@luma.gl/webgl 9.0.0-alpha.30 → 9.0.0-alpha.32

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Files changed (69) hide show
  1. package/dist/adapter/converters/shader-formats.d.ts +9 -0
  2. package/dist/adapter/converters/shader-formats.d.ts.map +1 -0
  3. package/dist/adapter/converters/shader-formats.js +53 -0
  4. package/dist/adapter/converters/shader-formats.js.map +1 -0
  5. package/dist/adapter/converters/texture-formats.d.ts +1 -2
  6. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  7. package/dist/adapter/converters/texture-formats.js +2 -23
  8. package/dist/adapter/converters/texture-formats.js.map +1 -1
  9. package/dist/adapter/converters/vertex-formats.d.ts +8 -2
  10. package/dist/adapter/converters/vertex-formats.d.ts.map +1 -1
  11. package/dist/adapter/converters/vertex-formats.js +47 -9
  12. package/dist/adapter/converters/vertex-formats.js.map +1 -1
  13. package/dist/adapter/helpers/{uniforms.d.ts → decode-webgl-types.d.ts} +9 -8
  14. package/dist/adapter/helpers/decode-webgl-types.d.ts.map +1 -0
  15. package/dist/adapter/helpers/{uniforms.js → decode-webgl-types.js} +14 -13
  16. package/dist/adapter/helpers/decode-webgl-types.js.map +1 -0
  17. package/dist/adapter/helpers/get-shader-layout.d.ts +1 -51
  18. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  19. package/dist/adapter/helpers/get-shader-layout.js +14 -86
  20. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  21. package/dist/adapter/helpers/set-uniform.d.ts +3 -2
  22. package/dist/adapter/helpers/set-uniform.d.ts.map +1 -1
  23. package/dist/adapter/helpers/set-uniform.js +25 -25
  24. package/dist/adapter/helpers/set-uniform.js.map +1 -1
  25. package/dist/adapter/helpers/{attribute-utils.d.ts → webgl-topology-utils.d.ts} +1 -1
  26. package/dist/adapter/helpers/webgl-topology-utils.d.ts.map +1 -0
  27. package/dist/adapter/helpers/{attribute-utils.js → webgl-topology-utils.js} +1 -1
  28. package/dist/adapter/helpers/webgl-topology-utils.js.map +1 -0
  29. package/dist/adapter/objects/webgl-vertex-array-object.d.ts +2 -1
  30. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  31. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  32. package/dist/adapter/resources/webgl-command-encoder.js +1 -1
  33. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  34. package/dist/adapter/resources/webgl-render-pipeline.d.ts +16 -10
  35. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  36. package/dist/adapter/resources/webgl-render-pipeline.js +58 -59
  37. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  38. package/dist/classic/buffer-with-accessor.d.ts +0 -1
  39. package/dist/classic/buffer-with-accessor.d.ts.map +1 -1
  40. package/dist/classic/buffer-with-accessor.js +0 -1
  41. package/dist/classic/buffer-with-accessor.js.map +1 -1
  42. package/dist/dist.dev.js +513 -418
  43. package/dist/index.cjs +670 -722
  44. package/dist/index.d.ts +1 -1
  45. package/dist/index.d.ts.map +1 -1
  46. package/dist/index.js +1 -1
  47. package/dist/index.js.map +1 -1
  48. package/dist/types.d.ts +2 -0
  49. package/dist/types.d.ts.map +1 -1
  50. package/dist/types.js.map +1 -1
  51. package/dist.min.js +22 -22
  52. package/package.json +5 -5
  53. package/src/adapter/converters/shader-formats.ts +41 -0
  54. package/src/adapter/converters/texture-formats.ts +3 -16
  55. package/src/adapter/converters/vertex-formats.ts +67 -10
  56. package/src/adapter/helpers/{uniforms.ts → decode-webgl-types.ts} +22 -17
  57. package/src/adapter/helpers/get-shader-layout.ts +51 -159
  58. package/src/adapter/helpers/set-uniform.ts +33 -33
  59. package/src/adapter/objects/webgl-vertex-array-object.ts +2 -1
  60. package/src/adapter/resources/webgl-command-encoder.ts +1 -1
  61. package/src/adapter/resources/webgl-render-pipeline.ts +125 -82
  62. package/src/classic/buffer-with-accessor.ts +0 -1
  63. package/src/index.ts +1 -1
  64. package/src/types.ts +2 -0
  65. package/dist/adapter/helpers/attribute-utils.d.ts.map +0 -1
  66. package/dist/adapter/helpers/attribute-utils.js.map +0 -1
  67. package/dist/adapter/helpers/uniforms.d.ts.map +0 -1
  68. package/dist/adapter/helpers/uniforms.js.map +0 -1
  69. /package/src/adapter/helpers/{attribute-utils.ts → webgl-topology-utils.ts} +0 -0
@@ -1,17 +1,18 @@
1
- import { UniformFormat, VertexFormat } from '@luma.gl/core';
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+ import { ShaderUniformType, ShaderAttributeType, VertexFormat } from '@luma.gl/core';
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  import { GL, GLUniformType, GLCompositeType, GLDataType } from '@luma.gl/constants';
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  /** Check is uniform is of sampler type */
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  export declare function isSamplerUniform(type: GLUniformType): boolean;
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- /** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */
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- export declare function decodeUniformType(uniformType: GL): {
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- format: UniformFormat;
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+ /** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */
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+ export declare function decodeGLUniformType(glUniformType: GL): {
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+ format: ShaderUniformType;
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  components: number;
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  glType: GLDataType;
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  };
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- export declare function decodeAttributeType(attributeType: GL): {
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- format: VertexFormat;
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+ /** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */
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+ export declare function decodeGLAttributeType(glAttributeType: GL): {
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+ attributeType: ShaderAttributeType;
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+ vertexFormat: VertexFormat;
