@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
@@ -157,11 +157,15 @@ function readAttributeBindings(gl, program) {
157
157
  var count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
158
158
 
159
159
  for (var index = 0; index < count; index++) {
160
- var _gl$getActiveAttrib = gl.getActiveAttrib(program, index),
161
- name = _gl$getActiveAttrib.name,
162
- compositeType = _gl$getActiveAttrib.type,
163
- size = _gl$getActiveAttrib.size;
160
+ var activeInfo = gl.getActiveAttrib(program, index);
164
161
 
162
+ if (!activeInfo) {
163
+ throw new Error('activeInfo');
164
+ }
165
+
166
+ var name = activeInfo.name,
167
+ compositeType = activeInfo.type,
168
+ size = activeInfo.size;
165
169
  var location = gl.getAttribLocation(program, name);
166
170
 
167
171
  if (location >= 0) {
@@ -169,6 +173,7 @@ function readAttributeBindings(gl, program) {
169
173
  glType = _decodeAttributeType.glType,
170
174
  components = _decodeAttributeType.components;
171
175
 
176
+ ;
172
177
  var accessor = {
173
178
  type: glType,
174
179
  size: size * components
@@ -203,15 +208,21 @@ function readVaryings(gl, program) {
203
208
  var count = gl.getProgramParameter(program, _constants.default.TRANSFORM_FEEDBACK_VARYINGS);
204
209
 
205
210
  for (var location = 0; location < count; location++) {
206
- var _gl2$getTransformFeed = gl2.getTransformFeedbackVarying(program, location),
207
- name = _gl2$getTransformFeed.name,
208
- compositeType = _gl2$getTransformFeed.type,
209
- size = _gl2$getTransformFeed.size;
211
+ var activeInfo = gl2.getTransformFeedbackVarying(program, location);
212
+
213
+ if (!activeInfo) {
214
+ throw new Error('activeInfo');
215
+ }
216
+
217
+ var name = activeInfo.name,
218
+ compositeType = activeInfo.type,
219
+ size = activeInfo.size;
210
220
 
211
221
  var _decodeUniformType = (0, _uniforms2.decodeUniformType)(compositeType),
212
222
  glType = _decodeUniformType.glType,
213
223
  components = _decodeUniformType.components;
214
224
 
225
+ ;
215
226
  var accessor = new _accessor.default({
216
227
  type: glType,
217
228
  size: size * components
@@ -235,10 +246,15 @@ function readUniformBindings(gl, program) {
235
246
  var uniformCount = gl.getProgramParameter(program, _constants.default.ACTIVE_UNIFORMS);
236
247
 
237
248
  for (var i = 0; i < uniformCount; i++) {
238
- var _gl$getActiveUniform = gl.getActiveUniform(program, i),
239
- rawName = _gl$getActiveUniform.name,
240
- size = _gl$getActiveUniform.size,
241
- type = _gl$getActiveUniform.type;
249
+ var activeInfo = gl.getActiveUniform(program, i);
250
+
251
+ if (!activeInfo) {
252
+ throw new Error('activeInfo');
253
+ }
254
+
255
+ var rawName = activeInfo.name,
256
+ size = activeInfo.size,
257
+ type = activeInfo.type;
242
258
 
243
259
  var _parseUniformName = parseUniformName(rawName),
244
260
  name = _parseUniformName.name,
@@ -288,7 +304,7 @@ function readUniformBlocks(gl, program) {
288
304
 
289
305
  for (var blockIndex = 0; blockIndex < blockCount; blockIndex++) {
290
306
  var blockInfo = {
291
- name: gl2.getActiveUniformBlockName(program, blockIndex),
307
+ name: gl2.getActiveUniformBlockName(program, blockIndex) || '',
292
308
  location: getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_BINDING),
293
309
  byteLength: getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_DATA_SIZE),
294
310
  vertex: getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),
@@ -296,7 +312,7 @@ function readUniformBlocks(gl, program) {
296
312
  uniformCount: getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_ACTIVE_UNIFORMS),
297
313
  uniforms: []
298
314
  };
299
- var uniformIndices = getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES);
315
+ var uniformIndices = getBlockParameter(blockIndex, _constants.default.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) || [];
300
316
  var uniformType = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_TYPE);
301
317
  var uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_SIZE);
302
318
  var uniformBlockIndex = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_BLOCK_INDEX);
@@ -306,15 +322,19 @@ function readUniformBlocks(gl, program) {
306
322
  var uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, _constants.default.UNIFORM_IS_ROW_MAJOR);
307
323
 
