLOAT","push","name","location","stepMode","divisor","uniformBlock","uniformBlocks","uniforms","map","uniform","byteOffset","byteStride","arrayLength","visibility","vertex","fragment","minBindingSize","byteLength","textureUnit","viewDimension","sampleType","getSamplerInfo","filter","length","varyings","config","readAttributeBindings","readUniformBindings","readUniformBlocks","readVaryings","Object","seal","count","getProgramParameter","ACTIVE_ATTRIBUTES","index","activeInfo","getActiveAttrib","Error","compositeType","getAttribLocation","glType","components","test","attributeInfo","sort","a","b","gl2","TRANSFORM_FEEDBACK_VARYINGS","getTransformFeedbackVarying","varying","uniformCount","ACTIVE_UNIFORMS","i","getActiveUniform","rawName","isArray","parseUniformName","webglLocation","getUniformLocation","uniformInfo","j","elementName","concat","arrayElementUniformInfo","getBlockParameter","blockIndex","pname","getActiveUniformBlockParameter","blockCount","ACTIVE_UNIFORM_BLOCKS","blockInfo","getActiveUniformBlockName","UNIFORM_BLOCK_BINDING","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_ACTIVE_UNIFORMS","uniformIndices","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","uniformType","getActiveUniforms","UNIFORM_TYPE","uniformArrayLength","UNIFORM_SIZE","uniformOffset","UNIFORM_OFFSET","uniformStride","UNIFORM_ARRAY_STRIDE","SAMPLER_UNIFORMS_GL_TO_GPU","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","sampler","UNIFORM_NAME_REGEXP","matches","exec","Boolean"],"sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"sourcesContent":["// 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 const 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 = UNIFORM_NAME_REGEXP.exec(name);\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 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@@ -1,4 +1,4 @@
1
- import type { CompilerMessage } from '@luma.gl/shadertools';
1
+ import type { CompilerMessage } from '@luma.gl/api';
2
2
  /**
3
3
  * Parse a WebGL-format GLSL compilation log into an array of WebGPU style message records.
4
4
  * This follows documented WebGL conventions for compilation logs.
@@ -1 +1 @@
1
- {"version":3,"file":"parse-shader-compiler-log.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,eAAe,EAAC,MAAM,sBAAsB,CAAC;AAI1D;;;;GAIG;AACH,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAI,SAAS,eAAe,EAAE,CAqClF"}
1
+ {"version":3,"file":"parse-shader-compiler-log.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,eAAe,EAAC,MAAM,cAAc,CAAC;AAIlD;;;;GAIG;AACH,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAI,SAAS,eAAe,EAAE,CAqClF"}
@@ -2,26 +2,20 @@ const MESSAGE_TYPES = ['warning', 'error', 'info'];
2
2
  export function parseShaderCompilerLog(errLog) {
3
3
  const lines = errLog.split(/\r?\n/);
4
4
  const messages = [];
5
-
6
5
  for (const line of lines) {
7
6
  if (line.length <= 1) {
8
7
  continue;
