@luma.gl/webgl 9.0.0-alpha.39 → 9.0.0-alpha.40

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Files changed (167) hide show
  1. package/LICENSE +2 -1
  2. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  3. package/dist/adapter/converters/device-parameters.js.map +1 -1
  4. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  5. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  6. package/dist/adapter/converters/shader-formats.d.ts.map +1 -1
  7. package/dist/adapter/converters/shader-formats.js.map +1 -1
  8. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  9. package/dist/adapter/converters/texture-formats.js.map +1 -1
  10. package/dist/adapter/converters/vertex-formats.d.ts.map +1 -1
  11. package/dist/adapter/converters/vertex-formats.js.map +1 -1
  12. package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
  13. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  14. package/dist/adapter/device-helpers/device-limits.d.ts.map +1 -1
  15. package/dist/adapter/device-helpers/device-limits.js.map +1 -1
  16. package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -1
  17. package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
  18. package/dist/adapter/device-helpers/is-old-ie.d.ts.map +1 -1
  19. package/dist/adapter/device-helpers/is-old-ie.js.map +1 -1
  20. package/dist/adapter/helpers/decode-webgl-types.d.ts.map +1 -1
  21. package/dist/adapter/helpers/decode-webgl-types.js.map +1 -1
  22. package/dist/adapter/helpers/get-shader-info.d.ts.map +1 -1
  23. package/dist/adapter/helpers/get-shader-info.js.map +1 -1
  24. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  25. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  26. package/dist/adapter/helpers/parse-shader-compiler-log.d.ts.map +1 -1
  27. package/dist/adapter/helpers/parse-shader-compiler-log.js.map +1 -1
  28. package/dist/adapter/helpers/set-uniform.d.ts.map +1 -1
  29. package/dist/adapter/helpers/set-uniform.js.map +1 -1
  30. package/dist/adapter/helpers/webgl-topology-utils.d.ts.map +1 -1
  31. package/dist/adapter/helpers/webgl-topology-utils.js.map +1 -1
  32. package/dist/adapter/objects/constants-to-keys.d.ts.map +1 -1
  33. package/dist/adapter/objects/constants-to-keys.js.map +1 -1
  34. package/dist/adapter/objects/webgl-renderbuffer.d.ts.map +1 -1
  35. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  36. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  37. package/dist/adapter/objects/webgl-resource.js.map +1 -1
  38. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  39. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  40. package/dist/adapter/resources/webgl-command-buffer.d.ts.map +1 -1
  41. package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
  42. package/dist/adapter/resources/webgl-command-encoder.d.ts.map +1 -1
  43. package/dist/adapter/resources/webgl-command-encoder.js.map +1 -1
  44. package/dist/adapter/resources/webgl-external-texture.js.map +1 -1
  45. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  46. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  47. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  49. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  50. package/dist/adapter/resources/webgl-render-pipeline.js +12 -3
  51. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  52. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  53. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  54. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  55. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  56. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  57. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  58. package/dist/adapter/resources/webgl-vertex-array.d.ts.map +1 -1
  59. package/dist/adapter/resources/webgl-vertex-array.js.map +1 -1
  60. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  61. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  62. package/dist/adapter/webgl-device.d.ts.map +1 -1
  63. package/dist/adapter/webgl-device.js.map +1 -1
  64. package/dist/classic/accessor.d.ts.map +1 -1
  65. package/dist/classic/accessor.js.map +1 -1
  66. package/dist/classic/buffer-with-accessor.d.ts.map +1 -1
  67. package/dist/classic/buffer-with-accessor.js.map +1 -1
  68. package/dist/classic/clear.d.ts.map +1 -1
  69. package/dist/classic/clear.js.map +1 -1
  70. package/dist/classic/copy-and-blit.d.ts.map +1 -1
  71. package/dist/classic/copy-and-blit.js.map +1 -1
  72. package/dist/classic/format-utils.d.ts.map +1 -1
  73. package/dist/classic/format-utils.js.map +1 -1
  74. package/dist/classic/typed-array-utils.d.ts.map +1 -1
  75. package/dist/classic/typed-array-utils.js.map +1 -1
  76. package/dist/context/context/create-browser-context.d.ts.map +1 -1
  77. package/dist/context/context/create-browser-context.js.map +1 -1
  78. package/dist/context/context/create-headless-context.d.ts.map +1 -1
  79. package/dist/context/context/create-headless-context.js.map +1 -1
  80. package/dist/context/context/webgl-checks.d.ts.map +1 -1
  81. package/dist/context/context/webgl-checks.js.map +1 -1
  82. package/dist/context/debug/spector.d.ts.map +1 -1
  83. package/dist/context/debug/spector.js.map +1 -1
  84. package/dist/context/debug/webgl-developer-tools.d.ts.map +1 -1
  85. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  86. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  87. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  88. package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -1
  89. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
  90. package/dist/context/polyfill/context-data.d.ts.map +1 -1
  91. package/dist/context/polyfill/context-data.js.map +1 -1
  92. package/dist/context/polyfill/get-parameter-polyfill.d.ts.map +1 -1
  93. package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -1
  94. package/dist/context/polyfill/polyfill-context.d.ts.map +1 -1
  95. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  96. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
  97. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  98. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts.map +1 -1
  99. package/dist/context/polyfill/polyfill-vertex-array-object.js.map +1 -1
  100. package/dist/context/state-tracker/deep-array-equal.d.ts.map +1 -1
  101. package/dist/context/state-tracker/deep-array-equal.js.map +1 -1
  102. package/dist/context/state-tracker/track-context-state.d.ts.map +1 -1
  103. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  104. package/dist/context/state-tracker/with-parameters.d.ts.map +1 -1
  105. package/dist/context/state-tracker/with-parameters.js.map +1 -1
  106. package/dist/dist.dev.js +11 -3
  107. package/dist/index.cjs +11 -3
  108. package/dist/index.d.ts.map +1 -1
  109. package/dist/index.js.map +1 -1
  110. package/dist/types.d.ts.map +1 -1
  111. package/dist/types.js.map +1 -1
  112. package/dist.min.js +18 -18
  113. package/package.json +5 -5
  114. package/src/adapter/converters/device-parameters.ts +3 -0
  115. package/src/adapter/converters/sampler-parameters.ts +3 -0
  116. package/src/adapter/converters/shader-formats.ts +3 -0
  117. package/src/adapter/converters/texture-formats.ts +3 -0
  118. package/src/adapter/converters/vertex-formats.ts +3 -0
  119. package/src/adapter/device-helpers/device-features.ts +3 -0
  120. package/src/adapter/device-helpers/device-limits.ts +2 -0
  121. package/src/adapter/device-helpers/get-device-info.ts +3 -0
  122. package/src/adapter/device-helpers/is-old-ie.ts +3 -0
  123. package/src/adapter/helpers/decode-webgl-types.ts +3 -0
  124. package/src/adapter/helpers/get-shader-info.ts +1 -0
  125. package/src/adapter/helpers/get-shader-layout.ts +1 -0
  126. package/src/adapter/helpers/parse-shader-compiler-log.ts +2 -0
  127. package/src/adapter/helpers/set-uniform.ts +3 -0
  128. package/src/adapter/helpers/webgl-topology-utils.ts +3 -0
  129. package/src/adapter/objects/constants-to-keys.ts +3 -0
  130. package/src/adapter/objects/webgl-renderbuffer.ts +3 -0
  131. package/src/adapter/objects/webgl-resource.ts +2 -0
  132. package/src/adapter/resources/webgl-buffer.ts +3 -0
  133. package/src/adapter/resources/webgl-command-buffer.ts +1 -0
  134. package/src/adapter/resources/webgl-command-encoder.ts +3 -0
  135. package/src/adapter/resources/webgl-external-texture.ts +3 -0
  136. package/src/adapter/resources/webgl-framebuffer.ts +1 -0
  137. package/src/adapter/resources/webgl-render-pass.ts +3 -0
  138. package/src/adapter/resources/webgl-render-pipeline.ts +15 -3
  139. package/src/adapter/resources/webgl-sampler.ts +1 -0
  140. package/src/adapter/resources/webgl-shader.ts +2 -0
  141. package/src/adapter/resources/webgl-texture.ts +2 -0
  142. package/src/adapter/resources/webgl-vertex-array.ts +1 -0
  143. package/src/adapter/webgl-canvas-context.ts +2 -0
  144. package/src/adapter/webgl-device.ts +2 -0
  145. package/src/classic/accessor.ts +3 -0
  146. package/src/classic/buffer-with-accessor.ts +1 -0
  147. package/src/classic/clear.ts +3 -0
  148. package/src/classic/copy-and-blit.ts +2 -0
  149. package/src/classic/format-utils.ts +3 -0
  150. package/src/classic/typed-array-utils.ts +1 -0
  151. package/src/context/context/create-browser-context.ts +1 -0
  152. package/src/context/context/create-headless-context.ts +3 -0
  153. package/src/context/context/webgl-checks.ts +2 -0
  154. package/src/context/debug/spector.ts +2 -0
  155. package/src/context/debug/webgl-developer-tools.ts +2 -0
  156. package/src/context/parameters/unified-parameter-api.ts +3 -0
  157. package/src/context/parameters/webgl-parameter-tables.ts +3 -0
  158. package/src/context/polyfill/context-data.ts +3 -0
  159. package/src/context/polyfill/get-parameter-polyfill.ts +3 -0
  160. package/src/context/polyfill/polyfill-context.ts +3 -0
  161. package/src/context/polyfill/polyfill-table.ts +3 -0
  162. package/src/context/polyfill/polyfill-vertex-array-object.ts +3 -0
  163. package/src/context/state-tracker/deep-array-equal.ts +2 -0
  164. package/src/context/state-tracker/track-context-state.ts +3 -0
  165. package/src/context/state-tracker/with-parameters.ts +3 -0
  166. package/src/index.ts +3 -0
  167. package/src/types.ts +3 -0
