@luma.gl/webgl 9.0.0-alpha.20 → 9.0.0-alpha.23

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Files changed (157) hide show
  1. package/dist/adapter/converters/device-parameters.d.ts +1 -1
  2. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  3. package/dist/adapter/converters/device-parameters.js +10 -10
  4. package/dist/adapter/converters/device-parameters.js.map +1 -1
  5. package/dist/adapter/converters/sampler-parameters.d.ts +1 -1
  6. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  7. package/dist/adapter/converters/sampler-parameters.js +1 -1
  8. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  9. package/dist/adapter/converters/texture-formats.d.ts +27 -38
  10. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  11. package/dist/adapter/converters/texture-formats.js +152 -114
  12. package/dist/adapter/converters/texture-formats.js.map +1 -1
  13. package/dist/adapter/helpers/attribute-utils.d.ts +1 -1
  14. package/dist/adapter/helpers/attribute-utils.d.ts.map +1 -1
  15. package/dist/adapter/helpers/attribute-utils.js +1 -1
  16. package/dist/adapter/helpers/attribute-utils.js.map +1 -1
  17. package/dist/adapter/helpers/get-shader-info.d.ts.map +1 -1
  18. package/dist/adapter/helpers/get-shader-info.js.map +1 -1
  19. package/dist/adapter/helpers/get-shader-layout.js +1 -1
  20. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  21. package/dist/adapter/helpers/uniforms.d.ts +7 -8
  22. package/dist/adapter/helpers/uniforms.d.ts.map +1 -1
  23. package/dist/adapter/helpers/uniforms.js +4 -4
  24. package/dist/adapter/helpers/uniforms.js.map +1 -1
  25. package/dist/adapter/objects/constants-to-keys.d.ts +0 -2
  26. package/dist/adapter/objects/constants-to-keys.d.ts.map +1 -1
  27. package/dist/adapter/objects/constants-to-keys.js +0 -20
  28. package/dist/adapter/objects/constants-to-keys.js.map +1 -1
  29. package/dist/adapter/objects/webgl-renderbuffer.d.ts +14 -11
  30. package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
  31. package/dist/adapter/objects/webgl-renderbuffer.js +31 -21
  32. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  33. package/dist/adapter/objects/webgl-resource.d.ts +2 -3
  34. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  35. package/dist/adapter/objects/webgl-resource.js +6 -9
  36. package/dist/adapter/objects/webgl-resource.js.map +1 -1
  37. package/dist/adapter/objects/webgl-vertex-array-object.d.ts +6 -6
  38. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  39. package/dist/adapter/objects/webgl-vertex-array-object.js +2 -2
  40. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  41. package/dist/adapter/resources/webgl-buffer.d.ts +2 -2
  42. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  43. package/dist/adapter/resources/webgl-buffer.js +4 -3
  44. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  45. package/dist/adapter/resources/webgl-command-buffer.d.ts +9 -3
  46. package/dist/adapter/resources/webgl-command-buffer.d.ts.map +1 -1
  47. package/dist/adapter/resources/webgl-command-buffer.js +168 -25
  48. package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
  49. package/dist/adapter/resources/webgl-command-encoder.d.ts +5 -4
  50. package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
  51. package/dist/adapter/resources/webgl-command-encoder.js +7 -3
  52. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  53. package/dist/adapter/resources/webgl-external-texture.js.map +1 -1
  54. package/dist/adapter/resources/webgl-framebuffer.d.ts +18 -21
  55. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  56. package/dist/adapter/resources/webgl-framebuffer.js +36 -86
  57. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  58. package/dist/adapter/resources/webgl-render-pass.d.ts +18 -3
  59. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  60. package/dist/adapter/resources/webgl-render-pass.js +81 -1
  61. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  62. package/dist/adapter/resources/webgl-render-pipeline.d.ts +5 -5
  63. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  64. package/dist/adapter/resources/webgl-render-pipeline.js +7 -8
  65. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  66. package/dist/adapter/resources/webgl-sampler.d.ts +3 -3
  67. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  68. package/dist/adapter/resources/webgl-sampler.js +2 -2
  69. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  70. package/dist/adapter/resources/webgl-shader.d.ts +2 -2
  71. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  72. package/dist/adapter/resources/webgl-shader.js +1 -1
  73. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  74. package/dist/adapter/resources/webgl-texture.d.ts +41 -21
  75. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  76. package/dist/adapter/resources/webgl-texture.js +35 -33
  77. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  78. package/dist/adapter/webgl-canvas-context.d.ts +4 -5
  79. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  80. package/dist/adapter/webgl-canvas-context.js +2 -2
  81. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  82. package/dist/adapter/webgl-device.d.ts +22 -15
  83. package/dist/adapter/webgl-device.d.ts.map +1 -1
  84. package/dist/adapter/webgl-device.js +29 -11
  85. package/dist/adapter/webgl-device.js.map +1 -1
  86. package/dist/classic/accessor.d.ts +1 -1
  87. package/dist/classic/accessor.d.ts.map +1 -1
  88. package/dist/classic/accessor.js +1 -1
  89. package/dist/classic/accessor.js.map +1 -1
  90. package/dist/classic/buffer.d.ts +3 -4
  91. package/dist/classic/buffer.d.ts.map +1 -1
  92. package/dist/classic/buffer.js +4 -10
  93. package/dist/classic/buffer.js.map +1 -1
  94. package/dist/classic/typed-array-utils.d.ts +15 -17
  95. package/dist/classic/typed-array-utils.d.ts.map +1 -1
  96. package/dist/classic/typed-array-utils.js +1 -1
  97. package/dist/classic/typed-array-utils.js.map +1 -1
  98. package/dist/context/context/create-browser-context.js.map +1 -1
  99. package/dist/context/parameters/unified-parameter-api.d.ts +1 -1
  100. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  101. package/dist/context/parameters/unified-parameter-api.js +1 -1
  102. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  103. package/dist/context/parameters/webgl-parameter-tables.d.ts +1 -2
  104. package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -1
  105. package/dist/context/parameters/webgl-parameter-tables.js +1 -1
  106. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
  107. package/dist/context/state-tracker/with-parameters.js +1 -1
  108. package/dist/context/state-tracker/with-parameters.js.map +1 -1
  109. package/dist/dist.dev.js +1107 -676
  110. package/dist/index.cjs +1088 -901
  111. package/dist/index.d.ts +18 -17
  112. package/dist/index.d.ts.map +1 -1
  113. package/dist/index.js +17 -16
  114. package/dist/index.js.map +1 -1
  115. package/dist.min.js +22 -21
  116. package/package.json +7 -4
  117. package/src/adapter/converters/device-parameters.ts +47 -23
  118. package/src/adapter/converters/sampler-parameters.ts +1 -2
  119. package/src/adapter/converters/texture-formats.ts +242 -161
  120. package/src/adapter/helpers/attribute-utils.ts +1 -2
  121. package/src/adapter/helpers/get-shader-info.ts +3 -0
  122. package/src/adapter/helpers/get-shader-layout.ts +1 -1
  123. package/src/adapter/helpers/uniforms.ts +9 -10
  124. package/src/adapter/objects/constants-to-keys.ts +0 -25
  125. package/src/adapter/objects/webgl-renderbuffer.ts +35 -32
  126. package/src/adapter/objects/webgl-resource.ts +6 -10
  127. package/src/adapter/objects/webgl-vertex-array-object.ts +6 -6
  128. package/src/adapter/resources/webgl-buffer.ts +6 -7
  129. package/src/adapter/resources/webgl-command-buffer.ts +330 -23
  130. package/src/adapter/resources/webgl-command-encoder.ts +9 -4
  131. package/src/adapter/resources/webgl-external-texture.ts +1 -1
  132. package/src/adapter/resources/webgl-framebuffer.ts +75 -123
  133. package/src/adapter/resources/webgl-render-pass.ts +148 -4
  134. package/src/adapter/resources/webgl-render-pipeline.ts +12 -9
  135. package/src/adapter/resources/webgl-sampler.ts +3 -4
  136. package/src/adapter/resources/webgl-shader.ts +2 -2
  137. package/src/adapter/resources/webgl-texture.ts +64 -46
  138. package/src/adapter/webgl-canvas-context.ts +5 -5
  139. package/src/adapter/webgl-device.ts +47 -18
  140. package/src/classic/accessor.ts +1 -1
  141. package/src/classic/buffer.ts +7 -7
  142. package/src/classic/typed-array-utils.ts +15 -26
  143. package/src/context/context/create-browser-context.ts +2 -2
  144. package/src/context/parameters/unified-parameter-api.ts +2 -2
  145. package/src/context/parameters/webgl-parameter-tables.ts +2 -2
  146. package/src/context/state-tracker/with-parameters.ts +1 -1
  147. package/src/index.ts +24 -22
  148. package/dist/adapter/converters/renderbuffer-formats.d.ts +0 -16
  149. package/dist/adapter/converters/renderbuffer-formats.d.ts.map +0 -1
  150. package/dist/adapter/converters/renderbuffer-formats.js +0 -181
