@luma.gl/webgl 9.0.0-alpha.20 → 9.0.0-alpha.21
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/adapter/converters/device-parameters.js +1 -1
- package/dist/adapter/converters/device-parameters.js.map +1 -1
- package/dist/adapter/converters/renderbuffer-formats.d.ts +2 -2
- package/dist/adapter/converters/renderbuffer-formats.d.ts.map +1 -1
- package/dist/adapter/converters/renderbuffer-formats.js +1 -2
- package/dist/adapter/converters/renderbuffer-formats.js.map +1 -1
- package/dist/adapter/helpers/get-shader-layout.js +1 -1
- package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.d.ts +3 -3
- package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.js +2 -2
- package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
- package/dist/adapter/objects/webgl-resource.d.ts +2 -2
- package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-resource.js +2 -2
- package/dist/adapter/objects/webgl-resource.js.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.d.ts +6 -6
- package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.js +2 -2
- package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
- package/dist/adapter/resources/webgl-buffer.d.ts +2 -2
- package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-buffer.js +1 -1
- package/dist/adapter/resources/webgl-buffer.js.map +1 -1
- package/dist/adapter/resources/webgl-command-buffer.d.ts +2 -2
- package/dist/adapter/resources/webgl-command-buffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-command-buffer.js +1 -1
- package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
- package/dist/adapter/resources/webgl-command-encoder.d.ts +3 -3
- package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-command-encoder.js +2 -2
- package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
- package/dist/adapter/resources/webgl-external-texture.js.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.d.ts +16 -16
- package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.js +10 -10
- package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
- package/dist/adapter/resources/webgl-render-pass.d.ts +2 -2
- package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-render-pass.js +1 -1
- package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.d.ts +4 -4
- package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.js +4 -4
- package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/adapter/resources/webgl-sampler.d.ts +2 -2
- package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-sampler.js +1 -1
- package/dist/adapter/resources/webgl-sampler.js.map +1 -1
- package/dist/adapter/resources/webgl-shader.d.ts +2 -2
- package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-shader.js +1 -1
- package/dist/adapter/resources/webgl-shader.js.map +1 -1
- package/dist/adapter/resources/webgl-texture.d.ts +3 -3
- package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-texture.js +3 -3
- package/dist/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/adapter/webgl-canvas-context.d.ts +3 -3
- package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
- package/dist/adapter/webgl-canvas-context.js +2 -2
- package/dist/adapter/webgl-canvas-context.js.map +1 -1
- package/dist/adapter/webgl-device.d.ts +9 -9
- package/dist/adapter/webgl-device.d.ts.map +1 -1
- package/dist/adapter/webgl-device.js +9 -9
- package/dist/adapter/webgl-device.js.map +1 -1
- package/dist/classic/accessor.d.ts +1 -1
- package/dist/classic/accessor.d.ts.map +1 -1
- package/dist/classic/accessor.js +1 -1
- package/dist/classic/accessor.js.map +1 -1
- package/dist/classic/buffer.d.ts +3 -3
- package/dist/classic/buffer.d.ts.map +1 -1
- package/dist/classic/buffer.js +4 -4
- package/dist/classic/buffer.js.map +1 -1
- package/dist/context/parameters/unified-parameter-api.js +1 -1
- package/dist/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/context/state-tracker/with-parameters.js +1 -1
- package/dist/context/state-tracker/with-parameters.js.map +1 -1
- package/dist/dist.dev.js +5 -6
- package/dist/index.cjs +3 -3
- package/dist/index.d.ts +15 -15
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +15 -15
- package/dist/index.js.map +1 -1
- package/dist.min.js +21 -21
- package/package.json +4 -4
- package/src/.DS_Store +0 -0
- package/src/adapter/.DS_Store +0 -0
- package/src/adapter/converters/device-parameters.ts +1 -1
- package/src/adapter/converters/renderbuffer-formats.ts +1 -3
- package/src/adapter/helpers/get-shader-layout.ts +1 -1
- package/src/adapter/objects/webgl-renderbuffer.ts +3 -3
- package/src/adapter/objects/webgl-resource.ts +2 -2
- package/src/adapter/objects/webgl-vertex-array-object.ts +6 -6
- package/src/adapter/resources/webgl-buffer.ts +2 -2
- package/src/adapter/resources/webgl-command-buffer.ts +3 -3
- package/src/adapter/resources/webgl-command-encoder.ts +3 -3
- package/src/adapter/resources/webgl-external-texture.ts +1 -1
- package/src/adapter/resources/webgl-framebuffer.ts +24 -24
- package/src/adapter/resources/webgl-render-pass.ts +2 -2
- package/src/adapter/resources/webgl-render-pipeline.ts +6 -6
- package/src/adapter/resources/webgl-sampler.ts +2 -2
- package/src/adapter/resources/webgl-shader.ts +2 -2
- package/src/adapter/resources/webgl-texture.ts +4 -4
- package/src/adapter/webgl-canvas-context.ts +3 -3
- package/src/adapter/webgl-device.ts +10 -10
- package/src/classic/accessor.ts +1 -1
- package/src/classic/buffer.ts +4 -4
- package/src/context/.DS_Store +0 -0
- package/src/context/parameters/unified-parameter-api.ts +1 -1