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-renderbuffer.js","names":["assert","GL","WebGLResource","isRenderbufferFormatSupported","convertTextureFormatToGL","getTextureFormatBytesPerPixel","_Symbol$toStringTag","Symbol","toStringTag","WEBGLRenderbuffer","width","props","height","format","samples","attachment","isTextureFormatSupported","device","gl","constructor","Error","defaultProps","glFormat","isWebGL2","_initialize","resize","size","Object","assign","trackDeallocatedMemory","bindRenderbuffer","RENDERBUFFER","handle","gl2","renderbufferStorageMultisample","renderbufferStorage","trackAllocatedMemory","_createHandle","createRenderbuffer","_deleteHandle","deleteRenderbuffer","_bindHandle","id","undefined","userData"],"sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"sourcesContent":["import {assert, ResourceProps, TextureFormat} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WebGLResource} from './webgl-resource';\nimport {isRenderbufferFormatSupported} from '../converters/texture-formats';\nimport {convertTextureFormatToGL, getTextureFormatBytesPerPixel} from '../converters/texture-formats';\n\nexport type RenderbufferProps = ResourceProps & {\n format: TextureFormat;\n width?: number;\n height?: number;\n samples?: number;\n};\n\n/**\n * Renderbuffers are GPU objects that contain images.\n * In contrast to Textures they are optimized for use as render targets, with Framebuffers.\n * while Textures may not be, and are the logical choice when\n * you do not need to sample (i.e. in a post-pass shader)\n * from the produced image. If you need to resample\n * (such as when reading depth back in a second shader pass),\n * use Textures instead.\n * Renderbuffer objects also natively accommodate Multisampling (MSAA).\n */\nexport class WEBGLRenderbuffer extends WebGLResource<RenderbufferProps> {\n static override readonly defaultProps: Required<RenderbufferProps> = {\n id: undefined,\n handle: undefined,\n userData: undefined,\n format: undefined, // 'depth16unorm'\n width: 1,\n height: 1, \n samples: 0\n }; \n\n override get [Symbol.toStringTag](): string { return 'Renderbuffer'; }\n\n get width(): number { return this.props.width; }\n get height(): number { return this.props.height; }\n get format(): TextureFormat { return this.props.format; }\n get samples(): number { return this.props.samples; }\n get attachment() { return }\n\n /** WebGL format constant */\n glFormat: GL;\n\n static isTextureFormatSupported(device: WebGLDevice, format: TextureFormat): boolean {\n return isRenderbufferFormatSupported(device.gl, format);\n }\n\n constructor(device: WebGLDevice, props: RenderbufferProps) {\n // TODO - remove temporary sanity check\n if (typeof props.format === 'number') {\n throw new Error('Renderbuffer');\n }\n super(device, props, WEBGLRenderbuffer.defaultProps);\n this.glFormat = convertTextureFormatToGL(this.props.format, device.isWebGL2);\n this._initialize(this.props);\n }\n\n resize(size: {width: number, height: number}): void {\n // Don't resize if width/height haven't changed\n if (size.width !== this.width || size.height !== this.height) {\n Object.assign(this.props, {...size, format: this.format, samples: this.samples});\n this._initialize(this.props);\n }\n }\n\n // PRIVATE METHODS\n\n /** Creates and initializes a renderbuffer object's data store */\n protected _initialize(props: Required<RenderbufferProps>): void {\n const {format, width, height, samples} = props;\n assert(format, 'Needs format');\n\n this.trackDeallocatedMemory();\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, this.handle);\n\n if (samples !== 0 && this.device.isWebGL2) {\n this.gl2.renderbufferStorageMultisample(GL.RENDERBUFFER, samples, this.glFormat, width, height);\n } else {\n this.gl.renderbufferStorage(GL.RENDERBUFFER, this.glFormat, width, height);\n }\n\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, null);\n\n this.trackAllocatedMemory(\n width * height * (samples || 1) * getTextureFormatBytesPerPixel(this.glFormat, this.device.isWebGL2)\n );\n }\n\n // RESOURCE IMPLEMENTATION\n\n override _createHandle() {\n return this.gl.createRenderbuffer();\n }\n\n override _deleteHandle(): void {\n this.gl.deleteRenderbuffer(this.handle);\n this.trackDeallocatedMemory();\n }\n\n override _bindHandle(handle: WEBGLRenderbuffer): void {\n this.gl.bindRenderbuffer(GL.RENDERBUFFER, handle);\n }\n}\n"],"mappings":";AAAA,SAAQA,MAAM,QAAqC,eAAe;AAClE,SAAQC,EAAE,QAAO,oBAAoB;AAAC,SAE9BC,aAAa;AAAA,SACbC,6BAA6B;AAAA,SAC7BC,wBAAwB,EAAEC,6BAA6B;AAAAC,mBAAA,GA8B/CC,MAAM,CAACC,WAAW;AAXlC,OAAO,MAAMC,iBAAiB,SAASP,aAAa,CAAoB;EAWtE,KAAAI,mBAAA,IAA4C;IAAE,OAAO,cAAc;EAAE;EAErE,IAAII,KAAKA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACC,KAAK,CAACD,KAAK;EAAE;EAC/C,IAAIE,MAAMA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACD,KAAK,CAACC,MAAM;EAAE;EACjD,IAAIC,MAAMA,CAAA,EAAkB;IAAE,OAAO,IAAI,CAACF,KAAK,CAACE,MAAM;EAAE;EACxD,IAAIC,OAAOA,CAAA,EAAW;IAAE,OAAO,IAAI,CAACH,KAAK,CAACG,OAAO;EAAE;EACnD,IAAIC,UAAUA,CAAA,EAAG;IAAE;EAAQ;EAK3B,OAAOC,wBAAwBA,CAACC,MAAmB,EAAEJ,MAAqB,EAAW;IACnF,OAAOV,6BAA6B,CAACc,MAAM,CAACC,EAAE,EAAEL,MAAM,CAAC;EACzD;EAEAM,WAAWA,CAACF,MAAmB,EAAEN,KAAwB,EAAE;IAEzD,IAAI,OAAOA,KAAK,CAACE,MAAM,KAAK,QAAQ,EAAE;MACpC,MAAM,IAAIO,KAAK,CAAC,cAAc,CAAC;IACjC;IACA,KAAK,CAACH,MAAM,EAAEN,KAAK,EAAEF,iBAAiB,CAACY,YAAY,CAAC;IAAC,KAXvDC,QAAQ;IAYN,IAAI,CAACA,QAAQ,GAAGlB,wBAAwB,CAAC,IAAI,CAACO,KAAK,CAACE,MAAM,EAAEI,MAAM,CAACM,QAAQ,CAAC;IAC5E,IAAI,CAACC,WAAW,CAAC,IAAI,CAACb,KAAK,CAAC;EAC9B;EAEAc,MAAMA,CAACC,IAAqC,EAAQ;IAElD,IAAIA,IAAI,CAAChB,KAAK,KAAK,IAAI,CAACA,KAAK,IAAIgB,IAAI,CAACd,MAAM,KAAK,IAAI,CAACA,MAAM,EAAE;MAC5De,MAAM,CAACC,MAAM,CAAC,IAAI,CAACjB,KAAK,EAAE;QAAC,GAAGe,IAAI;QAAEb,MAAM,EAAE,IAAI,CAACA,MAAM;QAAEC,OAAO,EAAE,IAAI,CAACA;MAAO,CAAC,CAAC;MAChF,IAAI,CAACU,WAAW,CAAC,IAAI,CAACb,KAAK,CAAC;IAC9B;EACF;EAKUa,WAAWA,CAACb,KAAkC,EAAQ;IAC9D,MAAM;MAACE,MAAM;MAAEH,KAAK;MAAEE,MAAM;MAAEE;IAAO,CAAC,GAAGH,KAAK;IAC9CX,MAAM,CAACa,MAAM,EAAE,cAAc,CAAC;IAE9B,IAAI,CAACgB,sBAAsB,CAAC,CAAC;IAE7B,IAAI,CAACX,EAAE,CAACY,gBAAgB,CAAC7B,EAAE,CAAC8B,YAAY,EAAE,IAAI,CAACC,MAAM,CAAC;IAEtD,IAAIlB,OAAO,KAAK,CAAC,IAAI,IAAI,CAACG,MAAM,CAACM,QAAQ,EAAE;MACzC,IAAI,CAACU,GAAG,CAACC,8BAA8B,CAACjC,EAAE,CAAC8B,YAAY,EAAEjB,OAAO,EAAE,IAAI,CAACQ,QAAQ,EAAEZ,KAAK,EAAEE,MAAM,CAAC;IACjG,CAAC,MAAM;MACL,IAAI,CAACM,EAAE,CAACiB,mBAAmB,CAAClC,EAAE,CAAC8B,YAAY,EAAE,IAAI,CAACT,QAAQ,EAAEZ,KAAK,EAAEE,MAAM,CAAC;IAC5E;IAEA,IAAI,CAACM,EAAE,CAACY,gBAAgB,CAAC7B,EAAE,CAAC8B,YAAY,EAAE,IAAI,CAAC;IAE/C,IAAI,CAACK,oBAAoB,CACvB1B,KAAK,GAAGE,MAAM,IAAIE,OAAO,IAAI,CAAC,CAAC,GAAGT,6BAA6B,CAAC,IAAI,CAACiB,QAAQ,EAAE,IAAI,CAACL,MAAM,CAACM,QAAQ,CACrG,CAAC;EACH;EAISc,aAAaA,CAAA,EAAG;IACvB,OAAO,IAAI,CAACnB,EAAE,CAACoB,kBAAkB,CAAC,CAAC;EACrC;EAESC,aAAaA,CAAA,EAAS;IAC7B,IAAI,CAACrB,EAAE,CAACsB,kBAAkB,CAAC,IAAI,CAACR,MAAM,CAAC;IACvC,IAAI,CAACH,sBAAsB,CAAC,CAAC;EAC/B;EAESY,WAAWA,CAACT,MAAyB,EAAQ;IACpD,IAAI,CAACd,EAAE,CAACY,gBAAgB,CAAC7B,EAAE,CAAC8B,YAAY,EAAEC,MAAM,CAAC;EACnD;AACF;AAlFavB,iBAAiB,CACHY,YAAY,GAAgC;EACnEqB,EAAE,EAAEC,SAAS;EACbX,MAAM,EAAEW,SAAS;EACjBC,QAAQ,EAAED,SAAS;EACnB9B,MAAM,EAAE8B,SAAS;EACjBjC,KAAK,EAAE,CAAC;EACRE,MAAM,EAAE,CAAC;EACTE,OAAO,EAAE;AACX,CAAC"}
1
+ {"version":3,"file":"webgl-renderbuffer.js","names":["assert","GL","WebGLResource","isRenderbufferFormatSupported","convertTextureFormatToGL","getTextureFormatBytesPerPixel","_Symbol$toStringTag","Symbol","toStringTag","WEBGLRenderbuffer","width","props","height","format","samples","attachment","isTextureFormatSupported","device","gl","constructor","Error","defaultProps","glFormat","isWebGL2","_initialize","resize","size","Object","assign","trackDeallocatedMemory","bindRenderbuffer","RENDERBUFFER","handle","gl2","renderbufferStorageMultisample","renderbufferStorage","trackAllocatedMemory","_createHandle","createRenderbuffer","_deleteHandle","deleteRenderbuffer","_bindHandle","id","undefined","userData"],"sources":["../../../src/adapter/objects/webgl-renderbuffer.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {assert, ResourceProps, TextureFormat} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WebGLResource} from './webgl-resource';\nimport {isRenderbufferFormatSupported} from '../converters/texture-formats';\nimport {convertTextureFormatToGL, getTextureFormatBytesPerPixel} from '../converters/texture-formats';\n\nexport type RenderbufferProps = ResourceProps & {\n format: TextureFormat;\n width?: number;\n height?: number;\n samples?: number;\n};\n\n/**\n * Renderbuffers are GPU objects that contain images.\n * In contrast to Textures they are optimized for use as render targets, with Framebuffers.\n * while Textures may not be, and are the logical choice when\n * you do not need to sample (i.e. in a post-pass shader)\n * from the produced image. 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Make these bindings dependent on dynamic import (debug)?\nimport {getKeyValue} from './constants-to-keys';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n/**\n * Base class for WebGL object wrappers\n */\nexport abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext;\n private _handle: any;\n\n private _bound = false;\n // Only meaningful for resources that allocate GPU memory\n byteLength = 0;\n\n constructor(device: Device, props: Props, defaultProps: Required<Props>) {\n super(device, props, defaultProps);\n\n this.device = WebGLDevice.attach(device);\n const gl = this.device.gl;\n\n assertWebGLContext(gl);\n\n // extends \n const {id} = props || {};\n this.gl = gl;\n this.gl2 = gl as WebGL2RenderingContext;\n this.id = id || uid(this.constructor.name);\n\n // Set the handle\n // If handle was provided, use it, otherwise create a new handle\n\n // TODO - Stores the handle with context loss information\n // this.glCount = glGetContextLossCount(this.gl);\n\n // Default VertexArray needs to be created with null handle, so compare against undefined\n this._handle = props?.handle;\n if (this._handle === undefined) {\n this._handle = this._createHandle();\n }\n\n this.byteLength = 0;\n }\n\n override toString(): string {\n return `${this.constructor.name}(${this.id})`;\n }\n\n get handle() {\n // TODO - Add context loss handling\n // Will regenerate and reinitialize the handle if necessary\n // const glCount = glGetContextLossCount(this.gl);\n // if (this.glCount !== glCount) {\n // this._handle = this._createHandle(this.props);\n // this._glCount = glCount;\n // // Reinitialize object\n // this.initialize(this.props);\n // }\n return this._handle;\n }\n\n override delete({deleteChildren = false} = {}) {\n // Delete this object, and get refs to any children\n // @ts-expect-error\n const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this.removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-expect-error\n if (children && deleteChildren) {\n // @ts-expect-error\n children.filter(Boolean).forEach((child) => child.destroy());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param name\n * @return param\n */\n getParameter(pname: number, props: any = {}): any {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-expect-error\n const parameters = this.constructor.PARAMETERS || {};\n\n // Use parameter definitions to handle unsupported parameters\n const parameter = parameters[pname];\n if (parameter) {\n const isWebgl2 = isWebGL2(this.gl);\n\n // Check if we can query for this parameter\n const parameterAvailable =\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (!parameterAvailable) {\n const webgl1Default = parameter.webgl1;\n const webgl2Default = 'webgl2' in parameter ? parameter.webgl2 : parameter.webgl1;\n const defaultValue = isWebgl2 ? webgl2Default : webgl1Default;\n return defaultValue;\n }\n }\n\n // If unknown parameter - Could be a valid parameter not covered by PARAMS\n // Attempt to query for it and let WebGL report errors\n return this._getParameter(pname, props);\n }\n\n // Many resources support a getParameter call -\n // getParameters will get all parameters - slow but useful for debugging\n // eslint-disable-next-line complexity\n getParameters(options: {parameters?: any, keys?: any} = {}) {\n const {parameters, keys} = options;\n\n // Get parameter definitions for this Resource\n // @ts-expect-error\n const PARAMETERS = this.constructor.PARAMETERS || {};\n\n const isWebgl2 = isWebGL2(this.gl);\n\n const values: Record<string, any> = {};\n\n // Query all parameters if no list provided\n const parameterKeys = parameters || Object.keys(PARAMETERS);\n\n // WEBGL limits\n for (const pname of parameterKeys) {\n const parameter = PARAMETERS[pname];\n\n // Check if this parameter is available on this platform\n const parameterAvailable =\n parameter &&\n (!