@luma.gl/webgl 9.0.0-alpha.29 → 9.0.0-alpha.30
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/LICENSE +2 -1
- package/dist/adapter/converters/device-parameters.d.ts +1 -1
- package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
- package/dist/adapter/converters/device-parameters.js +1 -1
- package/dist/adapter/converters/device-parameters.js.map +1 -1
- package/dist/adapter/converters/sampler-parameters.d.ts +1 -1
- package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
- package/dist/adapter/converters/sampler-parameters.js.map +1 -1
- package/dist/adapter/converters/texture-formats.d.ts +1 -1
- package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
- package/dist/adapter/converters/texture-formats.js +1 -1
- package/dist/adapter/converters/texture-formats.js.map +1 -1
- package/dist/adapter/converters/vertex-formats.d.ts +1 -1
- package/dist/adapter/converters/vertex-formats.d.ts.map +1 -1
- package/dist/adapter/converters/vertex-formats.js.map +1 -1
- package/dist/adapter/device-helpers/device-features.d.ts +1 -1
- package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
- package/dist/adapter/device-helpers/device-features.js.map +1 -1
- package/dist/adapter/device-helpers/device-limits.d.ts +1 -1
- package/dist/adapter/device-helpers/device-limits.d.ts.map +1 -1
- package/dist/adapter/device-helpers/device-limits.js.map +1 -1
- package/dist/adapter/device-helpers/get-device-info.d.ts +1 -1
- package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -1
- package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
- package/dist/adapter/helpers/attribute-utils.d.ts +4 -4
- package/dist/adapter/helpers/attribute-utils.d.ts.map +1 -1
- package/dist/adapter/helpers/attribute-utils.js.map +1 -1
- package/dist/adapter/helpers/get-shader-layout.d.ts +2 -2
- package/dist/adapter/helpers/get-shader-layout.d.ts.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/helpers/parse-shader-compiler-log.d.ts +1 -1
- package/dist/adapter/helpers/parse-shader-compiler-log.d.ts.map +1 -1
- package/dist/adapter/helpers/parse-shader-compiler-log.js.map +1 -1
- package/dist/adapter/helpers/set-uniform.d.ts +1 -1
- package/dist/adapter/helpers/set-uniform.d.ts.map +1 -1
- package/dist/adapter/helpers/set-uniform.js +1 -1
- package/dist/adapter/helpers/set-uniform.js.map +1 -1
- package/dist/adapter/helpers/uniforms.d.ts +1 -1
- package/dist/adapter/helpers/uniforms.d.ts.map +1 -1
- package/dist/adapter/helpers/uniforms.js.map +1 -1
- package/dist/adapter/objects/constants-to-keys.js +1 -1
- package/dist/adapter/objects/constants-to-keys.js.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.d.ts +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-renderbuffer.js +1 -1
- 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 +1 -1
- package/dist/adapter/objects/webgl-resource.js.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.d.ts +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
- package/dist/adapter/objects/webgl-vertex-array-object.js +1 -1
- 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 +2 -2
- package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-command-encoder.js +1 -1
- package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.d.ts +3 -3
- package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-framebuffer.js +1 -1
- package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
- package/dist/adapter/resources/webgl-render-pass.d.ts +1 -1
- package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-render-pass.js +7 -3
- package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.d.ts +2 -2
- package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-render-pipeline.js +7 -8
- package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
- package/dist/adapter/resources/webgl-sampler.d.ts +1 -1
- 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 +1 -1
- 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 +4 -4
- package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-texture.js +2 -2
- package/dist/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/adapter/webgl-canvas-context.d.ts +2 -2
- package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
- package/dist/adapter/webgl-canvas-context.js +1 -1
- package/dist/adapter/webgl-canvas-context.js.map +1 -1
- package/dist/adapter/webgl-device.d.ts +3 -3
- package/dist/adapter/webgl-device.d.ts.map +1 -1
- package/dist/adapter/webgl-device.js +1 -1
- 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-with-accessor.d.ts +1 -1
- package/dist/classic/buffer-with-accessor.d.ts.map +1 -1
- package/dist/classic/buffer-with-accessor.js +1 -1
- package/dist/classic/buffer-with-accessor.js.map +1 -1
- package/dist/classic/clear.d.ts +1 -1
- package/dist/classic/clear.d.ts.map +1 -1
- package/dist/classic/clear.js +1 -1
- package/dist/classic/clear.js.map +1 -1
- package/dist/classic/copy-and-blit.d.ts +1 -1
- package/dist/classic/copy-and-blit.d.ts.map +1 -1
- package/dist/classic/copy-and-blit.js +1 -1
- package/dist/classic/copy-and-blit.js.map +1 -1
- package/dist/classic/format-utils.js +1 -1
- package/dist/classic/format-utils.js.map +1 -1
- package/dist/classic/typed-array-utils.d.ts +1 -1
- package/dist/classic/typed-array-utils.d.ts.map +1 -1
- package/dist/classic/typed-array-utils.js.map +1 -1
- package/dist/context/context/webgl-checks.js +1 -1
- package/dist/context/context/webgl-checks.js.map +1 -1
- package/dist/context/debug/spector.js +1 -1
- package/dist/context/debug/spector.js.map +1 -1
- package/dist/context/debug/webgl-developer-tools.js +1 -1
- package/dist/context/debug/webgl-developer-tools.js.map +1 -1
- package/dist/context/parameters/unified-parameter-api.d.ts +1 -1
- package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
- package/dist/context/parameters/unified-parameter-api.js.map +1 -1
- package/dist/context/polyfill/polyfill-context.js +1 -1
- package/dist/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/context/polyfill/polyfill-table.js +1 -1
- package/dist/context/polyfill/polyfill-table.js.map +1 -1
- package/dist/context/state-tracker/track-context-state.js +1 -1
- package/dist/context/state-tracker/track-context-state.js.map +1 -1
- package/dist/context/state-tracker/with-parameters.d.ts +1 -1
- package/dist/context/state-tracker/with-parameters.d.ts.map +1 -1
- package/dist/context/state-tracker/with-parameters.js.map +1 -1
- package/dist/dist.dev.js +55 -37
- package/dist/index.cjs +185 -170
- package/dist/index.js.map +1 -1
- package/dist.min.js +4 -4
- package/package.json +5 -5
- package/src/adapter/converters/device-parameters.ts +1 -1
- package/src/adapter/converters/sampler-parameters.ts +1 -1
- package/src/adapter/converters/texture-formats.ts +2 -2
- package/src/adapter/converters/vertex-formats.ts +1 -1
- package/src/adapter/device-helpers/device-features.ts +1 -1
- package/src/adapter/device-helpers/device-limits.ts +1 -1
- package/src/adapter/device-helpers/get-device-info.ts +1 -1
- package/src/adapter/helpers/attribute-utils.ts +4 -4
- package/src/adapter/helpers/get-shader-layout.ts +3 -3
- package/src/adapter/helpers/parse-shader-compiler-log.ts +1 -1
- package/src/adapter/helpers/set-uniform.ts +3 -4
- package/src/adapter/helpers/uniforms.ts +1 -1
- package/src/adapter/objects/constants-to-keys.ts +1 -1
- package/src/adapter/objects/webgl-renderbuffer.ts +1 -1
- package/src/adapter/objects/webgl-resource.ts +2 -2
- package/src/adapter/objects/webgl-vertex-array-object.ts +2 -2
- package/src/adapter/resources/webgl-buffer.ts +2 -2
- package/src/adapter/resources/webgl-command-buffer.ts +2 -2
- package/src/adapter/resources/webgl-command-encoder.ts +2 -2
- package/src/adapter/resources/webgl-framebuffer.ts +2 -2
- package/src/adapter/resources/webgl-render-pass.ts +9 -3
- package/src/adapter/resources/webgl-render-pipeline.ts +13 -8
- package/src/adapter/resources/webgl-sampler.ts +1 -1
- package/src/adapter/resources/webgl-shader.ts +1 -1
- package/src/adapter/resources/webgl-texture.ts +2 -2
- package/src/adapter/webgl-canvas-context.ts +2 -2
- package/src/adapter/webgl-device.ts +3 -3
- package/src/classic/accessor.ts +1 -1
- package/src/classic/buffer-with-accessor.ts +2 -2
- package/src/classic/clear.ts +1 -1
- package/src/classic/copy-and-blit.ts +1 -1
- package/src/classic/format-utils.ts +1 -1
- package/src/classic/typed-array-utils.ts +1 -1
- package/src/context/context/webgl-checks.ts +1 -1
- package/src/context/debug/spector.ts +1 -1
- package/src/context/debug/webgl-developer-tools.ts +1 -1
- package/src/context/parameters/unified-parameter-api.ts +1 -1
- package/src/context/polyfill/polyfill-context.ts +1 -1
- package/src/context/polyfill/polyfill-table.ts +1 -1
- package/src/context/state-tracker/track-context-state.ts +1 -1
- package/src/context/state-tracker/with-parameters.ts +1 -1
- package/src/index.ts +1 -1
- package/dist/adapter/helpers/get-vertex-buffer-layout.d.ts +0 -12
- package/dist/adapter/helpers/get-vertex-buffer-layout.d.ts.map +0 -1
- package/dist/adapter/helpers/get-vertex-buffer-layout.js +0 -84
- package/dist/adapter/helpers/get-vertex-buffer-layout.js.map +0 -1
- package/src/adapter/helpers/get-vertex-buffer-layout.ts +0 -123
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{"version":3,"file":"device-features.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/device-features.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,aAAa,EAAC,MAAM,
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{"version":3,"file":"device-features.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/device-features.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,aAAa,EAAC,MAAM,eAAe,CAAC;AAK5C,uCAAuC;AACvC,wBAAgB,iBAAiB,CAAC,EAAE,EAAE,qBAAqB,GAAG,GAAG,CAAC,aAAa,CAAC,CAiB/E;AAED,iCAAiC;AACjC,wBAAgB,gBAAgB,CAAC,EAAE,EAAE,qBAAqB,GAAG,GAAG,CAAC,aAAa,CAAC,CAe9E;AAgDD,wBAAgB,uBAAuB,CAAC,EAAE,EAAE,qBAAqB,EAAE,aAAa,KAAA,EAAE,IAAI,GAAE;IAAC,QAAQ,CAAC,MAAA;CAAM,OAsBvG"}
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{"version":3,"file":"device-features.js","names":["isWebGL2","isOldIE","getTextureFeatures","_checkFloat32ColorAttachment","getDeviceFeatures","gl","features","getWebGLFeatures","textureFeature","add","getExtension","Set","feature","Object","keys","WEBGL_FEATURES","isFeatureSupported","featureInfo","webgl1Feature","webgl2Feature","featureDefinition","Boolean","canCompileGLSLExtension","behavior","compiledGLSLExtensions","extensionName","opts","arguments","length","undefined","source","concat","shader","createShader","VERTEX_SHADER","Error","shaderSource","compileShader","canCompile","getShaderParameter","COMPILE_STATUS","deleteShader"],"sources":["../../../src/adapter/device-helpers/device-features.ts"],"sourcesContent":["// Feature detection for WebGL\n// Provides a function that enables simple checking of which WebGL features are\n// available in an WebGL1 or WebGL2 environment.\n\nimport {DeviceFeature} from '@luma.gl/api';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport {isOldIE} from './is-old-ie';\nimport {getTextureFeatures, _checkFloat32ColorAttachment} from '../converters/texture-formats';\n\n/** Get WebGPU style feature strings */\nexport function getDeviceFeatures(gl: WebGLRenderingContext): Set<DeviceFeature> {\n const features = getWebGLFeatures(gl);\n\n // texture features\n // features.add('texture-compression-bc'); \n for (const textureFeature of getTextureFeatures(gl)) {\n features.add(textureFeature);\n }\n\n // TODO\n // features.add('depth-clip-control'); // GPUPrimitiveState.clampDepth\n // features.add('depth24unorm-stencil8'); // GPUTextureFormat 'depth24unorm-stencil8'.\n // features.add('depth32float-stencil8'); // GPUTextureFormat 'depth32float-stencil8'.