- package/src/context/state-tracker/with-parameters.ts +1 -1
- package/src/index.ts +18 -18
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{"version":3,"file":"webgl-render-pipeline.js","names":["RenderPipeline","cast","log","decodeVertexFormat","GL","getWebGLDataType","getShaderLayout","withDeviceParameters","withGLParameters","setUniform","WEBGLBuffer","WEBGLTexture","WEBGLVertexArrayObject","LOG_PROGRAM_PERF_PRIORITY","WEBGLRenderPipeline","constructor","device","props","_defineProperty","handle","gl","createProgram","setSpectorMetadata","id","vs","fs","varyings","bufferMode","SEPARATE_ATTRIBS","length","_this$device$gl","assertWebGL2","gl2","transformFeedbackVaryings","_compileAndLink","layout","vertexArrayObject","destroy","deleteProgram","destroyed","setIndexBuffer","indexBuffer","webglBuffer","setElementBuffer","_indexBuffer","setAttributes","attributes","name","buffer","Object","entries","attribute","getAttributeLayout","warn","concat","decoded","format","type","typeString","components","size","byteLength","stride","normalized","integer","divisor","stepMode","setBuffer","location","offset","setBindings","bindings","value","binding","find","Error","setUniforms","uniforms","assign","draw","options","_this$_indexBuffer","renderPass","getDefaultRenderPass","vertexCount","instanceCount","firstVertex","drawMode","getDrawMode","topology","isIndexed","Boolean","indexType","UNSIGNED_SHORT","UNSIGNED_INT","isInstanced","Number","_areTexturesRenderable","useProgram","bind","primitiveMode","getGLPrimitive","transformFeedback","begin","_applyBindings","_applyUniforms","parameters","framebuffer","_this$device$gl2","drawElementsInstanced","drawElements","_this$device$gl3","drawArraysInstanced","drawArrays","end","attachShader","time","linkProgram","timeEnd","debug","level","linked","getProgramParameter","LINK_STATUS","getProgramInfoLog","validateProgram","validated","VALIDATE_STATUS","texturesRenderable","texture","_textureUniforms","update","loaded","undefined","textureUnit","uniformBufferIndex","getUniformBlockIndex","INVALID_INDEX","uniformBlockBinding","bindBufferBase","UNIFORM_BUFFER","bindBufferRange","activeTexture","TEXTURE0","bindTexture","target","uniformLayout","POINTS","LINES","LINE_STRIP","LINE_LOOP","TRIANGLES","TRIANGLE_STRIP","TRIANGLE_FAN"],"sources":["../../../src/adapter/resources/webgl-render-pipeline.ts"],"sourcesContent":["import type {\n RenderPipelineProps,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n // BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters, withGLParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLShader from './webgl-shader';\nimport WEBGLTexture from './webgl-texture';\nimport WEBGLVertexArrayObject from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport default class WEBGLRenderPipeline extends RenderPipeline {\n device: WebGLDevice;\n handle: WebGLProgram;\n vs: WEBGLShader;\n fs: WEBGLShader;\n layout: ShaderLayout;\n\n // configuration: ProgramConfiguration;\n // Experimental flag to avoid deleting Program object while it is cached\n varyings: string[] | null = null;\n vertexArrayObject: WEBGLVertexArrayObject;\n _indexBuffer?: Buffer;\n uniforms: Record<string, any> = {};\n bindings: Record<string, any> = {};\n _textureUniforms: Record<string, any> = {};\n _textureIndexCounter: number = 0;\n _uniformCount: number = 0;\n _uniformSetters: Record<string, Function> = {}; // TODO are these used?\n\n constructor(device: WebGLDevice, props: RenderPipelineProps) {\n super(device, props);\n this.device = device;\n this.handle = this.props.handle || this.device.gl.createProgram();\n this.device.setSpectorMetadata(this.handle, {id: this.props.id});\n\n // Create shaders if needed\n this.vs = cast<WEBGLShader>(props.vs);\n this.fs = cast<WEBGLShader>(props.fs);\n // assert(this.vs.stage === 'vertex');\n // assert(this.fs.stage === 'fragment');\n\n // Setup varyings if supplied\n // @ts-expect-error WebGL only\n const {varyings, bufferMode = GL.SEPARATE_ATTRIBS} = props;\n if (varyings && varyings.length > 0) {\n this.device.assertWebGL2();\n this.varyings = varyings;\n this.device.gl2?.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n\n this.layout = props.layout || getShaderLayout(this.device.gl, this.handle);\n this.vertexArrayObject = new WEBGLVertexArrayObject(this.device);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.device.gl.deleteProgram(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n setIndexBuffer(indexBuffer: Buffer): void {\n const webglBuffer = cast<WEBGLBuffer>(indexBuffer);\n this.vertexArrayObject.setElementBuffer(webglBuffer);\n this._indexBuffer = indexBuffer;\n }\n\n /** @todo needed for portable model */\n setAttributes(attributes: Record<string, Buffer>): void {\n for (const [name, buffer] of Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue; // eslint-disable-line no-continue\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if (log.priority >= 2) {\n // checkUniformValues(uniforms, this.id, this._uniformSetters);\n // }\n\n for (const [name, value] of Object.entries(bindings)) {\n const binding = this.layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n log.warn(`Unknown binding ${name} in render pipeline ${this.id}`)();\n continue; // eslint-disable-line no-continue\n }\n if (!value) {\n log.warn(`Unsetting binding ${name} in render pipeline ${this.id}`)();\n }\n switch (binding.type) {\n case 'uniform':\n // @ts-expect-error\n if (!(value instanceof WEBGLBuffer) && !