  151. package/dist/adapter/converters/renderbuffer-formats.js.map +0 -1
  152. package/dist/types/webgl.d.ts +0 -145
  153. package/dist/types/webgl.d.ts.map +0 -1
  154. package/dist/types/webgl.js +0 -2
  155. package/dist/types/webgl.js.map +0 -1
  156. package/src/adapter/converters/renderbuffer-formats.ts +0 -92
  157. package/src/types/webgl.ts +0 -286
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-texture.js","names":["isObjectEmpty","Texture","cast","log","assert","isPowerOfTwo","loadImage","GL","withParameters","getWebGLTextureFormat","getWebGLTextureParameters","getTextureFormatBytesPerPixel","convertSamplerParametersToWebGL","updateSamplerParametersForNPOT","WEBGLBuffer","WEBGLSampler","WEBGLTexture","constructor","device","props","_this$props","format","RGBA","_defineProperty","undefined","gl","gl2","handle","createTexture","setSpectorMetadata","data","target","getWebGLTextureTarget","loaded","Object","assign","initialize","seal","destroy","deleteTexture","removeStats","trackDeallocatedMemory","destroyed","toString","concat","id","width","height","arguments","length","dimension","initializeCube","Promise","then","resolvedImageData","pixels","isVideo","HTMLVideoElement","readyState","HAVE_METADATA","_video","addEventListener","parameters","recreate","pixelStore","textureUnit","dataFormat","type","compressed","mipmaps","depth","_deduceParameters","Number","isFinite","activeTexture","TEXTURE0","bindTexture","isWebGL1","isNPOT","warn","setImageData","setSampler","sampler","_setSamplerParameters","generateMipmap","video","lastTime","HAVE_CURRENT_DATA","currentTime","setCubeMapImageData","samplerProps","resize","options","update","setSubImageData","params","setImageData3D","level","offset","dataType","_getDataType","texImage2D","assertWebGL2","bindBuffer","PIXEL_UNPACK_BUFFER","isWebGL2","levelIndex","levelData","entries","compressedTexImage2D","byteLength","trackAllocatedMemory","bytesPerPixel","_ref","x","y","ndarray","shape","compressedTexSubImage2D","texSubImage2D","ArrayBuffer","isView","WebGLBuffer","copyFramebuffer","opts","error","getActiveUnit","getParameter","ACTIVE_TEXTURE","bind","unbind","_ref2","_deduceImageSize","size","ImageData","HTMLImageElement","naturalWidth","naturalHeight","HTMLCanvasElement","ImageBitmap","videoWidth","videoHeight","UNSIGNED_BYTE","imageDataMap","resolvedFaces","all","FACES","map","face","facePixels","Array","isArray","forEach","index","image","lodLevel","setImageDataForFace","imageData","webglTextureFormat","texImage3D","logParameters","pname","pvalue","param","value","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","texParameterf","texParameteri","_getWebGL1NPOTParameterOverride","npot","TEXTURE_MIN_FILTER","LINEAR","NEAREST","TEXTURE_WRAP_S","TEXTURE_WRAP_T","CLAMP_TO_EDGE","TEXTURE_CUBE_MAP_POSITIVE_X","TEXTURE_CUBE_MAP_NEGATIVE_X","TEXTURE_CUBE_MAP_POSITIVE_Y","TEXTURE_CUBE_MAP_NEGATIVE_Y","TEXTURE_CUBE_MAP_POSITIVE_Z","TEXTURE_CUBE_MAP_NEGATIVE_Z","TEXTURE_2D","TEXTURE_CUBE_MAP","TEXTURE_2D_ARRAY","TEXTURE_3D","Error"],"sources":["../../../src/adapter/resources/webgl-texture.ts"],"sourcesContent":["// luma.gl, MIT license\n// Texture class.\n// @todo\n// - [ ] cube texture init params\n// - [ ] video (external) textures\n\nimport {\n Device,\n TextureProps,\n Sampler,\n SamplerProps,\n SamplerParameters,\n TypedArray,\n isObjectEmpty\n} from '@luma.gl/api';\nimport {Texture, cast, log, assert, isPowerOfTwo, loadImage} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport type {GLSamplerParameters} from '../../types/webgl';\nimport {withParameters} from '../../context/state-tracker/with-parameters';\nimport {\n getWebGLTextureFormat,\n getWebGLTextureParameters,\n getTextureFormatBytesPerPixel\n} from '../converters/texture-formats';\nimport {\n convertSamplerParametersToWebGL,\n updateSamplerParametersForNPOT\n} from '../converters/sampler-parameters';\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLSampler from './webgl-sampler';\n\nexport type {TextureProps};\n\nexport type TextureSourceData = \n TypedArray |\n ImageData |\n HTMLImageElement |\n HTMLCanvasElement |\n ImageBitmap |\n HTMLVideoElement\n ;\n\ntype SetImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any; // TextureSourceData;\n compressed?: boolean;\n parameters?: Record<GL, any>;\n /** @deprecated */\n pixels?: any;\n}\n\n/**\n * @param {*} pixels, data -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param x - xOffset from where texture to be updated\n * @param y - yOffset from where texture to be updated\n * @param width - width of the sub image to be updated\n * @param height - height of the sub image to be updated\n * @param level - mip level to be updated\n * @param {GLenum} format - internal format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer or ArrayBufferView\n * @param {GLenum} dataFormat - format of image data.\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\ntype SetSubImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n compressed?: boolean;\n x?: number;\n y?: number;\n /** @deprecated */\n pixels?: any;\n};\n\ntype SetImageData3DOptions = {\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n};\n\n\n// Polyfill\nexport default class WEBGLTexture extends Texture {\n // TODO - remove?\n static FACES: number[] = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n ];\n\n readonly MAX_ATTRIBUTES: number;\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n data;\n\n width: number = undefined;\n height: number = undefined;\n depth: number = undefined;\n\n format: GL = undefined;\n type: GL = undefined;\n dataFormat: GL = undefined;\n mipmaps: boolean = undefined;\n\n /**\n * @note `target` cannot be modified by bind:\n * textures are special because when you first bind them to a target,\n * they get special information. When you first bind a texture as a\n * GL_TEXTURE_2D, you are saying that this texture is a 2D texture.\n * And it will always be a 2D texture; this state cannot be changed ever.\n * A texture that was first bound as a GL_TEXTURE_2D, must always be bound as a GL_TEXTURE_2D;\n * attempting to bind it as GL_TEXTURE_3D will give rise to a run-time error\n * */\n target: GL;\n textureUnit: number = undefined;\n\n /** Sampler object (currently unused) */\n sampler: WEBGLSampler = undefined;\n\n /**\n * Program.draw() checks the loaded flag of all textures to avoid\n * Textures that are still loading from promises\n * Set to true as soon as texture has been initialized with valid data\n */\n loaded: boolean = false;\n _video: {\n video: HTMLVideoElement;\n parameters: any;\n lastTime: number;\n };\n\n constructor(device: Device, props: TextureProps) {\n super(device, {format: GL.RGBA, ...props});\n\n this.device = cast<WebGLDevice>(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n this.device.setSpectorMetadata(this.handle, {...this.props, data: typeof this.props.data}); // {name: this.props.id};\n\n this.target = getWebGLTextureTarget(this.props);\n\n // Program.draw() checks the loaded flag of all textures\n this.loaded = false;\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, {data: loadImage(this.props.data)});\n }\n\n this.initialize(this.props);\n\n Object.seal(this);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.gl.deleteTexture(this.handle);\n this.removeStats();\n this.trackDeallocatedMemory('Texture');\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n override toString(): string {\n return `Texture(${this.id},${this.width}x${this.height})`;\n }\n\n // eslint-disable-next-line max-statements\n initialize(props: TextureProps = {}): this {\n // Cube textures\n if (this.props.dimension === 'cube') {\n return this.initializeCube(props);\n }\n\n let data = props.data;\n\n if (data instanceof Promise) {\n data.then((resolvedImageData) =>\n this.initialize(\n Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })\n )\n );\n return this;\n }\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n // @ts-expect-error\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n const {parameters = {} as Record<GL, any>} = props;\n\n const {\n pixels = null, recreate = false, pixelStore = {}, textureUnit = undefined} = props;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n // TODO - This looks backwards? Commenting out for now until we decide\n // which prop to use\n // log.deprecated('data', 'pixels')();\n data = pixels;\n }\n\n let {width, height, dataFormat, type, compressed = false, mipmaps = true} = props;\n const {depth = 0} = props;\n\n // Deduce width and height\n ({width, height, compressed, dataFormat, type} = this._deduceParameters({\n format: props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n const format = getWebGLTextureFormat(this.gl, props.format);\n\n // Store opts for accessors\n this.width = width;\n this.height = height;\n this.depth = depth;\n this.format = format;\n this.type = type;\n this.dataFormat = dataFormat;\n this.textureUnit = textureUnit;\n\n if (Number.isFinite(this.textureUnit)) {\n this.gl.activeTexture(GL.TEXTURE0 + this.textureUnit);\n this.gl.bindTexture(this.target, this.handle);\n }\n\n if (mipmaps && this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaps`)();\n mipmaps = false;\n }\n\n this.mipmaps = mipmaps;\n\n this.setImageData({\n data,\n width,\n height,\n depth,\n format,\n type,\n dataFormat,\n // @ts-expect-error \n parameters: pixelStore,\n compressed\n });\n\n // Set texture sampler parameters\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n\n if (mipmaps) {\n this.generateMipmap();\n }\n\n // TODO - Store data to enable auto recreate on context loss\n if (recreate) {\n this.data = data;\n }\n if (isVideo) {\n this._video = {\n video: data as HTMLVideoElement,\n parameters,\n // @ts-expect-error\n lastTime: data.readyState >= HTMLVideoElement.HAVE_CURRENT_DATA ? data.currentTime : -1\n };\n }\n\n return this;\n }\n\n initializeCube(props?: TextureProps): this {\n const {mipmaps = true, parameters = {} as Record<GL, any>} = props;\n\n // Store props for accessors\n // this.props = props;\n\n // @ts-expect-error\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n });\n return this;\n }\n\n setSampler(sampler: Sampler | SamplerProps = {}): this {\n let samplerProps: SamplerParameters;\n if (sampler instanceof WEBGLSampler) {\n this.sampler = sampler;\n samplerProps = sampler.props;\n } else {\n this.sampler = new WEBGLSampler(this.device, sampler);\n samplerProps = sampler as SamplerProps;\n }\n\n // TODO - technically, this is only needed in WebGL1. In WebGL2 we could always use the sampler.\n const parameters = convertSamplerParametersToWebGL(samplerProps);\n this._setSamplerParameters(parameters);\n return this;\n }\n\n /**\n * If size has changed, reinitializes with current format\n * @note note clears image and mipmaps\n */\n resize(options: {height: number, width: number, mipmaps?: boolean}): this {\n const {height, width, mipmaps = false} = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n format: this.format,\n type: this.type,\n dataFormat: this.dataFormat,\n mipmaps\n });\n }\n return this;\n }\n\n /** Update external texture (video frame) */\n update(): void {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n // Call to regenerate mipmaps after modifying texture(s)\n generateMipmap(params = {}): this {\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaping`)();\n return this;\n }\n\n this.mipmaps = true;\n\n this.gl.bindTexture(this.target, this.handle);\n withParameters(this.gl, params, () => {\n this.gl.generateMipmap(this.target);\n });\n this.gl.bindTexture(this.target, null);\n return this;\n }\n\n /*\n * Allocates storage\n * @param {*} pixels -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param width -\n * @param height -\n * @param mipMapLevel -\n * @param {GLenum} format - format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\n // eslint-disable-next-line max-statements, complexity\n setImageData(options: SetImageDataOptions) {\n if (this.props.dimension === '3d') {\n return this.setImageData3D(options);\n }\n\n this.trackDeallocatedMemory('Texture');\n\n const {\n target = this.target,\n pixels = null,\n level = 0,\n format = this.format,\n offset = 0,\n parameters = {} as Record<GL, any>\n } = options;\n\n let {\n data = null,\n type = this.type,\n width = this.width,\n height = this.height,\n dataFormat = this.dataFormat,\n compressed = false\n } = options;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n const {gl} = this;\n gl.bindTexture(this.target, this.handle);\n\n let dataType = null;\n ({data, dataType} = this._getDataType({data, compressed}));\n\n let gl2;\n\n withParameters(this.gl, parameters, () => {\n switch (dataType) {\n case 'null':\n gl.texImage2D(target, level, format, width, height, 0 /* border*/, dataFormat, type, data);\n break;\n case 'typed-array':\n // Looks like this assert is not necessary, as offset is ignored under WebGL1\n // assert((offset === 0 || this.device.isWebGL2), 'offset supported in WebGL2 only');\n gl.texImage2D(\n target,\n level,\n format,\n width,\n height,\n 0, // border (must be 0)\n dataFormat,\n type,\n data,\n // @ts-expect-error\n offset\n );\n break;\n case 'buffer':\n // WebGL2 enables creating textures directly from a WebGL buffer\n gl2 = this.device.assertWebGL2();\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle || data);\n gl2.texImage2D(\n target,\n level,\n format,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n offset\n );\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n break;\n case 'browser-object':\n if (this.device.isWebGL2) {\n gl.texImage2D(\n target,\n level,\n format,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\n } else {\n gl.texImage2D(target, level, format, dataFormat, type, data);\n }\n break;\n case 'compressed':\n for (const [levelIndex, levelData] of data.entries()) {\n gl.compressedTexImage2D(\n target,\n levelIndex,\n levelData.format,\n levelData.width,\n levelData.height,\n 0 /* border, must be 0 */,\n levelData.data\n );\n }\n\n break;\n default:\n assert(false, 'Unknown image data type');\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.gl, this.props.format);\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n /**\n * Redefines an area of an existing texture\n * Note: does not allocate storage\n * Redefines an area of an existing texture\n */\n setSubImageData({\n target = this.target,\n pixels = null,\n data = null,\n x = 0,\n y = 0,\n width = this.width,\n height = this.height,\n level = 0,\n format = this.format,\n type = this.type,\n dataFormat = this.dataFormat,\n compressed = false,\n offset = 0,\n parameters = {} as Record<GL, any>\n }: SetSubImageDataOptions) {\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n assert(this.depth === 1, 'texSubImage not supported for 3D textures');\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n // Support ndarrays\n if (data && data.data) {\n const ndarray = data;\n data = ndarray.data;\n width = ndarray.shape[0];\n height = ndarray.shape[1];\n }\n\n // Support buffers\n if (data instanceof WEBGLBuffer) {\n data = data.handle;\n }\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n // TODO - x,y parameters\n if (compressed) {\n this.gl.compressedTexSubImage2D(target, level, x, y, width, height, format, data);\n } else if (data === null) {\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, null);\n } else if (ArrayBuffer.isView(data)) {\n // const gl2 = this.device.assertWebGL2();\n // @ts-expect-error last offset parameter is ignored under WebGL1\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data, offset);\n } else if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n // WebGL2 allows us to create texture directly from a WebGL buffer\n const gl2 = this.device.assertWebGL2();\n // This texImage2D signature uses currently bound GL.PIXEL_UNPACK_BUFFER\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data);\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, offset);\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n } else if (this.device.isWebGL2) {\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n const gl2 = this.device.assertWebGL2();\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data);\n } else {\n this.gl.texSubImage2D(target, level, x, y, dataFormat, type, data);\n }\n });\n\n this.gl.bindTexture(this.target, null);\n }\n\n /**\n * Defines a two-dimensional texture image or cube-map texture image with\n * pixels from the current framebuffer (rather than from client memory).\n * (gl.copyTexImage2D wrapper)\n *\n * Note that binding a texture into a Framebuffer's color buffer and\n * rendering can be faster.\n */\n copyFramebuffer(opts = {}) {\n log.error(\n 'Texture.copyFramebuffer({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n getActiveUnit(): number {\n return this.gl.getParameter(GL.ACTIVE_TEXTURE) - GL.TEXTURE0;\n }\n\n bind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, this.handle);\n return textureUnit;\n }\n\n unbind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, null);\n return textureUnit;\n }\n\n // PRIVATE METHODS\n\n _getDataType({data, compressed = false}) {\n if (compressed) {\n return {data, dataType: 'compressed'};\n }\n if (data === null) {\n return {data, dataType: 'null'};\n }\n if (ArrayBuffer.isView(data)) {\n return {data, dataType: 'typed-array'};\n }\n if (data instanceof WEBGLBuffer) {\n return {data: data.handle, dataType: 'buffer'};\n }\n // Raw WebGL handle (not a luma wrapper)\n if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n return {data, dataType: 'buffer'};\n }\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n return {data, dataType: 'browser-object'};\n }\n\n // HELPER METHODS\n\n _deduceParameters(opts: TextureProps) {\n const {format, data} = opts;\n let {width, height, dataFormat, type, compressed} = opts;\n\n // Deduce format and type from format\n const parameters = getWebGLTextureParameters(this.gl, format);\n dataFormat = dataFormat || parameters.dataFormat;\n type = type || parameters.type;\n compressed = compressed || parameters.compressed;\n\n ({width, height} = this._deduceImageSize(data, width, height));\n\n return {dataFormat, type, compressed, width, height, format, data};\n }\n\n // eslint-disable-next-line complexity\n _deduceImageSize(data, width, height): {width: number; height: number} {\n let size;\n\n if (typeof ImageData !