9
8
  }
10
-
11
9
  const segments = line.split(':');
12
10
  const [messageType, linePosition, lineNumber, ...rest] = segments;
13
11
  let lineNum = parseInt(lineNumber, 10);
14
-
15
12
  if (isNaN(lineNum)) {
16
13
  lineNum = 0;
17
14
  }
18
-
19
15
  let linePos = parseInt(linePosition, 10);
20
-
21
16
  if (isNaN(linePos)) {
22
17
  linePos = 0;
23
18
  }
24
-
25
19
  const lowerCaseType = messageType.toLowerCase();
26
20
  const type = MESSAGE_TYPES.includes(lowerCaseType) ? lowerCaseType : 'info';
27
21
  messages.push({
@@ -31,7 +25,6 @@ export function parseShaderCompilerLog(errLog) {
31
25
  linePos
32
26
  });
33
27
  }
34
-
35
28
  return messages;
36
29
  }
37
30
  //# sourceMappingURL=parse-shader-compiler-log.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"names":["MESSAGE_TYPES","parseShaderCompilerLog","errLog","lines","split","messages","line","length","segments","messageType","linePosition","lineNumber","rest","lineNum","parseInt","isNaN","linePos","lowerCaseType","toLowerCase","type","includes","push","message","join","trim"],"mappings":"AAGA,MAAMA,aAAa,GAAG,CAAC,SAAD,EAAY,OAAZ,EAAqB,MAArB,CAAtB;AAOA,OAAO,SAASC,sBAAT,CAAgCC,MAAhC,EAA6E;AAElF,QAAMC,KAAK,GAAGD,MAAM,CAACE,KAAP,CAAa,OAAb,CAAd;AAEA,QAAMC,QAA2B,GAAG,EAApC;;AAEA,OAAK,MAAMC,IAAX,IAAmBH,KAAnB,EAA0B;AACxB,QAAIG,IAAI,CAACC,MAAL,IAAe,CAAnB,EAAsB;AACpB;AACD;;AAED,UAAMC,QAAkB,GAAGF,IAAI,CAACF,KAAL,CAAW,GAAX,CAA3B;AACA,UAAM,CAACK,WAAD,EAAcC,YAAd,EAA4BC,UAA5B,EAAwC,GAAGC,IAA3C,IAAmDJ,QAAzD;AAEA,QAAIK,OAAO,GAAGC,QAAQ,CAACH,UAAD,EAAa,EAAb,CAAtB;;AACA,QAAII,KAAK,CAACF,OAAD,CAAT,EAAoB;AAClBA,MAAAA,OAAO,GAAG,CAAV;AACD;;AAED,QAAIG,OAAO,GAAGF,QAAQ,CAACJ,YAAD,EAAe,EAAf,CAAtB;;AACA,QAAIK,KAAK,CAACC,OAAD,CAAT,EAAoB;AAClBA,MAAAA,OAAO,GAAG,CAAV;AACD;;AAGD,UAAMC,aAAa,GAAGR,WAAW,CAACS,WAAZ,EAAtB;AACA,UAAMC,IAAI,GAAInB,aAAa,CAACoB,QAAd,CAAuBH,aAAvB,IAAwCA,aAAxC,GAAwD,MAAtE;AAEAZ,IAAAA,QAAQ,CAACgB,IAAT,CAAc;AACZC,MAAAA,OAAO,EAAEV,IAAI,CAACW,IAAL,CAAU,GAAV,EAAeC,IAAf,EADG;AAEZL,MAAAA,IAFY;AAGZN,MAAAA,OAHY;AAIZG,MAAAA;AAJY,KAAd;AAMD;;AAED,SAAOX,QAAP;AACD","sourcesContent":["// luma.gl, MIT license\nimport type {CompilerMessage} from '@luma.gl/shadertools';\n\nconst MESSAGE_TYPES = ['warning', 'error', 'info'];\n\n/**\n * Parse a WebGL-format GLSL compilation log into an array of WebGPU style message records.\n * This follows documented WebGL conventions for compilation logs.\n * Based on https://github.com/wwwtyro/gl-format-compiler-error (public domain)\n */\nexport function parseShaderCompilerLog(errLog: string) : readonly CompilerMessage[] {\n // Parse the error - note: browser and driver dependent\n const lines = errLog.split(/\\r?