@luma.gl/webgl 9.0.0-alpha.47 → 9.0.0-alpha.48

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 (81) hide show
  1. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  2. package/dist/adapter/converters/device-parameters.js +73 -40
  3. package/dist/adapter/converters/device-parameters.js.map +1 -1
  4. package/dist/adapter/converters/sampler-parameters.js +60 -61
  5. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  6. package/dist/adapter/converters/shader-formats.js +12 -13
  7. package/dist/adapter/converters/shader-formats.js.map +1 -1
  8. package/dist/adapter/converters/texture-formats.js +179 -180
  9. package/dist/adapter/converters/texture-formats.js.map +1 -1
  10. package/dist/adapter/converters/vertex-formats.js +20 -21
  11. package/dist/adapter/converters/vertex-formats.js.map +1 -1
  12. package/dist/adapter/device-helpers/device-features.js +2 -2
  13. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  14. package/dist/adapter/device-helpers/device-limits.js +53 -54
  15. package/dist/adapter/device-helpers/device-limits.js.map +1 -1
  16. package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -1
  17. package/dist/adapter/device-helpers/get-device-info.js +23 -12
  18. package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
  19. package/dist/adapter/helpers/decode-webgl-types.js +31 -32
  20. package/dist/adapter/helpers/decode-webgl-types.js.map +1 -1
  21. package/dist/adapter/helpers/get-shader-layout.js +29 -30
  22. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  23. package/dist/adapter/helpers/parse-shader-compiler-log.d.ts.map +1 -1
  24. package/dist/adapter/helpers/parse-shader-compiler-log.js +16 -4
  25. package/dist/adapter/helpers/parse-shader-compiler-log.js.map +1 -1
  26. package/dist/adapter/helpers/set-uniform.js +40 -41
  27. package/dist/adapter/helpers/set-uniform.js.map +1 -1
  28. package/dist/adapter/helpers/webgl-topology-utils.js +38 -39
  29. package/dist/adapter/helpers/webgl-topology-utils.js.map +1 -1
  30. package/dist/adapter/objects/webgl-renderbuffer.js +5 -6
  31. package/dist/adapter/objects/webgl-renderbuffer.js.map +1 -1
  32. package/dist/adapter/resources/webgl-buffer.js +14 -15
  33. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  34. package/dist/adapter/resources/webgl-command-buffer.js +25 -26
  35. package/dist/adapter/resources/webgl-command-buffer.js.map +1 -1
  36. package/dist/adapter/resources/webgl-framebuffer.js +22 -23
  37. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  38. package/dist/adapter/resources/webgl-render-pass.js +2 -3
  39. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  40. package/dist/adapter/resources/webgl-render-pipeline.js +7 -8
  41. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  42. package/dist/adapter/resources/webgl-sampler.js +2 -3
  43. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  44. package/dist/adapter/resources/webgl-shader.js +3 -4
  45. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  46. package/dist/adapter/resources/webgl-texture.js +27 -28
  47. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  48. package/dist/adapter/resources/webgl-transform-feedback.js +8 -9
  49. package/dist/adapter/resources/webgl-transform-feedback.js.map +1 -1
  50. package/dist/adapter/resources/webgl-vertex-array.d.ts +2 -2
  51. package/dist/adapter/resources/webgl-vertex-array.d.ts.map +1 -1
  52. package/dist/adapter/resources/webgl-vertex-array.js +5 -6
  53. package/dist/adapter/resources/webgl-vertex-array.js.map +1 -1
  54. package/dist/adapter/webgl-device.js.map +1 -1
  55. package/dist/classic/accessor.js +4 -5
  56. package/dist/classic/accessor.js.map +1 -1
  57. package/dist/classic/copy-and-blit.js +16 -17
  58. package/dist/classic/copy-and-blit.js.map +1 -1
  59. package/dist/classic/format-utils.js +14 -15
  60. package/dist/classic/format-utils.js.map +1 -1
  61. package/dist/classic/typed-array-utils.js +18 -19
  62. package/dist/classic/typed-array-utils.js.map +1 -1
  63. package/dist/context/debug/webgl-developer-tools.js +0 -1
  64. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  65. package/dist/context/parameters/webgl-parameter-tables.js +256 -257
  66. package/dist/context/parameters/webgl-parameter-tables.js.map +1 -1
  67. package/dist/context/polyfill/get-parameter-polyfill.js +34 -35
  68. package/dist/context/polyfill/get-parameter-polyfill.js.map +1 -1
  69. package/dist/context/polyfill/polyfill-table.js +9 -10
  70. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  71. package/dist/context/polyfill/polyfill-vertex-array-object.js +17 -17
  72. package/dist/context/polyfill/polyfill-vertex-array-object.js.map +1 -1
  73. package/dist/dist.dev.js +979 -2696
  74. package/dist/index.cjs +382 -263
  75. package/dist.min.js +39 -28
  76. package/package.json +5 -5
  77. package/src/adapter/converters/device-parameters.ts +40 -25
  78. package/src/adapter/device-helpers/get-device-info.ts +36 -8
  79. package/src/adapter/helpers/parse-shader-compiler-log.ts +21 -7
  80. package/src/adapter/resources/webgl-vertex-array.ts +4 -3
  81. package/src/adapter/webgl-device.ts +3 -2
@@ -1,28 +1,27 @@
1
- import { GL } from '@luma.gl/constants';
2
1
  import { getWebGL2Context } from "../../context/context/webgl-checks.js";
3
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  export function getDeviceLimits(gl) {
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  const gl2 = getWebGL2Context(gl);
5
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  return {
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  maxTextureDimension1D: 0,
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- maxTextureDimension2D: gl.getParameter(GL.MAX_TEXTURE_SIZE),
8
- maxTextureDimension3D: gl2 ? gl2.getParameter(GL.MAX_3D_TEXTURE_SIZE) : 0,
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- maxTextureArrayLayers: gl2 ? gl2.getParameter(GL.MAX_ARRAY_TEXTURE_LAYERS) : 0,
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+ maxTextureDimension2D: gl.getParameter(3379),
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+ maxTextureDimension3D: gl2 ? gl2.getParameter(32883) : 0,
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+ maxTextureArrayLayers: gl2 ? gl2.getParameter(35071) : 0,
10
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  maxBindGroups: 1,
11
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  maxDynamicUniformBuffersPerPipelineLayout: 0,
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  maxDynamicStorageBuffersPerPipelineLayout: 0,
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- maxSampledTexturesPerShaderStage: gl.getParameter(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS),
14
- maxSamplersPerShaderStage: gl.getParameter(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),
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+ maxSampledTexturesPerShaderStage: gl.getParameter(35660),
13
+ maxSamplersPerShaderStage: gl.getParameter(35661),
15
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  maxStorageBuffersPerShaderStage: 0,
16
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  maxStorageTexturesPerShaderStage: 0,
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- maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BUFFER_BINDINGS) : 0,
18
