@luma.gl/webgl 9.0.0-alpha.3 → 9.0.0-alpha.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (32) hide show
  1. package/dist/adapter/converters/device-parameters.js.map +1 -1
  2. package/dist/adapter/converters/sampler-parameters.js +1 -1
  3. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  4. package/dist/adapter/resources/webgl-texture.d.ts +3 -3
  5. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  6. package/dist/adapter/resources/webgl-texture.js +7 -5
  7. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  8. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  9. package/dist/es5/adapter/converters/device-parameters.js.map +1 -1
  10. package/dist/es5/adapter/converters/sampler-parameters.js +1 -1
  11. package/dist/es5/adapter/converters/sampler-parameters.js.map +1 -1
  12. package/dist/es5/adapter/resources/webgl-texture.js +53 -53
  13. package/dist/es5/adapter/resources/webgl-texture.js.map +1 -1
  14. package/dist/es5/context/state-tracker/track-context-state.js +12 -12
  15. package/dist/es5/context/state-tracker/track-context-state.js.map +1 -1
  16. package/dist/es5/types/webgl.js.map +1 -1
  17. package/dist/esm/adapter/converters/device-parameters.js.map +1 -1
  18. package/dist/esm/adapter/converters/sampler-parameters.js +1 -1
  19. package/dist/esm/adapter/converters/sampler-parameters.js.map +1 -1
  20. package/dist/esm/adapter/resources/webgl-texture.js +7 -5
  21. package/dist/esm/adapter/resources/webgl-texture.js.map +1 -1
  22. package/dist/esm/context/state-tracker/track-context-state.js.map +1 -1
  23. package/dist/esm/types/webgl.js.map +1 -1
  24. package/dist/types/webgl.d.ts +1 -0
  25. package/dist/types/webgl.d.ts.map +1 -1
  26. package/dist/types/webgl.js.map +1 -1
  27. package/package.json +4 -4
  28. package/src/adapter/converters/device-parameters.ts +2 -2
  29. package/src/adapter/converters/sampler-parameters.ts +1 -1
  30. package/src/adapter/resources/webgl-texture.ts +2 -1
  31. package/src/context/state-tracker/track-context-state.ts +8 -7
  32. package/src/types/webgl.ts +1 -0
@@ -66,20 +66,20 @@ var GLState = function () {
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  var oldValue;
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  var oldValues = this.stateStack.length > 0 && this.stateStack[this.stateStack.length - 1];
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- for (var key in values) {
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- (0, _api.assert)(key !== undefined);
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- var value = values[key];
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- var cached = this.cache[key];
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+ for (var _key in values) {
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+ (0, _api.assert)(_key !== undefined);
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+ var value = values[_key];
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+ var cached = this.cache[_key];
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  if (!(0, _deepArrayEqual.deepArrayEqual)(value, cached)) {
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  valueChanged = true;
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  oldValue = cached;
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- if (oldValues && !(key in oldValues)) {
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- oldValues[key] = cached;
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+ if (oldValues && !(_key in oldValues)) {
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+ oldValues[_key] = cached;
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  }
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- this.cache[key] = value;
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+ this.cache[_key] = value;
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  }
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  }
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@@ -109,9 +109,9 @@ function trackContextState(gl, options) {
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  });
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  installProgramSpy(gl);
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- for (var key in _webglParameterTables.GL_HOOKED_SETTERS) {
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- var setter = _webglParameterTables.GL_HOOKED_SETTERS[key];
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- installSetterSpy(gl, key, setter);
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+ for (var _key2 in _webglParameterTables.GL_HOOKED_SETTERS) {
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+ var setter = _webglParameterTables.GL_HOOKED_SETTERS[_key2];
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+ installSetterSpy(gl, _key2, setter);
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  }
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  installGetterOverride(gl, 'getParameter');
@@ -175,8 +175,8 @@ function installSetterSpy(gl, functionName, setter) {
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  gl[functionName] = function set() {
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  var glState = getContextState(gl);
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- for (var _len = arguments.length, params = new Array(_len), _key = 0; _key < _len; _key++) {
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- params[_key] = arguments[_key];
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+ for (var _len = arguments.length, params = new Array(_len), _key3 = 0; _key3 < _len; _key3++) {
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+ params[_key3] = arguments[_key3];
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  }
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  var _setter = setter.apply(void 0, [glState._updateCache].concat(params)),
@@ -1 +1 @@
1
- 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Support for listening to context state changes and intercepting state queries\n// NOTE: this system does not handle buffer bindings\nimport {assert} from '@luma.gl/api';\nimport {GL_PARAMETER_DEFAULTS, GL_HOOKED_SETTERS, NON_CACHE_PARAMETERS} from '../parameters/webgl-parameter-tables';\nimport {setParameters, getParameters} from '../parameters/unified-parameter-api';\nimport {deepArrayEqual} from './deep-array-equal';\n\n// HELPER CLASS - GLState\n\n/* eslint-disable no-shadow */\nclass GLState {\n gl: WebGLRenderingContext;\n program = null;\n stateStack = [];\n enable = true;\n cache;\n log;\n\n constructor(\n gl,\n {\n copyState = false, // Copy cache from params (slow) or initialize from WebGL defaults (fast)\n log = () => {} // Logging function, called when gl parameter change calls are actually issued\n } = {}\n ) {\n this.gl = gl;\n this.cache = copyState ? getParameters(gl) : Object.assign({}, GL_PARAMETER_DEFAULTS);\n this.log = log;\n\n this._updateCache = this._updateCache.bind(this);\n Object.seal(this);\n }\n\n push(values = {}) {\n this.stateStack.push({});\n }\n\n pop() {\n assert(this.stateStack.length > 0);\n // Use the saved values in the state stack to restore parameters\n const oldValues = this.stateStack[this.stateStack.length - 1];\n setParameters(this.gl, oldValues);\n // Don't pop until we have reset parameters (to make sure other \"stack frames\" are not affected)\n this.stateStack.pop();\n }\n\n /**\n // interceptor for context set functions - update our cache and our stack\n // values (Object) - the key values for this setter\n * @param values\n * @returns\n */\n _updateCache(values) {\n let valueChanged = false;\n let oldValue; // = undefined\n\n const oldValues = this.stateStack.length > 0 && this.stateStack[this.stateStack.length - 1];\n\n for (const key in values) {\n assert(key !