@luma.gl/webgl 9.0.0-alpha.20 → 9.0.0-alpha.21

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Files changed (111) hide show
  1. package/dist/adapter/converters/device-parameters.js +1 -1
  2. package/dist/adapter/converters/device-parameters.js.map +1 -1
  3. package/dist/adapter/converters/renderbuffer-formats.d.ts +2 -2
  4. package/dist/adapter/converters/renderbuffer-formats.d.ts.map +1 -1
  5. package/dist/adapter/converters/renderbuffer-formats.js +1 -2
  6. package/dist/adapter/converters/renderbuffer-formats.js.map +1 -1
  7. package/dist/adapter/helpers/get-shader-layout.js +1 -1
  8. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  9. package/dist/adapter/objects/webgl-renderbuffer.d.ts +3 -3
  10. package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
  11. package/dist/adapter/objects/webgl-renderbuffer.js +2 -2
  12. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  13. package/dist/adapter/objects/webgl-resource.d.ts +2 -2
  14. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  15. package/dist/adapter/objects/webgl-resource.js +2 -2
  16. package/dist/adapter/objects/webgl-resource.js.map +1 -1
  17. package/dist/adapter/objects/webgl-vertex-array-object.d.ts +6 -6
  18. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  19. package/dist/adapter/objects/webgl-vertex-array-object.js +2 -2
  20. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  21. package/dist/adapter/resources/webgl-buffer.d.ts +2 -2
  22. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  23. package/dist/adapter/resources/webgl-buffer.js +1 -1
  24. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  25. package/dist/adapter/resources/webgl-command-buffer.d.ts +2 -2
  26. package/dist/adapter/resources/webgl-command-buffer.d.ts.map +1 -1
  27. package/dist/adapter/resources/webgl-command-buffer.js +1 -1
  28. package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
  29. package/dist/adapter/resources/webgl-command-encoder.d.ts +3 -3
  30. package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
  31. package/dist/adapter/resources/webgl-command-encoder.js +2 -2
  32. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  33. package/dist/adapter/resources/webgl-external-texture.js.map +1 -1
  34. package/dist/adapter/resources/webgl-framebuffer.d.ts +16 -16
  35. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  36. package/dist/adapter/resources/webgl-framebuffer.js +10 -10
  37. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  38. package/dist/adapter/resources/webgl-render-pass.d.ts +2 -2
  39. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  40. package/dist/adapter/resources/webgl-render-pass.js +1 -1
  41. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  42. package/dist/adapter/resources/webgl-render-pipeline.d.ts +4 -4
  43. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  44. package/dist/adapter/resources/webgl-render-pipeline.js +4 -4
  45. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  46. package/dist/adapter/resources/webgl-sampler.d.ts +2 -2
  47. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-sampler.js +1 -1
  49. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  50. package/dist/adapter/resources/webgl-shader.d.ts +2 -2
  51. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  52. package/dist/adapter/resources/webgl-shader.js +1 -1
  53. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  54. package/dist/adapter/resources/webgl-texture.d.ts +3 -3
  55. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  56. package/dist/adapter/resources/webgl-texture.js +3 -3
  57. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  58. package/dist/adapter/webgl-canvas-context.d.ts +3 -3
  59. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  60. package/dist/adapter/webgl-canvas-context.js +2 -2
  61. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  62. package/dist/adapter/webgl-device.d.ts +9 -9
  63. package/dist/adapter/webgl-device.d.ts.map +1 -1
  64. package/dist/adapter/webgl-device.js +9 -9
  65. package/dist/adapter/webgl-device.js.map +1 -1
  66. package/dist/classic/accessor.d.ts +1 -1
  67. package/dist/classic/accessor.d.ts.map +1 -1
  68. package/dist/classic/accessor.js +1 -1
  69. package/dist/classic/accessor.js.map +1 -1
  70. package/dist/classic/buffer.d.ts +3 -3
  71. package/dist/classic/buffer.d.ts.map +1 -1
  72. package/dist/classic/buffer.js +4 -4
  73. package/dist/classic/buffer.js.map +1 -1
  74. package/dist/context/parameters/unified-parameter-api.js +1 -1
  75. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  76. package/dist/context/state-tracker/with-parameters.js +1 -1
  77. package/dist/context/state-tracker/with-parameters.js.map +1 -1
  78. package/dist/dist.dev.js +5 -6
  79. package/dist/index.cjs +3 -3
  80. package/dist/index.d.ts +15 -15
  81. package/dist/index.d.ts.map +1 -1
  82. package/dist/index.js +15 -15
  83. package/dist/index.js.map +1 -1
  84. package/dist.min.js +21 -21
  85. package/package.json +4 -4
  86. package/src/.DS_Store +0 -0
  87. package/src/adapter/.DS_Store +0 -0
  88. package/src/adapter/converters/device-parameters.ts +1 -1
  89. package/src/adapter/converters/renderbuffer-formats.ts +1 -3
  90. package/src/adapter/helpers/get-shader-layout.ts +1 -1
  91. package/src/adapter/objects/webgl-renderbuffer.ts +3 -3
  92. package/src/adapter/objects/webgl-resource.ts +2 -2
  93. package/src/adapter/objects/webgl-vertex-array-object.ts +6 -6
  94. package/src/adapter/resources/webgl-buffer.ts +2 -2
  95. package/src/adapter/resources/webgl-command-buffer.ts +3 -3
  96. package/src/adapter/resources/webgl-command-encoder.ts +3 -3
  97. package/src/adapter/resources/webgl-external-texture.ts +1 -1
  98. package/src/adapter/resources/webgl-framebuffer.ts +24 -24
  99. package/src/adapter/resources/webgl-render-pass.ts +2 -2
  100. package/src/adapter/resources/webgl-render-pipeline.ts +6 -6
  101. package/src/adapter/resources/webgl-sampler.ts +2 -2
  102. package/src/adapter/resources/webgl-shader.ts +2 -2
  103. package/src/adapter/resources/webgl-texture.ts +4 -4
  104. package/src/adapter/webgl-canvas-context.ts +3 -3
  105. package/src/adapter/webgl-device.ts +10 -10
  106. package/src/classic/accessor.ts +1 -1
  107. package/src/classic/buffer.ts +4 -4
  108. package/src/context/.DS_Store +0 -0
  109. package/src/context/parameters/unified-parameter-api.ts +1 -1
  110. package/src/context/state-tracker/with-parameters.ts +1 -1
  111. package/src/index.ts +18 -18
@@ -2,7 +2,7 @@ import { log, isObjectEmpty } from '@luma.gl/api';
2
2
  import GL from '@luma.gl/constants';
3
3
  import { pushContextState, popContextState } from "../../context/state-tracker/track-context-state.js";
4