(value.buffer instanceof WEBGLBuffer)) {\n throw new Error('buffer value');\n }\n break;\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture value');\n }\n break;\n case 'sampler':\n log.warn(`Ignoring sampler ${name}`)();\n break;\n default:\n throw new Error(binding.type);\n }\n\n this.bindings[name] = value;\n }\n }\n\n setUniforms(uniforms: Record<string, any>) {\n // TODO - check against layout\n Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n // indexCount,\n instanceCount,\n firstVertex = 0,\n // firstIndex,\n // firstInstance,\n // baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;\n const isInstanced: boolean = Number(options.instanceCount) > 0;\n\n // Avoid WebGL draw call when not rendering any data or values are incomplete\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n if (!this._areTexturesRenderable() || options.vertexCount === 0) {\n // (isInstanced && instanceCount === 0)\n return false;\n }\n\n this.device.gl.useProgram(this.handle);\n\n this.vertexArrayObject.bind(() => {\n const primitiveMode = getGLPrimitive(this.props.topology);\n const transformFeedback: any = null;\n if (transformFeedback) {\n transformFeedback.begin(primitiveMode);\n }\n\n // We have to apply bindings before every draw call since other draw calls will overwrite\n this._applyBindings();\n this._applyUniforms();\n\n // TODO - double context push/pop\n withDeviceParameters(this.device, this.props.parameters, () => {\n withGLParameters(this.device, {framebuffer: renderPass.props.framebuffer}, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.LINE_LOOP | GL.TRIANGLES | GL.TRIANGLE_STRIP | GL.TRIANGLE_FAN {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'line-loop': return GL.LINE_LOOP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n case 'triangle-fan': return GL.TRIANGLE_FAN;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'line-loop': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n case 'triangle-fan': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\n// function getAttributesByLocation(\n// attributes: Record<string, Buffer>,\n// layout: ShaderLayout\n// ): Record<number, Buffer> {\n// const byLocation: Record<number, Buffer> = {};\n// for (const [name, buffer] of Object.entries(attributes)) {\n// const attribute = getAttributeLayout(layout, name);\n// if (attribute) {\n// byLocation[attribute.location] = buffer;\n// }\n// }\n// return byLocation;\n// }\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\n/* TODO\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return 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{"version":3,"file":"webgl-render-pipeline.js","names":["RenderPipeline","cast","log","decodeVertexFormat","GL","getWebGLDataType","getShaderLayout","withDeviceParameters","withGLParameters","setUniform","WEBGLBuffer","WEBGLTexture","WEBGLVertexArrayObject","LOG_PROGRAM_PERF_PRIORITY","WEBGLRenderPipeline","constructor","device","props","_defineProperty","handle","gl","createProgram","setSpectorMetadata","id","vs","fs","varyings","bufferMode","SEPARATE_ATTRIBS","length","_this$device$gl","assertWebGL2","gl2","transformFeedbackVaryings","_compileAndLink","layout","vertexArrayObject","destroy","deleteProgram","destroyed","setIndexBuffer","indexBuffer","webglBuffer","setElementBuffer","_indexBuffer","setAttributes","attributes","name","buffer","Object","entries","attribute","getAttributeLayout","warn","concat","decoded","format","type","typeString","components","size","byteLength","stride","normalized","integer","divisor","stepMode","setBuffer","location","offset","setBindings","bindings","value","binding","find","Error","setUniforms","uniforms","assign","draw","options","_this$_indexBuffer","renderPass","getDefaultRenderPass","vertexCount","instanceCount","firstVertex","drawMode","getDrawMode","topology","isIndexed","Boolean","indexType","UNSIGNED_SHORT","UNSIGNED_INT","isInstanced","Number","_areTexturesRenderable","useProgram","bind","primitiveMode","getGLPrimitive","transformFeedback","begin","_applyBindings","_applyUniforms","parameters","framebuffer","_this$device$gl2","drawElementsInstanced","drawElements","_this$device$gl3","drawArraysInstanced","drawArrays","end","attachShader","time","linkProgram","timeEnd","debug","level","linked","getProgramParameter","LINK_STATUS","getProgramInfoLog","validateProgram","validated","VALIDATE_STATUS","texturesRenderable","texture","_textureUniforms","update","loaded","undefined","textureUnit","uniformBufferIndex","getUniformBlockIndex","INVALID_INDEX","uniformBlockBinding","bindBufferBase","UNIFORM_BUFFER","bindBufferRange","activeTexture","TEXTURE0","bindTexture","target","uniformLayout","POINTS","LINES","LINE_STRIP","LINE_LOOP","TRIANGLES","TRIANGLE_STRIP","TRIANGLE_FAN"],"sources":["../../../src/adapter/resources/webgl-render-pipeline.ts"],"sourcesContent":["import type {\n RenderPipelineProps,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n // BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters, withGLParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from './webgl-buffer';\nimport {WEBGLShader} from './webgl-shader';\nimport {WEBGLTexture} from './webgl-texture';\nimport {WEBGLVertexArrayObject} from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport class WEBGLRenderPipeline extends RenderPipeline {\n device: WebGLDevice;\n handle: WebGLProgram;\n vs: WEBGLShader;\n fs: WEBGLShader;\n layout: ShaderLayout;\n\n // configuration: ProgramConfiguration;\n // Experimental flag to avoid deleting Program object while it is cached\n varyings: string[] | null = null;\n vertexArrayObject: WEBGLVertexArrayObject;\n _indexBuffer?: Buffer;\n uniforms: Record<string, any> = {};\n bindings: Record<string, any> = {};\n _textureUniforms: Record<string, any> = {};\n _textureIndexCounter: number = 0;\n _uniformCount: number = 0;\n _uniformSetters: Record<string, Function> = {}; // TODO are these used?