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  components: number;
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- glType: GLDataType;
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  };
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  /** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */
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  export declare function decomposeCompositeGLDataType(compositeGLDataType: GLCompositeType): {
@@ -22,4 +23,4 @@ export declare function getCompositeGLDataType(type: GL, components: any): {
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  glType: GLDataType;
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  name: string;
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  } | null;
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- //# sourceMappingURL=uniforms.d.ts.map
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+ //# sourceMappingURL=decode-webgl-types.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decode-webgl-types.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/decode-webgl-types.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,iBAAiB,EAAE,mBAAmB,EAAE,YAAY,EAAC,MAAM,eAAe,CAAC;AACnF,OAAO,EAAC,EAAE,EAAE,aAAa,EAAiB,eAAe,EAAE,UAAU,EAAC,MAAM,oBAAoB,CAAC;AAEjG,0CAA0C;AAC1C,wBAAgB,gBAAgB,CAAC,IAAI,EAAE,aAAa,GAAG,OAAO,CAE7D;AA2DD,4FAA4F;AAC5F,wBAAgB,mBAAmB,CACjC,aAAa,EAAE,EAAE,GAChB;IAAC,MAAM,EAAE,iBAAiB,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,UAAU,CAAA;CAAC,CAOrE;AAED,4FAA4F;AAC5F,wBAAgB,qBAAqB,CAAC,eAAe,EAAE,EAAE,GAAG;IAC1D,aAAa,EAAE,mBAAmB,CAAC;IACnC,YAAY,EAAE,YAAY,CAAC;IAC3B,UAAU,EAAE,MAAM,CAAC;CAEpB,CASA;AAED,0FAA0F;AAC1F,wBAAgB,4BAA4B,CAC1C,mBAAmB,EAAE,eAAe,GACnC;IAAC,IAAI,EAAE,UAAU,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,GAAG,IAAI,CAO/C;AAED,wBAAgB,sBAAsB,CAAC,IAAI,EAAE,EAAE,EAAE,UAAU,KAAA,GAAG;IAAC,MAAM,EAAE,UAAU,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,GAAG,IAAI,CAkBtG"}
@@ -16,10 +16,10 @@ const COMPOSITE_GL_TYPES = {
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  [GL.UNSIGNED_INT_VEC2]: [GL.UNSIGNED_INT, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],
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  [GL.UNSIGNED_INT_VEC3]: [GL.UNSIGNED_INT, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],
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  [GL.UNSIGNED_INT_VEC4]: [GL.UNSIGNED_INT, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],
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- [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32x2'],
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- [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>'],
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- [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>'],
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- [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>'],
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+ [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32'],
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+ [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>', 'float32x2'],
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+ [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>', 'float32x3'],
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+ [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>', 'float32x4'],
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  [GL.FLOAT_MAT2]: [GL.FLOAT, 8, 'mat2', 'mat2x2<f32>'],
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  [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'],
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  [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'],
@@ -30,8 +30,8 @@ const COMPOSITE_GL_TYPES = {
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  [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'],
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  [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>']
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  };
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- export function decodeUniformType(uniformType) {
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- const typeAndSize = COMPOSITE_GL_TYPES[uniformType];
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+ export function decodeGLUniformType(glUniformType) {
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+ const typeAndSize = COMPOSITE_GL_TYPES[glUniformType];
35
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  if (!typeAndSize) {
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  throw new Error('uniform');
37
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  }
@@ -42,16 +42,17 @@ export function decodeUniformType(uniformType) {
42
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  glType
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  };
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  }
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- export function decodeAttributeType(attributeType) {
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- const typeAndSize = COMPOSITE_GL_TYPES[attributeType];
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+ export function decodeGLAttributeType(glAttributeType) {
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+ const typeAndSize = COMPOSITE_GL_TYPES[glAttributeType];
47
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  if (!typeAndSize) {
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  throw new Error('attribute');
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  }
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- const [glType, components,,, format] = typeAndSize;
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+ const [, components,, shaderType, vertexFormat] = typeAndSize;
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+ const attributeType = shaderType;
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  return {
52
- format,
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- components,
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- glType
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+ attributeType,
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+ vertexFormat,
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+ components