308
324
  for (var i = 0; i < blockInfo.uniformCount; ++i) {
325
+ var activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);
326
+
327
+ if (!activeInfo) {
328
+ throw new Error('activeInfo');
329
+ }
330
+
309
331
  blockInfo.uniforms.push({
310
- name: gl2.getActiveUniform(program, uniformIndices[i]).name,
332
+ name: activeInfo.name,
311
333
  format: (0, _uniforms2.decodeUniformType)(uniformType[i]).format,
312
334
  type: uniformType[i],
313
335
  arrayLength: uniformArrayLength[i],
314
336
  byteOffset: uniformOffset[i],
315
- byteStride: uniformStride[i],
316
- matrixStride: uniformStride[i],
317
- rowMajor: uniformRowMajor[i]
337
+ byteStride: uniformStride[i]
318
338
  });
319
339
  }
320
340
 
@@ -332,18 +352,18 @@ var SAMPLER_UNIFORMS_GL_TO_GPU = (_SAMPLER_UNIFORMS_GL_ = {}, (0, _definePropert
332
352
  function getSamplerInfo(type) {
333
353
  var sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];
334
354
 
335
- if (sampler) {
336
- var _sampler = (0, _slicedToArray2.default)(sampler, 2),
337
- viewDimension = _sampler[0],
338
- sampleType = _sampler[1];
339
-
340
- return {
341
- viewDimension: viewDimension,
342
- sampleType: sampleType
343
- };
355
+ if (!sampler) {
356
+ throw new Error('sampler');
344
357
  }
345
358
 
346
- return null;
359
+ var _sampler = (0, _slicedToArray2.default)(sampler, 2),
360
+ viewDimension = _sampler[0],
361
+ sampleType = _sampler[1];
362
+
363
+ return {
364
+ viewDimension: viewDimension,
365
+ sampleType: sampleType
366
+ };
347
367
  }
348
368
 