\n // features.add('timestamp-query'); // GPUQueryType \"timestamp-query\"\n // \"indirect-first-instance\"\n\n return features;\n}\n\n/** Extract all WebGL features */\nexport function getWebGLFeatures(gl: WebGLRenderingContext): Set<DeviceFeature> {\n // Enables EXT_float_blend first: https://developer.mozilla.org/en-US/docs/Web/API/EXT_float_blend\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('WEBGL_color_buffer_float');\n gl.getExtension('EXT_float_blend');\n\n const features = new Set<DeviceFeature>();\n for (const feature of Object.keys(WEBGL_FEATURES)) {\n // @ts-expect-error\n if (isFeatureSupported(gl, feature)) {\n // @ts-expect-error\n features.add(feature);\n }\n }\n return features;\n}\n\nfunction isFeatureSupported(gl: WebGLRenderingContext, feature: DeviceFeature): boolean {\n const featureInfo = WEBGL_FEATURES[feature];\n if (!featureInfo) {\n return false;\n }\n\n const [webgl1Feature, webgl2Feature] = featureInfo || [];\n\n // Get extension name from table\n const featureDefinition = isWebGL2(gl) ? webgl2Feature : webgl1Feature;\n\n // Check if the value is dependent on checking one or more extensions\n if (typeof featureDefinition === 'boolean') {\n return featureDefinition;\n }\n\n switch (feature) {\n case 'texture-renderable-rgba32float-webgl':\n return isWebGL2(gl) ? Boolean(gl.getExtension(featureDefinition)) :\n _checkFloat32ColorAttachment(gl);\n case 'glsl-derivatives':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n case 'glsl-frag-data':\n return canCompileGLSLExtension(gl, featureDefinition, {behavior: 'require'}); // TODO options\n case 'glsl-frag-depth':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n default:\n return Boolean(gl.getExtension(featureDefinition));\n }\n}\n\nconst compiledGLSLExtensions: Record<string, boolean> = {};\n\n/*\n * Enables feature detection in IE11 due to a bug where gl.getExtension may return true\n * but fail to compile when the extension is enabled in the shader. Specifically,\n * the OES_standard_derivatives and WEBGL_draw_buffers extensions fails to compile in IE11 even though its included\n * in the list of supported extensions.\n * opts allows user agent to be overridden for testing\n * Inputs :\n * gl : WebGL context\n * cap : Key of WEBGL_FEATURES object identifying the extension\n * opts :\n * behavior : behavior of extension to be tested, by defualt `enable` is used\n * Returns : true, if shader is compiled successfully, false otherwise\n */\nexport function canCompileGLSLExtension(gl: WebGLRenderingContext, extensionName, opts: {behavior?} = {}) {\n if (!isOldIE(opts)) {\n return true;\n }\n\n if (extensionName in compiledGLSLExtensions) {\n return compiledGLSLExtensions[extensionName];\n }\n\n const behavior = opts.behavior || 'enable';\n const source = `#extension GL_${extensionName} : ${behavior}\\nvoid main(void) {}`;\n\n const shader = gl.createShader(gl.VERTEX_SHADER);\n if (!shader) {\n throw new Error('shader');\n }\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n const canCompile = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n gl.deleteShader(shader);\n compiledGLSLExtensions[extensionName] = canCompile;\n return canCompile;\n}\n\n/** Defines luma.gl \"feature\" names and semantics\n * Format: 'feature-name: [WebGL1 support, WebGL2 support] / [WebGL1 and WebGL2 support]', when support is 'string' it is the name of the extension\n */\nconst WEBGL_FEATURES: Partial<Record<DeviceFeature, [boolean | string, boolean | string]>> = {\n 'webgl': [true, true],\n 'webgl2': [false, true],\n\n 'timer-query-webgl': ['EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2'],\n\n // WEBGL1 SUPPORT\n 'vertex-array-object-webgl1': ['OES_vertex_array_object', true],\n 'instanced-rendering-webgl1': ['ANGLE_instanced_arrays', true],\n 'multiple-render-targets-webgl1': ['WEBGL_draw_buffers', true],\n 'index-uint32-webgl1': ['OES_element_index_uint', true],\n 'blend-minmax-webgl1': ['EXT_blend_minmax', true],\n 'texture-blend-float-webgl1': ['EXT_float_blend', 'EXT_float_blend'],\n\n // TEXTURES, RENDERBUFFERS\n 'texture-formats-srgb-webgl1': ['EXT_sRGB', true],\n\n // TEXTURES\n 'texture-formats-depth-webgl1': ['WEBGL_depth_texture', true],\n 'texture-formats-float32-webgl1': ['OES_texture_float', true],\n 'texture-formats-float16-webgl1': ['OES_texture_half_float', true],\n\n 'texture-filter-linear-float32-webgl': ['OES_texture_float_linear', 'OES_texture_float_linear'],\n 'texture-filter-linear-float16-webgl': ['OES_texture_half_float_linear', 'OES_texture_half_float_linear'],\n 'texture-filter-anisotropic-webgl': ['EXT_texture_filter_anisotropic', 'EXT_texture_filter_anisotropic'],\n\n // FRAMEBUFFERS, TEXTURES AND RENDERBUFFERS\n 'texture-renderable-rgba32float-webgl': ['WEBGL_color_buffer_float', 'EXT_color_buffer_float'], // Note override check\n 'texture-renderable-float32-webgl': [false, 'EXT_color_buffer_float'],\n 'texture-renderable-float16-webgl': ['EXT_color_buffer_half_float', 'EXT_color_buffer_half_float'],\n\n // GLSL extensions\n 'glsl-frag-data': ['WEBGL_draw_buffers', true],\n 'glsl-frag-depth': ['EXT_frag_depth', true],\n 'glsl-derivatives': ['OES_standard_derivatives', true],\n 'glsl-texture-lod': ['EXT_shader_texture_lod', 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{"version":3,"file":"device-features.js","names":["isWebGL2","isOldIE","getTextureFeatures","_checkFloat32ColorAttachment","getDeviceFeatures","gl","features","getWebGLFeatures","textureFeature","add","getExtension","Set","feature","Object","keys","WEBGL_FEATURES","isFeatureSupported","featureInfo","webgl1Feature","webgl2Feature","featureDefinition","Boolean","canCompileGLSLExtension","behavior","compiledGLSLExtensions","extensionName","opts","arguments","length","undefined","source","concat","shader","createShader","VERTEX_SHADER","Error","shaderSource","compileShader","canCompile","getShaderParameter","COMPILE_STATUS","deleteShader"],"sources":["../../../src/adapter/device-helpers/device-features.ts"],"sourcesContent":["// Feature detection for WebGL\n// Provides a function that enables simple checking of which WebGL features are\n// available in an WebGL1 or WebGL2 environment.\n\nimport {DeviceFeature} from '@luma.gl/core';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport {isOldIE} from './is-old-ie';\nimport {getTextureFeatures, _checkFloat32ColorAttachment} from '../converters/texture-formats';\n\n/** Get WebGPU style feature strings */\nexport function getDeviceFeatures(gl: WebGLRenderingContext): Set<DeviceFeature> {\n const features = getWebGLFeatures(gl);\n\n // texture features\n // features.add('texture-compression-bc'); \n for (const textureFeature of getTextureFeatures(gl)) {\n features.add(textureFeature);\n }\n\n // TODO\n // features.add('depth-clip-control'); // GPUPrimitiveState.clampDepth\n // features.add('depth24unorm-stencil8'); // GPUTextureFormat 'depth24unorm-stencil8'.\n // features.add('depth32float-stencil8'); // GPUTextureFormat 'depth32float-stencil8'.\n // features.add('timestamp-query'); // GPUQueryType \"timestamp-query\"\n // \"indirect-first-instance\"\n\n return features;\n}\n\n/** Extract all WebGL features */\nexport function getWebGLFeatures(gl: WebGLRenderingContext): Set<DeviceFeature> {\n // Enables EXT_float_blend first: https://developer.mozilla.org/en-US/docs/Web/API/EXT_float_blend\n gl.getExtension('EXT_color_buffer_float');\n gl.getExtension('WEBGL_color_buffer_float');\n gl.getExtension('EXT_float_blend');\n\n const features = new Set<DeviceFeature>();\n for (const feature of Object.keys(WEBGL_FEATURES)) {\n // @ts-expect-error\n if (isFeatureSupported(gl, feature)) {\n // @ts-expect-error\n features.add(feature);\n }\n }\n return features;\n}\n\nfunction isFeatureSupported(gl: WebGLRenderingContext, feature: DeviceFeature): boolean {\n const featureInfo = WEBGL_FEATURES[feature];\n if (!featureInfo) {\n return false;\n }\n\n const [webgl1Feature, webgl2Feature] = featureInfo || [];\n\n // Get extension name from table\n const featureDefinition = isWebGL2(gl) ? webgl2Feature : webgl1Feature;\n\n // Check if the value is dependent on checking one or more extensions\n if (typeof featureDefinition === 'boolean') {\n return featureDefinition;\n }\n\n switch (feature) {\n case 'texture-renderable-rgba32float-webgl':\n return isWebGL2(gl) ? Boolean(gl.getExtension(featureDefinition)) :\n _checkFloat32ColorAttachment(gl);\n case 'glsl-derivatives':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n case 'glsl-frag-data':\n return canCompileGLSLExtension(gl, featureDefinition, {behavior: 'require'}); // TODO options\n case 'glsl-frag-depth':\n return canCompileGLSLExtension(gl, featureDefinition); // TODO options\n default:\n return Boolean(gl.getExtension(featureDefinition));\n }\n}\n\nconst compiledGLSLExtensions: Record<string, boolean> = {};\n\n/*\n * Enables feature detection in IE11 due to a bug where gl.getExtension may return true\n * but fail to compile when the extension is enabled in the shader. Specifically,\n * the OES_standard_derivatives and WEBGL_draw_buffers extensions fails to compile in IE11 even though its included\n * in the list of supported extensions.\n * opts allows user agent to be overridden for testing\n * Inputs :\n * gl : WebGL context\n * cap : Key of WEBGL_FEATURES object identifying the extension\n * opts :\n * behavior : behavior of extension to be tested, by defualt `enable` is used\n * Returns : true, if shader is compiled successfully, false otherwise\n */\nexport function canCompileGLSLExtension(gl: WebGLRenderingContext, extensionName, opts: {behavior?} = {}) {\n if (!isOldIE(opts)) {\n return true;\n }\n\n if (extensionName in compiledGLSLExtensions) {\n return compiledGLSLExtensions[extensionName];\n }\n\n const behavior = opts.behavior || 'enable';\n const source = `#extension GL_${extensionName} : ${behavior}\\nvoid main(void) {}`;\n\n const shader = gl.createShader(gl.VERTEX_SHADER);\n if (!shader) {\n throw new Error('shader');\n }\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n const canCompile = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n gl.deleteShader(shader);\n compiledGLSLExtensions[extensionName] = canCompile;\n return canCompile;\n}\n\n/** Defines luma.gl \"feature\" names and semantics\n * Format: 'feature-name: [WebGL1 support, WebGL2 support] / [WebGL1 and WebGL2 support]', when support is 'string' it is the name of the extension\n */\nconst WEBGL_FEATURES: Partial<Record<DeviceFeature, [boolean | string, boolean | string]>> = {\n 'webgl': [true, true],\n 'webgl2': [false, true],\n\n 'timer-query-webgl': ['EXT_disjoint_timer_query', 'EXT_disjoint_timer_query_webgl2'],\n\n // WEBGL1 SUPPORT\n 'vertex-array-object-webgl1': ['OES_vertex_array_object', true],\n 'instanced-rendering-webgl1': ['ANGLE_instanced_arrays', true],\n 'multiple-render-targets-webgl1': ['WEBGL_draw_buffers', true],\n 'index-uint32-webgl1': ['OES_element_index_uint', true],\n 'blend-minmax-webgl1': ['EXT_blend_minmax', true],\n 'texture-blend-float-webgl1': ['EXT_float_blend', 'EXT_float_blend'],\n\n // TEXTURES, RENDERBUFFERS\n 'texture-formats-srgb-webgl1': ['EXT_sRGB', true],\n\n // TEXTURES\n 'texture-formats-depth-webgl1': ['WEBGL_depth_texture', true],\n 'texture-formats-float32-webgl1': ['OES_texture_float', true],\n 'texture-formats-float16-webgl1': ['OES_texture_half_float', true],\n\n 'texture-filter-linear-float32-webgl': ['OES_texture_float_linear', 'OES_texture_float_linear'],\n 'texture-filter-linear-float16-webgl': ['OES_texture_half_float_linear', 'OES_texture_half_float_linear'],\n 'texture-filter-anisotropic-webgl': ['EXT_texture_filter_anisotropic', 'EXT_texture_filter_anisotropic'],\n\n // FRAMEBUFFERS, TEXTURES AND RENDERBUFFERS\n 'texture-renderable-rgba32float-webgl': ['WEBGL_color_buffer_float', 'EXT_color_buffer_float'], // Note override check\n 'texture-renderable-float32-webgl': [false, 'EXT_color_buffer_float'],\n 'texture-renderable-float16-webgl': ['EXT_color_buffer_half_float', 'EXT_color_buffer_half_float'],\n\n // GLSL extensions\n 'glsl-frag-data': ['WEBGL_draw_buffers', true],\n 'glsl-frag-depth': ['EXT_frag_depth', true],\n 'glsl-derivatives': ['OES_standard_derivatives', true],\n 'glsl-texture-lod': ['EXT_shader_texture_lod', 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import type { DeviceLimits } from '@luma.gl/