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  };
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  }
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  export function decomposeCompositeGLDataType(compositeGLDataType) {
@@ -86,4 +87,4 @@ export function getCompositeGLDataType(type, components) {
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  }
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  return null;
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  }
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- //# sourceMappingURL=uniforms.js.map
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+ //# sourceMappingURL=decode-webgl-types.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"decode-webgl-types.js","names":["GL","isSamplerUniform","type","SAMPLER_TYPES","includes","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","COMPOSITE_GL_TYPES","FLOAT","FLOAT_VEC2","FLOAT_VEC3","FLOAT_VEC4","INT","INT_VEC2","INT_VEC3","INT_VEC4","UNSIGNED_INT","UNSIGNED_INT_VEC2","UNSIGNED_INT_VEC3","UNSIGNED_INT_VEC4","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","FLOAT_MAT2","FLOAT_MAT2x3","FLOAT_MAT2x4","FLOAT_MAT3x2","FLOAT_MAT3","FLOAT_MAT3x4","FLOAT_MAT4x2","FLOAT_MAT4x3","FLOAT_MAT4","decodeGLUniformType","glUniformType","typeAndSize","Error","glType","components","format","decodeGLAttributeType","glAttributeType","shaderType","vertexFormat","attributeType","decomposeCompositeGLDataType","compositeGLDataType","getCompositeGLDataType","BYTE","UNSIGNED_BYTE","SHORT","UNSIGNED_SHORT","compType","compComponents","name","Number"],"sources":["../../../src/adapter/helpers/decode-webgl-types.ts"],"sourcesContent":["import {ShaderUniformType, ShaderAttributeType, VertexFormat} from '@luma.gl/core';\nimport {GL, GLUniformType, GLSamplerType, GLCompositeType, GLDataType} from '@luma.gl/constants';\n\n/** Check is uniform is of sampler type */\nexport function isSamplerUniform(type: GLUniformType): boolean {\n return SAMPLER_TYPES.includes(type as GLSamplerType);\n}\n\nconst SAMPLER_TYPES: 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\n// Composite types table\nconst COMPOSITE_GL_TYPES: Record<\n GLCompositeType,\n [GLDataType, number, string, ShaderUniformType, VertexFormat?]\n> = {\n [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],\n [GL.FLOAT_VEC2]: [GL.FLOAT, 2, 'vec2', 'vec2<f32>', 'float32x2'],\n [GL.FLOAT_VEC3]: [GL.FLOAT, 3, 'vec3', 'vec3<f32>', 'float32x3'],\n [GL.FLOAT_VEC4]: [GL.FLOAT, 4, 'vec4', 'vec4<f32>', 'float32x4'],\n\n [GL.INT]: [GL.INT, 1, 'int', 'i32', 'sint32'],\n [GL.INT_VEC2]: [GL.INT, 2, 'ivec2', 'vec2<i32>', 'sint32x2'],\n [GL.INT_VEC3]: [GL.INT, 3, 'ivec3', 'vec3<i32>', 'sint32x3'],\n [GL.INT_VEC4]: [GL.INT, 4, 'ivec4', 'vec4<i32>', 'sint32x4'],\n\n [GL.UNSIGNED_INT]: [GL.UNSIGNED_INT, 1, 'uint', 'u32', 'uint32'],\n [GL.UNSIGNED_INT_VEC2]: [GL.UNSIGNED_INT, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],\n [GL.UNSIGNED_INT_VEC3]: [GL.UNSIGNED_INT, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],\n [GL.UNSIGNED_INT_VEC4]: [GL.UNSIGNED_INT, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],\n\n [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32'],\n [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>', 'float32x2'],\n [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>', 'float32x3'],\n [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>', 'float32x4'],\n\n // TODO - are sizes/components below correct?\n [GL.FLOAT_MAT2]: [GL.FLOAT, 8, 'mat2', 'mat2x2<f32>'], // 4\n [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'], // 6\n [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'], // 8\n\n [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'], // 6\n [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'], // 9\n [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'], // 12\n\n [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'], // 8\n [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'], // 12\n [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>'] // 16\n};\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLUniformType(\n glUniformType: GL\n): {format: ShaderUniformType; components: number; glType: GLDataType} {\n const typeAndSize = COMPOSITE_GL_TYPES[glUniformType];\n if (!typeAndSize) {\n throw new Error('uniform');\n }\n const [glType, components, , format] = typeAndSize;\n return {format, components, glType};\n}\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLAttributeType(glAttributeType: GL): {\n attributeType: ShaderAttributeType;\n vertexFormat: VertexFormat;\n components: number;\n // glType: GLDataType;\n} {\n const typeAndSize = COMPOSITE_GL_TYPES[glAttributeType];\n if (!typeAndSize) {\n throw new Error('attribute')\n }\n const [, components, , shaderType, vertexFormat] = typeAndSize;\n // TODO sanity - if (shaderType.startsWith('mat' ...))\n const attributeType = shaderType as unknown as ShaderAttributeType\n return {attributeType, vertexFormat, components}; // , glType};\n}\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decomposeCompositeGLDataType(\n compositeGLDataType: GLCompositeType\n): {type: GLDataType; components: number} | null {\n const typeAndSize = COMPOSITE_GL_TYPES[compositeGLDataType];\n if (!typeAndSize) {\n return null;\n }\n const [type, components] = typeAndSize;\n return {type, components};\n}\n\nexport function getCompositeGLDataType(type: GL, components): {glType: GLDataType; name: string} | null {\n switch (type) {\n case GL.BYTE:\n case GL.UNSIGNED_BYTE:\n case GL.SHORT:\n case GL.UNSIGNED_SHORT:\n type = GL.FLOAT;\n break;\n default:\n }\n\n for (const glType in COMPOSITE_GL_TYPES) {\n const [compType, compComponents, name] = COMPOSITE_GL_TYPES[glType];\n if (compType === type && compComponents === components) {\n return {glType: Number(glType), name};\n }\n }\n return 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@@ -1,58 +1,8 @@
1
- import type { ShaderLayout, AttributeLayout, BufferMapping } from '@luma.gl/core';
1
+ import type { ShaderLayout } from '@luma.gl/core';
2
2
  /**
3
3
  * Extract metadata describing binding information for a program's shaders
4
4
  * Note: `linkProgram()` needs to have been called
5
5
  * (although linking does not need to have been successful).