('webgl2' in parameter) || isWebgl2) &&\n (!('extension' in parameter) || this.gl.getExtension(parameter.extension));\n\n if (parameterAvailable) {\n const key = keys ? this.device.getGLKey(pname) : pname;\n values[key] = this.getParameter(pname, options);\n if (keys && parameter.type === 'GLenum') {\n values[key] = 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Make these bindings dependent on dynamic import (debug)?\nimport {getKeyValue} from './constants-to-keys';\n\nconst ERR_RESOURCE_METHOD_UNDEFINED = 'Resource subclass must define virtual methods';\n\n/**\n * Base class for WebGL object wrappers\n */\nexport abstract class WebGLResource<Props extends ResourceProps> extends Resource<Props> {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext;\n private _handle: any;\n\n private _bound = false;\n // Only meaningful for resources that allocate GPU memory\n byteLength = 0;\n\n constructor(device: Device, props: Props, defaultProps: Required<Props>) {\n super(device, props, defaultProps);\n\n this.device = WebGLDevice.attach(device);\n const gl = this.device.gl;\n\n assertWebGLContext(gl);\n\n // extends \n const {id} = props || {};\n this.gl = gl;\n this.gl2 = gl as WebGL2RenderingContext;\n this.id = id || uid(this.constructor.name);\n\n // Set the handle\n // If handle was 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const children = this._handle && this._deleteHandle(this._handle);\n if (this._handle) {\n this.removeStats();\n }\n this._handle = null;\n\n // Optionally, recursively delete the children\n // @ts-expect-error\n if (children && deleteChildren) {\n // @ts-expect-error\n children.filter(Boolean).forEach((child) => child.destroy());\n }\n\n return this;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this._bindHandle(funcOrHandle);\n return this;\n }\n\n let value;\n\n if (!this._bound) {\n this._bindHandle(this.handle);\n this._bound = true;\n\n value = funcOrHandle();\n\n this._bound = false;\n this._bindHandle(null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n /**\n * Query a Resource parameter\n *\n * @param name\n * @return param\n */\n getParameter(pname: number, props: any = {}): any {\n pname = getKeyValue(this.gl, pname);\n assert(pname);\n\n // @ts-expect-error\n const 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(props ).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\n device.setSpectorMetadata(this.handle, {...this.props, data: typeof this.props.data});\n\n // - In WebGL1, need to make sure we use GL.ELEMENT_ARRAY_BUFFER when initializing element buffers\n // otherwise buffer type will lock to generic (non-element) buffer\n // - In WebGL2, we can use GL.COPY_READ_BUFFER which avoids locking the type here\n this.glTarget = getWebGLTarget(this.props.usage);\n this.glUsage = getWebGLUsage(this.props.usage);\n this.glIndexType = this.props.indexType === 'uint32' ? GL.UNSIGNED_INT : GL.UNSIGNED_SHORT;\n\n this.debugData = null;\n\n // Set data: (re)initializes the buffer\n if (props.data) {\n this._initWithData(props.data, props.byteOffset, props.byteLength);\n } else {\n this._initWithByteLength(props.byteLength || 0);\n }\n }\n\n // PRIVATE METHODS\n\n /** Allocate a new buffer and initialize to contents of typed array */\n _initWithData(data, byteOffset: number = 0, byteLength: number = data.byteLength + byteOffset): this {\n assert(ArrayBuffer.isView(data));\n\n const glTarget = this._getWriteTarget();\n this.gl.bindBuffer(glTarget, this.handle);\n this.gl.bufferData(glTarget, byteLength, this.glUsage);\n this.gl.bufferSubData(glTarget, byteOffset, data);\n this.gl.bindBuffer(glTarget, null);\n\n this.debugData = data.slice(0, DEBUG_DATA_LENGTH);\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n this.trackAllocatedMemory(byteLength);\n\n return this;\n }\n\n // Allocate a GPU buffer of specified size.\n _initWithByteLength(byteLength: number): this {\n assert(byteLength >= 0);\n\n // Workaround needed for Safari (#291):\n // gl.bufferData with size equal to 0 crashes. Instead create zero sized array.\n let data = byteLength;\n if (byteLength === 0) {\n // @ts-expect-error\n data = new Float32Array(0);\n }\n\n const glTarget = this._getWriteTarget();\n\n this.gl.bindBuffer(glTarget, this.handle);\n this.gl.bufferData(glTarget, data, this.glUsage);\n this.gl.bindBuffer(glTarget, null);\n\n this.debugData = null;\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n\n return this;\n }\n\n override destroy(): void {\n if (!this.destroyed && this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n this.destroyed = true;\n // @ts-expect-error\n this.handle = null;\n }\n }\n\n override write(data: ArrayBufferView, byteOffset: number = 0): void {\n const srcOffset = 0;\n const byteLength = undefined; // data.byteLength;\n\n // Create the buffer - binding it here for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n const glTarget = this.device.isWebGL2 ? 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GL.COPY_WRITE_BUFFER : this.glTarget;\n }\n\n _getReadTarget() {\n return this.glTarget;\n // return this.device.isWebGL2 ? 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(Default 0) */\n mipLevel = 0,\n /** Defines which aspects of the texture to copy to/from. */\n aspect = 'all',\n\n /** Width to copy */\n width = options.source.width,\n /** Height to copy */\n height = options.source.height,\n depthOrArrayLayers = 0,\n /** Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. */\n origin = [0, 0],\n\n /** Destination buffer */\n destination,\n /** Offset, in bytes, from the beginning of the buffer to the start of the image data (default 0) */\n byteOffset = 0,\n /**\n * The stride, in bytes, between the beginning of each block row and the subsequent block row.\n * Required if there are multiple block rows (i.e. the copy height or depth is more than one block).\n */\n bytesPerRow,\n /**\n * Number of block rows per single image of the texture.\n * rowsPerImage &times; bytesPerRow is the stride, in bytes, between the beginning of each image of data and the subsequent image.\n * Required if there are multiple images (i.e. the copy depth is more than one).\n */\n rowsPerImage\n } = options;\n\n // TODO - Not possible to read just stencil or depth part in WebGL?\n if (aspect !== 'all') {\n throw new Error('not supported');\n }\n\n // TODO - mipLevels are set when attaching texture to framebuffer\n if (mipLevel !== 0 || depthOrArrayLayers !== undefined || bytesPerRow || rowsPerImage) {\n throw new Error('not implemented');\n }\n\n // Asynchronous read (PIXEL_PACK_BUFFER) is WebGL2 only feature\n const gl2 = device.assertWebGL2();\n\n const {framebuffer, destroyFramebuffer} = getFramebuffer(source);\n try {\n const webglBuffer = destination as WEBGLBuffer;\n const sourceWidth = width || framebuffer.width;\n const sourceHeight = height || framebuffer.height;\n\n // TODO - hack - should be deduced\n const sourceFormat = GL.RGBA;\n const sourceType = GL.UNSIGNED_BYTE;\n\n // if (!target) {\n // // Create new buffer with enough size\n // const components = glFormatToComponents(sourceFormat);\n // const byteCount = glTypeToBytes(sourceType);\n // const byteLength = byteOffset + sourceWidth * sourceHeight * components * byteCount;\n // target = device.createBuffer({byteLength});\n // }\n\n gl2.bindBuffer(GL.PIXEL_PACK_BUFFER, webglBuffer.handle);\n gl2.bindFramebuffer(GL.FRAMEBUFFER, framebuffer.handle);\n\n gl2.readPixels(\n origin[0],\n origin[1],\n sourceWidth,\n sourceHeight,\n sourceFormat,\n sourceType,\n byteOffset\n );\n } finally {\n gl2.bindBuffer(GL.PIXEL_PACK_BUFFER, null);\n gl2.bindFramebuffer(GL.FRAMEBUFFER, null);\n\n if (destroyFramebuffer) {\n framebuffer.destroy();\n }\n }\n}\n\n/**\n * Copies data from a Framebuffer or a Texture object into a Buffer object.\n * NOTE: doesn't wait for copy to be complete, it programs GPU to perform a DMA transfer.\nexport function readPixelsToBuffer(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n target?: Buffer; // A new Buffer object is created when not provided.\n targetByteOffset?: number; // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n): Buffer\n */\n\n/**\n * Copy a rectangle from a Framebuffer or Texture object into a texture (at an offset)\n */\n// eslint-disable-next-line complexity, max-statements\nfunction _copyTextureToTexture(device: WebGLDevice, options: CopyTextureToTextureOptions): void {\n const {\n /** Texture to copy to/from. */\n source,\n /** Mip-map level of the texture to copy to/from. (Default 0) */\n // mipLevel = 0,\n /** Defines which aspects of the texture to copy to/from. */\n // aspect = 'all',\n /** Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. */\n origin = [0, 0],\n\n /** Texture to copy to/from. */\n destination,\n /** Mip-map level of the texture to copy to/from. (Default 0) */\n // destinationMipLevel = options.mipLevel,\n /** Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. */\n // destinationOrigin = [0, 0],\n /** Defines which aspects of the texture to copy to/from. */\n // destinationAspect = options.aspect,\n\n } = options;\n\n let {\n width = options.destination.width,\n height = options.destination.width,\n // depthOrArrayLayers = 0\n } = options;\n\n const destinationMipmaplevel = 0;\n const destinationInternalFormat = GL.RGBA;\n\n const {framebuffer, destroyFramebuffer} = getFramebuffer(source);\n const [sourceX, sourceY] = origin;\n\n const isSubCopy = false;\n // typeof destinationX !== 'undefined' ||\n // typeof destinationY !== 'undefined' ||\n // typeof destinationZ !== 'undefined';\n\n // destinationX = destinationX || 0;\n // destinationY = destinationY || 0;\n // destinationZ = destinationZ || 0;\n device.gl.bindFramebuffer(GL.FRAMEBUFFER, framebuffer.handle);\n // TODO - support gl.readBuffer (WebGL2 only)\n // const prevBuffer = gl.readBuffer(attachment);\n\n let texture = null;\n let textureTarget: GL;\n if (destination instanceof WEBGLTexture) {\n texture = destination;\n width = Number.isFinite(width) ? width : texture.width;\n height = Number.isFinite(height) ? height : texture.height;\n texture.bind(0);\n textureTarget = texture.destination;\n } else {\n throw new Error('whoops');\n // textureTarget = destination;\n }\n\n if (!isSubCopy) {\n device.gl.copyTexImage2D(\n textureTarget,\n destinationMipmaplevel,\n destinationInternalFormat,\n sourceX,\n sourceY,\n width,\n height,\n 0 /* border must be 0 */\n );\n } else {\n // switch (textureTarget) {\n // case GL.TEXTURE_2D:\n // case GL.TEXTURE_CUBE_MAP:\n // device.gl.copyTexSubImage2D(\n // textureTarget,\n // destinationMipmaplevel,\n // destinationX,\n // destinationY,\n // sourceX,\n // sourceY,\n // width,\n // height\n // );\n // break;\n // case GL.TEXTURE_2D_ARRAY:\n // case GL.TEXTURE_3D:\n // const gl2 = device.assertWebGL2();\n // gl2.copyTexSubImage3D(\n // textureTarget,\n // destinationMipmaplevel,\n // destinationX,\n // destinationY,\n // destinationZ,\n // sourceX,\n // sourceY,\n // width,\n // height\n // );\n // break;\n // default:\n // }\n }\n if (texture) {\n texture.unbind();\n }\n // ts-expect-error\n // device.