@luma.gl/webgl 9.0.0-alpha.4 → 9.0.0-alpha.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (208) hide show
  1. package/dist/adapter/converters/device-parameters.d.ts +11 -1
  2. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  3. package/dist/adapter/converters/device-parameters.js +15 -2
  4. package/dist/adapter/converters/device-parameters.js.map +1 -1
  5. package/dist/adapter/converters/sampler-parameters.d.ts +4 -4
  6. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  7. package/dist/adapter/converters/sampler-parameters.js +22 -3
  8. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  9. package/dist/adapter/converters/texture-formats.js +3 -3
  10. package/dist/adapter/converters/texture-formats.js.map +1 -1
  11. package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
  12. package/dist/adapter/device-helpers/device-features.js +12 -2
  13. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  14. package/dist/adapter/device-helpers/device-limits.js.map +1 -1
  15. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  16. package/dist/adapter/helpers/get-shader-layout.js +40 -16
  17. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  18. package/dist/adapter/helpers/uniforms.d.ts +1 -1
  19. package/dist/adapter/helpers/uniforms.d.ts.map +1 -1
  20. package/dist/adapter/helpers/uniforms.js +4 -4
  21. package/dist/adapter/helpers/uniforms.js.map +1 -1
  22. package/dist/adapter/objects/webgl-vertex-array-object.d.ts +1 -1
  23. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  24. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  25. package/dist/adapter/resources/webgl-buffer.d.ts +1 -1
  26. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  27. package/dist/adapter/resources/webgl-buffer.js +2 -2
  28. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  29. package/dist/adapter/resources/webgl-framebuffer.d.ts +2 -1
  30. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  31. package/dist/adapter/resources/webgl-framebuffer.js +5 -3
  32. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  33. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  34. package/dist/adapter/resources/webgl-render-pass.js +2 -0
  35. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  36. package/dist/adapter/resources/webgl-render-pipeline.d.ts +1 -1
  37. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  38. package/dist/adapter/resources/webgl-render-pipeline.js +40 -24
  39. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  40. package/dist/adapter/resources/webgl-sampler.d.ts +2 -2
  41. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  42. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  43. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  44. package/dist/adapter/resources/webgl-shader.js +4 -3
  45. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  46. package/dist/adapter/resources/webgl-texture.d.ts +22 -22
  47. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-texture.js +21 -18
  49. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  50. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  51. package/dist/adapter/webgl-canvas-context.js +1 -1
  52. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  53. package/dist/classic/buffer.js +14 -6
  54. package/dist/classic/buffer.js.map +1 -1
  55. package/dist/context/context/create-context.d.ts.map +1 -1
  56. package/dist/context/context/create-context.js +8 -2
  57. package/dist/context/context/create-context.js.map +1 -1
  58. package/dist/context/context/device-pixels.d.ts.map +1 -1
  59. package/dist/context/context/device-pixels.js +13 -8
  60. package/dist/context/context/device-pixels.js.map +1 -1
  61. package/dist/context/debug/spector.js +1 -1
  62. package/dist/context/debug/spector.js.map +1 -1
  63. package/dist/context/debug/webgl-developer-tools.js +1 -1
  64. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  65. package/dist/context/parameters/unified-parameter-api.d.ts +5 -4
  66. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  67. package/dist/context/parameters/unified-parameter-api.js +1 -3
  68. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  69. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  70. package/dist/context/polyfill/polyfill-table.d.ts +1 -1
  71. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
  72. package/dist/context/polyfill/polyfill-table.js +1 -1
  73. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  74. package/dist/context/state-tracker/track-context-state.js +1 -1