\n\n constructor(device: WebGLDevice, props: RenderPipelineProps) {\n super(device, props);\n this.device = device;\n this.handle = this.props.handle || this.device.gl.createProgram();\n this.device.setSpectorMetadata(this.handle, {id: this.props.id});\n\n // Create shaders if needed\n this.vs = cast<WEBGLShader>(props.vs);\n this.fs = cast<WEBGLShader>(props.fs);\n // assert(this.vs.stage === 'vertex');\n // assert(this.fs.stage === 'fragment');\n\n // Setup varyings if supplied\n // @ts-expect-error WebGL only\n const {varyings, bufferMode = GL.SEPARATE_ATTRIBS} = props;\n if (varyings && varyings.length > 0) {\n this.device.assertWebGL2();\n this.varyings = varyings;\n this.device.gl2?.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n\n this.layout = props.layout || getShaderLayout(this.device.gl, this.handle);\n this.vertexArrayObject = new WEBGLVertexArrayObject(this.device);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.device.gl.deleteProgram(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n setIndexBuffer(indexBuffer: Buffer): void {\n const webglBuffer = cast<WEBGLBuffer>(indexBuffer);\n this.vertexArrayObject.setElementBuffer(webglBuffer);\n this._indexBuffer = indexBuffer;\n }\n\n /** @todo needed for portable model */\n setAttributes(attributes: Record<string, Buffer>): void {\n for (const [name, buffer] of Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue; // eslint-disable-line no-continue\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if (log.priority >= 2) {\n // checkUniformValues(uniforms, this.id, this._uniformSetters);\n // }\n\n for (const [name, value] of Object.entries(bindings)) {\n const binding = this.layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n log.warn(`Unknown binding ${name} in render pipeline ${this.id}`)();\n continue; // eslint-disable-line no-continue\n }\n if (!value) {\n log.warn(`Unsetting binding ${name} in render pipeline ${this.id}`)();\n }\n switch (binding.type) {\n case 'uniform':\n // @ts-expect-error\n if (!(value instanceof WEBGLBuffer) && !(value.buffer instanceof WEBGLBuffer)) {\n throw new Error('buffer value');\n }\n break;\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture value');\n }\n break;\n case 'sampler':\n log.warn(`Ignoring sampler ${name}`)();\n break;\n default:\n throw new Error(binding.type);\n }\n\n this.bindings[name] = value;\n }\n }\n\n setUniforms(uniforms: Record<string, any>) {\n // TODO - check against layout\n Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n // indexCount,\n instanceCount,\n firstVertex = 0,\n // firstIndex,\n // firstInstance,\n // baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;\n const isInstanced: boolean = Number(options.instanceCount) > 0;\n\n // Avoid WebGL draw call when not rendering any data or values are incomplete\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n if (!this._areTexturesRenderable() || options.vertexCount === 0) {\n // (isInstanced && instanceCount === 0)\n return false;\n }\n\n this.device.gl.useProgram(this.handle);\n\n this.vertexArrayObject.bind(() => {\n const primitiveMode = getGLPrimitive(this.props.topology);\n const transformFeedback: any = null;\n if (transformFeedback) {\n transformFeedback.begin(primitiveMode);\n }\n\n // We have to apply bindings before every draw call since other draw calls will overwrite\n this._applyBindings();\n this._applyUniforms();\n\n // TODO - double context push/pop\n withDeviceParameters(this.device, this.props.parameters, () => {\n withGLParameters(this.device, {framebuffer: renderPass.props.framebuffer}, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // 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Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.LINE_LOOP | GL.TRIANGLES | GL.TRIANGLE_STRIP | GL.TRIANGLE_FAN {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'line-loop': return GL.LINE_LOOP;\n case 'triangle-list': return 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@@ -1,6 +1,6 @@
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1
1
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import { Sampler, SamplerProps } from '@luma.gl/api';
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2
2
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import type { GLSamplerParameters } from '../../types/webgl';
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3
|
-
import type WebGLDevice from '../webgl-device';
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3
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+
import type { WebGLDevice } from '../webgl-device';
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4
4
|
/**
|
|
5
5
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* Sampler object -
|
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6
6
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* Under WebGL2 we create an actual WebGL sampler
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@@ -8,7 +8,7 @@ import type WebGLDevice from '../webgl-device';
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|
8
8
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* so that they can be set directly on the texture
|
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9
9
|
* https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/sampler_object.html