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import type { DeviceLimits } from '@luma.gl/core';
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2
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import { GL } from '@luma.gl/constants';
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/** Populate a WebGPU style device limits */
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export declare function getDeviceLimits(gl: WebGLRenderingContext): DeviceLimits;
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@@ -1 +1 @@
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{"version":3,"file":"device-limits.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/device-limits.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,
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{"version":3,"file":"device-limits.js","names":["GL","getWebGL2Context","getDeviceLimits","gl","gl2","maxTextureDimension1D","maxTextureDimension2D","getParameter","MAX_TEXTURE_SIZE","maxTextureDimension3D","MAX_3D_TEXTURE_SIZE","maxTextureArrayLayers","MAX_ARRAY_TEXTURE_LAYERS","maxBindGroups","maxDynamicUniformBuffersPerPipelineLayout","maxDynamicStorageBuffersPerPipelineLayout","maxSampledTexturesPerShaderStage","MAX_VERTEX_TEXTURE_IMAGE_UNITS","maxSamplersPerShaderStage","MAX_COMBINED_TEXTURE_IMAGE_UNITS","maxStorageBuffersPerShaderStage","maxStorageTexturesPerShaderStage","maxUniformBuffersPerShaderStage","MAX_UNIFORM_BUFFER_BINDINGS","maxUniformBufferBindingSize","MAX_UNIFORM_BLOCK_SIZE","maxStorageBufferBindingSize","minUniformBufferOffsetAlignment","UNIFORM_BUFFER_OFFSET_ALIGNMENT","minStorageBufferOffsetAlignment","maxVertexBuffers","maxVertexAttributes","MAX_VERTEX_ATTRIBS","maxVertexBufferArrayStride","maxInterStageShaderComponents","MAX_VARYING_COMPONENTS","maxComputeWorkgroupStorageSize","maxComputeInvocationsPerWorkgroup","maxComputeWorkgroupSizeX","maxComputeWorkgroupSizeY","maxComputeWorkgroupSizeZ","maxComputeWorkgroupsPerDimension","getWebGLLimits","get","pname","get2","defaultValue","ALIASED_LINE_WIDTH_RANGE","ALIASED_POINT_SIZE_RANGE","MAX_CUBE_MAP_TEXTURE_SIZE","MAX_TEXTURE_IMAGE_UNITS","MAX_RENDERBUFFER_SIZE","MAX_VARYING_VECTORS","MAX_VERTEX_UNIFORM_VECTORS","MAX_FRAGMENT_UNIFORM_VECTORS","MAX_VIEWPORT_DIMS","MAX_TEXTURE_MAX_ANISOTROPY_EXT","MAX_CLIENT_WAIT_TIMEOUT_WEBGL","MAX_COLOR_ATTACHMENTS","MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS","MAX_COMBINED_UNIFORM_BLOCKS","MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS","MAX_DRAW_BUFFERS","MAX_ELEMENT_INDEX","MAX_ELEMENTS_INDICES","MAX_ELEMENTS_VERTICES","MAX_FRAGMENT_INPUT_COMPONENTS","MAX_FRAGMENT_UNIFORM_BLOCKS","MAX_FRAGMENT_UNIFORM_COMPONENTS","MAX_SAMPLES","MAX_SERVER_WAIT_TIMEOUT","MAX_TEXTURE_LOD_BIAS","MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS","MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS","MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS","MAX_VERTEX_OUTPUT_COMPONENTS","MAX_VERTEX_UNIFORM_BLOCKS","MAX_VERTEX_UNIFORM_COMPONENTS","MIN_PROGRAM_TEXEL_OFFSET","MAX_PROGRAM_TEXEL_OFFSET"],"sources":["../../../src/adapter/device-helpers/device-limits.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {DeviceLimits} from '@luma.gl/api';\nimport {GL} from '@luma.gl/constants';\nimport {getWebGL2Context} from '../../context/context/webgl-checks';\n\n/** Populate a WebGPU style device limits */\nexport function getDeviceLimits(gl: WebGLRenderingContext): DeviceLimits {\n const gl2: WebGL2RenderingContext | null = getWebGL2Context(gl);\n return {\n maxTextureDimension1D: 0, // WebGL does not support 1D textures\n maxTextureDimension2D: gl.getParameter(GL.MAX_TEXTURE_SIZE),\n maxTextureDimension3D: gl2 ? gl2.getParameter(GL.MAX_3D_TEXTURE_SIZE) : 0,\n maxTextureArrayLayers: gl2 ? gl2.getParameter(GL.MAX_ARRAY_TEXTURE_LAYERS) : 0,\n maxBindGroups: 1, // TBD\n maxDynamicUniformBuffersPerPipelineLayout: 0, // TBD\n maxDynamicStorageBuffersPerPipelineLayout: 0, // TBD\n maxSampledTexturesPerShaderStage: gl.getParameter(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // TBD\n maxSamplersPerShaderStage: gl.getParameter(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n maxStorageBuffersPerShaderStage: 0, // TBD\n maxStorageTexturesPerShaderStage: 0, // TBD\n maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BUFFER_BINDINGS) : 0,\n maxUniformBufferBindingSize: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BLOCK_SIZE) : 0,\n maxStorageBufferBindingSize: 0,\n minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) : 0,\n minStorageBufferOffsetAlignment: 0, // TBD\n maxVertexBuffers: 0,\n maxVertexAttributes: gl.getParameter(GL.MAX_VERTEX_ATTRIBS),\n maxVertexBufferArrayStride: 2048, // TBD, this is just the default value from WebGPU\n maxInterStageShaderComponents: gl2 ? gl2.getParameter(GL.MAX_VARYING_COMPONENTS) : 0,\n maxComputeWorkgroupStorageSize: 0, // WebGL does not support compute shaders\n maxComputeInvocationsPerWorkgroup: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeX: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeY: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeZ: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupsPerDimension: 0, // WebGL does not support compute shaders\n }\n}\n\n/** WebGL context limits */\nexport type WebGLLimits = {\n [GL.ALIASED_LINE_WIDTH_RANGE]: [number, number];\n [GL.ALIASED_POINT_SIZE_RANGE]: [number, number];\n [GL.MAX_TEXTURE_SIZE]: number;\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: number;\n [GL.MAX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_RENDERBUFFER_SIZE]: number;\n [GL.MAX_VARYING_VECTORS]: number;\n [GL.MAX_VERTEX_ATTRIBS]: number;\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: number;\n [GL.MAX_VIEWPORT_DIMS]: [number, number];\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: number;\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: number;\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: number;\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: number;\n [GL.MAX_COLOR_ATTACHMENTS]: number;\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: number;\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MAX_DRAW_BUFFERS]: number;\n [GL.MAX_ELEMENT_INDEX]: number;\n [GL.MAX_ELEMENTS_INDICES]: number;\n [GL.MAX_ELEMENTS_VERTICES]: number;\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_SAMPLES]: number;\n [GL.MAX_SERVER_WAIT_TIMEOUT]: number;\n [GL.MAX_TEXTURE_LOD_BIAS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: number;\n [GL.MAX_UNIFORM_BLOCK_SIZE]: number;\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: number;\n [GL.MAX_VARYING_COMPONENTS]: number;\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: number;\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: number;\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: number;\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: number;\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: number;\n};\n\n\nexport function getWebGLLimits(gl: WebGLRenderingContext): WebGLLimits {\n const gl2 = getWebGL2Context(gl);\n function get<T = number>(pname: number): T {\n return gl.getParameter(pname) as T;\n }\n function get2(pname: number, defaultValue?: number): number;\n function get2<T>(pname: number, defaultValue: T): T;\n function get2<T>(pname: number, defaultValue: T): T {\n return gl2 ? gl2.getParameter(pname) as T : (defaultValue || 0) as T;\n }\n // function getMaxAnistropy() {\n // const extension = gl.getExtension('EXT_texture_filter_anisotropic');\n // }\n return {\n [GL.ALIASED_LINE_WIDTH_RANGE]: get(GL.ALIASED_LINE_WIDTH_RANGE),\n [GL.ALIASED_POINT_SIZE_RANGE]: get(GL.ALIASED_POINT_SIZE_RANGE),\n [GL.MAX_TEXTURE_SIZE]: get(GL.MAX_TEXTURE_SIZE),\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: get(GL.MAX_CUBE_MAP_TEXTURE_SIZE), // GLint\n [GL.MAX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: get(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_RENDERBUFFER_SIZE]: get(GL.MAX_RENDERBUFFER_SIZE), // GLint\n [GL.MAX_VARYING_VECTORS]: get(GL.MAX_VARYING_VECTORS), // GLint\n [GL.MAX_VERTEX_ATTRIBS]: get(GL.MAX_VERTEX_ATTRIBS), // GLint\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: get(GL.MAX_VERTEX_UNIFORM_VECTORS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: get(GL.MAX_FRAGMENT_UNIFORM_VECTORS), // GLint\n [GL.MAX_VIEWPORT_DIMS]: get(GL.MAX_VIEWPORT_DIMS),\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: get(GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT), // getMaxAnistropy(),\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: get2(GL.MAX_3D_TEXTURE_SIZE), // GLint\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: get2(GL.MAX_ARRAY_TEXTURE_LAYERS), // GLint\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: get2(GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL), // GLint64\n [GL.MAX_COLOR_ATTACHMENTS]: get2(GL.MAX_COLOR_ATTACHMENTS), // GLint\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: get2(GL.MAX_COMBINED_UNIFORM_BLOCKS), // GLint\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_DRAW_BUFFERS]: get2(GL.MAX_DRAW_BUFFERS), // GLint\n [GL.MAX_ELEMENT_INDEX]: get2(GL.MAX_ELEMENT_INDEX), // GLint64\n [GL.MAX_ELEMENTS_INDICES]: get2(GL.MAX_ELEMENTS_INDICES), // GLint\n [GL.MAX_ELEMENTS_VERTICES]: get2(GL.MAX_ELEMENTS_VERTICES), // GLint\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: get2(GL.MAX_FRAGMENT_INPUT_COMPONENTS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: get2(GL.MAX_FRAGMENT_UNIFORM_BLOCKS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_FRAGMENT_UNIFORM_COMPONENTS), // GLint\n [GL.MAX_SAMPLES]: get2(GL.MAX_SAMPLES), // GLint\n [GL.MAX_SERVER_WAIT_TIMEOUT]: get2(GL.MAX_SERVER_WAIT_TIMEOUT), // GLint64\n [GL.MAX_TEXTURE_LOD_BIAS]: get2(GL.MAX_TEXTURE_LOD_BIAS), // GLfloat\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS), // GLint\n [GL.MAX_UNIFORM_BLOCK_SIZE]: get2(GL.MAX_UNIFORM_BLOCK_SIZE), // GLint64\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: get2(GL.MAX_UNIFORM_BUFFER_BINDINGS), // GLint\n [GL.MAX_VARYING_COMPONENTS]: get2(GL.MAX_VARYING_COMPONENTS), // GLint\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: get2(GL.MAX_VERTEX_OUTPUT_COMPONENTS), // GLint\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: get2(GL.MAX_VERTEX_UNIFORM_BLOCKS), // GLint\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_VERTEX_UNIFORM_COMPONENTS), // GLint\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: get2(GL.MIN_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: get2(GL.MAX_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: get2(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) // GLint\n 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{"version":3,"file":"device-limits.js","names":["GL","getWebGL2Context","getDeviceLimits","gl","gl2","maxTextureDimension1D","maxTextureDimension2D","getParameter","MAX_TEXTURE_SIZE","maxTextureDimension3D","MAX_3D_TEXTURE_SIZE","maxTextureArrayLayers","MAX_ARRAY_TEXTURE_LAYERS","maxBindGroups","maxDynamicUniformBuffersPerPipelineLayout","maxDynamicStorageBuffersPerPipelineLayout","maxSampledTexturesPerShaderStage","MAX_VERTEX_TEXTURE_IMAGE_UNITS","maxSamplersPerShaderStage","MAX_COMBINED_TEXTURE_IMAGE_UNITS","maxStorageBuffersPerShaderStage","maxStorageTexturesPerShaderStage","maxUniformBuffersPerShaderStage","MAX_UNIFORM_BUFFER_BINDINGS","maxUniformBufferBindingSize","MAX_UNIFORM_BLOCK_SIZE","maxStorageBufferBindingSize","minUniformBufferOffsetAlignment","UNIFORM_BUFFER_OFFSET_ALIGNMENT","minStorageBufferOffsetAlignment","maxVertexBuffers","maxVertexAttributes","MAX_VERTEX_ATTRIBS","maxVertexBufferArrayStride","maxInterStageShaderComponents","MAX_VARYING_COMPONENTS","maxComputeWorkgroupStorageSize","maxComputeInvocationsPerWorkgroup","maxComputeWorkgroupSizeX","maxComputeWorkgroupSizeY","maxComputeWorkgroupSizeZ","maxComputeWorkgroupsPerDimension","getWebGLLimits","get","pname","get2","defaultValue","ALIASED_LINE_WIDTH_RANGE","ALIASED_POINT_SIZE_RANGE","MAX_CUBE_MAP_TEXTURE_SIZE","MAX_TEXTURE_IMAGE_UNITS","MAX_RENDERBUFFER_SIZE","MAX_VARYING_VECTORS","MAX_VERTEX_UNIFORM_VECTORS","MAX_FRAGMENT_UNIFORM_VECTORS","MAX_VIEWPORT_DIMS","MAX_TEXTURE_MAX_ANISOTROPY_EXT","MAX_CLIENT_WAIT_TIMEOUT_WEBGL","MAX_COLOR_ATTACHMENTS","MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS","MAX_COMBINED_UNIFORM_BLOCKS","MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS","MAX_DRAW_BUFFERS","MAX_ELEMENT_INDEX","MAX_ELEMENTS_INDICES","MAX_ELEMENTS_VERTICES","MAX_FRAGMENT_INPUT_COMPONENTS","MAX_FRAGMENT_UNIFORM_BLOCKS","MAX_FRAGMENT_UNIFORM_COMPONENTS","MAX_SAMPLES","MAX_SERVER_WAIT_TIMEOUT","MAX_TEXTURE_LOD_BIAS","MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS","MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS","MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS","MAX_VERTEX_OUTPUT_COMPONENTS","MAX_VERTEX_UNIFORM_BLOCKS","MAX_VERTEX_UNIFORM_COMPONENTS","MIN_PROGRAM_TEXEL_OFFSET","MAX_PROGRAM_TEXEL_OFFSET"],"sources":["../../../src/adapter/device-helpers/device-limits.