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  import { setParameters } from "../../context/parameters/unified-parameter-api.js";
5
- import WebGLDevice from "../webgl-device.js";
5
+ import { WebGLDevice } from "../webgl-device.js";
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  export function withGLParameters(device, parameters, func) {
7
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  if (isObjectEmpty(parameters)) {
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  return func(device);
@@ -1 +1 @@
1
- {"version":3,"file":"device-parameters.js","names":["log","isObjectEmpty","GL","pushContextState","popContextState","setParameters","WebGLDevice","withGLParameters","device","parameters","func","gl","withDeviceParameters","setDeviceParameters","webglDevice","attach","cullMode","disable","CULL_FACE","enable","cullFace","FRONT","BACK","frontFace","map","ccw","CCW","cw","CW","depthBias","undefined","polygonOffset","depthBiasSlopeScale","depthWriteEnabled","depthMask","mapBoolean","depthCompare","DEPTH_TEST","depthFunc","convertCompareFunction","stencilWriteMask","mask","stencilMaskSeparate","stencilReadMask","warn","stencilCompare","glValue","STENCIL_TEST","stencilFuncSeparate","stencilPassOperation","stencilFailOperation","stencilDepthFailOperation","dppass","convertStencilOperation","sfail","dpfail","stencilOpSeparate","parameter","value","NEVER","LESS","EQUAL","LEQUAL","GREATER","NOTEQUAL","GEQUAL","ALWAYS","convertToCompareFunction","KEEP","ZERO","REPLACE","INVERT","INCR","DECR","INCR_WRAP","DECR_WRAP","message","concat","valueMap","Error"],"sources":["../../../src/adapter/converters/device-parameters.ts"],"sourcesContent":["import {Device, Parameters, CompareFunction, StencilOperation, log, isObjectEmpty} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport type { GLParameters } from '../../types/webgl';\nimport {pushContextState, popContextState} from '../../context/state-tracker/track-context-state';\nimport {setParameters} from '../../context/parameters/unified-parameter-api';\nimport WebGLDevice from '../webgl-device';\n\n/* eslint-disable no-unused-expressions */ // For expression ? gl.enable() : gl.disable()\n\n/**\n * Execute a function with a set of temporary WebGL parameter overrides\n * - Saves current \"global\" WebGL context settings\n * - Sets the supplies WebGL context parameters,\n * - Executes supplied function\n * - Restores parameters\n * - Returns the return value of the supplied function\n * @deprecated use withDeviceParameters instead\n */\nexport function withGLParameters<T = unknown>(device: Device, parameters: GLParameters, func: (device?: Device) => T): T {\n if (isObjectEmpty(parameters)) {\n // Avoid setting state if no parameters provided. Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n/**\n * Execute a function with a set of temporary WebGL parameter overrides\n * - Saves current \"global\" WebGL context settings\n * - Sets the supplies WebGL context parameters,\n * - Executes supplied function\n * - Restores parameters\n * - Returns the return value of the supplied function\n */\nexport function withDeviceParameters<T = unknown>(device: Device, parameters: Parameters, func: (device?: Device) => T): T {\n if (isObjectEmpty(parameters)) {\n // Avoid setting state if no parameters provided. Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setDeviceParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n\n/** Set WebGPU Style Parameters */\nexport function setDeviceParameters(device: Device, parameters: Parameters) {\n const webglDevice = WebGLDevice.attach(device);\n const {gl} = webglDevice;\n\n // RASTERIZATION SETTINGS\n if (parameters.cullMode) {\n switch (parameters.cullMode) {\n case 'none':\n gl.disable(GL.CULL_FACE);\n break;\n case 'front':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.FRONT);\n break;\n case 'back':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.BACK);\n break;\n }\n }\n\n if (parameters.frontFace) {\n gl.frontFace(map('frontFace', parameters.frontFace, {\n ccw: GL.CCW,\n cw: GL.CW\n }));\n }\n\n if (parameters.depthBias !== undefined) {\n gl.polygonOffset(parameters.depthBias, parameters.depthBiasSlopeScale || 0);\n }\n\n // depthBiasSlopeScale: {\n // // Handled by depthBias\n // },\n\n // DEPTH STENCIL\n\n if (parameters.depthWriteEnabled !== undefined) {\n gl.depthMask(mapBoolean('depthWriteEnabled', parameters.depthWriteEnabled));\n }\n\n if (parameters.depthCompare) {\n\n parameters.depthCompare !== 'always' ? gl.enable(GL.DEPTH_TEST) : gl.disable(GL.DEPTH_TEST);\n gl.depthFunc(convertCompareFunction('depthCompare', parameters.depthCompare));\n }\n\n if (parameters.stencilWriteMask) {\n const mask = parameters.stencilWriteMask;\n gl.stencilMaskSeparate(GL.FRONT, mask);\n gl.stencilMaskSeparate(GL.BACK, mask);\n }\n\n if (parameters.stencilReadMask) {\n // stencilReadMask is handle inside stencil***Compare.\n log.warn('stencilReadMask not supported under WebGL');\n }\n\n if (parameters.stencilCompare) {\n const mask = parameters.stencilReadMask || 0xffffffff;\n const glValue = convertCompareFunction('depthCompare', parameters.stencilCompare);\n // TODO - ensure back doesn't overwrite\n parameters.stencilCompare !== 'always' ? gl.enable(GL.STENCIL_TEST) : gl.disable(GL.STENCIL_TEST);\n gl.stencilFuncSeparate(GL.FRONT, glValue, 0, mask);\n gl.stencilFuncSeparate(GL.BACK, glValue, 0, mask);\n }\n\n if (parameters.stencilPassOperation && parameters.stencilFailOperation && parameters.stencilDepthFailOperation) {\n const dppass = convertStencilOperation('stencilPassOperation', parameters.stencilPassOperation);\n const sfail = convertStencilOperation('stencilFailOperation', parameters.stencilFailOperation);\n const dpfail = convertStencilOperation('stencilDepthFailOperation', parameters.stencilDepthFailOperation);\n gl.stencilOpSeparate(GL.FRONT, sfail, dpfail, dppass);\n gl.stencilOpSeparate(GL.BACK, sfail, dpfail, dppass);\n }\n\n // stencilDepthFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // stencilFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // COLOR STATE\n\n // if (parameters.blend) {\n // gl.enable(GL.BLEND);\n\n // const blend = parameters.blend;\n\n // let colorEquation = (blend && blend.color && blend.color.operation) || 'add';\n // let alphaEquation = (blend && blend.alpha && blend.alpha.operation) || 'add';\n // gl.blendEquationSeparate(colorEquation, alphaEquation);\n\n // let colorSrcFactor = (blend && blend.color && blend.color.srcFactor) || 'one';\n // let colorDstFactor = (blend && blend.color && blend.color.dstFactor) || 'zero';\n // let alphaSrcFactor = (blend && blend.alpha && blend.alpha.srcFactor) || 'one';\n // let alphaDstFactor = (blend && blend.alpha && blend.alpha.dstFactor) || 'zero';\n // gl.blendFuncSeparate(colorSrcFactor, colorDstFactor, alphaSrcFactor, alphaDstFactor);\n // }\n}\n\n/*\n rasterizationState: {\n cullMode: \"back\",\n },\n\n depthStencilState: {\n depthWriteEnabled: true,\n depthCompare: \"less\",\n format: \"depth24plus-stencil8\",\n },\n\n colorStates: [\n {\n format: \"bgra8unorm\",\n // colorBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // colorBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n // alphaBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // alphaBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n },\n ],\n });\n*/\n\nexport function convertCompareFunction(parameter: string, value: CompareFunction): GL {\n return map(parameter, value, {\n 'never': GL.NEVER,\n 'less': GL.LESS,\n 'equal': GL.EQUAL,\n 'less-equal': GL.LEQUAL,\n 'greater': GL.GREATER,\n 'not-equal': GL.NOTEQUAL,\n 'greater-equal': GL.GEQUAL,\n 'always': GL.ALWAYS\n });\n}\n\nexport function convertToCompareFunction(parameter: string, value: GL): CompareFunction {\n return map(parameter, value, {\n [GL.NEVER]: 'never',\n [GL.LESS]: 'less',\n [GL.EQUAL]: 'equal',\n [GL.LEQUAL]: 'less-equal',\n [GL.GREATER]: 'greater',\n [GL.NOTEQUAL]: 'not-equal',\n [GL.GEQUAL]: 'greater-equal',\n [GL.ALWAYS]: 'always'\n });\n}\n\nfunction convertStencilOperation(parameter: string, value: StencilOperation): GL {\n return map(parameter, value, {\n 'keep': GL.KEEP,\n 'zero': GL.ZERO,\n 'replace': GL.REPLACE,\n 'invert': GL.INVERT,\n 'increment-clamp': GL.INCR,\n 'decrement-clamp': GL.DECR,\n 'increment-wrap': GL.INCR_WRAP,\n 'decrement-wrap': GL.DECR_WRAP\n });\n}\n\n// function convertBlendOperationToEquation(parameter: string, value: string): number {\n// return map(parameter, value, {\n// 'add': GL.FUNC_ADD,\n// 'sub': GL.FUNC_SUBTRACT,\n// 'reverse-subtract': GL.FUNC_REVERSE_SUBTRACT,\n// // When using a WebGL 2 context, the following values are available additionally:\n// 'min': GL.MIN,\n// 'max': GL.MAX\n// });\n// }\n\nfunction message(parameter: string, value: any): string {\n return `Illegal parameter ${value} for ${parameter}`;\n}\n\nfunction map(parameter: string, value: any, valueMap: Record<string, any>): any {\n if (!(value in valueMap)) {\n throw new Error(message(parameter, value));\n }\n return valueMap[value];\n}\n\nfunction mapBoolean(parameter: string, value: boolean): boolean {\n return 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Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n/**\n * Execute a function with a set of temporary WebGL parameter overrides\n * - Saves current \"global\" WebGL context settings\n * - Sets the supplies WebGL context parameters,\n * - Executes supplied function\n * - Restores parameters\n * - Returns the return value of the supplied function\n */\nexport function withDeviceParameters<T = unknown>(device: Device, parameters: Parameters, func: (device?: Device) => T): T {\n if (isObjectEmpty(parameters)) {\n // Avoid setting state if no parameters provided. Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setDeviceParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n\n/** Set WebGPU Style Parameters */\nexport function setDeviceParameters(device: Device, parameters: Parameters) {\n const webglDevice = WebGLDevice.attach(device);\n const {gl} = webglDevice;\n\n // RASTERIZATION SETTINGS\n if (parameters.cullMode) {\n switch (parameters.cullMode) {\n case 'none':\n gl.disable(GL.CULL_FACE);\n break;\n case 'front':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.FRONT);\n break;\n case 'back':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.BACK);\n break;\n }\n }\n\n if (parameters.frontFace) {\n gl.frontFace(map('frontFace', parameters.frontFace, {\n ccw: GL.CCW,\n cw: GL.CW\n }));\n }\n\n if (parameters.depthBias !== undefined) {\n gl.polygonOffset(parameters.depthBias, parameters.depthBiasSlopeScale || 0);\n }\n\n // depthBiasSlopeScale: {\n // // Handled by depthBias\n // },\n\n // DEPTH STENCIL\n\n if (parameters.depthWriteEnabled !== undefined) {\n gl.depthMask(mapBoolean('depthWriteEnabled', parameters.depthWriteEnabled));\n }\n\n if (parameters.depthCompare) {\n\n parameters.depthCompare !== 'always' ? gl.enable(GL.DEPTH_TEST) : gl.disable(GL.DEPTH_TEST);\n gl.depthFunc(convertCompareFunction('depthCompare', parameters.depthCompare));\n }\n\n if (parameters.stencilWriteMask) {\n const mask = parameters.stencilWriteMask;\n gl.stencilMaskSeparate(GL.FRONT, mask);\n gl.stencilMaskSeparate(GL.BACK, mask);\n }\n\n if (parameters.stencilReadMask) {\n // stencilReadMask is handle inside stencil***Compare.\n log.warn('stencilReadMask not supported under WebGL');\n }\n\n if (parameters.stencilCompare) {\n const mask = parameters.stencilReadMask || 0xffffffff;\n const glValue = convertCompareFunction('depthCompare', parameters.stencilCompare);\n // TODO - ensure back doesn't overwrite\n parameters.stencilCompare !== 'always' ? gl.enable(GL.STENCIL_TEST) : gl.disable(GL.STENCIL_TEST);\n gl.stencilFuncSeparate(GL.FRONT, glValue, 0, mask);\n gl.stencilFuncSeparate(GL.BACK, glValue, 0, mask);\n }\n\n if (parameters.stencilPassOperation && parameters.stencilFailOperation && parameters.stencilDepthFailOperation) {\n const dppass = convertStencilOperation('stencilPassOperation', parameters.stencilPassOperation);\n const sfail = convertStencilOperation('stencilFailOperation', parameters.stencilFailOperation);\n const dpfail = convertStencilOperation('stencilDepthFailOperation', parameters.stencilDepthFailOperation);\n gl.stencilOpSeparate(GL.FRONT, sfail, dpfail, dppass);\n gl.stencilOpSeparate(GL.BACK, sfail, dpfail, dppass);\n }\n\n // stencilDepthFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // stencilFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // COLOR STATE\n\n // if (parameters.blend) {\n // gl.enable(GL.BLEND);\n\n // const blend = parameters.blend;\n\n // let colorEquation = (blend && blend.color && blend.color.operation) || 'add';\n // let alphaEquation = (blend && blend.alpha && blend.alpha.operation) || 'add';\n // gl.blendEquationSeparate(colorEquation, alphaEquation);\n\n // let colorSrcFactor = (blend && blend.color && blend.color.srcFactor) || 'one';\n // let colorDstFactor = (blend && blend.color && blend.color.dstFactor) || 'zero';\n // let alphaSrcFactor = (blend && blend.alpha && blend.alpha.srcFactor) || 'one';\n // let alphaDstFactor = (blend && blend.alpha && blend.alpha.dstFactor) || 'zero';\n // gl.blendFuncSeparate(colorSrcFactor, colorDstFactor, alphaSrcFactor, alphaDstFactor);\n // }\n}\n\n/*\n rasterizationState: {\n cullMode: \"back\",\n },\n\n depthStencilState: {\n depthWriteEnabled: true,\n depthCompare: \"less\",\n format: \"depth24plus-stencil8\",\n },\n\n colorStates: [\n {\n format: \"bgra8unorm\",\n // colorBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // colorBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n // alphaBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // alphaBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n },\n ],\n });\n*/\n\nexport function convertCompareFunction(parameter: string, value: CompareFunction): GL {\n return map(parameter, value, {\n 'never': GL.NEVER,\n 'less': GL.LESS,\n 'equal': GL.EQUAL,\n 'less-equal': GL.LEQUAL,\n 'greater': GL.GREATER,\n 'not-equal': GL.NOTEQUAL,\n 'greater-equal': GL.GEQUAL,\n 'always': GL.ALWAYS\n });\n}\n\nexport function convertToCompareFunction(parameter: string, value: GL): CompareFunction {\n return map(parameter, value, {\n [GL.NEVER]: 'never',\n [GL.LESS]: 'less',\n [GL.EQUAL]: 'equal',\n [GL.LEQUAL]: 'less-equal',\n [GL.GREATER]: 'greater',\n [GL.NOTEQUAL]: 'not-equal',\n [GL.GEQUAL]: 'greater-equal',\n [GL.ALWAYS]: 'always'\n });\n}\n\nfunction 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@@ -11,6 +11,6 @@ declare type RenderbufferFormat = {