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (destroyFramebuffer) {\n framebuffer.destroy();\n }\n return texture;\n}\n\n// Returns number of components in a specific readPixels WebGL format\nexport function glFormatToComponents(format): 1 | 2 | 3 | 4 {\n switch (format) {\n case GL.ALPHA:\n case GL.R32F:\n case GL.RED:\n return 1;\n case GL.RG32F:\n case GL.RG:\n return 2;\n case GL.RGB:\n case GL.RGB32F:\n return 3;\n case GL.RGBA:\n case GL.RGBA32F:\n return 4;\n // TODO: Add support for additional WebGL2 formats\n default:\n throw new Error('GLFormat');\n }\n}\n\n// Return byte count for given readPixels WebGL type\nexport function glTypeToBytes(type: GL): 1 | 2 | 4 {\n switch (type) {\n case GL.UNSIGNED_BYTE:\n return 1;\n case GL.UNSIGNED_SHORT_5_6_5:\n case GL.UNSIGNED_SHORT_4_4_4_4:\n case GL.UNSIGNED_SHORT_5_5_5_1:\n return 2;\n case GL.FLOAT:\n return 4;\n // TODO: Add support for additional WebGL2 types\n default:\n throw new Error('GLType');\n }\n}\n\n// Helper methods\n\nfunction getFramebuffer(source: Texture | Framebuffer): {\n framebuffer: WEBGLFramebuffer;\n destroyFramebuffer: boolean;\n} {\n if (source instanceof Texture) {\n const {width, height, id} = source;\n const framebuffer = source.device.createFramebuffer({\n id: `framebuffer-for-${id}`,\n width,\n height,\n colorAttachments: [source]\n }) as unknown as WEBGLFramebuffer;\n\n return {framebuffer, destroyFramebuffer: true};\n }\n return {framebuffer: source as unknown as WEBGLFramebuffer, destroyFramebuffer: 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(Default 0) */\n mipLevel = 0,\n /** Defines which aspects of the texture to copy to/from. */\n aspect = 'all',\n\n /** Width to copy */\n width = options.source.width,\n /** Height to copy */\n height = options.source.height,\n depthOrArrayLayers = 0,\n /** Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. */\n origin = [0, 0],\n\n /** Destination buffer */\n destination,\n /** Offset, in bytes, from the beginning of the buffer to the start of the image data (default 0) */\n byteOffset = 0,\n /**\n * The stride, in bytes, between the beginning of each block row and the subsequent block row.\n * Required if there are multiple block rows (i.e. the copy height or depth is more than one block).\n */\n bytesPerRow,\n /**\n * Number of block rows per single image of the texture.\n * rowsPerImage &times; bytesPerRow is the stride, in bytes, between the beginning of each image of data and the subsequent image.\n * Required if there are multiple images (i.e. the copy depth is more than one).\n */\n rowsPerImage\n } = options;\n\n // TODO - Not possible to read just stencil or depth part in WebGL?\n if (aspect !== 'all') {\n throw new Error('not supported');\n }\n\n // TODO - mipLevels are set when attaching texture to framebuffer\n if (mipLevel !== 0 || depthOrArrayLayers !== undefined || bytesPerRow || rowsPerImage) {\n throw new Error('not implemented');\n }\n\n // Asynchronous read (PIXEL_PACK_BUFFER) is WebGL2 only feature\n const gl2 = device.assertWebGL2();\n\n const {framebuffer, destroyFramebuffer} = getFramebuffer(source);\n try {\n const webglBuffer = destination as WEBGLBuffer;\n const sourceWidth = width || framebuffer.width;\n const sourceHeight = height || framebuffer.height;\n\n // TODO - hack - should be deduced\n const sourceFormat = GL.RGBA;\n const sourceType = GL.UNSIGNED_BYTE;\n\n // if (!target) {\n // // Create new buffer with enough size\n // const components = glFormatToComponents(sourceFormat);\n // const byteCount = glTypeToBytes(sourceType);\n // const byteLength = byteOffset + sourceWidth * sourceHeight * components * byteCount;\n // target = device.createBuffer({byteLength});\n // }\n\n gl2.bindBuffer(GL.PIXEL_PACK_BUFFER, webglBuffer.handle);\n gl2.bindFramebuffer(GL.FRAMEBUFFER, framebuffer.handle);\n\n gl2.readPixels(\n origin[0],\n origin[1],\n sourceWidth,\n sourceHeight,\n sourceFormat,\n sourceType,\n byteOffset\n );\n } finally {\n gl2.bindBuffer(GL.PIXEL_PACK_BUFFER, null);\n gl2.bindFramebuffer(GL.FRAMEBUFFER, null);\n\n if (destroyFramebuffer) {\n framebuffer.destroy();\n }\n }\n}\n\n/**\n * Copies data from a Framebuffer or a Texture object into a Buffer object.\n * NOTE: doesn't wait for copy to be complete, it programs GPU to perform a DMA transfer.\nexport function readPixelsToBuffer(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n target?: Buffer; // A new Buffer object is created when not provided.\n targetByteOffset?: number; // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n): Buffer\n */\n\n/**\n * Copy a rectangle from a Framebuffer or Texture object into a texture (at an offset)\n */\n// eslint-disable-next-line complexity, max-statements\nfunction _copyTextureToTexture(device: WebGLDevice, options: CopyTextureToTextureOptions): void {\n const {\n /** Texture to copy to/from. */\n source,\n /** Mip-map level of the texture to copy to/from. 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(Default 0) */\n // destinationMipLevel = options.mipLevel,\n /** Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. */\n // destinationOrigin = [0, 0],\n /** Defines which aspects of the texture to copy to/from. */\n // destinationAspect = options.aspect,\n\n } = options;\n\n let {\n width = options.destination.width,\n height = options.destination.width,\n // depthOrArrayLayers = 0\n } = options;\n\n const destinationMipmaplevel = 0;\n const destinationInternalFormat = GL.RGBA;\n\n const {framebuffer, destroyFramebuffer} = getFramebuffer(source);\n const [sourceX, sourceY] = origin;\n\n const isSubCopy = false;\n // typeof destinationX !== 'undefined' ||\n // typeof destinationY !== 'undefined' ||\n // typeof destinationZ !== 'undefined';\n\n // destinationX = destinationX || 0;\n // destinationY = destinationY || 0;\n // destinationZ = destinationZ || 0;\n device.gl.bindFramebuffer(GL.FRAMEBUFFER, framebuffer.handle);\n // TODO - support 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const gl2 = device.assertWebGL2();\n // gl2.copyTexSubImage3D(\n // textureTarget,\n // destinationMipmaplevel,\n // destinationX,\n // destinationY,\n // destinationZ,\n // sourceX,\n // sourceY,\n // width,\n // height\n // );\n // break;\n // default:\n // }\n }\n if (texture) {\n texture.unbind();\n }\n // ts-expect-error\n // device.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (destroyFramebuffer) {\n framebuffer.destroy();\n }\n return texture;\n}\n\n// Returns number of components in a specific readPixels WebGL format\nexport function glFormatToComponents(format): 1 | 2 | 3 | 4 {\n switch (format) {\n case GL.ALPHA:\n case GL.R32F:\n case GL.RED:\n return 1;\n case GL.RG32F:\n case GL.RG:\n return 2;\n case GL.RGB:\n case GL.RGB32F:\n return 3;\n case GL.RGBA:\n case GL.RGBA32F:\n return 4;\n // TODO: Add support for additional WebGL2 formats\n default:\n throw new Error('GLFormat');\n }\n}\n\n// Return byte count for given readPixels WebGL type\nexport function 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- {"version":3,"file":"webgl-command-encoder.js","names":["CommandEncoder","WEBGLCommandBuffer","WEBGLCommandEncoder","constructor","device","props","commandBuffer","destroy","finish","submitCommands","copyBufferToBuffer","options","commands","push","name","copyBufferToTexture","copyTextureToBuffer","copyTextureToTexture","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel"],"sources":["../../../src/adapter/resources/webgl-command-encoder.ts"],"sourcesContent":["import {CommandEncoder, CommandEncoderProps} from '@luma.gl/core';\nimport type {\n CopyBufferToBufferOptions,\n CopyBufferToTextureOptions,\n CopyTextureToBufferOptions,\n CopyTextureToTextureOptions\n} from '@luma.gl/core';\n\nimport {WEBGLCommandBuffer} from './webgl-command-buffer';\nimport {WebGLDevice} from '../webgl-device';\n\nexport class WEBGLCommandEncoder extends CommandEncoder {\n readonly device: WebGLDevice;\n\n readonly commandBuffer: WEBGLCommandBuffer;\n\n constructor(device: WebGLDevice, props: CommandEncoderProps) {\n super(device, props);\n this.device = device;\n this.commandBuffer = new WEBGLCommandBuffer(device);\n }\n\n override destroy(): void {}\n\n override finish(): void {\n this.commandBuffer.submitCommands();\n }\n\n // beginRenderPass(GPURenderPassDescriptor descriptor): GPURenderPassEncoder;\n // beginComputePass(optional GPUComputePassDescriptor descriptor = {}): GPUComputePassEncoder;\n // finish(options?: {id?: string}): GPUCommandBuffer;\n\n copyBufferToBuffer(options: CopyBufferToBufferOptions): void {\n this.commandBuffer.commands.push({name: 'copy-buffer-to-buffer', options});\n }\n\n copyBufferToTexture(options: CopyBufferToTextureOptions) {\n this.commandBuffer.commands.push({name: 'copy-buffer-to-texture', options});\n }\n\n copyTextureToBuffer(options: CopyTextureToBufferOptions): void {\n this.commandBuffer.commands.push({name: 'copy-texture-to-buffer', options});\n }\n\n copyTextureToTexture(options: CopyTextureToTextureOptions): void {\n this.commandBuffer.commands.push({name: 'copy-texture-to-texture', options});\n }\n\n override pushDebugGroup(groupLabel: string): void {}\n override popDebugGroup() {}\n\n override insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: Query, queryIndex: number): void {}\n\n // resolveQuerySet(options: {\n // querySet: GPUQuerySet,\n // firstQuery: number,\n // queryCount: number,\n // destination: Buffer,\n // destinationOffset?: number;\n // }): void;\n}\n"],"mappings":"AAAA,SAAQA,cAAc,QAA4B,eAAe;AAAC,SAQ1DC,kBAAkB;AAG1B,OAAO,MAAMC,mBAAmB,SAASF,cAAc,CAAC;EAKtDG,WAAWA,CAACC,MAAmB,EAAEC,KAA0B,EAAE;IAC3D,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KALdD,MAAM;IAAA,KAENE,aAAa;IAIpB,IAAI,CAACF,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACE,aAAa,GAAG,IAAIL,kBAAkB,CAACG,MAAM,CAAC;EACrD;EAESG,OAAOA,CAAA,EAAS,CAAC;EAEjBC,MAAMA,CAAA,EAAS;IACtB,IAAI,CAACF,aAAa,CAACG,cAAc,CAAC,CAAC;EACrC;EAMAC,kBAAkBA,CAACC,OAAkC,EAAQ;IAC3D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,uBAAuB;MAAEH;IAAO,CAAC,CAAC;EAC5E;EAEAI,mBAAmBA,CAACJ,OAAmC,EAAE;IACvD,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,wBAAwB;MAAEH;IAAO,CAAC,CAAC;EAC7E;EAEAK,mBAAmBA,CAACL,OAAmC,EAAQ;IAC7D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,wBAAwB;MAAEH;IAAO,CAAC,CAAC;EAC7E;EAEAM,oBAAoBA,CAACN,OAAoC,EAAQ;IAC/D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,yBAAyB;MAAEH;IAAO,CAAC,CAAC;EAC9E;EAESO,cAAcA,CAACC,UAAkB,EAAQ,CAAC;EAC1CC,aAAaA,CAAA,EAAG,CAAC;EAEjBC,iBAAiBA,CAACC,WAAmB,EAAQ,CAAC;AAWzD"}