349
369
  function parseUniformName(name) {
@@ -1 +1 @@
1
- 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index < count; index++) {\n const {name, type: compositeType, size} = gl.getActiveAttrib(program, index);\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const {name, type: compositeType, size} = gl2.getTransformFeedbackVarying(program, location);\n const {glType, components} = decodeUniformType(compositeType);\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const {name: rawName, size, type} = gl.getActiveUniform(program, i);\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; j < uniformInfo.size; j++) {\n const elementName = `${name}[${j}]`;\n\n webglLocation = gl.getUniformLocation(program, elementName);\n\n const arrayElementUniformInfo = {\n ...uniformInfo,\n name: elementName,\n location: webglLocation as number\n };\n\n uniforms.push(arrayElementUniformInfo);\n }\n }\n }\n return uniforms;\n}\n\n/**\n * Extract info about all \"active\" uniform blocks\n *\n * (\"Active\" just means that unused (aka inactive) blocks may have been\n * optimized away during linking)\n */\nfunction readUniformBlocks(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): UniformBlockBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const getBlockParameter = (blockIndex: number, pname: GL): any =>\n gl2.getActiveUniformBlockParameter(program, blockIndex, pname);\n\n const uniformBlocks: UniformBlockBinding[] = [];\n\n const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; 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// Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n const uniformMatrixStride = gl2.getActiveUniforms(\n program,\n uniformIndices,\n GL.UNIFORM_MATRIX_STRIDE\n ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n blockInfo.uniforms.push({\n name: gl2.getActiveUniform(program, uniformIndices[i]).name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i],\n matrixStride: uniformStride[i],\n rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\nfunction getSamplerInfo(type: GL):\n | {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n }\n | undefined {\n let sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (sampler) {\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n }\n return null;\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/api';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n */\n"],"file":"get-shader-layout.js"}
1
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luma.gl, MIT license\n\nimport {\n ShaderLayout,\n BindingLayout,\n UniformBinding,\n UniformBlockBinding,\n ProgramBindings,\n AttributeBinding,\n VaryingBinding,\n AttributeLayout,\n AccessorObject\n} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\nimport Accessor from '../../classic/accessor'; // TODO - should NOT depend on classic API\nimport {decodeUniformType, decodeAttributeType} from './uniforms';\nimport {getVertexFormat} from '../converters/vertex-formats';\nimport {isSamplerUniform} from './uniforms';\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getShaderLayout(gl: WebGLRenderingContext, program: WebGLProgram): ShaderLayout {\n const programBindings = getProgramBindings(gl, program);\n\n const shaderLayout: ShaderLayout = {\n attributes: [],\n bindings: []\n };\n\n for (const attribute of programBindings.attributes) {\n const format =\n // attribute.accessor.format ||\n getVertexFormat(attribute.accessor.type || GL.FLOAT, attribute.accessor.size);\n shaderLayout.attributes.push({\n name: attribute.name,\n location: attribute.location,\n format,\n stepMode: attribute.accessor.divisor === 1 ? 'instance' : 'vertex'\n });\n }\n\n // Uniform blocks\n for (const uniformBlock of programBindings.uniformBlocks) {\n const uniforms = uniformBlock.uniforms.map((uniform) => ({\n name: uniform.name,\n format: uniform.format,\n byteOffset: uniform.byteOffset,\n byteStride: uniform.byteStride,\n arrayLength: uniform.arrayLength\n }));\n shaderLayout.bindings.push({\n type: 'uniform',\n name: uniformBlock.name,\n location: uniformBlock.location,\n visibility: (uniformBlock.vertex ? 0x1 : 0) & (uniformBlock.fragment ? 0x2 : 0),\n minBindingSize: uniformBlock.byteLength,\n uniforms\n });\n }\n\n let textureUnit = 0;\n for (const uniform of programBindings.uniforms) {\n if (isSamplerUniform(uniform.type)) {\n const {viewDimension, sampleType} = getSamplerInfo(uniform.type);\n shaderLayout.bindings.push({\n type: 'texture',\n name: uniform.name,\n location: textureUnit,\n viewDimension,\n sampleType\n });\n\n // @ts-expect-error\n uniform.textureUnit = textureUnit;\n textureUnit += 1;\n }\n }\n\n const uniforms = programBindings.uniforms?.filter((uniform) => uniform.location !== null) || [];\n if (uniforms.length) {\n shaderLayout.uniforms = uniforms;\n }\n if (programBindings.varyings?.length) {\n shaderLayout.varyings = programBindings.varyings;\n }\n\n return shaderLayout;\n}\n\n/**\n * Extract metadata describing binding information for a program's shaders\n * Note: `linkProgram()` needs to have been called\n * (although linking does not need to have been successful).\n */\nexport function getProgramBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): ProgramBindings {\n const config: ProgramBindings = {\n attributes: readAttributeBindings(gl, program),\n uniforms: readUniformBindings(gl, program),\n uniformBlocks: readUniformBlocks(gl, program),\n varyings: readVaryings(gl, program)\n };\n\n Object.seal(config);\n return config;\n // generateWebGPUStyleBindings(bindings);\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readAttributeBindings(\n gl: WebGLRenderingContext,\n program: WebGLProgram\n): AttributeBinding[] {\n const attributes: AttributeBinding[] = [];\n\n const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (let index = 0; index < count; index++) {\n const activeInfo = gl.getActiveAttrib(program, index);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const location = gl.getAttribLocation(program, name);\n // Add only user provided attributes, for built-in attributes like\n // `gl_InstanceID` locaiton will be < 0\n if (location >= 0) {\n const {glType, components} = decodeAttributeType(compositeType);;\n const accessor: AccessorObject = {type: glType, size: size * components};\n // Any attribute name containing the word \"instance\" will be assumed to be instanced\n if (/instance/i.test(name)) {\n accessor.divisor = 1;\n }\n const attributeInfo = {location, name, accessor: new Accessor(accessor)}; // Base values\n attributes.push(attributeInfo);\n }\n }\n\n attributes.sort((a: AttributeBinding, b: AttributeBinding) => a.location - b.location);\n return attributes;\n}\n\n/**\n * Extract info about all transform feedback varyings\n *\n * linkProgram needs to have been called, although linking does not need to have been successful\n */\nfunction readVaryings(gl: WebGLRenderingContext, program: WebGLProgram): VaryingBinding[] {\n if (!isWebGL2(gl)) {\n return [];\n }\n const gl2 = gl as WebGL2RenderingContext;\n\n const varyings: VaryingBinding[] = [];\n\n const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);\n for (let location = 0; location < count; location++) {\n const activeInfo = gl2.getTransformFeedbackVarying(program, location);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name, type: compositeType, size} = activeInfo;\n const {glType, components} = decodeUniformType(compositeType);;\n const accessor = new Accessor({type: glType, size: size * components});\n const varying = {location, name, accessor}; // Base values\n varyings.push(varying);\n }\n\n varyings.sort((a, b) => a.location - b.location);\n return varyings;\n}\n\n/**\n * Extract info about all uniforms\n *\n * Query uniform locations and build name to setter map.