6
6
  */
7
7
  export declare function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout;
8
- /**
9
- * Merges an provided shader layout into a base shader layout
10
- * In WebGL, this allows the auto generated shader layout to be overridden by the application
11
- * Typically to change the format of the vertex attributes (from float32x4 to uint8x4 etc).
12
- * @todo Drop this? This could also be done more clearly with bufferMapping
13
- */
14
- export declare function mergeShaderLayout(baseLayout: ShaderLayout, overrideLayout: ShaderLayout): ShaderLayout;
15
- export declare function mergeBufferMap(baseLayout: ShaderLayout, bufferMap: BufferMapping[]): ShaderLayout;
16
- export declare function getAttributeFromLayout(shaderLayout: ShaderLayout, name: string): AttributeLayout | null;
17
- /**
18
- * TODO - verify this is a copy of above and delete
19
- * import type {TextureFormat} from '@luma.gl/core';
20
- * Extract info about all "active" uniform blocks
21
- * ("Active" just means that unused (inactive) blocks may have been optimized away during linking)
22
- *
23
- function getUniformBlockBindings(gl: WebGLRenderingContext, program): Binding[] {
24
- if (!isWebGL2(gl)) {
25
- return;
26
- }
27
- const bindings: Binding[] = [];
28
- const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);
29
- for (let blockIndex = 0; blockIndex < count; blockIndex++) {
30
- const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),
31
- const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),
32
- const visibility = (vertex) + (fragment);
33
- const binding: BufferBinding = {
34
- location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),
35
- // name: gl.getActiveUniformBlockName(program, blockIndex),
36
- type: 'uniform',
37
- visibility,
38
- minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),
39
- // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),
40
- // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),
41
- }
42
- bindings.push(binding);
43
- }
44
- return bindings;
45
- }
46
-
47
- function setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {
48
- for (const bindGroup of bindings) {
49
- for (const binding of bindGroup) {
50
-
51
- }
52
- }
53
-
54
- // Set up indirection table
55
- // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);
56
- }
57
- */
58
8
  //# sourceMappingURL=get-shader-layout.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"get-shader-layout.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"names":[],"mappings":"AAEA,OAAO,KAAK,EACV,YAAY,EAKb,MAAM,eAAe,CAAC;AAOvB;;;;GAIG;AACH,wBAAgB,eAAe,CAAC,EAAE,EAAE,qBAAqB,EAAE,OAAO,EAAE,YAAY,GAAG,YAAY,CA2D9F"}
@@ -1,26 +1,13 @@
1
- import { log } from '@luma.gl/core';
2
1
  import { GL } from '@luma.gl/constants';
3
2
  import { isWebGL2 } from "../../context/context/webgl-checks.js";
4
3
  import { Accessor } from "../../classic/accessor.js";
5
- import { decodeUniformType, decodeAttributeType } from "./uniforms.js";
6
- import { getVertexFormat } from "../converters/vertex-formats.js";
7
- import { isSamplerUniform } from "./uniforms.js";
4
+ import { decodeGLUniformType, decodeGLAttributeType, isSamplerUniform } from "./decode-webgl-types.js";
8
5
  export function getShaderLayout(gl, program) {
9
6
  const shaderLayout = {
10
7
  attributes: [],
11
8
  bindings: []
12
9
  };
13
- const attributes = readAttributeBindings(gl, program);
14
- for (const attribute of attributes) {
15
- const size = Math.min(attribute.accessor.size, 4);
16
- const format = getVertexFormat(attribute.accessor.type || GL.FLOAT, size);
17
- shaderLayout.attributes.push({
18
- name: attribute.name,
19
- location: attribute.location,
20
- format,
21
- stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'
22
- });
23
- }
10
+ shaderLayout.attributes = readAttributeDeclarations(gl, program);
24
11
  const uniformBlocks = readUniformBlocks(gl, program);
25
12
  for (const uniformBlock of uniformBlocks) {
26
13
  const uniforms = uniformBlock.uniforms.map(uniform => ({
@@ -67,58 +54,7 @@ export function getShaderLayout(gl, program) {
67
54
  }