== undefined);\n const value = values[key];\n const cached = this.cache[key];\n // Check that value hasn't already been shadowed\n if (!deepArrayEqual(value, cached)) {\n valueChanged = true;\n oldValue = cached;\n\n // First, save current value being shadowed\n // If a state stack frame is active, save the current parameter values for pop\n // but first check that value hasn't already been shadowed and saved\n if (oldValues && !(key in oldValues)) {\n oldValues[key] = cached;\n }\n\n // Save current value being shadowed\n this.cache[key] = value;\n }\n }\n\n return {valueChanged, oldValue};\n }\n}\n\nfunction getContextState(gl: WebGLRenderingContext): GLState {\n // @ts-expect-error\n return gl.state as GLState;\n}\n\n// PUBLIC API\n\n/**\n * Initialize WebGL state caching on a context\n * can be called multiple times to enable/disable\n *\n * @note After calling this function, context state will be cached\n * gl.state.push() and gl.state.pop() will be available for saving,\n * temporarily modifying, and then restoring state.\n */\n export function trackContextState(\n gl: WebGLRenderingContext,\n options?: {\n enable?: boolean;\n copyState?: boolean;\n log?: any;\n }\n): WebGLRenderingContext {\n const {enable = true, copyState} = options;\n assert(copyState !== undefined);\n // @ts-expect-error\n if (!gl.state) {\n const global_ = typeof global !== 'undefined' ? global : window;\n // @ts-ignore\n // const {polyfillContext} = global_;\n // if (polyfillContext) {\n // polyfillContext(gl);\n // }\n\n // Create a state cache\n // @ts-expect-error\n gl.state = new GLState(gl, {copyState});\n\n installProgramSpy(gl);\n\n // intercept all setter functions in the table\n for (const key in GL_HOOKED_SETTERS) {\n const setter = GL_HOOKED_SETTERS[key];\n installSetterSpy(gl, key, setter);\n }\n\n // intercept all getter functions in the table\n installGetterOverride(gl, 'getParameter');\n installGetterOverride(gl, 'isEnabled');\n }\n\n const glState = getContextState(gl);\n glState.enable = enable;\n\n return gl;\n}\n\n/**\n * Saves current WebGL context state onto an internal per-context stack\n */\n export function pushContextState(gl: WebGLRenderingContext): void {\n let glState = getContextState(gl);\n if (!glState) {\n trackContextState(gl, {copyState: false});\n glState = getContextState(gl);\n }\n glState.push();\n}\n\n\n/**\n * Restores previously saved WebGL context state\n */\nexport function popContextState(gl: WebGLRenderingContext): void {\n const glState = getContextState(gl);\n assert(glState);\n glState.pop();\n}\n\n// HELPER FUNCTIONS - INSTALL GET/SET INTERCEPTORS (SPYS) ON THE CONTEXT\n\n/**\n// Overrides a WebGLRenderingContext state \"getter\" function\n// to return values directly from cache\n * @param gl\n * @param functionName\n */\nfunction installGetterOverride(gl: WebGLRenderingContext, functionName: string) {\n // Get the original function from the WebGLRenderingContext\n const originalGetterFunc = gl[functionName].bind(gl);\n\n // Wrap it with a spy so that we can update our state cache when it gets called\n gl[functionName] = function get(pname) {\n if (pname === undefined || NON_CACHE_PARAMETERS.has(pname)) {\n // Invalid or blacklisted parameter, do not cache\n return originalGetterFunc(pname);\n }\n\n const glState = getContextState(gl);\n if (!(pname in glState.cache)) {\n // WebGL limits are not prepopulated in the cache, call the original getter when first queried.\n glState.cache[pname] = originalGetterFunc(pname);\n }\n\n // Optionally call the original function to do a \"hard\" query from the WebGLRenderingContext\n return glState.enable\n ? // Call the getter the params so that it can e.g. serve from a cache\n glState.cache[pname]\n : // Optionally call the original function to do a \"hard\" query from the WebGLRenderingContext\n originalGetterFunc(pname);\n };\n\n // Set the name of this anonymous function to help in debugging and profiling\n Object.defineProperty(gl[functionName], 'name', {\n value: `${functionName}-from-cache`,\n configurable: false\n });\n}\n\n/**\n// Overrides a WebGLRenderingContext state \"setter\" function\n// to call a setter spy before the actual setter. Allows us to keep a cache\n// updated with a copy of the WebGL context state.\n * @param gl\n * @param functionName\n * @param setter\n * @returns\n */\nfunction installSetterSpy(gl: WebGLRenderingContext, functionName, setter) {\n // Get the original function from the WebGLRenderingContext\n if (!gl[functionName]) {\n // This could happen if we try to intercept WebGL2 method on a WebGL1 context\n return;\n }\n const originalSetterFunc = gl[functionName].bind(gl);\n\n // Wrap it with a spy so that we can update our state cache when it gets called\n gl[functionName] = function set(...params) {\n // Update the value\n // Call the setter with the state cache and the params so that it can store the parameters\n const glState = getContextState(gl);\n const {valueChanged, oldValue} = setter(glState._updateCache, ...params);\n\n // Call the original WebGLRenderingContext func to make sure the context actually gets updated\n if (valueChanged) {\n originalSetterFunc(...params);\n }\n\n // Note: if the original function fails to set the value, our state cache will be bad\n // No solution for this at the moment, but assuming that this is unlikely to be a real problem\n // We could call the setter after the originalSetterFunc. Concern is that this would\n // cause different behavior in debug mode, where originalSetterFunc can throw exceptions\n\n return oldValue;\n };\n\n // Set the name of this anonymous function to help in debugging and profiling\n Object.defineProperty(gl[functionName], 'name', {\n value: `${functionName}-to-cache`,\n configurable: false\n });\n}\n\nfunction installProgramSpy(gl: WebGLRenderingContext): void {\n const originalUseProgram = gl.useProgram.bind(gl);\n\n gl.useProgram = function useProgramLuma(handle) {\n const glState = getContextState(gl);\n if (glState.program !== handle) {\n originalUseProgram(handle);\n glState.program = handle;\n }\n };\n}\n"],"file":"track-context-state.js"}
1
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GL_PARAMETER_DEFAULTS);\n this.log = log;\n\n this._updateCache = this._updateCache.bind(this);\n Object.seal(this);\n }\n\n push(values = {}) {\n this.stateStack.push({});\n }\n\n pop() {\n assert(this.stateStack.length > 0);\n // Use the saved values in the state stack to restore parameters\n const oldValues = this.stateStack[this.stateStack.length - 1];\n setParameters(this.gl, oldValues);\n // Don't pop until we have reset parameters (to make sure other \"stack frames\" are not affected)\n this.stateStack.pop();\n }\n\n /**\n // interceptor for context set functions - update our cache and our stack\n // values (Object) - the key values for this setter\n * @param values\n * @returns\n */\n _updateCache(values: {[key: number | string]: any}) {\n let valueChanged = false;\n let oldValue; // = undefined\n\n const oldValues: {[key: number | string]: any} = this.stateStack.length > 0 && this.stateStack[this.stateStack.length - 1];\n\n for (const key in values) {\n assert(key !== undefined);\n const value = values[key];\n const cached = this.cache[key];\n // Check that value hasn't already been shadowed\n if (!deepArrayEqual(value, cached)) {\n valueChanged = true;\n oldValue = cached;\n\n // First, save current value being shadowed\n // If a state stack frame is active, save the current parameter values for pop\n // but first check that value hasn't already been shadowed and saved\n if (oldValues && !