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+ {"version":3,"file":"webgl-command-encoder.js","names":["CommandEncoder","WEBGLCommandBuffer","WEBGLCommandEncoder","constructor","device","props","commandBuffer","destroy","finish","submitCommands","copyBufferToBuffer","options","commands","push","name","copyBufferToTexture","copyTextureToBuffer","copyTextureToTexture","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel"],"sources":["../../../src/adapter/resources/webgl-command-encoder.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {CommandEncoder, CommandEncoderProps} from '@luma.gl/core';\nimport type {\n CopyBufferToBufferOptions,\n CopyBufferToTextureOptions,\n CopyTextureToBufferOptions,\n CopyTextureToTextureOptions\n} from '@luma.gl/core';\n\nimport {WEBGLCommandBuffer} from './webgl-command-buffer';\nimport {WebGLDevice} from '../webgl-device';\n\nexport class WEBGLCommandEncoder extends CommandEncoder {\n readonly device: WebGLDevice;\n\n readonly commandBuffer: WEBGLCommandBuffer;\n\n constructor(device: WebGLDevice, props: CommandEncoderProps) {\n super(device, props);\n this.device = device;\n this.commandBuffer = new WEBGLCommandBuffer(device);\n }\n\n override destroy(): void {}\n\n override finish(): void {\n this.commandBuffer.submitCommands();\n }\n\n // beginRenderPass(GPURenderPassDescriptor descriptor): GPURenderPassEncoder;\n // beginComputePass(optional GPUComputePassDescriptor descriptor = {}): GPUComputePassEncoder;\n // finish(options?: {id?: string}): GPUCommandBuffer;\n\n copyBufferToBuffer(options: CopyBufferToBufferOptions): void {\n this.commandBuffer.commands.push({name: 'copy-buffer-to-buffer', options});\n }\n\n copyBufferToTexture(options: CopyBufferToTextureOptions) {\n this.commandBuffer.commands.push({name: 'copy-buffer-to-texture', options});\n }\n\n copyTextureToBuffer(options: CopyTextureToBufferOptions): void {\n this.commandBuffer.commands.push({name: 'copy-texture-to-buffer', options});\n }\n\n copyTextureToTexture(options: CopyTextureToTextureOptions): void {\n this.commandBuffer.commands.push({name: 'copy-texture-to-texture', options});\n }\n\n override pushDebugGroup(groupLabel: string): void {}\n override popDebugGroup() {}\n\n override insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: Query, queryIndex: number): void {}\n\n // resolveQuerySet(options: {\n // querySet: GPUQuerySet,\n // firstQuery: number,\n // queryCount: number,\n // destination: Buffer,\n // destinationOffset?: number;\n // }): void;\n}\n"],"mappings":"AAGA,SAAQA,cAAc,QAA4B,eAAe;AAAC,SAQ1DC,kBAAkB;AAG1B,OAAO,MAAMC,mBAAmB,SAASF,cAAc,CAAC;EAKtDG,WAAWA,CAACC,MAAmB,EAAEC,KAA0B,EAAE;IAC3D,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KALdD,MAAM;IAAA,KAENE,aAAa;IAIpB,IAAI,CAACF,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACE,aAAa,GAAG,IAAIL,kBAAkB,CAACG,MAAM,CAAC;EACrD;EAESG,OAAOA,CAAA,EAAS,CAAC;EAEjBC,MAAMA,CAAA,EAAS;IACtB,IAAI,CAACF,aAAa,CAACG,cAAc,CAAC,CAAC;EACrC;EAMAC,kBAAkBA,CAACC,OAAkC,EAAQ;IAC3D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,uBAAuB;MAAEH;IAAO,CAAC,CAAC;EAC5E;EAEAI,mBAAmBA,CAACJ,OAAmC,EAAE;IACvD,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,wBAAwB;MAAEH;IAAO,CAAC,CAAC;EAC7E;EAEAK,mBAAmBA,CAACL,OAAmC,EAAQ;IAC7D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,wBAAwB;MAAEH;IAAO,CAAC,CAAC;EAC7E;EAEAM,oBAAoBA,CAACN,OAAoC,EAAQ;IAC/D,IAAI,CAACL,aAAa,CAACM,QAAQ,CAACC,IAAI,CAAC;MAACC,IAAI,EAAE,yBAAyB;MAAEH;IAAO,CAAC,CAAC;EAC9E;EAESO,cAAcA,CAACC,UAAkB,EAAQ,CAAC;EAC1CC,aAAaA,CAAA,EAAG,CAAC;EAEjBC,iBAAiBA,CAACC,WAAmB,EAAQ,CAAC;AAWzD"}
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- {"version":3,"file":"webgl-external-texture.js","names":[],"sources":["../../../src/adapter/resources/webgl-external-texture.ts"],"sourcesContent":["/*\nexport class WEBGLExternalTexture extends WEBGLTexture {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n data;\n\n width: number = undefined;\n height: number = undefined;\n depth: number = undefined;\n\n format = undefined;\n type = undefined;\n dataFormat = undefined;\n border = undefined;\n mipmaps: boolean = undefined;\n\n textureUnit: number = undefined;\n\n sampler: WEBGLSampler;\n\n // Program.draw() checks the loaded flag of all textures to avoid\n // Textures that are still loading from promises\n // Set to true as soon as texture has been initialized with valid data\n loaded = false;\n _video;\n\n readonly target: GL;\n // target cannot be modified by bind:\n // textures are special because when you first bind them to a target,\n // they get special information. When you first bind a texture as a\n // GL_TEXTURE_2D, you are actually setting special state in the texture.\n // You are saying that this texture is a 2D texture.\n // And it will always be a 2D texture; this state cannot be changed ever.\n // If you have a texture that was first bound as a GL_TEXTURE_2D,\n // you must always bind it as a GL_TEXTURE_2D;\n // attempting to bind it as GL_TEXTURE_3D will give rise to an error\n // (while run-time).\n\n static isSupported(device: WebGLDevice, options?: TextureSupportOptions): boolean {\n const {format, linearFiltering} = options;\n let supported = true;\n if (format) {\n supported = supported && isFormatSupported(device.gl, format);\n supported = supported && (!linearFiltering || isTextureFormatFilterable(device.gl, format));\n }\n return supported;\n }\n\n // eslint-disable-next-line max-statements\n constructor(device: Device | WebGLRenderingContext, props: TextureProps) {\n super(WebGLDevice.attach(device), {id: uid('texture'), ...props});\n\n this.glTarget = getWebGLTextureTarget(props);\n\n this.device = WebGLDevice.attach(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n\n let data = props.data;\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n update(): this {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n\n*/"],"mappings":""}
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+ {"version":3,"file":"webgl-external-texture.js","names":[],"sources":["../../../src/adapter/resources/webgl-external-texture.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\n/*\nexport class WEBGLExternalTexture extends WEBGLTexture {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n data;\n\n width: number = undefined;\n height: number = undefined;\n depth: number = undefined;\n\n format = undefined;\n type = undefined;\n dataFormat = undefined;\n border = undefined;\n mipmaps: boolean = undefined;\n\n textureUnit: number = undefined;\n\n sampler: WEBGLSampler;\n\n // Program.draw() checks the loaded flag of all textures to avoid\n // Textures that are still loading from promises\n // Set to true as soon as texture has been initialized with valid data\n loaded = false;\n _video;\n\n readonly target: GL;\n // target cannot be modified by bind:\n // textures are special because when you first bind them to a target,\n // they get special information. When you first bind a texture as a\n // GL_TEXTURE_2D, you are actually setting special state in the texture.\n // You are saying that this texture is a 2D texture.\n // And it will always be a 2D texture; this state cannot be changed ever.\n // If you have a texture that was first bound as a GL_TEXTURE_2D,\n // you must always bind it as a GL_TEXTURE_2D;\n // attempting to bind it as GL_TEXTURE_3D will give rise to an error\n // (while run-time).\n\n static isSupported(device: WebGLDevice, options?: TextureSupportOptions): boolean {\n const {format, linearFiltering} = options;\n let supported = true;\n if (format) {\n supported = supported && isFormatSupported(device.gl, format);\n supported = supported && (!linearFiltering || isTextureFormatFilterable(device.gl, format));\n }\n return supported;\n }\n\n // eslint-disable-next-line max-statements\n constructor(device: Device | WebGLRenderingContext, props: TextureProps) {\n super(WebGLDevice.attach(device), {id: uid('texture'), ...props});\n\n this.glTarget = getWebGLTextureTarget(props);\n\n this.device = WebGLDevice.attach(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n\n let data = props.data;\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n update(): this {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n\n*/"],"mappings":""}
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- {"version":3,"file":"webgl-framebuffer.js","names":["Framebuffer","assert","GL","WEBGLTexture","WEBGLRenderbuffer","getDepthStencilAttachmentWebGL","WEBGLFramebuffer","texture","colorAttachments","constructor","device","props","gl","handle","isDefaultFramebuffer","createFramebuffer","setSpectorMetadata","id","autoCreateAttachmentTextures","bindFramebuffer","FRAMEBUFFER","i","length","attachment","attachmentPoint","COLOR_ATTACHMENT0","_attachOne","depthStencilAttachment","format","check","_checkStatus","destroy","destroyed","deleteFramebuffer","prevHandle","status","checkFramebufferStatus","FRAMEBUFFER_COMPLETE","Error","_getFrameBufferStatus","createDepthStencilTexture","width","height","resizeAttachments","drawingBufferWidth","drawingBufferHeight","undefined","colorAttachment","resize","_attachWEBGLRenderbuffer","Array","isArray","layer","level","_attachTexture","renderbuffer","framebufferRenderbuffer","RENDERBUFFER","gl2","bindTexture","target","TEXTURE_2D_ARRAY","TEXTURE_3D","assertWebGL2","framebufferTextureLayer","TEXTURE_CUBE_MAP","face","mapIndexToCubeMapFace","framebufferTexture2D","TEXTURE_2D","TEXTURE_CUBE_MAP_POSITIVE_X","FRAMEBUFFER_INCOMPLETE_ATTACHMENT","FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT","FRAMEBUFFER_INCOMPLETE_DIMENSIONS","FRAMEBUFFER_UNSUPPORTED","FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"],"sources":["../../../src/adapter/resources/webgl-framebuffer.ts"],"sourcesContent":["// luma.gl, MIT license\n\nimport type {FramebufferProps, TextureFormat} from '@luma.gl/core';\nimport {Framebuffer, Texture, assert} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLTexture} from './webgl-texture';\nimport {WEBGLRenderbuffer} from '../objects/webgl-renderbuffer';\nimport {getDepthStencilAttachmentWebGL} from '../converters/texture-formats';\n\nexport type TextureAttachment = [Texture, number?, number?];\nexport type Attachment = WEBGLTexture | WEBGLRenderbuffer | TextureAttachment;\n\n/** luma.gl Framebuffer, WebGL implementation */\nexport class WEBGLFramebuffer extends Framebuffer {\n device: WebGLDevice;\n gl: WebGLRenderingContext;\n handle: WebGLFramebuffer;\n\n get texture() {\n return this.colorAttachments[0];\n }\n\n constructor(device: WebGLDevice, props: FramebufferProps) {\n super(device, props);\n\n // WebGL default framebuffer handle is null\n const isDefaultFramebuffer = props.handle === null;\n\n this.device = device;\n this.gl = device.gl;\n this.handle =\n this.props.handle || isDefaultFramebuffer ? this.props.handle : this.gl.createFramebuffer();\n\n if (!isDefaultFramebuffer) {\n // default framebuffer handle is null, so we can't set spector metadata...\n device.setSpectorMetadata(this.handle, {id: this.props.id, props: this.props});\n\n // Auto create textures for attachments if needed\n this.autoCreateAttachmentTextures();\n\n /** Attach from a map of attachments */\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (let i = 0; i < this.colorAttachments.length; ++i) {\n const attachment = this.colorAttachments[i];\n const attachmentPoint = GL.COLOR_ATTACHMENT0 + i;\n if (attachment) {\n this._attachOne(attachmentPoint, attachment as WEBGLTexture);\n }\n }\n\n if (this.depthStencilAttachment) {\n this._attachOne(\n getDepthStencilAttachmentWebGL(this.depthStencilAttachment.format),\n this.depthStencilAttachment as WEBGLTexture\n );\n }\n\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n\n // @ts-expect-error\n if (props.check !== false) {\n this._checkStatus();\n }\n }\n\n /** destroys any auto created resources etc. */\n override destroy(): void {\n super.destroy(); // destroys owned resources etc.\n if (!this.destroyed && this.handle !