\n */\nfunction readUniformBindings(gl: WebGLRenderingContext, program: WebGLProgram): UniformBinding[] {\n const uniforms: UniformBinding[] = [];\n\n const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);\n for (let i = 0; i < uniformCount; i++) {\n const activeInfo = gl.getActiveUniform(program, i);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n const {name: rawName, size, type} = activeInfo;\n const {name, isArray} = parseUniformName(rawName);\n let webglLocation = gl.getUniformLocation(program, name);\n const uniformInfo = {\n // WebGL locations are uniquely typed but just numbers\n location: webglLocation as number,\n name,\n size,\n type,\n isArray\n };\n uniforms.push(uniformInfo);\n\n // Array (e.g. matrix) uniforms can occupy several 4x4 byte banks\n if (uniformInfo.size > 1) {\n for (let j = 0; 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blockIndex < blockCount; blockIndex++) {\n const blockInfo: UniformBlockBinding = {\n name: gl2.getActiveUniformBlockName(program, blockIndex) || '',\n location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),\n byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),\n vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n uniforms: [] as any[]\n };\n\n const uniformIndices = getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) as number[] || [];\n\n const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE); // Array of GLenum indicating the types of the uniforms.\n const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE); // Array of GLuint indicating the sizes of the uniforms.\n const uniformBlockIndex = gl2.getActiveUniforms(\n program,\n uniformIndices,\n GL.UNIFORM_BLOCK_INDEX\n ); // Array of GLint indicating the block indices of the uniforms.\n const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET); // Array of GLint indicating the uniform buffer offsets.\n const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE); // Array of GLint indicating the strides between the elements.\n const uniformMatrixStride = gl2.getActiveUniforms(\n program,\n uniformIndices,\n GL.UNIFORM_MATRIX_STRIDE\n ); // Array of GLint indicating the strides between columns of a column-major matrix or a row-major matrix.\n const uniformRowMajor = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_IS_ROW_MAJOR);\n for (let i = 0; i < blockInfo.uniformCount; ++i) {\n const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);\n if (!activeInfo) {\n throw new Error('activeInfo');\n }\n \n blockInfo.uniforms.push({\n name: activeInfo.name,\n format: decodeUniformType(uniformType[i]).format,\n type: uniformType[i],\n arrayLength: uniformArrayLength[i],\n byteOffset: uniformOffset[i],\n byteStride: uniformStride[i],\n // matrixStride: uniformStride[i],\n // rowMajor: uniformRowMajor[i]\n });\n }\n\n uniformBlocks.push(blockInfo);\n }\n\n uniformBlocks.sort((a, b) => a.location - b.location);\n return uniformBlocks;\n}\n\nconst SAMPLER_UNIFORMS_GL_TO_GPU: Record<\n number,\n [\n '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d',\n 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint'\n ]\n> = {\n [GL.SAMPLER_2D]: ['2d', 'float'],\n [GL.SAMPLER_CUBE]: ['cube', 'float'],\n [GL.SAMPLER_3D]: ['3d', 'float'],\n [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],\n [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],\n [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],\n [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],\n [GL.INT_SAMPLER_2D]: ['2d', 'sint'],\n [GL.INT_SAMPLER_3D]: ['3d', 'sint'],\n [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],\n [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],\n [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']\n};\n\ntype SamplerInfo = | {\n viewDimension: '1d' | '2d' | '2d-array' | 'cube' | 'cube-array' | '3d';\n sampleType: 'float' | 'unfilterable-float' | 'depth' | 'sint' | 'uint';\n};\n\nfunction getSamplerInfo(type: GL): SamplerInfo {\n let sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];\n if (!sampler) {\n throw new Error('sampler');\n }\n const [viewDimension, sampleType] = sampler;\n return {viewDimension, sampleType};\n}\n\n// HELPERS\n\nfunction parseUniformName(name: string): {name: string; length: number; isArray: boolean} {\n // Shortcut to avoid redundant or bad matches\n if (name[name.length - 1] !== ']') {\n return {\n name,\n length: 1,\n isArray: false\n };\n }\n\n // if array name then clean the array brackets\n const UNIFORM_NAME_REGEXP = /([^[]*)(\\[[0-9]+\\])?/;\n const matches = name.match(UNIFORM_NAME_REGEXP);\n if (!matches || matches.length < 2) {\n throw new Error(`Failed to parse GLSL uniform name ${name}`);\n }\n\n return {\n name: matches[1],\n length: matches[2] ? 1 : 0,\n isArray: Boolean(matches[2])\n };\n}\n\n/**\n * TODO - verify this is a copy of above and delete\n * import type {TextureFormat} from '@luma.gl/api';\n* Extract info about all \"active\" uniform blocks\n * (\"Active\" just means that unused (inactive) blocks may have been optimized away during linking)\n *\n function getUniformBlockBindings(gl, program): Binding[] {\n if (!isWebGL2(gl)) {\n return;\n }\n const bindings: Binding[] = [];\n const count = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n for (let blockIndex = 0; blockIndex < count; blockIndex++) {\n const vertex = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),\n const fragment = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),\n const visibility = (vertex) + (fragment);\n const binding: BufferBinding = {\n location: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_BINDING),\n // name: gl.getActiveUniformBlockName(program, blockIndex),\n type: 'uniform',\n visibility,\n minBindingSize: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE),\n // uniformCount: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS),\n // uniformIndices: gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES),\n }\n bindings.push(binding);\n }\n return bindings;\n}\n\nfunction setBindings(gl2: WebGL2RenderingContext, program: WebGLProgram, bindings: Binding[][]): void {\n for (const bindGroup of bindings) {\n for (const binding of bindGroup) {\n\n }\n }\n\n // Set up indirection table\n // this.gl2.uniformBlockBinding(this.handle, blockIndex, blockBinding);\n}\n */\n"],"file":"get-shader-layout.js"}
@@ -30,7 +30,7 @@ function decodeUniformType(uniformType) {
30
30
  var typeAndSize = COMPOSITE_GL_TYPES[uniformType];
31
31
 