== 'undefined' && data instanceof ImageData) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLImageElement !== 'undefined' && data instanceof HTMLImageElement) {\n size = {width: data.naturalWidth, height: data.naturalHeight};\n } else if (typeof HTMLCanvasElement !== 'undefined' && data instanceof HTMLCanvasElement) {\n size = {width: data.width, height: data.height};\n } else if (typeof ImageBitmap !== 'undefined' && data instanceof ImageBitmap) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement) {\n size = {width: data.videoWidth, height: data.videoHeight};\n } else if (!data) {\n size = {width: width >= 0 ? width : 1, height: height >= 0 ? height : 1};\n } else {\n size = {width, height};\n }\n\n assert(size, 'Could not deduced texture size');\n assert(\n width === undefined || size.width === width,\n 'Deduced texture width does not match supplied width'\n );\n assert(\n height === undefined || size.height === height,\n 'Deduced texture height does not match supplied height'\n );\n\n return size;\n }\n\n // CUBE MAP METHODS\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData(options: {\n width: any;\n height: any;\n pixels: any;\n data: any;\n format?: any;\n type?: any;\n }): Promise<void> {\n const {gl} = this;\n\n const {width, height, pixels, data, format = GL.RGBA, type = GL.UNSIGNED_BYTE} = options;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n WEBGLTexture.FACES.map((face) => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n WEBGLTexture.FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.props.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, 0 /* border*/, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n /** @todo update this method to accept LODs */\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then((resolvedImageData) =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, 0 /* border*/, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n\n /** Image 3D copies from Typed Array or WebGLBuffer */\n setImageData3D(options: SetImageData3DOptions) {\n const {\n level = 0,\n dataFormat,\n format,\n type, // = GL.UNSIGNED_BYTE,\n width,\n height,\n depth = 1,\n offset = 0,\n data,\n parameters = {}\n } = options;\n\n this.trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n const webglTextureFormat = getWebGLTextureParameters(this.gl, format);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n webglTextureFormat.format,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n webglTextureFormat.dataFormat,\n webglTextureFormat.type, // dataType: getWebGL,\n data\n );\n }\n\n if (data instanceof WEBGLBuffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.gl, this.props.format);\n this.trackAllocatedMemory(this.width * this.height * this.depth * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n // RESOURCE METHODS\n\n /**\n * Sets sampler parameters on texture\n * @note: Applies NPOT workaround if appropriate\n */\n _setSamplerParameters(parameters: GLSamplerParameters): void {\n // Work around WebGL1 sampling restrictions on NPOT textures\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n parameters = updateSamplerParametersForNPOT(parameters);\n }\n\n // NPOT parameters may populate an empty object\n if (isObjectEmpty(parameters)) {\n return;\n }\n\n logParameters(parameters);\n\n this.gl.bindTexture(this.target, this.handle);\n for (const [pname, pvalue] of Object.entries(parameters)) {\n const param = Number(pname);\n const value = pvalue;\n\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 switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.gl.texParameterf(this.target, param, value);\n break;\n\n default:\n this.gl.texParameteri(this.target, param, value);\n break;\n }\n }\n this.gl.bindTexture(this.target, null);\n return;\n }\n\n /** @deprecated For LegacyTexture subclass */\n protected _getWebGL1NPOTParameterOverride(pname: number, value: number): number {\n // NOTE: Apply NPOT workaround\n const npot = this.device.isWebGL1 && isNPOT(this.width, this.height);\n if (npot) {\n switch (pname) {\n case GL.TEXTURE_MIN_FILTER:\n if (value !== GL.LINEAR && value !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n return GL.LINEAR;\n }\n break;\n case GL.TEXTURE_WRAP_S:\n case GL.TEXTURE_WRAP_T:\n // if (value !== GL.CLAMP_TO_EDGE) { log.warn(`texture: ${this} is Non-Power-Of-Two, ${getKey(this.gl, pname)} to CLAMP_TO_EDGE`)(); }\n return GL.CLAMP_TO_EDGE;\n default:\n break;\n }\n }\n return value;\n }\n}\n\n// HELPERS\n\nfunction getWebGLTextureTarget(props: TextureProps) {\n switch (props.dimension) {\n // supported in WebGL\n case '2d':\n return GL.TEXTURE_2D;\n case 'cube':\n return GL.TEXTURE_CUBE_MAP;\n // supported in WebGL2\n case '2d-array':\n return GL.TEXTURE_2D_ARRAY;\n case '3d':\n return GL.TEXTURE_3D;\n // not supported in any WebGL version\n case '1d':\n case 'cube-array':\n default:\n throw new Error(props.dimension);\n }\n}\n\nfunction isNPOT(width: number, height: number): boolean {\n // Width and height not available, avoid classifying as NPOT texture\n if (!width || !height) {\n return false;\n }\n return !isPowerOfTwo(width) || !isPowerOfTwo(height);\n}\n\nfunction logParameters(parameters: Record<number, GL | number>) {\n log.log(1, 'texture sampler parameters', 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Use dimension. */\n target?: number;\n};\n\nexport const DEFAULT_WEBGL_TEXTURE_PROPS = {\n // deprecated\n parameters: {},\n pixelStore: {},\n pixels: null,\n border: 0,\n dataFormat: undefined!,\n textureUnit: undefined!,\n target: undefined!,\n};\n\nexport type TextureSourceData = \n TypedArray |\n ImageData |\n HTMLImageElement |\n HTMLCanvasElement |\n ImageBitmap |\n HTMLVideoElement\n ;\n\ntype SetImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: GL;\n type?: any;\n offset?: number;\n data: any; // TextureSourceData;\n compressed?: boolean;\n parameters?: Record<GL, any>;\n /** @deprecated */\n pixels?: any;\n}\n\n/**\n * @param {*} pixels, data -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param x - xOffset from where texture to be updated\n * @param y - yOffset from where texture to be updated\n * @param width - width of the sub image to be updated\n * @param height - height of the sub image to be updated\n * @param level - mip level to be updated\n * @param {GLenum} format - internal format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer or ArrayBufferView\n * @param {GLenum} dataFormat - format of image data.\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\ntype SetSubImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n compressed?: boolean;\n x?: number;\n y?: number;\n /** @deprecated */\n pixels?: any;\n};\n\ntype SetImageData3DOptions = {\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n};\n\n\n// Polyfill\nexport class WEBGLTexture extends Texture<WEBGLTextureProps> {\n // TODO - remove?\n static FACES: number[] = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n ];\n\n readonly MAX_ATTRIBUTES: number;\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n /** Sampler object (currently unused) */\n sampler: WEBGLSampler = undefined;\n\n // data;\n\n glFormat: GL = undefined;\n type: GL = undefined;\n dataFormat: GL = undefined;\n mipmaps: boolean = undefined;\n\n /**\n * @note `target` cannot be modified by bind:\n * textures are special because when you first bind them to a target,\n * they get special information. When you first bind a texture as a\n * GL_TEXTURE_2D, you are saying that this texture is a 2D texture.\n * And it will always be a 2D texture; this state cannot be changed ever.\n * A texture that was first bound as a GL_TEXTURE_2D, must always be bound as a GL_TEXTURE_2D;\n * attempting to bind it as GL_TEXTURE_3D will give rise to a run-time error\n * */\n target: GL;\n textureUnit: number = undefined;\n\n /**\n * Program.draw() checks the loaded flag of all textures to avoid\n * Textures that are still loading from promises\n * Set to true as soon as texture has been initialized with valid data\n */\n loaded: boolean = false;\n _video: {\n video: HTMLVideoElement;\n parameters: any;\n lastTime: number;\n };\n\n constructor(device: Device, props: WEBGLTextureProps) {\n super(device, {...DEFAULT_WEBGL_TEXTURE_PROPS, format: 'rgba8unorm', ...props});\n\n this.device = cast<WebGLDevice>(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n this.device.setSpectorMetadata(this.handle, {...this.props, data: typeof this.props.data}); // {name: this.props.id};\n\n this.glFormat = GL.RGBA;\n this.target = getWebGLTextureTarget(this.props);\n\n // Program.draw() checks the loaded flag of all textures\n this.loaded = false;\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, {data: loadImage(this.props.data)});\n }\n\n this.initialize(this.props);\n\n Object.seal(this);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.gl.deleteTexture(this.handle);\n this.removeStats();\n this.trackDeallocatedMemory('Texture');\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n override toString(): string {\n return `Texture(${this.id},${this.width}x${this.height})`;\n }\n\n // eslint-disable-next-line max-statements\n initialize(props: WEBGLTextureProps = {}): this {\n // Cube textures\n if (this.props.dimension === 'cube') {\n return this.initializeCube(props);\n }\n\n let data = props.data;\n\n if (data instanceof Promise) {\n data.then((resolvedImageData) =>\n this.initialize(\n Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })\n )\n );\n return this;\n }\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n // @ts-expect-error\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n const {parameters = {} as Record<GL, any>} = props;\n\n const {\n pixels = null, pixelStore = {}, textureUnit = undefined} = props;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n // TODO - This looks backwards? Commenting out for now until we decide\n // which prop to use\n // log.deprecated('data', 'pixels')();\n data = pixels;\n }\n\n let {width, height, dataFormat, type, compressed = false, mipmaps = true} = props;\n const {depth = 0} = props;\n\n const glFormat = convertTextureFormatToGL(props.format, this.device.isWebGL2);\n\n // Deduce width and height\n ({width, height, compressed, dataFormat, type} = this._deduceParameters({\n format: props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n // Store opts for accessors\n this.width = width;\n this.height = height;\n // this.depth = depth;\n this.glFormat = glFormat;\n this.type = type;\n this.dataFormat = dataFormat;\n this.textureUnit = textureUnit;\n\n if (Number.isFinite(this.textureUnit)) {\n this.gl.activeTexture(GL.TEXTURE0 + this.textureUnit);\n this.gl.bindTexture(this.target, this.handle);\n }\n\n if (mipmaps && this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaps`)();\n mipmaps = false;\n }\n\n this.mipmaps = mipmaps;\n\n this.setImageData({\n data,\n width,\n height,\n depth,\n format: glFormat,\n type,\n dataFormat,\n // @ts-expect-error \n parameters: pixelStore,\n compressed\n });\n\n // Set texture sampler parameters\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n\n if (mipmaps) {\n this.generateMipmap();\n }\n\n if (isVideo) {\n this._video = {\n video: data as HTMLVideoElement,\n parameters,\n // @ts-expect-error\n lastTime: data.readyState >= HTMLVideoElement.HAVE_CURRENT_DATA ? data.currentTime : -1\n };\n }\n\n return this;\n }\n\n initializeCube(props?: WEBGLTextureProps): this {\n const {mipmaps = true, parameters = {} as Record<GL, any>} = props;\n\n // Store props for accessors\n // this.props = props;\n\n // @ts-expect-error\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n });\n return this;\n }\n\n setSampler(sampler: Sampler | SamplerProps = {}): this {\n let samplerProps: SamplerParameters;\n if (sampler instanceof WEBGLSampler) {\n this.sampler = sampler;\n samplerProps = sampler.props;\n } else {\n this.sampler = new WEBGLSampler(this.device, sampler);\n samplerProps = sampler as SamplerProps;\n }\n\n // TODO - technically, this is only needed in WebGL1. In WebGL2 we could always use the sampler.\n const parameters = convertSamplerParametersToWebGL(samplerProps);\n this._setSamplerParameters(parameters);\n return this;\n }\n\n /**\n * If size has changed, reinitializes with current format\n * @note note clears image and mipmaps\n */\n resize(options: {height: number, width: number, mipmaps?: boolean}): this {\n const {height, width, mipmaps = false} = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n format: this.format,\n type: this.type,\n dataFormat: this.dataFormat,\n mipmaps\n });\n }\n return this;\n }\n\n /** Update external texture (video frame) */\n update(): void {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n // Call to regenerate mipmaps after modifying texture(s)\n generateMipmap(params = {}): this {\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaping`)();\n return this;\n }\n\n this.mipmaps = true;\n\n this.gl.bindTexture(this.target, this.handle);\n withParameters(this.gl, params, () => {\n this.gl.generateMipmap(this.target);\n });\n this.gl.bindTexture(this.target, null);\n return this;\n }\n\n /*\n * Allocates storage\n * @param {*} pixels -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param width -\n * @param height -\n * @param mipMapLevel -\n * @param {GLenum} format - format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\n // eslint-disable-next-line max-statements, complexity\n setImageData(options: SetImageDataOptions) {\n if (this.props.dimension === '3d' || this.props.dimension === '2d-array') {\n return this.setImageData3D(options);\n }\n\n this.trackDeallocatedMemory('Texture');\n\n const {\n target = this.target,\n pixels = null,\n level = 0,\n glFormat = this.glFormat,\n offset = 0,\n parameters = {} as Record<GL, any>\n } = options;\n\n let {\n data = null,\n type = this.type,\n width = this.width,\n height = this.height,\n dataFormat = this.dataFormat,\n compressed = false\n } = options;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n const {gl} = this;\n gl.bindTexture(this.target, this.handle);\n\n let dataType = null;\n ({data, dataType} = this._getDataType({data, compressed}));\n\n let gl2;\n\n withParameters(this.gl, parameters, () => {\n switch (dataType) {\n case 'null':\n gl.texImage2D(target, level, glFormat, width, height, 0 /* border*/, dataFormat, type, data);\n break;\n case 'typed-array':\n // Looks like this assert is not necessary, as offset is ignored under WebGL1\n // assert((offset === 0 || this.device.isWebGL2), 'offset supported in WebGL2 only');\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0, // border (must be 0)\n dataFormat,\n type,\n data,\n // @ts-expect-error\n offset\n );\n break;\n case 'buffer':\n // WebGL2 enables creating textures directly from a WebGL buffer\n gl2 = this.device.assertWebGL2();\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle || data);\n gl2.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n offset\n );\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n break;\n case 'browser-object':\n if (this.device.isWebGL2) {\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\n } else {\n gl.texImage2D(target, level, glFormat, dataFormat, type, data);\n }\n break;\n case 'compressed':\n for (const [levelIndex, levelData] of data.entries()) {\n gl.compressedTexImage2D(\n target,\n levelIndex,\n levelData.format,\n levelData.width,\n levelData.height,\n 0 /* border, must be 0 */,\n levelData.data\n );\n }\n\n break;\n default:\n assert(false, 'Unknown image data type');\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n /**\n * Redefines an area of an existing texture\n * Note: does not allocate storage\n * Redefines an area of an existing texture\n */\n setSubImageData({\n target = this.target,\n pixels = null,\n data = null,\n x = 0,\n y = 0,\n width = this.width,\n height = this.height,\n level = 0,\n glFormat = this.glFormat,\n type = this.type,\n dataFormat = this.dataFormat,\n compressed = false,\n offset = 0,\n parameters = {} as Record<GL, any>\n }: SetSubImageDataOptions) {\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n assert(this.depth === 1, 'texSubImage not supported for 3D textures');\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n // Support ndarrays\n if (data && data.data) {\n const ndarray = data;\n data = ndarray.data;\n width = ndarray.shape[0];\n height = ndarray.shape[1];\n }\n\n // Support buffers\n if (data instanceof WEBGLBuffer) {\n data = data.handle;\n }\n\n this.gl.bindTexture(this.target, this.handle);\n\n withParameters(this.gl, parameters, () => {\n // TODO - x,y parameters\n if (compressed) {\n this.gl.compressedTexSubImage2D(target, level, x, y, width, height, glFormat, data);\n } else if (data === null) {\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, null);\n } else if (ArrayBuffer.isView(data)) {\n // const gl2 = this.device.assertWebGL2();\n // @ts-expect-error last offset parameter is ignored under WebGL1\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data, offset);\n } else if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n // WebGL2 allows us to create texture directly from a WebGL buffer\n const gl2 = this.device.assertWebGL2();\n // This texImage2D signature uses currently bound GL.PIXEL_UNPACK_BUFFER\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data);\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, offset);\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n } else if (this.device.isWebGL2) {\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n const gl2 = this.device.assertWebGL2();\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data);\n } else {\n this.gl.texSubImage2D(target, level, x, y, dataFormat, type, data);\n }\n });\n\n this.gl.bindTexture(this.target, null);\n }\n\n /**\n * Defines a two-dimensional texture image or cube-map texture image with\n * pixels from the current framebuffer (rather than from client memory).\n * (gl.copyTexImage2D wrapper)\n *\n * Note that binding a texture into a Framebuffer's color buffer and\n * rendering can be faster.