== null) {\n this.gl.deleteFramebuffer(this.handle);\n // this.handle = null;\n }\n }\n\n // PRIVATE\n\n /** Check the status */\n protected _checkStatus(): void {\n const {gl} = this;\n // TODO - should we really rely on this trick? \n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle) as unknown as WebGLFramebuffer;\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(`Framebuffer ${_getFrameBufferStatus(status)}`);\n }\n }\n\n /** In WebGL we must use renderbuffers for depth/stencil attachments (unless we have extensions) */\n protected override createDepthStencilTexture(format: TextureFormat): Texture {\n return new WEBGLRenderbuffer(this.device, {\n id: `${this.id}-depth-stencil`, // TODO misleading if not depth and stencil?\n format,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n width: this.width,\n height: this.height\n }) as unknown as WEBGLTexture;\n }\n\n /** \n * Attachment resize is expected to be a noop if size is same \n */\n protected override resizeAttachments(width: number, height: number): this {\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n // assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n // TODO Not clear that this is better than default destroy/create implementation\n\n for (const colorAttachment of this.colorAttachments) {\n (colorAttachment as WEBGLTexture).resize({width, height});\n }\n if (this.depthStencilAttachment) {\n (this.depthStencilAttachment as WEBGLTexture).resize({width, height});\n }\n return this;\n }\n\n /** Attach one attachment */\n protected _attachOne(\n attachmentPoint: GL,\n attachment: Attachment\n ): WEBGLTexture | WEBGLRenderbuffer {\n if (attachment instanceof WEBGLRenderbuffer) {\n this._attachWEBGLRenderbuffer(attachmentPoint, attachment);\n return attachment;\n } else if (Array.isArray(attachment)) {\n const [texture, layer = 0, level = 0] = attachment;\n this._attachTexture(attachmentPoint, texture as unknown as WEBGLTexture, layer, level);\n return texture as unknown as WEBGLTexture;\n } else if (attachment instanceof WEBGLTexture) {\n this._attachTexture(attachmentPoint, attachment, 0, 0);\n return attachment;\n }\n throw new Error('attach');\n }\n\n protected _attachWEBGLRenderbuffer(attachment: GL, renderbuffer: WEBGLRenderbuffer): void {\n this.gl.framebufferRenderbuffer(\n GL.FRAMEBUFFER,\n attachment,\n GL.RENDERBUFFER,\n renderbuffer.handle\n );\n }\n\n /**\n * @param attachment\n * @param texture\n * @param layer = 0 - index into WEBGLTextureArray and Texture3D or face for `TextureCubeMap`\n * @param level = 0 - mipmapLevel (must be 0 in WebGL1)\n */\n protected _attachTexture(\n attachment: GL,\n texture: WEBGLTexture,\n layer: number,\n level: number\n ): void {\n const {gl, gl2} = this.device;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n this.device.assertWebGL2();\n gl2?.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n }\n}\n\n// Helper functions\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer: number | GL): GL {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status: GL) {\n switch (status) {\n case GL.FRAMEBUFFER_COMPLETE:\n return 'success';\n case GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n return 'Mismatched attachments';\n case 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{"version":3,"file":"webgl-framebuffer.js","names":["Framebuffer","assert","GL","WEBGLTexture","WEBGLRenderbuffer","getDepthStencilAttachmentWebGL","WEBGLFramebuffer","texture","colorAttachments","constructor","device","props","gl","handle","isDefaultFramebuffer","createFramebuffer","setSpectorMetadata","id","autoCreateAttachmentTextures","bindFramebuffer","FRAMEBUFFER","i","length","attachment","attachmentPoint","COLOR_ATTACHMENT0","_attachOne","depthStencilAttachment","format","check","_checkStatus","destroy","destroyed","deleteFramebuffer","prevHandle","status","checkFramebufferStatus","FRAMEBUFFER_COMPLETE","Error","_getFrameBufferStatus","createDepthStencilTexture","width","height","resizeAttachments","drawingBufferWidth","drawingBufferHeight","undefined","colorAttachment","resize","_attachWEBGLRenderbuffer","Array","isArray","layer","level","_attachTexture","renderbuffer","framebufferRenderbuffer","RENDERBUFFER","gl2","bindTexture","target","TEXTURE_2D_ARRAY","TEXTURE_3D","assertWebGL2","framebufferTextureLayer","TEXTURE_CUBE_MAP","face","mapIndexToCubeMapFace","framebufferTexture2D","TEXTURE_2D","TEXTURE_CUBE_MAP_POSITIVE_X","FRAMEBUFFER_INCOMPLETE_ATTACHMENT","FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT","FRAMEBUFFER_INCOMPLETE_DIMENSIONS","FRAMEBUFFER_UNSUPPORTED","FRAMEBUFFER_INCOMPLETE_MULTISAMPLE"],"sources":["../../../src/adapter/resources/webgl-framebuffer.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {FramebufferProps, TextureFormat} from '@luma.gl/core';\nimport {Framebuffer, Texture, assert} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLTexture} from './webgl-texture';\nimport {WEBGLRenderbuffer} from '../objects/webgl-renderbuffer';\nimport {getDepthStencilAttachmentWebGL} from '../converters/texture-formats';\n\nexport type TextureAttachment = [Texture, number?, number?];\nexport type Attachment = WEBGLTexture | WEBGLRenderbuffer | TextureAttachment;\n\n/** luma.gl Framebuffer, WebGL implementation */\nexport class WEBGLFramebuffer extends Framebuffer {\n device: WebGLDevice;\n gl: WebGLRenderingContext;\n handle: WebGLFramebuffer;\n\n get texture() {\n return this.colorAttachments[0];\n }\n\n constructor(device: WebGLDevice, props: FramebufferProps) {\n super(device, props);\n\n // WebGL default framebuffer handle is null\n const isDefaultFramebuffer = props.handle === null;\n\n this.device = device;\n this.gl = device.gl;\n this.handle =\n this.props.handle || isDefaultFramebuffer ? this.props.handle : this.gl.createFramebuffer();\n\n if (!isDefaultFramebuffer) {\n // default framebuffer handle is null, so we can't set spector metadata...\n device.setSpectorMetadata(this.handle, {id: this.props.id, props: this.props});\n\n // Auto create textures for attachments if needed\n this.autoCreateAttachmentTextures();\n\n /** Attach from a map of attachments */\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (let i = 0; i < this.colorAttachments.length; ++i) {\n const attachment = this.colorAttachments[i];\n const attachmentPoint = GL.COLOR_ATTACHMENT0 + i;\n if (attachment) {\n this._attachOne(attachmentPoint, attachment as WEBGLTexture);\n }\n }\n\n if (this.depthStencilAttachment) {\n this._attachOne(\n getDepthStencilAttachmentWebGL(this.depthStencilAttachment.format),\n this.depthStencilAttachment as WEBGLTexture\n );\n }\n\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n\n // @ts-expect-error\n if (props.check !== false) {\n this._checkStatus();\n }\n }\n\n /** destroys any auto created resources etc. */\n override destroy(): void {\n super.destroy(); // destroys owned resources etc.\n if (!this.destroyed && this.handle !== null) {\n this.gl.deleteFramebuffer(this.handle);\n // this.handle = null;\n }\n }\n\n // PRIVATE\n\n /** Check the status */\n protected _checkStatus(): void {\n const {gl} = this;\n // TODO - should we really rely on this trick? \n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle) as unknown as WebGLFramebuffer;\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(`Framebuffer ${_getFrameBufferStatus(status)}`);\n }\n }\n\n /** In WebGL we must use renderbuffers for depth/stencil attachments (unless we have extensions) */\n protected override createDepthStencilTexture(format: TextureFormat): Texture {\n return new WEBGLRenderbuffer(this.device, {\n id: `${this.id}-depth-stencil`, // TODO misleading if not depth and stencil?\n format,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n width: this.width,\n height: this.height\n }) as unknown as WEBGLTexture;\n }\n\n /** \n * Attachment resize is expected to be a noop if size is same \n */\n protected override resizeAttachments(width: number, height: number): this {\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n // assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n // TODO Not clear that this is better than default destroy/create implementation\n\n for (const colorAttachment of this.colorAttachments) {\n (colorAttachment as WEBGLTexture).resize({width, height});\n }\n if (this.depthStencilAttachment) {\n (this.depthStencilAttachment as WEBGLTexture).resize({width, height});\n }\n return this;\n }\n\n /** Attach one attachment */\n protected _attachOne(\n attachmentPoint: GL,\n attachment: Attachment\n ): WEBGLTexture | WEBGLRenderbuffer {\n if (attachment instanceof WEBGLRenderbuffer) {\n this._attachWEBGLRenderbuffer(attachmentPoint, attachment);\n return attachment;\n } else if (Array.isArray(attachment)) {\n const [texture, layer = 0, level = 0] = attachment;\n this._attachTexture(attachmentPoint, texture as unknown as WEBGLTexture, layer, level);\n return texture as unknown as WEBGLTexture;\n } else if (attachment instanceof WEBGLTexture) {\n this._attachTexture(attachmentPoint, attachment, 0, 0);\n return attachment;\n }\n throw new Error('attach');\n }\n\n protected _attachWEBGLRenderbuffer(attachment: GL, renderbuffer: WEBGLRenderbuffer): void {\n this.gl.framebufferRenderbuffer(\n GL.FRAMEBUFFER,\n attachment,\n GL.RENDERBUFFER,\n renderbuffer.handle\n );\n }\n\n /**\n * @param attachment\n * @param texture\n * @param layer = 0 - index into WEBGLTextureArray and Texture3D or face for `TextureCubeMap`\n * @param level = 0 - mipmapLevel (must be 0 in WebGL1)\n */\n protected _attachTexture(\n attachment: GL,\n texture: WEBGLTexture,\n layer: number,\n level: number\n ): void {\n const {gl, gl2} = this.device;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n this.device.assertWebGL2();\n gl2?.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n 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- {"version":3,"file":"webgl-render-pass.js","names":["RenderPass","GL","withGLParameters","setGLParameters","GL_DEPTH_BUFFER_BIT","GL_STENCIL_BUFFER_BIT","GL_COLOR_BUFFER_BIT","GL_COLOR","WEBGLRenderPass","constructor","device","props","glParameters","setParameters","parameters","clear","end","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel","arguments","length","undefined","framebuffer","depthReadOnly","depthMask","stencilMask","stencilReadOnly","RASTERIZER_DISCARD","discard","viewport","slice","depthRange","scissorTest","Boolean","scissorRect","scissor","blendConstant","blendColor","stencilReference","console","warn","STENCIL_REF","clearMask","clearColor","clearDepth","clearStencil","gl","clearColorBuffer","drawBuffer","value","gl2","Int32Array","clearBufferiv","Uint32Array","clearBufferuiv","Float32Array","clearBufferfv"],"sources":["../../../src/adapter/resources/webgl-render-pass.ts"],"sourcesContent":["import {RenderPass, RenderPassProps, NumberArray, RenderPassParameters} from '@luma.gl/core';\nimport {WebGLDevice} from '../webgl-device';\nimport {GL, GLParameters} from '@luma.gl/constants';\nimport {withGLParameters} from '../../context/state-tracker/with-parameters';\nimport {setGLParameters} from '../../context/parameters/unified-parameter-api';\n\n// Should collapse during minification\nconst GL_DEPTH_BUFFER_BIT = 0x00000100;\nconst GL_STENCIL_BUFFER_BIT = 0x00000400;\nconst GL_COLOR_BUFFER_BIT = 0x00004000;\n\nconst GL_COLOR = 0x1800;\n\nexport class WEBGLRenderPass extends RenderPass {\n readonly device: WebGLDevice;\n\n /** Parameters that should be applied before each draw call */\n glParameters: GLParameters;\n\n constructor(device: WebGLDevice, props: RenderPassProps) {\n super(device, props);\n this.device = device;\n\n // TODO - do parameters (scissorRect) affect the clear operation?