(key in oldValues)) {\n oldValues[key] = cached;\n }\n\n // Save current value being shadowed\n this.cache[key] = value;\n }\n }\n\n return {valueChanged, oldValue};\n }\n}\n\nfunction getContextState(gl: WebGLRenderingContext): GLState {\n // @ts-expect-error\n return gl.state as GLState;\n}\n\n// PUBLIC API\n\n/**\n * Initialize WebGL state caching on a context\n * can be called multiple times to enable/disable\n *\n * @note After calling this function, context state will be cached\n * gl.state.push() and gl.state.pop() will be available for saving,\n * temporarily modifying, and then restoring state.\n */\n export function trackContextState(\n gl: WebGLRenderingContext,\n options?: {\n enable?: boolean;\n copyState?: boolean;\n log?: any;\n }\n): WebGLRenderingContext {\n const {enable = true, copyState} = options;\n assert(copyState !== undefined);\n // @ts-expect-error\n if (!gl.state) {\n const global_ = typeof global !== 'undefined' ? global : window;\n // @ts-ignore\n // const {polyfillContext} = global_;\n // if (polyfillContext) {\n // polyfillContext(gl);\n // }\n\n // Create a state cache\n // @ts-expect-error\n gl.state = new GLState(gl, {copyState});\n\n installProgramSpy(gl);\n\n // intercept all setter functions in the table\n for (const key in GL_HOOKED_SETTERS) {\n const setter = GL_HOOKED_SETTERS[key];\n installSetterSpy(gl, key, setter);\n }\n\n // intercept all getter functions in the table\n installGetterOverride(gl, 'getParameter');\n installGetterOverride(gl, 'isEnabled');\n }\n\n const glState = getContextState(gl);\n glState.enable = enable;\n\n return gl;\n}\n\n/**\n * Saves current WebGL context state onto an internal per-context stack\n */\n export function pushContextState(gl: WebGLRenderingContext): void {\n let glState = getContextState(gl);\n if (!glState) {\n trackContextState(gl, {copyState: false});\n glState = getContextState(gl);\n }\n glState.push();\n}\n\n\n/**\n * Restores previously saved WebGL context state\n */\nexport function popContextState(gl: WebGLRenderingContext): void {\n const glState = getContextState(gl);\n assert(glState);\n glState.pop();\n}\n\n// HELPER FUNCTIONS - INSTALL GET/SET INTERCEPTORS (SPYS) ON THE CONTEXT\n\n/**\n// Overrides a WebGLRenderingContext state \"getter\" function\n// to return values directly from cache\n * @param gl\n * @param functionName\n */\nfunction installGetterOverride(gl: WebGLRenderingContext, functionName: string) {\n // Get the original function from the WebGLRenderingContext\n const originalGetterFunc = gl[functionName].bind(gl);\n\n // Wrap it with a spy so that we can update our state cache when it gets called\n gl[functionName] = function get(pname) {\n if (pname === undefined || NON_CACHE_PARAMETERS.has(pname)) {\n // Invalid or blacklisted parameter, do not cache\n return originalGetterFunc(pname);\n }\n\n const glState = getContextState(gl);\n if (!(pname in glState.cache)) {\n // WebGL limits are not prepopulated in the cache, call the original getter when first queried.\n glState.cache[pname] = originalGetterFunc(pname);\n }\n\n // Optionally call the original function to do a \"hard\" query from the WebGLRenderingContext\n return glState.enable\n ? // Call the getter the params so that it can e.g. serve from a cache\n glState.cache[pname]\n : // Optionally call the original function to do a \"hard\" query from the WebGLRenderingContext\n originalGetterFunc(pname);\n };\n\n // Set the name of this anonymous function to help in debugging and profiling\n Object.defineProperty(gl[functionName], 'name', {\n value: `${functionName}-from-cache`,\n configurable: false\n });\n}\n\n/**\n// Overrides a WebGLRenderingContext state \"setter\" function\n// to call a setter spy before the actual setter. Allows us to keep a cache\n// updated with a copy of the WebGL context state.\n * @param gl\n * @param functionName\n * @param setter\n * @returns\n */\nfunction installSetterSpy(gl: WebGLRenderingContext, functionName: string, setter) {\n // Get the original function from the WebGLRenderingContext\n if (!gl[functionName]) {\n // This could happen if we try to intercept WebGL2 method on a WebGL1 context\n return;\n }\n\n const originalSetterFunc = gl[functionName].bind(gl);\n\n // Wrap it with a spy so that we can update our state cache when it gets called\n gl[functionName] = function set(...params) {\n // Update the value\n // Call the setter with the state cache and the params so that it can store the parameters\n const glState = getContextState(gl);\n const {valueChanged, oldValue} = setter(glState._updateCache, ...params);\n\n // Call the original WebGLRenderingContext func to make sure the context actually gets updated\n if (valueChanged) {\n originalSetterFunc(...params);\n }\n\n // Note: if the original function fails to set the value, our state cache will be bad\n // No solution for this at the moment, but assuming that this is unlikely to be a real problem\n // We could call the setter after the originalSetterFunc. Concern is that this would\n // cause different behavior in debug mode, where originalSetterFunc can throw exceptions\n\n return oldValue;\n };\n\n // Set the name of this anonymous function to help in debugging and profiling\n Object.defineProperty(gl[functionName], 'name', {\n value: `${functionName}-to-cache`,\n configurable: false\n });\n}\n\nfunction installProgramSpy(gl: WebGLRenderingContext): void {\n const originalUseProgram = gl.useProgram.bind(gl);\n\n gl.useProgram = function useProgramLuma(handle) {\n const glState = getContextState(gl);\n if (glState.program !== handle) {\n originalUseProgram(handle);\n glState.program = handle;\n }\n };\n}\n"],"file":"track-context-state.js"}
@@ -1 +1 @@
1
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GL.INT_SAMPLER_CUBE\n | GL.INT_SAMPLER_2D_ARRAY\n | GL.UNSIGNED_INT_SAMPLER_2D\n | GL.UNSIGNED_INT_SAMPLER_3D\n | GL.UNSIGNED_INT_SAMPLER_CUBE\n | GL.UNSIGNED_INT_SAMPLER_2D_ARRAY;\n\n// Composite types table\nexport type GLCompositeType =\n | GL.FLOAT\n | GL.FLOAT_VEC2\n | GL.FLOAT_VEC3\n | GL.FLOAT_VEC4\n | GL.INT\n | GL.INT_VEC2\n | GL.INT_VEC3\n | GL.INT_VEC4\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_INT_VEC2\n | GL.UNSIGNED_INT_VEC3\n | GL.UNSIGNED_INT_VEC4\n | GL.BOOL\n | GL.BOOL_VEC2\n | GL.BOOL_VEC3\n | GL.BOOL_VEC4\n | GL.FLOAT_MAT2\n | GL.FLOAT_MAT2x3\n | GL.FLOAT_MAT2x4\n | GL.FLOAT_MAT3x2\n | GL.FLOAT_MAT3\n | GL.FLOAT_MAT3x4\n | GL.FLOAT_MAT4x2\n | GL.FLOAT_MAT4x3\n | GL.FLOAT_MAT4;\n\nexport type GLFunction =\n | GL.NEVER\n | GL.LESS\n | GL.EQUAL\n | GL.LEQUAL\n | GL.GREATER\n | GL.NOTEQUAL\n | GL.GEQUAL\n | GL.ALWAYS;\n\nexport type GLBlendEquation =\n | GL.FUNC_ADD\n | GL.FUNC_SUBTRACT\n | GL.FUNC_REVERSE_SUBTRACT\n | GL.MIN_EXT\n | GL.MAX_EXT;\n\nexport type GLBlendFunction =\n | GL.ZERO\n | GL.ONE\n | GL.SRC_COLOR\n | GL.ONE_MINUS_SRC_COLOR\n | GL.DST_COLOR\n | GL.ONE_MINUS_DST_COLOR\n | GL.SRC_ALPHA\n | GL.ONE_MINUS_SRC_ALPHA\n | GL.DST_ALPHA\n | GL.ONE_MINUS_DST_ALPHA\n | GL.CONSTANT_COLOR\n | GL.ONE_MINUS_CONSTANT_COLOR\n | GL.CONSTANT_ALPHA\n | GL.ONE_MINUS_CONSTANT_ALPHA\n | GL.SRC_ALPHA_SATURATE;\n\nexport type GLStencilOp =\n | GL.KEEP\n | GL.ZERO\n | GL.REPLACE\n | GL.INCR\n | GL.INCR_WRAP\n | GL.DECR\n | GL.DECR_WRAP\n | GL.INVERT;\n\n/** Parameters for textures and samplers */\nexport type WebGLSamplerParameters = {\n [GL.TEXTURE_WRAP_S]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_WRAP_T]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_WRAP_R]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_MAG_FILTER]?: GL.NEAREST | GL.LINEAR;\n [GL.TEXTURE_MIN_FILTER]?:\n | GL.NEAREST\n | GL.LINEAR\n | GL.NEAREST_MIPMAP_NEAREST\n | GL.NEAREST_MIPMAP_LINEAR\n | GL.LINEAR_MIPMAP_NEAREST\n | GL.LINEAR_MIPMAP_LINEAR;\n [GL.TEXTURE_MIN_LOD]?: number;\n [GL.TEXTURE_MAX_LOD]?: number;\n [GL.TEXTURE_COMPARE_FUNC]?: number; // COMPARE_FUNC);\n [GL.TEXTURE_MAX_ANISOTROPY_EXT]?: number; //\n};\n\n/**\n * All global WebGL values set by a variety of setter gl.enable ...