11
11
  gl2?: boolean;
12
12
  ext?: string;
13
13
  };
14
- declare const RENDERBUFFER_FORMATS: Record<string, RenderbufferFormat>;
15
- export default RENDERBUFFER_FORMATS;
14
+ export declare const RENDERBUFFER_FORMATS: Record<string, RenderbufferFormat>;
15
+ export {};
16
16
  //# sourceMappingURL=renderbuffer-formats.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderbuffer-formats.d.ts","sourceRoot":"","sources":["../../../src/adapter/converters/renderbuffer-formats.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAGpC,wBAAgB,6BAA6B,CAAC,EAAE,EAAE,qBAAqB,EAAE,MAAM,EAAE,EAAE,GAAG,OAAO,CAa5F;AAED,wBAAgB,kCAAkC,CAAC,MAAM,EAAE,EAAE,GAAG,MAAM,CAErE;AAKD;;;;GAIG;AACH,aAAK,kBAAkB,GAAG;IACxB,GAAG,EAAE,MAAM,CAAC;IACZ,GAAG,CAAC,EAAE,OAAO,CAAC;IACd,GAAG,CAAC,EAAE,MAAM,CAAC;CACd,CAAC;AAEF,QAAA,MAAM,oBAAoB,EAAE,MAAM,CAAC,MAAM,EAAE,kBAAkB,CAqD5D,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
1
+ {"version":3,"file":"renderbuffer-formats.d.ts","sourceRoot":"","sources":["../../../src/adapter/converters/renderbuffer-formats.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAGpC,wBAAgB,6BAA6B,CAAC,EAAE,EAAE,qBAAqB,EAAE,MAAM,EAAE,EAAE,GAAG,OAAO,CAa5F;AAED,wBAAgB,kCAAkC,CAAC,MAAM,EAAE,EAAE,GAAG,MAAM,CAErE;AAKD;;;;GAIG;AACH,aAAK,kBAAkB,GAAG;IACxB,GAAG,EAAE,MAAM,CAAC;IACZ,GAAG,CAAC,EAAE,OAAO,CAAC;IACd,GAAG,CAAC,EAAE,MAAM,CAAC;CACd,CAAC;AAEF,eAAO,MAAM,oBAAoB,EAAE,MAAM,CAAC,MAAM,EAAE,kBAAkB,CAqDnE,CAAC"}
@@ -17,7 +17,7 @@ export function getRenderbufferFormatBytesPerPixel(format) {
17
17
  return RENDERBUFFER_FORMATS[format].bpp;
18
18
  }
19
19
  const EXT_FLOAT_WEBGL2 = 'EXT_color_buffer_float';
20
- const RENDERBUFFER_FORMATS = {
20
+ export const RENDERBUFFER_FORMATS = {
21
21
  [GL.DEPTH_COMPONENT16]: {
22
22
  bpp: 2
23
23
  },
@@ -177,5 +177,4 @@ const RENDERBUFFER_FORMATS = {
177
177
  bpp: 4
178
178
  }
179
179
  };
180
- export default RENDERBUFFER_FORMATS;
181
180
  //# sourceMappingURL=renderbuffer-formats.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"renderbuffer-formats.js","names":["GL","isWebGL2","isRenderbufferFormatSupported","gl","format","info","RENDERBUFFER_FORMATS","ext","Boolean","getExtension","gl2","getRenderbufferFormatBytesPerPixel","bpp","EXT_FLOAT_WEBGL2","DEPTH_COMPONENT16","DEPTH_COMPONENT24","DEPTH_COMPONENT32F","STENCIL_INDEX8","DEPTH_STENCIL","DEPTH24_STENCIL8","DEPTH32F_STENCIL8","RGBA4","RGB565","RGB5_A1","R8","R8UI","R8I","R16UI","R16I","R32UI","R32I","RG8","RG8UI","RG8I","RG16UI","RG16I","RG32UI","RG32I","RGB8","RGBA8","RGB10_A2","RGBA8UI","RGBA8I","RGB10_A2UI","RGBA16UI","RGBA16I","RGBA32I","RGBA32UI","R16F","RG16F","RGBA16F","R32F","RG32F","RGBA32F","R11F_G11F_B10F"],"sources":["../../../src/adapter/converters/renderbuffer-formats.ts"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\nexport function isRenderbufferFormatSupported(gl: WebGLRenderingContext, format: GL): boolean {\n const info = RENDERBUFFER_FORMATS[format];\n // Unknown format\n if (!info) {\n return false;\n }\n if (info.ext) {\n return Boolean(gl.getExtension(info.ext));\n }\n if (info.gl2) {\n return isWebGL2(gl);\n }\n return true;\n}\n\nexport function getRenderbufferFormatBytesPerPixel(format: GL): number {\n return RENDERBUFFER_FORMATS[format].bpp;\n}\n\n// Define local extension strings to optimize minification\nconst EXT_FLOAT_WEBGL2 = 'EXT_color_buffer_float';\n\n/**\n * @param bpp \"bytes per pixel\", used for memory usage calculations.\n * @param gl2 requires WebGL2\n * @param ext requires extension\n */\ntype RenderbufferFormat = {\n bpp: number;\n gl2?: boolean;\n ext?: string;\n};\n\nconst RENDERBUFFER_FORMATS: Record<string, RenderbufferFormat> = {\n [GL.DEPTH_COMPONENT16]: {bpp: 2}, // 16 depth bits.\n [GL.DEPTH_COMPONENT24]: {gl2: true, bpp: 3},\n [GL.DEPTH_COMPONENT32F]: {gl2: true, bpp: 4},\n\n [GL.STENCIL_INDEX8]: {bpp: 1}, // 8 stencil bits.\n\n [GL.DEPTH_STENCIL]: {bpp: 4},\n [GL.DEPTH24_STENCIL8]: {gl2: true, bpp: 4},\n [GL.DEPTH32F_STENCIL8]: {gl2: true, bpp: 5},\n\n // When using a WebGL 1 context, color renderbuffer formats are limited\n [GL.RGBA4]: {bpp: 2},\n [GL.RGB565]: {bpp: 2},\n [GL.RGB5_A1]: {bpp: 2},\n\n // When using a WebGL 2 context, the following values are available additionally:\n [GL.R8]: {gl2: true, bpp: 1},\n [GL.R8UI]: {gl2: true, bpp: 1},\n [GL.R8I]: {gl2: true, bpp: 1},\n [GL.R16UI]: {gl2: true, bpp: 2},\n [GL.R16I]: {gl2: true, bpp: 2},\n [GL.R32UI]: {gl2: true, bpp: 4},\n [GL.R32I]: {gl2: true, bpp: 4},\n [GL.RG8]: {gl2: true, bpp: 2},\n [GL.RG8UI]: {gl2: true, bpp: 2},\n [GL.RG8I]: {gl2: true, bpp: 2},\n [GL.RG16UI]: {gl2: true, bpp: 4},\n [GL.RG16I]: {gl2: true, bpp: 4},\n [GL.RG32UI]: {gl2: true, bpp: 8},\n [GL.RG32I]: {gl2: true, bpp: 8},\n [GL.RGB8]: {gl2: true, bpp: 3},\n [GL.RGBA8]: {gl2: true, bpp: 4},\n // [GL.SRGB8_ALPHA8]: {gl2: true, gl1: SRGB}, // When using the EXT_sRGB WebGL1 extension\n [GL.RGB10_A2]: {gl2: true, bpp: 4},\n [GL.RGBA8UI]: {gl2: true, bpp: 4},\n [GL.RGBA8I]: {gl2: true, bpp: 4},\n [GL.RGB10_A2UI]: {gl2: true, bpp: 4},\n [GL.RGBA16UI]: {gl2: true, bpp: 8},\n [GL.RGBA16I]: {gl2: true, bpp: 8},\n [GL.RGBA32I]: {gl2: true, bpp: 16},\n [GL.RGBA32UI]: {gl2: true, bpp: 16},\n\n // When using a WebGL 2 context and the EXT_color_buffer_float WebGL2 extension\n [GL.R16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 2},\n [GL.RG16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RGBA16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 8},\n [GL.R32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RG32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 8},\n // TODO - can't get WEBGL_color_buffer_float to work on renderbuffers\n [GL.RGBA32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 16},\n // [GL.RGBA32F]: {ext: EXT_FLOAT_WEBGL2, gl1: EXT_FLOAT_WEBGL1},\n [GL.R11F_G11F_B10F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4}\n};\n\nexport default RENDERBUFFER_FORMATS;\n"],"mappings":"AAAA,OAAOA,EAAE,MAAM,oBAAoB;AAAC,SAC5BC,QAAQ;AAEhB,OAAO,SAASC,6BAA6BA,CAACC,EAAyB,EAAEC,MAAU,EAAW;EAC5F,MAAMC,IAAI,GAAGC,oBAAoB,CAACF,MAAM,CAAC;EAEzC,IAAI,CAACC,IAAI,EAAE;IACT,OAAO,KAAK;EACd;EACA,IAAIA,IAAI,CAACE,GAAG,EAAE;IACZ,OAAOC,OAAO,CAACL,EAAE,CAACM,YAAY,CAACJ,IAAI,CAACE,GAAG,CAAC,CAAC;EAC3C;EACA,IAAIF,IAAI,CAACK,GAAG,EAAE;IACZ,OAAOT,QAAQ,CAACE,EAAE,CAAC;EACrB;EACA,OAAO,IAAI;AACb;AAEA,OAAO,SAASQ,kCAAkCA,CAACP,MAAU,EAAU;EACrE,OAAOE,oBAAoB,CAACF,MAAM,CAAC,CAACQ,GAAG;AACzC;AAGA,MAAMC,gBAAgB,GAAG,wBAAwB;AAajD,MAAMP,oBAAwD,GAAG;EAC/D,CAACN,EAAE,CAACc,iBAAiB,GAAG;IAACF,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACe,iBAAiB,GAAG;IAACL,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC3C,CAACZ,EAAE,CAACgB,kBAAkB,GAAG;IAACN,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAE5C,CAACZ,EAAE,CAACiB,cAAc,GAAG;IAACL,GAAG,EAAE;EAAC,CAAC;EAE7B,CAACZ,EAAE,CAACkB,aAAa,GAAG;IAACN,GAAG,EAAE;EAAC,CAAC;EAC5B,CAACZ,EAAE,CAACmB,gBAAgB,GAAG;IAACT,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACoB,iBAAiB,GAAG;IAACV,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAG3C,CAACZ,EAAE,CAACqB,KAAK,GAAG;IAACT,GAAG,EAAE;EAAC,CAAC;EACpB,CAACZ,EAAE,CAACsB,MAAM,GAAG;IAACV,GAAG,EAAE;EAAC,CAAC;EACrB,CAACZ,EAAE,CAACuB,OAAO,GAAG;IAACX,GAAG,EAAE;EAAC,CAAC;EAGtB,CAACZ,EAAE,CAACwB,EAAE,GAAG;IAACd,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC5B,CAACZ,EAAE,CAACyB,IAAI,GAAG;IAACf,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC0B,GAAG,GAAG;IAAChB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC7B,CAACZ,EAAE,CAAC2B,KAAK,GAAG;IAACjB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAAC4B,IAAI,GAAG;IAAClB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC6B,KAAK,GAAG;IAACnB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAAC8B,IAAI,GAAG;IAACpB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC+B,GAAG,GAAG;IAACrB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC7B,CAACZ,EAAE,CAACgC,KAAK,GAAG;IAACtB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACiC,IAAI,GAAG;IAACvB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAACkC,MAAM,GAAG;IAACxB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACmC,KAAK,GAAG;IAACzB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACoC,MAAM,GAAG;IAAC1B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACqC,KAAK,GAAG;IAAC3B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACsC,IAAI,GAAG;IAAC5B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAACuC,KAAK,GAAG;IAAC7B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAE/B,CAACZ,EAAE,CAACwC,QAAQ,GAAG;IAAC9B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAClC,CAACZ,EAAE,CAACyC,OAAO,GAAG;IAAC/B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACjC,CAACZ,EAAE,CAAC0C,MAAM,GAAG;IAAChC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAAC2C,UAAU,GAAG;IAACjC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACpC,CAACZ,EAAE,CAAC4C,QAAQ,GAAG;IAAClC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAClC,CAACZ,EAAE,CAAC6C,OAAO,GAAG;IAACnC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACjC,CAACZ,EAAE,CAAC8C,OAAO,GAAG;IAACpC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAE,CAAC;EAClC,CAACZ,EAAE,CAAC+C,QAAQ,GAAG;IAACrC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAE,CAAC;EAGnC,CAACZ,EAAE,CAACgD,IAAI,GAAG;IAACzC,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACiD,KAAK,GAAG;IAAC1C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC3C,CAACZ,EAAE,CAACkD,OAAO,GAAG;IAAC3C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC7C,CAACZ,EAAE,CAACmD,IAAI,GAAG;IAAC5C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACoD,KAAK,GAAG;IAAC7C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAE3C,CAACZ,EAAE,CAACqD,OAAO,GAAG;IAAC9C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAE,CAAC;EAE9C,CAACZ,EAAE,CAACsD,cAAc,GAAG;IAAC/C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC;AACrD,CAAC;AAED,eAAeN,oBAAoB"}
1
+ {"version":3,"file":"renderbuffer-formats.js","names":["GL","isWebGL2","isRenderbufferFormatSupported","gl","format","info","RENDERBUFFER_FORMATS","ext","Boolean","getExtension","gl2","getRenderbufferFormatBytesPerPixel","bpp","EXT_FLOAT_WEBGL2","DEPTH_COMPONENT16","DEPTH_COMPONENT24","DEPTH_COMPONENT32F","STENCIL_INDEX8","DEPTH_STENCIL","DEPTH24_STENCIL8","DEPTH32F_STENCIL8","RGBA4","RGB565","RGB5_A1","R8","R8UI","R8I","R16UI","R16I","R32UI","R32I","RG8","RG8UI","RG8I","RG16UI","RG16I","RG32UI","RG32I","RGB8","RGBA8","RGB10_A2","RGBA8UI","RGBA8I","RGB10_A2UI","RGBA16UI","RGBA16I","RGBA32I","RGBA32UI","R16F","RG16F","RGBA16F","R32F","RG32F","RGBA32F","R11F_G11F_B10F"],"sources":["../../../src/adapter/converters/renderbuffer-formats.ts"],"sourcesContent":["import GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\nexport function isRenderbufferFormatSupported(gl: WebGLRenderingContext, format: GL): boolean {\n const info = RENDERBUFFER_FORMATS[format];\n // Unknown format\n if (!info) {\n return false;\n }\n if (info.ext) {\n return Boolean(gl.getExtension(info.ext));\n }\n if (info.gl2) {\n return isWebGL2(gl);\n }\n return true;\n}\n\nexport function getRenderbufferFormatBytesPerPixel(format: GL): number {\n return RENDERBUFFER_FORMATS[format].bpp;\n}\n\n// Define local extension strings to optimize minification\nconst EXT_FLOAT_WEBGL2 = 'EXT_color_buffer_float';\n\n/**\n * @param bpp \"bytes per pixel\", used for memory usage calculations.\n * @param gl2 requires WebGL2\n * @param ext requires extension\n */\ntype RenderbufferFormat = {\n bpp: number;\n gl2?: boolean;\n ext?: string;\n};\n\nexport const RENDERBUFFER_FORMATS: Record<string, RenderbufferFormat> = {\n [GL.DEPTH_COMPONENT16]: {bpp: 2}, // 16 depth bits.\n [GL.DEPTH_COMPONENT24]: {gl2: true, bpp: 3},\n [GL.DEPTH_COMPONENT32F]: {gl2: true, bpp: 4},\n\n [GL.STENCIL_INDEX8]: {bpp: 1}, // 8 stencil bits.