\n this.setParameters(this.props.parameters);\n\n // Hack - for now WebGL draws in \"immediate mode\" (instead of queueing the operations)...\n this.clear();\n }\n\n end(): void {\n // should add commands to CommandEncoder.\n }\n\n pushDebugGroup(groupLabel: string): void {}\n popDebugGroup(): void {}\n insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: GPUQuerySet, queryIndex: number): void;\n\n // beginOcclusionQuery(queryIndex: number): void;\n // endOcclusionQuery(): void;\n\n // executeBundles(bundles: Iterable<GPURenderBundle>): void;\n\n /**\n * Maps RenderPass parameters to GL parameters\n */\n setParameters(parameters: RenderPassParameters = {}): void {\n const glParameters: GLParameters = {};\n\n // Framebuffers are specified using parameters in WebGL\n if (this.props.framebuffer) {\n glParameters.framebuffer = this.props.framebuffer;\n }\n\n if (this.props.depthReadOnly) {\n glParameters.depthMask = !this.props.depthReadOnly;\n }\n\n glParameters.stencilMask = this.props.stencilReadOnly ? 0 : 1;\n\n glParameters[GL.RASTERIZER_DISCARD] = this.props.discard;\n\n // Map the four renderpass parameters to WebGL parameters\n if (parameters.viewport) {\n // WebGPU viewports are 6 coordinates (X, Y, Z)\n if (parameters.viewport.length >= 6) {\n glParameters.viewport = parameters.viewport.slice(0, 4);\n glParameters.depthRange = [parameters.viewport[4], parameters.viewport[5]];\n } else {\n // WebGL viewports are 4 coordinates (X, Y)\n glParameters.viewport = parameters.viewport;\n }\n }\n glParameters.scissorTest = Boolean(parameters.scissorRect);\n if (parameters.scissorRect) {\n glParameters.scissor = parameters.scissorRect;\n }\n if (parameters.blendConstant) {\n glParameters.blendColor = parameters.blendConstant;\n }\n if (parameters.stencilReference) {\n // eslint-disable-next-line no-console\n console.warn('RenderPassParameters.stencilReference not yet implemented in WebGL');\n // parameters.stencilFunc = [func, ref, mask];\n // Does this work?\n parameters[GL.STENCIL_REF] = parameters.stencilReference;\n }\n\n this.glParameters = glParameters;\n\n setGLParameters(this.device, glParameters);\n }\n\n // Internal\n\n /**\n * Optionally clears depth, color and stencil buffers based on parameters\n */\n protected clear(): void {\n const glParameters: GLParameters = {...this.glParameters};\n\n let clearMask = 0;\n\n if (this.props.clearColor !== false) {\n clearMask |= GL_COLOR_BUFFER_BIT;\n glParameters.clearColor = this.props.clearColor;\n }\n if (this.props.clearDepth !== false) {\n clearMask |= GL_DEPTH_BUFFER_BIT;\n glParameters.clearDepth = this.props.clearDepth;\n }\n if (this.props.clearStencil !== false) {\n clearMask |= GL_STENCIL_BUFFER_BIT;\n glParameters.clearStencil = this.props.clearStencil;\n }\n\n if (clearMask !== 0) {\n // Temporarily set any clear \"colors\" and call clear\n withGLParameters(this.device, glParameters, () => {\n this.device.gl.clear(clearMask);\n });\n\n // TODO - clear multiple color attachments\n // for (attachment of this.framebuffer.colorAttachments) {\n // this.clearColorBuffer \n // }\n }\n }\n\n /** \n * WebGL2 - clear a specific color buffer \n */\n protected clearColorBuffer(drawBuffer: number = 0, value: NumberArray = [0, 0, 0, 0]) {\n withGLParameters(this.device.gl2, {framebuffer: this.props.framebuffer}, () => {\n // Method selection per OpenGL ES 3 docs\n switch (value.constructor) {\n case Int32Array:\n this.device.gl2.clearBufferiv(GL_COLOR, drawBuffer, value);\n break;\n case Uint32Array:\n this.device.gl2.clearBufferuiv(GL_COLOR, drawBuffer, value);\n break;\n case Float32Array:\n default:\n this.device.gl2.clearBufferfv(GL_COLOR, drawBuffer, value);\n break;\n }\n });\n }\n\n // clearDepthStencil() {\n // const GL_DEPTH = 0x1801;\n // const GL_STENCIL = 0x1802;\n // const GL_DEPTH_STENCIL = 0x84f9;\n\n // case GL_DEPTH:\n // this.device.gl2.clearBufferfv(GL_DEPTH, 0, [value]);\n // break;\n\n // case GL_STENCIL:\n // this.device.gl2.clearBufferiv(GL_STENCIL, 0, [value]);\n // break;\n\n // case GL_DEPTH_STENCIL:\n // const [depth, stencil] = value;\n // this.device.gl2.clearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);\n // break;\n\n // default:\n // assert(false, ERR_ARGUMENTS);\n // }\n // });\n}\n\n"],"mappings":"AAAA,SAAQA,UAAU,QAA2D,eAAe;AAE5F,SAAQC,EAAE,QAAqB,oBAAoB;AAAC,SAC5CC,gBAAgB;AAAA,SAChBC,eAAe;AAGvB,MAAMC,mBAAmB,GAAG,UAAU;AACtC,MAAMC,qBAAqB,GAAG,UAAU;AACxC,MAAMC,mBAAmB,GAAG,UAAU;AAEtC,MAAMC,QAAQ,GAAG,MAAM;AAEvB,OAAO,MAAMC,eAAe,SAASR,UAAU,CAAC;EAM9CS,WAAWA,CAACC,MAAmB,EAAEC,KAAsB,EAAE;IACvD,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KANdD,MAAM;IAAA,KAGfE,YAAY;IAIV,IAAI,CAACF,MAAM,GAAGA,MAAM;IAGpB,IAAI,CAACG,aAAa,CAAC,IAAI,CAACF,KAAK,CAACG,UAAU,CAAC;IAGzC,IAAI,CAACC,KAAK,CAAC,CAAC;EACd;EAEAC,GAAGA,CAAA,EAAS,CAEZ;EAEAC,cAAcA,CAACC,UAAkB,EAAQ,CAAC;EAC1CC,aAAaA,CAAA,EAAS,CAAC;EACvBC,iBAAiBA,CAACC,WAAmB,EAAQ,CAAC;EAY9CR,aAAaA,CAAA,EAA8C;IAAA,IAA7CC,UAAgC,GAAAQ,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IACjD,MAAMV,YAA0B,GAAG,CAAC,CAAC;IAGrC,IAAI,IAAI,CAACD,KAAK,CAACc,WAAW,EAAE;MAC1Bb,YAAY,CAACa,WAAW,GAAG,IAAI,CAACd,KAAK,CAACc,WAAW;IACnD;IAEA,IAAI,IAAI,CAACd,KAAK,CAACe,aAAa,EAAE;MAC5Bd,YAAY,CAACe,SAAS,GAAG,CAAC,IAAI,CAAChB,KAAK,CAACe,aAAa;IACpD;IAEAd,YAAY,CAACgB,WAAW,GAAG,IAAI,CAACjB,KAAK,CAACkB,eAAe,GAAG,CAAC,GAAG,CAAC;IAE7DjB,YAAY,CAACX,EAAE,CAAC6B,kBAAkB,CAAC,GAAG,IAAI,CAACnB,KAAK,CAACoB,OAAO;IAGxD,IAAIjB,UAAU,CAACkB,QAAQ,EAAE;MAEvB,IAAIlB,UAAU,CAACkB,QAAQ,CAACT,MAAM,IAAI,CAAC,EAAE;QACnCX,YAAY,CAACoB,QAAQ,GAAGlB,UAAU,CAACkB,QAAQ,CAACC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC;QACvDrB,YAAY,CAACsB,UAAU,GAAG,CAACpB,UAAU,CAACkB,QAAQ,CAAC,CAAC,CAAC,EAAElB,UAAU,CAACkB,QAAQ,CAAC,CAAC,CAAC,CAAC;MAC5E,CAAC,MAAM;QAELpB,YAAY,CAACoB,QAAQ,GAAGlB,UAAU,CAACkB,QAAQ;MAC7C;IACF;IACApB,YAAY,CAACuB,WAAW,GAAGC,OAAO,CAACtB,UAAU,CAACuB,WAAW,CAAC;IAC1D,IAAIvB,UAAU,CAACuB,WAAW,EAAE;MAC1BzB,YAAY,CAAC0B,OAAO,GAAGxB,UAAU,CAACuB,WAAW;IAC/C;IACA,IAAIvB,UAAU,CAACyB,aAAa,EAAE;MAC5B3B,YAAY,CAAC4B,UAAU,GAAG1B,UAAU,CAACyB,aAAa;IACpD;IACA,IAAIzB,UAAU,CAAC2B,gBAAgB,EAAE;MAE/BC,OAAO,CAACC,IAAI,CAAC,oEAAoE,CAAC;MAGlF7B,UAAU,CAACb,EAAE,CAAC2C,WAAW,CAAC,GAAG9B,UAAU,CAAC2B,gBAAgB;IAC1D;IAEA,IAAI,CAAC7B,YAAY,GAAGA,YAAY;IAEhCT,eAAe,CAAC,IAAI,CAACO,MAAM,EAAEE,YAAY,CAAC;EAC5C;EAOUG,KAAKA,CAAA,EAAS;IACtB,MAAMH,YAA0B,GAAG;MAAC,GAAG,IAAI,CAACA;IAAY,CAAC;IAEzD,IAAIiC,SAAS,GAAG,CAAC;IAEjB,IAAI,IAAI,CAAClC,KAAK,CAACmC,UAAU,KAAK,KAAK,EAAE;MACnCD,SAAS,IAAIvC,mBAAmB;MAChCM,YAAY,CAACkC,UAAU,GAAG,IAAI,CAACnC,KAAK,CAACmC,UAAU;IACjD;IACA,IAAI,IAAI,CAACnC,KAAK,CAACoC,UAAU,KAAK,KAAK,EAAE;MACnCF,SAAS,IAAIzC,mBAAmB;MAChCQ,YAAY,CAACmC,UAAU,GAAG,IAAI,CAACpC,KAAK,CAACoC,UAAU;IACjD;IACA,IAAI,IAAI,CAACpC,KAAK,CAACqC,YAAY,KAAK,KAAK,EAAE;MACrCH,SAAS,IAAIxC,qBAAqB;MAClCO,YAAY,CAACoC,YAAY,GAAG,IAAI,CAACrC,KAAK,CAACqC,YAAY;IACrD;IAEA,IAAIH,SAAS,KAAK,CAAC,EAAE;MAEnB3C,gBAAgB,CAAC,IAAI,CAACQ,MAAM,EAAEE,YAAY,EAAE,MAAM;QAChD,IAAI,CAACF,MAAM,CAACuC,EAAE,CAAClC,KAAK,CAAC8B,SAAS,CAAC;MACjC,CAAC,CAAC;IAMJ;EACF;EAKUK,gBAAgBA,CAAA,EAA4D;IAAA,IAA3DC,UAAkB,GAAA7B,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC;IAAA,IAAE8B,KAAkB,GAAA9B,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IAClFpB,gBAAgB,CAAC,IAAI,CAACQ,MAAM,CAAC2C,GAAG,EAAE;MAAC5B,WAAW,EAAE,IAAI,CAACd,KAAK,CAACc;IAAW,CAAC,EAAE,MAAM;MAE7E,QAAQ2B,KAAK,CAAC3C,WAAW;QACvB,KAAK6C,UAAU;UACb,IAAI,CAAC5C,MAAM,CAAC2C,GAAG,CAACE,aAAa,CAAChD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC1D;QACF,KAAKI,WAAW;UACd,IAAI,CAAC9C,MAAM,CAAC2C,GAAG,CAACI,cAAc,CAAClD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC3D;QACF,KAAKM,YAAY;QACjB;UACE,IAAI,CAAChD,MAAM,CAAC2C,GAAG,CAACM,aAAa,CAACpD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC1D;MACJ;IACF,CAAC,CAAC;EACJ;AAwBF"}
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+ {"version":3,"file":"webgl-render-pass.js","names":["RenderPass","GL","withGLParameters","setGLParameters","GL_DEPTH_BUFFER_BIT","GL_STENCIL_BUFFER_BIT","GL_COLOR_BUFFER_BIT","GL_COLOR","WEBGLRenderPass","constructor","device","props","glParameters","setParameters","parameters","clear","end","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel","arguments","length","undefined","framebuffer","depthReadOnly","depthMask","stencilMask","stencilReadOnly","RASTERIZER_DISCARD","discard","viewport","slice","depthRange","scissorTest","Boolean","scissorRect","scissor","blendConstant","blendColor","stencilReference","console","warn","STENCIL_REF","clearMask","clearColor","clearDepth","clearStencil","gl","clearColorBuffer","drawBuffer","value","gl2","Int32Array","clearBufferiv","Uint32Array","clearBufferuiv","Float32Array","clearBufferfv"],"sources":["../../../src/adapter/resources/webgl-render-pass.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {RenderPass, RenderPassProps, NumberArray, RenderPassParameters} from '@luma.gl/core';\nimport {WebGLDevice} from '../webgl-device';\nimport {GL, GLParameters} from '@luma.gl/constants';\nimport {withGLParameters} from '../../context/state-tracker/with-parameters';\nimport {setGLParameters} from '../../context/parameters/unified-parameter-api';\n\n// Should collapse during minification\nconst GL_DEPTH_BUFFER_BIT = 0x00000100;\nconst GL_STENCIL_BUFFER_BIT = 0x00000400;\nconst GL_COLOR_BUFFER_BIT = 0x00004000;\n\nconst GL_COLOR = 0x1800;\n\nexport class WEBGLRenderPass extends RenderPass {\n readonly device: WebGLDevice;\n\n /** Parameters that should be applied before each draw call */\n glParameters: GLParameters;\n\n constructor(device: WebGLDevice, props: RenderPassProps) {\n super(device, props);\n this.device = device;\n\n // TODO - do parameters (scissorRect) affect the clear operation?\n this.setParameters(this.props.parameters);\n\n // Hack - for now WebGL draws in \"immediate mode\" (instead of queueing the operations)...\n this.clear();\n }\n\n end(): void {\n // should add commands to CommandEncoder.\n }\n\n pushDebugGroup(groupLabel: string): void {}\n popDebugGroup(): void {}\n insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: GPUQuerySet, queryIndex: number): void;\n\n // beginOcclusionQuery(queryIndex: number): void;\n // endOcclusionQuery(): void;\n\n // executeBundles(bundles: Iterable<GPURenderBundle>): void;\n\n /**\n * Maps RenderPass parameters to GL parameters\n */\n setParameters(parameters: RenderPassParameters = {}): void {\n const glParameters: GLParameters = {};\n\n // Framebuffers are specified using parameters in WebGL\n if (this.props.framebuffer) {\n glParameters.framebuffer = this.props.framebuffer;\n }\n\n if (this.props.depthReadOnly) {\n glParameters.depthMask = !this.props.depthReadOnly;\n }\n\n glParameters.stencilMask = this.props.stencilReadOnly ? 0 : 1;\n\n glParameters[GL.RASTERIZER_DISCARD] = this.props.discard;\n\n // Map the four renderpass parameters to WebGL parameters\n if (parameters.viewport) {\n // WebGPU viewports are 6 coordinates (X, Y, Z)\n if (parameters.viewport.length >= 6) {\n glParameters.viewport = parameters.viewport.slice(0, 4);\n glParameters.depthRange = [parameters.viewport[4], parameters.viewport[5]];\n } else {\n // WebGL viewports are 4 coordinates (X, Y)\n glParameters.viewport = parameters.viewport;\n }\n }\n glParameters.scissorTest = Boolean(parameters.scissorRect);\n if (parameters.scissorRect) {\n glParameters.scissor = parameters.scissorRect;\n }\n if (parameters.blendConstant) {\n glParameters.blendColor = parameters.blendConstant;\n }\n if (parameters.stencilReference) {\n // eslint-disable-next-line no-console\n console.warn('RenderPassParameters.stencilReference not yet implemented in WebGL');\n // parameters.stencilFunc = [func, ref, mask];\n // Does this work?