|
|
10
10
|
*/
|
|
11
|
-
export
|
|
11
|
+
export declare class WEBGLSampler extends Sampler {
|
|
12
12
|
readonly device: WebGLDevice;
|
|
13
13
|
readonly handle: WebGLSampler;
|
|
14
14
|
readonly parameters: GLSamplerParameters;
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|
@@ -1 +1 @@
|
|
|
1
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-
{"version":3,"file":"webgl-sampler.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-sampler.ts"],"names":[],"mappings":"AAEA,OAAO,EAAC,OAAO,EAAE,YAAY,EAAC,MAAM,cAAc,CAAC;AAEnD,OAAO,KAAK,EAAC,mBAAmB,EAAC,MAAM,mBAAmB,CAAC;AAE3D,OAAO,KAAK,WAAW,MAAM,iBAAiB,CAAC;
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1
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+
{"version":3,"file":"webgl-sampler.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-sampler.ts"],"names":[],"mappings":"AAEA,OAAO,EAAC,OAAO,EAAE,YAAY,EAAC,MAAM,cAAc,CAAC;AAEnD,OAAO,KAAK,EAAC,mBAAmB,EAAC,MAAM,mBAAmB,CAAC;AAE3D,OAAO,KAAK,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAEjD;;;;;;GAMG;AACH,qBAAa,YAAa,SAAQ,OAAO;IACvC,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,YAAY,CAAC;IAC9B,QAAQ,CAAC,UAAU,EAAE,mBAAmB,CAAC;gBAE7B,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,YAAY;IAU3C,OAAO,IAAI,IAAI;IAQf,QAAQ,IAAI,MAAM;IAI3B,4CAA4C;IAC5C,OAAO,CAAC,qBAAqB;CAgB9B"}
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@@ -2,7 +2,7 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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import { Sampler } from '@luma.gl/api';
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import GL from '@luma.gl/constants';
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import { convertSamplerParametersToWebGL } from "../converters/sampler-parameters.js";
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-
export
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export class WEBGLSampler extends Sampler {
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constructor(device, props) {
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_defineProperty(this, "device", void 0);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgl-sampler.js","names":["Sampler","GL","convertSamplerParametersToWebGL","WEBGLSampler","constructor","device","props","_defineProperty","parameters","isWebGL2","handle","gl2","createSampler","_setSamplerParameters","destroy","deleteSampler","undefined","toString","concat","id","JSON","stringify","pname","value","Object","entries","param","Number","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","samplerParameterf","samplerParameteri"],"sources":["../../../src/adapter/resources/webgl-sampler.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport {Sampler, SamplerProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport type {GLSamplerParameters} from '../../types/webgl';\nimport {convertSamplerParametersToWebGL} from '../converters/sampler-parameters';\nimport type WebGLDevice from '../webgl-device';\n\n/**\n * Sampler object -\n * Under WebGL2 we create an actual WebGL sampler\n * Under WebGL1, we just store the sampler parameters\n * so that they can be set directly on the texture\n * https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/sampler_object.html\n */\nexport
|
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1
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+
{"version":3,"file":"webgl-sampler.js","names":["Sampler","GL","convertSamplerParametersToWebGL","WEBGLSampler","constructor","device","props","_defineProperty","parameters","isWebGL2","handle","gl2","createSampler","_setSamplerParameters","destroy","deleteSampler","undefined","toString","concat","id","JSON","stringify","pname","value","Object","entries","param","Number","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","samplerParameterf","samplerParameteri"],"sources":["../../../src/adapter/resources/webgl-sampler.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport {Sampler, SamplerProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport type {GLSamplerParameters} from '../../types/webgl';\nimport {convertSamplerParametersToWebGL} from '../converters/sampler-parameters';\nimport type {WebGLDevice} from '../webgl-device';\n\n/**\n * Sampler object -\n * Under WebGL2 we create an actual WebGL sampler\n * Under WebGL1, we just store the sampler parameters\n * so that they can be set directly on the texture\n * https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/sampler_object.html\n */\nexport class WEBGLSampler extends Sampler {\n readonly device: WebGLDevice;\n readonly handle: WebGLSampler;\n readonly parameters: GLSamplerParameters;\n\n constructor(device: WebGLDevice, props: SamplerProps) {\n super(device, props);\n this.device = device;\n this.parameters = convertSamplerParametersToWebGL(props);\n if (this.device.isWebGL2) {\n this.handle = this.handle || this.device.gl2.createSampler();\n this._setSamplerParameters(this.parameters);\n }\n }\n\n override destroy(): void {\n if (this.handle) {\n this.device.gl2.deleteSampler(this.handle);\n // @ts-expect-error\n this.handle = undefined;\n }\n }\n\n override toString(): string {\n return `Sampler(${this.id},${JSON.stringify(this.props)})`;\n }\n\n /** Set sampler parameters on the sampler */\n private _setSamplerParameters(parameters: GLSamplerParameters): void {\n for (const [pname, value] of Object.entries(parameters)) {\n // Apparently there are integer/float conversion issues requires two parameter setting functions in JavaScript.\n // For now, pick the float version for parameters specified as GLfloat.