\n\n [GL.DEPTH_STENCIL]: {bpp: 4},\n [GL.DEPTH24_STENCIL8]: {gl2: true, bpp: 4},\n [GL.DEPTH32F_STENCIL8]: {gl2: true, bpp: 5},\n\n // When using a WebGL 1 context, color renderbuffer formats are limited\n [GL.RGBA4]: {bpp: 2},\n [GL.RGB565]: {bpp: 2},\n [GL.RGB5_A1]: {bpp: 2},\n\n // When using a WebGL 2 context, the following values are available additionally:\n [GL.R8]: {gl2: true, bpp: 1},\n [GL.R8UI]: {gl2: true, bpp: 1},\n [GL.R8I]: {gl2: true, bpp: 1},\n [GL.R16UI]: {gl2: true, bpp: 2},\n [GL.R16I]: {gl2: true, bpp: 2},\n [GL.R32UI]: {gl2: true, bpp: 4},\n [GL.R32I]: {gl2: true, bpp: 4},\n [GL.RG8]: {gl2: true, bpp: 2},\n [GL.RG8UI]: {gl2: true, bpp: 2},\n [GL.RG8I]: {gl2: true, bpp: 2},\n [GL.RG16UI]: {gl2: true, bpp: 4},\n [GL.RG16I]: {gl2: true, bpp: 4},\n [GL.RG32UI]: {gl2: true, bpp: 8},\n [GL.RG32I]: {gl2: true, bpp: 8},\n [GL.RGB8]: {gl2: true, bpp: 3},\n [GL.RGBA8]: {gl2: true, bpp: 4},\n // [GL.SRGB8_ALPHA8]: {gl2: true, gl1: SRGB}, // When using the EXT_sRGB WebGL1 extension\n [GL.RGB10_A2]: {gl2: true, bpp: 4},\n [GL.RGBA8UI]: {gl2: true, bpp: 4},\n [GL.RGBA8I]: {gl2: true, bpp: 4},\n [GL.RGB10_A2UI]: {gl2: true, bpp: 4},\n [GL.RGBA16UI]: {gl2: true, bpp: 8},\n [GL.RGBA16I]: {gl2: true, bpp: 8},\n [GL.RGBA32I]: {gl2: true, bpp: 16},\n [GL.RGBA32UI]: {gl2: true, bpp: 16},\n\n // When using a WebGL 2 context and the EXT_color_buffer_float WebGL2 extension\n [GL.R16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 2},\n [GL.RG16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RGBA16F]: {ext: EXT_FLOAT_WEBGL2, bpp: 8},\n [GL.R32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4},\n [GL.RG32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 8},\n // TODO - can't get WEBGL_color_buffer_float to work on renderbuffers\n [GL.RGBA32F]: {ext: EXT_FLOAT_WEBGL2, bpp: 16},\n // [GL.RGBA32F]: {ext: EXT_FLOAT_WEBGL2, gl1: EXT_FLOAT_WEBGL1},\n [GL.R11F_G11F_B10F]: {ext: EXT_FLOAT_WEBGL2, bpp: 4}\n};\n"],"mappings":"AAAA,OAAOA,EAAE,MAAM,oBAAoB;AAAC,SAC5BC,QAAQ;AAEhB,OAAO,SAASC,6BAA6BA,CAACC,EAAyB,EAAEC,MAAU,EAAW;EAC5F,MAAMC,IAAI,GAAGC,oBAAoB,CAACF,MAAM,CAAC;EAEzC,IAAI,CAACC,IAAI,EAAE;IACT,OAAO,KAAK;EACd;EACA,IAAIA,IAAI,CAACE,GAAG,EAAE;IACZ,OAAOC,OAAO,CAACL,EAAE,CAACM,YAAY,CAACJ,IAAI,CAACE,GAAG,CAAC,CAAC;EAC3C;EACA,IAAIF,IAAI,CAACK,GAAG,EAAE;IACZ,OAAOT,QAAQ,CAACE,EAAE,CAAC;EACrB;EACA,OAAO,IAAI;AACb;AAEA,OAAO,SAASQ,kCAAkCA,CAACP,MAAU,EAAU;EACrE,OAAOE,oBAAoB,CAACF,MAAM,CAAC,CAACQ,GAAG;AACzC;AAGA,MAAMC,gBAAgB,GAAG,wBAAwB;AAajD,OAAO,MAAMP,oBAAwD,GAAG;EACtE,CAACN,EAAE,CAACc,iBAAiB,GAAG;IAACF,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACe,iBAAiB,GAAG;IAACL,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC3C,CAACZ,EAAE,CAACgB,kBAAkB,GAAG;IAACN,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAE5C,CAACZ,EAAE,CAACiB,cAAc,GAAG;IAACL,GAAG,EAAE;EAAC,CAAC;EAE7B,CAACZ,EAAE,CAACkB,aAAa,GAAG;IAACN,GAAG,EAAE;EAAC,CAAC;EAC5B,CAACZ,EAAE,CAACmB,gBAAgB,GAAG;IAACT,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACoB,iBAAiB,GAAG;IAACV,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAG3C,CAACZ,EAAE,CAACqB,KAAK,GAAG;IAACT,GAAG,EAAE;EAAC,CAAC;EACpB,CAACZ,EAAE,CAACsB,MAAM,GAAG;IAACV,GAAG,EAAE;EAAC,CAAC;EACrB,CAACZ,EAAE,CAACuB,OAAO,GAAG;IAACX,GAAG,EAAE;EAAC,CAAC;EAGtB,CAACZ,EAAE,CAACwB,EAAE,GAAG;IAACd,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC5B,CAACZ,EAAE,CAACyB,IAAI,GAAG;IAACf,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC0B,GAAG,GAAG;IAAChB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC7B,CAACZ,EAAE,CAAC2B,KAAK,GAAG;IAACjB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAAC4B,IAAI,GAAG;IAAClB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC6B,KAAK,GAAG;IAACnB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAAC8B,IAAI,GAAG;IAACpB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAAC+B,GAAG,GAAG;IAACrB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC7B,CAACZ,EAAE,CAACgC,KAAK,GAAG;IAACtB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACiC,IAAI,GAAG;IAACvB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAACkC,MAAM,GAAG;IAACxB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACmC,KAAK,GAAG;IAACzB,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACoC,MAAM,GAAG;IAAC1B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAACqC,KAAK,GAAG;IAAC3B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC/B,CAACZ,EAAE,CAACsC,IAAI,GAAG;IAAC5B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAC9B,CAACZ,EAAE,CAACuC,KAAK,GAAG;IAAC7B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAE/B,CAACZ,EAAE,CAACwC,QAAQ,GAAG;IAAC9B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAClC,CAACZ,EAAE,CAACyC,OAAO,GAAG;IAAC/B,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACjC,CAACZ,EAAE,CAAC0C,MAAM,GAAG;IAAChC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAChC,CAACZ,EAAE,CAAC2C,UAAU,GAAG;IAACjC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACpC,CAACZ,EAAE,CAAC4C,QAAQ,GAAG;IAAClC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EAClC,CAACZ,EAAE,CAAC6C,OAAO,GAAG;IAACnC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAC,CAAC;EACjC,CAACZ,EAAE,CAAC8C,OAAO,GAAG;IAACpC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAE,CAAC;EAClC,CAACZ,EAAE,CAAC+C,QAAQ,GAAG;IAACrC,GAAG,EAAE,IAAI;IAAEE,GAAG,EAAE;EAAE,CAAC;EAGnC,CAACZ,EAAE,CAACgD,IAAI,GAAG;IAACzC,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACiD,KAAK,GAAG;IAAC1C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC3C,CAACZ,EAAE,CAACkD,OAAO,GAAG;IAAC3C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC7C,CAACZ,EAAE,CAACmD,IAAI,GAAG;IAAC5C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAC1C,CAACZ,EAAE,CAACoD,KAAK,GAAG;IAAC7C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC,CAAC;EAE3C,CAACZ,EAAE,CAACqD,OAAO,GAAG;IAAC9C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAE,CAAC;EAE9C,CAACZ,EAAE,CAACsD,cAAc,GAAG;IAAC/C,GAAG,EAAEM,gBAAgB;IAAED,GAAG,EAAE;EAAC;AACrD,CAAC"}
@@ -1,6 +1,6 @@
1
1
  import GL from '@luma.gl/constants';
2
2
  import { isWebGL2 } from "../../context/context/webgl-checks.js";
3
- import Accessor from "../../classic/accessor.js";
3
+ import { Accessor } from "../../classic/accessor.js";
4
4
  import { decodeUniformType, decodeAttributeType } from "./uniforms.js";
5
5
  import { getVertexFormat } from "../converters/vertex-formats.js";
6
6
  import { isSamplerUniform } from "./uniforms.js";
@@ -1 +1 @@
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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'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): 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@@ -1,6 +1,6 @@
1
1
  import { ResourceProps } from '@luma.gl/api';
2
- import WebGLDevice from '../webgl-device';
3
- import WebGLResource from './webgl-resource';
2
+ import { WebGLDevice } from '../webgl-device';
3
+ import { WebGLResource } from './webgl-resource';
4
4
  export declare type RenderbufferProps = ResourceProps & {
5
5
  format: number;
6
6
  width?: number;
@@ -17,7 +17,7 @@ export declare type RenderbufferProps = ResourceProps & {
17
17
  * use Textures instead.
18
18
  * Renderbuffer objects also natively accommodate Multisampling (MSAA).
19
19
  */
20
- export default class WEBGLRenderbuffer extends WebGLResource<RenderbufferProps> {
20
+ export declare class WEBGLRenderbuffer extends WebGLResource<RenderbufferProps> {
21
21
  get [Symbol.toStringTag](): string;
22
22
  get width(): number;
23
23
  get height(): number;
@@ -1 +1 @@
1