\n */\nexport type GLValueParameters = {\n [GL.BLEND]?: boolean;\n [GL.BLEND_COLOR]?: [number, number, number, number] | NumberArray;\n [GL.BLEND_EQUATION_RGB]?: GLBlendEquation;\n [GL.BLEND_EQUATION_ALPHA]?: GLBlendEquation;\n [GL.BLEND_SRC_RGB]?: GLBlendFunction;\n [GL.BLEND_DST_RGB]?: GLBlendFunction;\n [GL.BLEND_SRC_ALPHA]?: GLBlendFunction;\n [GL.BLEND_DST_ALPHA]?: GLBlendFunction;\n [GL.COLOR_CLEAR_VALUE]?: [number, number, number, number] | NumberArray;\n [GL.COLOR_WRITEMASK]?: [boolean, boolean, boolean, boolean] | boolean[];\n [GL.CULL_FACE]?: boolean;\n [GL.CULL_FACE_MODE]?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n [GL.DEPTH_TEST]?: boolean;\n [GL.DEPTH_CLEAR_VALUE]?: number;\n [GL.DEPTH_FUNC]?: GLFunction;\n [GL.DEPTH_RANGE]?: [number, number] | NumberArray;\n [GL.DEPTH_WRITEMASK]?: boolean;\n [GL.DITHER]?: boolean;\n [GL.FRAGMENT_SHADER_DERIVATIVE_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.CURRENT_PROGRAM]?: WebGLProgram | null;\n [GL.FRAMEBUFFER_BINDING]?: WebGLFramebuffer | null;\n [GL.RENDERBUFFER_BINDING]?: WebGLRenderbuffer | null;\n [GL.TRANSFORM_FEEDBACK_BINDING]?: WebGLTransformFeedback | null;\n [GL.VERTEX_ARRAY_BINDING]?: WebGLVertexArrayObject | null;\n [GL.ARRAY_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_READ_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_WRITE_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_PACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_UNPACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.TEXTURE_BINDING_2D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_2D_ARRAY]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_3D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_CUBE_MAP]?: WebGLTexture | null;\n [GL.FRONT_FACE]?: GL.CW | GL.CCW;\n [GL.GENERATE_MIPMAP_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.LINE_WIDTH]?: number;\n [GL.POLYGON_OFFSET_FILL]?: boolean;\n [GL.POLYGON_OFFSET_FACTOR]?: number;\n [GL.POLYGON_OFFSET_UNITS]?: number;\n [GL.SAMPLE_ALPHA_TO_COVERAGE]?: boolean;\n [GL.SAMPLE_COVERAGE]?: boolean;\n [GL.RASTERIZER_DISCARD]?: boolean;\n [GL.SAMPLE_COVERAGE_VALUE]?: number;\n [GL.SAMPLE_COVERAGE_INVERT]?: boolean;\n [GL.SCISSOR_TEST]?: boolean;\n [GL.SCISSOR_BOX]?: [number, number, number, number] | NumberArray;\n [GL.STENCIL_TEST]?: boolean;\n [GL.STENCIL_CLEAR_VALUE]?: number;\n [GL.STENCIL_WRITEMASK]?: number;\n [GL.STENCIL_BACK_WRITEMASK]?: number;\n [GL.STENCIL_FUNC]?: GLFunction;\n [GL.STENCIL_REF]?: GLFunction;\n [GL.STENCIL_VALUE_MASK]?: GLFunction;\n [GL.STENCIL_BACK_FUNC]?: GLFunction;\n [GL.STENCIL_BACK_REF]?: GLFunction;\n [GL.STENCIL_BACK_VALUE_MASK]?: GLFunction;\n [GL.STENCIL_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.STENCIL_BACK_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.VIEWPORT]?: [number, number, number, number] | NumberArray;\n\n // WEBGL1 PIXEL PACK/UNPACK MODES\n [GL.PACK_ALIGNMENT]?: number;\n [GL.UNPACK_ALIGNMENT]?: number;\n [GL.UNPACK_FLIP_Y_WEBGL]?: boolean;\n [GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL]?: boolean;\n [GL.UNPACK_COLORSPACE_CONVERSION_WEBGL]?: GL.NONE | GL.BROWSER_DEFAULT_WEBGL;\n\n // WEBGL2 PIXEL PACK/UNPACK MODES\n // RASTERIZER_DISCARD ...\n [GL.PACK_ROW_LENGTH]?: number;\n [GL.PACK_SKIP_PIXELS]?: number;\n [GL.PACK_SKIP_ROWS]?: number;\n [GL.READ_FRAMEBUFFER_BINDING]?: Framebuffer | null;\n [GL.UNPACK_ROW_LENGTH]?: number;\n [GL.UNPACK_IMAGE_HEIGHT]?: number;\n [GL.UNPACK_SKIP_PIXELS]?: number;\n [GL.UNPACK_SKIP_ROWS]?: number;\n [GL.UNPACK_SKIP_IMAGES]?: number;\n};\n\nexport type GLFunctionParameters = {\n // Function-style setters\n framebuffer?: Framebuffer | null;\n blend?: boolean;\n blendColor?: [number, number, number, number] | NumberArray;\n blendEquation?: GLBlendEquation | [GLBlendEquation, GLBlendEquation];\n blendFunc?:\n | [GLBlendFunction, GLBlendFunction]\n | [GLBlendFunction, GLBlendFunction, GLBlendFunction, GLBlendFunction];\n\n clearColor?: [number, number, number, number] | NumberArray;\n clearDepth?: number;\n clearStencil?: number;\n\n colorMask?: [boolean, boolean, boolean, boolean];\n\n cull?: boolean;\n cullFace?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n\n depthTest?: boolean;\n depthFunc?: GLFunction;\n depthMask?: boolean;\n depthRange?: [number, number] | NumberArray;\n\n dither?: boolean;\n\n derivativeHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n frontFace?: GL.CW | GL.CCW;\n\n mipmapHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n lineWidth?: number;\n\n polygonOffsetFill?: boolean;\n polygonOffset?: [number, number];\n\n sampleCoverage?: [number, boolean];\n\n scissorTest?: boolean;\n scissor?: [number, number, number, number] | NumberArray;\n\n stencilTest?: boolean;\n stencilMask?: number | [number, number];\n stencilFunc?:\n | [GLFunction, number, number]\n | [GLFunction, number, number, GLFunction, number, number];\n stencilOp?:\n | [GLStencilOp, GLStencilOp, GLStencilOp]\n | [GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp];\n viewport?: [number, number, number, number] | NumberArray;\n};\n\n/** WebGL style parameters object (with both GL constants and function style fields) */\nexport type GLParameters = GLValueParameters | GLFunctionParameters;\n"],"file":"webgl.js"}
1
+ {"version":3,"sources":["../../../src/types/webgl.ts"],"names":[],"mappings":";;;;AACA","sourcesContent":["import type {NumberArray} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\ntype Framebuffer = any;\n\nexport type GLDrawMode =\n | GL.POINTS\n | GL.LINES\n | GL.LINE_STRIP\n | GL.LINE_LOOP\n | GL.TRIANGLES\n | GL.TRIANGLE_STRIP\n | GL.TRIANGLE_FAN;\n\nexport type GLPrimitive = GL.POINTS | GL.LINES | GL.TRIANGLES;\n\nexport type GLType =\n | GL.FLOAT\n | GL.UNSIGNED_SHORT\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_BYTE\n | GL.BYTE\n | GL.SHORT\n | GL.INT;\n\nexport type GLPackedType =\n | GL.UNSIGNED_SHORT_5_6_5\n | GL.UNSIGNED_SHORT_4_4_4_4\n | GL.UNSIGNED_SHORT_5_5_5_1;\n\nexport type GLUniformType = GLSamplerType | GLCompositeType;\n\nexport type GLSamplerType =\n | GL.SAMPLER_2D\n | GL.SAMPLER_CUBE\n | GL.SAMPLER_3D\n | GL.SAMPLER_2D_SHADOW\n | GL.SAMPLER_2D_ARRAY\n | GL.SAMPLER_2D_ARRAY_SHADOW\n | GL.SAMPLER_CUBE_SHADOW\n | GL.INT_SAMPLER_2D\n | GL.INT_SAMPLER_3D\n | GL.INT_SAMPLER_CUBE\n | GL.INT_SAMPLER_2D_ARRAY\n | GL.UNSIGNED_INT_SAMPLER_2D\n | GL.UNSIGNED_INT_SAMPLER_3D\n | GL.UNSIGNED_INT_SAMPLER_CUBE\n | GL.UNSIGNED_INT_SAMPLER_2D_ARRAY;\n\n// Composite types table\nexport type GLCompositeType =\n | GL.FLOAT\n | GL.FLOAT_VEC2\n | GL.FLOAT_VEC3\n | GL.FLOAT_VEC4\n | GL.INT\n | GL.INT_VEC2\n | GL.INT_VEC3\n | GL.INT_VEC4\n | GL.UNSIGNED_INT\n | GL.UNSIGNED_INT_VEC2\n | GL.UNSIGNED_INT_VEC3\n | GL.UNSIGNED_INT_VEC4\n | GL.BOOL\n | GL.BOOL_VEC2\n | GL.BOOL_VEC3\n | GL.BOOL_VEC4\n | GL.FLOAT_MAT2\n | GL.FLOAT_MAT2x3\n | GL.FLOAT_MAT2x4\n | GL.FLOAT_MAT3x2\n | GL.FLOAT_MAT3\n | GL.FLOAT_MAT3x4\n | GL.FLOAT_MAT4x2\n | GL.FLOAT_MAT4x3\n | GL.FLOAT_MAT4;\n\nexport type GLFunction =\n | GL.NEVER\n | GL.LESS\n | GL.EQUAL\n | GL.LEQUAL\n | GL.GREATER\n | GL.NOTEQUAL\n | GL.GEQUAL\n | GL.ALWAYS;\n\nexport type GLBlendEquation =\n | GL.FUNC_ADD\n | GL.FUNC_SUBTRACT\n | GL.FUNC_REVERSE_SUBTRACT\n | GL.MIN_EXT\n | GL.MAX_EXT;\n\nexport type GLBlendFunction =\n | GL.ZERO\n | GL.ONE\n | GL.SRC_COLOR\n | GL.ONE_MINUS_SRC_COLOR\n | GL.DST_COLOR\n | GL.ONE_MINUS_DST_COLOR\n | GL.SRC_ALPHA\n | GL.ONE_MINUS_SRC_ALPHA\n | GL.DST_ALPHA\n | GL.ONE_MINUS_DST_ALPHA\n | GL.CONSTANT_COLOR\n | GL.ONE_MINUS_CONSTANT_COLOR\n | GL.CONSTANT_ALPHA\n | GL.ONE_MINUS_CONSTANT_ALPHA\n | GL.SRC_ALPHA_SATURATE;\n\nexport type GLStencilOp =\n | GL.KEEP\n | GL.ZERO\n | GL.REPLACE\n | GL.INCR\n | GL.INCR_WRAP\n | GL.DECR\n | GL.DECR_WRAP\n | GL.INVERT;\n\n/** Parameters for textures and samplers */\nexport type WebGLSamplerParameters = {\n [GL.TEXTURE_WRAP_S]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_WRAP_T]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_WRAP_R]?: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT;\n [GL.TEXTURE_MAG_FILTER]?: GL.NEAREST | GL.LINEAR;\n [GL.TEXTURE_MIN_FILTER]?:\n | GL.NEAREST\n | GL.LINEAR\n | GL.NEAREST_MIPMAP_NEAREST\n | GL.NEAREST_MIPMAP_LINEAR\n | GL.LINEAR_MIPMAP_NEAREST\n | GL.LINEAR_MIPMAP_LINEAR;\n [GL.TEXTURE_MIN_LOD]?: number;\n [GL.TEXTURE_MAX_LOD]?: number;\n [GL.TEXTURE_COMPARE_FUNC]?: number; // COMPARE_FUNC);\n [GL.TEXTURE_COMPARE_MODE]?: GL.COMPARE_REF_TO_TEXTURE;\n [GL.TEXTURE_MAX_ANISOTROPY_EXT]?: number; //\n};\n\n/**\n * All global WebGL values set by a variety of setter gl.enable ...