68
55
  return shaderLayout;
69
56
  }
70
- export function mergeShaderLayout(baseLayout, overrideLayout) {
71
- const mergedLayout = {
72
- ...baseLayout,
73
- attributes: baseLayout.attributes.map(attribute => ({
74
- ...attribute
75
- }))
76
- };
77
- for (const attribute of (overrideLayout === null || overrideLayout === void 0 ? void 0 : overrideLayout.attributes) || []) {
78
- const baseAttribute = mergedLayout.attributes.find(attr => attr.name === attribute.name);
79
- if (!baseAttribute) {
80
- log.warn("shader layout attribute ".concat(attribute.name, " not present in shader"));
81
- } else {
82
- baseAttribute.format = attribute.format || baseAttribute.format;
83
- baseAttribute.stepMode = attribute.stepMode || baseAttribute.stepMode;
84
- }
85
- }
86
- return mergedLayout;
87
- }
88
- export function mergeBufferMap(baseLayout, bufferMap) {
89
- const mergedLayout = {
90
- ...baseLayout,
91
- attributes: baseLayout.attributes.map(attribute => ({
92
- ...attribute
93
- }))
94
- };
95
- for (const bufferMapping of bufferMap) {
96
- switch (bufferMapping.type) {
97
- case 'interleave':
98
- for (const attributeOverride of bufferMapping.attributes) {
99
- overrideShaderLayoutAttribute(mergedLayout, attributeOverride);
100
- }
101
- break;
102
- default:
103
- overrideShaderLayoutAttribute(mergedLayout, bufferMapping);
104
- }
105
- }
106
- return mergedLayout;
107
- }
108
- function overrideShaderLayoutAttribute(layout, attributeOverride) {
109
- const attribute = getAttributeFromLayout(layout, attributeOverride.name);
110
- if (attribute && attributeOverride.format) {
111
- attribute.format = attributeOverride.format;
112
- }
113
- }
114
- export function getAttributeFromLayout(shaderLayout, name) {
115
- const attribute = shaderLayout.attributes.find(attr => attr.name === name);
116
- if (!attribute) {
117
- log.warn("shader layout attribute \"".concat(name, "\" not present in shader"));
118
- }
119
- return attribute || null;
120
- }
121
- function readAttributeBindings(gl, program) {
57
+ function readAttributeDeclarations(gl, program) {
122
58
  const attributes = [];
123
59
  const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
124
60
  for (let index = 0; index < count; index++) {
@@ -128,28 +64,20 @@ function readAttributeBindings(gl, program) {
128
64
  }
129
65
  const {
130
66
  name,
131
- type: compositeType,
132
- size
67
+ type: compositeType
133
68
  } = activeInfo;
134
69
  const location = gl.getAttribLocation(program, name);
135
70
  if (location >= 0) {
136
71
  const {
137
- glType,
138
- components
139
- } = decodeAttributeType(compositeType);
140
- const accessor = {
141
- type: glType,
142
- size: size * components
143
- };
144
- if (/instance/i.test(name)) {
145
- accessor.divisor = 1;
146
- }
147
- const attributeInfo = {
148
- location,
72
+ attributeType
73
+ } = decodeGLAttributeType(compositeType);
74
+ const stepMode = /instance/i.test(name) ? 'instance' : 'vertex';
75
+ attributes.push({
149
76
  name,
150
- accessor: new Accessor(accessor)
151
- };
152
- attributes.push(attributeInfo);
77
+ location,
78
+ stepMode,
79
+ type: attributeType
80
+ });
153
81
  }
154
82
  }
155
83
  attributes.sort((a, b) => a.location - b.location);
@@ -175,7 +103,7 @@ function readVaryings(gl, program) {
175
103
  const {
176
104
  glType,
177
105
  components
178
- } = decodeUniformType(compositeType);
106
+ } = decodeGLUniformType(compositeType);
179
107
  const accessor = new Accessor({
180
108
  type: glType,
181
109
  size: size * components
@@ -261,7 +189,7 @@ function readUniformBlocks(gl, program) {
261
189
  }
262
190
  blockInfo.uniforms.push({
263
191
  name: activeInfo.name,
264
- format: decodeUniformType(uniformType[i]).format,
192
+ format: decodeGLUniformType(uniformType[i]).format,
265
193
  type: uniformType[i],
266
194
  arrayLength: uniformArrayLength[i],
267
195
  byteOffset: uniformOffset[i],
@@ -1 +1 @@
1
- {"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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+ {"version":3,"file":"get-shader-layout.js","names":["GL","isWebGL2","Accessor","decodeGLUniformType","decodeGLAttributeType","isSamplerUniform","getShaderLayout","gl","program","shaderLayout","attributes","bindings","readAttributeDeclarations","uniformBlocks","readUniformBlocks","uniformBlock","uniforms","map","uniform","name","format","byteOffset","byteStride","arrayLength","push","type","location","visibility","vertex","fragment","minBindingSize","byteLength","readUniformBindings","textureUnit","viewDimension","sampleType","getSamplerInfo","length","varyings","readVaryings","count","getProgramParameter","ACTIVE_ATTRIBUTES","index","activeInfo","getActiveAttrib","Error","compositeType","getAttribLocation","attributeType","stepMode","test","sort","a","b","gl2","TRANSFORM_FEEDBACK_VARYINGS","getTransformFeedbackVarying","size","glType","components","accessor","varying","uniformCount","ACTIVE_UNIFORMS","i","getActiveUniform","rawName","isArray","parseUniformName","webglLocation","getUniformLocation","uniformInfo","j","elementName","concat","arrayElementUniformInfo","getBlockParameter","blockIndex","pname","getActiveUniformBlockParameter","blockCount","ACTIVE_UNIFORM_BLOCKS","blockInfo","getActiveUniformBlockName","UNIFORM_BLOCK_BINDING","UNIFORM_BLOCK_DATA_SIZE","UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER","UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER","UNIFORM_BLOCK_ACTIVE_UNIFORMS","uniformIndices","UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES","uniformType","getActiveUniforms","UNIFORM_TYPE","uniformArrayLength","UNIFORM_SIZE","uniformOffset","UNIFORM_OFFSET","uniformStride","UNIFORM_ARRAY_STRIDE","SAMPLER_UNIFORMS_GL_TO_GPU","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","sampler","UNIFORM_NAME_REGEXP","matches","exec","Boolean"],"sources":["../../../src/adapter/helpers/get-shader-layout.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport type {\n ShaderLayout,\n UniformBinding,\n UniformBlockBinding,\n AttributeDeclaration,\n VaryingBinding\n} from '@luma.gl/core';\n\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 {decodeGLUniformType, decodeGLAttributeType, isSamplerUniform} from './decode-webgl-types';\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 shaderLayout.attributes = readAttributeDeclarations(gl, program);\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// 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 readAttributeDeclarations(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeDeclaration[] {\n const attributes: AttributeDeclaration[] = [];\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 `gl_InstanceID` location will be < 0\n if (location >= 0) {\n const {attributeType} = decodeGLAttributeType(compositeType);\n\n // Whether an attribute is instanced is essentially fixed by the structure of the shader code, \n // so it is arguably a static property of the shader.\n // There is no hint in the shader declarations\n // Heuristic: Any attribute name containing the word \"instance\" will be assumed to be instanced\n const stepMode = /instance/i.test(name) ? 'instance' : 'vertex';\n\n attributes.push({\n name,\n location,\n stepMode,\n type: attributeType,\n // size - for arrays, size is the number of elements in the array\n });\n }\n }\n\n // Sort by declaration order\n attributes.sort((a: AttributeDeclaration, b: AttributeDeclaration) => 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} = decodeGLUniformType(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 * @note In WebGL, \"active\" just means that unused (inactive) blocks may have been 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: decodeGLUniformType(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\n/**\n * TOOD - compare with a above, confirm copy, then delete\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*/\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 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@@ -1,4 +1,5 @@
1
- import { GL } from '@luma.gl/constants';
1
+ import type { UniformValue } from '@luma.gl/core';
2
+ import { GLCompositeType, GLSamplerType } from '@luma.gl/constants';
2
3
  /** 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 | boolean): void;
4
+ export declare function setUniform(gl: WebGLRenderingContext, location: WebGLUniformLocation, type: GLCompositeType | GLSamplerType, value: UniformValue): void;
4
5
  //# sourceMappingURL=set-uniform.d.ts.map
@@ -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,GAAG,OAAO,GAChE,IAAI,CA2EN"}
1
+ {"version":3,"file":"set-uniform.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/set-uniform.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,eAAe,CAAC;AAChD,OAAO,EAAK,eAAe,EAAE,aAAa,EAAC,MAAM,oBAAoB,CAAC;AAEtE,8DAA8D;AAE9D,wBAAgB,UAAU,CACxB,EAAE,EAAE,qBAAqB,EACzB,QAAQ,EAAE,oBAAoB,EAC9B,IAAI,EAAE,eAAe,GAAG,aAAa,EACrC,KAAK,EAAE,YAAY,GAClB,IAAI,CA0EN"}
@@ -1,34 +1,34 @@
1
1
  import { GL } from '@luma.gl/constants';
2
2
  export function setUniform(gl, location, type, value) {
3
3
  const gl2 = gl;
4
- if (typeof value === 'number') {
5
- switch (type) {
6
- case GL.SAMPLER_2D:
7
- case GL.SAMPLER_CUBE:
8
- case GL.SAMPLER_3D:
9
- case GL.SAMPLER_2D_SHADOW:
10
- case GL.SAMPLER_2D_ARRAY:
11
- case GL.SAMPLER_2D_ARRAY_SHADOW:
12
- case GL.SAMPLER_CUBE_SHADOW:
13
- case GL.INT_SAMPLER_2D:
14
- case GL.INT_SAMPLER_3D:
15
- case GL.INT_SAMPLER_CUBE:
16
- case GL.INT_SAMPLER_2D_ARRAY:
17
- case GL.UNSIGNED_INT_SAMPLER_2D:
18
- case GL.UNSIGNED_INT_SAMPLER_3D:
19
- case GL.UNSIGNED_INT_SAMPLER_CUBE:
20
- case GL.UNSIGNED_INT_SAMPLER_2D_ARRAY:
21
- return gl.uniform1i(location, value);
22
- }
4
+ let uniformValue = value;
5
+ if (uniformValue === true) {
6
+ uniformValue = 1;
23
7
  }
24
- if (value === true) {
25
- value = 1;
8
+ if (uniformValue === false) {
9
+ uniformValue = 0;
26
10
  }
27
- if (value === false) {
28
- value = 0;
29
- }
30
- const arrayValue = typeof value === 'number' ? [value] : value;
11
+ const arrayValue = typeof uniformValue === 'number' ? [uniformValue] : uniformValue;
31
12
  switch (type) {
13
+ case GL.SAMPLER_2D:
14
+ case GL.SAMPLER_CUBE:
15
+ case GL.SAMPLER_3D:
16
+ case GL.SAMPLER_2D_SHADOW:
17
+ case GL.SAMPLER_2D_ARRAY:
18
+ case GL.SAMPLER_2D_ARRAY_SHADOW:
19
+ case GL.SAMPLER_CUBE_SHADOW:
20
+ case GL.INT_SAMPLER_2D:
21
+ case GL.INT_SAMPLER_3D:
22
+ case GL.INT_SAMPLER_CUBE:
23
+ case GL.INT_SAMPLER_2D_ARRAY:
24
+ case GL.UNSIGNED_INT_SAMPLER_2D:
25
+ case GL.UNSIGNED_INT_SAMPLER_3D:
26
+ case GL.UNSIGNED_INT_SAMPLER_CUBE:
27
+ case GL.UNSIGNED_INT_SAMPLER_2D_ARRAY:
28
+ if (typeof value !== 'number') {
29
+ throw new Error('samplers must be set to integers');
30
+ }
31
+ return gl.uniform1i(location, value);
32
32
  case GL.FLOAT:
33
33
  return gl.uniform1fv(location, arrayValue);
34
34
  case GL.FLOAT_VEC2:
@@ -1 +1 @@
1
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[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"}
1
+ {"version":3,"file":"set-uniform.js","names":["GL","setUniform","gl","location","type","value","gl2","uniformValue","arrayValue","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","Error","uniform1i","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"],"sources":["../../../src/adapter/helpers/set-uniform.ts"],"sourcesContent":["/* eslint-disable */\n\n// Uniforms\nimport type {UniformValue} from '@luma.gl/core';\nimport {GL, GLCompositeType, GLSamplerType} 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: GLCompositeType | GLSamplerType,\n value: UniformValue\n): void {\n const gl2 = gl as WebGL2RenderingContext;\n\n // Prepare the value for WebGL setters\n let uniformValue = value;\n if (uniformValue === true) {\n uniformValue = 1;\n }\n if (uniformValue === false) {\n uniformValue = 0;\n }\n const arrayValue = typeof uniformValue === 'number' ? [uniformValue] : uniformValue;\n\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 if (typeof value !