  75. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  76. package/dist/es5/adapter/converters/device-parameters.js +17 -2
  77. package/dist/es5/adapter/converters/device-parameters.js.map +1 -1
  78. package/dist/es5/adapter/converters/sampler-parameters.js +22 -3
  79. package/dist/es5/adapter/converters/sampler-parameters.js.map +1 -1
  80. package/dist/es5/adapter/converters/texture-formats.js +3 -3
  81. package/dist/es5/adapter/converters/texture-formats.js.map +1 -1
  82. package/dist/es5/adapter/device-helpers/device-features.js +15 -4
  83. package/dist/es5/adapter/device-helpers/device-features.js.map +1 -1
  84. package/dist/es5/adapter/device-helpers/device-limits.js.map +1 -1
  85. package/dist/es5/adapter/helpers/get-shader-layout.js +48 -28
  86. package/dist/es5/adapter/helpers/get-shader-layout.js.map +1 -1
  87. package/dist/es5/adapter/helpers/uniforms.js +4 -4
  88. package/dist/es5/adapter/helpers/uniforms.js.map +1 -1
  89. package/dist/es5/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  90. package/dist/es5/adapter/resources/webgl-buffer.js +2 -2
  91. package/dist/es5/adapter/resources/webgl-buffer.js.map +1 -1
  92. package/dist/es5/adapter/resources/webgl-framebuffer.js +4 -3
  93. package/dist/es5/adapter/resources/webgl-framebuffer.js.map +1 -1
  94. package/dist/es5/adapter/resources/webgl-render-pass.js +1 -0
  95. package/dist/es5/adapter/resources/webgl-render-pass.js.map +1 -1
  96. package/dist/es5/adapter/resources/webgl-render-pipeline.js +43 -30
  97. package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
  98. package/dist/es5/adapter/resources/webgl-sampler.js.map +1 -1
  99. package/dist/es5/adapter/resources/webgl-shader.js +4 -3
  100. package/dist/es5/adapter/resources/webgl-shader.js.map +1 -1
  101. package/dist/es5/adapter/resources/webgl-texture.js +54 -54
  102. package/dist/es5/adapter/resources/webgl-texture.js.map +1 -1
  103. package/dist/es5/adapter/webgl-canvas-context.js +1 -1
  104. package/dist/es5/adapter/webgl-canvas-context.js.map +1 -1
  105. package/dist/es5/classic/buffer.js +14 -6
  106. package/dist/es5/classic/buffer.js.map +1 -1
  107. package/dist/es5/context/context/create-context.js +8 -2
  108. package/dist/es5/context/context/create-context.js.map +1 -1
  109. package/dist/es5/context/context/device-pixels.js +14 -8
  110. package/dist/es5/context/context/device-pixels.js.map +1 -1
  111. package/dist/es5/context/debug/spector.js +1 -1
  112. package/dist/es5/context/debug/spector.js.map +1 -1
  113. package/dist/es5/context/debug/webgl-developer-tools.js +1 -1
  114. package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
  115. package/dist/es5/context/parameters/unified-parameter-api.js +2 -2
  116. package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -1
  117. package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
  118. package/dist/es5/context/polyfill/polyfill-table.js +1 -1
  119. package/dist/es5/context/polyfill/polyfill-table.js.map +1 -1
  120. package/dist/es5/context/state-tracker/track-context-state.js +13 -13
  121. package/dist/es5/context/state-tracker/track-context-state.js.map +1 -1
  122. package/dist/es5/index.js +22 -16
  123. package/dist/es5/index.js.map +1 -1
  124. package/dist/es5/types/webgl.js.map +1 -1
  125. package/dist/esm/adapter/converters/device-parameters.js +15 -2
  126. package/dist/esm/adapter/converters/device-parameters.js.map +1 -1
  127. package/dist/esm/adapter/converters/sampler-parameters.js +22 -3
  128. package/dist/esm/adapter/converters/sampler-parameters.js.map +1 -1
  129. package/dist/esm/adapter/converters/texture-formats.js +3 -3
  130. package/dist/esm/adapter/converters/texture-formats.js.map +1 -1
  131. package/dist/esm/adapter/device-helpers/device-features.js +12 -2
  132. package/dist/esm/adapter/device-helpers/device-features.js.map +1 -1
  133. package/dist/esm/adapter/device-helpers/device-limits.js.map +1 -1
  134. package/dist/esm/adapter/helpers/get-shader-layout.js +40 -16
  135. package/dist/esm/adapter/helpers/get-shader-layout.js.map +1 -1
  136. package/dist/esm/adapter/helpers/uniforms.js +4 -4
  137. package/dist/esm/adapter/helpers/uniforms.js.map +1 -1
  138. package/dist/esm/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  139. package/dist/esm/adapter/resources/webgl-buffer.js +2 -2
  140. package/dist/esm/adapter/resources/webgl-buffer.js.map +1 -1
  141. package/dist/esm/adapter/resources/webgl-framebuffer.js +5 -3
  142. package/dist/esm/adapter/resources/webgl-framebuffer.js.map +1 -1
  143. package/dist/esm/adapter/resources/webgl-render-pass.js +2 -0