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+ {"version":3,"file":"webgl-renderbuffer.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"names":[],"mappings":"AACA,OAAO,EAAS,aAAa,EAAC,MAAM,cAAc,CAAC;AAEnD,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EAAC,aAAa,EAAC,MAAM,kBAAkB,CAAC;AAK/C,oBAAY,iBAAiB,GAAG,aAAa,GAAG;IAC9C,MAAM,EAAE,MAAM,CAAC;IACf,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,OAAO,CAAC,EAAE,MAAM,CAAC;CAClB,CAAC;AAYF;;;;;;;;;GASG;AACH,qBAAa,iBAAkB,SAAQ,aAAa,CAAC,iBAAiB,CAAC;IACrE,IAAa,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,MAAM,CAA2B;IAEtE,IAAI,KAAK,IAAI,MAAM,CAA6B;IAChD,IAAI,MAAM,IAAI,MAAM,CAA8B;IAClD,IAAI,MAAM,IAAI,MAAM,CAA+B;IACnD,IAAI,OAAO,IAAI,MAAM,CAA+B;IAEpD,MAAM,CAAC,WAAW,CAAC,EAAE,EAAE,qBAAqB,EAAE,OAAO,CAAC,EAAE;QAAC,MAAM,CAAC,EAAE,MAAM,CAAA;KAAC,GAAG,OAAO;gBAIvE,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,iBAAiB;IAKzD,MAAM,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,GAAG,IAAI;IAWnD,iEAAiE;IACjE,SAAS,CAAC,WAAW,CAAC,KAAK,EAAE,QAAQ,CAAC,iBAAiB,CAAC;IA0B/C,aAAa;IAIb,aAAa,IAAI,IAAI;IAKrB,WAAW,CAAC,MAAM,EAAE,iBAAiB,GAAG,IAAI;CAGtD"}
@@ -1,6 +1,6 @@
1
1
  import { assert } from '@luma.gl/api';
2
2
  import GL from '@luma.gl/constants';
3
- import WebGLResource from "./webgl-resource.js";
3
+ import { WebGLResource } from "./webgl-resource.js";
4
4
  import { isRenderbufferFormatSupported, getRenderbufferFormatBytesPerPixel } from "../converters/renderbuffer-formats.js";
5
5
  const DEFAULT_RENDERBUFFER_PROPS = {
6
6
  id: undefined,
@@ -11,7 +11,7 @@ const DEFAULT_RENDERBUFFER_PROPS = {
11
11
  height: 1,
12
12
  samples: 0
13
13
  };
14
- export default class WEBGLRenderbuffer extends WebGLResource {
14
+ export class WEBGLRenderbuffer extends WebGLResource {
15
15
  get [Symbol.toStringTag]() {
16
16
  return 'Renderbuffer';
17
17
  }
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-renderbuffer.js","names":["assert","GL","WebGLResource","isRenderbufferFormatSupported","getRenderbufferFormatBytesPerPixel","DEFAULT_RENDERBUFFER_PROPS","id","undefined","handle","userData","format","width","height","samples","WEBGLRenderbuffer","Symbol","toStringTag","props","isSupported","gl","options","constructor","device","_initialize","resize","size","Object","assign","trackDeallocatedMemory","bindRenderbuffer","RENDERBUFFER","isWebGL2","renderbufferStorageMultisample","renderbufferStorage","trackAllocatedMemory","_createHandle","createRenderbuffer","_deleteHandle","deleteRenderbuffer","_bindHandle"],"sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"sourcesContent":["/* eslint-disable no-inline-comments */\nimport {assert, ResourceProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\nimport WebGLResource from './webgl-resource';\nimport {\n isRenderbufferFormatSupported, getRenderbufferFormatBytesPerPixel\n} from '../converters/renderbuffer-formats';\n\nexport type RenderbufferProps = ResourceProps & {\n format: number;\n width?: number;\n height?: number;\n samples?: number;\n};\n\nconst DEFAULT_RENDERBUFFER_PROPS: Required<RenderbufferProps> = {\n id: undefined,\n handle: undefined,\n userData: undefined,\n format: 0,\n width: 1, \n height: 1, \n samples: 0\n};\n\n/**\n * Renderbuffers are GPU objects that contain images.\n * In contrast to Textures they are optimized for use as render targets, with Framebuffers.\n * while Textures may not be, and are the logical choice when\n * you do not need to sample (i.e. in a post-pass shader)\n * from the produced image. 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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 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"],"mappings":"AACA,SAAQA,MAAM,QAAsB,cAAc;AAClD,OAAOC,EAAE,MAAM,oBAAoB;AAAC,SAE5BC,aAAa;AAAA,SAEnBC,6BAA6B,EAAEC,kCAAkC;AAUnE,MAAMC,0BAAuD,GAAG;EAC9DC,EAAE,EAAEC,SAAS;EACbC,MAAM,EAAED,SAAS;EACjBE,QAAQ,EAAEF,SAAS;EACnBG,MAAM,EAAE,CAAC;EACTC,KAAK,EAAE,CAAC;EACRC,MAAM,EAAE,CAAC;EACTC,OAAO,EAAE;AACX,CAAC;AAYD,OAAO,MAAMC,iBAAiB,SAASZ,aAAa,CAAoB;EACtE,KAAca,MAAM,CAACC,WAAW,IAAY;IAAE,OAAO,cAAc;EAAE;EAErE,IAAIL,KAAKA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACM,KAAK,CAACN,KAAK;EAAE;EAC/C,IAAIC,MAAMA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACK,KAAK,CAACL,MAAM;EAAE;EACjD,IAAIF,MAAMA,CAAA,EAAY;IAAE,OAAO,IAAI,CAACO,KAAK,CAACP,MAAM;EAAE;EAClD,IAAIG,OAAOA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACI,KAAK,CAACJ,OAAO;EAAE;EAEnD,OAAOK,WAAWA,CAACC,EAAyB,EAAEC,OAA2B,EAAW;IAClF,OAAO,EAACA,OAAO,aAAPA,OAAO,eAAPA,OAAO,CAAEV,MAAM,KAAIP,6BAA6B,CAACgB,EAAE,EAAEC,OAAO,CAACV,MAAM,CAAC;EAC9E;EAEAW,WAAWA,CAACC,MAAmB,EAAEL,KAAwB,EAAE;IACzD,KAAK,CAACK,MAAM,EAAEL,KAAK,EAAEZ,0BAA0B,CAAC;IAChD,IAAI,CAACkB,WAAW,CAAC,IAAI,CAACN,KAAK,CAAC;EAC9B;EAEAO,MAAMA,CAACC,IAAqC,EAAQ;IAElD,IAAIA,IAAI,CAACd,KAAK,KAAK,IAAI,CAACA,KAAK,IAAIc,IAAI,CAACb,MAAM,KAAK,IAAI,CAACA,MAAM,EAAE;MAC5Dc,MAAM,CAACC,MAAM,CAAC,IAAI,CAACV,KAAK,EAAE;QAAC,GAAGQ,IAAI;QAAEf,MAAM,EAAE,IAAI,CAACA,MAAM;QAAEG,OAAO,EAAE,IAAI,CAACA;MAAO,CAAC,CAAC;MAChF,IAAI,CAACU,WAAW,CAAC,IAAI,CAACN,KAAK,CAAC;IAC9B;IACA,OAAO,IAAI;EACb;EAKUM,WAAWA,CAACN,KAAkC,EAAE;IACxD,MAAM;MAACP,MAAM;MAAEC,KAAK;MAAEC,MAAM;MAAEC;IAAO,CAAC,GAAGI,KAAK;IAC9CjB,MAAM,CAACU,MAAM,EAAE,cAAc,CAAC;IAE9B,IAAI,CAACkB,sBAAsB,EAAE;IAE7B,IAAI,CAACT,EAAE,CAACU,gBAAgB,CAAC5B,EAAE,CAAC6B,YAAY,EAAE,IAAI,CAACtB,MAAM,CAAC;IAEtD,IAAIK,OAAO,KAAK,CAAC,IAAI,IAAI,CAACS,MAAM,CAACS,QAAQ,EAAE;MAEzC,IAAI,CAACZ,EAAE,CAACa,8BAA8B,CAAC/B,EAAE,CAAC6B,YAAY,EAAEjB,OAAO,EAAEH,MAAM,EAAEC,KAAK,EAAEC,MAAM,CAAC;IACzF,CAAC,MAAM;MACL,IAAI,CAACO,EAAE,CAACc,mBAAmB,CAAChC,EAAE,CAAC6B,YAAY,EAAEpB,MAAM,EAAEC,KAAK,EAAEC,MAAM,CAAC;IACrE;IAEA,IAAI,CAACO,EAAE,CAACU,gBAAgB,CAAC5B,EAAE,CAAC6B,YAAY,EAAE,IAAI,CAAC;IAE/C,IAAI,CAACI,oBAAoB,CACvBvB,KAAK,GAAGC,MAAM,IAAIC,OAAO,IAAI,CAAC,CAAC,GAAGT,kCAAkC,CAACM,MAAM,CAAC,CAC7E;IAED,OAAO,IAAI;EACb;EAISyB,aAAaA,CAAA,EAAG;IACvB,OAAO,IAAI,CAAChB,EAAE,CAACiB,kBAAkB,EAAE;EACrC;EAESC,aAAaA,CAAA,EAAS;IAC7B,IAAI,CAAClB,EAAE,CAACmB,kBAAkB,CAAC,IAAI,CAAC9B,MAAM,CAAC;IACvC,IAAI,CAACoB,sBAAsB,EAAE;EAC/B;EAESW,WAAWA,CAAC/B,MAAyB,EAAQ;IACpD,IAAI,CAACW,EAAE,CAACU,gBAAgB,CAAC5B,EAAE,CAAC6B,YAAY,EAAEtB,MAAM,CAAC;EACnD;AACF"}
@@ -1,11 +1,11 @@
1
1
  import { Resource } from '@luma.gl/api';
2
2
  import type { Device, ResourceProps } from '@luma.gl/api';
3
3
  import GL from '@luma.gl/constants';
4
- import WebGLDevice from '../webgl-device';
4
+ import { WebGLDevice } from '../webgl-device';
5
5
  /**
6
6
  * Base class for WebGL object wrappers
7
7
  */
8
- export default abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {
8
+ export declare abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {
9
9
  readonly device: WebGLDevice;
10
10
  readonly gl: WebGLRenderingContext;
11
11
  readonly gl2: WebGL2RenderingContext;