32
32
  if (!typeAndSize) {
33
- return null;
33
+ throw new Error('uniform');
34
34
  }
35
35
 
36
36
  var _typeAndSize = (0, _slicedToArray2.default)(typeAndSize, 4),
@@ -45,11 +45,11 @@ function decodeUniformType(uniformType) {
45
45
  };
46
46
  }
47
47
 
48
- function decodeAttributeType(uniformType) {
49
- var typeAndSize = COMPOSITE_GL_TYPES[uniformType];
48
+ function decodeAttributeType(attributeType) {
49
+ var typeAndSize = COMPOSITE_GL_TYPES[attributeType];
50
50
 
51
51
  if (!typeAndSize) {
52
- return null;
52
+ throw new Error('attribute');
53
53
  }
54
54
 
55
55
  var _typeAndSize2 = (0, _slicedToArray2.default)(typeAndSize, 5),
@@ -1 +1 @@
1
- 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{UniformFormat, VertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {GLUniformType, GLSamplerType, GLCompositeType, GLType} from '../../types/webgl'\n\n/** Check is uniform is of sampler type */\nexport function isSamplerUniform(type: GLUniformType): boolean {\n return SAMPLER_TYPES.includes(type as GLSamplerType);\n}\n\nconst SAMPLER_TYPES: GLSamplerType[] = [\n GL.SAMPLER_2D,\n GL.SAMPLER_CUBE,\n GL.SAMPLER_3D,\n GL.SAMPLER_2D_SHADOW,\n GL.SAMPLER_2D_ARRAY,\n GL.SAMPLER_2D_ARRAY_SHADOW,\n GL.SAMPLER_CUBE_SHADOW,\n GL.INT_SAMPLER_2D,\n GL.INT_SAMPLER_3D,\n GL.INT_SAMPLER_CUBE,\n GL.INT_SAMPLER_2D_ARRAY,\n GL.UNSIGNED_INT_SAMPLER_2D,\n GL.UNSIGNED_INT_SAMPLER_3D,\n GL.UNSIGNED_INT_SAMPLER_CUBE,\n GL.UNSIGNED_INT_SAMPLER_2D_ARRAY\n];\n\n// Composite types table \nconst COMPOSITE_GL_TYPES: Record<GLCompositeType, [GLType, number, string, UniformFormat, VertexFormat?]> = {\n [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],\n [GL.FLOAT_VEC2]: [GL.FLOAT, 2, 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'mat2x2<f32>'], // 4\n [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'], // 6\n [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'], // 8\n\n [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'], // 6\n [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'], // 9\n [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'], // 12\n\n [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'], // 8\n [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'], // 12\n [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>'] // 16\n};\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decodeUniformType(uniformType: GL): {format: UniformFormat, components: number, glType: GLType} {\n const typeAndSize = COMPOSITE_GL_TYPES[uniformType];\n if (!typeAndSize) {\n return null;\n }\n const [glType, components, , format] = typeAndSize;\n return {format, components, glType};\n}\n\nexport function decodeAttributeType(uniformType: GL): {format: VertexFormat, components: number, glType: GLType} {\n const typeAndSize = COMPOSITE_GL_TYPES[uniformType];\n if (!typeAndSize) {\n return null;\n }\n const [glType, components, , , format] = typeAndSize;\n return {format, components, glType};\n}\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decomposeCompositeGLType(compositeGLType: GLCompositeType): {type: GLType, components: number} | null {\n const typeAndSize = COMPOSITE_GL_TYPES[compositeGLType];\n if (!typeAndSize) {\n return null;\n }\n const [type, components] = typeAndSize;\n return {type, components};\n}\n\nexport function getCompositeGLType(type: GL, components): {glType: GLType, name: string} | null {\n switch (type) {\n case GL.BYTE:\n case GL.UNSIGNED_BYTE:\n case GL.SHORT:\n case GL.UNSIGNED_SHORT:\n type = GL.FLOAT;\n break;\n default:\n }\n\n for (const glType in COMPOSITE_GL_TYPES) {\n const [compType, compComponents, name] = COMPOSITE_GL_TYPES[glType];\n if (compType === type && compComponents === components) {\n return {glType: Number(glType), name};\n }\n }\n return null;\n}\n"],"file":"uniforms.js"}
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{UniformFormat, VertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {GLUniformType, GLSamplerType, GLCompositeType, GLType} from '../../types/webgl';\n\n/** Check is uniform is of sampler type */\nexport function isSamplerUniform(type: GLUniformType): boolean {\n return SAMPLER_TYPES.includes(type as GLSamplerType);\n}\n\nconst SAMPLER_TYPES: GLSamplerType[] = [\n GL.SAMPLER_2D,\n GL.SAMPLER_CUBE,\n GL.SAMPLER_3D,\n GL.SAMPLER_2D_SHADOW,\n GL.SAMPLER_2D_ARRAY,\n GL.SAMPLER_2D_ARRAY_SHADOW,\n GL.SAMPLER_CUBE_SHADOW,\n GL.INT_SAMPLER_2D,\n GL.INT_SAMPLER_3D,\n GL.INT_SAMPLER_CUBE,\n GL.INT_SAMPLER_2D_ARRAY,\n GL.UNSIGNED_INT_SAMPLER_2D,\n GL.UNSIGNED_INT_SAMPLER_3D,\n GL.UNSIGNED_INT_SAMPLER_CUBE,\n GL.UNSIGNED_INT_SAMPLER_2D_ARRAY\n];\n\n// Composite types table\nconst COMPOSITE_GL_TYPES: Record<\n GLCompositeType,\n [GLType, number, string, UniformFormat, VertexFormat?]