  144. package/dist/esm/adapter/resources/webgl-render-pass.js.map +1 -1
  145. package/dist/esm/adapter/resources/webgl-render-pipeline.js +40 -24
  146. package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
  147. package/dist/esm/adapter/resources/webgl-sampler.js.map +1 -1
  148. package/dist/esm/adapter/resources/webgl-shader.js +4 -3
  149. package/dist/esm/adapter/resources/webgl-shader.js.map +1 -1
  150. package/dist/esm/adapter/resources/webgl-texture.js +21 -18
  151. package/dist/esm/adapter/resources/webgl-texture.js.map +1 -1
  152. package/dist/esm/adapter/webgl-canvas-context.js +1 -1
  153. package/dist/esm/adapter/webgl-canvas-context.js.map +1 -1
  154. package/dist/esm/classic/buffer.js +14 -6
  155. package/dist/esm/classic/buffer.js.map +1 -1
  156. package/dist/esm/context/context/create-context.js +8 -2
  157. package/dist/esm/context/context/create-context.js.map +1 -1
  158. package/dist/esm/context/context/device-pixels.js +13 -8
  159. package/dist/esm/context/context/device-pixels.js.map +1 -1
  160. package/dist/esm/context/debug/spector.js +1 -1
  161. package/dist/esm/context/debug/spector.js.map +1 -1
  162. package/dist/esm/context/debug/webgl-developer-tools.js +1 -1
  163. package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
  164. package/dist/esm/context/parameters/unified-parameter-api.js +1 -3
  165. package/dist/esm/context/parameters/unified-parameter-api.js.map +1 -1
  166. package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
  167. package/dist/esm/context/polyfill/polyfill-table.js +1 -1
  168. package/dist/esm/context/polyfill/polyfill-table.js.map +1 -1
  169. package/dist/esm/context/state-tracker/track-context-state.js +1 -1
  170. package/dist/esm/context/state-tracker/track-context-state.js.map +1 -1
  171. package/dist/esm/index.js +2 -2
  172. package/dist/esm/index.js.map +1 -1
  173. package/dist/esm/types/webgl.js.map +1 -1
  174. package/dist/index.d.ts +4 -3
  175. package/dist/index.d.ts.map +1 -1
  176. package/dist/index.js +2 -2
  177. package/dist/index.js.map +1 -1
  178. package/dist/types/webgl.d.ts +3 -2
  179. package/dist/types/webgl.d.ts.map +1 -1
  180. package/dist/types/webgl.js.map +1 -1
  181. package/package.json +7 -4
  182. package/src/adapter/converters/device-parameters.ts +30 -4
  183. package/src/adapter/converters/sampler-parameters.ts +17 -8
  184. package/src/adapter/converters/texture-formats.ts +3 -3
  185. package/src/adapter/device-helpers/device-features.ts +9 -1
  186. package/src/adapter/device-helpers/device-limits.ts +1 -1
  187. package/src/adapter/helpers/get-shader-layout.ts +40 -21
  188. package/src/adapter/helpers/uniforms.ts +21 -10
  189. package/src/adapter/objects/webgl-vertex-array-object.ts +1 -1
  190. package/src/adapter/resources/webgl-buffer.ts +3 -3
  191. package/src/adapter/resources/webgl-framebuffer.ts +6 -3
  192. package/src/adapter/resources/webgl-render-pass.ts +1 -0
  193. package/src/adapter/resources/webgl-render-pipeline.ts +43 -35
  194. package/src/adapter/resources/webgl-sampler.ts +5 -3
  195. package/src/adapter/resources/webgl-shader.ts +5 -4
  196. package/src/adapter/resources/webgl-texture.ts +39 -26
  197. package/src/adapter/webgl-canvas-context.ts +1 -1
  198. package/src/classic/buffer.ts +7 -7
  199. package/src/context/context/create-context.ts +9 -5
  200. package/src/context/context/device-pixels.ts +15 -9
  201. package/src/context/debug/spector.ts +1 -1
  202. package/src/context/debug/webgl-developer-tools.ts +1 -1
  203. package/src/context/parameters/unified-parameter-api.ts +12 -9
  204. package/src/context/polyfill/polyfill-context.ts +1 -1
  205. package/src/context/polyfill/polyfill-table.ts +1 -1
  206. package/src/context/state-tracker/track-context-state.ts +8 -7
  207. package/src/index.ts +11 -5
  208. package/src/types/webgl.ts +3 -2
@@ -3,7 +3,7 @@ import { RenderPipeline, cast, log, decodeVertexFormat } from '@luma.gl/api';
3
3
  import GL from '@luma.gl/constants';
4
4
  import { getWebGLDataType } from '../converters/texture-formats';
5
5
  import { getShaderLayout } from '../helpers/get-shader-layout';
6
- import { withDeviceParameters } from '../converters/device-parameters';
6
+ import { withDeviceParameters, withGLParameters } from '../converters/device-parameters';
7
7
  import { setUniform } from '../helpers/set-uniform';
8
8
  import WEBGLBuffer from './webgl-buffer';
9
9
  import WEBGLTexture from './webgl-texture';
@@ -23,7 +23,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
23
23
 
24
24
  _defineProperty(this, "layout", void 0);
25
25
 
26
- _defineProperty(this, "varyings", void 0);
26
+ _defineProperty(this, "varyings", null);
27
27
 
28
28
  _defineProperty(this, "vertexArrayObject", void 0);
29
29
 
@@ -39,7 +39,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
39
39
 
40
40
  _defineProperty(this, "_uniformCount", 0);
41
41
 
42
- _defineProperty(this, "_uniformSetters", void 0);
42
+ _defineProperty(this, "_uniformSetters", {});
43
43
 
44
44
  this.device = device;
45
45
  this.handle = this.props.handle || this.device.gl.createProgram();
@@ -54,9 +54,11 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
54
54
  } = props;
55
55
 
56
56
  if (varyings && varyings.length > 0) {
57
+ var _this$device$gl;
58
+
57
59
  this.device.assertWebGL2();
58
60
  this.varyings = varyings;
59
- this.device.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);
61
+ (_this$device$gl = this.device.gl2) === null || _this$device$gl === void 0 ? void 0 : _this$device$gl.transformFeedbackVaryings(this.handle, varyings, bufferMode);
60
62
  }
61
63
 
62
64
  this._compileAndLink();
@@ -68,7 +70,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
68
70
  destroy() {
69
71
  if (this.handle) {
70
72
  this.device.gl.deleteProgram(this.handle);
71
- this.handle = null;
73
+ this.destroyed = true;
72
74
  }
73
75
  }
74
76
 
@@ -116,6 +118,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
116
118
 
117
119
  if (!binding) {
118
120
  log.warn("Unknown binding ".concat(name, " in render pipeline ").concat(this.id))();
121
+ continue;
119
122
  }
120
123
 
121
124
  if (!value) {
@@ -169,7 +172,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
169
172
  const drawMode = getDrawMode(this.props.topology);
170
173
  const isIndexed = Boolean(this._indexBuffer);
171
174
  const indexType = ((_this$_indexBuffer = this._indexBuffer) === null || _this$_indexBuffer === void 0 ? void 0 : _this$_indexBuffer.props.indexType) === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;
172
- const isInstanced = options.instanceCount > 0;
175
+ const isInstanced = Number(options.instanceCount) > 0;
173
176
 
174
177
  if (!this._areTexturesRenderable() || options.vertexCount === 0) {
175
178
  return false;
@@ -177,9 +180,6 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
177
180
 
178
181
  this.device.gl.useProgram(this.handle);
179
182
  this.vertexArrayObject.bind(() => {
180
- const parameters = { ...this.props.parameters,
181
- framebuffer: renderPass.props.framebuffer
182
- };
183
183
  const primitiveMode = getGLPrimitive(this.props.topology);
184
184
  const transformFeedback = null;
185
185
 
@@ -191,21 +191,29 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
191
191
 
192
192
  this._applyUniforms();
193
193
 
194
- withDeviceParameters(this.device, parameters, () => {
195
- if (isIndexed && isInstanced) {
196
- this.device.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, firstVertex, instanceCount);
197
- } else if (isIndexed) {
198
- this.device.gl.drawElements(drawMode, vertexCount, indexType, firstVertex);
199
- } else if (isInstanced) {
200
- this.device.gl2.drawArraysInstanced(drawMode, firstVertex, vertexCount, instanceCount);
201
- } else {
202
- this.device.gl.drawArrays(drawMode, firstVertex, vertexCount);
194
+ withDeviceParameters(this.device, this.props.parameters, () => {
195
+ withGLParameters(this.device, {
196
+ framebuffer: renderPass.props.framebuffer
197
+ }, () => {
198
+ if (isIndexed && isInstanced) {
199
+ var _this$device$gl2;
200
+
201
+ (_this$device$gl2 = this.device.gl2) === null || _this$device$gl2 === void 0 ? void 0 : _this$device$gl2.drawElementsInstanced(drawMode, vertexCount || 0, indexType, firstVertex, instanceCount || 0);
202
+ } else if (isIndexed) {
203
+ this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex);
204
+ } else if (isInstanced) {
205
+ var _this$device$gl3;
206
+
207
+ (_this$device$gl3 = this.device.gl2) === null || _this$device$gl3 === void 0 ? void 0 : _this$device$gl3.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);
208
+ } else {
209
+ this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);
210
+ }
211
+ });
212
+
213
+ if (transformFeedback) {
214
+ transformFeedback.end();
203
215
  }
204
216
  });
205
-
206
- if (transformFeedback) {
207
- transformFeedback.end();
208
- }
209
217
  });
210
218
  return true;
211
219
  }
@@ -258,6 +266,11 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
258
266
  const {
259
267
  gl2
260
268
  } = this.device;
269
+
270
+ if (!gl2) {
271
+ throw new Error('bindings');
272
+ }
273
+
261
274
  let textureUnit = 0;
262
275
  let uniformBufferIndex = 0;
263
276
 