\n */\n copyFramebuffer(opts = {}) {\n log.error(\n 'Texture.copyFramebuffer({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n getActiveUnit(): number {\n return this.gl.getParameter(GL.ACTIVE_TEXTURE) - GL.TEXTURE0;\n }\n\n bind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, this.handle);\n return textureUnit;\n }\n\n unbind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, null);\n return textureUnit;\n }\n\n // PRIVATE METHODS\n\n _getDataType({data, compressed = false}) {\n if (compressed) {\n return {data, dataType: 'compressed'};\n }\n if (data === null) {\n return {data, dataType: 'null'};\n }\n if (ArrayBuffer.isView(data)) {\n return {data, dataType: 'typed-array'};\n }\n if (data instanceof WEBGLBuffer) {\n return {data: data.handle, dataType: 'buffer'};\n }\n // Raw WebGL handle (not a luma wrapper)\n if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n return {data, dataType: 'buffer'};\n }\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n return {data, dataType: 'browser-object'};\n }\n\n // HELPER METHODS\n\n _deduceParameters(opts: WEBGLTextureProps) {\n const {format, data} = opts;\n let {width, height, dataFormat, type, compressed} = opts;\n\n // Deduce format and type from format\n const parameters = getWebGLTextureParameters(format, this.device.isWebGL2);\n dataFormat = dataFormat || parameters.dataFormat;\n type = type || parameters.type;\n compressed = compressed || parameters.compressed;\n\n ({width, height} = this._deduceImageSize(data, width, height));\n\n return {dataFormat, type, compressed, width, height, format, data};\n }\n\n // eslint-disable-next-line complexity\n _deduceImageSize(data, width, height): {width: number; height: number} {\n let size;\n\n if (typeof ImageData !== 'undefined' && data instanceof ImageData) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLImageElement !== 'undefined' && data instanceof HTMLImageElement) {\n size = {width: data.naturalWidth, height: data.naturalHeight};\n } else if (typeof HTMLCanvasElement !== 'undefined' && data instanceof HTMLCanvasElement) {\n size = {width: data.width, height: data.height};\n } else if (typeof ImageBitmap !== 'undefined' && data instanceof ImageBitmap) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement) {\n size = {width: data.videoWidth, height: data.videoHeight};\n } else if (!data) {\n size = {width: width >= 0 ? width : 1, height: height >= 0 ? height : 1};\n } else {\n size = {width, height};\n }\n\n assert(size, 'Could not deduced texture size');\n assert(\n width === undefined || size.width === width,\n 'Deduced texture width does not match supplied width'\n );\n assert(\n height === undefined || size.height === height,\n 'Deduced texture height does not match supplied height'\n );\n\n return size;\n }\n\n // CUBE MAP METHODS\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData(options: {\n width: any;\n height: any;\n pixels: any;\n data: any;\n format?: any;\n type?: any;\n }): Promise<void> {\n const {gl} = this;\n\n const {width, height, pixels, data, format = GL.RGBA, type = GL.UNSIGNED_BYTE} = options;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n WEBGLTexture.FACES.map((face) => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n WEBGLTexture.FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.props.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, 0 /* border*/, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n /** @todo update this method to accept LODs */\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then((resolvedImageData) =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, 0 /* border*/, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n\n /** Image 3D copies from Typed Array or WebGLBuffer */\n setImageData3D(options: SetImageData3DOptions) {\n const {\n level = 0,\n dataFormat,\n format,\n type, // = GL.UNSIGNED_BYTE,\n width,\n height,\n depth = 1,\n offset = 0,\n data,\n parameters = {}\n } = options;\n\n this.trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n const webglTextureFormat = getWebGLTextureParameters(format, this.device.isWebGL2);\n\n withParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n webglTextureFormat.format,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n webglTextureFormat.dataFormat,\n webglTextureFormat.type, // dataType: getWebGL,\n data\n );\n }\n\n if (data instanceof WEBGLBuffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * this.depth * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n // RESOURCE METHODS\n\n /**\n * Sets sampler parameters on texture\n * @note: Applies NPOT workaround if appropriate\n */\n _setSamplerParameters(parameters: GLSamplerParameters): void {\n // Work around WebGL1 sampling restrictions on NPOT textures\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n parameters = updateSamplerParametersForNPOT(parameters);\n }\n\n // NPOT parameters may populate an empty object\n if (isObjectEmpty(parameters)) {\n return;\n }\n\n logParameters(parameters);\n\n this.gl.bindTexture(this.target, this.handle);\n for (const [pname, pvalue] of Object.entries(parameters)) {\n const param = Number(pname);\n const value = pvalue;\n\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 switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.gl.texParameterf(this.target, param, value);\n break;\n\n default:\n this.gl.texParameteri(this.target, param, value);\n break;\n }\n }\n this.gl.bindTexture(this.target, null);\n return;\n }\n\n /** @deprecated For LegacyTexture subclass */\n protected _getWebGL1NPOTParameterOverride(pname: number, value: number): number {\n // NOTE: Apply NPOT workaround\n const npot = this.device.isWebGL1 && isNPOT(this.width, this.height);\n if (npot) {\n switch (pname) {\n case GL.TEXTURE_MIN_FILTER:\n if (value !== GL.LINEAR && value !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n return GL.LINEAR;\n }\n break;\n case GL.TEXTURE_WRAP_S:\n case GL.TEXTURE_WRAP_T:\n // if (value !== GL.CLAMP_TO_EDGE) { log.warn(`texture: ${this} is Non-Power-Of-Two, ${getKey(this.gl, pname)} to CLAMP_TO_EDGE`)(); }\n return GL.CLAMP_TO_EDGE;\n default:\n break;\n }\n }\n return value;\n }\n}\n\n// HELPERS\n\nfunction getWebGLTextureTarget(props: TextureProps) {\n switch (props.dimension) {\n // supported in WebGL\n case '2d':\n return GL.TEXTURE_2D;\n case 'cube':\n return GL.TEXTURE_CUBE_MAP;\n // supported in WebGL2\n case '2d-array':\n return GL.TEXTURE_2D_ARRAY;\n case '3d':\n return GL.TEXTURE_3D;\n // not supported in any WebGL version\n case '1d':\n case 'cube-array':\n default:\n throw new Error(props.dimension);\n }\n}\n\nfunction isNPOT(width: number, height: number): boolean {\n // Width and height not available, avoid classifying as NPOT texture\n if (!width || !height) {\n return false;\n }\n return !isPowerOfTwo(width) || !isPowerOfTwo(height);\n}\n\nfunction logParameters(parameters: Record<number, GL | number>) {\n log.log(1, 'texture sampler parameters', 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@@ -1,12 +1,11 @@
1
1
  import type { CanvasContextProps } from '@luma.gl/api';
2
2
  import { CanvasContext } from '@luma.gl/api';
3
- import WebGLDevice from './webgl-device';
4
- import WEBGLFramebuffer from './resources/webgl-framebuffer';
3
+ import { WebGLDevice } from './webgl-device';
4
+ import { WEBGLFramebuffer } from './resources/webgl-framebuffer';
5
5
  /**
6
- * Holds a WebGL Canvas Context which will handle drawing buffer resizing etc
7
- * @todo This class is WIP, intended to replace the old gltools-based context size tracking
6
+ * A WebGL Canvas Context which manages the canvas and handles drawing buffer resizing etc
8
7
  */
9
- export default class WebGLCanvasContext extends CanvasContext {
8
+ export declare class WebGLCanvasContext extends CanvasContext {
10
9
  readonly device: WebGLDevice;
11
10
  presentationSize: [number, number];
12
11
  private _framebuffer;
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-canvas-context.d.ts","sourceRoot":"","sources":["../../src/adapter/webgl-canvas-context.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,kBAAkB,EAAC,MAAM,cAAc,CAAC;AACrD,OAAO,EAAC,aAAa,EAAC,MAAM,cAAc,CAAC;AAC3C,OAAO,WAAW,MAAM,gBAAgB,CAAC;AACzC,OAAO,gBAAgB,MAAM,+BAA+B,CAAC;AAE7D;;;GAGG;AACH,MAAM,CAAC,OAAO,OAAO,kBAAmB,SAAQ,aAAa;IAC3D,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,gBAAgB,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACnC,OAAO,CAAC,YAAY,CAAiC;gBAEzC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,kBAAkB;IAS1D,qBAAqB,IAAI,gBAAgB;IAMzC,sDAAsD;IACtD,MAAM;IAQN;;;;;;;;;;;OAWG;IACH,MAAM,CAAC,OAAO,CAAC,EAAE;QAAC,KAAK,CAAC,EAAE,MAAM,CAAC;QAAC,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,eAAe,CAAC,EAAE,OAAO,GAAG,MAAM,CAAA;KAAC,GAAG,IAAI;IAc7F,MAAM;CAOP"}
1
+ {"version":3,"file":"webgl-canvas-context.d.ts","sourceRoot":"","sources":["../../src/adapter/webgl-canvas-context.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,kBAAkB,EAAC,MAAM,cAAc,CAAC;AACrD,OAAO,EAAC,aAAa,EAAC,MAAM,cAAc,CAAC;AAC3C,OAAO,EAAC,WAAW,EAAC,MAAM,gBAAgB,CAAC;AAC3C,OAAO,EAAC,gBAAgB,EAAC,MAAM,+BAA+B,CAAC;AAE/D;;GAEG;AACH,qBAAa,kBAAmB,SAAQ,aAAa;IACnD,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,gBAAgB,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IACnC,OAAO,CAAC,YAAY,CAAiC;gBAEzC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,kBAAkB;IAS1D,qBAAqB,IAAI,gBAAgB;IAOzC,sDAAsD;IACtD,MAAM;IAQN;;;;;;;;;;;OAWG;IACH,MAAM,CAAC,OAAO,CAAC,EAAE;QAAC,KAAK,CAAC,EAAE,MAAM,CAAC;QAAC,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,eAAe,CAAC,EAAE,OAAO,GAAG,MAAM,CAAA;KAAC,GAAG,IAAI;IAc7F,MAAM;CAOP"}