\\n/);\n\n const messages: CompilerMessage[] = [];\n\n for (const line of lines) {\n if (line.length <= 1) {\n continue;\n }\n\n const segments: string[] = line.split(':');\n const [messageType, linePosition, lineNumber, ...rest] = segments;\n\n let lineNum = parseInt(lineNumber, 10);\n if (isNaN(lineNum)) {\n lineNum = 0;\n }\n\n let linePos = parseInt(linePosition, 10);\n if (isNaN(linePos)) {\n linePos = 0;\n }\n\n // Ensure supported type\n const lowerCaseType = messageType.toLowerCase();\n const type = (MESSAGE_TYPES.includes(lowerCaseType) ? lowerCaseType : 'info') as 'warning' | 'error' | 'info';\n\n messages.push({\n message: rest.join(':').trim(),\n type,\n lineNum,\n linePos // TODO\n })\n }\n\n return messages;\n}\n"],"file":"parse-shader-compiler-log.js"}
1
+ {"version":3,"file":"parse-shader-compiler-log.js","names":["MESSAGE_TYPES","parseShaderCompilerLog","errLog","lines","split","messages","line","length","segments","messageType","linePosition","lineNumber","rest","lineNum","parseInt","isNaN","linePos","lowerCaseType","toLowerCase","type","includes","push","message","join","trim"],"sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {CompilerMessage} from '@luma.gl/api';\n\nconst MESSAGE_TYPES = ['warning', 'error', 'info'];\n\n/**\n * Parse a WebGL-format GLSL compilation log into an array of WebGPU style message records.\n * This follows documented WebGL conventions for compilation logs.\n * Based on https://github.com/wwwtyro/gl-format-compiler-error (public domain)\n */\nexport function parseShaderCompilerLog(errLog: string) : readonly CompilerMessage[] {\n // Parse the error - note: browser and driver dependent\n const lines = errLog.split(/\\r?\\n/);\n\n const messages: CompilerMessage[] = [];\n\n for (const line of lines) {\n if (line.length <= 1) {\n continue; // eslint-disable-line no-continue\n }\n\n const segments: string[] = line.split(':');\n const [messageType, linePosition, lineNumber, ...rest] = segments;\n\n let lineNum = parseInt(lineNumber, 10);\n if (isNaN(lineNum)) {\n lineNum = 0;\n }\n\n let linePos = parseInt(linePosition, 10);\n if (isNaN(linePos)) {\n linePos = 0;\n }\n\n // Ensure supported type\n const lowerCaseType = messageType.toLowerCase();\n const type = (MESSAGE_TYPES.includes(lowerCaseType) ? lowerCaseType : 'info') as 'warning' | 'error' | 'info';\n\n messages.push({\n message: rest.join(':').trim(),\n type,\n lineNum,\n linePos // TODO\n })\n }\n\n return messages;\n}\n"],"mappings":"AAGA,MAAMA,aAAa,GAAG,CAAC,SAAS,EAAE,OAAO,EAAE,MAAM,CAAC;AAOlD,OAAO,SAASC,sBAAsBA,CAACC,MAAc,EAA+B;EAElF,MAAMC,KAAK,GAAGD,MAAM,CAACE,KAAK,CAAC,OAAO,CAAC;EAEnC,MAAMC,QAA2B,GAAG,EAAE;EAEtC,KAAK,MAAMC,IAAI,IAAIH,KAAK,EAAE;IACxB,IAAIG,IAAI,CAACC,MAAM,IAAI,CAAC,EAAE;MACpB;IACF;IAEA,MAAMC,QAAkB,GAAGF,IAAI,CAACF,KAAK,CAAC,GAAG,CAAC;IAC1C,MAAM,CAACK,WAAW,EAAEC,YAAY,EAAEC,UAAU,EAAE,GAAGC,IAAI,CAAC,GAAGJ,QAAQ;IAEjE,IAAIK,OAAO,GAAGC,QAAQ,CAACH,UAAU,EAAE,EAAE,CAAC;IACtC,IAAII,KAAK,CAACF,OAAO,CAAC,EAAE;MAClBA,OAAO,GAAG,CAAC;IACb;IAEA,IAAIG,OAAO,GAAGF,QAAQ,CAACJ,YAAY,EAAE,EAAE,CAAC;IACxC,IAAIK,KAAK,CAACC,OAAO,CAAC,EAAE;MAClBA,OAAO,GAAG,CAAC;IACb;IAGA,MAAMC,aAAa,GAAGR,WAAW,CAACS,WAAW,EAAE;IAC/C,MAAMC,IAAI,GAAInB,aAAa,CAACoB,QAAQ,CAACH,aAAa,CAAC,GAAGA,aAAa,GAAG,MAAuC;IAE7GZ,QAAQ,CAACgB,IAAI,CAAC;MACZC,OAAO,EAAEV,IAAI,CAACW,IAAI,CAAC,GAAG,CAAC,CAACC,IAAI,EAAE;MAC9BL,IAAI;MACJN,OAAO;MACPG;IACF,CAAC,CAAC;EACJ;EAEA,OAAOX,QAAQ;AACjB"}