\n> = {\n [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],\n [GL.FLOAT_VEC2]: 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8, 'mat2', 'mat2x2<f32>'], // 4\n [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'], // 6\n [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'], // 8\n\n [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'], // 6\n [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'], // 9\n [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'], // 12\n\n [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'], // 8\n [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'], // 12\n [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>'] // 16\n};\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decodeUniformType(\n uniformType: GL\n): {format: UniformFormat; components: number; glType: GLType} {\n const typeAndSize = COMPOSITE_GL_TYPES[uniformType];\n if (!typeAndSize) {\n throw new Error('uniform');\n }\n const [glType, components, , format] = typeAndSize;\n return {format, components, glType};\n}\n\nexport function decodeAttributeType(attributeType: GL): {\n format: VertexFormat;\n components: number;\n glType: GLType;\n} {\n const typeAndSize = COMPOSITE_GL_TYPES[attributeType];\n if (!typeAndSize) {\n throw new Error('attribute')\n }\n const [glType, components, , , format] = typeAndSize;\n return {format, components, glType};\n}\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decomposeCompositeGLType(\n compositeGLType: GLCompositeType\n): {type: GLType; components: number} | null {\n const typeAndSize = COMPOSITE_GL_TYPES[compositeGLType];\n if (!typeAndSize) {\n return null;\n }\n const [type, components] = typeAndSize;\n return {type, components};\n}\n\nexport function getCompositeGLType(type: GL, components): {glType: GLType; name: string} | null {\n switch (type) {\n case GL.BYTE:\n case GL.UNSIGNED_BYTE:\n case GL.SHORT:\n case GL.UNSIGNED_SHORT:\n type = GL.FLOAT;\n break;\n default:\n }\n\n for (const glType in COMPOSITE_GL_TYPES) {\n const [compType, compComponents, name] = COMPOSITE_GL_TYPES[glType];\n if (compType === type && compComponents === components) {\n return {glType: Number(glType), name};\n }\n }\n return null;\n}\n"],"file":"uniforms.js"}
@@ -1 +1 @@
1
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Constants not supported\n setElementBuffer(elementBuffer: Buffer | null = null, opts = {}) {\n assert(!elementBuffer || elementBuffer.target === GL.ELEMENT_ARRAY_BUFFER, ERR_ELEMENTS);\n\n // The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject...\n this.bind(() => {\n this.gl.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, elementBuffer ? elementBuffer.handle : null);\n });\n\n return this;\n }\n\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location: number, buffer: Buffer, accessor: any): this {\n // Check target\n if (buffer.target === GL.ELEMENT_ARRAY_BUFFER) {\n return this.setElementBuffer(buffer, accessor);\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = accessor;\n\n const {gl, gl2} = this;\n location = Number(location);\n\n this.bind(() => {\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer.handle);\n\n // WebGL2 supports *integer* data formats, i.e. GPU will see integer values\n if (integer) {\n this.device.assertWebGL2();\n gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n gl.enableVertexAttribArray(location);\n gl2.vertexAttribDivisor(location, divisor || 0);\n\n // NOTE We don't unbind buffer here, typically another buffer will be bound just after\n });\n\n return this;\n }\n\n /**\n * Enabling an attribute location makes it reference the currently bound buffer\n * Disabling an attribute location makes it reference the global constant value\n * TODO - handle single values for size 1 attributes?\n * TODO - convert classic arrays based on known type?\n */\n enable(location: number, enable = true): this {\n // Attribute 0 cannot be disabled in most desktop OpenGL based browsers...\n const canDisableAttributeZero = this.device.isWebGL2 || getBrowser() === 'Chrome';\n const canDisableAttribute = canDisableAttributeZero || location !== 0;\n\n if (enable || canDisableAttribute) {\n location = Number(location);\n this.bind(() =>\n enable\n ? this.gl.enableVertexAttribArray(location)\n : this.gl.disableVertexAttribArray(location)\n );\n }\n return this;\n }\n}\n"],"file":"webgl-vertex-array-object.js"}
@@ -59,7 +59,7 @@ var WEBGLBuffer = function (_Buffer) {
59
59
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "target", void 0);
60
60
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "byteLength", void 0);
61
61
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "bytesUsed", void 0);
62
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "debugData", void 0);
62
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "debugData", null);
63
63
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "webglUsage", void 0);
64
64
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "accessor", void 0);
65
65
  _this.device = device;
@@ -129,7 +129,7 @@ var WEBGLBuffer = function (_Buffer) {
129
129
  this.removeStats();
130
130
  this.trackDeallocatedMemory();
131
131
  this.gl.deleteBuffer(this.handle);
132
- this.handle = null;
132
+ this.destroyed = true;
133
133
  }
134
134
  }
135
135
  }, {
@@ -1 +1 @@