@@ -378,14 +391,17 @@ function getAttributesByLocation(attributes, layout) {
378
391
 
379
392
  for (const [name, buffer] of Object.entries(attributes)) {
380
393
  const attribute = getAttributeLayout(layout, name);
381
- byLocation[attribute.location] = buffer;
394
+
395
+ if (attribute) {
396
+ byLocation[attribute.location] = buffer;
397
+ }
382
398
  }
383
399
 
384
400
  return byLocation;
385
401
  }
386
402
 
387
403
  function getAttributeLayout(layout, name) {
388
- return layout.attributes.find(binding => binding.name === name);
404
+ return layout.attributes.find(binding => binding.name === name) || null;
389
405
  }
390
406
 
391
407
  function getBindingLayout(layout, name) {
@@ -1 +1 @@
1
- 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type {\n RenderPipelineProps,\n RenderPipelineParameters,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLShader from './webgl-shader';\nimport WEBGLTexture from './webgl-texture';\nimport WEBGLVertexArrayObject from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport default class 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Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue;\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor: attribute.stepMode === 'instance' ? 1 : 0\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if (log.priority >= 2) {\n // checkUniformValues(uniforms, this.id, this._uniformSetters);\n // }\n\n for (const [name, value] of 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function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? 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double context push/pop\n withDeviceParameters(this.device, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2.drawElementsInstanced(\n drawMode,\n vertexCount,\n indexType,\n firstVertex,\n instanceCount\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount, indexType, firstVertex);\n } else if (isInstanced) {\n this.device.gl2.drawArraysInstanced(drawMode, firstVertex, vertexCount, instanceCount);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - 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type {\n RenderPipelineProps,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\nimport type {GLParameters} from '../../types/webgl';\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters, withGLParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLShader from './webgl-shader';\nimport WEBGLTexture from './webgl-texture';\nimport WEBGLVertexArrayObject from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport default class WEBGLRenderPipeline extends RenderPipeline {\n device: WebGLDevice;\n handle: WebGLProgram;\n vs: WEBGLShader;\n fs: WEBGLShader;\n layout: ShaderLayout;\n\n // configuration: ProgramConfiguration;\n // Experimental flag to avoid deleting Program object while it is cached\n varyings: string[] | null = null;\n vertexArrayObject: WEBGLVertexArrayObject;\n _indexBuffer?: Buffer;\n uniforms: Record<string, any> = {};\n bindings: Record<string, any> = {};\n _textureUniforms: Record<string, any> = {};\n _textureIndexCounter: number = 0;\n _uniformCount: number = 0;\n _uniformSetters: Record<string, Function> = {}; // TODO are these used?\n\n constructor(device: WebGLDevice, props: RenderPipelineProps) {\n super(device, props);\n this.device = device;\n this.handle = this.props.handle || this.device.gl.createProgram();\n // @ts-expect-error\n this.handle.__SPECTOR_Metadata = {id: this.props.id};\n\n // Create shaders if needed\n this.vs = cast<WEBGLShader>(props.vs);\n this.fs = cast<WEBGLShader>(props.fs);\n // assert(this.vs.stage === 'vertex');\n // assert(this.fs.stage === 'fragment');\n\n // Setup varyings if supplied\n // @ts-expect-error WebGL only\n const {varyings, bufferMode = GL.SEPARATE_ATTRIBS} = props;\n if (varyings && varyings.length > 0) {\n this.device.assertWebGL2();\n this.varyings = varyings;\n this.device.gl2?.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n\n this.layout = props.layout || getShaderLayout(this.device.gl, this.handle);\n this.vertexArrayObject = new WEBGLVertexArrayObject(this.device);\n }\n\n destroy(): void {\n if (this.handle) {\n this.device.gl.deleteProgram(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n setIndexBuffer(indexBuffer: Buffer): void {\n const webglBuffer = cast<WEBGLBuffer>(indexBuffer);\n this.vertexArrayObject.setElementBuffer(webglBuffer);\n this._indexBuffer = indexBuffer;\n }\n\n /** @todo needed for portable model */\n setAttributes(attributes: Record<string, Buffer>): void {\n for (const [name, buffer] of Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue;\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor: attribute.stepMode === 'instance' ? 1 : 0\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if 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value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.TRIANGLES | GL.TRIANGLE_STRIP {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\nfunction getAttributesByLocation(\n attributes: Record<string, Buffer>,\n layout: ShaderLayout\n): Record<number, Buffer> {\n const byLocation: Record<number, Buffer> = {};\n for (const [name, buffer] of Object.entries(attributes)) {\n const attribute = getAttributeLayout(layout, name);\n if (attribute) {\n byLocation[attribute.location] = buffer;\n }\n }\n return byLocation;\n}\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return binding;\n}\n"],"file":"webgl-render-pipeline.js"}
@@ -1 +1 @@
1
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1
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@@ -36,13 +36,13 @@ export default class WEBGLShader extends Shader {
36
36
  if (this.handle) {
37
37
  this.removeStats();
38
38
  this.device.gl.deleteShader(this.handle);
39
- this.handle = null;
39
+ this.destroyed = true;
40
40
  }
41
41
  }
42
42
 
43
43
  async compilationInfo() {
44
44
  const log = this.device.gl.getShaderInfoLog(this.handle);
45
- return parseShaderCompilerLog(log);
45
+ return log ? parseShaderCompilerLog(log) : [];
46
46
  }
47
47
 
48
48
  _compile(source) {
@@ -58,7 +58,8 @@ export default class WEBGLShader extends Shader {
58
58
 
59
59
  if (!compileStatus) {
60
60
  const shaderLog = gl.getShaderInfoLog(this.handle);
61
- const messages = parseShaderCompilerLog(shaderLog).filter(message => message.type === 'error');
61
+ const parsedLog = shaderLog ? parseShaderCompilerLog(shaderLog) : [];
62
+ const messages = parsedLog.filter(message => message.type === 'error');
62
63
  const formattedLog = formatCompilerLog(messages, source);
63
64
  const shaderName = getShaderInfo(source).name;
64
65
  const shaderDescription = "".concat(this.stage, " shader ").concat(shaderName);
@@ -1 +1 @@
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source : `#version 100\\n${source}`;\n source = addGLSLVersion(source);\n\n const {gl} = this.device;\n gl.shaderSource(this.handle, source);\n gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = gl.getShaderParameter(this.handle, GL.COMPILE_STATUS);\n if (!compileStatus) {\n const shaderLog = gl.getShaderInfoLog(this.handle);\n const messages = parseShaderCompilerLog(shaderLog).filter(message => message.type === 'error');\n const formattedLog = formatCompilerLog(messages, source);\n const shaderName: string = getShaderInfo(source).name;\n const shaderDescription = `${this.stage} shader ${shaderName}`;\n log.error(`GLSL compilation errors in ${shaderDescription}\\n${formattedLog}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n}\n\n// HELPERS\n\n/** Deduce an id, from shader source, or supplied id, or shader type */\nfunction getShaderIdFromProps(props: ShaderProps): string {\n return getShaderInfo(props.source).name ||\n props.id ||\n uid(`unnamed ${props.stage}-shader`);\n}\n"],"file":"webgl-shader.js"}
1
+ {"version":3,"sources":["../../../../src/adapter/resources/webgl-shader.ts"],"names":["log","uid","Shader","GL","getShaderInfo","formatCompilerLog","parseShaderCompilerLog","WEBGLShader","constructor","device","props","id","getShaderIdFromProps","stage","handle","gl","createShader","VERTEX_SHADER","FRAGMENT_SHADER","Error","_compile","source","destroy","removeStats","deleteShader","destroyed","compilationInfo","getShaderInfoLog","addGLSLVersion","startsWith","shaderSource","compileShader","compileStatus","getShaderParameter","COMPILE_STATUS","shaderLog","parsedLog","messages","filter","message","type","formattedLog","shaderName","name","shaderDescription","error"],"mappings":";AACA,SAAQA,GAAR,EAAaC,GAAb,EAAkBC,MAAlB,QAA4C,cAA5C;AACA,OAAOC,EAAP,MAAe,oBAAf;AACA,SAAQC,aAAR,EAAwCC,iBAAxC,QAAgE,sBAAhE;AACA,SAAQC,sBAAR,QAAqC,sCAArC;AAMC,eAAe,MAAMC,WAAN,SAA0BL,MAA1B,CAAiC;AAI/CM,EAAAA,WAAW,CAACC,MAAD,EAAsBC,KAAtB,EAA0C;AACnD,UAAMD,MAAN,EAAc;AAACE,MAAAA,EAAE,EAAEC,oBAAoB,CAACF,KAAD,CAAzB;AAAkC,SAAGA;AAArC,KAAd;;AADmD;;AAAA;;AAEnD,SAAKD,MAAL,GAAcA,MAAd;;AACA,YAAQ,KAAKC,KAAL,CAAWG,KAAnB;AACE,WAAK,QAAL;AACE,aAAKC,MAAL,GAAc,KAAKJ,KAAL,CAAWI,MAAX,IAAqB,KAAKL,MAAL,CAAYM,EAAZ,CAAeC,YAAf,CAA4Bb,EAAE,CAACc,aAA/B,CAAnC;AACA;;AACF,WAAK,UAAL;AACE,aAAKH,MAAL,GAAc,KAAKJ,KAAL,CAAWI,MAAX,IAAqB,KAAKL,MAAL,CAAYM,EAAZ,CAAeC,YAAf,CAA4Bb,EAAE,CAACe,eAA/B,CAAnC;AACA;;AACF;AACE,cAAM,IAAIC,KAAJ,CAAU,KAAKT,KAAL,CAAWG,KAArB,CAAN;AARJ;;AAUA,SAAKO,QAAL,CAAc,KAAKC,MAAnB;AACD;;AAEDC,EAAAA,OAAO,GAAS;AACd,QAAI,KAAKR,MAAT,EAAiB;AACf,WAAKS,WAAL;AACA,WAAKd,MAAL,CAAYM,EAAZ,CAAeS,YAAf,CAA4B,KAAKV,MAAjC;AAEA,WAAKW,SAAL,GAAiB,IAAjB;AACD;AACF;;AAEoB,QAAfC,eAAe,GAAwC;AAC3D,UAAM1B,GAAG,GAAG,KAAKS,MAAL,CAAYM,EAAZ,CAAeY,gBAAf,CAAgC,KAAKb,MAArC,CAAZ;AACA,WAAOd,GAAG,GAAGM,sBAAsB,CAACN,GAAD,CAAzB,GAAiC,EAA3C;AACD;;AAIDoB,EAAAA,QAAQ,CAACC,MAAD,EAAuB;AAC7B,UAAMO,cAAc,GAAIP,MAAD,IAAoBA,MAAM,CAACQ,UAAP,CAAkB,WAAlB,IAAiCR,MAAjC,2BAA2DA,MAA3D,CAA3C;;AACAA,IAAAA,MAAM,GAAGO,cAAc,CAACP,MAAD,CAAvB;AAEA,UAAM;AAACN,MAAAA;AAAD,QAAO,KAAKN,MAAlB;AACAM,IAAAA,EAAE,CAACe,YAAH,CAAgB,KAAKhB,MAArB,EAA6BO,MAA7B;AACAN,IAAAA,EAAE,CAACgB,aAAH,CAAiB,KAAKjB,MAAtB;AAKA,UAAMkB,aAAa,GAAGjB,EAAE,CAACkB,kBAAH,CAAsB,KAAKnB,MAA3B,EAAmCX,EAAE,CAAC+B,cAAtC,CAAtB;;AACA,QAAI,CAACF,aAAL,EAAoB;AAClB,YAAMG,SAAS,GAAGpB,EAAE,CAACY,gBAAH,CAAoB,KAAKb,MAAzB,CAAlB;AACA,YAAMsB,SAAS,GAAGD,SAAS,GAAG7B,sBAAsB,CAAC6B,SAAD,CAAzB,GAAuC,EAAlE;AACA,YAAME,QAAQ,GAAGD,SAAS,CAACE,MAAV,CAAiBC,OAAO,IAAIA,OAAO,CAACC,IAAR,KAAiB,OAA7C,CAAjB;AACA,YAAMC,YAAY,GAAGpC,iBAAiB,CAACgC,QAAD,EAAWhB,MAAX,CAAtC;AACA,YAAMqB,UAAkB,GAAGtC,aAAa,CAACiB,MAAD,CAAb,CAAsBsB,IAAjD;AACA,YAAMC,iBAAiB,aAAM,KAAK/B,KAAX,qBAA2B6B,UAA3B,CAAvB;AACA1C,MAAAA,GAAG,CAAC6C,KAAJ,sCAAwCD,iBAAxC,eAA8DH,YAA9D;AACA,YAAM,IAAItB,KAAJ,sCAAwCuB,UAAxC,EAAN;AACD;AACF;;AA1D8C;;AAgEjD,SAAS9B,oBAAT,CAA8BF,KAA9B,EAA0D;AACxD,SAAON,aAAa,CAACM,KAAK,CAACW,MAAP,CAAb,CAA4BsB,IAA5B,IACLjC,KAAK,CAACC,EADD,IAELV,GAAG,mBAAYS,KAAK,CAACG,KAAlB,aAFL;AAGD","sourcesContent":["// luma.gl, MIT license\nimport {log, uid, Shader, ShaderProps} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {getShaderInfo, CompilerMessage, formatCompilerLog} from '@luma.gl/shadertools';\nimport {parseShaderCompilerLog} from '../helpers/parse-shader-compiler-log';\nimport WebGLDevice from '../webgl-device';\n\n/**\n * An immutable compiled shader program that execute portions of the GPU Pipeline\n */\n export default class WEBGLShader extends Shader {\n readonly device: WebGLDevice;\n readonly handle: WebGLShader;\n\n constructor(device: WebGLDevice, props: ShaderProps) {\n super(device, {id: getShaderIdFromProps(props), ...props});\n this.device = device;\n switch (this.props.stage) {\n case 'vertex':\n this.handle = this.props.handle || this.device.gl.createShader(GL.VERTEX_SHADER);\n break;\n case 'fragment':\n this.handle = this.props.handle || this.device.gl.createShader(GL.FRAGMENT_SHADER);\n break;\n default:\n throw new Error(this.props.stage);\n }\n this._compile(this.source);\n }\n\n destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.device.gl.deleteShader(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n async compilationInfo(): Promise<readonly CompilerMessage[]> {\n const log = this.device.gl.getShaderInfoLog(this.handle);\n return log ? parseShaderCompilerLog(log) : [];\n }\n\n // PRIVATE METHODS\n\n _compile(source: string): void {\n const addGLSLVersion = (source: string) => source.startsWith('#version ') ? source : `#version 100\\n${source}`;\n source = addGLSLVersion(source);\n\n const {gl} = this.device;\n gl.shaderSource(this.handle, source);\n gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = gl.getShaderParameter(this.handle, GL.COMPILE_STATUS);\n if (!compileStatus) {\n const shaderLog = gl.getShaderInfoLog(this.handle);\n const parsedLog = shaderLog ? parseShaderCompilerLog(shaderLog) : [];\n const messages = parsedLog.filter(message => message.type === 'error');\n const formattedLog = formatCompilerLog(messages, source);\n const shaderName: string = getShaderInfo(source).name;\n const shaderDescription = `${this.stage} shader ${shaderName}`;\n log.error(`GLSL compilation errors in ${shaderDescription}\\n${formattedLog}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n}\n\n// HELPERS\n\n/** Deduce an id, from shader source, or supplied id, or shader type */\nfunction getShaderIdFromProps(props: ShaderProps): string {\n return getShaderInfo(props.source).name ||\n props.id ||\n uid(`unnamed ${props.stage}-shader`);\n}\n"],"file":"webgl-shader.js"}
@@ -77,7 +77,7 @@ export default class WEBGLTexture extends Texture {
77
77
  this.gl.deleteTexture(this.handle);
78
78
  this.removeStats();
79
79
  this.trackDeallocatedMemory('Texture');
80
- this.handle = null;
80
+ this.destroyed = true;
81
81
  }
82
82
  }
83
83
 