\n const param = Number(pname);\n switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.device.gl2.samplerParameterf(this.handle, param, value);\n break;\n default:\n this.device.gl2.samplerParameteri(this.handle, param, value);\n break;\n }\n }\n }\n}\n"],"mappings":";AAEA,SAAQA,OAAO,QAAqB,cAAc;AAClD,OAAOC,EAAE,MAAM,oBAAoB;AAAC,SAE5BC,+BAA+B;AAUvC,OAAO,MAAMC,YAAY,SAASH,OAAO,CAAC;EAKxCI,WAAWA,CAACC,MAAmB,EAAEC,KAAmB,EAAE;IACpD,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAACC,eAAA;IAAAA,eAAA;IAAAA,eAAA;IACrB,IAAI,CAACF,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACG,UAAU,GAAGN,+BAA+B,CAACI,KAAK,CAAC;IACxD,IAAI,IAAI,CAACD,MAAM,CAACI,QAAQ,EAAE;MACxB,IAAI,CAACC,MAAM,GAAG,IAAI,CAACA,MAAM,IAAI,IAAI,CAACL,MAAM,CAACM,GAAG,CAACC,aAAa,EAAE;MAC5D,IAAI,CAACC,qBAAqB,CAAC,IAAI,CAACL,UAAU,CAAC;IAC7C;EACF;EAESM,OAAOA,CAAA,EAAS;IACvB,IAAI,IAAI,CAACJ,MAAM,EAAE;MACf,IAAI,CAACL,MAAM,CAACM,GAAG,CAACI,aAAa,CAAC,IAAI,CAACL,MAAM,CAAC;MAE1C,IAAI,CAACA,MAAM,GAAGM,SAAS;IACzB;EACF;EAESC,QAAQA,CAAA,EAAW;IAC1B,kBAAAC,MAAA,CAAkB,IAAI,CAACC,EAAE,OAAAD,MAAA,CAAIE,IAAI,CAACC,SAAS,CAAC,IAAI,CAACf,KAAK,CAAC;EACzD;EAGQO,qBAAqBA,CAACL,UAA+B,EAAQ;IACnE,KAAK,MAAM,CAACc,KAAK,EAAEC,KAAK,CAAC,IAAIC,MAAM,CAACC,OAAO,CAACjB,UAAU,CAAC,EAAE;MAGvD,MAAMkB,KAAK,GAAGC,MAAM,CAACL,KAAK,CAAC;MAC3B,QAAQI,KAAK;QACX,KAAKzB,EAAE,CAAC2B,eAAe;QACvB,KAAK3B,EAAE,CAAC4B,eAAe;UACrB,IAAI,CAACxB,MAAM,CAACM,GAAG,CAACmB,iBAAiB,CAAC,IAAI,CAACpB,MAAM,EAAEgB,KAAK,EAAEH,KAAK,CAAC;UAC5D;QACF;UACE,IAAI,CAAClB,MAAM,CAACM,GAAG,CAACoB,iBAAiB,CAAC,IAAI,CAACrB,MAAM,EAAEgB,KAAK,EAAEH,KAAK,CAAC;UAC5D;MAAM;IAEZ;EACF;AACF"}
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@@ -1,9 +1,9 @@
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1
1
|
import { Shader, ShaderProps, CompilerMessage } from '@luma.gl/api';
|
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2
|
-
import WebGLDevice from '../webgl-device';
|
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2
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+
import { WebGLDevice } from '../webgl-device';
|
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3
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/**
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4
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* An immutable compiled shader program that execute portions of the GPU Pipeline
|
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5
5
|
*/
|
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6
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-
export
|
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6
|
+
export declare class WEBGLShader extends Shader {
|
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readonly device: WebGLDevice;
|
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8
8
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readonly handle: WebGLShader;
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|
constructor(device: WebGLDevice, props: ShaderProps);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgl-shader.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-shader.ts"],"names":[],"mappings":"AACA,OAAO,EAAW,MAAM,EAAE,WAAW,EAAE,eAAe,EAAoB,MAAM,cAAc,CAAC;AAI/F,OAAO,WAAW,MAAM,iBAAiB,CAAC;
|
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1
|
+
{"version":3,"file":"webgl-shader.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-shader.ts"],"names":[],"mappings":"AACA,OAAO,EAAW,MAAM,EAAE,WAAW,EAAE,eAAe,EAAoB,MAAM,cAAc,CAAC;AAI/F,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAE5C;;GAEG;AACH,qBAAa,WAAY,SAAQ,MAAM;IACrC,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;gBAEjB,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,WAAW;IAgB1C,OAAO,IAAI,IAAI;IASlB,eAAe,IAAI,OAAO,CAAC,SAAS,eAAe,EAAE,CAAC;IAO5D,QAAQ,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;CAuB/B"}
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@@ -3,7 +3,7 @@ import { log, uid, Shader, formatCompilerLog } from '@luma.gl/api';
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3
3
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import GL from '@luma.gl/constants';
|
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4
4
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import { getShaderInfo } from "../helpers/get-shader-info.js";
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import { parseShaderCompilerLog } from "../helpers/parse-shader-compiler-log.js";
|
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-
export
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+
export class WEBGLShader extends Shader {
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constructor(device, props) {
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super(device, {
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id: getShaderIdFromProps(props),
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgl-shader.js","names":["log","uid","Shader","formatCompilerLog","GL","getShaderInfo","parseShaderCompilerLog","WEBGLShader","constructor","device","props","id","getShaderIdFromProps","_defineProperty","stage","handle","gl","createShader","VERTEX_SHADER","FRAGMENT_SHADER","Error","_compile","source","destroy","removeStats","deleteShader","destroyed","compilationInfo","getShaderInfoLog","addGLSLVersion","startsWith","concat","shaderSource","compileShader","compileStatus","getShaderParameter","COMPILE_STATUS","shaderLog","parsedLog","messages","filter","message","type","formattedLog","shaderName","name","shaderDescription","error"],"sources":["../../../src/adapter/resources/webgl-shader.ts"],"sourcesContent":["// luma.gl, MIT license\nimport {log, uid, Shader, ShaderProps, CompilerMessage, formatCompilerLog} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {getShaderInfo} from '../helpers/get-shader-info';\nimport {parseShaderCompilerLog} from '../helpers/parse-shader-compiler-log';\nimport WebGLDevice from '../webgl-device';\n\n/**\n * An immutable compiled shader program that execute portions of the GPU Pipeline\n */\nexport