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type {BufferProps} from '@luma.gl/api';\nimport {Buffer, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n/** WebGL Buffer interface */\nexport default class WEBGLBuffer extends Buffer {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLBuffer;\n readonly target: number;\n\n byteLength: number;\n bytesUsed: number;\n debugData: ArrayBuffer;\n\n webglUsage: number;\n\n accessor: {};\n\n constructor(device: WebGLDevice, props: BufferProps = {}) {\n super(device, props);\n\n this.device = device;\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n\n const handle = typeof props === 'object' ? (props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\n // @ts-expect-error Add metadata for spector\n this.handle.__SPECTOR_Metadata = {...this.props, data: typeof this.props.data}; // {name: this.props.id};\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 // @ts-expect-error Hack - Checking for subclass prop\n this.target = this.props.target || getWebGLTarget(this.props.usage);\n // @ts-expect-error Hack - Checking for subclass prop\n this.webglUsage = this.props.webglUsage || getWebGLUsage(this.props.usage);\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 // Deprecated: Merge main props and accessor\n // this.accessor = {...props.accessor};\n\n // Object.seal(this);\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 target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.webglUsage);\n this.gl.bufferSubData(target, byteOffset, data);\n this.gl.bindBuffer(target, 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 target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, this.webglUsage);\n this.gl.bindBuffer(target, null);\n\n this.debugData = null;\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n\n return this;\n }\n\n destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n // @ts-expect-error\n this.handle = null;\n }\n }\n\n write(data: ArrayBufferView, byteOffset: number = 0): void {\n const srcOffset = 0;\n const byteLength = 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 target = this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n this.device.assertWebGL2();\n\n // @ts-expect-error\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, byteOffset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n // this.debugData = data.slice(byteOffset, 40);\n }\n\n /** Read data from the buffer */\n async readAsync(\n byteOffset: number = 0,\n byteLength?: number\n ): Promise<ArrayBuffer> {\n this.device.assertWebGL2();\n\n const data = new Uint8Array(byteLength);\n const dstOffset = 0;\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl2.getBufferSubData(GL.COPY_READ_BUFFER, byteOffset, data, dstOffset, byteLength);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n // this.debugData = null;\n\n return data;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n _invalidateDebugData() {\n this.debugData = null;\n }\n\n _getWriteTarget() {\n return this.target;\n // return this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n }\n\n _getReadTarget() {\n return this.target;\n return this.device.isWebGL2 ? GL.COPY_READ_BUFFER : this.target;\n }\n}\n\n// static MAP_READ = 0x01;\n// static MAP_WRITE = 0x02;\n// static COPY_SRC = 0x0004;\n// static COPY_DST = 0x0008;\n// static INDEX = 0x0010;\n// static VERTEX = 0x0020;\n// static UNIFORM = 0x0040;\n// static STORAGE = 0x0080;\n// static INDIRECT = 0x0100;\n// static QUERY_RESOLVE = 0x0200;\n\nfunction getWebGLTarget(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.ELEMENT_ARRAY_BUFFER;\n }\n if (usage & Buffer.VERTEX) {\n return GL.ARRAY_BUFFER;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.UNIFORM_BUFFER;\n }\n\n // gl.COPY_READ_BUFFER: Buffer for copying from one buffer object to another.\n // gl.COPY_WRITE_BUFFER: Buffer for copying from one buffer object to another.\n // gl.TRANSFORM_FEEDBACK_BUFFER: Buffer for transform feedback operations.\n // gl.PIXEL_PACK_BUFFER: Buffer used for pixel transfer operations.\n // gl.PIXEL_UNPACK_BUFFER: Buffer used for pixel transfer operations.\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n return GL.ARRAY_BUFFER;\n}\n\nfunction getWebGLUsage(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.VERTEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.DYNAMIC_DRAW;\n }\n return GL.DYNAMIC_DRAW;\n}\n"],"file":"webgl-buffer.js"}
1
+ 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type {BufferProps} from '@luma.gl/api';\nimport {Buffer, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n/** WebGL Buffer interface */\nexport default class WEBGLBuffer extends Buffer {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLBuffer;\n readonly target: number;\n\n byteLength: number;\n bytesUsed: number;\n debugData: ArrayBuffer | null = null;\n\n webglUsage: number;\n\n accessor: {};\n\n constructor(device: WebGLDevice, props: BufferProps = {}) {\n super(device, props);\n\n this.device = device;\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n\n const handle = typeof props === 'object' ? (props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\n // @ts-expect-error Add metadata for spector\n this.handle.