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {DeviceLimits} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getWebGL2Context} from '../../context/context/webgl-checks';\n\n/** Populate a WebGPU style device limits */\nexport function getDeviceLimits(gl: WebGLRenderingContext): DeviceLimits {\n const gl2: WebGL2RenderingContext | null = getWebGL2Context(gl);\n return {\n maxTextureDimension1D: 0, // WebGL does not support 1D textures\n maxTextureDimension2D: gl.getParameter(GL.MAX_TEXTURE_SIZE),\n maxTextureDimension3D: gl2 ? gl2.getParameter(GL.MAX_3D_TEXTURE_SIZE) : 0,\n maxTextureArrayLayers: gl2 ? gl2.getParameter(GL.MAX_ARRAY_TEXTURE_LAYERS) : 0,\n maxBindGroups: 1, // TBD\n maxDynamicUniformBuffersPerPipelineLayout: 0, // TBD\n maxDynamicStorageBuffersPerPipelineLayout: 0, // TBD\n maxSampledTexturesPerShaderStage: gl.getParameter(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // TBD\n maxSamplersPerShaderStage: gl.getParameter(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n maxStorageBuffersPerShaderStage: 0, // TBD\n maxStorageTexturesPerShaderStage: 0, // TBD\n maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BUFFER_BINDINGS) : 0,\n maxUniformBufferBindingSize: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BLOCK_SIZE) : 0,\n maxStorageBufferBindingSize: 0,\n minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) : 0,\n minStorageBufferOffsetAlignment: 0, // TBD\n maxVertexBuffers: 0,\n maxVertexAttributes: gl.getParameter(GL.MAX_VERTEX_ATTRIBS),\n maxVertexBufferArrayStride: 2048, // TBD, this is just the default value from WebGPU\n maxInterStageShaderComponents: gl2 ? gl2.getParameter(GL.MAX_VARYING_COMPONENTS) : 0,\n maxComputeWorkgroupStorageSize: 0, // WebGL does not support compute shaders\n maxComputeInvocationsPerWorkgroup: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeX: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeY: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeZ: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupsPerDimension: 0, // WebGL does not support compute shaders\n }\n}\n\n/** WebGL context limits */\nexport type WebGLLimits = {\n [GL.ALIASED_LINE_WIDTH_RANGE]: [number, number];\n [GL.ALIASED_POINT_SIZE_RANGE]: [number, number];\n [GL.MAX_TEXTURE_SIZE]: number;\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: number;\n [GL.MAX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_RENDERBUFFER_SIZE]: number;\n [GL.MAX_VARYING_VECTORS]: number;\n [GL.MAX_VERTEX_ATTRIBS]: number;\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: number;\n [GL.MAX_VIEWPORT_DIMS]: [number, number];\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: number;\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: number;\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: number;\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: number;\n [GL.MAX_COLOR_ATTACHMENTS]: number;\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: number;\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MAX_DRAW_BUFFERS]: number;\n [GL.MAX_ELEMENT_INDEX]: number;\n [GL.MAX_ELEMENTS_INDICES]: number;\n [GL.MAX_ELEMENTS_VERTICES]: number;\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_SAMPLES]: number;\n [GL.MAX_SERVER_WAIT_TIMEOUT]: number;\n [GL.MAX_TEXTURE_LOD_BIAS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: number;\n [GL.MAX_UNIFORM_BLOCK_SIZE]: number;\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: number;\n [GL.MAX_VARYING_COMPONENTS]: number;\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: number;\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: number;\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: number;\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: number;\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: number;\n};\n\n\nexport function getWebGLLimits(gl: WebGLRenderingContext): WebGLLimits {\n const gl2 = getWebGL2Context(gl);\n function get<T = number>(pname: number): T {\n return gl.getParameter(pname) as T;\n }\n function get2(pname: number, defaultValue?: number): number;\n function get2<T>(pname: number, defaultValue: T): T;\n function get2<T>(pname: number, defaultValue: T): T {\n return gl2 ? gl2.getParameter(pname) as T : (defaultValue || 0) as T;\n }\n // function getMaxAnistropy() {\n // const extension = gl.getExtension('EXT_texture_filter_anisotropic');\n // }\n return {\n [GL.ALIASED_LINE_WIDTH_RANGE]: get(GL.ALIASED_LINE_WIDTH_RANGE),\n [GL.ALIASED_POINT_SIZE_RANGE]: get(GL.ALIASED_POINT_SIZE_RANGE),\n [GL.MAX_TEXTURE_SIZE]: get(GL.MAX_TEXTURE_SIZE),\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: get(GL.MAX_CUBE_MAP_TEXTURE_SIZE), // GLint\n [GL.MAX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: get(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_RENDERBUFFER_SIZE]: get(GL.MAX_RENDERBUFFER_SIZE), // GLint\n [GL.MAX_VARYING_VECTORS]: get(GL.MAX_VARYING_VECTORS), // GLint\n [GL.MAX_VERTEX_ATTRIBS]: get(GL.MAX_VERTEX_ATTRIBS), // GLint\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: get(GL.MAX_VERTEX_UNIFORM_VECTORS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: get(GL.MAX_FRAGMENT_UNIFORM_VECTORS), // GLint\n [GL.MAX_VIEWPORT_DIMS]: get(GL.MAX_VIEWPORT_DIMS),\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: get(GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT), // getMaxAnistropy(),\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: get2(GL.MAX_3D_TEXTURE_SIZE), // GLint\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: get2(GL.MAX_ARRAY_TEXTURE_LAYERS), // GLint\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: get2(GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL), // GLint64\n [GL.MAX_COLOR_ATTACHMENTS]: get2(GL.MAX_COLOR_ATTACHMENTS), // GLint\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: get2(GL.MAX_COMBINED_UNIFORM_BLOCKS), // GLint\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_DRAW_BUFFERS]: get2(GL.MAX_DRAW_BUFFERS), // GLint\n [GL.MAX_ELEMENT_INDEX]: get2(GL.MAX_ELEMENT_INDEX), // GLint64\n [GL.MAX_ELEMENTS_INDICES]: get2(GL.MAX_ELEMENTS_INDICES), // GLint\n [GL.MAX_ELEMENTS_VERTICES]: get2(GL.MAX_ELEMENTS_VERTICES), // GLint\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: get2(GL.MAX_FRAGMENT_INPUT_COMPONENTS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: get2(GL.MAX_FRAGMENT_UNIFORM_BLOCKS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_FRAGMENT_UNIFORM_COMPONENTS), // GLint\n [GL.MAX_SAMPLES]: get2(GL.MAX_SAMPLES), // GLint\n [GL.MAX_SERVER_WAIT_TIMEOUT]: get2(GL.MAX_SERVER_WAIT_TIMEOUT), // GLint64\n [GL.MAX_TEXTURE_LOD_BIAS]: get2(GL.MAX_TEXTURE_LOD_BIAS), // GLfloat\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS), // GLint\n [GL.MAX_UNIFORM_BLOCK_SIZE]: get2(GL.MAX_UNIFORM_BLOCK_SIZE), // GLint64\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: get2(GL.MAX_UNIFORM_BUFFER_BINDINGS), // GLint\n [GL.MAX_VARYING_COMPONENTS]: get2(GL.MAX_VARYING_COMPONENTS), // GLint\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: get2(GL.MAX_VERTEX_OUTPUT_COMPONENTS), // GLint\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: get2(GL.MAX_VERTEX_UNIFORM_BLOCKS), // GLint\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_VERTEX_UNIFORM_COMPONENTS), // GLint\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: get2(GL.MIN_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: get2(GL.MAX_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: get2(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) // GLint\n 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@@ -1,4 +1,4 @@
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1
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-
import { DeviceInfo } from '@luma.gl/
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1
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+
import { DeviceInfo } from '@luma.gl/core';
|
|
2
2
|
/** @returns strings identifying the GPU vendor and driver. */
|
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3
3
|
export declare function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo;
|
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4
4
|
//# sourceMappingURL=get-device-info.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,UAAU,EAAC,MAAM,
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1
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+
{"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAIzC,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,EAAE,EAAE,qBAAqB,GAAG,UAAU,CAsBnE"}
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@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"get-device-info.js","names":["GL","isWebGL2","getDeviceInfo","gl","vendorMasked","getParameter","VENDOR","rendererMasked","RENDERER","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","gpu","identifyGPUVendor","type","version","VERSION","shadingLanguages","shadingLanguageVersions","SHADING_LANGUAGE_VERSION","exec"],"sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"sourcesContent":["import {DeviceInfo} from '@luma.gl/
|
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1
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+