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-resource.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-resource.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,QAAQ,EAAkC,MAAM,cAAc,CAAC;AACvE,OAAO,KAAK,EAAC,MAAM,EAAE,aAAa,EAAC,MAAM,cAAc,CAAC;AACxD,OAAO,EAAE,MAAM,oBAAoB,CAAC;AAEpC,OAAO,WAAW,MAAM,iBAAiB,CAAC;AAO1C;;GAEG;AACH,MAAM,CAAC,OAAO,CAAC,QAAQ,OAAO,aAAa,CAAC,KAAK,SAAS,aAAa,CAAE,SAAQ,QAAQ,CAAC,KAAK,CAAC;IAC9F,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,EAAE,EAAE,qBAAqB,CAAC;IACnC,QAAQ,CAAC,GAAG,EAAE,sBAAsB,CAAC;IACrC,OAAO,CAAC,OAAO,CAAM;IAErB,OAAO,CAAC,MAAM,CAAS;IAEvB,UAAU,SAAK;gBAEH,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,EAAE,YAAY,EAAE,QAAQ,CAAC,KAAK,CAAC;IA6B9D,QAAQ,IAAI,MAAM;IAI3B,IAAI,MAAM,QAWT;IAEQ,OAAO,IAAI,IAAI;IAIf,MAAM,CAAC,EAAC,cAAsB,EAAC;;KAAK;IAmB7C,IAAI,CAAC,YAAY,MAAc;IAuB/B,MAAM;IAIN;;;;;OAKG;IACH,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,GAAE,GAAQ,GAAG,GAAG;IAiCjD,aAAa,CAAC,OAAO,GAAE;QAAC,UAAU,CAAC,EAAE,GAAG,CAAC;QAAC,IAAI,CAAC,EAAE,GAAG,CAAA;KAAM;IAoC1D;;;;;;;;OAQG;IACH,YAAY,CAAC,KAAK,EAAE,EAAE,GAAG,MAAM,EAAE,KAAK,EAAE,GAAG,GAAG,IAAI;IAqClD,aAAa,CAAC,UAAU,EAAE,MAAM,CAAC,EAAE,EAAE,GAAG,CAAC;IAQzC,kBAAkB,CAAC,SAAS,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,EAAE;IAK5E,UAAU,CAAC,KAAK,EAAE,aAAa;IAG/B,aAAa;IAIb,aAAa;IAIb,WAAW,CAAC,MAAM,EAAE,GAAG;IAIvB,kBAAkB;IAIlB,aAAa,CAAC,KAAK,EAAE,EAAE,EAAE,KAAK,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,GAAG,MAAM;IAI5D,aAAa,CAAC,KAAK,EAAE,EAAE,GAAG,MAAM,EAAE,KAAK,EAAE,GAAG;CAuC7C"}
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@@ -1,10 +1,10 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { Resource, assert, uid, stubRemovedMethods } from '@luma.gl/api';
3
3
  import { isWebGL2, assertWebGLContext } from "../../context/context/webgl-checks.js";
4
- import WebGLDevice from "../webgl-device.js";
4
+ import { WebGLDevice } from "../webgl-device.js";
5
5
  import { getKey, getKeyValue } from "./constants-to-keys.js";
6
6
  const ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';
7
- export default class WebGLResource extends Resource {
7
+ export class WebGLResource extends Resource {
8
8
  constructor(device, props, defaultProps) {
9
9
  super(device, props, defaultProps);
10
10
  _defineProperty(this, "device", void 0);
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-resource.js","names":["Resource","assert","uid","stubRemovedMethods","isWebGL2","assertWebGLContext","WebGLDevice","getKey","getKeyValue","ERR_RESOURCE_METHOD_UNDEFINED","WebGLResource","constructor","device","props","defaultProps","_defineProperty","attach","gl","id","gl2","name","_handle","handle","undefined","_createHandle","byteLength","toString","concat","destroy","delete","deleteChildren","arguments","length","children","_deleteHandle","removeStats","filter","Boolean","forEach","child","bind","funcOrHandle","_bindHandle","value","_bound","unbind","getParameter","pname","parameters","PARAMETERS","parameter","isWebgl2","parameterAvailable","getExtension","extension","webgl1Default","webgl1","webgl2Default","webgl2","defaultValue","_getParameter","getParameters","options","keys","values","parameterKeys","Object","key","type","setParameter","Error","_setParameter","setParameters","className","version","methodNames","initialize","_getOptsFromHandle"],"sources":["../../../src/adapter/objects/webgl-resource.ts"],"sourcesContent":["// 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 */\nexport 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: 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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 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Make these bindings dependent on dynamic import (debug)?\nimport {getKey, getKeyValue} from './constants-to-keys';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n/**\n * Base class for WebGL object wrappers\n */\nexport 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 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@@ -1,21 +1,21 @@
1
1
  import { ResourceProps } from '@luma.gl/api';
2
- import WebGLDevice from '../webgl-device';
3
- import WebGLResource from './webgl-resource';
4
- import Buffer from '../resources/webgl-buffer';
2
+ import { WebGLDevice } from '../webgl-device';
3
+ import { WebGLResource } from './webgl-resource';
4
+ import { WEBGLBuffer } from '../resources/webgl-buffer';
5
5
  /**
6
6
  * VertexArrayObject properties
7
7
  */
8
8
  export declare type VertexArrayObjectProps = ResourceProps & {};
9
9
  /** VertexArrayObject wrapper */
10
- export default class WEBGLVertexArrayObject extends WebGLResource<VertexArrayObjectProps> {
10
+ export declare class WEBGLVertexArrayObject extends WebGLResource<VertexArrayObjectProps> {
11
11
  get [Symbol.toStringTag](): string;
12
12
  constructor(device: WebGLDevice, props?: VertexArrayObjectProps);
13
13
  _createHandle(): WebGLVertexArrayObject;
14
14
  _deleteHandle(): void;
15
15
  _bindHandle(handle: WEBGLVertexArrayObject): void;
16
- setElementBuffer(elementBuffer?: Buffer | null, opts?: {}): this;
16
+ setElementBuffer(elementBuffer?: WEBGLBuffer | null, opts?: {}): this;
17
17
  /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */
18
- setBuffer(location: number, buffer: Buffer, accessor: any): this;
18
+ setBuffer(location: number, buffer: WEBGLBuffer, accessor: any): this;
19
19
  /**
20
20
  * Enabling an attribute location makes it reference the currently bound buffer
21
21
  * Disabling an attribute location makes it reference the global constant value
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"webgl-vertex-array-object.d.ts","sourceRoot":"","sources":["../../../src/adapter/objects/webgl-vertex-array-object.ts"],"names":[],"mappings":"AAAA,OAAO,EAAS,aAAa,EAAC,MAAM,cAAc,CAAC;AAInD,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAC5C,OAAO,EAAC,aAAa,EAAC,MAAM,kBAAkB,CAAC;AAE/C,OAAO,EAAC,WAAW,EAAC,MAAM,2BAA2B,CAAC;AAItD;;GAEG;AACH,oBAAY,sBAAsB,GAAG,aAAa,GAAG,EACpD,CAAC;AAEF,gCAAgC;AAChC,qBAAa,sBAAuB,SAAQ,aAAa,CAAC,sBAAsB,CAAC;IAC/E,IAAa,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,MAAM,CAE1C;gBAEW,MAAM,EAAE,WAAW,EAAE,KAAK,CAAC,EAAE,sBAAsB;IAKtD,aAAa;IAIb,aAAa,IAAI,IAAI;IAOrB,WAAW,CAAC,MAAM,EAAE,sBAAsB,GAAG,IAAI;IAM1D,gBAAgB,CAAC,aAAa,GAAE,WAAW,GAAG,IAAW,EAAE,IAAI,KAAK;IAWpE,gGAAgG;IAChG,SAAS,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,EAAE,GAAG,GAAG,IAAI;IAgCrE;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,UAAO,GAAG,IAAI;CAe9C"}
@@ -1,9 +1,9 @@
1
1
  import { assert } from '@luma.gl/api';
2
2
  import GL from '@luma.gl/constants';
3
3
  import { getBrowser } from '@probe.gl/env';
4
- import WebGLResource from "./webgl-resource.js";
4
+ import { WebGLResource } from "./webgl-resource.js";
5
5
  const ERR_ELEMENTS = 'elements must be GL.ELEMENT_ARRAY_BUFFER';
6
- export default class WEBGLVertexArrayObject extends WebGLResource {
6
+ export class WEBGLVertexArrayObject extends WebGLResource {
7
7
  get [Symbol.toStringTag]() {
8
8
  return 'BaseVertexArrayObject';
9
9
  }