|
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1
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+
{"version":3,"file":"webgl-shader.js","names":["log","uid","Shader","formatCompilerLog","GL","getShaderInfo","parseShaderCompilerLog","WEBGLShader","constructor","device","props","id","getShaderIdFromProps","_defineProperty","stage","handle","gl","createShader","VERTEX_SHADER","FRAGMENT_SHADER","Error","_compile","source","destroy","removeStats","deleteShader","destroyed","compilationInfo","getShaderInfoLog","addGLSLVersion","startsWith","concat","shaderSource","compileShader","compileStatus","getShaderParameter","COMPILE_STATUS","shaderLog","parsedLog","messages","filter","message","type","formattedLog","shaderName","name","shaderDescription","error"],"sources":["../../../src/adapter/resources/webgl-shader.ts"],"sourcesContent":["// luma.gl, MIT license\nimport {log, uid, Shader, ShaderProps, CompilerMessage, formatCompilerLog} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {getShaderInfo} from '../helpers/get-shader-info';\nimport {parseShaderCompilerLog} from '../helpers/parse-shader-compiler-log';\nimport {WebGLDevice} from '../webgl-device';\n\n/**\n * An immutable compiled shader program that execute portions of the GPU Pipeline\n */\nexport class WEBGLShader extends Shader {\n readonly device: WebGLDevice;\n readonly handle: WebGLShader;\n\n constructor(device: WebGLDevice, props: ShaderProps) {\n super(device, {id: getShaderIdFromProps(props), ...props});\n this.device = device;\n switch (this.props.stage) {\n case 'vertex':\n this.handle = this.props.handle || this.device.gl.createShader(GL.VERTEX_SHADER);\n break;\n case 'fragment':\n this.handle = this.props.handle || this.device.gl.createShader(GL.FRAGMENT_SHADER);\n break;\n default:\n throw new Error(this.props.stage);\n }\n this._compile(this.source);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.device.gl.deleteShader(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n async compilationInfo(): Promise<readonly CompilerMessage[]> {\n const log = this.device.gl.getShaderInfoLog(this.handle);\n return log ? parseShaderCompilerLog(log) : [];\n }\n\n // PRIVATE METHODS\n\n _compile(source: string): void {\n const addGLSLVersion = (source: string) => source.startsWith('#version ') ? source : `#version 100\\n${source}`;\n source = addGLSLVersion(source);\n\n const {gl} = this.device;\n gl.shaderSource(this.handle, source);\n gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = gl.getShaderParameter(this.handle, GL.COMPILE_STATUS);\n if (!compileStatus) {\n const shaderLog = gl.getShaderInfoLog(this.handle);\n const parsedLog = shaderLog ? parseShaderCompilerLog(shaderLog) : [];\n const messages = parsedLog.filter(message => message.type === 'error');\n const formattedLog = formatCompilerLog(messages, source);\n const shaderName: string = getShaderInfo(source).name;\n const shaderDescription = `${this.stage} shader ${shaderName}`;\n log.error(`GLSL compilation errors in ${shaderDescription}\\n${formattedLog}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n}\n\n// HELPERS\n\n/** Deduce an id, from shader source, or supplied id, or shader type */\nfunction getShaderIdFromProps(props: ShaderProps): string {\n return getShaderInfo(props.source).name ||\n props.id ||\n uid(`unnamed ${props.stage}-shader`);\n}\n"],"mappings":";AACA,SAAQA,GAAG,EAAEC,GAAG,EAAEC,MAAM,EAAgCC,iBAAiB,QAAO,cAAc;AAC9F,OAAOC,EAAE,MAAM,oBAAoB;AAAC,SAC5BC,aAAa;AAAA,SACbC,sBAAsB;AAM9B,OAAO,MAAMC,WAAW,SAASL,MAAM,CAAC;EAItCM,WAAWA,CAACC,MAAmB,EAAEC,KAAkB,EAAE;IACnD,KAAK,CAACD,MAAM,EAAE;MAACE,EAAE,EAAEC,oBAAoB,CAACF,KAAK,CAAC;MAAE,GAAGA;IAAK,CAAC,CAAC;IAACG,eAAA;IAAAA,eAAA;IAC3D,IAAI,CAACJ,MAAM,GAAGA,MAAM;IACpB,QAAQ,IAAI,CAACC,KAAK,CAACI,KAAK;MACtB,KAAK,QAAQ;QACX,IAAI,CAACC,MAAM,GAAG,IAAI,CAACL,KAAK,CAACK,MAAM,IAAI,IAAI,CAACN,MAAM,CAACO,EAAE,CAACC,YAAY,CAACb,EAAE,CAACc,aAAa,CAAC;QAChF;MACF,KAAK,UAAU;QACb,IAAI,CAACH,MAAM,GAAG,IAAI,CAACL,KAAK,CAACK,MAAM,IAAI,IAAI,CAACN,MAAM,CAACO,EAAE,CAACC,YAAY,CAACb,EAAE,CAACe,eAAe,CAAC;QAClF;MACF;QACE,MAAM,IAAIC,KAAK,CAAC,IAAI,CAACV,KAAK,CAACI,KAAK,CAAC;IAAC;IAEtC,IAAI,CAACO,QAAQ,CAAC,IAAI,CAACC,MAAM,CAAC;EAC5B;EAESC,OAAOA,CAAA,EAAS;IACvB,IAAI,IAAI,CAACR,MAAM,EAAE;MACf,IAAI,CAACS,WAAW,EAAE;MAClB,IAAI,CAACf,MAAM,CAACO,EAAE,CAACS,YAAY,CAAC,IAAI,CAACV,MAAM,CAAC;MAExC,IAAI,CAACW,SAAS,GAAG,IAAI;IACvB;EACF;EAEA,MAAMC,eAAeA,CAAA,EAAwC;IAC3D,MAAM3B,GAAG,GAAG,IAAI,CAACS,MAAM,CAACO,EAAE,CAACY,gBAAgB,CAAC,IAAI,CAACb,MAAM,CAAC;IACxD,OAAOf,GAAG,GAAGM,sBAAsB,CAACN,GAAG,CAAC,GAAG,EAAE;EAC/C;EAIAqB,QAAQA,CAACC,MAAc,EAAQ;IAC7B,MAAMO,cAAc,GAAIP,MAAc,IAAKA,MAAM,CAACQ,UAAU,CAAC,WAAW,CAAC,GAAGR,MAAM,oBAAAS,MAAA,CAAoBT,MAAM,CAAE;IAC9GA,MAAM,GAAGO,cAAc,CAACP,MAAM,CAAC;IAE/B,MAAM;MAACN;IAAE,CAAC,GAAG,IAAI,CAACP,MAAM;IACxBO,EAAE,CAACgB,YAAY,CAAC,IAAI,CAACjB,MAAM,EAAEO,MAAM,CAAC;IACpCN,EAAE,CAACiB,aAAa,CAAC,IAAI,CAAClB,MAAM,CAAC;IAK7B,MAAMmB,aAAa,GAAGlB,EAAE,CAACmB,kBAAkB,CAAC,IAAI,CAACpB,MAAM,EAAEX,EAAE,CAACgC,cAAc,CAAC;IAC3E,IAAI,CAACF,aAAa,EAAE;MAClB,MAAMG,SAAS,GAAGrB,EAAE,CAACY,gBAAgB,CAAC,IAAI,CAACb,MAAM,CAAC;MAClD,MAAMuB,SAAS,GAAGD,SAAS,GAAG/B,sBAAsB,CAAC+B,SAAS,CAAC,GAAG,EAAE;MACpE,MAAME,QAAQ,GAAGD,SAAS,CAACE,MAAM,CAACC,OAAO,IAAIA,OAAO,CAACC,IAAI,KAAK,OAAO,CAAC;MACtE,MAAMC,YAAY,GAAGxC,iBAAiB,CAACoC,QAAQ,EAAEjB,MAAM,CAAC;MACxD,MAAMsB,UAAkB,GAAGvC,aAAa,CAACiB,MAAM,CAAC,CAACuB,IAAI;MACrD,MAAMC,iBAAiB,MAAAf,MAAA,CAAM,IAAI,CAACjB,KAAK,cAAAiB,MAAA,CAAWa,UAAU,CAAE;MAC9D5C,GAAG,CAAC+C,KAAK,+BAAAhB,MAAA,CAA+Be,iBAAiB,QAAAf,MAAA,CAAKY,YAAY,EAAG,EAAE;MAC/E,MAAM,IAAIvB,KAAK,+BAAAW,MAAA,CAA+Ba,UAAU,EAAG;IAC7D;EACF;AACF;AAKA,SAAShC,oBAAoBA,CAACF,KAAkB,EAAU;EACxD,OAAOL,aAAa,CAACK,KAAK,CAACY,MAAM,CAAC,CAACuB,IAAI,IACrCnC,KAAK,CAACC,EAAE,IACRV,GAAG,YAAA8B,MAAA,CAAYrB,KAAK,CAACI,KAAK,aAAU;AACxC"}