- maxUniformBufferBindingSize: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BLOCK_SIZE) : 0,
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+ maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(35375) : 0,
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+ maxUniformBufferBindingSize: gl2 ? gl2.getParameter(35376) : 0,
19
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  maxStorageBufferBindingSize: 0,
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- minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) : 0,
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+ minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(35380) : 0,
21
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  minStorageBufferOffsetAlignment: 0,
22
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  maxVertexBuffers: 0,
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- maxVertexAttributes: gl.getParameter(GL.MAX_VERTEX_ATTRIBS),
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+ maxVertexAttributes: gl.getParameter(34921),
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  maxVertexBufferArrayStride: 2048,
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- maxInterStageShaderComponents: gl2 ? gl2.getParameter(GL.MAX_VARYING_COMPONENTS) : 0,
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+ maxInterStageShaderComponents: gl2 ? gl2.getParameter(35659) : 0,
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  maxComputeWorkgroupStorageSize: 0,
27
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  maxComputeInvocationsPerWorkgroup: 0,
28
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  maxComputeWorkgroupSizeX: 0,
@@ -40,49 +39,49 @@ export function getWebGLLimits(gl) {
40
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  return gl2 ? gl2.getParameter(pname) : defaultValue || 0;
41
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  }
42
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  return {
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- [GL.ALIASED_LINE_WIDTH_RANGE]: get(GL.ALIASED_LINE_WIDTH_RANGE),
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- [GL.ALIASED_POINT_SIZE_RANGE]: get(GL.ALIASED_POINT_SIZE_RANGE),
45
- [GL.MAX_TEXTURE_SIZE]: get(GL.MAX_TEXTURE_SIZE),
46
- [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: get(GL.MAX_CUBE_MAP_TEXTURE_SIZE),
47
- [GL.MAX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_TEXTURE_IMAGE_UNITS),
48
- [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: get(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),
49
- [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS),
50
- [GL.MAX_RENDERBUFFER_SIZE]: get(GL.MAX_RENDERBUFFER_SIZE),
51
- [GL.MAX_VARYING_VECTORS]: get(GL.MAX_VARYING_VECTORS),
52
- [GL.MAX_VERTEX_ATTRIBS]: get(GL.MAX_VERTEX_ATTRIBS),
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- [GL.MAX_VERTEX_UNIFORM_VECTORS]: get(GL.MAX_VERTEX_UNIFORM_VECTORS),
54
- [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: get(GL.MAX_FRAGMENT_UNIFORM_VECTORS),
55
- [GL.MAX_VIEWPORT_DIMS]: get(GL.MAX_VIEWPORT_DIMS),
56
- [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: get(GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT),
57
- [GL.MAX_3D_TEXTURE_SIZE]: get2(GL.MAX_3D_TEXTURE_SIZE),
58
- [GL.MAX_ARRAY_TEXTURE_LAYERS]: get2(GL.MAX_ARRAY_TEXTURE_LAYERS),
59
- [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: get2(GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL),
60
- [GL.MAX_COLOR_ATTACHMENTS]: get2(GL.MAX_COLOR_ATTACHMENTS),
61
- [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS),
62
- [GL.MAX_COMBINED_UNIFORM_BLOCKS]: get2(GL.MAX_COMBINED_UNIFORM_BLOCKS),
63
- [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS),
64
- [GL.MAX_DRAW_BUFFERS]: get2(GL.MAX_DRAW_BUFFERS),
65
- [GL.MAX_ELEMENT_INDEX]: get2(GL.MAX_ELEMENT_INDEX),
66
- [GL.MAX_ELEMENTS_INDICES]: get2(GL.MAX_ELEMENTS_INDICES),
67
- [GL.MAX_ELEMENTS_VERTICES]: get2(GL.MAX_ELEMENTS_VERTICES),
68
- [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: get2(GL.MAX_FRAGMENT_INPUT_COMPONENTS),
69
- [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: get2(GL.MAX_FRAGMENT_UNIFORM_BLOCKS),
70
- [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_FRAGMENT_UNIFORM_COMPONENTS),
71
- [GL.MAX_SAMPLES]: get2(GL.MAX_SAMPLES),
72
- [GL.MAX_SERVER_WAIT_TIMEOUT]: get2(GL.MAX_SERVER_WAIT_TIMEOUT),
73
- [GL.MAX_TEXTURE_LOD_BIAS]: get2(GL.MAX_TEXTURE_LOD_BIAS),
74
- [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS),
75
- [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS),
76
- [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS),
77
- [GL.MAX_UNIFORM_BLOCK_SIZE]: get2(GL.MAX_UNIFORM_BLOCK_SIZE),
78
- [GL.MAX_UNIFORM_BUFFER_BINDINGS]: get2(GL.MAX_UNIFORM_BUFFER_BINDINGS),
79
- [GL.MAX_VARYING_COMPONENTS]: get2(GL.MAX_VARYING_COMPONENTS),
80
- [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: get2(GL.MAX_VERTEX_OUTPUT_COMPONENTS),
81
- [GL.MAX_VERTEX_UNIFORM_BLOCKS]: get2(GL.MAX_VERTEX_UNIFORM_BLOCKS),
82
- [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_VERTEX_UNIFORM_COMPONENTS),
83
- [GL.MIN_PROGRAM_TEXEL_OFFSET]: get2(GL.MIN_PROGRAM_TEXEL_OFFSET),
84
- [GL.MAX_PROGRAM_TEXEL_OFFSET]: get2(GL.MAX_PROGRAM_TEXEL_OFFSET),
85
- [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: get2(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT)
42
+ [33902]: get(33902),
43
+ [33901]: get(33901),
44
+ [3379]: get(3379),
45
+ [34076]: get(34076),
46
+ [34930]: get(34930),
47
+ [35661]: get(35661),
48
+ [35660]: get(35660),
49
+ [34024]: get(34024),
50
+ [36348]: get(36348),
51
+ [34921]: get(34921),
52
+ [36347]: get(36347),
53
+ [36349]: get(36349),
54
+ [3386]: get(3386),
55
+ [34047]: get(34047),
56
+ [32883]: get2(32883),
57
+ [35071]: get2(35071),
58
+ [37447]: get2(37447),
59
+ [36063]: get2(36063),
60
+ [35379]: get2(35379),
61
+ [35374]: get2(35374),
62
+ [35377]: get2(35377),
63
+ [34852]: get2(34852),
64
+ [36203]: get2(36203),
65
+ [33001]: get2(33001),
66
+ [33000]: get2(33000),
67
+ [37157]: get2(37157),
68
+ [35373]: get2(35373),
69
+ [35657]: get2(35657),
70
+ [36183]: get2(36183),
71
+ [37137]: get2(37137),
72
+ [34045]: get2(34045),
73
+ [35978]: get2(35978),
74
+ [35979]: get2(35979),
75
+ [35968]: get2(35968),
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+ [35376]: get2(35376),
77
+ [35375]: get2(35375),
78
+ [35659]: get2(35659),
79
+ [37154]: get2(37154),
80
+ [35371]: get2(35371),
81
+ [35658]: get2(35658),
82
+ [35076]: get2(35076),
83
+ [35077]: get2(35077),
84
+ [35380]: get2(35380)
86
85
  };
87
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  }
88
87