\n parameters[GL.STENCIL_REF] = parameters.stencilReference;\n }\n\n this.glParameters = glParameters;\n\n setGLParameters(this.device, glParameters);\n }\n\n // Internal\n\n /**\n * Optionally clears depth, color and stencil buffers based on parameters\n */\n protected clear(): void {\n const glParameters: GLParameters = {...this.glParameters};\n\n let clearMask = 0;\n\n if (this.props.clearColor !== false) {\n clearMask |= GL_COLOR_BUFFER_BIT;\n glParameters.clearColor = this.props.clearColor;\n }\n if (this.props.clearDepth !== false) {\n clearMask |= GL_DEPTH_BUFFER_BIT;\n glParameters.clearDepth = this.props.clearDepth;\n }\n if (this.props.clearStencil !== false) {\n clearMask |= GL_STENCIL_BUFFER_BIT;\n glParameters.clearStencil = this.props.clearStencil;\n }\n\n if (clearMask !== 0) {\n // Temporarily set any clear \"colors\" and call clear\n withGLParameters(this.device, glParameters, () => {\n this.device.gl.clear(clearMask);\n });\n\n // TODO - clear multiple color attachments\n // for (attachment of this.framebuffer.colorAttachments) {\n // this.clearColorBuffer \n // }\n }\n }\n\n /** \n * WebGL2 - clear a specific color buffer \n */\n protected clearColorBuffer(drawBuffer: number = 0, value: NumberArray = [0, 0, 0, 0]) {\n withGLParameters(this.device.gl2, {framebuffer: this.props.framebuffer}, () => {\n // Method selection per OpenGL ES 3 docs\n switch (value.constructor) {\n case Int32Array:\n this.device.gl2.clearBufferiv(GL_COLOR, drawBuffer, value);\n break;\n case Uint32Array:\n this.device.gl2.clearBufferuiv(GL_COLOR, drawBuffer, value);\n break;\n case Float32Array:\n default:\n this.device.gl2.clearBufferfv(GL_COLOR, drawBuffer, value);\n break;\n }\n });\n }\n\n // clearDepthStencil() {\n // const GL_DEPTH = 0x1801;\n // const GL_STENCIL = 0x1802;\n // const GL_DEPTH_STENCIL = 0x84f9;\n\n // case GL_DEPTH:\n // this.device.gl2.clearBufferfv(GL_DEPTH, 0, [value]);\n // break;\n\n // case GL_STENCIL:\n // this.device.gl2.clearBufferiv(GL_STENCIL, 0, [value]);\n // break;\n\n // case GL_DEPTH_STENCIL:\n // const [depth, stencil] = value;\n // this.device.gl2.clearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);\n // break;\n\n // default:\n // assert(false, ERR_ARGUMENTS);\n // }\n // });\n}\n\n"],"mappings":"AAGA,SAAQA,UAAU,QAA2D,eAAe;AAE5F,SAAQC,EAAE,QAAqB,oBAAoB;AAAC,SAC5CC,gBAAgB;AAAA,SAChBC,eAAe;AAGvB,MAAMC,mBAAmB,GAAG,UAAU;AACtC,MAAMC,qBAAqB,GAAG,UAAU;AACxC,MAAMC,mBAAmB,GAAG,UAAU;AAEtC,MAAMC,QAAQ,GAAG,MAAM;AAEvB,OAAO,MAAMC,eAAe,SAASR,UAAU,CAAC;EAM9CS,WAAWA,CAACC,MAAmB,EAAEC,KAAsB,EAAE;IACvD,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KANdD,MAAM;IAAA,KAGfE,YAAY;IAIV,IAAI,CAACF,MAAM,GAAGA,MAAM;IAGpB,IAAI,CAACG,aAAa,CAAC,IAAI,CAACF,KAAK,CAACG,UAAU,CAAC;IAGzC,IAAI,CAACC,KAAK,CAAC,CAAC;EACd;EAEAC,GAAGA,CAAA,EAAS,CAEZ;EAEAC,cAAcA,CAACC,UAAkB,EAAQ,CAAC;EAC1CC,aAAaA,CAAA,EAAS,CAAC;EACvBC,iBAAiBA,CAACC,WAAmB,EAAQ,CAAC;EAY9CR,aAAaA,CAAA,EAA8C;IAAA,IAA7CC,UAAgC,GAAAQ,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IACjD,MAAMV,YAA0B,GAAG,CAAC,CAAC;IAGrC,IAAI,IAAI,CAACD,KAAK,CAACc,WAAW,EAAE;MAC1Bb,YAAY,CAACa,WAAW,GAAG,IAAI,CAACd,KAAK,CAACc,WAAW;IACnD;IAEA,IAAI,IAAI,CAACd,KAAK,CAACe,aAAa,EAAE;MAC5Bd,YAAY,CAACe,SAAS,GAAG,CAAC,IAAI,CAAChB,KAAK,CAACe,aAAa;IACpD;IAEAd,YAAY,CAACgB,WAAW,GAAG,IAAI,CAACjB,KAAK,CAACkB,eAAe,GAAG,CAAC,GAAG,CAAC;IAE7DjB,YAAY,CAACX,EAAE,CAAC6B,kBAAkB,CAAC,GAAG,IAAI,CAACnB,KAAK,CAACoB,OAAO;IAGxD,IAAIjB,UAAU,CAACkB,QAAQ,EAAE;MAEvB,IAAIlB,UAAU,CAACkB,QAAQ,CAACT,MAAM,IAAI,CAAC,EAAE;QACnCX,YAAY,CAACoB,QAAQ,GAAGlB,UAAU,CAACkB,QAAQ,CAACC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC;QACvDrB,YAAY,CAACsB,UAAU,GAAG,CAACpB,UAAU,CAACkB,QAAQ,CAAC,CAAC,CAAC,EAAElB,UAAU,CAACkB,QAAQ,CAAC,CAAC,CAAC,CAAC;MAC5E,CAAC,MAAM;QAELpB,YAAY,CAACoB,QAAQ,GAAGlB,UAAU,CAACkB,QAAQ;MAC7C;IACF;IACApB,YAAY,CAACuB,WAAW,GAAGC,OAAO,CAACtB,UAAU,CAACuB,WAAW,CAAC;IAC1D,IAAIvB,UAAU,CAACuB,WAAW,EAAE;MAC1BzB,YAAY,CAAC0B,OAAO,GAAGxB,UAAU,CAACuB,WAAW;IAC/C;IACA,IAAIvB,UAAU,CAACyB,aAAa,EAAE;MAC5B3B,YAAY,CAAC4B,UAAU,GAAG1B,UAAU,CAACyB,aAAa;IACpD;IACA,IAAIzB,UAAU,CAAC2B,gBAAgB,EAAE;MAE/BC,OAAO,CAACC,IAAI,CAAC,oEAAoE,CAAC;MAGlF7B,UAAU,CAACb,EAAE,CAAC2C,WAAW,CAAC,GAAG9B,UAAU,CAAC2B,gBAAgB;IAC1D;IAEA,IAAI,CAAC7B,YAAY,GAAGA,YAAY;IAEhCT,eAAe,CAAC,IAAI,CAACO,MAAM,EAAEE,YAAY,CAAC;EAC5C;EAOUG,KAAKA,CAAA,EAAS;IACtB,MAAMH,YAA0B,GAAG;MAAC,GAAG,IAAI,CAACA;IAAY,CAAC;IAEzD,IAAIiC,SAAS,GAAG,CAAC;IAEjB,IAAI,IAAI,CAAClC,KAAK,CAACmC,UAAU,KAAK,KAAK,EAAE;MACnCD,SAAS,IAAIvC,mBAAmB;MAChCM,YAAY,CAACkC,UAAU,GAAG,IAAI,CAACnC,KAAK,CAACmC,UAAU;IACjD;IACA,IAAI,IAAI,CAACnC,KAAK,CAACoC,UAAU,KAAK,KAAK,EAAE;MACnCF,SAAS,IAAIzC,mBAAmB;MAChCQ,YAAY,CAACmC,UAAU,GAAG,IAAI,CAACpC,KAAK,CAACoC,UAAU;IACjD;IACA,IAAI,IAAI,CAACpC,KAAK,CAACqC,YAAY,KAAK,KAAK,EAAE;MACrCH,SAAS,IAAIxC,qBAAqB;MAClCO,YAAY,CAACoC,YAAY,GAAG,IAAI,CAACrC,KAAK,CAACqC,YAAY;IACrD;IAEA,IAAIH,SAAS,KAAK,CAAC,EAAE;MAEnB3C,gBAAgB,CAAC,IAAI,CAACQ,MAAM,EAAEE,YAAY,EAAE,MAAM;QAChD,IAAI,CAACF,MAAM,CAACuC,EAAE,CAAClC,KAAK,CAAC8B,SAAS,CAAC;MACjC,CAAC,CAAC;IAMJ;EACF;EAKUK,gBAAgBA,CAAA,EAA4D;IAAA,IAA3DC,UAAkB,GAAA7B,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC;IAAA,IAAE8B,KAAkB,GAAA9B,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IAClFpB,gBAAgB,CAAC,IAAI,CAACQ,MAAM,CAAC2C,GAAG,EAAE;MAAC5B,WAAW,EAAE,IAAI,CAACd,KAAK,CAACc;IAAW,CAAC,EAAE,MAAM;MAE7E,QAAQ2B,KAAK,CAAC3C,WAAW;QACvB,KAAK6C,UAAU;UACb,IAAI,CAAC5C,MAAM,CAAC2C,GAAG,CAACE,aAAa,CAAChD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC1D;QACF,KAAKI,WAAW;UACd,IAAI,CAAC9C,MAAM,CAAC2C,GAAG,CAACI,cAAc,CAAClD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC3D;QACF,KAAKM,YAAY;QACjB;UACE,IAAI,CAAChD,MAAM,CAAC2C,GAAG,CAACM,aAAa,CAACpD,QAAQ,EAAE4C,UAAU,EAAEC,KAAK,CAAC;UAC1D;MACJ;IACF,CAAC,CAAC;EACJ;AAwBF"}
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-render-pipeline.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-render-pipeline.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,YAAY,EAAE,mBAAmB,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AAC9E,OAAO,KAAK,EAAC,YAAY,EAAoB,MAAM,eAAe,CAAC;AACnE,OAAO,KAAK,EAAC,UAAU,EAAE,WAAW,EAAC,MAAM,eAAe,CAAC;AAC3D,OAAO,EAAC,cAAc,EAAY,MAAM,eAAe,CAAC;AAUxD,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAC,WAAW,EAAC,MAAM,gBAAgB,CAAC;AAO3C,oCAAoC;AACpC,qBAAa,mBAAoB,SAAQ,cAAc;IACrD,yDAAyD;IACzD,MAAM,EAAE,WAAW,CAAC;IACpB,yCAAyC;IACzC,MAAM,EAAE,YAAY,CAAC;IACrB,oBAAoB;IACpB,EAAE,EAAE,WAAW,CAAC;IAChB,sBAAsB;IACtB,EAAE,EAAE,WAAW,CAAC;IAChB,mEAAmE;IACnE,kBAAkB,EAAE,YAAY,CAAC;IAEjC,iCAAiC;IACjC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAM;IAC5C,iCAAiC;IACjC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAM;IACvC,qBAAqB;IACrB,QAAQ,EAAE,MAAM,EAAE,GAAG,IAAI,CAAQ;IAEjC,gBAAgB,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,CAAM;IAC3C,oBAAoB,EAAE,MAAM,CAAK;IACjC,aAAa,EAAE,MAAM,CAAK;IAC1B,eAAe,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAM;gBAEnC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,mBAAmB;IA+BlD,OAAO,IAAI,IAAI;IAyCxB;;;OAGG;IACH,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,IAAI;IAqCpD,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC;IAKlD;;;OAGG;IACH,IAAI,CAAC,OAAO,EAAE;QACZ,UAAU,EAAE,UAAU,CAAC;QACvB,wBAAwB;QACxB,WAAW,EAAE,WAAW,CAAC;QACzB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,UAAU,CAAC,EAAE,MAAM,CAAC;KACrB,GAAG,OAAO;IA2GX,SAAS,CAAC,eAAe;IA4BzB;;;;OAIG;IACH,sBAAsB;IAoBtB;;;;;;;;;;;;;;;;;;;;MAoBE;IAEF,iDAAiD;IACjD,cAAc;IAgEd;;;OAGG;IACH,cAAc;CASf"}
1
+ {"version":3,"file":"webgl-render-pipeline.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-render-pipeline.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,YAAY,EAAE,mBAAmB,EAAE,OAAO,EAAC,MAAM,eAAe,CAAC;AAC9E,OAAO,KAAK,EAAC,YAAY,EAAoB,MAAM,eAAe,CAAC;AACnE,OAAO,KAAK,EAAC,UAAU,EAAE,WAAW,EAAC,MAAM,eAAe,CAAC;AAC3D,OAAO,EAAC,cAAc,EAAY,MAAM,eAAe,CAAC;AAUxD,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAE5C,OAAO,EAAC,WAAW,EAAC,MAAM,gBAAgB,CAAC;AAQ3C,oCAAoC;AACpC,qBAAa,mBAAoB,SAAQ,cAAc;IACrD,yDAAyD;IACzD,MAAM,EAAE,WAAW,CAAC;IACpB,yCAAyC;IACzC,MAAM,EAAE,YAAY,CAAC;IACrB,oBAAoB;IACpB,EAAE,EAAE,WAAW,CAAC;IAChB,sBAAsB;IACtB,EAAE,EAAE,WAAW,CAAC;IAChB,mEAAmE;IACnE,kBAAkB,EAAE,YAAY,CAAC;IAEjC,iCAAiC;IACjC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC,CAAM;IAC5C,iCAAiC;IACjC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAM;IACvC,qBAAqB;IACrB,QAAQ,EAAE,MAAM,EAAE,GAAG,IAAI,CAAQ;IAEjC,gBAAgB,EAAE,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,CAAM;IAC3C,oBAAoB,EAAE,MAAM,CAAK;IACjC,aAAa,EAAE,MAAM,CAAK;IAC1B,eAAe,EAAE,MAAM,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAM;gBAEnC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,mBAAmB;IA+BlD,OAAO,IAAI,IAAI;IAyCxB;;;OAGG;IACH,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,GAAG,IAAI;IAqCpD,WAAW,CAAC,QAAQ,EAAE,MAAM,CAAC,MAAM,EAAE,YAAY,CAAC;IAKlD;;;OAGG;IACH,IAAI,CAAC,OAAO,EAAE;QACZ,UAAU,EAAE,UAAU,CAAC;QACvB,wBAAwB;QACxB,WAAW,EAAE,WAAW,CAAC;QACzB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,UAAU,CAAC,EAAE,MAAM,CAAC;QACpB,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,UAAU,CAAC,EAAE,MAAM,CAAC;KACrB,GAAG,OAAO;IA2GX,SAAS,CAAC,eAAe;IA4BzB;;;;OAIG;IACH,sBAAsB;IAoBtB;;;;;;;;;;;;;;;;;;;;MAoBE;IAEF,iDAAiD;IACjD,cAAc;IAyEd;;;OAGG;IACH,cAAc;CASf"}
@@ -5,6 +5,7 @@ import { getShaderLayout } from "../helpers/get-shader-layout.js";
5
5
  import { withDeviceAndGLParameters } from "../converters/device-parameters.js";
6
6
  import { setUniform } from "../helpers/set-uniform.js";
7
7
  import { WEBGLBuffer } from "./webgl-buffer.js";
8
+ import { WEBGLFramebuffer } from "./webgl-framebuffer.js";
8
9
  import { WEBGLTexture } from "./webgl-texture.js";
9
10
  const LOG_PROGRAM_PERF_PRIORITY = 4;
10
11
  export class WEBGLRenderPipeline extends RenderPipeline {
@@ -66,7 +67,7 @@ export class WEBGLRenderPipeline extends RenderPipeline {
66
67
  }
67
68
  break;
68
69
  case 'texture':
69
- if (!(value instanceof WEBGLTexture)) {
70
+ if (!(value instanceof WEBGLTexture || value instanceof WEBGLFramebuffer)) {
70
71
  throw new Error('texture value');
71
72
  }
72
73
  break;
@@ -193,10 +194,18 @@ export class WEBGLRenderPipeline extends RenderPipeline {
193
194
  uniformBufferIndex += 1;
194
195
  break;
195
196
  case 'texture':
196
- if (!(value instanceof WEBGLTexture)) {
197
+ if (!(value instanceof WEBGLTexture || value instanceof WEBGLFramebuffer)) {
197
198
  throw new Error('texture');
198
199
  }
199
- const texture = value;
200
+ let texture;
201
+ if (value instanceof WEBGLTexture) {
202
+ texture = value;
203
+ } else if (value instanceof WEBGLFramebuffer && value.colorAttachments[0] instanceof WEBGLTexture) {
204
+ log.warn('Passing framebuffer in texture binding may be deprecated. Use fbo.colorAttachments[0] instead')();
205
+ texture = value.colorAttachments[0];
206
+ } else {
207
+ throw new Error('No texture');
208
+ }
200
209
  gl2.activeTexture(GL.TEXTURE0 + textureUnit);
201
210
  gl2.bindTexture(texture.target, texture.handle);
202
211
  textureUnit += 1;