|
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@@ -2,8 +2,8 @@ import { Device, TextureProps, Sampler, SamplerProps, TypedArray } from '@luma.g
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2
2
|
import { Texture } from '@luma.gl/api';
|
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3
3
|
import GL from '@luma.gl/constants';
|
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4
4
|
import type { GLSamplerParameters } from '../../types/webgl';
|
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5
|
-
import WebGLDevice from '../webgl-device';
|
|
6
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-
import WEBGLSampler from './webgl-sampler';
|
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5
|
+
import { WebGLDevice } from '../webgl-device';
|
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6
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+
import { WEBGLSampler } from './webgl-sampler';
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7
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export type { TextureProps };
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export declare type TextureSourceData = TypedArray | ImageData | HTMLImageElement | HTMLCanvasElement | ImageBitmap | HTMLVideoElement;
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9
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declare type SetImageDataOptions = {
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@@ -74,7 +74,7 @@ declare type SetImageData3DOptions = {
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data: any;
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parameters?: Record<GL, any>;
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};
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77
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-
export
|
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77
|
+
export declare class WEBGLTexture extends Texture {
|
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78
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static FACES: number[];
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79
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readonly MAX_ATTRIBUTES: number;
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readonly device: WebGLDevice;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"webgl-texture.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-texture.ts"],"names":[],"mappings":"AAMA,OAAO,EACL,MAAM,EACN,YAAY,EACZ,OAAO,EACP,YAAY,EAEZ,UAAU,EAEX,MAAM,cAAc,CAAC;AACtB,OAAO,EAAC,OAAO,EAA6C,MAAM,cAAc,CAAC;AACjF,OAAO,EAAE,MAAM,oBAAoB,CAAC;AACpC,OAAO,KAAK,EAAC,mBAAmB,EAAC,MAAM,mBAAmB,CAAC;AAW3D,OAAO,WAAW,MAAM,iBAAiB,CAAC;
|
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1
|
+
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@@ -5,9 +5,9 @@ import GL from '@luma.gl/constants';
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5
5
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import { withParameters } from "../../context/state-tracker/with-parameters.js";
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6
6
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import { getWebGLTextureFormat, getWebGLTextureParameters, getTextureFormatBytesPerPixel } from "../converters/texture-formats.js";
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7
7
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import { convertSamplerParametersToWebGL, updateSamplerParametersForNPOT } from "../converters/sampler-parameters.js";
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8
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-
import WEBGLBuffer from "./webgl-buffer.js";
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9
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-
import WEBGLSampler from "./webgl-sampler.js";
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10
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-
export
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8
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+
import { WEBGLBuffer } from "./webgl-buffer.js";
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9
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+
import { WEBGLSampler } from "./webgl-sampler.js";
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10
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+
export class WEBGLTexture extends Texture {
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11
11
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constructor(device, props) {
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12
12
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var _this$props;
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13
13
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super(device, {
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