\n */\nexport type GLValueParameters = {\n [GL.BLEND]?: boolean;\n [GL.BLEND_COLOR]?: [number, number, number, number] | NumberArray;\n [GL.BLEND_EQUATION_RGB]?: GLBlendEquation;\n [GL.BLEND_EQUATION_ALPHA]?: GLBlendEquation;\n [GL.BLEND_SRC_RGB]?: GLBlendFunction;\n [GL.BLEND_DST_RGB]?: GLBlendFunction;\n [GL.BLEND_SRC_ALPHA]?: GLBlendFunction;\n [GL.BLEND_DST_ALPHA]?: GLBlendFunction;\n [GL.COLOR_CLEAR_VALUE]?: [number, number, number, number] | NumberArray;\n [GL.COLOR_WRITEMASK]?: [boolean, boolean, boolean, boolean] | boolean[];\n [GL.CULL_FACE]?: boolean;\n [GL.CULL_FACE_MODE]?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n [GL.DEPTH_TEST]?: boolean;\n [GL.DEPTH_CLEAR_VALUE]?: number;\n [GL.DEPTH_FUNC]?: GLFunction;\n [GL.DEPTH_RANGE]?: [number, number] | NumberArray;\n [GL.DEPTH_WRITEMASK]?: boolean;\n [GL.DITHER]?: boolean;\n [GL.FRAGMENT_SHADER_DERIVATIVE_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.CURRENT_PROGRAM]?: WebGLProgram | null;\n [GL.FRAMEBUFFER_BINDING]?: WebGLFramebuffer | null;\n [GL.RENDERBUFFER_BINDING]?: WebGLRenderbuffer | null;\n [GL.TRANSFORM_FEEDBACK_BINDING]?: WebGLTransformFeedback | null;\n [GL.VERTEX_ARRAY_BINDING]?: WebGLVertexArrayObject | null;\n [GL.ARRAY_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_READ_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.COPY_WRITE_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_PACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.PIXEL_UNPACK_BUFFER_BINDING]?: WebGLBuffer | null;\n [GL.TEXTURE_BINDING_2D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_2D_ARRAY]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_3D]?: WebGLTexture | null;\n [GL.TEXTURE_BINDING_CUBE_MAP]?: WebGLTexture | null;\n [GL.FRONT_FACE]?: GL.CW | GL.CCW;\n [GL.GENERATE_MIPMAP_HINT]?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n [GL.LINE_WIDTH]?: number;\n [GL.POLYGON_OFFSET_FILL]?: boolean;\n [GL.POLYGON_OFFSET_FACTOR]?: number;\n [GL.POLYGON_OFFSET_UNITS]?: number;\n [GL.SAMPLE_ALPHA_TO_COVERAGE]?: boolean;\n [GL.SAMPLE_COVERAGE]?: boolean;\n [GL.RASTERIZER_DISCARD]?: boolean;\n [GL.SAMPLE_COVERAGE_VALUE]?: number;\n [GL.SAMPLE_COVERAGE_INVERT]?: boolean;\n [GL.SCISSOR_TEST]?: boolean;\n [GL.SCISSOR_BOX]?: [number, number, number, number] | NumberArray;\n [GL.STENCIL_TEST]?: boolean;\n [GL.STENCIL_CLEAR_VALUE]?: number;\n [GL.STENCIL_WRITEMASK]?: number;\n [GL.STENCIL_BACK_WRITEMASK]?: number;\n [GL.STENCIL_FUNC]?: GLFunction;\n [GL.STENCIL_REF]?: GLFunction;\n [GL.STENCIL_VALUE_MASK]?: GLFunction;\n [GL.STENCIL_BACK_FUNC]?: GLFunction;\n [GL.STENCIL_BACK_REF]?: GLFunction;\n [GL.STENCIL_BACK_VALUE_MASK]?: GLFunction;\n [GL.STENCIL_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.STENCIL_BACK_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_FAIL]?: GLStencilOp;\n [GL.STENCIL_BACK_PASS_DEPTH_PASS]?: GLStencilOp;\n [GL.VIEWPORT]?: [number, number, number, number] | NumberArray;\n\n // WEBGL1 PIXEL PACK/UNPACK MODES\n [GL.PACK_ALIGNMENT]?: number;\n [GL.UNPACK_ALIGNMENT]?: number;\n [GL.UNPACK_FLIP_Y_WEBGL]?: boolean;\n [GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL]?: boolean;\n [GL.UNPACK_COLORSPACE_CONVERSION_WEBGL]?: GL.NONE | GL.BROWSER_DEFAULT_WEBGL;\n\n // WEBGL2 PIXEL PACK/UNPACK MODES\n // RASTERIZER_DISCARD ...\n [GL.PACK_ROW_LENGTH]?: number;\n [GL.PACK_SKIP_PIXELS]?: number;\n [GL.PACK_SKIP_ROWS]?: number;\n [GL.READ_FRAMEBUFFER_BINDING]?: Framebuffer | null;\n [GL.UNPACK_ROW_LENGTH]?: number;\n [GL.UNPACK_IMAGE_HEIGHT]?: number;\n [GL.UNPACK_SKIP_PIXELS]?: number;\n [GL.UNPACK_SKIP_ROWS]?: number;\n [GL.UNPACK_SKIP_IMAGES]?: number;\n};\n\nexport type GLFunctionParameters = {\n // Function-style setters\n framebuffer?: Framebuffer | null;\n blend?: boolean;\n blendColor?: [number, number, number, number] | NumberArray;\n blendEquation?: GLBlendEquation | [GLBlendEquation, GLBlendEquation];\n blendFunc?:\n | [GLBlendFunction, GLBlendFunction]\n | [GLBlendFunction, GLBlendFunction, GLBlendFunction, GLBlendFunction];\n\n clearColor?: [number, number, number, number] | NumberArray;\n clearDepth?: number;\n clearStencil?: number;\n\n colorMask?: [boolean, boolean, boolean, boolean];\n\n cull?: boolean;\n cullFace?: GL.FRONT | GL.BACK | GL.FRONT_AND_BACK;\n\n depthTest?: boolean;\n depthFunc?: GLFunction;\n depthMask?: boolean;\n depthRange?: [number, number] | NumberArray;\n\n dither?: boolean;\n\n derivativeHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n frontFace?: GL.CW | GL.CCW;\n\n mipmapHint?: GL.FASTEST | GL.NICEST | GL.DONT_CARE;\n\n lineWidth?: number;\n\n polygonOffsetFill?: boolean;\n polygonOffset?: [number, number];\n\n sampleCoverage?: [number, boolean];\n\n scissorTest?: boolean;\n scissor?: [number, number, number, number] | NumberArray;\n\n stencilTest?: boolean;\n stencilMask?: number | [number, number];\n stencilFunc?:\n | [GLFunction, number, number]\n | [GLFunction, number, number, GLFunction, number, number];\n stencilOp?:\n | [GLStencilOp, GLStencilOp, GLStencilOp]\n | [GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp, GLStencilOp];\n viewport?: [number, number, number, number] | NumberArray;\n};\n\n/** WebGL style parameters object (with both GL constants and function style fields) */\nexport type GLParameters = GLValueParameters | GLFunctionParameters;\n"],"file":"webgl.js"}
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1
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Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setParameters(device, parameters);\n setDeviceParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n\n/** Set WebGPU Style Parameters */\nexport function setDeviceParameters(device: Device, parameters: Parameters) {\n const webglDevice = WebGLDevice.attach(device);\n const {gl, gl2} = webglDevice;\n\n // RASTERIZATION SETTINGS\n if (parameters.cullMode) {\n switch (parameters.cullMode) {\n case 'none':\n gl.disable(GL.CULL_FACE);\n break;\n case 'front':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.FRONT);\n break;\n case 'back':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.BACK);\n break;\n }\n }\n\n if (parameters.frontFace) {\n gl.frontFace(map('frontFace', parameters.frontFace, {\n ccw: GL.CCW,\n cw: GL.CW\n }));\n }\n\n if (parameters.depthBias !== undefined) {\n gl.polygonOffset(parameters.depthBias, parameters.depthBiasSlopeScale || 0);\n }\n\n // depthBiasSlopeScale: {\n // // Handled by depthBias\n // },\n\n // DEPTH STENCIL\n\n if (parameters.depthWriteEnabled !== undefined) {\n gl.depthMask(mapBoolean('depthWriteEnabled', parameters.depthWriteEnabled));\n }\n\n if (parameters.depthCompare) {\n parameters.depthCompare !