{"version":3,"file":"get-device-info.js","names":["GL","isWebGL2","getDeviceInfo","gl","vendorMasked","getParameter","VENDOR","rendererMasked","RENDERER","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","gpu","identifyGPUVendor","type","version","VERSION","shadingLanguages","shadingLanguageVersions","SHADING_LANGUAGE_VERSION","exec"],"sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"sourcesContent":["import {DeviceInfo} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\n/** @returns strings identifying the GPU vendor and driver. */\nexport function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo {\n const vendorMasked = gl.getParameter(GL.VENDOR);\n const rendererMasked = gl.getParameter(GL.RENDERER);\n // Get unmasked strings if available\n // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_renderer_info/\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);\n const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);\n const vendor = vendorUnmasked || vendorMasked;\n const renderer = rendererUnmasked || rendererMasked;\n const gpu = identifyGPUVendor(vendor, renderer);\n return {\n type: isWebGL2(gl) ? 'webgl2' : 'webgl',\n gpu,\n vendor: vendorUnmasked || vendorMasked,\n renderer: rendererUnmasked || rendererMasked,\n version: gl.getParameter(GL.VERSION),\n shadingLanguages: ['glsl'],\n shadingLanguageVersions: {\n 'glsl': gl.getParameter(GL.SHADING_LANGUAGE_VERSION) as string\n }\n };\n}\n\nfunction identifyGPUVendor(vendor: string, renderer: string): 'nvidia' | 'intel' | 'apple' | 'amd' | 'software' | 'unknown' {\n if ((/NVIDIA/i.exec(vendor)) || (/NVIDIA/i.exec(renderer))) {\n return 'nvidia';\n }\n if ((/INTEL/i.exec(vendor)) || (/INTEL/i.exec(renderer))) {\n return 'intel';\n }\n if ((/Apple/i.exec(vendor)) || (/Apple/i.exec(renderer))) {\n return 'apple';\n }\n if (\n (/AMD/i.exec(vendor)) ||\n (/AMD/i.exec(renderer)) ||\n (/ATI/i.exec(vendor)) ||\n (/ATI/i.exec(renderer))\n ) {\n return 'amd';\n }\n if ((/SwiftShader/i.exec(vendor)) || (/SwiftShader/i.exec(renderer))) {\n return 'software';\n }\n \n return 'unknown';\n}\n"],"mappings":"AACA,SAAQA,EAAE,QAAO,oBAAoB;AAAC,SAC9BC,QAAQ;AAGhB,OAAO,SAASC,aAAaA,CAACC,EAAyB,EAAc;EACnE,MAAMC,YAAY,GAAGD,EAAE,CAACE,YAAY,CAACL,EAAE,CAACM,MAAM,CAAC;EAC/C,MAAMC,cAAc,GAAGJ,EAAE,CAACE,YAAY,CAACL,EAAE,CAACQ,QAAQ,CAAC;EAGnD,MAAMC,GAAG,GAAGN,EAAE,CAACO,YAAY,CAAC,2BAA2B,CAAC;EACxD,MAAMC,cAAc,GAAGR,EAAE,CAACE,YAAY,CAACI,GAAG,GAAGA,GAAG,CAACG,qBAAqB,GAAGZ,EAAE,CAACM,MAAM,CAAC;EACnF,MAAMO,gBAAgB,GAAGV,EAAE,CAACE,YAAY,CAACI,GAAG,GAAGA,GAAG,CAACK,uBAAuB,GAAGd,EAAE,CAACQ,QAAQ,CAAC;EACzF,MAAMO,MAAM,GAAGJ,cAAc,IAAIP,YAAY;EAC7C,MAAMY,QAAQ,GAAGH,gBAAgB,IAAIN,cAAc;EACnD,MAAMU,GAAG,GAAGC,iBAAiB,CAACH,MAAM,EAAEC,QAAQ,CAAC;EAC/C,OAAO;IACLG,IAAI,EAAElB,QAAQ,CAACE,EAAE,CAAC,GAAG,QAAQ,GAAG,OAAO;IACvCc,GAAG;IACHF,MAAM,EAAEJ,cAAc,IAAIP,YAAY;IACtCY,QAAQ,EAAEH,gBAAgB,IAAIN,cAAc;IAC5Ca,OAAO,EAAEjB,EAAE,CAACE,YAAY,CAACL,EAAE,CAACqB,OAAO,CAAC;IACpCC,gBAAgB,EAAE,CAAC,MAAM,CAAC;IAC1BC,uBAAuB,EAAE;MACvB,MAAM,EAAEpB,EAAE,CAACE,YAAY,CAACL,EAAE,CAACwB,wBAAwB;IACrD;EACF,CAAC;AACH;AAEA,SAASN,iBAAiBA,CAACH,MAAc,EAAEC,QAAgB,EAAiE;EAC1H,IAAK,SAAS,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,SAAS,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IAC1D,OAAO,QAAQ;EACjB;EACA,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IACG,MAAM,CAACS,IAAI,CAACV,MAAM,CAAC,IACnB,MAAM,CAACU,IAAI,CAACT,QAAQ,CAAE,IACtB,MAAM,CAACS,IAAI,CAACV,MAAM,CAAE,IACpB,MAAM,CAACU,IAAI,CAACT,QAAQ,CAAE,EACvB;IACA,OAAO,KAAK;EACd;EACA,IAAK,cAAc,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,cAAc,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACpE,OAAO,UAAU;EACnB;EAEA,OAAO,SAAS;AAClB"}
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@@ -1,11 +1,11 @@
|
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1
|
-
import {
|
|
2
|
-
export declare function getPrimitiveDrawMode(drawMode:
|
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1
|
+
import { GLPrimitiveTopology, GLPrimitive } from '@luma.gl/constants';
|
|
2
|
+
export declare function getPrimitiveDrawMode(drawMode: GLPrimitiveTopology): GLPrimitive;
|
|
3
3
|
export declare function getPrimitiveCount(options: {
|
|
4
|
-
drawMode:
|
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4
|
+
drawMode: GLPrimitiveTopology;
|
|
5
5
|
vertexCount: number;
|
|
6
6
|
}): number;
|
|
7
7
|
export declare function getVertexCount(options: {
|
|
8
|
-
drawMode:
|
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8
|
+
drawMode: GLPrimitiveTopology;
|
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9
9
|
vertexCount: number;
|
|
10
10
|
}): number;
|
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11
11
|
//# sourceMappingURL=attribute-utils.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"attribute-utils.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/attribute-utils.ts"],"names":[],"mappings":"AAAA,OAAO,EAAK,
|
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1
|
+
{"version":3,"file":"attribute-utils.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/attribute-utils.ts"],"names":[],"mappings":"AAAA,OAAO,EAAK,mBAAmB,EAAE,WAAW,EAAC,MAAM,oBAAoB,CAAC;AAGxE,wBAAgB,oBAAoB,CAAC,QAAQ,EAAE,mBAAmB,GAAG,WAAW,CAmB/E;AAGD,wBAAgB,iBAAiB,CAAC,OAAO,EAAE;IAAC,QAAQ,EAAE,mBAAmB,CAAC;IAAC,WAAW,EAAE,MAAM,CAAA;CAAC,GAAG,MAAM,CAkBvG;AAGD,wBAAgB,cAAc,CAAC,OAAO,EAAE;IAAC,QAAQ,EAAE,mBAAmB,CAAC;IAAC,WAAW,EAAE,MAAM,CAAA;CAAC,GAAG,MAAM,CAapG"}
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"attribute-utils.js","names":["GL","getPrimitiveDrawMode","drawMode","POINTS","LINES","LINE_STRIP","LINE_LOOP","TRIANGLES","TRIANGLE_STRIP","TRIANGLE_FAN","Error","getPrimitiveCount","options","vertexCount","getVertexCount","primitiveCount"],"sources":["../../../src/adapter/helpers/attribute-utils.ts"],"sourcesContent":["import {GL,
|
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1
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+
{"version":3,"file":"attribute-utils.js","names":["GL","getPrimitiveDrawMode","drawMode","POINTS","LINES","LINE_STRIP","LINE_LOOP","TRIANGLES","TRIANGLE_STRIP","TRIANGLE_FAN","Error","getPrimitiveCount","options","vertexCount","getVertexCount","primitiveCount"],"sources":["../../../src/adapter/helpers/attribute-utils.ts"],"sourcesContent":["import {GL, GLPrimitiveTopology, GLPrimitive} from '@luma.gl/constants';\n\n// Counts the number of complete primitives given a number of vertices and a drawMode\nexport function getPrimitiveDrawMode(drawMode: GLPrimitiveTopology): GLPrimitive {\n switch (drawMode) {\n case GL.POINTS:\n return GL.POINTS;\n case GL.LINES:\n return GL.LINES;\n case GL.LINE_STRIP:\n return GL.LINES;\n case GL.LINE_LOOP:\n return GL.LINES;\n case GL.TRIANGLES:\n return GL.TRIANGLES;\n case GL.TRIANGLE_STRIP:\n return GL.TRIANGLES;\n case GL.TRIANGLE_FAN:\n return GL.TRIANGLES;\n default:\n throw new Error('drawMode');\n }\n}\n\n// Counts the number of complete \"primitives\" given a number of vertices and a drawMode\nexport function getPrimitiveCount(options: {drawMode: GLPrimitiveTopology, vertexCount: number}): number {\n const {drawMode, vertexCount} = options;\n switch (drawMode) {\n case GL.POINTS:\n case GL.LINE_LOOP:\n return vertexCount;\n case GL.LINES:\n return vertexCount / 2;\n case GL.LINE_STRIP:\n return vertexCount - 1;\n case GL.TRIANGLES:\n return vertexCount / 3;\n case GL.TRIANGLE_STRIP:\n case GL.TRIANGLE_FAN:\n return vertexCount - 2;\n default:\n throw new Error('drawMode');\n }\n}\n\n// Counts the number of vertices after splitting the vertex stream into separate \"primitives\"\nexport function getVertexCount(options: {drawMode: GLPrimitiveTopology, vertexCount: number}): number {\n const {drawMode, vertexCount} = options;\n const primitiveCount = getPrimitiveCount({drawMode, vertexCount});\n switch (getPrimitiveDrawMode(drawMode)) {\n case GL.POINTS:\n return primitiveCount;\n case GL.LINES:\n return primitiveCount * 2;\n case GL.TRIANGLES:\n return primitiveCount * 3;\n default:\n throw new Error('drawMode');\n }\n}\n"],"mappings":"AAAA,SAAQA,EAAE,QAAyC,oBAAoB;AAGvE,OAAO,SAASC,oBAAoBA,CAACC,QAA6B,EAAe;EAC/E,QAAQA,QAAQ;IACd,KAAKF,EAAE,CAACG,MAAM;MACZ,OAAOH,EAAE,CAACG,MAAM;IAClB,KAAKH,EAAE,CAACI,KAAK;MACX,OAAOJ,EAAE,CAACI,KAAK;IACjB,KAAKJ,EAAE,CAACK,UAAU;MAChB,OAAOL,EAAE,CAACI,KAAK;IACjB,KAAKJ,EAAE,CAACM,SAAS;MACf,OAAON,EAAE,CAACI,KAAK;IACjB,KAAKJ,EAAE,CAACO,SAAS;MACf,OAAOP,EAAE,CAACO,SAAS;IACrB,KAAKP,EAAE,CAACQ,cAAc;MACpB,OAAOR,EAAE,CAACO,SAAS;IACrB,KAAKP,EAAE,CAACS,YAAY;MAClB,OAAOT,EAAE,CAACO,SAAS;IACrB;MACE,MAAM,IAAIG,KAAK,CAAC,UAAU,CAAC;EAC/B;AACF;AAGA,OAAO,SAASC,iBAAiBA,CAACC,OAA6D,EAAU;EACvG,MAAM;IAACV,QAAQ;IAAEW;EAAW,CAAC,GAAGD,OAAO;EACvC,QAAQV,QAAQ;IACd,KAAKF,EAAE,CAACG,MAAM;IACd,KAAKH,EAAE,CAACM,SAAS;MACf,OAAOO,WAAW;IACpB,KAAKb,EAAE,CAACI,KAAK;MACX,OAAOS,WAAW,GAAG,CAAC;IACxB,KAAKb,EAAE,CAACK,UAAU;MAChB,OAAOQ,WAAW,GAAG,CAAC;IACxB,KAAKb,EAAE,CAACO,SAAS;MACf,OAAOM,WAAW,GAAG,CAAC;IACxB,KAAKb,EAAE,CAACQ,cAAc;IACtB,KAAKR,EAAE,CAACS,YAAY;MAClB,OAAOI,WAAW,GAAG,CAAC;IACxB;MACE,MAAM,IAAIH,KAAK,CAAC,UAAU,CAAC;EAC/B;AACF;AAGA,OAAO,SAASI,cAAcA,CAACF,OAA6D,EAAU;EACpG,MAAM;IAACV,QAAQ;IAAEW;EAAW,CAAC,GAAGD,OAAO;EACvC,MAAMG,cAAc,GAAGJ,iBAAiB,CAAC;IAACT,QAAQ;IAAEW;EAAW,CAAC,CAAC;EACjE,QAAQZ,oBAAoB,CAACC,QAAQ,CAAC;IACpC,KAAKF,EAAE,CAACG,MAAM;MACZ,OAAOY,cAAc;IACvB,KAAKf,EAAE,CAACI,KAAK;MACX,OAAOW,cAAc,GAAG,CAAC;IAC3B,KAAKf,EAAE,CAACO,SAAS;MACf,OAAOQ,cAAc,GAAG,CAAC;IAC3B;MACE,MAAM,IAAIL,KAAK,CAAC,UAAU,CAAC;EAC/B;AACF"}
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import type { ShaderLayout, AttributeLayout, BufferMapping } from '@luma.gl/
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import type { ShaderLayout, AttributeLayout, BufferMapping } from '@luma.gl/core';
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* Note: `linkProgram()` needs to have been called
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@@ -16,7 +16,7 @@ export declare function mergeBufferMap(baseLayout: ShaderLayout, bufferMap: Buff
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export declare function getAttributeFromLayout(shaderLayout: ShaderLayout, name: string): AttributeLayout | null;
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* import type {TextureFormat} from '@luma.gl/
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* import type {TextureFormat} from '@luma.gl/core';
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* Extract info about all "active" uniform blocks
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*
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{"version":3,"file":"get-shader-layout.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,EACV,YAAY,EACZ,eAAe,EAMf,aAAa,EAEd,MAAM,eAAe,CAAC;AASvB;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,EAAE,EAAE,qBAAqB,EAAE,OAAO,EAAE,YAAY,GAAG,YAAY,CAwE9F;AAED;;;;;GAKG;AACH,wBAAgB,iBAAiB,CAC/B,UAAU,EAAE,YAAY,EACxB,cAAc,EAAE,YAAY,GAC3B,YAAY,CAiBd;AAED,wBAAgB,cAAc,CAAC,UAAU,EAAE,YAAY,EAAE,SAAS,EAAE,aAAa,EAAE,GAAG,YAAY,CAsBjG;AAYD,wBAAgB,sBAAsB,CACpC,YAAY,EAAE,YAAY,EAC1B,IAAI,EAAE,MAAM,GACX,eAAe,GAAG,IAAI,CAMxB;AAkQD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG"}
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{"version":3,"file":"get-shader-layout.js","names":["log","GL","isWebGL2","Accessor","decodeUniformType","decodeAttributeType","getVertexFormat","isSamplerUniform","getShaderLayout","gl","program","shaderLayout","attributes","bindings","readAttributeBindings","attribute","size","Math","min","accessor","format","type","FLOAT","push","name","location","stepMode","divisor","uniformBlocks","readUniformBlocks","uniformBlock","uniforms","map","uniform","byteOffset","byteStride","arrayLength","visibility","vertex","fragment","minBindingSize","byteLength","readUniformBindings","textureUnit","viewDimension","sampleType","getSamplerInfo","length","varyings","readVaryings","mergeShaderLayout","baseLayout","overrideLayout","mergedLayout","baseAttribute","find","attr","warn","concat","mergeBufferMap","bufferMap","bufferMapping","attributeOverride","overrideShaderLayoutAttribute","layout","getAttributeFromLayout","count","getProgramParameter","ACTIVE_ATTRIBUTES","index","activeInfo","getActiveAttrib","Error","compositeType","getAttribLocation","glType","components","test","attributeInfo","sort","a","b","gl2","TRANSFORM_FEEDBACK_VARYINGS","getTransformFeedbackVarying","varying","uniformCount","ACTIVE_UNIFORMS","i","getActiveUniform","rawName","isArray","parseUniformName","webglLocation","getUniformLocation","uniformInfo","j","elementName","arrayElementUniformInfo","getBlockParameter","blockIndex","pname","getActiveUniformBlockParameter","blockCount","ACTIVE_UNIFORM_BLOCKS","blockInfo","getActiveUniformBlockName","UNIFORM_BLOCK_BINDING","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_ACTIVE_UNIFORMS","uniformIndices","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","uniformType","getActiveUniforms","UNIFORM_TYPE","uniformArrayLength","UNIFORM_SIZE","uniformOffset","UNIFORM_OFFSET","uniformStride","UNIFORM_ARRAY_STRIDE","SAMPLER_UNIFORMS_GL_TO_GPU","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","sampler","UNIFORM_NAME_REGEXP","matches","exec","Boolean"],"sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport type {\n ShaderLayout,\n AttributeLayout,\n UniformBinding,\n UniformBlockBinding,\n AttributeBinding,\n VaryingBinding,\n AccessorObject,\n BufferMapping,\n VertexFormat\n} from '@luma.gl/api';\nimport {log} from '@luma.gl/api';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport {Accessor} from '../../classic/accessor'; // TODO - should NOT depend on classic API\nimport {decodeUniformType, decodeAttributeType} from './uniforms';\nimport {getVertexFormat} from '../converters/vertex-formats';\nimport {isSamplerUniform} from './uniforms';\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout {\n const shaderLayout: ShaderLayout = {\n attributes: [],\n bindings: []\n };\n\n const attributes: AttributeBinding[] = readAttributeBindings(gl, program);\n for (const attribute of attributes) {\n // TODO - multicolumn attributes like a matrix4 can be up to 16 elts...