@@ -1,7 +1,7 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { CanvasContext } from '@luma.gl/api';
3
- import WEBGLFramebuffer from "./resources/webgl-framebuffer.js";
4
- export default class WebGLCanvasContext extends CanvasContext {
3
+ import { WEBGLFramebuffer } from "./resources/webgl-framebuffer.js";
4
+ export class WebGLCanvasContext extends CanvasContext {
5
5
  constructor(device, props) {
6
6
  super(props);
7
7
  _defineProperty(this, "device", void 0);
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-canvas-context.js","names":["CanvasContext","WEBGLFramebuffer","WebGLCanvasContext","constructor","device","props","_defineProperty","presentationSize","_setAutoCreatedCanvasId","concat","id","update","getCurrentFramebuffer","_framebuffer","handle","size","getPixelSize","sizeChanged","resize","options","canvas","setDevicePixelRatio","devicePixelRatio","ext","gl","getExtension","width","height","commit"],"sources":["../../src/adapter/webgl-canvas-context.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {CanvasContextProps} from '@luma.gl/api';\nimport {CanvasContext} from '@luma.gl/api';\nimport WebGLDevice from './webgl-device';\nimport WEBGLFramebuffer from './resources/webgl-framebuffer';\n\n/** \n * Holds a WebGL Canvas Context which will handle drawing buffer resizing etc \n * @todo This class is WIP, intended to replace the old gltools-based context size tracking\n */\nexport default class WebGLCanvasContext extends CanvasContext {\n readonly device: WebGLDevice;\n presentationSize: [number, number];\n private _framebuffer: WEBGLFramebuffer | null = null;\n\n constructor(device: WebGLDevice, props: CanvasContextProps) {\n // Note: Base class creates / looks up the canvas (unless under Node.js)\n super(props);\n this.device = device;\n this.presentationSize = [-1, -1];\n this._setAutoCreatedCanvasId(`${this.device.id}-canvas`);\n this.update();\n }\n\n getCurrentFramebuffer(): WEBGLFramebuffer {\n this.update();\n this._framebuffer = this._framebuffer || new WEBGLFramebuffer(this.device, {handle: null});\n return this._framebuffer;\n }\n\n /** Resizes and updates render targets if necessary */\n update() {\n const size = this.getPixelSize();\n const sizeChanged = size[0] !== this.presentationSize[0] || size[1] !== this.presentationSize[1];\n if (sizeChanged) {\n this.presentationSize = size;\n }\n }\n\n /**\n * Resize the canvas' drawing buffer.\n *\n * Can match the canvas CSS size, and optionally also consider devicePixelRatio\n * Can be called every frame\n *\n * Regardless of size, the drawing buffer will always be scaled to the viewport, but\n * for best visual results, usually set to either:\n * canvas CSS width x canvas CSS height\n * canvas CSS width * devicePixelRatio x canvas CSS height * devicePixelRatio\n * See http://webgl2fundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n */\n resize(options?: {width?: number; height?: number; useDevicePixels?: boolean | number}): void {\n // Resize browser context .\n if (this.canvas) {\n this.setDevicePixelRatio(devicePixelRatio, options);\n return;\n }\n\n // Resize headless gl context\n const ext = this.device.gl.getExtension('STACKGL_resize_drawingbuffer');\n if (ext && options && 'width' in options && 'height' in options) {\n ext.resize(options.width, options.height);\n }\n }\n\n commit() {\n // gl.commit was ultimately removed from standard??\n // if (this.offScreen && this.gl.commit) {\n // // @ts-expect-error gl.commit is not officially part of WebGLRenderingContext\n // this.gl.commit();\n // }\n }\n}\n"],"mappings":";AAEA,SAAQA,aAAa,QAAO,cAAc;AAAC,OAEpCC,gBAAgB;AAMvB,eAAe,MAAMC,kBAAkB,SAASF,aAAa,CAAC;EAK5DG,WAAWA,CAACC,MAAmB,EAAEC,KAAyB,EAAE;IAE1D,KAAK,CAACA,KAAK,CAAC;IAACC,eAAA;IAAAA,eAAA;IAAAA,eAAA,uBAJiC,IAAI;IAKlD,IAAI,CAACF,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACG,gBAAgB,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAChC,IAAI,CAACC,uBAAuB,IAAAC,MAAA,CAAI,IAAI,CAACL,MAAM,CAACM,EAAE,aAAU;IACxD,IAAI,CAACC,MAAM,EAAE;EACf;EAEAC,qBAAqBA,CAAA,EAAqB;IACxC,IAAI,CAACD,MAAM,EAAE;IACb,IAAI,CAACE,YAAY,GAAG,IAAI,CAACA,YAAY,IAAI,IAAIZ,gBAAgB,CAAC,IAAI,CAACG,MAAM,EAAE;MAACU,MAAM,EAAE;IAAI,CAAC,CAAC;IAC1F,OAAO,IAAI,CAACD,YAAY;EAC1B;EAGAF,MAAMA,CAAA,EAAG;IACP,MAAMI,IAAI,GAAG,IAAI,CAACC,YAAY,EAAE;IAChC,MAAMC,WAAW,GAAGF,IAAI,CAAC,CAAC,CAAC,KAAK,IAAI,CAACR,gBAAgB,CAAC,CAAC,CAAC,IAAIQ,IAAI,CAAC,CAAC,CAAC,KAAK,IAAI,CAACR,gBAAgB,CAAC,CAAC,CAAC;IAChG,IAAIU,WAAW,EAAE;MACf,IAAI,CAACV,gBAAgB,GAAGQ,IAAI;IAC9B;EACF;EAcAG,MAAMA,CAACC,OAA+E,EAAQ;IAE5F,IAAI,IAAI,CAACC,MAAM,EAAE;MACf,IAAI,CAACC,mBAAmB,CAACC,gBAAgB,EAAEH,OAAO,CAAC;MACnD;IACF;IAGA,MAAMI,GAAG,GAAG,IAAI,CAACnB,MAAM,CAACoB,EAAE,CAACC,YAAY,CAAC,8BAA8B,CAAC;IACvE,IAAIF,GAAG,IAAIJ,OAAO,IAAI,OAAO,IAAIA,OAAO,IAAI,QAAQ,IAAIA,OAAO,EAAE;MAC/DI,GAAG,CAACL,MAAM,CAACC,OAAO,CAACO,KAAK,EAAEP,OAAO,CAACQ,MAAM,CAAC;IAC3C;EACF;EAEAC,MAAMA,CAAA,EAAG,CAMT;AACF"}
1
+ {"version":3,"file":"webgl-canvas-context.js","names":["CanvasContext","WEBGLFramebuffer","WebGLCanvasContext","constructor","device","props","_defineProperty","presentationSize","_setAutoCreatedCanvasId","concat","id","update","getCurrentFramebuffer","_framebuffer","handle","size","getPixelSize","sizeChanged","resize","options","canvas","setDevicePixelRatio","devicePixelRatio","ext","gl","getExtension","width","height","commit"],"sources":["../../src/adapter/webgl-canvas-context.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {CanvasContextProps} from '@luma.gl/api';\nimport {CanvasContext} from '@luma.gl/api';\nimport {WebGLDevice} from './webgl-device';\nimport {WEBGLFramebuffer} from './resources/webgl-framebuffer';\n\n/** \n * A WebGL Canvas Context which manages the canvas and handles drawing buffer resizing etc \n */\nexport class WebGLCanvasContext extends CanvasContext {\n readonly device: WebGLDevice;\n presentationSize: [number, number];\n private _framebuffer: WEBGLFramebuffer | null = null;\n\n constructor(device: WebGLDevice, props: CanvasContextProps) {\n // Note: Base class creates / looks up the canvas (unless under Node.js)\n super(props);\n this.device = device;\n this.presentationSize = [-1, -1];\n this._setAutoCreatedCanvasId(`${this.device.id}-canvas`);\n this.update();\n }\n\n getCurrentFramebuffer(): WEBGLFramebuffer {\n this.update();\n // Setting handle to null returns a reference to the default framebuffer\n this._framebuffer = this._framebuffer || new WEBGLFramebuffer(this.device, {handle: null});\n return this._framebuffer;\n }\n\n /** Resizes and updates render targets if necessary */\n update() {\n const size = this.getPixelSize();\n const sizeChanged = size[0] !== this.presentationSize[0] || size[1] !== this.presentationSize[1];\n if (sizeChanged) {\n this.presentationSize = size;\n }\n }\n\n /**\n * Resize the canvas' drawing buffer.\n *\n * Can match the canvas CSS size, and optionally also consider devicePixelRatio\n * Can be called every frame\n *\n * Regardless of size, the drawing buffer will always be scaled to the viewport, but\n * for best visual results, usually set to either:\n * canvas CSS width x canvas CSS height\n * canvas CSS width * devicePixelRatio x canvas CSS height * devicePixelRatio\n * See http://webgl2fundamentals.org/webgl/lessons/webgl-resizing-the-canvas.html\n */\n resize(options?: {width?: number; height?: number; useDevicePixels?: boolean | number}): void {\n // Resize browser context .\n if (this.canvas) {\n this.setDevicePixelRatio(devicePixelRatio, options);\n return;\n }\n\n // Resize headless gl context\n const ext = this.device.gl.getExtension('STACKGL_resize_drawingbuffer');\n if (ext && options && 'width' in options && 'height' in options) {\n ext.resize(options.width, options.height);\n }\n }\n\n commit() {\n // gl.commit was ultimately removed from standard??\n // if (this.offScreen && this.gl.commit) {\n // // @ts-expect-error gl.commit is not officially part of WebGLRenderingContext\n // this.gl.commit();\n // }\n }\n}\n"],"mappings":";AAEA,SAAQA,aAAa,QAAO,cAAc;AAAC,SAEnCC,gBAAgB;AAKxB,OAAO,MAAMC,kBAAkB,SAASF,aAAa,CAAC;EAKpDG,WAAWA,CAACC,MAAmB,EAAEC,KAAyB,EAAE;IAE1D,KAAK,CAACA,KAAK,CAAC;IAACC,eAAA;IAAAA,eAAA;IAAAA,eAAA,uBAJiC,IAAI;IAKlD,IAAI,CAACF,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACG,gBAAgB,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAChC,IAAI,CAACC,uBAAuB,IAAAC,MAAA,CAAI,IAAI,CAACL,MAAM,CAACM,EAAE,aAAU;IACxD,IAAI,CAACC,MAAM,EAAE;EACf;EAEAC,qBAAqBA,CAAA,EAAqB;IACxC,IAAI,CAACD,MAAM,EAAE;IAEb,IAAI,CAACE,YAAY,GAAG,IAAI,CAACA,YAAY,IAAI,IAAIZ,gBAAgB,CAAC,IAAI,CAACG,MAAM,EAAE;MAACU,MAAM,EAAE;IAAI,CAAC,CAAC;IAC1F,OAAO,IAAI,CAACD,YAAY;EAC1B;EAGAF,MAAMA,CAAA,EAAG;IACP,MAAMI,IAAI,GAAG,IAAI,CAACC,YAAY,EAAE;IAChC,MAAMC,WAAW,GAAGF,IAAI,CAAC,CAAC,CAAC,KAAK,IAAI,CAACR,gBAAgB,CAAC,CAAC,CAAC,IAAIQ,IAAI,CAAC,CAAC,CAAC,KAAK,IAAI,CAACR,gBAAgB,CAAC,CAAC,CAAC;IAChG,IAAIU,WAAW,EAAE;MACf,IAAI,CAACV,gBAAgB,GAAGQ,IAAI;IAC9B;EACF;EAcAG,MAAMA,CAACC,OAA+E,EAAQ;IAE5F,IAAI,IAAI,CAACC,MAAM,EAAE;MACf,IAAI,CAACC,mBAAmB,CAACC,gBAAgB,EAAEH,OAAO,CAAC;MACnD;IACF;IAGA,MAAMI,GAAG,GAAG,IAAI,CAACnB,MAAM,CAACoB,EAAE,CAACC,YAAY,CAAC,8BAA8B,CAAC;IACvE,IAAIF,GAAG,IAAIJ,OAAO,IAAI,OAAO,IAAIA,OAAO,IAAI,QAAQ,IAAIA,OAAO,EAAE;MAC/DI,GAAG,CAACL,MAAM,CAACC,OAAO,CAACO,KAAK,EAAEP,OAAO,CAACQ,MAAM,CAAC;IAC3C;EACF;EAEAC,MAAMA,CAAA,EAAG,CAMT;AACF"}