== 'always' ? gl.enable(GL.DEPTH_TEST) : gl.disable(GL.DEPTH_TEST);\n gl.depthFunc(convertCompareFunction('depthCompare', parameters.depthCompare));\n }\n\n if (parameters.stencilWriteMask) {\n const mask = parameters.stencilWriteMask;\n gl.stencilMaskSeparate(GL.FRONT, mask);\n gl.stencilMaskSeparate(GL.BACK, mask);\n }\n\n if (parameters.stencilReadMask) {\n // stencilReadMask is handle inside stencil***Compare.\n log.warn('stencilReadMask not supported under WebGL');\n }\n\n if (parameters.stencilCompare) {\n const mask = parameters.stencilReadMask || 0xffffffff;\n const glValue = convertCompareFunction('depthCompare', parameters.stencilCompare);\n // TODO - ensure back doesn't overwrite\n parameters.stencilCompare !== 'always' ? gl.enable(GL.STENCIL_TEST) : gl.disable(GL.STENCIL_TEST);\n gl.stencilFuncSeparate(GL.FRONT, glValue, 0, mask);\n gl.stencilFuncSeparate(GL.BACK, glValue, 0, mask);\n }\n\n if (parameters.stencilPassOperation) {\n const dppass = convertStencilOperation('stencilPassOperation', parameters.stencilPassOperation);\n const sfail = convertStencilOperation('stencilFailOperation', parameters.stencilFailOperation);\n const dpfail = convertStencilOperation('stencilDepthFailOperation', parameters.stencilDepthFailOperation);\n gl.stencilOpSeparate(GL.FRONT, sfail, dpfail, dppass);\n gl.stencilOpSeparate(GL.BACK, sfail, dpfail, dppass);\n }\n\n // stencilDepthFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // stencilFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // COLOR STATE\n\n // if (parameters.blend) {\n // gl.enable(GL.BLEND);\n\n // const blend = parameters.blend;\n\n // let colorEquation = (blend && blend.color && blend.color.operation) || 'add';\n // let alphaEquation = (blend && blend.alpha && blend.alpha.operation) || 'add';\n // gl.blendEquationSeparate(colorEquation, alphaEquation);\n\n // let colorSrcFactor = (blend && blend.color && blend.color.srcFactor) || 'one';\n // let colorDstFactor = (blend && blend.color && blend.color.dstFactor) || 'zero';\n // let alphaSrcFactor = (blend && blend.alpha && blend.alpha.srcFactor) || 'one';\n // let alphaDstFactor = (blend && blend.alpha && blend.alpha.dstFactor) || 'zero';\n // gl.blendFuncSeparate(colorSrcFactor, colorDstFactor, alphaSrcFactor, alphaDstFactor);\n // }\n}\n\n/*\n rasterizationState: {\n cullMode: \"back\",\n },\n\n depthStencilState: {\n depthWriteEnabled: true,\n depthCompare: \"less\",\n format: \"depth24plus-stencil8\",\n },\n\n colorStates: [\n {\n format: \"bgra8unorm\",\n // colorBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // colorBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n // alphaBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // alphaBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n },\n ],\n });\n*/\n\nexport function convertCompareFunction(parameter: string, value: CompareFunction): GL {\n return map(parameter, value, {\n 'never': GL.NEVER,\n 'less': GL.LESS,\n 'equal': GL.EQUAL,\n 'less-equal': GL.LEQUAL,\n 'greater': GL.GREATER,\n 'not-equal': GL.NOTEQUAL,\n 'greater-equal': GL.GEQUAL,\n 'always': GL.ALWAYS\n });\n}\n\nexport function convertToCompareFunction(parameter: string, value: GL): CompareFunction {\n return map(parameter, value, {\n [GL.NEVER]: 'never',\n [GL.LESS]: 'less',\n [GL.EQUAL]: 'equal',\n [GL.LEQUAL]: 'less-equal',\n [GL.GREATER]: 'greater',\n [GL.NOTEQUAL]: 'not-equal',\n [GL.GEQUAL]: 'greater-equal',\n [GL.ALWAYS]: 'always'\n });\n}\n\nfunction convertStencilOperation(parameter: string, value: StencilOperation): GL {\n return map(parameter, value, {\n 'keep': GL.KEEP,\n 'zero': GL.ZERO,\n 'replace': GL.REPLACE,\n 'invert': GL.INVERT,\n 'increment-clamp': GL.INCR,\n 'decrement-clamp': GL.DECR,\n 'increment-wrap': GL.INCR_WRAP,\n 'decrement-wrap': GL.DECR_WRAP\n });\n}\n\nfunction convertBlendOperationToEquation(parameter, value): number {\n return map(parameter, value, {\n 'add': GL.FUNC_ADD,\n 'sub': GL.FUNC_SUBTRACT,\n 'reverse-subtract': GL.FUNC_REVERSE_SUBTRACT,\n // When using a WebGL 2 context, the following values are available additionally:\n 'min': GL.MIN,\n 'max': GL.MAX\n });\n}\n\nfunction message(parameter: string, value: any): string {\n return `Illegal parameter ${value} for ${parameter}`;\n}\n\nfunction map(parameter: string, value: any, valueMap: Record<string, any>): any {\n if (!(value in valueMap)) {\n throw new Error(message(parameter, value));\n }\n return valueMap[value];\n}\n\nfunction mapBoolean(parameter, value) {\n return value;\n}\n"],"file":"device-parameters.js"}
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Just call and return\n return func(device);\n }\n\n // Wrap in a try-catch to ensure that parameters are restored on exceptions\n // @ts-expect-error\n pushContextState(device.gl);\n try {\n setParameters(device, parameters);\n setDeviceParameters(device, parameters);\n return func(device);\n } finally {\n // @ts-expect-error\n popContextState(device.gl);\n }\n}\n\n\n/** Set WebGPU Style Parameters */\nexport function setDeviceParameters(device: Device, parameters: Parameters) {\n const webglDevice = WebGLDevice.attach(device);\n const {gl, gl2} = webglDevice;\n\n // RASTERIZATION SETTINGS\n if (parameters.cullMode) {\n switch (parameters.cullMode) {\n case 'none':\n gl.disable(GL.CULL_FACE);\n break;\n case 'front':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.FRONT);\n break;\n case 'back':\n gl.enable(GL.CULL_FACE);\n gl.cullFace(GL.BACK);\n break;\n }\n }\n\n if (parameters.frontFace) {\n gl.frontFace(map('frontFace', parameters.frontFace, {\n ccw: GL.CCW,\n cw: GL.CW\n }));\n }\n\n if (parameters.depthBias !== undefined) {\n gl.polygonOffset(parameters.depthBias, parameters.depthBiasSlopeScale || 0);\n }\n\n // depthBiasSlopeScale: {\n // // Handled by depthBias\n // },\n\n // DEPTH STENCIL\n\n if (parameters.depthWriteEnabled !== undefined) {\n gl.depthMask(mapBoolean('depthWriteEnabled', parameters.depthWriteEnabled));\n }\n\n if (parameters.depthCompare) {\n parameters.depthCompare !== 'always' ? gl.enable(GL.DEPTH_TEST) : gl.disable(GL.DEPTH_TEST);\n gl.depthFunc(convertCompareFunction('depthCompare', parameters.depthCompare));\n }\n\n if (parameters.stencilWriteMask) {\n const mask = parameters.stencilWriteMask;\n gl.stencilMaskSeparate(GL.FRONT, mask);\n gl.stencilMaskSeparate(GL.BACK, mask);\n }\n\n if (parameters.stencilReadMask) {\n // stencilReadMask is handle inside stencil***Compare.\n log.warn('stencilReadMask not supported under WebGL');\n }\n\n if (parameters.stencilCompare) {\n const mask = parameters.stencilReadMask || 0xffffffff;\n const glValue = convertCompareFunction('depthCompare', parameters.stencilCompare);\n // TODO - ensure back doesn't overwrite\n parameters.stencilCompare !