\n const size = Math.min(attribute.accessor.size, 4);\n const format =\n // attribute.accessor.format ||\n getVertexFormat(attribute.accessor.type || GL.FLOAT, size);\n shaderLayout.attributes.push({\n name: attribute.name,\n location: attribute.location,\n format,\n stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'\n });\n }\n\n // Uniform blocks\n const uniformBlocks: UniformBlockBinding[] = readUniformBlocks(gl, program);\n for (const uniformBlock of uniformBlocks) {\n const uniforms = uniformBlock.uniforms.map(uniform => ({\n name: uniform.name,\n format: uniform.format,\n byteOffset: uniform.byteOffset,\n byteStride: uniform.byteStride,\n arrayLength: uniform.arrayLength\n }));\n shaderLayout.bindings.push({\n type: 'uniform',\n name: uniformBlock.name,\n location: uniformBlock.location,\n visibility: (uniformBlock.vertex ? 0x1 : 0) & (uniformBlock.fragment ? 0x2 : 0),\n minBindingSize: uniformBlock.byteLength,\n uniforms\n });\n }\n\n const uniforms: UniformBinding[] = readUniformBindings(gl, program);\n let textureUnit = 0;\n for (const uniform of uniforms) {\n if (isSamplerUniform(uniform.type)) {\n const {viewDimension, sampleType} = getSamplerInfo(uniform.type);\n shaderLayout.bindings.push({\n type: 'texture',\n name: uniform.name,\n location: textureUnit,\n viewDimension,\n sampleType\n });\n\n // @ts-expect-error\n uniform.textureUnit = textureUnit;\n textureUnit += 1;\n }\n }\n\n if (uniforms.length) {\n shaderLayout.uniforms = uniforms;\n }\n\n // Varyings\n const varyings: VaryingBinding[] = readVaryings(gl, program);\n // Note - samplers are always in unform bindings, even if uniform blocks are used\n if (varyings?.length) {\n shaderLayout.varyings = varyings;\n }\n\n return shaderLayout;\n}\n\n/**\n * Merges an provided shader layout into a base shader layout\n * In WebGL, this allows the auto generated shader layout to be overridden by the application\n * Typically to change the format of the vertex attributes (from float32x4 to uint8x4 etc).\n * @todo Drop this? This could also be done more clearly with bufferMapping\n */\nexport function mergeShaderLayout(\n baseLayout: ShaderLayout,\n overrideLayout: ShaderLayout\n): ShaderLayout {\n // Deep clone the base layout\n const mergedLayout: ShaderLayout = {\n ...baseLayout,\n attributes: baseLayout.attributes.map(attribute => ({...attribute}))\n };\n // Merge the attributes\n for (const attribute of overrideLayout?.attributes || []) {\n const baseAttribute = mergedLayout.attributes.find(attr => attr.name === attribute.name);\n if (!baseAttribute) {\n log.warn(`shader layout attribute ${attribute.name} not present in shader`);\n } else {\n baseAttribute.format = attribute.format || baseAttribute.format;\n baseAttribute.stepMode = attribute.stepMode || baseAttribute.stepMode;\n }\n }\n return mergedLayout;\n}\n\nexport function mergeBufferMap(baseLayout: ShaderLayout, bufferMap: BufferMapping[]): ShaderLayout {\n // Deep clone the base layout\n const mergedLayout: ShaderLayout = {\n ...baseLayout,\n attributes: baseLayout.attributes.map(attribute => ({...attribute}))\n };\n for (const bufferMapping of bufferMap) {\n // Handle interleave\n switch (bufferMapping.type) {\n case 'interleave':\n // Handle interleaved buffer mapping\n for (const attributeOverride of bufferMapping.attributes) {\n overrideShaderLayoutAttribute(mergedLayout, attributeOverride);\n }\n break;\n\n default:\n // Handle simple attribute overrides\n overrideShaderLayoutAttribute(mergedLayout, bufferMapping);\n }\n }\n return mergedLayout;\n}\n\nfunction overrideShaderLayoutAttribute(\n layout: ShaderLayout,\n attributeOverride: {name: string; format?: VertexFormat}\n): void {\n const attribute = getAttributeFromLayout(layout, attributeOverride.name);\n if (attribute && attributeOverride.format) {\n attribute.format = attributeOverride.format;\n }\n}\n\nexport function getAttributeFromLayout(\n shaderLayout: ShaderLayout,\n name: string\n): AttributeLayout | null {\n const attribute = shaderLayout.attributes.find(attr => attr.name === name);\n if (!attribute) {\n log.warn(`shader layout attribute \"${name}\" not present in shader`);\n }\n return attribute || null;\n}\n\n// HELPERS\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readAttributeBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeBinding[] {\n const attributes: AttributeBinding[] = [];\n\n const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const activeInfo = gl.getActiveAttrib(program, index);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const activeInfo = gl2.getTransformFeedbackVarying(program, location);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const {glType, components} = decodeUniformType(compositeType);\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const activeInfo = gl.getActiveUniform(program, i);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name: rawName, size, type} = activeInfo;\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; j < uniformInfo.size; j++) {\n const elementName = `${name}[${j}]`;\n\n webglLocation = gl.getUniformLocation(program, elementName);\n\n const arrayElementUniformInfo = {\n ...uniformInfo,\n name: elementName,\n location: webglLocation as number\n };\n\n uniforms.push(arrayElementUniformInfo);\n }\n }\n }\n return uniforms;\n}\n\n/**\n * Extract info about all \"active\" uniform blocks\n *\n * (\"Active\" just means that unused (aka inactive) blocks may have been\n * optimized away during linking)\n */\nfunction readUniformBlocks(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): UniformBlockBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const getBlockParameter = (blockIndex: number, pname: GL): any =>\n gl2.getActiveUniformBlockParameter(program, blockIndex, pname);\n\n const uniformBlocks: UniformBlockBinding[] = [];\n\n const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {\n const blockInfo: UniformBlockBinding = {\n name: gl2.getActiveUniformBlockName(program, blockIndex) || '',\n location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),\n byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),\n vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n uniforms: [] as any[]\n };\n\n const uniformIndices =\n (getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) as number[]) || [];\n\n const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE); // Array of GLenum indicating the types of the uniforms.\n const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE); // Array of GLuint indicating the sizes of the uniforms.\n // const uniformBlockIndex = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_BLOCK_INDEX\n // ); // Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n // const uniformMatrixStride = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_MATRIX_STRIDE\n // ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n // const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n\n blockInfo.uniforms.push({\n name: activeInfo.name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i]\n // matrixStride: uniformStride[i],\n // rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\ntype SamplerInfo = {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n};\n\nfunction getSamplerInfo(type: GL): SamplerInfo {\n const sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (!sampler) {\n throw new Error('sampler');\n }\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = UNIFORM_NAME_REGEXP.exec(name);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/api';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl: WebGLRenderingContext, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n 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+
{"version":3,"file":"get-shader-layout.js","names":["log","GL","isWebGL2","Accessor","decodeUniformType","decodeAttributeType","getVertexFormat","isSamplerUniform","getShaderLayout","gl","program","shaderLayout","attributes","bindings","readAttributeBindings","attribute","size","Math","min","accessor","format","type","FLOAT","push","name","location","stepMode","divisor","uniformBlocks","readUniformBlocks","uniformBlock","uniforms","map","uniform","byteOffset","byteStride","arrayLength","visibility","vertex","fragment","minBindingSize","byteLength","readUniformBindings","textureUnit","viewDimension","sampleType","getSamplerInfo","length","varyings","readVaryings","mergeShaderLayout","baseLayout","overrideLayout","mergedLayout","baseAttribute","find","attr","warn","concat","mergeBufferMap","bufferMap","bufferMapping","attributeOverride","overrideShaderLayoutAttribute","layout","getAttributeFromLayout","count","getProgramParameter","ACTIVE_ATTRIBUTES","index","activeInfo","getActiveAttrib","Error","compositeType","getAttribLocation","glType","components","test","attributeInfo","sort","a","b","gl2","TRANSFORM_FEEDBACK_VARYINGS","getTransformFeedbackVarying","varying","uniformCount","ACTIVE_UNIFORMS","i","getActiveUniform","rawName","isArray","parseUniformName","webglLocation","getUniformLocation","uniformInfo","j","elementName","arrayElementUniformInfo","getBlockParameter","blockIndex","pname","getActiveUniformBlockParameter","blockCount","ACTIVE_UNIFORM_BLOCKS","blockInfo","getActiveUniformBlockName","UNIFORM_BLOCK_BINDING","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_ACTIVE_UNIFORMS","uniformIndices","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","uniformType","getActiveUniforms","UNIFORM_TYPE","uniformArrayLength","UNIFORM_SIZE","uniformOffset","UNIFORM_OFFSET","uniformStride","UNIFORM_ARRAY_STRIDE","SAMPLER_UNIFORMS_GL_TO_GPU","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","sampler","UNIFORM_NAME_REGEXP","matches","exec","Boolean"],"sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport type {\n ShaderLayout,\n AttributeLayout,\n UniformBinding,\n UniformBlockBinding,\n AttributeBinding,\n VaryingBinding,\n AccessorObject,\n BufferMapping,\n VertexFormat\n} from '@luma.gl/core';\nimport {log} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport {Accessor} from '../../classic/accessor'; // TODO - should NOT depend on classic API\nimport {decodeUniformType, decodeAttributeType} from './uniforms';\nimport {getVertexFormat} from '../converters/vertex-formats';\nimport {isSamplerUniform} from './uniforms';\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout {\n const shaderLayout: ShaderLayout = {\n attributes: [],\n bindings: []\n };\n\n const attributes: AttributeBinding[] = readAttributeBindings(gl, program);\n for (const attribute of attributes) {\n // TODO - multicolumn attributes like a matrix4 can be up to 16 elts...\n const size = Math.min(attribute.accessor.size, 4);\n const format =\n // attribute.accessor.format ||\n getVertexFormat(attribute.accessor.type || GL.FLOAT, size);\n shaderLayout.attributes.push({\n name: attribute.name,\n location: attribute.location,\n format,\n stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'\n });\n }\n\n // Uniform blocks\n const uniformBlocks: UniformBlockBinding[] = readUniformBlocks(gl, program);\n for (const uniformBlock of uniformBlocks) {\n const uniforms = uniformBlock.uniforms.map(uniform => ({\n name: uniform.name,\n format: uniform.format,\n byteOffset: uniform.byteOffset,\n byteStride: uniform.byteStride,\n arrayLength: uniform.arrayLength\n }));\n shaderLayout.bindings.push({\n type: 'uniform',\n name: uniformBlock.name,\n location: uniformBlock.location,\n visibility: (uniformBlock.vertex ? 