@@ -1,17 +1,18 @@
1
1
  import type { DeviceProps, DeviceInfo, DeviceLimits, DeviceFeature, CanvasContextProps, TextureFormat } from '@luma.gl/api';
2
2
  import { Device, CanvasContext } from '@luma.gl/api';
3
3
  import { WebGLLimits } from './device-helpers/device-limits';
4
- import WebGLCanvasContext from './webgl-canvas-context';
5
- import type { BufferProps, ShaderProps, SamplerProps, TextureProps, ExternalTexture, ExternalTextureProps, FramebufferProps, RenderPipelineProps, ComputePipeline, ComputePipelineProps, RenderPassProps, ComputePass, ComputePassProps } from '@luma.gl/api';
6
- import WEBGLBuffer from './resources/webgl-buffer';
7
- import WEBGLShader from './resources/webgl-shader';
8
- import WEBGLSampler from './resources/webgl-sampler';
9
- import WEBGLTexture from './resources/webgl-texture';
10
- import WEBGLFramebuffer from './resources/webgl-framebuffer';
11
- import WEBGLRenderPass from './resources/webgl-render-pass';
12
- import WEBGLRenderPipeline from './resources/webgl-render-pipeline';
4
+ import { WebGLCanvasContext } from './webgl-canvas-context';
5
+ import type { BufferProps, ShaderProps, SamplerProps, TextureProps, ExternalTexture, ExternalTextureProps, FramebufferProps, RenderPipelineProps, ComputePipeline, ComputePipelineProps, RenderPassProps, ComputePass, ComputePassProps, CommandEncoderProps } from '@luma.gl/api';
6
+ import { WEBGLBuffer } from './resources/webgl-buffer';
7
+ import { WEBGLShader } from './resources/webgl-shader';
8
+ import { WEBGLSampler } from './resources/webgl-sampler';
9
+ import { WEBGLTexture } from './resources/webgl-texture';
10
+ import { WEBGLFramebuffer } from './resources/webgl-framebuffer';
11
+ import { WEBGLRenderPass } from './resources/webgl-render-pass';
12
+ import { WEBGLRenderPipeline } from './resources/webgl-render-pipeline';
13
+ import { WEBGLCommandEncoder } from './resources/webgl-command-encoder';
13
14
  /** WebGPU style Device API for a WebGL context */
14
- export default class WebGLDevice extends Device {
15
+ export declare class WebGLDevice extends Device {
15
16
  static type: string;
16
17
  static isSupported(): boolean;
17
18
  readonly info: DeviceInfo;
@@ -48,7 +49,7 @@ export default class WebGLDevice extends Device {
48
49
  /** Returns a WebGL2RenderingContext or throws an error */
49
50
  assertWebGL2(): WebGL2RenderingContext;
50
51
  createCanvasContext(props?: CanvasContextProps): CanvasContext;
51
- _createBuffer(props: BufferProps): WEBGLBuffer;
52
+ createBuffer(props: BufferProps | ArrayBuffer | ArrayBufferView): WEBGLBuffer;
52
53
  _createTexture(props: TextureProps): WEBGLTexture;
53
54
  createExternalTexture(props: ExternalTextureProps): ExternalTexture;
54
55
  createSampler(props: SamplerProps): WEBGLSampler;
@@ -60,6 +61,7 @@ export default class WebGLDevice extends Device {
60
61
  beginComputePass(props: ComputePassProps): ComputePass;
61
62
  private renderPass;
62
63
  getDefaultRenderPass(): WEBGLRenderPass;
64
+ createCommandEncoder(props: CommandEncoderProps): WEBGLCommandEncoder;
63
65
  /**
64
66
  * Offscreen Canvas Support: Commit the frame
65
67
  * https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/commit
@@ -90,11 +92,10 @@ export default class WebGLDevice extends Device {
90
92
  /** Return WebGL specific limits */
91
93
  get webglLimits(): WebGLLimits;
92
94
  /**
93
- * Loses the context
94
- * @note Triggers context loss, mainly for testing
95
- * @todo Promote to `Device` API?
95
+ * Triggers device (or WebGL context) loss.
96
+ * @note primarily intended for testing how application reacts to device loss
96
97
  */
97
- loseDevice(): void;
98
+ loseDevice(): boolean;
98
99
  /** Save current WebGL context state onto an internal stack */
99
100
  pushState(): void;
100
101
  /** Restores previously saved context state */
@@ -104,5 +105,11 @@ export default class WebGLDevice extends Device {
104
105
  * luma.gl ids and props can be inspected
105
106
  */
106
107
  setSpectorMetadata(handle: unknown, props: Record<string, unknown>): void;
108
+ /**
109
+ * Returns the GL.<KEY> constant that corresponds to a numeric value of a GL constant
110
+ * Be aware that there are some duplicates especially for constants that are 0,
111
+ * so this isn't guaranteed to return the right key in all cases.
112
+ */
113
+ getGLKey(value: unknown, gl?: WebGLRenderingContext): string;
107
114
  }
108
115
  //# sourceMappingURL=webgl-device.d.ts.map
@@ -1 +1 @@
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@@ -8,19 +8,20 @@ import { createHeadlessContext, isHeadlessGLRegistered } from "../context/contex
8
8
  import { getDeviceInfo } from "./device-helpers/get-device-info.js";
9
9
  import { getDeviceFeatures } from "./device-helpers/device-features.js";
10
10
  import { getDeviceLimits, getWebGLLimits } from "./device-helpers/device-limits.js";
11
- import WebGLCanvasContext from "./webgl-canvas-context.js";
11
+ import { WebGLCanvasContext } from "./webgl-canvas-context.js";
12
12
  import { loadSpectorJS, initializeSpectorJS } from "../context/debug/spector.js";
13
13
  import { loadWebGLDeveloperTools, makeDebugContext } from "../context/debug/webgl-developer-tools.js";
14
14
  import { isTextureFormatSupported, isTextureFormatRenderable, isTextureFormatFilterable } from "./converters/texture-formats.js";
15
- import ClassicBuffer from "../classic/buffer.js";
16
- import WEBGLShader from "./resources/webgl-shader.js";
17
- import WEBGLSampler from "./resources/webgl-sampler.js";
18
- import WEBGLTexture from "./resources/webgl-texture.js";
19
- import WEBGLFramebuffer from "./resources/webgl-framebuffer.js";
20
- import WEBGLRenderPass from "./resources/webgl-render-pass.js";
21
- import WEBGLRenderPipeline from "./resources/webgl-render-pipeline.js";
15
+ import { ClassicBuffer } from "../classic/buffer.js";
16
+ import { WEBGLShader } from "./resources/webgl-shader.js";
17
+ import { WEBGLSampler } from "./resources/webgl-sampler.js";
18
+ import { WEBGLTexture } from "./resources/webgl-texture.js";
19
+ import { WEBGLFramebuffer } from "./resources/webgl-framebuffer.js";
20
+ import { WEBGLRenderPass } from "./resources/webgl-render-pass.js";
21
+ import { WEBGLRenderPipeline } from "./resources/webgl-render-pipeline.js";
22
+ import { WEBGLCommandEncoder } from "./resources/webgl-command-encoder.js";
22
23
  const LOG_LEVEL = 1;
23
- export default class WebGLDevice extends Device {
24
+ export class WebGLDevice extends Device {
24
25
  static isSupported() {
25
26
  return typeof WebGLRenderingContext !== 'undefined' || isHeadlessGLRegistered();
26
27
  }
@@ -194,8 +195,9 @@ export default class WebGLDevice extends Device {
194
195
  createCanvasContext(props) {
195
196
  throw new Error('WebGL only supports a single canvas');
196
197
  }
197
- _createBuffer(props) {
198
- return new ClassicBuffer(this, props);
198
+ createBuffer(props) {
199
+ const newProps = this._getBufferProps(props);
200
+ return new ClassicBuffer(this, newProps);
199
201
  }
200
202
  _createTexture(props) {
201
203
  return new WEBGLTexture(this, props);
@@ -230,6 +232,9 @@ export default class WebGLDevice extends Device {
230
232
  });
231
233
  return this.renderPass;
232
234
  }
235
+ createCommandEncoder(props) {
236
+ return new WEBGLCommandEncoder(this, props);
237
+ }
233
238
  submit() {
234
239
  var _this$renderPass;
235
240
  (_this$renderPass = this.renderPass) === null || _this$renderPass === void 0 ? void 0 : _this$renderPass.end();
@@ -241,14 +246,17 @@ export default class WebGLDevice extends Device {
241
246
  }
242
247
  loseDevice() {
243
248
  var _this$_resolveContext2;
249
+ let deviceLossTriggered = false;
244
250
  const ext = this.gl.getExtension('WEBGL_lose_context');
245
251
  if (ext) {
252
+ deviceLossTriggered = true;
246
253
  ext.loseContext();
247
254
  }
248
255
  (_this$_resolveContext2 = this._resolveContextLost) === null || _this$_resolveContext2 === void 0 ? void 0 : _this$_resolveContext2.call(this, {
249
256
  reason: 'destroyed',
250
257
  message: 'Application triggered context loss'
251
258
  });
259
+ return deviceLossTriggered;
252
260
  }
253
261
  pushState() {
254
262
  pushContextState(this.gl);
@@ -259,6 +267,16 @@ export default class WebGLDevice extends Device {
259
267
  setSpectorMetadata(handle, props) {
260
268
  handle.__SPECTOR_Metadata = props;
261
269
  }
270
+ getGLKey(value, gl) {
271
+ gl = gl || this.gl2 || this.gl;
272
+ const number = Number(value);
273
+ for (const key in gl) {
274
+ if (gl[key] === number) {
275
+ return "GL.".concat(key);
276
+ }
277
+ }
278
+ return String(value);
279
+ }
262
280
  }
263
281
  _defineProperty(WebGLDevice, "type", 'webgl');
264
282
  function isWebGL(gl) {