  //# sourceMappingURL=device-limits.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"device-limits.js","names":["GL","getWebGL2Context","getDeviceLimits","gl","gl2","maxTextureDimension1D","maxTextureDimension2D","getParameter","MAX_TEXTURE_SIZE","maxTextureDimension3D","MAX_3D_TEXTURE_SIZE","maxTextureArrayLayers","MAX_ARRAY_TEXTURE_LAYERS","maxBindGroups","maxDynamicUniformBuffersPerPipelineLayout","maxDynamicStorageBuffersPerPipelineLayout","maxSampledTexturesPerShaderStage","MAX_VERTEX_TEXTURE_IMAGE_UNITS","maxSamplersPerShaderStage","MAX_COMBINED_TEXTURE_IMAGE_UNITS","maxStorageBuffersPerShaderStage","maxStorageTexturesPerShaderStage","maxUniformBuffersPerShaderStage","MAX_UNIFORM_BUFFER_BINDINGS","maxUniformBufferBindingSize","MAX_UNIFORM_BLOCK_SIZE","maxStorageBufferBindingSize","minUniformBufferOffsetAlignment","UNIFORM_BUFFER_OFFSET_ALIGNMENT","minStorageBufferOffsetAlignment","maxVertexBuffers","maxVertexAttributes","MAX_VERTEX_ATTRIBS","maxVertexBufferArrayStride","maxInterStageShaderComponents","MAX_VARYING_COMPONENTS","maxComputeWorkgroupStorageSize","maxComputeInvocationsPerWorkgroup","maxComputeWorkgroupSizeX","maxComputeWorkgroupSizeY","maxComputeWorkgroupSizeZ","maxComputeWorkgroupsPerDimension","getWebGLLimits","get","pname","get2","defaultValue","ALIASED_LINE_WIDTH_RANGE","ALIASED_POINT_SIZE_RANGE","MAX_CUBE_MAP_TEXTURE_SIZE","MAX_TEXTURE_IMAGE_UNITS","MAX_RENDERBUFFER_SIZE","MAX_VARYING_VECTORS","MAX_VERTEX_UNIFORM_VECTORS","MAX_FRAGMENT_UNIFORM_VECTORS","MAX_VIEWPORT_DIMS","MAX_TEXTURE_MAX_ANISOTROPY_EXT","MAX_CLIENT_WAIT_TIMEOUT_WEBGL","MAX_COLOR_ATTACHMENTS","MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS","MAX_COMBINED_UNIFORM_BLOCKS","MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS","MAX_DRAW_BUFFERS","MAX_ELEMENT_INDEX","MAX_ELEMENTS_INDICES","MAX_ELEMENTS_VERTICES","MAX_FRAGMENT_INPUT_COMPONENTS","MAX_FRAGMENT_UNIFORM_BLOCKS","MAX_FRAGMENT_UNIFORM_COMPONENTS","MAX_SAMPLES","MAX_SERVER_WAIT_TIMEOUT","MAX_TEXTURE_LOD_BIAS","MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS","MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS","MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS","MAX_VERTEX_OUTPUT_COMPONENTS","MAX_VERTEX_UNIFORM_BLOCKS","MAX_VERTEX_UNIFORM_COMPONENTS","MIN_PROGRAM_TEXEL_OFFSET","MAX_PROGRAM_TEXEL_OFFSET"],"sources":["../../../src/adapter/device-helpers/device-limits.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {DeviceLimits} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getWebGL2Context} from '../../context/context/webgl-checks';\n\n/** Populate a WebGPU style device limits */\nexport function getDeviceLimits(gl: WebGLRenderingContext): DeviceLimits {\n const gl2: WebGL2RenderingContext | null = getWebGL2Context(gl);\n return {\n maxTextureDimension1D: 0, // WebGL does not support 1D textures\n maxTextureDimension2D: gl.getParameter(GL.MAX_TEXTURE_SIZE),\n maxTextureDimension3D: gl2 ? gl2.getParameter(GL.MAX_3D_TEXTURE_SIZE) : 0,\n maxTextureArrayLayers: gl2 ? gl2.getParameter(GL.MAX_ARRAY_TEXTURE_LAYERS) : 0,\n maxBindGroups: 1, // TBD\n maxDynamicUniformBuffersPerPipelineLayout: 0, // TBD\n maxDynamicStorageBuffersPerPipelineLayout: 0, // TBD\n maxSampledTexturesPerShaderStage: gl.getParameter(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // TBD\n maxSamplersPerShaderStage: gl.getParameter(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n maxStorageBuffersPerShaderStage: 0, // TBD\n maxStorageTexturesPerShaderStage: 0, // TBD\n maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BUFFER_BINDINGS) : 0,\n maxUniformBufferBindingSize: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BLOCK_SIZE) : 0,\n maxStorageBufferBindingSize: 0,\n minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) : 0,\n minStorageBufferOffsetAlignment: 0, // TBD\n maxVertexBuffers: 0,\n maxVertexAttributes: gl.getParameter(GL.MAX_VERTEX_ATTRIBS),\n maxVertexBufferArrayStride: 2048, // TBD, this is just the default value from WebGPU\n maxInterStageShaderComponents: gl2 ? gl2.getParameter(GL.MAX_VARYING_COMPONENTS) : 0,\n maxComputeWorkgroupStorageSize: 0, // WebGL does not support compute shaders\n maxComputeInvocationsPerWorkgroup: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeX: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeY: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeZ: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupsPerDimension: 0, // WebGL does not support compute shaders\n }\n}\n\n/** WebGL context limits */\nexport type WebGLLimits = {\n [GL.ALIASED_LINE_WIDTH_RANGE]: [number, number];\n [GL.ALIASED_POINT_SIZE_RANGE]: [number, number];\n [GL.MAX_TEXTURE_SIZE]: number;\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: number;\n [GL.MAX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_RENDERBUFFER_SIZE]: number;\n [GL.MAX_VARYING_VECTORS]: number;\n [GL.MAX_VERTEX_ATTRIBS]: number;\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: number;\n [GL.MAX_VIEWPORT_DIMS]: [number, number];\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: number;\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: number;\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: number;\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: number;\n [GL.MAX_COLOR_ATTACHMENTS]: number;\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: number;\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MAX_DRAW_BUFFERS]: number;\n [GL.MAX_ELEMENT_INDEX]: number;\n [GL.MAX_ELEMENTS_INDICES]: number;\n [GL.MAX_ELEMENTS_VERTICES]: number;\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_SAMPLES]: number;\n [GL.MAX_SERVER_WAIT_TIMEOUT]: number;\n [GL.MAX_TEXTURE_LOD_BIAS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: number;\n [GL.MAX_UNIFORM_BLOCK_SIZE]: number;\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: number;\n [GL.MAX_VARYING_COMPONENTS]: number;\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: number;\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: number;\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: number;\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: number;\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: number;\n};\n\n\nexport function getWebGLLimits(gl: WebGLRenderingContext): WebGLLimits {\n const gl2 = getWebGL2Context(gl);\n function get<T = number>(pname: number): T {\n return gl.getParameter(pname) as T;\n }\n function get2(pname: number, defaultValue?: number): number;\n function get2<T>(pname: number, defaultValue: T): T;\n function get2<T>(pname: number, defaultValue: T): T {\n return gl2 ? gl2.getParameter(pname) as T : (defaultValue || 0) as T;\n }\n // function getMaxAnistropy() {\n // const extension = gl.getExtension('EXT_texture_filter_anisotropic');\n // }\n return {\n [GL.ALIASED_LINE_WIDTH_RANGE]: get(GL.ALIASED_LINE_WIDTH_RANGE),\n [GL.ALIASED_POINT_SIZE_RANGE]: get(GL.ALIASED_POINT_SIZE_RANGE),\n [GL.MAX_TEXTURE_SIZE]: get(GL.MAX_TEXTURE_SIZE),\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: get(GL.MAX_CUBE_MAP_TEXTURE_SIZE), // GLint\n [GL.MAX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: get(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: get(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // GLint\n [GL.MAX_RENDERBUFFER_SIZE]: get(GL.MAX_RENDERBUFFER_SIZE), // GLint\n [GL.MAX_VARYING_VECTORS]: get(GL.MAX_VARYING_VECTORS), // GLint\n [GL.MAX_VERTEX_ATTRIBS]: get(GL.MAX_VERTEX_ATTRIBS), // GLint\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: get(GL.MAX_VERTEX_UNIFORM_VECTORS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: get(GL.MAX_FRAGMENT_UNIFORM_VECTORS), // GLint\n [GL.MAX_VIEWPORT_DIMS]: get(GL.MAX_VIEWPORT_DIMS),\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: get(GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT), // getMaxAnistropy(),\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: get2(GL.MAX_3D_TEXTURE_SIZE), // GLint\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: get2(GL.MAX_ARRAY_TEXTURE_LAYERS), // GLint\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: get2(GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL), // GLint64\n [GL.MAX_COLOR_ATTACHMENTS]: get2(GL.MAX_COLOR_ATTACHMENTS), // GLint\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: get2(GL.MAX_COMBINED_UNIFORM_BLOCKS), // GLint\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_DRAW_BUFFERS]: get2(GL.MAX_DRAW_BUFFERS), // GLint\n [GL.MAX_ELEMENT_INDEX]: get2(GL.MAX_ELEMENT_INDEX), // GLint64\n [GL.MAX_ELEMENTS_INDICES]: get2(GL.MAX_ELEMENTS_INDICES), // GLint\n [GL.MAX_ELEMENTS_VERTICES]: get2(GL.MAX_ELEMENTS_VERTICES), // GLint\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: get2(GL.MAX_FRAGMENT_INPUT_COMPONENTS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: get2(GL.MAX_FRAGMENT_UNIFORM_BLOCKS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_FRAGMENT_UNIFORM_COMPONENTS), // GLint\n [GL.MAX_SAMPLES]: get2(GL.MAX_SAMPLES), // GLint\n [GL.MAX_SERVER_WAIT_TIMEOUT]: get2(GL.MAX_SERVER_WAIT_TIMEOUT), // GLint64\n [GL.MAX_TEXTURE_LOD_BIAS]: get2(GL.MAX_TEXTURE_LOD_BIAS), // GLfloat\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS), // GLint\n [GL.MAX_UNIFORM_BLOCK_SIZE]: get2(GL.MAX_UNIFORM_BLOCK_SIZE), // GLint64\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: get2(GL.MAX_UNIFORM_BUFFER_BINDINGS), // GLint\n [GL.MAX_VARYING_COMPONENTS]: get2(GL.MAX_VARYING_COMPONENTS), // GLint\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: get2(GL.MAX_VERTEX_OUTPUT_COMPONENTS), // GLint\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: get2(GL.MAX_VERTEX_UNIFORM_BLOCKS), // GLint\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_VERTEX_UNIFORM_COMPONENTS), // GLint\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: get2(GL.MIN_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: get2(GL.MAX_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: get2(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) // GLint\n 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{"version":3,"file":"device-limits.js","names":["getWebGL2Context","getDeviceLimits","gl","gl2","maxTextureDimension1D","maxTextureDimension2D","getParameter","maxTextureDimension3D","maxTextureArrayLayers","maxBindGroups","maxDynamicUniformBuffersPerPipelineLayout","maxDynamicStorageBuffersPerPipelineLayout","maxSampledTexturesPerShaderStage","maxSamplersPerShaderStage","maxStorageBuffersPerShaderStage","maxStorageTexturesPerShaderStage","maxUniformBuffersPerShaderStage","maxUniformBufferBindingSize","maxStorageBufferBindingSize","minUniformBufferOffsetAlignment","minStorageBufferOffsetAlignment","maxVertexBuffers","maxVertexAttributes","maxVertexBufferArrayStride","maxInterStageShaderComponents","maxComputeWorkgroupStorageSize","maxComputeInvocationsPerWorkgroup","maxComputeWorkgroupSizeX","maxComputeWorkgroupSizeY","maxComputeWorkgroupSizeZ","maxComputeWorkgroupsPerDimension","getWebGLLimits","get","pname","get2","defaultValue"],"sources":["../../../src/adapter/device-helpers/device-limits.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {DeviceLimits} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getWebGL2Context} from '../../context/context/webgl-checks';\n\n/** Populate a WebGPU style device limits */\nexport function getDeviceLimits(gl: WebGLRenderingContext): DeviceLimits {\n const gl2: WebGL2RenderingContext | null = getWebGL2Context(gl);\n return {\n maxTextureDimension1D: 0, // WebGL does not support 1D textures\n maxTextureDimension2D: gl.getParameter(GL.MAX_TEXTURE_SIZE),\n maxTextureDimension3D: gl2 ? gl2.getParameter(GL.MAX_3D_TEXTURE_SIZE) : 0,\n maxTextureArrayLayers: gl2 ? gl2.getParameter(GL.MAX_ARRAY_TEXTURE_LAYERS) : 0,\n maxBindGroups: 1, // TBD\n maxDynamicUniformBuffersPerPipelineLayout: 0, // TBD\n maxDynamicStorageBuffersPerPipelineLayout: 0, // TBD\n maxSampledTexturesPerShaderStage: gl.getParameter(GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS), // TBD\n maxSamplersPerShaderStage: gl.getParameter(GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS),\n maxStorageBuffersPerShaderStage: 0, // TBD\n maxStorageTexturesPerShaderStage: 0, // TBD\n maxUniformBuffersPerShaderStage: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BUFFER_BINDINGS) : 0,\n maxUniformBufferBindingSize: gl2 ? gl2.getParameter(GL.MAX_UNIFORM_BLOCK_SIZE) : 0,\n maxStorageBufferBindingSize: 0,\n minUniformBufferOffsetAlignment: gl2 ? gl2.getParameter(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) : 0,\n minStorageBufferOffsetAlignment: 0, // TBD\n maxVertexBuffers: 0,\n maxVertexAttributes: gl.getParameter(GL.MAX_VERTEX_ATTRIBS),\n maxVertexBufferArrayStride: 2048, // TBD, this is just the default value from WebGPU\n maxInterStageShaderComponents: gl2 ? gl2.getParameter(GL.MAX_VARYING_COMPONENTS) : 0,\n maxComputeWorkgroupStorageSize: 0, // WebGL does not support compute shaders\n maxComputeInvocationsPerWorkgroup: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeX: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeY: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupSizeZ: 0, // WebGL does not support compute shaders\n maxComputeWorkgroupsPerDimension: 0, // WebGL does not support compute shaders\n }\n}\n\n/** WebGL context limits */\nexport type WebGLLimits = {\n [GL.ALIASED_LINE_WIDTH_RANGE]: [number, number];\n [GL.ALIASED_POINT_SIZE_RANGE]: [number, number];\n [GL.MAX_TEXTURE_SIZE]: number;\n [GL.MAX_CUBE_MAP_TEXTURE_SIZE]: number;\n [GL.MAX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_COMBINED_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_VERTEX_TEXTURE_IMAGE_UNITS]: number;\n [GL.MAX_RENDERBUFFER_SIZE]: number;\n [GL.MAX_VARYING_VECTORS]: number;\n [GL.MAX_VERTEX_ATTRIBS]: number;\n [GL.MAX_VERTEX_UNIFORM_VECTORS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_VECTORS]: number;\n [GL.MAX_VIEWPORT_DIMS]: [number, number];\n\n // Extensions\n [GL.MAX_TEXTURE_MAX_ANISOTROPY_EXT]: number;\n\n // WebGL2 Limits\n [GL.MAX_3D_TEXTURE_SIZE]: number;\n [GL.MAX_ARRAY_TEXTURE_LAYERS]: number;\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: number;\n [GL.MAX_COLOR_ATTACHMENTS]: number;\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: number;\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MAX_DRAW_BUFFERS]: number;\n [GL.MAX_ELEMENT_INDEX]: number;\n [GL.MAX_ELEMENTS_INDICES]: number;\n [GL.MAX_ELEMENTS_VERTICES]: number;\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: number;\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: number;\n [GL.MAX_SAMPLES]: number;\n [GL.MAX_SERVER_WAIT_TIMEOUT]: number;\n [GL.MAX_TEXTURE_LOD_BIAS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: number;\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: number;\n [GL.MAX_UNIFORM_BLOCK_SIZE]: number;\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: number;\n [GL.MAX_VARYING_COMPONENTS]: number;\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: number;\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: number;\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: number;\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: number;\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: number;\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: number;\n};\n\n\nexport function getWebGLLimits(gl: WebGLRenderingContext): WebGLLimits {\n const gl2 = getWebGL2Context(gl);\n function get<T = number>(pname: number): T {\n return gl.getParameter(pname) as T;\n }\n function