== 'always' ? gl.enable(GL.STENCIL_TEST) : gl.disable(GL.STENCIL_TEST);\n gl.stencilFuncSeparate(GL.FRONT, glValue, 0, mask);\n gl.stencilFuncSeparate(GL.BACK, glValue, 0, mask);\n }\n\n if (parameters.stencilPassOperation) {\n const dppass = convertStencilOperation('stencilPassOperation', parameters.stencilPassOperation);\n const sfail = convertStencilOperation('stencilFailOperation', parameters.stencilFailOperation);\n const dpfail = convertStencilOperation('stencilDepthFailOperation', parameters.stencilDepthFailOperation);\n gl.stencilOpSeparate(GL.FRONT, sfail, dpfail, dppass);\n gl.stencilOpSeparate(GL.BACK, sfail, dpfail, dppass);\n }\n\n // stencilDepthFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // stencilFailOperation() {\n // // handled by stencilPassOperation\n // },\n\n // COLOR STATE\n\n // if (parameters.blend) {\n // gl.enable(GL.BLEND);\n\n // const blend = parameters.blend;\n\n // let colorEquation = (blend && blend.color && blend.color.operation) || 'add';\n // let alphaEquation = (blend && blend.alpha && blend.alpha.operation) || 'add';\n // gl.blendEquationSeparate(colorEquation, alphaEquation);\n\n // let colorSrcFactor = (blend && blend.color && blend.color.srcFactor) || 'one';\n // let colorDstFactor = (blend && blend.color && blend.color.dstFactor) || 'zero';\n // let alphaSrcFactor = (blend && blend.alpha && blend.alpha.srcFactor) || 'one';\n // let alphaDstFactor = (blend && blend.alpha && blend.alpha.dstFactor) || 'zero';\n // gl.blendFuncSeparate(colorSrcFactor, colorDstFactor, alphaSrcFactor, alphaDstFactor);\n // }\n}\n\n/*\n rasterizationState: {\n cullMode: \"back\",\n },\n\n depthStencilState: {\n depthWriteEnabled: true,\n depthCompare: \"less\",\n format: \"depth24plus-stencil8\",\n },\n\n colorStates: [\n {\n format: \"bgra8unorm\",\n // colorBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // colorBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n // alphaBlend.srcFactor = wgpu::BlendFactor::SrcAlpha;\n // alphaBlend.dstFactor = wgpu::BlendFactor::OneMinusSrcAlpha;\n },\n ],\n });\n*/\n\nexport function convertCompareFunction(parameter: string, value: CompareFunction): GL {\n return map(parameter, value, {\n 'never': GL.NEVER,\n 'less': GL.LESS,\n 'equal': GL.EQUAL,\n 'less-equal': GL.LEQUAL,\n 'greater': GL.GREATER,\n 'not-equal': GL.NOTEQUAL,\n 'greater-equal': GL.GEQUAL,\n 'always': GL.ALWAYS\n });\n}\n\nexport function convertToCompareFunction(parameter: string, value: GL): CompareFunction {\n return map(parameter, value, {\n [GL.NEVER]: 'never',\n [GL.LESS]: 'less',\n [GL.EQUAL]: 'equal',\n [GL.LEQUAL]: 'less-equal',\n [GL.GREATER]: 'greater',\n [GL.NOTEQUAL]: 'not-equal',\n [GL.GEQUAL]: 'greater-equal',\n [GL.ALWAYS]: 'always'\n });\n}\n\nfunction convertStencilOperation(parameter: string, value: StencilOperation): GL {\n return map(parameter, value, {\n 'keep': GL.KEEP,\n 'zero': GL.ZERO,\n 'replace': GL.REPLACE,\n 'invert': GL.INVERT,\n 'increment-clamp': GL.INCR,\n 'decrement-clamp': GL.DECR,\n 'increment-wrap': GL.INCR_WRAP,\n 'decrement-wrap': GL.DECR_WRAP\n });\n}\n\nfunction convertBlendOperationToEquation(parameter: string, value: string): number {\n return map(parameter, value, {\n 'add': GL.FUNC_ADD,\n 'sub': GL.FUNC_SUBTRACT,\n 'reverse-subtract': GL.FUNC_REVERSE_SUBTRACT,\n // When using a WebGL 2 context, the following values are available additionally:\n 'min': GL.MIN,\n 'max': GL.MAX\n });\n}\n\nfunction message(parameter: string, value: any): string {\n return `Illegal parameter ${value} for ${parameter}`;\n}\n\nfunction map(parameter: string, value: any, valueMap: Record<string, any>): any {\n if (!(value in valueMap)) {\n throw new Error(message(parameter, value));\n }\n return valueMap[value];\n}\n\nfunction mapBoolean(parameter: string, value: boolean): boolean {\n return value;\n}\n"],"file":"device-parameters.js"}
@@ -37,7 +37,7 @@ export function convertSamplerParametersToWebGL(props) {
37
37
  }
38
38
 
39
39
  if (props.maxAnisotropy) {
40
- props[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;
40
+ params[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;
41
41
  }
42
42
 
43
43
  return params;
@@ -1 +1 @@
1
- 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SAMPLER FILTERS\nimport {SamplerParameters} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {WebGLSamplerParameters} from '../../types/webgl';\nimport {convertCompareFunction, convertToCompareFunction} from './device-parameters';\n\n/**\n * Convert WebGPU-style sampler props to WebGL\n * @param props\n * @returns\n */\nexport function convertSamplerParametersToWebGL(props: SamplerParameters): WebGLSamplerParameters {\n const params: Record<number, number> = {};\n if (props.addressModeU) {\n params[GL.TEXTURE_WRAP_S] = convertAddressMode(props.addressModeU);\n }\n if (props.addressModeV) {\n params[GL.TEXTURE_WRAP_T] = convertAddressMode(props.addressModeV);\n }\n if (props.addressModeW) {\n params[GL.TEXTURE_WRAP_R] = convertAddressMode(props.addressModeW);\n }\n if (props.magFilter) {\n params[GL.TEXTURE_MAG_FILTER] = convertMaxFilterMode(props.magFilter);\n }\n if (props.minFilter || props.mipmapFilter) {\n // TODO - arbitrary choice of linear?\n params[GL.TEXTURE_MIN_FILTER] = convertMinFilterMode(props.minFilter || 'linear', props.mipmapFilter);\n }\n if (props.lodMinClamp !== undefined) {\n params[GL.TEXTURE_MIN_LOD] = props.lodMinClamp;\n }\n if (props.lodMaxClamp !== undefined) {\n params[GL.TEXTURE_MAX_LOD] = props.lodMaxClamp;\n }\n if (props.compare) {\n // Setting prop.compare turns this into a comparison sampler\n params[GL.TEXTURE_COMPARE_MODE] = GL.COMPARE_REF_TO_TEXTURE;\n params[GL.TEXTURE_COMPARE_FUNC] = convertCompareFunction('compare', props.compare);\n }\n // Note depends on WebGL extension\n if (props.maxAnisotropy) {\n props[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;\n }\n return params;\n}\n\n/** Convert address more */\nfunction convertAddressMode(addressMode: 'clamp-to-edge' | 'repeat' | 'mirror-repeat'): GL {\n switch (addressMode) {\n case 'clamp-to-edge': return GL.CLAMP_TO_EDGE;\n case 'repeat': return GL.REPEAT;\n case 'mirror-repeat': return GL.MIRRORED_REPEAT;\n }\n}\n\nfunction convertMaxFilterMode(maxFilter: 'nearest' | 'linear'): GL {\n switch (maxFilter) {\n case 'nearest': return GL.NEAREST;\n case 'linear': return GL.LINEAR;\n }\n}\n\n/** \n * WebGPU has separate min filter and mipmap filter, \n * WebGL is combined and effectively offers 6 options\n */\nfunction convertMinFilterMode(minFilter: 'nearest' | 'linear', mipmapFilter?: 'nearest' | 'linear'): GL {\n if (!mipmapFilter) {\n return convertMaxFilterMode(minFilter);\n }\n switch (minFilter) {\n case 'nearest': return mipmapFilter === 'nearest' ? GL.NEAREST_MIPMAP_NEAREST : GL.NEAREST_MIPMAP_LINEAR;\n case 'linear': return mipmapFilter === 'nearest' ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR_MIPMAP_LINEAR;\n }\n}\n\n// Convert from WebGL to WebGPU\n\n/**\n * Convert WebGL-style sampler props to WebGPU\n * @param props\n * @returns\n */\n export function convertToSamplerParameters(params: WebGLSamplerParameters): SamplerParameters {\n const props: SamplerParameters = {};\n if (params[GL.TEXTURE_WRAP_S]) {\n props.addressModeU = convertToAddressMode(params[GL.TEXTURE_WRAP_S]);\n }\n if (params[GL.TEXTURE_WRAP_T]) {\n props.addressModeV = convertToAddressMode(params[GL.TEXTURE_WRAP_T]);\n }\n if (params[GL.TEXTURE_WRAP_R]) {\n props.addressModeW = convertToAddressMode(params[GL.TEXTURE_WRAP_R]);\n }\n if (params[GL.TEXTURE_MAG_FILTER]) {\n props.magFilter = convertToMaxFilterMode(params[GL.TEXTURE_MAG_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.minFilter = convertToMinFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.mipmapFilter = convertToMipmapFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_LOD]) {\n props.lodMinClamp = params[GL.TEXTURE_MIN_LOD];\n }\n if (params[GL.TEXTURE_MAX_LOD]) {\n props.lodMaxClamp = params[GL.TEXTURE_MAX_LOD];\n }\n if (params[GL.TEXTURE_COMPARE_MODE] === GL.COMPARE_REF_TO_TEXTURE) {\n props.compare = convertToCompareFunction('compare', params[GL.TEXTURE_COMPARE_FUNC]);\n }\n // NOTE depends on extension (very common)\n if (params[GL.TEXTURE_MAX_ANISOTROPY_EXT]) {\n props.maxAnisotropy = params[GL.TEXTURE_MAX_ANISOTROPY_EXT];\n }\n return props;\n}\n\n/** Convert address more */\nfunction convertToAddressMode(addressMode: number): 'clamp-to-edge' | 'repeat' | 'mirror-repeat' {\n switch (addressMode) {\n case GL.CLAMP_TO_EDGE: return 'clamp-to-edge';\n case GL.REPEAT: return 'repeat';\n case GL.MIRRORED_REPEAT: return 'mirror-repeat';\n }\n}\n\nfunction convertToMaxFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n }\n}\n\n/** WebGPU has separate min filter and mipmap filter, WebGL is combined */\nfunction convertToMinFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST: return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST: return 'linear';\n case GL.NEAREST_MIPMAP_LINEAR: return 'nearest';\n case GL.LINEAR_MIPMAP_LINEAR: return 'linear';\n }\n}\n\nfunction convertToMipmapFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST: return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST: return 'nearest';\n case GL.NEAREST_MIPMAP_LINEAR: return 'linear';\n case GL.LINEAR_MIPMAP_LINEAR: return 'linear';\n }\n}\n\n/**\n * Override sampler settings that are not supported by Non-Power-of-Two textures in WebGL1.\n*/\nexport function updateSamplerParametersForNPOT(parameters: WebGLSamplerParameters): WebGLSamplerParameters {\n const newParameters = {...parameters};\n if (parameters[GL.TEXTURE_MIN_FILTER] !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n newParameters[GL.TEXTURE_MIN_FILTER] = GL.LINEAR;\n }\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_WRAP_S to CLAMP_TO_EDGE`)();\n newParameters[GL.TEXTURE_WRAP_S] = GL.CLAMP_TO_EDGE;\n newParameters[GL.TEXTURE_WRAP_T] = GL.CLAMP_TO_EDGE;\n return newParameters;\n}\n"],"file":"sampler-parameters.js"}
1
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SAMPLER FILTERS\nimport {SamplerParameters} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {WebGLSamplerParameters} from '../../types/webgl';\nimport {convertCompareFunction, convertToCompareFunction} from './device-parameters';\n\n/**\n * Convert WebGPU-style sampler props to WebGL\n * @param props\n * @returns\n */\nexport function convertSamplerParametersToWebGL(props: SamplerParameters): WebGLSamplerParameters {\n const params: Record<number, number> = {};\n if (props.addressModeU) {\n params[GL.TEXTURE_WRAP_S] = convertAddressMode(props.addressModeU);\n }\n if (props.addressModeV) {\n params[GL.TEXTURE_WRAP_T] = convertAddressMode(props.addressModeV);\n }\n if (props.addressModeW) {\n params[GL.TEXTURE_WRAP_R] = convertAddressMode(props.addressModeW);\n }\n if (props.magFilter) {\n params[GL.TEXTURE_MAG_FILTER] = convertMaxFilterMode(props.magFilter);\n }\n if (props.minFilter || props.mipmapFilter) {\n // TODO - arbitrary choice of linear?\n params[GL.TEXTURE_MIN_FILTER] = convertMinFilterMode(props.minFilter || 'linear', props.mipmapFilter);\n }\n if (props.lodMinClamp !== undefined) {\n params[GL.TEXTURE_MIN_LOD] = props.lodMinClamp;\n }\n if (props.lodMaxClamp !== undefined) {\n params[GL.TEXTURE_MAX_LOD] = props.lodMaxClamp;\n }\n if (props.compare) {\n // Setting prop.compare turns this into a comparison sampler\n params[GL.TEXTURE_COMPARE_MODE] = GL.COMPARE_REF_TO_TEXTURE;\n params[GL.TEXTURE_COMPARE_FUNC] = convertCompareFunction('compare', props.compare);\n }\n // Note depends on WebGL extension\n if (props.maxAnisotropy) {\n params[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;\n }\n return params;\n}\n\n/** Convert address more */\nfunction convertAddressMode(addressMode: 'clamp-to-edge' | 'repeat' | 'mirror-repeat'): GL {\n switch (addressMode) {\n case 'clamp-to-edge': return GL.CLAMP_TO_EDGE;\n case 'repeat': return GL.REPEAT;\n case 'mirror-repeat': return GL.MIRRORED_REPEAT;\n }\n}\n\nfunction convertMaxFilterMode(maxFilter: 'nearest' | 'linear'): GL {\n switch (maxFilter) {\n case 'nearest': return GL.NEAREST;\n case 'linear': return GL.LINEAR;\n }\n}\n\n/** \n * WebGPU has separate min filter and mipmap filter, \n * WebGL is combined and effectively offers 6 options\n */\nfunction convertMinFilterMode(minFilter: 'nearest' | 'linear', mipmapFilter?: 'nearest' | 'linear'): GL {\n if (!mipmapFilter) {\n return convertMaxFilterMode(minFilter);\n }\n switch (minFilter) {\n case 'nearest': return mipmapFilter === 'nearest' ? GL.NEAREST_MIPMAP_NEAREST : GL.NEAREST_MIPMAP_LINEAR;\n case 'linear': return mipmapFilter === 'nearest' ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR_MIPMAP_LINEAR;\n }\n}\n\n// Convert from WebGL to WebGPU\n\n/**\n * Convert WebGL-style sampler props to WebGPU\n * @param props\n * @returns\n */\n export function convertToSamplerParameters(params: WebGLSamplerParameters): SamplerParameters {\n const props: SamplerParameters = {};\n if (params[GL.TEXTURE_WRAP_S]) {\n props.addressModeU = convertToAddressMode(params[GL.TEXTURE_WRAP_S]);\n }\n if (params[GL.TEXTURE_WRAP_T]) {\n props.addressModeV = convertToAddressMode(params[GL.TEXTURE_WRAP_T]);\n }\n if (params[GL.TEXTURE_WRAP_R]) {\n props.addressModeW = convertToAddressMode(params[GL.TEXTURE_WRAP_R]);\n }\n if (params[GL.TEXTURE_MAG_FILTER]) {\n props.magFilter = convertToMaxFilterMode(params[GL.TEXTURE_MAG_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.minFilter = convertToMinFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.mipmapFilter = convertToMipmapFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_LOD]) {\n props.lodMinClamp = params[GL.TEXTURE_MIN_LOD];\n }\n if (params[GL.TEXTURE_MAX_LOD]) {\n props.lodMaxClamp = params[GL.TEXTURE_MAX_LOD];\n }\n if (params[GL.TEXTURE_COMPARE_MODE] === GL.COMPARE_REF_TO_TEXTURE) {\n props.compare = convertToCompareFunction('compare', params[GL.TEXTURE_COMPARE_FUNC]);\n }\n // NOTE depends on extension (very common)\n if (params[GL.TEXTURE_MAX_ANISOTROPY_EXT]) {\n props.maxAnisotropy = params[GL.TEXTURE_MAX_ANISOTROPY_EXT];\n }\n return props;\n}\n\n/** Convert address more */\nfunction convertToAddressMode(addressMode: number): 'clamp-to-edge' | 'repeat' | 'mirror-repeat' {\n switch (addressMode) {\n case GL.CLAMP_TO_EDGE: return 'clamp-to-edge';\n case GL.REPEAT: return 'repeat';\n case GL.MIRRORED_REPEAT: return 'mirror-repeat';\n }\n}\n\nfunction convertToMaxFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n }\n}\n\n/** WebGPU has separate min filter and mipmap filter, WebGL is combined */\nfunction convertToMinFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST: return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST: return 'linear';\n case GL.NEAREST_MIPMAP_LINEAR: return 'nearest';\n case GL.LINEAR_MIPMAP_LINEAR: return 'linear';\n }\n}\n\nfunction convertToMipmapFilterMode(filterMode: number): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST: return 'nearest';\n case GL.LINEAR: return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST: return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST: return 'nearest';\n case GL.NEAREST_MIPMAP_LINEAR: return 'linear';\n case GL.LINEAR_MIPMAP_LINEAR: return 'linear';\n }\n}\n\n/**\n * Override sampler settings that are not supported by Non-Power-of-Two textures in WebGL1.\n*/\nexport function updateSamplerParametersForNPOT(parameters: WebGLSamplerParameters): WebGLSamplerParameters {\n const newParameters = {...parameters};\n if (parameters[GL.TEXTURE_MIN_FILTER] !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n newParameters[GL.TEXTURE_MIN_FILTER] = GL.LINEAR;\n }\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_WRAP_S to CLAMP_TO_EDGE`)();\n newParameters[GL.TEXTURE_WRAP_S] = GL.CLAMP_TO_EDGE;\n newParameters[GL.TEXTURE_WRAP_T] = GL.CLAMP_TO_EDGE;\n return newParameters;\n}\n"],"file":"sampler-parameters.js"}
@@ -239,11 +239,13 @@ export default class WEBGLTexture extends Texture {
239
239
  return this;
240
240
  }
241
241
 
242
- resize({
243
- height,
244
- width,
245
- mipmaps = false
246
- }) {
242
+ resize(options) {
243
+ const {
244
+ height,
245
+ width,
246
+ mipmaps = false
247
+ } = options;
248
+
247
249
  if (width !== this.width || height !== this.height) {
248
250
  return this.initialize({
249
251
  width,