0x1 : 0) & (uniformBlock.fragment ? 0x2 : 0),\n minBindingSize: uniformBlock.byteLength,\n uniforms\n });\n }\n\n const uniforms: UniformBinding[] = readUniformBindings(gl, program);\n let textureUnit = 0;\n for (const uniform of uniforms) {\n if (isSamplerUniform(uniform.type)) {\n const {viewDimension, sampleType} = getSamplerInfo(uniform.type);\n shaderLayout.bindings.push({\n type: 'texture',\n name: uniform.name,\n location: textureUnit,\n viewDimension,\n sampleType\n });\n\n // @ts-expect-error\n uniform.textureUnit = textureUnit;\n textureUnit += 1;\n }\n }\n\n if (uniforms.length) {\n shaderLayout.uniforms = uniforms;\n }\n\n // Varyings\n const varyings: VaryingBinding[] = readVaryings(gl, program);\n // Note - samplers are always in unform bindings, even if uniform blocks are used\n if (varyings?.length) {\n shaderLayout.varyings = varyings;\n }\n\n return shaderLayout;\n}\n\n/**\n * Merges an provided shader layout into a base shader layout\n * In WebGL, this allows the auto generated shader layout to be overridden by the application\n * Typically to change the format of the vertex attributes (from float32x4 to uint8x4 etc).\n * @todo Drop this? This could also be done more clearly with bufferMapping\n */\nexport function mergeShaderLayout(\n baseLayout: ShaderLayout,\n overrideLayout: ShaderLayout\n): ShaderLayout {\n // Deep clone the base layout\n const mergedLayout: ShaderLayout = {\n ...baseLayout,\n attributes: baseLayout.attributes.map(attribute => ({...attribute}))\n };\n // Merge the attributes\n for (const attribute of overrideLayout?.attributes || []) {\n const baseAttribute = mergedLayout.attributes.find(attr => attr.name === attribute.name);\n if (!baseAttribute) {\n log.warn(`shader layout attribute ${attribute.name} not present in shader`);\n } else {\n baseAttribute.format = attribute.format || baseAttribute.format;\n baseAttribute.stepMode = attribute.stepMode || baseAttribute.stepMode;\n }\n }\n return mergedLayout;\n}\n\nexport function mergeBufferMap(baseLayout: ShaderLayout, bufferMap: BufferMapping[]): ShaderLayout {\n // Deep clone the base layout\n const mergedLayout: ShaderLayout = {\n ...baseLayout,\n attributes: baseLayout.attributes.map(attribute => ({...attribute}))\n };\n for (const bufferMapping of bufferMap) {\n // Handle interleave\n switch (bufferMapping.type) {\n case 'interleave':\n // Handle interleaved buffer mapping\n for (const attributeOverride of bufferMapping.attributes) {\n overrideShaderLayoutAttribute(mergedLayout, attributeOverride);\n }\n break;\n\n default:\n // Handle simple attribute overrides\n overrideShaderLayoutAttribute(mergedLayout, bufferMapping);\n }\n }\n return mergedLayout;\n}\n\nfunction overrideShaderLayoutAttribute(\n layout: ShaderLayout,\n attributeOverride: {name: string; format?: VertexFormat}\n): void {\n const attribute = getAttributeFromLayout(layout, attributeOverride.name);\n if (attribute && attributeOverride.format) {\n attribute.format = attributeOverride.format;\n }\n}\n\nexport function getAttributeFromLayout(\n shaderLayout: ShaderLayout,\n name: string\n): AttributeLayout | null {\n const attribute = shaderLayout.attributes.find(attr => attr.name === name);\n if (!attribute) {\n log.warn(`shader layout attribute \"${name}\" not present in shader`);\n }\n return attribute || null;\n}\n\n// HELPERS\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readAttributeBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeBinding[] {\n const attributes: AttributeBinding[] = [];\n\n const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const activeInfo = gl.getActiveAttrib(program, index);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const activeInfo = gl2.getTransformFeedbackVarying(program, location);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const {glType, components} = decodeUniformType(compositeType);\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const activeInfo = gl.getActiveUniform(program, i);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name: rawName, size, type} = activeInfo;\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; j < uniformInfo.size; j++) {\n const elementName = `${name}[${j}]`;\n\n webglLocation = gl.getUniformLocation(program, elementName);\n\n const arrayElementUniformInfo = {\n ...uniformInfo,\n name: elementName,\n location: webglLocation as number\n };\n\n uniforms.push(arrayElementUniformInfo);\n }\n }\n }\n return uniforms;\n}\n\n/**\n * Extract info about all \"active\" uniform blocks\n *\n * (\"Active\" just means that unused (aka inactive) blocks may have been\n * optimized away during linking)\n */\nfunction readUniformBlocks(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): UniformBlockBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const getBlockParameter = (blockIndex: number, pname: GL): any =>\n gl2.getActiveUniformBlockParameter(program, blockIndex, pname);\n\n const uniformBlocks: UniformBlockBinding[] = [];\n\n const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {\n const blockInfo: UniformBlockBinding = {\n name: gl2.getActiveUniformBlockName(program, blockIndex) || '',\n location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),\n byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),\n vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n uniforms: [] as any[]\n };\n\n const uniformIndices =\n (getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) as number[]) || [];\n\n const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE); // Array of GLenum indicating the types of the uniforms.\n const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE); // Array of GLuint indicating the sizes of the uniforms.\n // const uniformBlockIndex = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_BLOCK_INDEX\n // ); // Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n // const uniformMatrixStride = gl2.getActiveUniforms(\n // program,\n // uniformIndices,\n // GL.UNIFORM_MATRIX_STRIDE\n // ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n // const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n\n blockInfo.uniforms.push({\n name: activeInfo.name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i]\n // matrixStride: uniformStride[i],\n // rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\ntype SamplerInfo = {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n};\n\nfunction getSamplerInfo(type: GL): SamplerInfo {\n const sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (!sampler) {\n throw new Error('sampler');\n }\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = UNIFORM_NAME_REGEXP.exec(name);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/core';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl: WebGLRenderingContext, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n 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@@ -1,4 +1,4 @@
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1
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-
import type { CompilerMessage } from '@luma.gl/
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1
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+
import type { CompilerMessage } from '@luma.gl/core';
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2
2
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/**
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3
3
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* Parse a WebGL-format GLSL compilation log into an array of WebGPU style message records.
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4
4
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* This follows documented WebGL conventions for compilation logs.
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"parse-shader-compiler-log.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,eAAe,EAAC,MAAM,
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1
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+
{"version":3,"file":"parse-shader-compiler-log.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,eAAe,EAAC,MAAM,eAAe,CAAC;AAInD;;;;GAIG;AACH,wBAAgB,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAI,SAAS,eAAe,EAAE,CAqClF"}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"parse-shader-compiler-log.js","names":["MESSAGE_TYPES","parseShaderCompilerLog","errLog","lines","split","messages","line","length","segments","messageType","linePosition","lineNumber","rest","lineNum","parseInt","isNaN","linePos","lowerCaseType","toLowerCase","type","includes","push","message","join","trim"],"sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {CompilerMessage} from '@luma.gl/
|
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1
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+
{"version":3,"file":"parse-shader-compiler-log.js","names":["MESSAGE_TYPES","parseShaderCompilerLog","errLog","lines","split","messages","line","length","segments","messageType","linePosition","lineNumber","rest","lineNum","parseInt","isNaN","linePos","lowerCaseType","toLowerCase","type","includes","push","message","join","trim"],"sources":["../../../src/adapter/helpers/parse-shader-compiler-log.ts"],"sourcesContent":["// luma.gl, MIT license\nimport type {CompilerMessage} from '@luma.gl/core';\n\nconst MESSAGE_TYPES = ['warning', 'error', 'info'];\n\n/**\n * Parse a WebGL-format GLSL compilation log into an array of WebGPU style message records.\n * This follows documented WebGL conventions for compilation logs.\n * Based on https://github.com/wwwtyro/gl-format-compiler-error (public domain)\n */\nexport function parseShaderCompilerLog(errLog: string) : readonly CompilerMessage[] {\n // Parse the error - note: browser and driver dependent\n const lines = errLog.split(/\\r?\\n/);\n\n const messages: CompilerMessage[] = [];\n\n for (const line of lines) {\n if (line.length <= 1) {\n continue; // eslint-disable-line no-continue\n }\n\n const segments: string[] = line.split(':');\n const [messageType, linePosition, lineNumber, ...rest] = segments;\n\n let lineNum = parseInt(lineNumber, 10);\n if (isNaN(lineNum)) {\n lineNum = 0;\n }\n\n let linePos = parseInt(linePosition, 10);\n if (isNaN(linePos)) {\n linePos = 0;\n }\n\n // Ensure supported type\n const lowerCaseType = messageType.toLowerCase();\n const type = (MESSAGE_TYPES.includes(lowerCaseType) ? lowerCaseType : 'info') as 'warning' | 'error' | 'info';\n\n messages.push({\n message: rest.join(':').trim(),\n type,\n lineNum,\n linePos // TODO\n })\n }\n\n return messages;\n}\n"],"mappings":"AAGA,MAAMA,aAAa,GAAG,CAAC,SAAS,EAAE,OAAO,EAAE,MAAM,CAAC;AAOlD,OAAO,SAASC,sBAAsBA,CAACC,MAAc,EAA+B;EAElF,MAAMC,KAAK,GAAGD,MAAM,CAACE,KAAK,CAAC,OAAO,CAAC;EAEnC,MAAMC,QAA2B,GAAG,EAAE;EAEtC,KAAK,MAAMC,IAAI,IAAIH,KAAK,EAAE;IACxB,IAAIG,IAAI,CAACC,MAAM,IAAI,CAAC,EAAE;MACpB;IACF;IAEA,MAAMC,QAAkB,GAAGF,IAAI,CAACF,KAAK,CAAC,GAAG,CAAC;IAC1C,MAAM,CAACK,WAAW,EAAEC,YAAY,EAAEC,UAAU,EAAE,GAAGC,IAAI,CAAC,GAAGJ,QAAQ;IAEjE,IAAIK,OAAO,GAAGC,QAAQ,CAACH,UAAU,EAAE,EAAE,CAAC;IACtC,IAAII,KAAK,CAACF,OAAO,CAAC,EAAE;MAClBA,OAAO,GAAG,CAAC;IACb;IAEA,IAAIG,OAAO,GAAGF,QAAQ,CAACJ,YAAY,EAAE,EAAE,CAAC;IACxC,IAAIK,KAAK,CAACC,OAAO,CAAC,EAAE;MAClBA,OAAO,GAAG,CAAC;IACb;IAGA,MAAMC,aAAa,GAAGR,WAAW,CAACS,WAAW,CAAC,CAAC;IAC/C,MAAMC,IAAI,GAAInB,aAAa,CAACoB,QAAQ,CAACH,aAAa,CAAC,GAAGA,aAAa,GAAG,MAAuC;IAE7GZ,QAAQ,CAACgB,IAAI,CAAC;MACZC,OAAO,EAAEV,IAAI,CAACW,IAAI,CAAC,GAAG,CAAC,CAACC,IAAI,CAAC,CAAC;MAC9BL,IAAI;MACJN,OAAO;MACPG;IACF,CAAC,CAAC;EACJ;EAEA,OAAOX,QAAQ;AACjB"}
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@@ -1,4 +1,4 @@
|
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1
1
|
import { GL } from '@luma.gl/constants';
|
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2
2
|
/** Set a raw uniform (without type conversion and caching) */
|
|
3
|
-
export declare function setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation, type: GL, value: number | Float32Array | Int32Array | Uint32Array): void;
|
|
3
|
+
export declare function setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation, type: GL, value: number | Float32Array | Int32Array | Uint32Array | boolean): void;
|
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4
4
|
//# sourceMappingURL=set-uniform.d.ts.map
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@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"set-uniform.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/set-uniform.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,EAAE,EAAC,MAAM,oBAAoB,CAAC;AAEtC,8DAA8D;AAE9D,wBAAgB,UAAU,CACxB,EAAE,EAAE,qBAAqB,EACzB,QAAQ,EAAE,oBAAoB,EAC9B,IAAI,EAAE,EAAE,EACR,KAAK,EAAE,MAAM,GAAG,YAAY,GAAG,UAAU,GAAG,WAAW,
|
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1
|
+
{"version":3,"file":"set-uniform.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/set-uniform.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,EAAE,EAAC,MAAM,oBAAoB,CAAC;AAEtC,8DAA8D;AAE9D,wBAAgB,UAAU,CACxB,EAAE,EAAE,qBAAqB,EACzB,QAAQ,EAAE,oBAAoB,EAC9B,IAAI,EAAE,EAAE,EACR,KAAK,EAAE,MAAM,GAAG,YAAY,GAAG,UAAU,GAAG,WAAW,GAAG,OAAO,GAChE,IAAI,CA2EN"}
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@@ -1 +1 @@
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1
|
-
{"version":3,"file":"set-uniform.js","names":["GL","setUniform","gl","location","type","value","gl2","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","uniform1i","arrayValue","FLOAT","uniform1fv","FLOAT_VEC2","uniform2fv","FLOAT_VEC3","uniform3fv","FLOAT_VEC4","uniform4fv","INT","uniform1iv","INT_VEC2","uniform2iv","INT_VEC3","uniform3iv","INT_VEC4","uniform4iv","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","UNSIGNED_INT","uniform1uiv","UNSIGNED_INT_VEC2","uniform2uiv","UNSIGNED_INT_VEC3","uniform3uiv","UNSIGNED_INT_VEC4","uniform4uiv","FLOAT_MAT2","uniformMatrix2fv","FLOAT_MAT3","uniformMatrix3fv","FLOAT_MAT4","uniformMatrix4fv","FLOAT_MAT2x3","uniformMatrix2x3fv","FLOAT_MAT2x4","uniformMatrix2x4fv","FLOAT_MAT3x2","uniformMatrix3x2fv","FLOAT_MAT3x4","uniformMatrix3x4fv","FLOAT_MAT4x2","uniformMatrix4x2fv","FLOAT_MAT4x3","uniformMatrix4x3fv","Error"],"sources":["../../../src/adapter/helpers/set-uniform.ts"],"sourcesContent":["/* eslint-disable */\n\n// Uniforms\nimport {GL} from '@luma.gl/constants';\n\n/** Set a raw uniform (without type conversion and caching) */\n/* eslint-disable max-len */\nexport function setUniform(\n gl: WebGLRenderingContext,\n location: WebGLUniformLocation,\n type: GL,\n value: number | Float32Array | Int32Array | Uint32Array\n): void {\n const gl2 = gl as WebGL2RenderingContext;\n\n if (typeof value === 'number') {\n // prettier-ignore\n switch (type) {\n // WebGL1 samplers\n case GL.SAMPLER_2D:\n case GL.SAMPLER_CUBE:\n // WebGL2 samplers\n case GL.SAMPLER_3D:\n case GL.SAMPLER_2D_SHADOW:\n case GL.SAMPLER_2D_ARRAY:\n case GL.SAMPLER_2D_ARRAY_SHADOW:\n case GL.SAMPLER_CUBE_SHADOW:\n case GL.INT_SAMPLER_2D:\n case GL.INT_SAMPLER_3D:\n case GL.INT_SAMPLER_CUBE:\n case GL.INT_SAMPLER_2D_ARRAY:\n case GL.UNSIGNED_INT_SAMPLER_2D:\n case GL.UNSIGNED_INT_SAMPLER_3D:\n case GL.UNSIGNED_INT_SAMPLER_CUBE:\n case GL.UNSIGNED_INT_SAMPLER_2D_ARRAY:\n return gl.uniform1i(location, value);\n }\n }\n\n
|
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1
|
+
{"version":3,"file":"set-uniform.js","names":["GL","setUniform","gl","location","type","value","gl2","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","uniform1i","arrayValue","FLOAT","uniform1fv","FLOAT_VEC2","uniform2fv","FLOAT_VEC3","uniform3fv","FLOAT_VEC4","uniform4fv","INT","uniform1iv","INT_VEC2","uniform2iv","INT_VEC3","uniform3iv","INT_VEC4","uniform4iv","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","UNSIGNED_INT","uniform1uiv","UNSIGNED_INT_VEC2","uniform2uiv","UNSIGNED_INT_VEC3","uniform3uiv","UNSIGNED_INT_VEC4","uniform4uiv","FLOAT_MAT2","uniformMatrix2fv","FLOAT_MAT3","uniformMatrix3fv","FLOAT_MAT4","uniformMatrix4fv","FLOAT_MAT2x3","uniformMatrix2x3fv","FLOAT_MAT2x4","uniformMatrix2x4fv","FLOAT_MAT3x2","uniformMatrix3x2fv","FLOAT_MAT3x4","uniformMatrix3x4fv","FLOAT_MAT4x2","uniformMatrix4x2fv","FLOAT_MAT4x3","uniformMatrix4x3fv","Error"],"sources":["../../../src/adapter/helpers/set-uniform.ts"],"sourcesContent":["/* eslint-disable */\n\n// Uniforms\nimport {GL} from '@luma.gl/constants';\n\n/** Set a raw uniform (without type conversion and caching) */\n/* eslint-disable max-len */\nexport function setUniform(\n gl: WebGLRenderingContext,\n location: WebGLUniformLocation,\n type: GL,\n value: number | Float32Array | Int32Array | Uint32Array | boolean\n): void {\n const gl2 = gl as WebGL2RenderingContext;\n\n if (typeof value === 'number') {\n // prettier-ignore\n switch (type) {\n // WebGL1 samplers\n case GL.SAMPLER_2D:\n case GL.SAMPLER_CUBE:\n // WebGL2 samplers\n case GL.SAMPLER_3D:\n case GL.SAMPLER_2D_SHADOW:\n case GL.SAMPLER_2D_ARRAY:\n case GL.SAMPLER_2D_ARRAY_SHADOW:\n case GL.SAMPLER_CUBE_SHADOW:\n case GL.INT_SAMPLER_2D:\n case GL.INT_SAMPLER_3D:\n case GL.INT_SAMPLER_CUBE:\n case GL.INT_SAMPLER_2D_ARRAY:\n case GL.UNSIGNED_INT_SAMPLER_2D:\n case GL.UNSIGNED_INT_SAMPLER_3D:\n case GL.UNSIGNED_INT_SAMPLER_CUBE:\n case GL.UNSIGNED_INT_SAMPLER_2D_ARRAY:\n return gl.uniform1i(location, value);\n }\n }\n\n if (value === true) {\n value = 1;\n }\n\n if (value === false) {\n value = 0;\n }\n const arrayValue = (typeof value === 'number') ? [value] : value;\n\n // prettier-ignore\n switch (type) {\n case GL.FLOAT: return gl.uniform1fv(location, arrayValue);\n case GL.FLOAT_VEC2: return gl.uniform2fv(location, arrayValue);\n case GL.FLOAT_VEC3: return gl.uniform3fv(location, arrayValue);\n case GL.FLOAT_VEC4: return gl.uniform4fv(location, arrayValue);\n\n case GL.INT: return gl.uniform1iv(location, arrayValue);\n case GL.INT_VEC2: return gl.uniform2iv(location, arrayValue);\n case GL.INT_VEC3: return gl.uniform3iv(location, arrayValue);\n case GL.INT_VEC4: return gl.uniform4iv(location, arrayValue);\n\n case GL.BOOL: return gl.uniform1iv(location, arrayValue);\n case GL.BOOL_VEC2: return gl.uniform2iv(location, arrayValue);\n case GL.BOOL_VEC3: return gl.uniform3iv(location, arrayValue);\n case GL.BOOL_VEC4: return gl.uniform4iv(location, arrayValue);\n\n // WEBGL2 - unsigned integers\n case GL.UNSIGNED_INT: return gl2.uniform1uiv(location, arrayValue, 1);\n case GL.UNSIGNED_INT_VEC2: return gl2.uniform2uiv(location, arrayValue, 2);\n case GL.UNSIGNED_INT_VEC3: return gl2.uniform3uiv(location, arrayValue, 3);\n case GL.UNSIGNED_INT_VEC4: return gl2.uniform4uiv(location, arrayValue, 4);\n\n // WebGL2 - quadratic matrices\n // false: don't transpose the matrix\n case GL.FLOAT_MAT2: return gl.uniformMatrix2fv(location, false, arrayValue);\n case GL.FLOAT_MAT3: return gl.uniformMatrix3fv(location, false, arrayValue);\n case GL.FLOAT_MAT4: return gl.uniformMatrix4fv(location, false, arrayValue);\n\n // WebGL2 - rectangular matrices\n case GL.FLOAT_MAT2x3: return gl2.uniformMatrix2x3fv(location, false, arrayValue);\n case GL.FLOAT_MAT2x4: return gl2.uniformMatrix2x4fv(location, false, arrayValue);\n case GL.FLOAT_MAT3x2: return gl2.uniformMatrix3x2fv(location, false, arrayValue);\n case GL.FLOAT_MAT3x4: return gl2.uniformMatrix3x4fv(location, false, arrayValue);\n case GL.FLOAT_MAT4x2: return gl2.uniformMatrix4x2fv(location, false, arrayValue);\n case GL.FLOAT_MAT4x3: return gl2.uniformMatrix4x3fv(location, false, arrayValue);\n }\n\n throw new Error('Illegal uniform');\n}\n"],"mappings":"AAGA,SAAQA,EAAE,QAAO,oBAAoB;AAIrC,OAAO,SAASC,UAAUA,CACxBC,EAAyB,EACzBC,QAA8B,EAC9BC,IAAQ,EACRC,KAAiE,EAC3D;EACN,MAAMC,GAAG,GAAGJ,EAA4B;EAExC,IAAI,OAAOG,KAAK,KAAK,QAAQ,EAAE;IAE7B,QAAQD,IAAI;MAEV,KAAKJ,EAAE,CAACO,UAAU;MAClB,KAAKP,EAAE,CAACQ,YAAY;MAEpB,KAAKR,EAAE,CAACS,UAAU;MAClB,KAAKT,EAAE,CAACU,iBAAiB;MACzB,KAAKV,EAAE,CAACW,gBAAgB;MACxB,KAAKX,EAAE,CAACY,uBAAuB;MAC/B,KAAKZ,EAAE,CAACa,mBAAmB;MAC3B,KAAKb,EAAE,CAACc,cAAc;MACtB,KAAKd,EAAE,CAACe,cAAc;MACtB,KAAKf,EAAE,CAACgB,gBAAgB;MACxB,KAAKhB,EAAE,CAACiB,oBAAoB;MAC5B,KAAKjB,EAAE,CAACkB,uBAAuB;MAC/B,KAAKlB,EAAE,CAACmB,uBAAuB;MAC/B,KAAKnB,EAAE,CAACoB,yBAAyB;MACjC,KAAKpB,EAAE,CAACqB,6BAA6B;QACnC,OAAOnB,EAAE,CAACoB,SAAS,CAACnB,QAAQ,EAAEE,KAAK,CAAC;IACxC;EACF;EAEA,IAAIA,KAAK,KAAK,IAAI,EAAE;IAClBA,KAAK,GAAG,CAAC;EACX;EAEA,IAAIA,KAAK,KAAK,KAAK,EAAE;IACnBA,KAAK,GAAG,CAAC;EACX;EACA,MAAMkB,UAAU,GAAI,OAAOlB,KAAK,KAAK,QAAQ,GAAI,CAACA,KAAK,CAAC,GAAGA,KAAK;EAGhE,QAAQD,IAAI;IACV,KAAKJ,EAAE,CAACwB,KAAK;MAAE,OAAOtB,EAAE,CAACuB,UAAU,CAACtB,QAAQ,EAAEoB,UAAU,CAAC;IACzD,KAAKvB,EAAE,CAAC0B,UAAU;MAAE,OAAOxB,EAAE,CAACyB,UAAU,CAACxB,QAAQ,EAAEoB,UAAU,CAAC;IAC9D,KAAKvB,EAAE,CAAC4B,UAAU;MAAE,OAAO1B,EAAE,CAAC2B,UAAU,CAAC1B,QAAQ,EAAEoB,UAAU,CAAC;IAC9D,KAAKvB,EAAE,CAAC8B,UAAU;MAAE,OAAO5B,EAAE,CAAC6B,UAAU,CAAC5B,QAAQ,EAAEoB,UAAU,CAAC;IAE9D,KAAKvB,EAAE,CAACgC,GAAG;MAAE,OAAO9B,EAAE,CAAC+B,UAAU,CAAC9B,QAAQ,EAAEoB,UAAU,CAAC;IACvD,KAAKvB,EAAE,CAACkC,QAAQ;MAAE,OAAOhC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEoB,UAAU,CAAC;IAC5D,KAAKvB,EAAE,CAACoC,QAAQ;MAAE,OAAOlC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEoB,UAAU,CAAC;IAC5D,KAAKvB,EAAE,CAACsC,QAAQ;MAAE,OAAOpC,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEoB,UAAU,CAAC;IAE5D,KAAKvB,EAAE,CAACwC,IAAI;MAAE,OAAOtC,EAAE,CAAC+B,UAAU,CAAC9B,QAAQ,EAAEoB,UAAU,CAAC;IACxD,KAAKvB,EAAE,CAACyC,SAAS;MAAE,OAAOvC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEoB,UAAU,CAAC;IAC7D,KAAKvB,EAAE,CAAC0C,SAAS;MAAE,OAAOxC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEoB,UAAU,CAAC;IAC7D,KAAKvB,EAAE,CAAC2C,SAAS;MAAE,OAAOzC,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEoB,UAAU,CAAC;IAG7D,KAAKvB,EAAE,CAAC4C,YAAY;MAAE,OAAOtC,GAAG,CAACuC,WAAW,CAAC1C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IACrE,KAAKvB,EAAE,CAAC8C,iBAAiB;MAAE,OAAOxC,GAAG,CAACyC,WAAW,CAAC5C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKvB,EAAE,CAACgD,iBAAiB;MAAE,OAAO1C,GAAG,CAAC2C,WAAW,CAAC9C,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKvB,EAAE,CAACkD,iBAAiB;MAAE,OAAO5C,GAAG,CAAC6C,WAAW,CAAChD,QAAQ,EAAEoB,UAAU,EAAE,CAAC,CAAC;IAI1E,KAAKvB,EAAE,CAACoD,UAAU;MAAE,OAAOlD,EAAE,CAACmD,gBAAgB,CAAClD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAC3E,KAAKvB,EAAE,CAACsD,UAAU;MAAE,OAAOpD,EAAE,CAACqD,gBAAgB,CAACpD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAC3E,KAAKvB,EAAE,CAACwD,UAAU;MAAE,OAAOtD,EAAE,CAACuD,gBAAgB,CAACtD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAG3E,KAAKvB,EAAE,CAAC0D,YAAY;MAAE,OAAOpD,GAAG,CAACqD,kBAAkB,CAACxD,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAAC4D,YAAY;MAAE,OAAOtD,GAAG,CAACuD,kBAAkB,CAAC1D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAAC8D,YAAY;MAAE,OAAOxD,GAAG,CAACyD,kBAAkB,CAAC5D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACgE,YAAY;MAAE,OAAO1D,GAAG,CAAC2D,kBAAkB,CAAC9D,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACkE,YAAY;MAAE,OAAO5D,GAAG,CAAC6D,kBAAkB,CAAChE,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;IAChF,KAAKvB,EAAE,CAACoE,YAAY;MAAE,OAAO9D,GAAG,CAAC+D,kBAAkB,CAAClE,QAAQ,EAAE,KAAK,EAAEoB,UAAU,CAAC;EAClF;EAEA,MAAM,IAAI+C,KAAK,CAAC,iBAAiB,CAAC;AACpC"}
|
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@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { UniformFormat, VertexFormat } from '@luma.gl/
|
|
1
|
+
import { UniformFormat, VertexFormat } from '@luma.gl/core';
|
|
2
2
|
import { GL, GLUniformType, GLCompositeType, GLDataType } from '@luma.gl/constants';
|
|
3
3
|
/** Check is uniform is of sampler type */
|
|
4
4
|
export declare function isSamplerUniform(type: GLUniformType): boolean;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|