get2(pname: number, defaultValue?: number): number;\n function get2<T>(pname: number, defaultValue: T): T;\n function get2<T>(pname: number, defaultValue: T): T {\n return gl2 ? gl2.getParameter(pname) as T : (defaultValue || 0) as T;\n }\n // function getMaxAnistropy() {\n // const extension = gl.getExtension('EXT_texture_filter_anisotropic');\n // }\n return {\n [GL.ALIASED_LINE_WIDTH_RANGE]: get(GL.ALIASED_LINE_WIDTH_RANGE),\n [GL.ALIASED_POINT_SIZE_RANGE]: get(GL.ALIASED_POINT_SIZE_RANGE),\n [GL.MAX_TEXTURE_SIZE]: get(GL.MAX_TEXTURE_SIZE),\n 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get2(GL.MAX_ARRAY_TEXTURE_LAYERS), // GLint\n [GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL]: get2(GL.MAX_CLIENT_WAIT_TIMEOUT_WEBGL), // GLint64\n [GL.MAX_COLOR_ATTACHMENTS]: get2(GL.MAX_COLOR_ATTACHMENTS), // GLint\n [GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_COMBINED_UNIFORM_BLOCKS]: get2(GL.MAX_COMBINED_UNIFORM_BLOCKS), // GLint\n [GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS), // GLint64\n [GL.MAX_DRAW_BUFFERS]: get2(GL.MAX_DRAW_BUFFERS), // GLint\n [GL.MAX_ELEMENT_INDEX]: get2(GL.MAX_ELEMENT_INDEX), // GLint64\n [GL.MAX_ELEMENTS_INDICES]: get2(GL.MAX_ELEMENTS_INDICES), // GLint\n [GL.MAX_ELEMENTS_VERTICES]: get2(GL.MAX_ELEMENTS_VERTICES), // GLint\n [GL.MAX_FRAGMENT_INPUT_COMPONENTS]: get2(GL.MAX_FRAGMENT_INPUT_COMPONENTS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_BLOCKS]: get2(GL.MAX_FRAGMENT_UNIFORM_BLOCKS), // GLint\n [GL.MAX_FRAGMENT_UNIFORM_COMPONENTS]: get2(GL.MAX_FRAGMENT_UNIFORM_COMPONENTS), // GLint\n [GL.MAX_SAMPLES]: get2(GL.MAX_SAMPLES), // GLint\n [GL.MAX_SERVER_WAIT_TIMEOUT]: get2(GL.MAX_SERVER_WAIT_TIMEOUT), // GLint64\n [GL.MAX_TEXTURE_LOD_BIAS]: get2(GL.MAX_TEXTURE_LOD_BIAS), // GLfloat\n [GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS), // GLint\n [GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS]: get2(GL.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS), // GLint\n [GL.MAX_UNIFORM_BLOCK_SIZE]: get2(GL.MAX_UNIFORM_BLOCK_SIZE), // GLint64\n [GL.MAX_UNIFORM_BUFFER_BINDINGS]: get2(GL.MAX_UNIFORM_BUFFER_BINDINGS), // GLint\n [GL.MAX_VARYING_COMPONENTS]: get2(GL.MAX_VARYING_COMPONENTS), // GLint\n [GL.MAX_VERTEX_OUTPUT_COMPONENTS]: get2(GL.MAX_VERTEX_OUTPUT_COMPONENTS), // GLint\n [GL.MAX_VERTEX_UNIFORM_BLOCKS]: get2(GL.MAX_VERTEX_UNIFORM_BLOCKS), // GLint\n [GL.MAX_VERTEX_UNIFORM_COMPONENTS]: get2(GL.MAX_VERTEX_UNIFORM_COMPONENTS), // GLint\n [GL.MIN_PROGRAM_TEXEL_OFFSET]: get2(GL.MIN_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.MAX_PROGRAM_TEXEL_OFFSET]: get2(GL.MAX_PROGRAM_TEXEL_OFFSET), // GLint\n [GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT]: get2(GL.UNIFORM_BUFFER_OFFSET_ALIGNMENT) // GLint\n 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@@ -1 +1 @@
1
- {"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAIzC,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,EAAE,EAAE,qBAAqB,GAAG,UAAU,CAsBnE"}
1
+ {"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAIzC,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,EAAE,EAAE,qBAAqB,GAAG,UAAU,CAqCnE"}
@@ -1,24 +1,26 @@
1
- import { GL } from '@luma.gl/constants';
2
1
  import { isWebGL2 } from "../../context/context/webgl-checks.js";
3
2
  export function getDeviceInfo(gl) {
4
- const vendorMasked = gl.getParameter(GL.VENDOR);
5
- const rendererMasked = gl.getParameter(GL.RENDERER);
3
+ const vendorMasked = gl.getParameter(7936);
4
+ const rendererMasked = gl.getParameter(7937);
6
5
  const ext = gl.getExtension('WEBGL_debug_renderer_info');
7
- const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);
8
- const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);
6
+ const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : 7936);
7
+ const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : 7937);
9
8
  const vendor = vendorUnmasked || vendorMasked;
10
9
  const renderer = rendererUnmasked || rendererMasked;
10
+ const version = gl.getParameter(7938);
11
11
  const gpu = identifyGPUVendor(vendor, renderer);
12
+ const gpuBackend = identifyGPUBackend(vendor, renderer);
13
+ const shadingLanguage = 'glsl';
14
+ const shadingLanguageVersion = isWebGL2(gl) ? 300 : 100;
12
15
  return {
13
16
  type: isWebGL2(gl) ? 'webgl2' : 'webgl',
14
17
  gpu,
15
- vendor: vendorUnmasked || vendorMasked,
16
- renderer: rendererUnmasked || rendererMasked,
17
- version: gl.getParameter(GL.VERSION),
18
- shadingLanguages: ['glsl'],
19
- shadingLanguageVersions: {
20
- 'glsl': gl.getParameter(GL.SHADING_LANGUAGE_VERSION)
21
- }
18
+ gpuBackend,
19
+ vendor,
20
+ renderer,
21
+ version,
22
+ shadingLanguage,
23
+ shadingLanguageVersion
22
24
  };
23
25
  }
24
26
  function identifyGPUVendor(vendor, renderer) {
@@ -39,4 +41,13 @@ function identifyGPUVendor(vendor, renderer) {
39
41
  }
40
42
  return 'unknown';
41
43
  }
44
+ function identifyGPUBackend(vendor, renderer) {
45
+ if (/ANGLE/i.exec(vendor) || /ANGLE/i.exec(renderer)) {
46
+ return 'angle';
47
+ }
48
+ if (/Metal/i.exec(vendor) || /Metal/i.exec(renderer)) {
49
+ return 'metal';
50
+ }
51
+ return 'unknown';
52
+ }
42
53
  //# sourceMappingURL=get-device-info.js.map
@@ -1 +1 @@
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1
+ {"version":3,"file":"get-device-info.js","names":["isWebGL2","getDeviceInfo","gl","vendorMasked","getParameter","rendererMasked","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","version","gpu","identifyGPUVendor","gpuBackend","identifyGPUBackend","shadingLanguage","shadingLanguageVersion","type","exec"],"sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {DeviceInfo} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\n/** @returns strings identifying the GPU vendor and driver. */\nexport function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo {\n // \"Masked\" info is always available, but don't contain much useful information\n const vendorMasked = gl.getParameter(GL.VENDOR);\n const rendererMasked = gl.getParameter(GL.RENDERER);\n\n // If we are lucky, unmasked info is available\n // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_renderer_info/\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);\n const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);\n const vendor = vendorUnmasked || vendorMasked;\n const renderer = rendererUnmasked || rendererMasked;\n\n // Driver version\n const version = gl.getParameter(GL.VERSION) as string;\n\n // \"Sniff\" the GPU type and backend from the info. This works best if unmasked info is available.\n const gpu = identifyGPUVendor(vendor, renderer);\n const gpuBackend = identifyGPUBackend(vendor, renderer);\n\n // Determine GLSL version\n // For now, skip parsing of the long version string, just use context type below to deduce version\n // const version = gl.getParameter(GL.SHADING_LANGUAGE_VERSION) as string;\n // const shadingLanguageVersion = parseGLSLVersion(version);\n const shadingLanguage = 'glsl';\n const shadingLanguageVersion = isWebGL2(gl) ? 300 : 100\n\n return {\n type: isWebGL2(gl) ? 