@@ -239,11 +239,13 @@ export default class WEBGLTexture extends Texture {
239
239
  return this;
240
240
  }
241
241
 
242
- resize({
243
- height,
244
- width,
245
- mipmaps = false
246
- }) {
242
+ resize(options) {
243
+ const {
244
+ height,
245
+ width,
246
+ mipmaps = false
247
+ } = options;
248
+
247
249
  if (width !== this.width || height !== this.height) {
248
250
  return this.initialize({
249
251
  width,
@@ -697,18 +699,19 @@ export default class WEBGLTexture extends Texture {
697
699
  return this;
698
700
  }
699
701
 
700
- setImageData3D({
701
- level = 0,
702
- dataFormat,
703
- format,
704
- type,
705
- width,
706
- height,
707
- depth = 1,
708
- offset = 0,
709
- data,
710
- parameters = {}
711
- }) {
702
+ setImageData3D(options) {
703
+ const {
704
+ level = 0,
705
+ dataFormat,
706
+ format,
707
+ type,
708
+ width,
709
+ height,
710
+ depth = 1,
711
+ offset = 0,
712
+ data,
713
+ parameters = {}
714
+ } = options;
712
715
  this.trackDeallocatedMemory('Texture');
713
716
  this.gl.bindTexture(this.target, this.handle);
714
717
  const webglTextureFormat = getWebGLTextureParameters(this.gl, format);