@@ -1 +1 @@
1
- {"version":3,"file":"set-uniform.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/set-uniform.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAEpC,8DAA8D;AAE9D,wBAAgB,UAAU,CACxB,EAAE,EAAE,qBAAqB,EACzB,QAAQ,EAAE,oBAAoB,EAC9B,IAAI,EAAE,EAAE,EACR,KAAK,EAAE,MAAM,GAAG,YAAY,GAAG,UAAU,GAAG,WAAW,GACtD,IAAI,CA4EN"}
1
+ {"version":3,"file":"set-uniform.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/set-uniform.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAEpC,8DAA8D;AAE9D,wBAAgB,UAAU,CACxB,EAAE,EAAE,qBAAqB,EACzB,QAAQ,EAAE,oBAAoB,EAC9B,IAAI,EAAE,EAAE,EACR,KAAK,EAAE,MAAM,GAAG,YAAY,GAAG,UAAU,GAAG,WAAW,GACtD,IAAI,CA4EN"}
@@ -1,7 +1,6 @@
1
1
  import GL from '@luma.gl/constants';
2
2
  export function setUniform(gl, location, type, value) {
3
3
  const gl2 = gl;
4
-
5
4
  if (typeof value === 'number') {
6
5
  switch (type) {
7
6
  case GL.SAMPLER_2D:
@@ -22,94 +21,65 @@ export function setUniform(gl, location, type, value) {
22
21
  return gl.uniform1i(location, value);
23
22
  }
24
23
  }
25
-
26
24
  if (value === true) {
27
25
  value = 1;
28
26
  }
29
-
30
27
  if (value === false) {
31
28
  value = 1;
32
29
  }
33
-
34
30
  const arrayValue = typeof value === 'number' ? [value] : value;
35
-
36
31
  switch (type) {
37
32
  case GL.FLOAT:
38
33
  return gl.uniform1fv(location, arrayValue);
39
-
40
34
  case GL.FLOAT_VEC2:
41
35
  return gl.uniform2fv(location, arrayValue);
42
-
43
36
  case GL.FLOAT_VEC3:
44
37
  return gl.uniform3fv(location, arrayValue);
45
-
46
38
  case GL.FLOAT_VEC4:
47
39
  return gl.uniform4fv(location, arrayValue);
48
-
49
40
  case GL.INT:
50
41
  return gl.uniform1iv(location, arrayValue);
51
-
52
42
  case GL.INT_VEC2:
53
43
  return gl.uniform2iv(location, arrayValue);
54
-
55
44
  case GL.INT_VEC3:
56
45
  return gl.uniform3iv(location, arrayValue);
57
-
58
46
  case GL.INT_VEC4:
59
47
  return gl.uniform4iv(location, arrayValue);
60
-
61
48
  case GL.BOOL:
62
49
  return gl.uniform1iv(location, arrayValue);
63
-
64
50
  case GL.BOOL_VEC2:
65
51
  return gl.uniform2iv(location, arrayValue);
66
-
67
52
  case GL.BOOL_VEC3:
68
53
  return gl.uniform3iv(location, arrayValue);
69
-
70
54
  case GL.BOOL_VEC4:
71
55
  return gl.uniform4iv(location, arrayValue);
72
-
73
56
  case GL.UNSIGNED_INT:
74
57
  return gl2.uniform1uiv(location, arrayValue, 1);
75
-
76
58
  case GL.UNSIGNED_INT_VEC2:
77
59
  return gl2.uniform2uiv(location, arrayValue, 2);
78
-
79
60
  case GL.UNSIGNED_INT_VEC3:
80
61
  return gl2.uniform3uiv(location, arrayValue, 3);
81
-
82
62
  case GL.UNSIGNED_INT_VEC4:
83
63
  return gl2.uniform4uiv(location, arrayValue, 4);
84
-