'webgl2' : 'webgl',\n gpu,\n gpuBackend,\n vendor,\n renderer,\n version,\n shadingLanguage,\n shadingLanguageVersion\n };\n}\n\n/** \"Sniff\" the GPU type from the info. This works best if unmasked info is available. */\nfunction identifyGPUVendor(vendor: string, renderer: string): 'nvidia' | 'intel' | 'apple' | 'amd' | 'software' | 'unknown' {\n if ((/NVIDIA/i.exec(vendor)) || (/NVIDIA/i.exec(renderer))) {\n return 'nvidia';\n }\n if ((/INTEL/i.exec(vendor)) || (/INTEL/i.exec(renderer))) {\n return 'intel';\n }\n if ((/Apple/i.exec(vendor)) || (/Apple/i.exec(renderer))) {\n return 'apple';\n }\n if (\n (/AMD/i.exec(vendor)) ||\n (/AMD/i.exec(renderer)) ||\n (/ATI/i.exec(vendor)) ||\n (/ATI/i.exec(renderer))\n ) {\n return 'amd';\n }\n if ((/SwiftShader/i.exec(vendor)) || (/SwiftShader/i.exec(renderer))) {\n return 'software';\n }\n \n return 'unknown';\n}\n\n/** \"Sniff\" the GPU backend from the info. This works best if unmasked info is available. */\nfunction identifyGPUBackend(vendor: string, renderer: string): 'angle' | 'metal' | 'unknown' {\n if ((/ANGLE/i.exec(vendor)) || (/ANGLE/i.exec(renderer))) {\n return 'angle';\n }\n if ((/Metal/i.exec(vendor)) || (/Metal/i.exec(renderer))) {\n return 'metal';\n }\n \n return 'unknown';\n}\n"],"mappings":"SAKQA,QAAQ;AAGhB,OAAO,SAASC,aAAaA,CAACC,EAAyB,EAAc;EAEnE,MAAMC,YAAY,GAAGD,EAAE,CAACE,YAAY,KAAU,CAAC;EAC/C,MAAMC,cAAc,GAAGH,EAAE,CAACE,YAAY,KAAY,CAAC;EAInD,MAAME,GAAG,GAAGJ,EAAE,CAACK,YAAY,CAAC,2BAA2B,CAAC;EACxD,MAAMC,cAAc,GAAGN,EAAE,CAACE,YAAY,CAACE,GAAG,GAAGA,GAAG,CAACG,qBAAqB,OAAY,CAAC;EACnF,MAAMC,gBAAgB,GAAGR,EAAE,CAACE,YAAY,CAACE,GAAG,GAAGA,GAAG,CAACK,uBAAuB,OAAc,CAAC;EACzF,MAAMC,MAAM,GAAGJ,cAAc,IAAIL,YAAY;EAC7C,MAAMU,QAAQ,GAAGH,gBAAgB,IAAIL,cAAc;EAGnD,MAAMS,OAAO,GAAGZ,EAAE,CAACE,YAAY,KAAW,CAAW;EAGrD,MAAMW,GAAG,GAAGC,iBAAiB,CAACJ,MAAM,EAAEC,QAAQ,CAAC;EAC/C,MAAMI,UAAU,GAAGC,kBAAkB,CAACN,MAAM,EAAEC,QAAQ,CAAC;EAMvD,MAAMM,eAAe,GAAG,MAAM;EAC9B,MAAMC,sBAAsB,GAAGpB,QAAQ,CAACE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG;EAEvD,OAAO;IACLmB,IAAI,EAAErB,QAAQ,CAACE,EAAE,CAAC,GAAG,QAAQ,GAAG,OAAO;IACvCa,GAAG;IACHE,UAAU;IACVL,MAAM;IACNC,QAAQ;IACRC,OAAO;IACPK,eAAe;IACfC;EACF,CAAC;AACH;AAGA,SAASJ,iBAAiBA,CAACJ,MAAc,EAAEC,QAAgB,EAAiE;EAC1H,IAAK,SAAS,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,SAAS,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IAC1D,OAAO,QAAQ;EACjB;EACA,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IACG,MAAM,CAACS,IAAI,CAACV,MAAM,CAAC,IACnB,MAAM,CAACU,IAAI,CAACT,QAAQ,CAAE,IACtB,MAAM,CAACS,IAAI,CAACV,MAAM,CAAE,IACpB,MAAM,CAACU,IAAI,CAACT,QAAQ,CAAE,EACvB;IACA,OAAO,KAAK;EACd;EACA,IAAK,cAAc,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,cAAc,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACpE,OAAO,UAAU;EACnB;EAEA,OAAO,SAAS;AAClB;AAGA,SAASK,kBAAkBA,CAACN,MAAc,EAAEC,QAAgB,EAAiC;EAC3F,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IAAK,QAAQ,CAACS,IAAI,CAACV,MAAM,CAAC,IAAM,QAAQ,CAACU,IAAI,CAACT,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EAEA,OAAO,SAAS;AAClB"}
@@ -1,34 +1,33 @@
1
- import { GL } from '@luma.gl/constants';
2
1
  export function isSamplerUniform(type) {
3
2
  return SAMPLER_TYPES.includes(type);
4
3
  }
5
- const SAMPLER_TYPES = [GL.SAMPLER_2D, GL.SAMPLER_CUBE, GL.SAMPLER_3D, GL.SAMPLER_2D_SHADOW, GL.SAMPLER_2D_ARRAY, GL.SAMPLER_2D_ARRAY_SHADOW, GL.SAMPLER_CUBE_SHADOW, GL.INT_SAMPLER_2D, GL.INT_SAMPLER_3D, GL.INT_SAMPLER_CUBE, GL.INT_SAMPLER_2D_ARRAY, GL.UNSIGNED_INT_SAMPLER_2D, GL.UNSIGNED_INT_SAMPLER_3D, GL.UNSIGNED_INT_SAMPLER_CUBE, GL.UNSIGNED_INT_SAMPLER_2D_ARRAY];
4
+ const SAMPLER_TYPES = [35678, 35680, 35679, 35682, 36289, 36292, 36293, 36298, 36299, 36300, 36303, 36306, 36307, 36308, 36311];
6
5
  const COMPOSITE_GL_TYPES = {
7
- [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],
8
- [GL.FLOAT_VEC2]: [GL.FLOAT, 2, 'vec2', 'vec2<f32>', 'float32x2'],
9
- [GL.FLOAT_VEC3]: [GL.FLOAT, 3, 'vec3', 'vec3<f32>', 'float32x3'],
10
- [GL.FLOAT_VEC4]: [GL.FLOAT, 4, 'vec4', 'vec4<f32>', 'float32x4'],
11
- [GL.INT]: [GL.INT, 1, 'int', 'i32', 'sint32'],
12
- [GL.INT_VEC2]: [GL.INT, 2, 'ivec2', 'vec2<i32>', 'sint32x2'],
13
- [GL.INT_VEC3]: [GL.INT, 3, 'ivec3', 'vec3<i32>', 'sint32x3'],
14
- [GL.INT_VEC4]: [GL.INT, 4, 'ivec4', 'vec4<i32>', 'sint32x4'],
15
- [GL.UNSIGNED_INT]: [GL.UNSIGNED_INT, 1, 'uint', 'u32', 'uint32'],
16
- [GL.UNSIGNED_INT_VEC2]: [GL.UNSIGNED_INT, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],
17
- [GL.UNSIGNED_INT_VEC3]: [GL.UNSIGNED_INT, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],
18
- [GL.UNSIGNED_INT_VEC4]: [GL.UNSIGNED_INT, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],
19
- [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32'],
20
- [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>', 'float32x2'],
21
- [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>', 'float32x3'],
22
- [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>', 'float32x4'],
23
- [GL.FLOAT_MAT2]: [GL.FLOAT, 8, 'mat2', 'mat2x2<f32>'],
24
- [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'],
25
- [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'],
26
- [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'],
27
- [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'],
28
- [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'],
29
- [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'],
30
- [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'],
31
- [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>']
6
+ [5126]: [5126, 1, 'float', 'f32', 'float32'],
7
+ [35664]: [5126, 2, 'vec2', 'vec2<f32>', 'float32x2'],
8
+ [35665]: [5126, 3, 'vec3', 'vec3<f32>', 'float32x3'],
9
+ [35666]: [5126, 4, 'vec4', 'vec4<f32>', 'float32x4'],
10
+ [5124]: [5124, 1, 'int', 'i32', 'sint32'],
11
+ [35667]: [5124, 2, 'ivec2', 'vec2<i32>', 'sint32x2'],
12
+ [35668]: [5124, 3, 'ivec3', 'vec3<i32>', 'sint32x3'],
13
+ [35669]: [5124, 4, 'ivec4', 'vec4<i32>', 'sint32x4'],
14
+ [5125]: [5125, 1, 'uint', 'u32', 'uint32'],
15
+ [36294]: [5125, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],
16
+ [36295]: [5125, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],
17
+ [36296]: [5125, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],
18
+ [35670]: [5126, 1, 'bool', 'f32', 'float32'],
19
+ [35671]: [5126, 2, 'bvec2', 'vec2<f32>', 'float32x2'],
20
+ [35672]: [5126, 3, 'bvec3', 'vec3<f32>', 'float32x3'],
21
+ [35673]: [5126, 4, 'bvec4', 'vec4<f32>', 'float32x4'],
22
+ [35674]: [5126, 8, 'mat2', 'mat2x2<f32>'],
23
+ [35685]: [5126, 8, 'mat2x3', 'mat2x3<f32>'],
24
+ [35686]: [5126, 8, 'mat2x4', 'mat2x4<f32>'],
25
+ [35687]: [5126, 12, 'mat3x2', 'mat3x2<f32>'],
26
+ [35675]: [5126, 12, 'mat3', 'mat3x3<f32>'],
27
+ [35688]: [5126, 12, 'mat3x4', 'mat3x4<f32>'],
28
+ [35689]: [5126, 16, 'mat4x2', 'mat4x2<f32>'],
29
+ [35690]: [5126, 16, 'mat4x3', 'mat4x3<f32>'],
30
+ [35676]: [5126, 16, 'mat4', 'mat4x4<f32>']
32
31
  };
33
32
  export function decodeGLUniformType(glUniformType) {
34
33
  const typeAndSize = COMPOSITE_GL_TYPES[glUniformType];
@@ -68,11 +67,11 @@ export function decomposeCompositeGLDataType(compositeGLDataType) {
68
67
  }
69
68
  export function getCompositeGLDataType(type, components) {
70
69
  switch (type) {
71
- case GL.BYTE:
72
- case GL.UNSIGNED_BYTE:
73
- case GL.SHORT:
74
- case GL.UNSIGNED_SHORT:
75
- type = GL.FLOAT;
70
+ case 5120:
71
+ case 5121:
72
+ case 5122:
73
+ case 5123:
74
+ type = 5126;
76
75
  break;
77
76
  default:
78
77
  }
@@ -1 +1 @@
1
- {"version":3,"file":"decode-webgl-types.js","names":["GL","isSamplerUniform","type","SAMPLER_TYPES","includes","SAMPLER_2D","SAMPLER_CUBE","SAMPLER_3D","SAMPLER_2D_SHADOW","SAMPLER_2D_ARRAY","SAMPLER_2D_ARRAY_SHADOW","SAMPLER_CUBE_SHADOW","INT_SAMPLER_2D","INT_SAMPLER_3D","INT_SAMPLER_CUBE","INT_SAMPLER_2D_ARRAY","UNSIGNED_INT_SAMPLER_2D","UNSIGNED_INT_SAMPLER_3D","UNSIGNED_INT_SAMPLER_CUBE","UNSIGNED_INT_SAMPLER_2D_ARRAY","COMPOSITE_GL_TYPES","FLOAT","FLOAT_VEC2","FLOAT_VEC3","FLOAT_VEC4","INT","INT_VEC2","INT_VEC3","INT_VEC4","UNSIGNED_INT","UNSIGNED_INT_VEC2","UNSIGNED_INT_VEC3","UNSIGNED_INT_VEC4","BOOL","BOOL_VEC2","BOOL_VEC3","BOOL_VEC4","FLOAT_MAT2","FLOAT_MAT2x3","FLOAT_MAT2x4","FLOAT_MAT3x2","FLOAT_MAT3","FLOAT_MAT3x4","FLOAT_MAT4x2","FLOAT_MAT4x3","FLOAT_MAT4","decodeGLUniformType","glUniformType","typeAndSize","Error","glType","components","format","decodeGLAttributeType","glAttributeType","shaderType","vertexFormat","attributeType","decomposeCompositeGLDataType","compositeGLDataType","getCompositeGLDataType","BYTE","UNSIGNED_BYTE","SHORT","UNSIGNED_SHORT","compType","compComponents","name","Number"],"sources":["../../../src/adapter/helpers/decode-webgl-types.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {ShaderUniformType, ShaderAttributeType, VertexFormat} from '@luma.gl/core';\nimport {GL, GLUniformType, GLSamplerType, GLCompositeType, GLDataType} from '@luma.gl/constants';\n\n/** Check is uniform is of sampler type */\nexport function isSamplerUniform(type: GLUniformType): boolean {\n return SAMPLER_TYPES.includes(type as GLSamplerType);\n}\n\nconst SAMPLER_TYPES: GLSamplerType[] = [\n GL.SAMPLER_2D,\n GL.SAMPLER_CUBE,\n GL.SAMPLER_3D,\n GL.SAMPLER_2D_SHADOW,\n GL.SAMPLER_2D_ARRAY,\n GL.SAMPLER_2D_ARRAY_SHADOW,\n GL.SAMPLER_CUBE_SHADOW,\n GL.INT_SAMPLER_2D,\n GL.INT_SAMPLER_3D,\n GL.INT_SAMPLER_CUBE,\n GL.INT_SAMPLER_2D_ARRAY,\n GL.UNSIGNED_INT_SAMPLER_2D,\n GL.UNSIGNED_INT_SAMPLER_3D,\n GL.UNSIGNED_INT_SAMPLER_CUBE,\n GL.UNSIGNED_INT_SAMPLER_2D_ARRAY\n];\n\n// Composite types table\nconst COMPOSITE_GL_TYPES: Record<\n GLCompositeType,\n [GLDataType, number, string, ShaderUniformType, VertexFormat?]\n> = {\n [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],\n [GL.FLOAT_VEC2]: [GL.FLOAT, 2, 'vec2', 'vec2<f32>', 'float32x2'],\n [GL.FLOAT_VEC3]: [GL.FLOAT, 3, 'vec3', 'vec3<f32>', 'float32x3'],\n [GL.FLOAT_VEC4]: [GL.FLOAT, 4, 'vec4', 'vec4<f32>', 'float32x4'],\n\n [GL.INT]: [GL.INT, 1, 'int', 'i32', 'sint32'],\n [GL.INT_VEC2]: [GL.INT, 2, 'ivec2', 'vec2<i32>', 'sint32x2'],\n [GL.INT_VEC3]: [GL.INT, 3, 'ivec3', 'vec3<i32>', 'sint32x3'],\n [GL.INT_VEC4]: [GL.INT, 4, 'ivec4', 'vec4<i32>', 'sint32x4'],\n\n [GL.UNSIGNED_INT]: [GL.UNSIGNED_INT, 1, 'uint', 'u32', 'uint32'],\n [GL.UNSIGNED_INT_VEC2]: [GL.UNSIGNED_INT, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],\n [GL.UNSIGNED_INT_VEC3]: [GL.UNSIGNED_INT, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],\n [GL.UNSIGNED_INT_VEC4]: [GL.UNSIGNED_INT, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],\n\n [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32'],\n [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>', 'float32x2'],\n [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>', 'float32x3'],\n [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>', 'float32x4'],\n\n // TODO - are sizes/components below correct?\n [GL.FLOAT_MAT2]: [GL.FLOAT, 8, 'mat2', 'mat2x2<f32>'], // 4\n [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'], // 6\n [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'], // 8\n\n [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'], // 6\n [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'], // 9\n [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'], // 12\n\n [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'], // 8\n [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'], // 12\n [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>'] // 16\n};\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLUniformType(\n glUniformType: GL\n): {format: ShaderUniformType; components: number; glType: GLDataType} {\n const typeAndSize = COMPOSITE_GL_TYPES[glUniformType];\n if (!typeAndSize) {\n throw new Error('uniform');\n }\n const [glType, components, , format] = typeAndSize;\n return {format, components, glType};\n}\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLAttributeType(glAttributeType: GL): {\n attributeType: ShaderAttributeType;\n vertexFormat: VertexFormat;\n components: number;\n // glType: GLDataType;\n} {\n const typeAndSize = COMPOSITE_GL_TYPES[glAttributeType];\n if (!typeAndSize) {\n throw new Error('attribute')\n }\n const [, components, , shaderType, vertexFormat] = typeAndSize;\n // TODO sanity - if (shaderType.startsWith('mat' ...))\n const attributeType = shaderType as unknown as ShaderAttributeType\n return {attributeType, vertexFormat, components}; // , glType};\n}\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decomposeCompositeGLDataType(\n 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1
+ {"version":3,"file":"decode-webgl-types.js","names":["isSamplerUniform","type","SAMPLER_TYPES","includes","COMPOSITE_GL_TYPES","decodeGLUniformType","glUniformType","typeAndSize","Error","glType","components","format","decodeGLAttributeType","glAttributeType","shaderType","vertexFormat","attributeType","decomposeCompositeGLDataType","compositeGLDataType","getCompositeGLDataType","compType","compComponents","name","Number"],"sources":["../../../src/adapter/helpers/decode-webgl-types.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {ShaderUniformType, ShaderAttributeType, VertexFormat} from '@luma.gl/core';\nimport {GL, GLUniformType, GLSamplerType, GLCompositeType, GLDataType} from '@luma.gl/constants';\n\n/** Check is uniform is of sampler type */\nexport function isSamplerUniform(type: GLUniformType): boolean {\n return SAMPLER_TYPES.includes(type as GLSamplerType);\n}\n\nconst SAMPLER_TYPES: GLSamplerType[] = [\n GL.SAMPLER_2D,\n GL.SAMPLER_CUBE,\n GL.SAMPLER_3D,\n GL.SAMPLER_2D_SHADOW,\n GL.SAMPLER_2D_ARRAY,\n GL.SAMPLER_2D_ARRAY_SHADOW,\n GL.SAMPLER_CUBE_SHADOW,\n GL.INT_SAMPLER_2D,\n GL.INT_SAMPLER_3D,\n GL.INT_SAMPLER_CUBE,\n GL.INT_SAMPLER_2D_ARRAY,\n GL.UNSIGNED_INT_SAMPLER_2D,\n GL.UNSIGNED_INT_SAMPLER_3D,\n GL.UNSIGNED_INT_SAMPLER_CUBE,\n GL.UNSIGNED_INT_SAMPLER_2D_ARRAY\n];\n\n// Composite types table\nconst COMPOSITE_GL_TYPES: Record<\n GLCompositeType,\n [GLDataType, number, string, ShaderUniformType, VertexFormat?]\n> = {\n [GL.FLOAT]: [GL.FLOAT, 1, 'float', 'f32', 'float32'],\n [GL.FLOAT_VEC2]: [GL.FLOAT, 2, 'vec2', 'vec2<f32>', 'float32x2'],\n [GL.FLOAT_VEC3]: [GL.FLOAT, 3, 'vec3', 'vec3<f32>', 'float32x3'],\n [GL.FLOAT_VEC4]: [GL.FLOAT, 4, 'vec4', 'vec4<f32>', 'float32x4'],\n\n [GL.INT]: [GL.INT, 1, 'int', 'i32', 'sint32'],\n [GL.INT_VEC2]: [GL.INT, 2, 'ivec2', 'vec2<i32>', 'sint32x2'],\n [GL.INT_VEC3]: [GL.INT, 3, 'ivec3', 'vec3<i32>', 'sint32x3'],\n [GL.INT_VEC4]: [GL.INT, 4, 'ivec4', 'vec4<i32>', 'sint32x4'],\n\n [GL.UNSIGNED_INT]: [GL.UNSIGNED_INT, 1, 'uint', 'u32', 'uint32'],\n [GL.UNSIGNED_INT_VEC2]: [GL.UNSIGNED_INT, 2, 'uvec2', 'vec2<u32>', 'uint32x2'],\n [GL.UNSIGNED_INT_VEC3]: [GL.UNSIGNED_INT, 3, 'uvec3', 'vec3<u32>', 'uint32x3'],\n [GL.UNSIGNED_INT_VEC4]: [GL.UNSIGNED_INT, 4, 'uvec4', 'vec4<u32>', 'uint32x4'],\n\n [GL.BOOL]: [GL.FLOAT, 1, 'bool', 'f32', 'float32'],\n [GL.BOOL_VEC2]: [GL.FLOAT, 2, 'bvec2', 'vec2<f32>', 'float32x2'],\n [GL.BOOL_VEC3]: [GL.FLOAT, 3, 'bvec3', 'vec3<f32>', 'float32x3'],\n [GL.BOOL_VEC4]: [GL.FLOAT, 4, 'bvec4', 'vec4<f32>', 'float32x4'],\n\n // TODO - are sizes/components below correct?\n [GL.FLOAT_MAT2]: [GL.FLOAT, 8, 'mat2', 'mat2x2<f32>'], // 4\n [GL.FLOAT_MAT2x3]: [GL.FLOAT, 8, 'mat2x3', 'mat2x3<f32>'], // 6\n [GL.FLOAT_MAT2x4]: [GL.FLOAT, 8, 'mat2x4', 'mat2x4<f32>'], // 8\n\n [GL.FLOAT_MAT3x2]: [GL.FLOAT, 12, 'mat3x2', 'mat3x2<f32>'], // 6\n [GL.FLOAT_MAT3]: [GL.FLOAT, 12, 'mat3', 'mat3x3<f32>'], // 9\n [GL.FLOAT_MAT3x4]: [GL.FLOAT, 12, 'mat3x4', 'mat3x4<f32>'], // 12\n\n [GL.FLOAT_MAT4x2]: [GL.FLOAT, 16, 'mat4x2', 'mat4x2<f32>'], // 8\n [GL.FLOAT_MAT4x3]: [GL.FLOAT, 16, 'mat4x3', 'mat4x3<f32>'], // 12\n [GL.FLOAT_MAT4]: [GL.FLOAT, 16, 'mat4', 'mat4x4<f32>'] // 16\n};\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLUniformType(\n glUniformType: GL\n): {format: ShaderUniformType; components: number; glType: GLDataType} {\n const typeAndSize = COMPOSITE_GL_TYPES[glUniformType];\n if (!typeAndSize) {\n throw new Error('uniform');\n }\n const [glType, components, , format] = typeAndSize;\n return {format, components, glType};\n}\n\n/** Decomposes a composite type (GL.VEC3) into a basic type (GL.FLOAT) and components (3) */\nexport function decodeGLAttributeType(glAttributeType: GL): {\n attributeType: ShaderAttributeType;\n vertexFormat: VertexFormat;\n components: number;\n // glType: GLDataType;\n} {\n const typeAndSize = COMPOSITE_GL_TYPES[glAttributeType];\n if (!typeAndSize) {\n throw new Error('attribute')\n }\n const [, components, , shaderType, vertexFormat] = typeAndSize;\n // TODO sanity - if (shaderType.startsWith('mat' ...))\n const attributeType = shaderType as unknown as ShaderAttributeType\n return {attributeType, vertexFormat, components}; // , glType};\n}\n\n/** Decomposes a composite type GL.VEC3 into a basic type (GL.FLOAT) and components (3) */\nexport function decomposeCompositeGLDataType(\n compositeGLDataType: GLCompositeType\n): {type: GLDataType; 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@@ -1,4 +1,3 @@
1
- import { GL } from '@luma.gl/constants';
2
1
  import { isWebGL2 } from "../../context/context/webgl-checks.js";
3
2
  import { Accessor } from "../../classic/accessor.js";
4
3
  import { decodeGLUniformType, decodeGLAttributeType, isSamplerUniform } from "./decode-webgl-types.js";
@@ -56,7 +55,7 @@ export function getShaderLayout(gl, program) {
56
55
  }
57
56
  function readAttributeDeclarations(gl, program) {
58
57
  const attributes = [];
59
- const count = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
58
+ const count = gl.getProgramParameter(program, 35721);
60
59
  for (let index = 0; index < count; index++) {
61
60
  const activeInfo = gl.getActiveAttrib(program, index);
62
61
  if (!activeInfo) {
@@ -89,7 +88,7 @@ function readVaryings(gl, program) {
89
88
  }
90
89
  const gl2 = gl;
91
90
  const varyings = [];
92
- const count = gl.getProgramParameter(program, GL.TRANSFORM_FEEDBACK_VARYINGS);
91
+ const count = gl.getProgramParameter(program, 35971);
93
92
  for (let location = 0; location < count; location++) {
94
93
  const activeInfo = gl2.getTransformFeedbackVarying(program, location);
95
94
  if (!activeInfo) {
@@ -120,7 +119,7 @@ function readVaryings(gl, program) {
120
119
  }
121
120
  function readUniformBindings(gl, program) {
122
121
  const uniforms = [];
123
- const uniformCount = gl.getProgramParameter(program, GL.ACTIVE_UNIFORMS);
122
+ const uniformCount = gl.getProgramParameter(program, 35718);
124
123
  for (let i = 0; i < uniformCount; i++) {
125
124
  const activeInfo = gl.getActiveUniform(program, i);
126
125
  if (!activeInfo) {
@@ -166,22 +165,22 @@ function readUniformBlocks(gl, program) {
166
165
  const gl2 = gl;
167
166
  const getBlockParameter = (blockIndex, pname) => gl2.getActiveUniformBlockParameter(program, blockIndex, pname);
168
167
  const uniformBlocks = [];
169
- const blockCount = gl2.getProgramParameter(program, GL.ACTIVE_UNIFORM_BLOCKS);
168
+ const blockCount = gl2.getProgramParameter(program, 35382);
170
169
  for (let blockIndex = 0; blockIndex < blockCount; blockIndex++) {
171
170
  const blockInfo = {
172
171
  name: gl2.getActiveUniformBlockName(program, blockIndex) || '',
173
- location: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_BINDING),
174
- byteLength: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_DATA_SIZE),
175
- vertex: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER),
176
- fragment: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER),
177
- uniformCount: getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORMS),
172
+ location: getBlockParameter(blockIndex, 35391),
173
+ byteLength: getBlockParameter(blockIndex, 35392),
174
+ vertex: getBlockParameter(blockIndex, 35396),
175
+ fragment: getBlockParameter(blockIndex, 35398),
176
+ uniformCount: getBlockParameter(blockIndex, 35394),
178
177
  uniforms: []
179
178
  };
180
- const uniformIndices = getBlockParameter(blockIndex, GL.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES) || [];
181
- const uniformType = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_TYPE);
182
- const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_SIZE);
183
- const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_OFFSET);
184
- const uniformStride = gl2.getActiveUniforms(program, uniformIndices, GL.UNIFORM_ARRAY_STRIDE);
179
+ const uniformIndices = getBlockParameter(blockIndex, 35395) || [];
180
+ const uniformType = gl2.getActiveUniforms(program, uniformIndices, 35383);
181
+ const uniformArrayLength = gl2.getActiveUniforms(program, uniformIndices, 35384);
182
+ const uniformOffset = gl2.getActiveUniforms(program, uniformIndices, 35387);
183
+ const uniformStride = gl2.getActiveUniforms(program, uniformIndices, 35388);
185
184
  for (let i = 0; i < blockInfo.uniformCount; ++i) {
186
185
  const activeInfo = gl2.getActiveUniform(program, uniformIndices[i]);
187
186
  if (!activeInfo) {
@@ -202,21 +201,21 @@ function readUniformBlocks(gl, program) {
202
201
  return uniformBlocks;
203
202
  }
204
203
  const SAMPLER_UNIFORMS_GL_TO_GPU = {
205
- [GL.SAMPLER_2D]: ['2d', 'float'],
206
- [GL.SAMPLER_CUBE]: ['cube', 'float'],
207
- [GL.SAMPLER_3D]: ['3d', 'float'],
208
- [GL.SAMPLER_2D_SHADOW]: ['3d', 'depth'],
209
- [GL.SAMPLER_2D_ARRAY]: ['2d-array', 'float'],
210
- [GL.SAMPLER_2D_ARRAY_SHADOW]: ['2d-array', 'depth'],
211
- [GL.SAMPLER_CUBE_SHADOW]: ['cube', 'float'],
212
- [GL.INT_SAMPLER_2D]: ['2d', 'sint'],
213
- [GL.INT_SAMPLER_3D]: ['3d', 'sint'],
214
- [GL.INT_SAMPLER_CUBE]: ['cube', 'sint'],
215
- [GL.INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint'],
216
- [GL.UNSIGNED_INT_SAMPLER_2D]: ['2d', 'uint'],
217
- [GL.UNSIGNED_INT_SAMPLER_3D]: ['3d', 'uint'],
218
- [GL.UNSIGNED_INT_SAMPLER_CUBE]: ['cube', 'uint'],
219
- [GL.UNSIGNED_INT_SAMPLER_2D_ARRAY]: ['2d-array', 'uint']
204
+ [35678]: ['2d', 'float'],
205
+ [35680]: ['cube', 'float'],
206
+ [35679]: ['3d', 'float'],
207
+ [35682]: ['3d', 'depth'],
208
+ [36289]: ['2d-array', 'float'],
209
+ [36292]: ['2d-array', 'depth'],
210
+ [36293]: ['cube', 'float'],
211
+ [36298]: ['2d', 'sint'],
212
+ [36299]: ['3d', 'sint'],
213
+ [36300]: ['cube', 'sint'],
214
+ [36303]: ['2d-array', 'uint'],
215
+ [36306]: ['2d', 'uint'],
216
+ [36307]: ['3d', 'uint'],
217
+ [36308]: ['cube', 'uint'],
218
+ [36311]: ['2d-array', 'uint']
220
219
  };
221
220
  function getSamplerInfo(type) {
222
221
  const sampler = SAMPLER_UNIFORMS_GL_TO_GPU[type];