== 'number') {\n throw new Error('samplers must be set to integers');\n }\n return gl.uniform1i(location, value);\n\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":"AAIA,SAAQA,EAAE,QAAuC,oBAAoB;AAIrE,OAAO,SAASC,UAAUA,CACxBC,EAAyB,EACzBC,QAA8B,EAC9BC,IAAqC,EACrCC,KAAmB,EACb;EACN,MAAMC,GAAG,GAAGJ,EAA4B;EAGxC,IAAIK,YAAY,GAAGF,KAAK;EACxB,IAAIE,YAAY,KAAK,IAAI,EAAE;IACzBA,YAAY,GAAG,CAAC;EAClB;EACA,IAAIA,YAAY,KAAK,KAAK,EAAE;IAC1BA,YAAY,GAAG,CAAC;EAClB;EACA,MAAMC,UAAU,GAAG,OAAOD,YAAY,KAAK,QAAQ,GAAG,CAACA,YAAY,CAAC,GAAGA,YAAY;EAGnF,QAAQH,IAAI;IAEV,KAAKJ,EAAE,CAACS,UAAU;IAClB,KAAKT,EAAE,CAACU,YAAY;IAEpB,KAAKV,EAAE,CAACW,UAAU;IAClB,KAAKX,EAAE,CAACY,iBAAiB;IACzB,KAAKZ,EAAE,CAACa,gBAAgB;IACxB,KAAKb,EAAE,CAACc,uBAAuB;IAC/B,KAAKd,EAAE,CAACe,mBAAmB;IAC3B,KAAKf,EAAE,CAACgB,cAAc;IACtB,KAAKhB,EAAE,CAACiB,cAAc;IACtB,KAAKjB,EAAE,CAACkB,gBAAgB;IACxB,KAAKlB,EAAE,CAACmB,oBAAoB;IAC5B,KAAKnB,EAAE,CAACoB,uBAAuB;IAC/B,KAAKpB,EAAE,CAACqB,uBAAuB;IAC/B,KAAKrB,EAAE,CAACsB,yBAAyB;IACjC,KAAKtB,EAAE,CAACuB,6BAA6B;MACnC,IAAI,OAAOlB,KAAK,KAAK,QAAQ,EAAE;QAC7B,MAAM,IAAImB,KAAK,CAAC,kCAAkC,CAAC;MACrD;MACA,OAAOtB,EAAE,CAACuB,SAAS,CAACtB,QAAQ,EAAEE,KAAK,CAAC;IAEtC,KAAKL,EAAE,CAAC0B,KAAK;MAAE,OAAOxB,EAAE,CAACyB,UAAU,CAACxB,QAAQ,EAAEK,UAAU,CAAC;IACzD,KAAKR,EAAE,CAAC4B,UAAU;MAAE,OAAO1B,EAAE,CAAC2B,UAAU,CAAC1B,QAAQ,EAAEK,UAAU,CAAC;IAC9D,KAAKR,EAAE,CAAC8B,UAAU;MAAE,OAAO5B,EAAE,CAAC6B,UAAU,CAAC5B,QAAQ,EAAEK,UAAU,CAAC;IAC9D,KAAKR,EAAE,CAACgC,UAAU;MAAE,OAAO9B,EAAE,CAAC+B,UAAU,CAAC9B,QAAQ,EAAEK,UAAU,CAAC;IAE9D,KAAKR,EAAE,CAACkC,GAAG;MAAE,OAAOhC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEK,UAAU,CAAC;IACvD,KAAKR,EAAE,CAACoC,QAAQ;MAAE,OAAOlC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEK,UAAU,CAAC;IAC5D,KAAKR,EAAE,CAACsC,QAAQ;MAAE,OAAOpC,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEK,UAAU,CAAC;IAC5D,KAAKR,EAAE,CAACwC,QAAQ;MAAE,OAAOtC,EAAE,CAACuC,UAAU,CAACtC,QAAQ,EAAEK,UAAU,CAAC;IAE5D,KAAKR,EAAE,CAAC0C,IAAI;MAAE,OAAOxC,EAAE,CAACiC,UAAU,CAAChC,QAAQ,EAAEK,UAAU,CAAC;IACxD,KAAKR,EAAE,CAAC2C,SAAS;MAAE,OAAOzC,EAAE,CAACmC,UAAU,CAAClC,QAAQ,EAAEK,UAAU,CAAC;IAC7D,KAAKR,EAAE,CAAC4C,SAAS;MAAE,OAAO1C,EAAE,CAACqC,UAAU,CAACpC,QAAQ,EAAEK,UAAU,CAAC;IAC7D,KAAKR,EAAE,CAAC6C,SAAS;MAAE,OAAO3C,EAAE,CAACuC,UAAU,CAACtC,QAAQ,EAAEK,UAAU,CAAC;IAG7D,KAAKR,EAAE,CAAC8C,YAAY;MAAE,OAAOxC,GAAG,CAACyC,WAAW,CAAC5C,QAAQ,EAAEK,UAAU,EAAE,CAAC,CAAC;IACrE,KAAKR,EAAE,CAACgD,iBAAiB;MAAE,OAAO1C,GAAG,CAAC2C,WAAW,CAAC9C,QAAQ,EAAEK,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKR,EAAE,CAACkD,iBAAiB;MAAE,OAAO5C,GAAG,CAAC6C,WAAW,CAAChD,QAAQ,EAAEK,UAAU,EAAE,CAAC,CAAC;IAC1E,KAAKR,EAAE,CAACoD,iBAAiB;MAAE,OAAO9C,GAAG,CAAC+C,WAAW,CAAClD,QAAQ,EAAEK,UAAU,EAAE,CAAC,CAAC;IAI1E,KAAKR,EAAE,CAACsD,UAAU;MAAE,OAAOpD,EAAE,CAACqD,gBAAgB,CAACpD,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAC3E,KAAKR,EAAE,CAACwD,UAAU;MAAE,OAAOtD,EAAE,CAACuD,gBAAgB,CAACtD,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAC3E,KAAKR,EAAE,CAAC0D,UAAU;MAAE,OAAOxD,EAAE,CAACyD,gBAAgB,CAACxD,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAG3E,KAAKR,EAAE,CAAC4D,YAAY;MAAE,OAAOtD,GAAG,CAACuD,kBAAkB,CAAC1D,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAChF,KAAKR,EAAE,CAAC8D,YAAY;MAAE,OAAOxD,GAAG,CAACyD,kBAAkB,CAAC5D,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAChF,KAAKR,EAAE,CAACgE,YAAY;MAAE,OAAO1D,GAAG,CAAC2D,kBAAkB,CAAC9D,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAChF,KAAKR,EAAE,CAACkE,YAAY;MAAE,OAAO5D,GAAG,CAAC6D,kBAAkB,CAAChE,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAChF,KAAKR,EAAE,CAACoE,YAAY;MAAE,OAAO9D,GAAG,CAAC+D,kBAAkB,CAAClE,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;IAChF,KAAKR,EAAE,CAACsE,YAAY;MAAE,OAAOhE,GAAG,CAACiE,kBAAkB,CAACpE,QAAQ,EAAE,KAAK,EAAEK,UAAU,CAAC;EAClF;EAEA,MAAM,IAAIgB,KAAK,CAAC,iBAAiB,CAAC;AACpC"}
@@ -8,4 +8,4 @@ export declare function getVertexCount(options: {
8
8
  drawMode: GLPrimitiveTopology;
9
9
  vertexCount: number;
10
10
  }): number;
11
- //# sourceMappingURL=attribute-utils.d.ts.map
11
+ //# sourceMappingURL=webgl-topology-utils.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"webgl-topology-utils.d.ts","sourceRoot":"","sources":["../../../src/adapter/helpers/webgl-topology-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"}
@@ -61,4 +61,4 @@ export function getVertexCount(options) {
61
61
  throw new Error('drawMode');
62
62
  }
63
63
  }
64
- //# sourceMappingURL=attribute-utils.js.map
64
+ //# sourceMappingURL=webgl-topology-utils.js.map