85
64
  case GL.FLOAT_MAT2:
86
65
  return gl.uniformMatrix2fv(location, false, arrayValue);
87
-
88
66
  case GL.FLOAT_MAT3:
89
67
  return gl.uniformMatrix3fv(location, false, arrayValue);
90
-
91
68
  case GL.FLOAT_MAT4:
92
69
  return gl.uniformMatrix4fv(location, false, arrayValue);
93
-
94
70
  case GL.FLOAT_MAT2x3:
95
71
  return gl2.uniformMatrix2x3fv(location, false, arrayValue);
96
-
97
72
  case GL.FLOAT_MAT2x4:
98
73
  return gl2.uniformMatrix2x4fv(location, false, arrayValue);
99
-
100
74
  case GL.FLOAT_MAT3x2:
101
75
  return gl2.uniformMatrix3x2fv(location, false, arrayValue);
102
-
103
76
  case GL.FLOAT_MAT3x4:
104
77
  return gl2.uniformMatrix3x4fv(location, false, arrayValue);
105
-
106
78
  case GL.FLOAT_MAT4x2:
107
79
  return gl2.uniformMatrix4x2fv(location, false, arrayValue);
108
-
109
80
  case GL.FLOAT_MAT4x3:
110
81
  return gl2.uniformMatrix4x3fv(location, false, arrayValue);
111
82
  }
112
-
113
83
  throw new Error('Illegal uniform');
114
84
  }
115
85
  //# sourceMappingURL=set-uniform.js.map
@@ -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: 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"}
1
+ {"version":3,"file":"set-uniform.js","names":["GL","setUniform","gl","location","type","value","gl2","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","uniform1i","arrayValue","FLOAT","uniform1fv","FLOAT_VEC2","uniform2fv","FLOAT_VEC3","uniform3fv","FLOAT_VEC4","uniform4fv","INT","uniform1iv","INT_VEC2","uniform2iv","INT_VEC3","uniform3iv","INT_VEC4","uniform4iv","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","UNSIGNED_INT","uniform1uiv","UNSIGNED_INT_VEC2","uniform2uiv","UNSIGNED_INT_VEC3","uniform3uiv","UNSIGNED_INT_VEC4","uniform4uiv","FLOAT_MAT2","uniformMatrix2fv","FLOAT_MAT3","uniformMatrix3fv","FLOAT_MAT4","uniformMatrix4fv","FLOAT_MAT2x3","uniformMatrix2x3fv","FLOAT_MAT2x4","uniformMatrix2x4fv","FLOAT_MAT3x2","uniformMatrix3x2fv","FLOAT_MAT3x4","uniformMatrix3x4fv","FLOAT_MAT4x2","uniformMatrix4x2fv","FLOAT_MAT4x3","uniformMatrix4x3fv","Error"],"sources":["../../../src/adapter/helpers/set-uniform.ts"],"sourcesContent":["/* eslint-disable */\n\n// 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"],"mappings":"AAGA,OAAOA,EAAE,MAAM,oBAAoB;AAInC,OAAO,SAASC,UAAUA,CACxBC,EAAyB,EACzBC,QAA8B,EAC9BC,IAAQ,EACRC,KAAuD,EACjD;EACN,MAAMC,GAAG,GAAGJ,EAA4B;EAExC,IAAI,OAAOG,KAAK,KAAK,QAAQ,EAAE;IAE7B,QAAQD,IAAI;MAEV,KAAKJ,EAAE,CAACO,UAAU;MAClB,KAAKP,EAAE,CAACQ,YAAY;MAEpB,KAAKR,EAAE,CAACS,UAAU;MAClB,KAAKT,EAAE,CAACU,iBAAiB;MACzB,KAAKV,EAAE,CAACW,gBAAgB;MACxB,KAAKX,EAAE,CAACY,uBAAuB;MAC/B,KAAKZ,EAAE,CAACa,mBAAmB;MAC3B,KAAKb,EAAE,CAACc,cAAc;MACtB,KAAKd,EAAE,CAACe,cAAc;MACtB,KAAKf,EAAE,CAACgB,gBAAgB;MACxB,KAAKhB,EAAE,CAACiB,oBAAoB;MAC5B,KAAKjB,EAAE,CAACkB,uBAAuB;MAC/B,KAAKlB,EAAE,CAACmB,uBAAuB;MAC/B,KAAKnB,EAAE,CAACoB,yBAAyB;MACjC,KAAKpB,EAAE,CAACqB,6BAA6B;QACnC,OAAOnB,EAAE,CAACoB,SAAS,CAACnB,QAAQ,EAAEE,KAAK,CAAC;IAAC;EAE3C;EAGA,IAAIA,KAAK,KAAK,IAAI,EAAE;IAClBA,KAAK,GAAG,CAAC;EACX;EAEA,IAAIA,KAAK,KAAK,KAAK,EAAE;IACnBA,KAAK,GAAG,CAAC;EACX;EACA,MAAMkB,UAAU,GAAI,OAAOlB,KAAK,KAAK,QAAQ,GAAI,CAACA,KAAK,CAAC,GAAGA,KAAK;EAGhE,QAAQD,IAAI;IACV,KAAKJ,EAAE,CAACwB,KAAK;MAAE,OAAOtB,EAAE,CAACuB,UAAU,CAACtB,QAAQ,EAAEoB,UAAU,CAAC;IACzD,KAAKvB,EAAE,CAAC0B,UAAU;MAAE,OAAOxB,EAAE,CAACyB,UAAU,CAACxB,QAAQ,EAAEoB,UAAU,CAAC;IAC9D,KAAKvB,EAAE,CAAC4B,UAAU;MAAE,OAAO1B,EAAE,CAAC2B,UAAU,CAAC1B,QAAQ,EAAEoB,UAAU,CAAC;IAC9D,KAAKvB,EAAE,CAAC8B,UAAU;MAAE,OAAO5B,EAAE,CAAC6B,UAAU,CAAC5B,QAAQ,EAAEoB,UAAU,CAAC;IAE9D,KAAKvB,EAAE,CAACgC,GAAG;MAAE,OAAO9B,EAAE,CAAC+B,UAAU,CAAC9B,QAAQ,EAAEoB,UAAU,CAAC;IACvD,KAAKvB,EAAE,CAACkC,QAAQ;MAAE,OAAOhC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEoB,UAAU,CAAC;IAC5D,KAAKvB,EAAE,CAACoC,QAAQ;MAAE,OAAOlC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEoB,UAAU,CAAC;IAC5D,KAAKvB,EAAE,CAACsC,QAAQ;MAAE,OAAOpC,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEoB,UAAU,CAAC;IAE5D,KAAKvB,EAAE,CAACwC,IAAI;MAAE,OAAOtC,EAAE,CAAC+B,UAAU,CAAC9B,QAAQ,EAAEoB,UAAU,CAAC;IACxD,KAAKvB,EAAE,CAACyC,SAAS;MAAE,OAAOvC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEoB,UAAU,CAAC;IAC7D,KAAKvB,EAAE,CAAC0C,SAAS;MAAE,OAAOxC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEoB,UAAU,CAAC;IAC7D,KAAKvB,EAAE,CAAC2C,SAAS;MAAE,OAAOzC,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEoB,UAAU,CAAC;IAG7D,KAAKvB,EAAE,CAAC4C,YAAY;MAAE,OAAOtC,GAAG,CAACuC,WAAW,CAAC1C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IACrE,KAAKvB,EAAE,CAAC8C,iBAAiB;MAAE,OAAOxC,GAAG,CAACyC,WAAW,CAAC5C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKvB,EAAE,CAACgD,iBAAiB;MAAE,OAAO1C,GAAG,CAAC2C,WAAW,CAAC9C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKvB,EAAE,CAACkD,iBAAiB;MAAE,OAAO5C,GAAG,CAAC6C,WAAW,CAAChD,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAI1E,KAAKvB,EAAE,CAACoD,UAAU;MAAE,OAAOlD,EAAE,CAACmD,gBAAgB,CAAClD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAC3E,KAAKvB,EAAE,CAACsD,UAAU;MAAE,OAAOpD,EAAE,CAACqD,gBAAgB,CAACpD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAC3E,KAAKvB,EAAE,CAACwD,UAAU;MAAE,OAAOtD,EAAE,CAACuD,gBAAgB,CAACtD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAG3E,KAAKvB,EAAE,CAAC0D,YAAY;MAAE,OAAOpD,GAAG,CAACqD,kBAAkB,CAACxD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAAC4D,YAAY;MAAE,OAAOtD,GAAG,CAACuD,kBAAkB,CAAC1D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAAC8D,YAAY;MAAE,OAAOxD,GAAG,CAACyD,kBAAkB,CAAC5D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACgE,YAAY;MAAE,OAAO1D,GAAG,CAAC2D,kBAAkB,CAAC9D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACkE,YAAY;MAAE,OAAO5D,GAAG,CAAC6D,kBAAkB,CAAChE,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACoE,YAAY;MAAE,OAAO9D,GAAG,CAAC+D,kBAAkB,CAAClE,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;EAAC;EAGnF,MAAM,IAAI+C,KAAK,CAAC,iBAAiB,CAAC;AACpC"}