__SPECTOR_Metadata = {...this.props, data: typeof this.props.data}; // {name: this.props.id};\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 // @ts-expect-error Hack - Checking for subclass prop\n this.target = this.props.target || getWebGLTarget(this.props.usage);\n // @ts-expect-error Hack - Checking for subclass prop\n this.webglUsage = this.props.webglUsage || getWebGLUsage(this.props.usage);\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 // Deprecated: Merge main props and accessor\n // this.accessor = {...props.accessor};\n\n // Object.seal(this);\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 target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.webglUsage);\n this.gl.bufferSubData(target, byteOffset, data);\n this.gl.bindBuffer(target, 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 target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, this.webglUsage);\n this.gl.bindBuffer(target, null);\n\n this.debugData = null;\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n\n return this;\n }\n\n destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n write(data: ArrayBufferView, byteOffset: number = 0): void {\n const srcOffset = 0;\n const byteLength = 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 target = this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n this.device.assertWebGL2();\n\n // @ts-expect-error\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, byteOffset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n // this.debugData = data.slice(byteOffset, 40);\n }\n\n /** Read data from the buffer */\n async readAsync(\n byteOffset: number = 0,\n byteLength?: number\n ): Promise<ArrayBuffer> {\n this.device.assertWebGL2();\n\n const data = new Uint8Array(byteLength);\n const dstOffset = 0;\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl2.getBufferSubData(GL.COPY_READ_BUFFER, byteOffset, data, dstOffset, byteLength);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n // this.debugData = null;\n\n return data;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n _invalidateDebugData() {\n this.debugData = null;\n }\n\n _getWriteTarget() {\n return this.target;\n // return this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n }\n\n _getReadTarget() {\n return this.target;\n return this.device.isWebGL2 ? GL.COPY_READ_BUFFER : this.target;\n }\n}\n\n// static MAP_READ = 0x01;\n// static MAP_WRITE = 0x02;\n// static COPY_SRC = 0x0004;\n// static COPY_DST = 0x0008;\n// static INDEX = 0x0010;\n// static VERTEX = 0x0020;\n// static UNIFORM = 0x0040;\n// static STORAGE = 0x0080;\n// static INDIRECT = 0x0100;\n// static QUERY_RESOLVE = 0x0200;\n\nfunction getWebGLTarget(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.ELEMENT_ARRAY_BUFFER;\n }\n if (usage & Buffer.VERTEX) {\n return GL.ARRAY_BUFFER;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.UNIFORM_BUFFER;\n }\n\n // gl.COPY_READ_BUFFER: Buffer for copying from one buffer object to another.\n // gl.COPY_WRITE_BUFFER: Buffer for copying from one buffer object to another.\n // gl.TRANSFORM_FEEDBACK_BUFFER: Buffer for transform feedback operations.\n // gl.PIXEL_PACK_BUFFER: Buffer used for pixel transfer operations.\n // gl.PIXEL_UNPACK_BUFFER: Buffer used for pixel transfer operations.\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n return GL.ARRAY_BUFFER;\n}\n\nfunction getWebGLUsage(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.VERTEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.DYNAMIC_DRAW;\n }\n return GL.DYNAMIC_DRAW;\n}\n"],"file":"webgl-buffer.js"}
@@ -57,7 +57,8 @@ var WEBGLFramebuffer = function (_Framebuffer) {
57
57
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl", void 0);
58
58
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "handle", void 0);
59
59
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "colorAttachments", []);
60
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "depthStencilAttachment", undefined);
60
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "depthStencilAttachment", null);
61
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "d", void 0);
61
62
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_ownResources", []);
62
63
  _this.device = device;
63
64
  _this.gl = device.gl;
@@ -121,7 +122,7 @@ var WEBGLFramebuffer = function (_Framebuffer) {
121
122
  }
122
123
 
123
124
  this.gl.deleteFramebuffer(this.handle);
124
- this.handle = null;
125
+ this.destroyed = true;
125
126
  }
126
127
  }
127
128
  }, {
@@ -290,7 +291,7 @@ var WEBGLFramebuffer = function (_Framebuffer) {
290
291
  case _constants.default.TEXTURE_2D_ARRAY:
291
292
  case _constants.default.TEXTURE_3D:
292
293
  this.device.assertWebGL2();
293
- gl2.framebufferTextureLayer(_constants.default.FRAMEBUFFER, attachment, texture.target, level, layer);
294
+ gl2 === null || gl2 === void 0 ? void 0 : gl2.framebufferTextureLayer(_constants.default.FRAMEBUFFER, attachment, texture.target, level, layer);
294
295
  break;
295
296
 
296
297
  case _constants.default.TEXTURE_CUBE_MAP: