@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 +1 @@
1
- {"version":3,"file":"webgl-texture.js","names":["isObjectEmpty","Texture","cast","log","assert","isPowerOfTwo","loadImage","GL","withGLParameters","convertTextureFormatToGL","getWebGLTextureParameters","getTextureFormatBytesPerPixel","convertSamplerParametersToWebGL","updateSamplerParametersForNPOT","WEBGLBuffer","WEBGLSampler","DEFAULT_WEBGL_TEXTURE_PROPS","parameters","pixelStore","pixels","border","dataFormat","undefined","textureUnit","target","WEBGLTexture","constructor","device","props","_this$props","format","MAX_ATTRIBUTES","gl","gl2","handle","sampler","glFormat","type","mipmaps","loaded","_video","createTexture","setSpectorMetadata","data","RGBA","getWebGLTextureTarget","Object","assign","initialize","seal","destroy","deleteTexture","removeStats","trackDeallocatedMemory","destroyed","toString","id","width","height","arguments","length","dimension","initializeCube","Promise","then","resolvedImageData","isVideo","HTMLVideoElement","readyState","HAVE_METADATA","addEventListener","compressed","depth","isWebGL2","_deduceParameters","Number","isFinite","activeTexture","TEXTURE0","bindTexture","isWebGL1","isNPOT","warn","setImageData","setSampler","_setSamplerParameters","generateMipmap","video","lastTime","HAVE_CURRENT_DATA","currentTime","setCubeMapImageData","samplerProps","resize","options","update","setSubImageData","params","setImageData3D","level","offset","dataType","_getDataType","texImage2D","assertWebGL2","bindBuffer","PIXEL_UNPACK_BUFFER","levelIndex","levelData","entries","compressedTexImage2D","byteLength","trackAllocatedMemory","bytesPerPixel","_ref","x","y","ndarray","shape","compressedTexSubImage2D","texSubImage2D","ArrayBuffer","isView","WebGLBuffer","copyFramebuffer","opts","error","getActiveUnit","getParameter","ACTIVE_TEXTURE","bind","unbind","_ref2","_deduceImageSize","size","ImageData","HTMLImageElement","naturalWidth","naturalHeight","HTMLCanvasElement","ImageBitmap","videoWidth","videoHeight","UNSIGNED_BYTE","imageDataMap","resolvedFaces","all","FACES","map","face","facePixels","Array","isArray","forEach","index","image","lodLevel","setImageDataForFace","imageData","webglTextureFormat","texImage3D","logParameters","pname","pvalue","param","value","TEXTURE_MIN_LOD","TEXTURE_MAX_LOD","texParameterf","texParameteri","_getWebGL1NPOTParameterOverride","npot","TEXTURE_MIN_FILTER","LINEAR","NEAREST","TEXTURE_WRAP_S","TEXTURE_WRAP_T","CLAMP_TO_EDGE","TEXTURE_CUBE_MAP_POSITIVE_X","TEXTURE_CUBE_MAP_NEGATIVE_X","TEXTURE_CUBE_MAP_POSITIVE_Y","TEXTURE_CUBE_MAP_NEGATIVE_Y","TEXTURE_CUBE_MAP_POSITIVE_Z","TEXTURE_CUBE_MAP_NEGATIVE_Z","TEXTURE_2D","TEXTURE_CUBE_MAP","TEXTURE_2D_ARRAY","TEXTURE_3D","Error"],"sources":["../../../src/adapter/resources/webgl-texture.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\n// Texture class.\n// @todo\n// - [ ] cube texture init params\n// - [ ] video (external) textures\n\nimport {\n Device,\n TextureProps,\n Sampler,\n SamplerProps,\n SamplerParameters,\n TypedArray,\n isObjectEmpty\n} from '@luma.gl/core';\nimport {Texture, cast, log, assert, isPowerOfTwo, loadImage} from '@luma.gl/core';\nimport {GL, GLSamplerParameters} from '@luma.gl/constants';\nimport {withGLParameters} from '../../context/state-tracker/with-parameters';\nimport {\n convertTextureFormatToGL,\n getWebGLTextureParameters,\n getTextureFormatBytesPerPixel\n} from '../converters/texture-formats';\nimport {\n convertSamplerParametersToWebGL,\n updateSamplerParametersForNPOT\n} from '../converters/sampler-parameters';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from './webgl-buffer';\nimport {WEBGLSampler} from './webgl-sampler';\n\nexport type WEBGLTextureProps = TextureProps & {\n /** @deprecated use props.sampler */\n parameters?: Record<number, number>;\n /** @deprecated use props.data */\n pixels?: any;\n /** @deprecated use props.format */\n dataFormat?: number | null;\n /** @deprecated rarely supported */\n border?: number;\n /** @deprecated WebGL only. */\n pixelStore?: object;\n /** @deprecated WebGL only. */\n textureUnit?: number;\n /** @deprecated WebGL only. Use dimension. */\n target?: number;\n};\n\nexport const DEFAULT_WEBGL_TEXTURE_PROPS = {\n // deprecated\n parameters: {},\n pixelStore: {},\n pixels: null,\n border: 0,\n dataFormat: undefined!,\n textureUnit: undefined!,\n target: undefined!,\n};\n\nexport type TextureSourceData = \n TypedArray |\n ImageData |\n HTMLImageElement |\n HTMLCanvasElement |\n ImageBitmap |\n HTMLVideoElement\n ;\n\ntype SetImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: GL;\n type?: any;\n offset?: number;\n data: any; // TextureSourceData;\n compressed?: boolean;\n parameters?: Record<GL, any>;\n /** @deprecated */\n pixels?: any;\n}\n\n/**\n * @param {*} pixels, data -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param x - xOffset from where texture to be updated\n * @param y - yOffset from where texture to be updated\n * @param width - width of the sub image to be updated\n * @param height - height of the sub image to be updated\n * @param level - mip level to be updated\n * @param {GLenum} format - internal format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer or ArrayBufferView\n * @param {GLenum} dataFormat - format of image data.\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\ntype SetSubImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n compressed?: boolean;\n x?: number;\n y?: number;\n /** @deprecated */\n pixels?: any;\n};\n\ntype SetImageData3DOptions = {\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n};\n\n\n// Polyfill\nexport class WEBGLTexture extends Texture<WEBGLTextureProps> {\n // TODO - remove?\n static FACES: number[] = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n ];\n\n readonly MAX_ATTRIBUTES: number;\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n /** Sampler object (currently unused) */\n sampler: WEBGLSampler = undefined;\n\n // data;\n\n glFormat: GL = undefined;\n type: GL = undefined;\n dataFormat: GL = undefined;\n mipmaps: boolean = undefined;\n\n /**\n * @note `target` cannot be modified by bind:\n * textures are special because when you first bind them to a target,\n * they get special information. When you first bind a texture as a\n * GL_TEXTURE_2D, you are saying that this texture is a 2D texture.\n * And it will always be a 2D texture; this state cannot be changed ever.\n * A texture that was first bound as a GL_TEXTURE_2D, must always be bound as a GL_TEXTURE_2D;\n * attempting to bind it as GL_TEXTURE_3D will give rise to a run-time error\n * */\n target: GL;\n textureUnit: number = undefined;\n\n /**\n * Program.draw() checks the loaded flag of all textures to avoid\n * Textures that are still loading from promises\n * Set to true as soon as texture has been initialized with valid data\n */\n loaded: boolean = false;\n _video: {\n video: HTMLVideoElement;\n parameters: any;\n lastTime: number;\n };\n\n constructor(device: Device, props: WEBGLTextureProps) {\n super(device, {...DEFAULT_WEBGL_TEXTURE_PROPS, format: 'rgba8unorm', ...props});\n\n this.device = cast<WebGLDevice>(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n this.device.setSpectorMetadata(this.handle, {...this.props, data: typeof this.props.data}); // {name: this.props.id};\n\n this.glFormat = GL.RGBA;\n this.target = getWebGLTextureTarget(this.props);\n\n // Program.draw() checks the loaded flag of all textures\n this.loaded = false;\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, {data: loadImage(this.props.data)});\n }\n\n this.initialize(this.props);\n\n Object.seal(this);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.gl.deleteTexture(this.handle);\n this.removeStats();\n this.trackDeallocatedMemory('Texture');\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n override toString(): string {\n return `Texture(${this.id},${this.width}x${this.height})`;\n }\n\n // eslint-disable-next-line max-statements\n initialize(props: WEBGLTextureProps = {}): this {\n // Cube textures\n if (this.props.dimension === 'cube') {\n return this.initializeCube(props);\n }\n\n let data = props.data;\n\n if (data instanceof Promise) {\n data.then((resolvedImageData) =>\n this.initialize(\n Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })\n )\n );\n return this;\n }\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n // @ts-expect-error\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n const {parameters = {} as Record<GL, any>} = props;\n\n const {\n pixels = null, pixelStore = {}, textureUnit = undefined} = props;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n // TODO - This looks backwards? Commenting out for now until we decide\n // which prop to use\n // log.deprecated('data', 'pixels')();\n data = pixels;\n }\n\n let {width, height, dataFormat, type, compressed = false, mipmaps = true} = props;\n const {depth = 0} = props;\n\n const glFormat = convertTextureFormatToGL(props.format, this.device.isWebGL2);\n\n // Deduce width and height\n ({width, height, compressed, dataFormat, type} = this._deduceParameters({\n format: props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n // Store opts for accessors\n this.width = width;\n this.height = height;\n // this.depth = depth;\n this.glFormat = glFormat;\n this.type = type;\n this.dataFormat = dataFormat;\n this.textureUnit = textureUnit;\n\n if (Number.isFinite(this.textureUnit)) {\n this.gl.activeTexture(GL.TEXTURE0 + this.textureUnit);\n this.gl.bindTexture(this.target, this.handle);\n }\n\n if (mipmaps && this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaps`)();\n mipmaps = false;\n }\n\n this.mipmaps = mipmaps;\n\n this.setImageData({\n data,\n width,\n height,\n depth,\n format: glFormat,\n type,\n dataFormat,\n // @ts-expect-error \n parameters: pixelStore,\n compressed\n });\n\n // Set texture sampler parameters\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n\n if (mipmaps) {\n this.generateMipmap();\n }\n\n if (isVideo) {\n this._video = {\n video: data as HTMLVideoElement,\n parameters,\n // @ts-expect-error\n lastTime: data.readyState >= HTMLVideoElement.HAVE_CURRENT_DATA ? data.currentTime : -1\n };\n }\n\n return this;\n }\n\n initializeCube(props?: WEBGLTextureProps): this {\n const {mipmaps = true, parameters = {} as Record<GL, any>} = props;\n\n // Store props for accessors\n // this.props = props;\n\n // @ts-expect-error\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n });\n return this;\n }\n\n setSampler(sampler: Sampler | SamplerProps = {}): this {\n let samplerProps: SamplerParameters;\n if (sampler instanceof WEBGLSampler) {\n this.sampler = sampler;\n samplerProps = sampler.props;\n } else {\n this.sampler = new WEBGLSampler(this.device, sampler);\n samplerProps = sampler as SamplerProps;\n }\n\n // TODO - technically, this is only needed in WebGL1. In WebGL2 we could always use the sampler.\n const parameters = convertSamplerParametersToWebGL(samplerProps);\n this._setSamplerParameters(parameters);\n return this;\n }\n\n /**\n * If size has changed, reinitializes with current format\n * @note note clears image and mipmaps\n */\n resize(options: {height: number, width: number, mipmaps?: boolean}): this {\n const {height, width, mipmaps = false} = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n format: this.format,\n type: this.type,\n dataFormat: this.dataFormat,\n mipmaps\n });\n }\n return this;\n }\n\n /** Update external texture (video frame) */\n update(): void {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n // Call to regenerate mipmaps after modifying texture(s)\n generateMipmap(params = {}): this {\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaping`)();\n return this;\n }\n\n this.mipmaps = true;\n\n this.gl.bindTexture(this.target, this.handle);\n withGLParameters(this.gl, params, () => {\n this.gl.generateMipmap(this.target);\n });\n this.gl.bindTexture(this.target, null);\n return this;\n }\n\n /*\n * Allocates storage\n * @param {*} pixels -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param width -\n * @param height -\n * @param mipMapLevel -\n * @param {GLenum} format - format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\n // eslint-disable-next-line max-statements, complexity\n setImageData(options: SetImageDataOptions) {\n if (this.props.dimension === '3d' || this.props.dimension === '2d-array') {\n return this.setImageData3D(options);\n }\n\n this.trackDeallocatedMemory('Texture');\n\n const {\n target = this.target,\n pixels = null,\n level = 0,\n glFormat = this.glFormat,\n offset = 0,\n parameters = {} as Record<GL, any>\n } = options;\n\n let {\n data = null,\n type = this.type,\n width = this.width,\n height = this.height,\n dataFormat = this.dataFormat,\n compressed = false\n } = options;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n const {gl} = this;\n gl.bindTexture(this.target, this.handle);\n\n let dataType = null;\n ({data, dataType} = this._getDataType({data, compressed}));\n\n let gl2;\n\n withGLParameters(this.gl, parameters, () => {\n switch (dataType) {\n case 'null':\n gl.texImage2D(target, level, glFormat, width, height, 0 /* border*/, dataFormat, type, data);\n break;\n case 'typed-array':\n // Looks like this assert is not necessary, as offset is ignored under WebGL1\n // assert((offset === 0 || this.device.isWebGL2), 'offset supported in WebGL2 only');\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0, // border (must be 0)\n dataFormat,\n type,\n data,\n // @ts-expect-error\n offset\n );\n break;\n case 'buffer':\n // WebGL2 enables creating textures directly from a WebGL buffer\n gl2 = this.device.assertWebGL2();\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle || data);\n gl2.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n offset\n );\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n break;\n case 'browser-object':\n if (this.device.isWebGL2) {\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\n } else {\n gl.texImage2D(target, level, glFormat, dataFormat, type, data);\n }\n break;\n case 'compressed':\n for (const [levelIndex, levelData] of data.entries()) {\n gl.compressedTexImage2D(\n target,\n levelIndex,\n levelData.format,\n levelData.width,\n levelData.height,\n 0 /* border, must be 0 */,\n levelData.data\n );\n }\n\n break;\n default:\n assert(false, 'Unknown image data type');\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n /**\n * Redefines an area of an existing texture\n * Note: does not allocate storage\n * Redefines an area of an existing texture\n */\n setSubImageData({\n target = this.target,\n pixels = null,\n data = null,\n x = 0,\n y = 0,\n width = this.width,\n height = this.height,\n level = 0,\n glFormat = this.glFormat,\n type = this.type,\n dataFormat = this.dataFormat,\n compressed = false,\n offset = 0,\n parameters = {} as Record<GL, any>\n }: SetSubImageDataOptions) {\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n assert(this.depth === 1, 'texSubImage not supported 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&& data instanceof WebGLBuffer) {\n // WebGL2 allows us to create texture directly from a WebGL buffer\n const gl2 = this.device.assertWebGL2();\n // This texImage2D signature uses currently bound GL.PIXEL_UNPACK_BUFFER\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data);\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, offset);\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n } else if (this.device.isWebGL2) {\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n const gl2 = this.device.assertWebGL2();\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data);\n } else {\n this.gl.texSubImage2D(target, level, x, y, dataFormat, type, data);\n }\n });\n\n this.gl.bindTexture(this.target, null);\n }\n\n /**\n * Defines a two-dimensional texture image or cube-map texture image with\n * pixels from the current framebuffer (rather than from client memory).\n * (gl.copyTexImage2D wrapper)\n *\n * Note that binding a texture into a Framebuffer's color buffer and\n * rendering can be faster.\n */\n copyFramebuffer(opts = {}) {\n log.error(\n 'Texture.copyFramebuffer({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n getActiveUnit(): number {\n return this.gl.getParameter(GL.ACTIVE_TEXTURE) - GL.TEXTURE0;\n }\n\n bind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, this.handle);\n return textureUnit;\n }\n\n unbind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, null);\n return textureUnit;\n }\n\n // PRIVATE METHODS\n\n _getDataType({data, compressed = false}) {\n if (compressed) {\n return {data, dataType: 'compressed'};\n }\n if (data === null) {\n return {data, dataType: 'null'};\n }\n if (ArrayBuffer.isView(data)) {\n return {data, dataType: 'typed-array'};\n }\n if (data instanceof WEBGLBuffer) {\n return {data: data.handle, dataType: 'buffer'};\n }\n // Raw WebGL handle (not a luma wrapper)\n if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n return {data, dataType: 'buffer'};\n }\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n return {data, dataType: 'browser-object'};\n }\n\n // HELPER METHODS\n\n _deduceParameters(opts: WEBGLTextureProps) {\n const {format, data} = opts;\n let {width, height, dataFormat, type, compressed} = opts;\n\n // Deduce format and type from format\n const parameters = getWebGLTextureParameters(format, this.device.isWebGL2);\n dataFormat = dataFormat || parameters.dataFormat;\n type = type || parameters.type;\n compressed = compressed || parameters.compressed;\n\n ({width, height} = this._deduceImageSize(data, width, height));\n\n return {dataFormat, type, compressed, width, height, format, data};\n }\n\n // eslint-disable-next-line complexity\n _deduceImageSize(data, width, height): {width: number; height: number} {\n let size;\n\n if (typeof ImageData !== 'undefined' && data instanceof ImageData) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLImageElement !== 'undefined' && data instanceof HTMLImageElement) {\n size = {width: data.naturalWidth, height: data.naturalHeight};\n } else if (typeof HTMLCanvasElement !== 'undefined' && data instanceof HTMLCanvasElement) {\n size = {width: data.width, height: data.height};\n } else if (typeof ImageBitmap !== 'undefined' && data instanceof ImageBitmap) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement) {\n size = {width: data.videoWidth, height: data.videoHeight};\n } else if (!data) {\n size = {width: width >= 0 ? width : 1, height: height >= 0 ? height : 1};\n } else {\n size = {width, height};\n }\n\n assert(size, 'Could not deduced texture size');\n assert(\n width === undefined || size.width === width,\n 'Deduced texture width does not match supplied width'\n );\n assert(\n height === undefined || size.height === height,\n 'Deduced texture height does not match supplied height'\n );\n\n return size;\n }\n\n // CUBE MAP METHODS\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData(options: {\n width: any;\n height: any;\n pixels: any;\n data: any;\n format?: any;\n type?: any;\n }): Promise<void> {\n const {gl} = this;\n\n const {width, height, pixels, data, format = GL.RGBA, type = GL.UNSIGNED_BYTE} = options;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n WEBGLTexture.FACES.map((face) => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n WEBGLTexture.FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.props.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, 0 /* border*/, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n /** @todo update this method to accept LODs */\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then((resolvedImageData) =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, 0 /* border*/, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n\n /** Image 3D copies from Typed Array or WebGLBuffer */\n setImageData3D(options: 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(data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * this.depth * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n // RESOURCE METHODS\n\n /**\n * Sets sampler parameters on texture\n * @note: Applies NPOT workaround if appropriate\n */\n _setSamplerParameters(parameters: GLSamplerParameters): void {\n // Work around WebGL1 sampling restrictions on NPOT textures\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n parameters = updateSamplerParametersForNPOT(parameters);\n }\n\n // NPOT parameters may populate an empty object\n if (isObjectEmpty(parameters)) {\n return;\n }\n\n logParameters(parameters);\n\n this.gl.bindTexture(this.target, this.handle);\n for (const [pname, pvalue] of Object.entries(parameters)) {\n const param = Number(pname);\n const value = pvalue;\n\n // Apparently there are integer/float conversion issues requires two parameter setting functions in JavaScript.\n // For now, pick the float version for parameters specified as GLfloat.\n switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.gl.texParameterf(this.target, param, value);\n break;\n\n default:\n this.gl.texParameteri(this.target, param, value);\n break;\n }\n }\n this.gl.bindTexture(this.target, null);\n return;\n }\n\n /** @deprecated For LegacyTexture subclass */\n protected _getWebGL1NPOTParameterOverride(pname: number, value: number): number {\n // NOTE: Apply NPOT workaround\n const npot = this.device.isWebGL1 && isNPOT(this.width, this.height);\n if (npot) {\n switch (pname) {\n case GL.TEXTURE_MIN_FILTER:\n if (value !== GL.LINEAR && value !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n return GL.LINEAR;\n }\n break;\n case GL.TEXTURE_WRAP_S:\n case 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Use dimension. */\n target?: number;\n};\n\nexport const DEFAULT_WEBGL_TEXTURE_PROPS = {\n // deprecated\n parameters: {},\n pixelStore: {},\n pixels: null,\n border: 0,\n dataFormat: undefined!,\n textureUnit: undefined!,\n target: undefined!,\n};\n\nexport type TextureSourceData = \n TypedArray |\n ImageData |\n HTMLImageElement |\n HTMLCanvasElement |\n ImageBitmap |\n HTMLVideoElement\n ;\n\ntype SetImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: GL;\n type?: any;\n offset?: number;\n data: any; // TextureSourceData;\n compressed?: boolean;\n parameters?: Record<GL, any>;\n /** @deprecated */\n pixels?: any;\n}\n\n/**\n * @param {*} pixels, data -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param x - xOffset from where texture to be updated\n * @param y - yOffset from where texture to be updated\n * @param width - width of the sub image to be updated\n * @param height - height of the sub image to be updated\n * @param level - mip level to be updated\n * @param {GLenum} format - internal format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer or ArrayBufferView\n * @param {GLenum} dataFormat - format of image data.\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\ntype SetSubImageDataOptions = {\n target?: number;\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n glFormat?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n compressed?: boolean;\n x?: number;\n y?: number;\n /** @deprecated */\n pixels?: any;\n};\n\ntype SetImageData3DOptions = {\n level?: number;\n dataFormat?: any;\n width?: number;\n height?: number;\n depth?: number;\n format?: any;\n type?: any;\n offset?: number;\n data: any;\n parameters?: Record<GL, any>;\n};\n\n\n// Polyfill\nexport class WEBGLTexture extends Texture<WEBGLTextureProps> {\n // TODO - remove?\n static FACES: number[] = [\n GL.TEXTURE_CUBE_MAP_POSITIVE_X,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_X,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Y,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Y,\n GL.TEXTURE_CUBE_MAP_POSITIVE_Z,\n GL.TEXTURE_CUBE_MAP_NEGATIVE_Z\n ];\n\n readonly MAX_ATTRIBUTES: number;\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLTexture;\n\n /** Sampler object (currently unused) */\n sampler: WEBGLSampler = undefined;\n\n // data;\n\n glFormat: GL = undefined;\n type: GL = undefined;\n dataFormat: GL = undefined;\n mipmaps: boolean = undefined;\n\n /**\n * @note `target` cannot be modified by bind:\n * textures are special because when you first bind them to a target,\n * they get special information. When you first bind a texture as a\n * GL_TEXTURE_2D, you are saying that this texture is a 2D texture.\n * And it will always be a 2D texture; this state cannot be changed ever.\n * A texture that was first bound as a GL_TEXTURE_2D, must always be bound as a GL_TEXTURE_2D;\n * attempting to bind it as GL_TEXTURE_3D will give rise to a run-time error\n * */\n target: GL;\n textureUnit: number = undefined;\n\n /**\n * Program.draw() checks the loaded flag of all textures to avoid\n * Textures that are still loading from promises\n * Set to true as soon as texture has been initialized with valid data\n */\n loaded: boolean = false;\n _video: {\n video: HTMLVideoElement;\n parameters: any;\n lastTime: number;\n };\n\n constructor(device: Device, props: WEBGLTextureProps) {\n super(device, {...DEFAULT_WEBGL_TEXTURE_PROPS, format: 'rgba8unorm', ...props});\n\n this.device = cast<WebGLDevice>(device);\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n this.handle = this.props.handle || this.gl.createTexture();\n this.device.setSpectorMetadata(this.handle, {...this.props, data: typeof this.props.data}); // {name: this.props.id};\n\n this.glFormat = GL.RGBA;\n this.target = getWebGLTextureTarget(this.props);\n\n // Program.draw() checks the loaded flag of all textures\n this.loaded = false;\n\n // Signature: new Texture2D(gl, {data: url})\n if (typeof this.props?.data === 'string') {\n Object.assign(this.props, {data: loadImage(this.props.data)});\n }\n\n this.initialize(this.props);\n\n Object.seal(this);\n }\n\n override destroy(): void {\n if (this.handle) {\n this.gl.deleteTexture(this.handle);\n this.removeStats();\n this.trackDeallocatedMemory('Texture');\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n override toString(): string {\n return `Texture(${this.id},${this.width}x${this.height})`;\n }\n\n // eslint-disable-next-line max-statements\n initialize(props: WEBGLTextureProps = {}): this {\n // Cube textures\n if (this.props.dimension === 'cube') {\n return this.initializeCube(props);\n }\n\n let data = props.data;\n\n if (data instanceof Promise) {\n data.then((resolvedImageData) =>\n this.initialize(\n Object.assign({}, props, {\n pixels: resolvedImageData,\n data: resolvedImageData\n })\n )\n );\n return this;\n }\n\n const isVideo = typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement;\n // @ts-expect-error\n if (isVideo && data.readyState < HTMLVideoElement.HAVE_METADATA) {\n this._video = null; // Declare member before the object is sealed\n // @ts-expect-error\n data.addEventListener('loadeddata', () => this.initialize(props));\n return this;\n }\n\n const {parameters = {} as Record<GL, any>} = props;\n\n const {\n pixels = null, pixelStore = {}, textureUnit = undefined} = props;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n // TODO - This looks backwards? Commenting out for now until we decide\n // which prop to use\n // log.deprecated('data', 'pixels')();\n data = pixels;\n }\n\n let {width, height, dataFormat, type, compressed = false, mipmaps = true} = props;\n const {depth = 0} = props;\n\n const glFormat = convertTextureFormatToGL(props.format, this.device.isWebGL2);\n\n // Deduce width and height\n ({width, height, compressed, dataFormat, type} = this._deduceParameters({\n format: props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n // Store opts for accessors\n this.width = width;\n this.height = height;\n // this.depth = depth;\n this.glFormat = glFormat;\n this.type = type;\n this.dataFormat = dataFormat;\n this.textureUnit = textureUnit;\n\n if (Number.isFinite(this.textureUnit)) {\n this.gl.activeTexture(GL.TEXTURE0 + this.textureUnit);\n this.gl.bindTexture(this.target, this.handle);\n }\n\n if (mipmaps && this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaps`)();\n mipmaps = false;\n }\n\n this.mipmaps = mipmaps;\n\n this.setImageData({\n data,\n width,\n height,\n depth,\n format: glFormat,\n type,\n dataFormat,\n // @ts-expect-error \n parameters: pixelStore,\n compressed\n });\n\n // Set texture sampler parameters\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n\n if (mipmaps) {\n this.generateMipmap();\n }\n\n if (isVideo) {\n this._video = {\n video: data as HTMLVideoElement,\n parameters,\n // @ts-expect-error\n lastTime: data.readyState >= HTMLVideoElement.HAVE_CURRENT_DATA ? data.currentTime : -1\n };\n }\n\n return this;\n }\n\n initializeCube(props?: WEBGLTextureProps): this {\n const {mipmaps = true, parameters = {} as Record<GL, any>} = props;\n\n // Store props for accessors\n // this.props = props;\n\n // @ts-expect-error\n this.setCubeMapImageData(props).then(() => {\n this.loaded = true;\n\n // TODO - should genMipmap() be called on the cubemap or on the faces?\n // TODO - without generateMipmap() cube textures do not work at all!!! Why?\n if (mipmaps) {\n this.generateMipmap(props);\n }\n\n this.setSampler(props.sampler);\n this._setSamplerParameters(parameters);\n });\n return this;\n }\n\n setSampler(sampler: Sampler | SamplerProps = {}): this {\n let samplerProps: SamplerParameters;\n if (sampler instanceof WEBGLSampler) {\n this.sampler = sampler;\n samplerProps = sampler.props;\n } else {\n this.sampler = new WEBGLSampler(this.device, sampler);\n samplerProps = sampler as SamplerProps;\n }\n\n // TODO - technically, this is only needed in WebGL1. In WebGL2 we could always use the sampler.\n const parameters = convertSamplerParametersToWebGL(samplerProps);\n this._setSamplerParameters(parameters);\n return this;\n }\n\n /**\n * If size has changed, reinitializes with current format\n * @note note clears image and mipmaps\n */\n resize(options: {height: number, width: number, mipmaps?: boolean}): this {\n const {height, width, mipmaps = false} = options;\n if (width !== this.width || height !== this.height) {\n return this.initialize({\n width,\n height,\n format: this.format,\n type: this.type,\n dataFormat: this.dataFormat,\n mipmaps\n });\n }\n return this;\n }\n\n /** Update external texture (video frame) */\n update(): void {\n if (this._video) {\n const {video, parameters, lastTime} = this._video;\n // @ts-expect-error\n if (lastTime === video.currentTime || video.readyState < HTMLVideoElement.HAVE_CURRENT_DATA) {\n return;\n }\n this.setSubImageData({\n data: video,\n parameters\n });\n if (this.mipmaps) {\n this.generateMipmap();\n }\n this._video.lastTime = video.currentTime;\n }\n }\n\n // Call to regenerate mipmaps after modifying texture(s)\n generateMipmap(params = {}): this {\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n log.warn(`texture: ${this} is Non-Power-Of-Two, disabling mipmaping`)();\n return this;\n }\n\n this.mipmaps = true;\n\n this.gl.bindTexture(this.target, this.handle);\n withGLParameters(this.gl, params, () => {\n this.gl.generateMipmap(this.target);\n });\n this.gl.bindTexture(this.target, null);\n return this;\n }\n\n /*\n * Allocates storage\n * @param {*} pixels -\n * null - create empty texture of specified format\n * Typed array - init from image data in typed array\n * Buffer|WebGLBuffer - (WEBGL2) init from image data in WebGLBuffer\n * HTMLImageElement|Image - Inits with content of image. Auto width/height\n * HTMLCanvasElement - Inits with contents of canvas. Auto width/height\n * HTMLVideoElement - Creates video texture. Auto width/height\n *\n * @param width -\n * @param height -\n * @param mipMapLevel -\n * @param {GLenum} format - format of image data.\n * @param {GLenum} type\n * - format of array (autodetect from type) or\n * - (WEBGL2) format of buffer\n * @param {Number} offset - (WEBGL2) offset from start of buffer\n * @parameters - temporary settings to be applied, can be used to supply pixel store settings.\n */\n // eslint-disable-next-line max-statements, complexity\n setImageData(options: SetImageDataOptions) {\n if (this.props.dimension === '3d' || this.props.dimension === '2d-array') {\n return this.setImageData3D(options);\n }\n\n this.trackDeallocatedMemory('Texture');\n\n const {\n target = this.target,\n pixels = null,\n level = 0,\n glFormat = this.glFormat,\n offset = 0,\n parameters = {} as Record<GL, any>\n } = options;\n\n let {\n data = null,\n type = this.type,\n width = this.width,\n height = this.height,\n dataFormat = this.dataFormat,\n compressed = false\n } = options;\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n const {gl} = this;\n gl.bindTexture(this.target, this.handle);\n\n let dataType = null;\n ({data, dataType} = this._getDataType({data, compressed}));\n\n let gl2;\n\n withGLParameters(this.gl, parameters, () => {\n switch (dataType) {\n case 'null':\n gl.texImage2D(target, level, glFormat, width, height, 0 /* border*/, dataFormat, type, data);\n break;\n case 'typed-array':\n // Looks like this assert is not necessary, as offset is ignored under WebGL1\n // assert((offset === 0 || this.device.isWebGL2), 'offset supported in WebGL2 only');\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0, // border (must be 0)\n dataFormat,\n type,\n data,\n // @ts-expect-error\n offset\n );\n break;\n case 'buffer':\n // WebGL2 enables creating textures directly from a WebGL buffer\n gl2 = this.device.assertWebGL2();\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle || data);\n gl2.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n offset\n );\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n break;\n case 'browser-object':\n if (this.device.isWebGL2) {\n gl.texImage2D(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\n } else {\n gl.texImage2D(target, level, glFormat, dataFormat, type, data);\n }\n break;\n case 'compressed':\n for (const [levelIndex, levelData] of data.entries()) {\n gl.compressedTexImage2D(\n target,\n levelIndex,\n levelData.format,\n levelData.width,\n levelData.height,\n 0 /* border, must be 0 */,\n levelData.data\n );\n }\n\n break;\n default:\n assert(false, 'Unknown image data type');\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n /**\n * Redefines an area of an existing texture\n * Note: does not allocate storage\n * Redefines an area of an existing texture\n */\n setSubImageData({\n target = this.target,\n pixels = null,\n data = null,\n x = 0,\n y = 0,\n width = this.width,\n height = this.height,\n level = 0,\n glFormat = this.glFormat,\n type = this.type,\n dataFormat = this.dataFormat,\n compressed = false,\n offset = 0,\n parameters = {} as Record<GL, any>\n }: SetSubImageDataOptions) {\n ({type, dataFormat, compressed, width, height} = this._deduceParameters({\n format: this.props.format,\n type,\n dataFormat,\n compressed,\n data,\n width,\n height\n }));\n\n assert(this.depth === 1, 'texSubImage not supported for 3D textures');\n\n // pixels variable is for API compatibility purpose\n if (!data) {\n data = pixels;\n }\n\n // Support ndarrays\n if (data && data.data) {\n const ndarray = data;\n data = ndarray.data;\n width = ndarray.shape[0];\n height = ndarray.shape[1];\n }\n\n // Support buffers\n if (data instanceof WEBGLBuffer) {\n data = data.handle;\n }\n\n this.gl.bindTexture(this.target, this.handle);\n\n withGLParameters(this.gl, parameters, () => {\n // TODO - x,y parameters\n if (compressed) {\n this.gl.compressedTexSubImage2D(target, level, x, y, width, height, glFormat, data);\n } else if (data === null) {\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, null);\n } else if (ArrayBuffer.isView(data)) {\n // const gl2 = this.device.assertWebGL2();\n // @ts-expect-error last offset parameter is ignored under WebGL1\n this.gl.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data, offset);\n } else if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n // WebGL2 allows us to create texture directly from a WebGL buffer\n const gl2 = this.device.assertWebGL2();\n // This texImage2D signature uses currently bound GL.PIXEL_UNPACK_BUFFER\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data);\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, offset);\n gl2.bindBuffer(GL.PIXEL_UNPACK_BUFFER, null);\n } else if (this.device.isWebGL2) {\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n const gl2 = this.device.assertWebGL2();\n gl2.texSubImage2D(target, level, x, y, width, height, dataFormat, type, data);\n } else {\n this.gl.texSubImage2D(target, level, x, y, dataFormat, type, data);\n }\n });\n\n this.gl.bindTexture(this.target, null);\n }\n\n /**\n * Defines a two-dimensional texture image or cube-map texture image with\n * pixels from the current framebuffer (rather than from client memory).\n * (gl.copyTexImage2D wrapper)\n *\n * Note that binding a texture into a Framebuffer's color buffer and\n * rendering can be faster.\n */\n copyFramebuffer(opts = {}) {\n log.error(\n 'Texture.copyFramebuffer({...}) is no logner supported, use copyToTexture(source, target, opts})'\n )();\n return null;\n }\n\n getActiveUnit(): number {\n return this.gl.getParameter(GL.ACTIVE_TEXTURE) - GL.TEXTURE0;\n }\n\n bind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, this.handle);\n return textureUnit;\n }\n\n unbind(textureUnit = this.textureUnit) {\n const {gl} = this;\n\n if (textureUnit !== undefined) {\n this.textureUnit = textureUnit;\n gl.activeTexture(gl.TEXTURE0 + textureUnit);\n }\n\n gl.bindTexture(this.target, null);\n return textureUnit;\n }\n\n // PRIVATE METHODS\n\n _getDataType({data, compressed = false}) {\n if (compressed) {\n return {data, dataType: 'compressed'};\n }\n if (data === null) {\n return {data, dataType: 'null'};\n }\n if (ArrayBuffer.isView(data)) {\n return {data, dataType: 'typed-array'};\n }\n if (data instanceof WEBGLBuffer) {\n return {data: data.handle, dataType: 'buffer'};\n }\n // Raw WebGL handle (not a luma wrapper)\n if (typeof WebGLBuffer !== 'undefined' && data instanceof WebGLBuffer) {\n return {data, dataType: 'buffer'};\n }\n // Assume data is a browser supported object (ImageData, Canvas, ...)\n return {data, dataType: 'browser-object'};\n }\n\n // HELPER METHODS\n\n _deduceParameters(opts: WEBGLTextureProps) {\n const {format, data} = opts;\n let {width, height, dataFormat, type, compressed} = opts;\n\n // Deduce format and type from format\n const parameters = getWebGLTextureParameters(format, this.device.isWebGL2);\n dataFormat = dataFormat || parameters.dataFormat;\n type = type || parameters.type;\n compressed = compressed || parameters.compressed;\n\n ({width, height} = this._deduceImageSize(data, width, height));\n\n return {dataFormat, type, compressed, width, height, format, data};\n }\n\n // eslint-disable-next-line complexity\n _deduceImageSize(data, width, height): {width: number; height: number} {\n let size;\n\n if (typeof ImageData !== 'undefined' && data instanceof ImageData) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLImageElement !== 'undefined' && data instanceof HTMLImageElement) {\n size = {width: data.naturalWidth, height: data.naturalHeight};\n } else if (typeof HTMLCanvasElement !== 'undefined' && data instanceof HTMLCanvasElement) {\n size = {width: data.width, height: data.height};\n } else if (typeof ImageBitmap !== 'undefined' && data instanceof ImageBitmap) {\n size = {width: data.width, height: data.height};\n } else if (typeof HTMLVideoElement !== 'undefined' && data instanceof HTMLVideoElement) {\n size = {width: data.videoWidth, height: data.videoHeight};\n } else if (!data) {\n size = {width: width >= 0 ? width : 1, height: height >= 0 ? height : 1};\n } else {\n size = {width, height};\n }\n\n assert(size, 'Could not deduced texture size');\n assert(\n width === undefined || size.width === width,\n 'Deduced texture width does not match supplied width'\n );\n assert(\n height === undefined || size.height === height,\n 'Deduced texture height does not match supplied height'\n );\n\n return size;\n }\n\n // CUBE MAP METHODS\n\n /* eslint-disable max-statements, max-len */\n async setCubeMapImageData(options: {\n width: any;\n height: any;\n pixels: any;\n data: any;\n format?: any;\n type?: any;\n }): Promise<void> {\n const {gl} = this;\n\n const {width, height, pixels, data, format = GL.RGBA, type = GL.UNSIGNED_BYTE} = options;\n const imageDataMap = pixels || data;\n\n // pixel data (imageDataMap) is an Object from Face to Image or Promise.\n // For example:\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : Image-or-Promise,\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : Image-or-Promise,\n // ... }\n // To provide multiple level-of-details (LODs) this can be Face to Array\n // of Image or Promise, like this\n // {\n // GL.TEXTURE_CUBE_MAP_POSITIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // GL.TEXTURE_CUBE_MAP_NEGATIVE_X : [Image-or-Promise-LOD-0, Image-or-Promise-LOD-1],\n // ... }\n\n const resolvedFaces = await Promise.all(\n WEBGLTexture.FACES.map((face) => {\n const facePixels = imageDataMap[face];\n return Promise.all(Array.isArray(facePixels) ? facePixels : [facePixels]);\n })\n );\n\n this.bind();\n\n WEBGLTexture.FACES.forEach((face, index) => {\n if (resolvedFaces[index].length > 1 && this.props.mipmaps !== false) {\n // If the user provides multiple LODs, then automatic mipmap\n // generation generateMipmap() should be disabled to avoid overwritting them.\n log.warn(`${this.id} has mipmap and multiple LODs.`)();\n }\n resolvedFaces[index].forEach((image, lodLevel) => {\n // TODO: adjust width & height for LOD!\n if (width && height) {\n gl.texImage2D(face, lodLevel, format, width, height, 0 /* border*/, format, type, image);\n } else {\n gl.texImage2D(face, lodLevel, format, format, type, image);\n }\n });\n });\n\n this.unbind();\n }\n\n /** @todo update this method to accept LODs */\n setImageDataForFace(options) {\n const {\n face,\n width,\n height,\n pixels,\n data,\n format = GL.RGBA,\n type = GL.UNSIGNED_BYTE\n // generateMipmap = false // TODO\n } = options;\n\n const {gl} = this;\n\n const imageData = pixels || data;\n\n this.bind();\n if (imageData instanceof Promise) {\n imageData.then((resolvedImageData) =>\n this.setImageDataForFace(\n Object.assign({}, options, {\n face,\n data: resolvedImageData,\n pixels: resolvedImageData\n })\n )\n );\n } else if (this.width || this.height) {\n gl.texImage2D(face, 0, format, width, height, 0 /* border*/, format, type, imageData);\n } else {\n gl.texImage2D(face, 0, format, format, type, imageData);\n }\n\n return this;\n }\n\n /** Image 3D copies from Typed Array or WebGLBuffer */\n setImageData3D(options: SetImageData3DOptions) {\n const {\n level = 0,\n dataFormat,\n format,\n type, // = GL.UNSIGNED_BYTE,\n width,\n height,\n depth = 1,\n offset = 0,\n data,\n parameters = {}\n } = options;\n\n this.trackDeallocatedMemory('Texture');\n\n this.gl.bindTexture(this.target, this.handle);\n\n const webglTextureFormat = getWebGLTextureParameters(format, this.device.isWebGL2);\n\n withGLParameters(this.gl, parameters, () => {\n if (ArrayBuffer.isView(data)) {\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n webglTextureFormat.format,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n webglTextureFormat.dataFormat,\n webglTextureFormat.type, // dataType: getWebGL,\n data\n );\n }\n\n if (data instanceof WEBGLBuffer) {\n this.gl.bindBuffer(GL.PIXEL_UNPACK_BUFFER, data.handle);\n // @ts-expect-error\n this.gl.texImage3D(\n this.target,\n level,\n dataFormat,\n width,\n height,\n depth,\n 0 /* border, must be 0 */,\n format,\n type,\n offset\n );\n }\n });\n\n if (data && data.byteLength) {\n this.trackAllocatedMemory(data.byteLength, 'Texture');\n } else {\n const bytesPerPixel = getTextureFormatBytesPerPixel(this.props.format, this.device.isWebGL2);\n this.trackAllocatedMemory(this.width * this.height * this.depth * bytesPerPixel, 'Texture');\n }\n\n this.loaded = true;\n\n return this;\n }\n\n // RESOURCE METHODS\n\n /**\n * Sets sampler parameters on texture\n * @note: Applies NPOT workaround if appropriate\n */\n _setSamplerParameters(parameters: GLSamplerParameters): void {\n // Work around WebGL1 sampling restrictions on NPOT textures\n if (this.device.isWebGL1 && isNPOT(this.width, this.height)) {\n parameters = updateSamplerParametersForNPOT(parameters);\n }\n\n // NPOT parameters may populate an empty object\n if (isObjectEmpty(parameters)) {\n return;\n }\n\n logParameters(parameters);\n\n this.gl.bindTexture(this.target, this.handle);\n for (const [pname, pvalue] of Object.entries(parameters)) {\n const param = Number(pname);\n const value = pvalue;\n\n // Apparently there are integer/float conversion issues requires two parameter setting functions in JavaScript.\n // For now, pick the float version for parameters specified as GLfloat.\n switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.gl.texParameterf(this.target, param, value);\n break;\n\n default:\n this.gl.texParameteri(this.target, param, value);\n break;\n }\n }\n this.gl.bindTexture(this.target, null);\n return;\n }\n\n /** @deprecated For LegacyTexture subclass */\n protected _getWebGL1NPOTParameterOverride(pname: number, value: number): number {\n // NOTE: Apply NPOT workaround\n const npot = this.device.isWebGL1 && isNPOT(this.width, this.height);\n if (npot) {\n switch (pname) {\n case GL.TEXTURE_MIN_FILTER:\n if (value !== GL.LINEAR && value !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n return GL.LINEAR;\n }\n break;\n case GL.TEXTURE_WRAP_S:\n case GL.TEXTURE_WRAP_T:\n // if (value !== GL.CLAMP_TO_EDGE) { log.warn(`texture: ${this} is Non-Power-Of-Two, ${getKey(this.gl, pname)} to CLAMP_TO_EDGE`)(); }\n return GL.CLAMP_TO_EDGE;\n default:\n break;\n }\n }\n return value;\n }\n}\n\n// HELPERS\n\nfunction getWebGLTextureTarget(props: TextureProps) {\n switch (props.dimension) {\n // supported in WebGL\n case '2d':\n return GL.TEXTURE_2D;\n case 'cube':\n return GL.TEXTURE_CUBE_MAP;\n // supported in WebGL2\n case '2d-array':\n return GL.TEXTURE_2D_ARRAY;\n case '3d':\n return GL.TEXTURE_3D;\n // not supported in any WebGL version\n case '1d':\n case 'cube-array':\n default:\n throw new Error(props.dimension);\n }\n}\n\nfunction isNPOT(width: number, height: number): boolean {\n // Width and height not available, avoid classifying as NPOT texture\n if (!width || !height) {\n return false;\n }\n return !isPowerOfTwo(width) || !isPowerOfTwo(height);\n}\n\nfunction logParameters(parameters: Record<number, GL | number>) {\n log.log(1, 'texture sampler parameters', 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@@ -1,5 +1,4 @@
1
1
  import { log, TransformFeedback } from '@luma.gl/core';
2
- import { GL } from '@luma.gl/constants';
3
2
  import { WEBGLBuffer } from "../../index.js";
4
3
  import { getGLPrimitive } from "../helpers/webgl-topology-utils.js";
5
4
  export class WEBGLTransformFeedback extends TransformFeedback {
@@ -29,7 +28,7 @@ export class WEBGLTransformFeedback extends TransformFeedback {
29
28
  }
30
29
  begin() {
31
30
  let topology = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 'point-list';
32
- this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);
31
+ this.gl2.bindTransformFeedback(36386, this.handle);
33
32
  if (this.bindOnUse) {
34
33
  this._bindBuffers();
35
34
  }
@@ -40,7 +39,7 @@ export class WEBGLTransformFeedback extends TransformFeedback {
40
39
  if (!this.bindOnUse) {
41
40
  this._unbindBuffers();
42
41
  }
43
- this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, null);
42
+ this.gl2.bindTransformFeedback(36386, null);
44
43
  }
45
44
  setBuffers(buffers) {
46
45
  this.buffers = {};
@@ -82,16 +81,16 @@ export class WEBGLTransformFeedback extends TransformFeedback {
82
81
  bind() {
83
82
  let funcOrHandle = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : this.handle;
84
83
  if (typeof funcOrHandle !== 'function') {
85
- this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, funcOrHandle);
84
+ this.gl2.bindTransformFeedback(36386, funcOrHandle);
86
85
  return this;
87
86
  }
88
87
  let value;
89
88
  if (!this._bound) {
90
- this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);
89
+ this.gl2.bindTransformFeedback(36386, this.handle);
91
90
  this._bound = true;
92
91
  value = funcOrHandle();
93
92
  this._bound = false;
94
- this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, null);
93
+ this.gl2.bindTransformFeedback(36386, null);
95
94
  } else {
96
95
  value = funcOrHandle();
97
96
  }
@@ -142,7 +141,7 @@ export class WEBGLTransformFeedback extends TransformFeedback {
142
141
  }
143
142
  _unbindBuffers() {
144
143
  for (const bufferIndex in this.buffers) {
145
- this.gl2.bindBufferBase(GL.TRANSFORM_FEEDBACK_BUFFER, Number(bufferIndex), null);
144
+ this.gl2.bindBufferBase(35982, Number(bufferIndex), null);
146
145
  }
147
146
  }
148
147
  _bindBuffer(index, buffer) {
@@ -150,9 +149,9 @@ export class WEBGLTransformFeedback extends TransformFeedback {
150
149
  let byteLength = arguments.length > 3 ? arguments[3] : undefined;
151
150
  const handle = buffer && buffer.handle;
152
151
  if (!handle || byteLength === undefined) {
153
- this.gl2.bindBufferBase(GL.TRANSFORM_FEEDBACK_BUFFER, index, handle);
152
+ this.gl2.bindBufferBase(35982, index, handle);
154
153
  } else {
155
- this.gl2.bindBufferRange(GL.TRANSFORM_FEEDBACK_BUFFER, index, handle, byteOffset, byteLength);
154
+ this.gl2.bindBufferRange(35982, index, handle, byteOffset, byteLength);
156
155
  }
157
156
  }
158
157
  }
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-transform-feedback.js","names":["log","TransformFeedback","GL","WEBGLBuffer","getGLPrimitive","WEBGLTransformFeedback","constructor","device","props","gl2","handle","layout","buffers","unusedBuffers","bindOnUse","_bound","assertWebGL2","createTransformFeedback","setBuffers","Object","seal","destroy","deleteTransformFeedback","begin","topology","arguments","length","undefined","bindTransformFeedback","TRANSFORM_FEEDBACK","_bindBuffers","beginTransformFeedback","end","endTransformFeedback","_unbindBuffers","bind","bufferName","setBuffer","locationOrName","bufferOrRange","location","_getVaryingIndex","buffer","byteLength","byteOffset","_getBufferRange","warn","id","_bindBuffer","getBuffer","isIndex","funcOrHandle","value","unbind","Number","varying","varyings","name","bufferIndex","bindBufferBase","TRANSFORM_FEEDBACK_BUFFER","index","bindBufferRange","isInteger","test"],"sources":["../../../src/adapter/resources/webgl-transform-feedback.ts"],"sourcesContent":["import type {PrimitiveTopology, ShaderLayout, TransformFeedbackProps} from '@luma.gl/core';\nimport {log, TransformFeedback, Buffer, BufferRange} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from '../..';\nimport {getGLPrimitive} from '../helpers/webgl-topology-utils';\n\nexport class WEBGLTransformFeedback extends TransformFeedback {\n readonly device: WebGLDevice;\n readonly gl2: WebGL2RenderingContext;\n readonly handle: WebGLTransformFeedback;\n\n /**\n * NOTE: The Model already has this information while drawing, but\n * TransformFeedback currently needs it internally, to look up\n * varying information outside of a draw() call.\n */\n readonly layout: ShaderLayout;\n buffers: Record<string, BufferRange> = {};\n unusedBuffers: Record<string, Buffer> = {};\n /**\n * Allows us to avoid a Chrome bug where a buffer that is already bound to a\n * different target cannot be bound to 'TRANSFORM_FEEDBACK_BUFFER' target.\n * This a major workaround, see: https://github.com/KhronosGroup/WebGL/issues/2346\n */\n bindOnUse = true;\n private _bound: boolean = false;\n\n constructor(device: WebGLDevice, props: TransformFeedbackProps) {\n super(device, props);\n\n device.assertWebGL2();\n this.device = device;\n this.gl2 = device.gl2;\n this.handle = this.props.handle || this.gl2.createTransformFeedback();\n this.layout = this.props.layout;\n\n if (props.buffers) {\n this.setBuffers(props.buffers);\n }\n\n Object.seal(this);\n }\n\n override destroy(): void {\n this.gl2.deleteTransformFeedback(this.handle);\n super.destroy();\n }\n\n begin(topology: PrimitiveTopology = 'point-list'): void {\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);\n if (this.bindOnUse) {\n this._bindBuffers();\n }\n this.gl2.beginTransformFeedback(getGLPrimitive(topology));\n }\n\n end(): void {\n this.gl2.endTransformFeedback();\n if (!this.bindOnUse) {\n this._unbindBuffers();\n }\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, null);\n }\n\n // SUBCLASS\n\n setBuffers(buffers: Record<string, Buffer | BufferRange>): void {\n this.buffers = {};\n this.unusedBuffers = {};\n\n this.bind(() => {\n for (const bufferName in buffers) {\n this.setBuffer(bufferName, buffers[bufferName]);\n }\n });\n }\n\n setBuffer(locationOrName: string | number, bufferOrRange: Buffer | BufferRange): void {\n const location = this._getVaryingIndex(locationOrName);\n const {buffer, byteLength, byteOffset} = this._getBufferRange(bufferOrRange);\n\n if (location < 0) {\n this.unusedBuffers[locationOrName] = buffer;\n log.warn(`${this.id} unusedBuffers varying buffer ${locationOrName}`)();\n return;\n }\n\n this.buffers[location] = {buffer, byteLength, byteOffset};\n\n // Need to avoid chrome bug where buffer that is already bound to a different target\n // cannot be bound to 'TRANSFORM_FEEDBACK_BUFFER' target.\n if (!this.bindOnUse) {\n this._bindBuffer(location, buffer, byteOffset, byteLength);\n }\n }\n\n getBuffer(locationOrName: string | number): Buffer | BufferRange | null {\n if (isIndex(locationOrName)) {\n return this.buffers[locationOrName] || null;\n }\n const location = this._getVaryingIndex(locationOrName);\n return location >= 0 ? this.buffers[location] : null;\n }\n\n bind(funcOrHandle = this.handle) {\n if (typeof funcOrHandle !== 'function') {\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, funcOrHandle);\n return this;\n }\n\n let value: unknown;\n\n if (!this._bound) {\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);\n this._bound = true;\n value = funcOrHandle();\n this._bound = false;\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, null);\n } else {\n value = funcOrHandle();\n }\n\n return value;\n }\n\n unbind() {\n this.bind(null);\n }\n\n // PRIVATE METHODS\n\n /** Extract offsets for bindBufferRange */\n protected _getBufferRange(\n bufferOrRange: Buffer | {buffer: Buffer; byteOffset?: number; byteLength?: number}\n ): Required<BufferRange> {\n if (bufferOrRange instanceof WEBGLBuffer) {\n return {buffer: bufferOrRange, byteOffset: 0, byteLength: bufferOrRange.byteLength};\n }\n\n // To use bindBufferRange either offset or size must be specified.\n // @ts-expect-error Must be a BufferRange.\n const {buffer, byteOffset = 0, byteLength = bufferOrRange.buffer.byteLength} = bufferOrRange;\n return {buffer, byteOffset, byteLength};\n }\n\n protected _getVaryingIndex(locationOrName: string | number): number {\n if (isIndex(locationOrName)) {\n return Number(locationOrName);\n }\n\n for (const varying of this.layout.varyings) {\n if (locationOrName === varying.name) {\n return varying.location;\n }\n }\n\n return -1;\n }\n\n /**\n * Need to avoid chrome bug where buffer that is already bound to a different target\n * cannot be bound to 'TRANSFORM_FEEDBACK_BUFFER' target.\n */\n protected _bindBuffers(): void {\n for (const bufferIndex in this.buffers) {\n const {buffer, byteLength, 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TransformFeedbackProps} from '@luma.gl/core';\nimport {log, TransformFeedback, Buffer, BufferRange} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from '../..';\nimport {getGLPrimitive} from '../helpers/webgl-topology-utils';\n\nexport class WEBGLTransformFeedback extends TransformFeedback {\n readonly device: WebGLDevice;\n readonly gl2: WebGL2RenderingContext;\n readonly handle: WebGLTransformFeedback;\n\n /**\n * NOTE: The Model already has this information while drawing, but\n * TransformFeedback currently needs it internally, to look up\n * varying information outside of a draw() call.\n */\n readonly layout: ShaderLayout;\n buffers: Record<string, BufferRange> = {};\n unusedBuffers: Record<string, Buffer> = {};\n /**\n * Allows us to avoid a Chrome bug where a buffer that is already bound to a\n * different target cannot be bound to 'TRANSFORM_FEEDBACK_BUFFER' target.\n * This a major workaround, see: https://github.com/KhronosGroup/WebGL/issues/2346\n */\n bindOnUse = true;\n private _bound: boolean = false;\n\n constructor(device: WebGLDevice, props: TransformFeedbackProps) {\n super(device, props);\n\n device.assertWebGL2();\n this.device = device;\n this.gl2 = device.gl2;\n this.handle = this.props.handle || this.gl2.createTransformFeedback();\n this.layout = this.props.layout;\n\n if (props.buffers) {\n this.setBuffers(props.buffers);\n }\n\n Object.seal(this);\n }\n\n override destroy(): void {\n this.gl2.deleteTransformFeedback(this.handle);\n super.destroy();\n }\n\n begin(topology: PrimitiveTopology = 'point-list'): void {\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);\n if (this.bindOnUse) {\n this._bindBuffers();\n }\n this.gl2.beginTransformFeedback(getGLPrimitive(topology));\n }\n\n end(): void {\n this.gl2.endTransformFeedback();\n if (!this.bindOnUse) {\n this._unbindBuffers();\n }\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, 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@@ -15,8 +15,8 @@ export declare class WEBGLVertexArray extends VertexArray {
15
15
  constructor(device: WebGLDevice, props?: VertexArrayProps);
16
16
  destroy(): void;
17
17
  /**
18
- // Set (bind) an elements buffer, for indexed rendering.
19
- // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported
18
+ // Set (bind/unbind) an elements buffer, for indexed rendering.
19
+ // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER or null. Constants not supported
20
20
  *
21
21
  * @param elementBuffer
22
22
  */
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-vertex-array.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-vertex-array.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAE,UAAU,EAAc,MAAM,eAAe,CAAC;AAC7F,OAAO,EAAC,WAAW,EAA6B,MAAM,eAAe,CAAC;AACtE,OAAO,EAAC,EAAE,EAAC,MAAM,oBAAoB,CAAC;AAGtC,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAO5C,gCAAgC;AAChC,qBAAa,gBAAiB,SAAQ,WAAW;IAC/C,IAAa,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,MAAM,CAE1C;IAED,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,sBAAsB,CAAC;IAExC,kCAAkC;IAClC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,WAAW,CAAQ;IAE3B,6EAA6E;IAC7E,MAAM,CAAC,gCAAgC,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;gBAKpD,MAAM,EAAE,WAAW,EAAE,KAAK,CAAC,EAAE,gBAAgB;IAMhD,OAAO,IAAI,IAAI;IAexB;;;;;OAKG;IACH,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI;IAehD,gGAAgG;IAChG,SAAS,CAAC,QAAQ,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM,GAAG,IAAI;IA8B1D,2FAA2F;IAClF,WAAW,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAK/D,IAAI,UAAS;IAEJ,gBAAgB,IAAI,IAAI;IAYxB,iBAAiB,IAAI,IAAI;IAUlC;;;;;OAKG;IACH,SAAS,CAAC,wBAAwB,IAAI,IAAI;IAU1C;;;OAGG;IAeH,gCAAgC;IAChC,SAAS,CAAC,YAAY,CAAC,QAAQ,EAAE,MAAM;;;;;;;;;IAsBvC;;;;;OAKG;IACH,SAAS,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,UAAO,GAAG,IAAI;IAiBxD;;;;;OAKG;IACH,iBAAiB,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,GAAG,MAAM;CA8BnE"}
1
+ {"version":3,"file":"webgl-vertex-array.d.ts","sourceRoot":"","sources":["../../../src/adapter/resources/webgl-vertex-array.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,EAAC,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAE,UAAU,EAAc,MAAM,eAAe,CAAC;AAC7F,OAAO,EAAC,WAAW,EAA6B,MAAM,eAAe,CAAC;AACtE,OAAO,EAAC,EAAE,EAAC,MAAM,oBAAoB,CAAC;AAGtC,OAAO,EAAC,WAAW,EAAC,MAAM,iBAAiB,CAAC;AAO5C,gCAAgC;AAChC,qBAAa,gBAAiB,SAAQ,WAAW;IAC/C,IAAa,CAAC,MAAM,CAAC,WAAW,CAAC,IAAI,MAAM,CAE1C;IAED,QAAQ,CAAC,MAAM,EAAE,WAAW,CAAC;IAC7B,QAAQ,CAAC,MAAM,EAAE,sBAAsB,CAAC;IAExC,kCAAkC;IAClC,OAAO,CAAC,MAAM,CAA4B;IAC1C,OAAO,CAAC,WAAW,CAAQ;IAE3B,6EAA6E;IAC7E,MAAM,CAAC,gCAAgC,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;gBAKpD,MAAM,EAAE,WAAW,EAAE,KAAK,CAAC,EAAE,gBAAgB;IAMhD,OAAO,IAAI,IAAI;IAexB;;;;;OAKG;IACH,cAAc,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI,GAAG,IAAI;IAgBhD,gGAAgG;IAChG,SAAS,CAAC,QAAQ,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM,GAAG,IAAI;IA8B1D,2FAA2F;IAClF,WAAW,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAK/D,IAAI,UAAS;IAEJ,gBAAgB,IAAI,IAAI;IAYxB,iBAAiB,IAAI,IAAI;IAUlC;;;;;OAKG;IACH,SAAS,CAAC,wBAAwB,IAAI,IAAI;IAU1C;;;OAGG;IAeH,gCAAgC;IAChC,SAAS,CAAC,YAAY,CAAC,QAAQ,EAAE,MAAM;;;;;;;;;IAsBvC;;;;;OAKG;IACH,SAAS,CAAC,OAAO,CAAC,QAAQ,EAAE,MAAM,EAAE,MAAM,UAAO,GAAG,IAAI;IAiBxD;;;;;OAKG;IACH,iBAAiB,CAAC,YAAY,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,GAAG,MAAM;CA8BnE"}
@@ -1,6 +1,5 @@
1
1
  let _Symbol$toStringTag;
2
2
  import { VertexArray, getScratchArray, fillArray } from '@luma.gl/core';
3
- import { GL } from '@luma.gl/constants';
4
3
  import { getBrowser } from '@probe.gl/env';
5
4
  import { getGLFromVertexType } from "../converters/vertex-formats.js";
6
5
  _Symbol$toStringTag = Symbol.toStringTag;
@@ -34,16 +33,16 @@ export class WEBGLVertexArray extends VertexArray {
34
33
  }
35
34
  setIndexBuffer(indexBuffer) {
36
35
  const buffer = indexBuffer;
37
- if ((buffer === null || buffer === void 0 ? void 0 : buffer.glTarget) !== GL.ELEMENT_ARRAY_BUFFER) {
36
+ if (buffer && buffer.glTarget !== 34963) {
38
37
  throw new Error('Use .setBuffer()');
39
38
  }
40
39
  this.device.gl2.bindVertexArray(this.handle);
41
- this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, buffer ? buffer.handle : null);
40
+ this.device.gl2.bindBuffer(34963, buffer ? buffer.handle : null);
42
41
  this.indexBuffer = buffer;
43
42
  }
44
43
  setBuffer(location, attributeBuffer) {
45
44
  const buffer = attributeBuffer;
46
- if (buffer.glTarget === GL.ELEMENT_ARRAY_BUFFER) {
45
+ if (buffer.glTarget === 34963) {
47
46
  throw new Error('Use .setIndexBuffer()');
48
47
  }
49
48
  const {
@@ -56,7 +55,7 @@ export class WEBGLVertexArray extends VertexArray {
56
55
  divisor
57
56
  } = this._getAccessor(location);
58
57
  this.device.gl2.bindVertexArray(this.handle);
59
- this.device.gl.bindBuffer(GL.ARRAY_BUFFER, buffer.handle);
58
+ this.device.gl.bindBuffer(34962, buffer.handle);
60
59
  if (integer) {
61
60
  this.device.assertWebGL2();
62
61
  this.device.gl2.vertexAttribIPointer(location, size, type, stride, offset);
@@ -75,7 +74,7 @@ export class WEBGLVertexArray extends VertexArray {
75
74
  this.device.gl2.bindVertexArray(this.handle);
76
75
  if (!this.init) {
77
76
  const webglBuffer = this.indexBuffer;
78
- this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, (webglBuffer === null || webglBuffer === void 0 ? void 0 : webglBuffer.handle) || null);
77
+ this.device.gl2.bindBuffer(34963, (webglBuffer === null || webglBuffer === void 0 ? void 0 : webglBuffer.handle) || null);
79
78
  this.init = true;
80
79
  }
81
80
  this._applyConstantAttributes();
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-vertex-array.js","names":["VertexArray","getScratchArray","fillArray","GL","getBrowser","getGLFromVertexType","_Symbol$toStringTag","Symbol","toStringTag","WEBGLVertexArray","isConstantAttributeZeroSupported","device","info","type","constructor","props","handle","buffer","bufferValue","init","gl2","createVertexArray","destroy","_this$buffer","deleteVertexArray","undefined","setIndexBuffer","indexBuffer","glTarget","ELEMENT_ARRAY_BUFFER","Error","bindVertexArray","bindBuffer","setBuffer","location","attributeBuffer","size","stride","offset","normalized","integer","divisor","_getAccessor","gl","ARRAY_BUFFER","assertWebGL2","vertexAttribIPointer","vertexAttribPointer","enableVertexAttribArray","vertexAttribDivisor","attributes","setConstant","value","_enable","bindBeforeRender","webglBuffer","_applyConstantAttributes","unbindAfterRender","maxVertexAttributes","constant","ArrayBuffer","isView","setConstantAttribute","attributeInfo","attributeInfos","glType","bufferDataType","bufferComponents","byteStride","byteOffset","stepMode","enable","arguments","length","canDisableAttributeZero","canDisableAttribute","Number","disableVertexAttribArray","getConstantBuffer","elementCount","constantValue","normalizeConstantArrayValue","byteLength","updateNeeded","createBuffer","compareConstantArrayValues","typedArray","target","source","start","count","write","arrayValue","Array","isArray","Float32Array","v1","v2","i"],"sources":["../../../src/adapter/resources/webgl-vertex-array.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {Device, Buffer, VertexArrayProps, TypedArray, NumberArray} from '@luma.gl/core';\nimport {VertexArray, getScratchArray, fillArray} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getBrowser} from '@probe.gl/env';\n\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from '../resources/webgl-buffer';\n\nimport {getGLFromVertexType} from '../converters/vertex-formats';\n// import {AccessorObject} from '../..';\n// import {getGLFromVertexType} from '../converters/vertex-formats';\n\n/** VertexArrayObject wrapper */\nexport class WEBGLVertexArray extends VertexArray {\n override get [Symbol.toStringTag](): string {\n return 'VertexArray';\n }\n\n readonly device: WebGLDevice;\n readonly handle: WebGLVertexArrayObject;\n\n /** Attribute 0 buffer constant */\n private buffer: WEBGLBuffer | null = null;\n private bufferValue = null;\n\n /** * Attribute 0 can not be disable on most desktop OpenGL based browsers */\n static isConstantAttributeZeroSupported(device: Device): boolean {\n return device.info.type === 'webgl2' || getBrowser() === 'Chrome';\n }\n\n // Create a VertexArray\n constructor(device: WebGLDevice, props?: VertexArrayProps) {\n super(device, props);\n this.device = device;\n this.handle = this.device.gl2.createVertexArray();\n }\n\n override destroy(): void {\n super.destroy();\n if (this.buffer) {\n this.buffer?.destroy();\n }\n if (this.handle) {\n this.device.gl2.deleteVertexArray(this.handle);\n // @ts-expect-error read-only/undefined\n this.handle = undefined!;\n }\n\n // Auto-delete elements?\n // return [this.elements];\n }\n\n /**\n // Set (bind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER. Constants not supported\n * \n * @param elementBuffer \n */\n setIndexBuffer(indexBuffer: Buffer | null): void {\n const buffer = indexBuffer as WEBGLBuffer;\n if (buffer?.glTarget !== GL.ELEMENT_ARRAY_BUFFER) {\n throw new Error('Use .setBuffer()');\n }\n // In WebGL The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject\n this.device.gl2.bindVertexArray(this.handle);\n // TODO - this initial binding does not seem to take effect? see bindBeforeRender()\n this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, buffer ? buffer.handle : null);\n // log.log(1, 'VertexArray.setIndexBuffer', indexBuffer)();\n // log.log(1, `Binding vertex array ${this.id}`, buffer?.id)();\n\n this.indexBuffer = buffer;\n }\n\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location: number, attributeBuffer: Buffer): void {\n const buffer = attributeBuffer as WEBGLBuffer;\n // Sanity check target\n if (buffer.glTarget === GL.ELEMENT_ARRAY_BUFFER) {\n throw new Error('Use .setIndexBuffer()');\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = this._getAccessor(location);\n\n this.device.gl2.bindVertexArray(this.handle);\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n this.device.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 this.device.gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n this.device.gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n\n // Mark as non-constant\n this.device.gl.enableVertexAttribArray(location);\n // Set the step mode 0=vertex, 1=instance\n this.device.gl2.vertexAttribDivisor(location, divisor || 0);\n\n this.attributes[location] = buffer;\n }\n\n /** Set a location in vertex attributes array to a constant value, disables the location */\n override setConstant(location: number, value: TypedArray): void {\n this._enable(location, false);\n this.attributes[location] = value;\n }\n\n init = false;\n\n override bindBeforeRender(): void {\n this.device.gl2.bindVertexArray(this.handle);\n // TODO - the initial bind does not seem to take effect.\n if (!this.init) {\n // log.log(1, `Binding vertex array ${this.id}`, this.indexBuffer?.id)();\n const webglBuffer = this.indexBuffer as WEBGLBuffer;\n this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, webglBuffer?.handle || null);\n this.init = true;\n }\n this._applyConstantAttributes();\n }\n\n override unbindAfterRender(): void {\n // log.log(1, `Unbinding vertex array ${this.id}`)();\n // TODO technically this is not necessary, but we might be interfacing\n // with code that does not use vertex array objects\n this.device.gl2.bindVertexArray(null);\n // this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null);\n }\n\n // Internal methods\n\n /**\n * Constant attributes need to be reset before every draw call\n * Any attribute that is disabled in the current vertex array object\n * is read from the context's global constant value for that attribute location.\n * @note Constant attributes are only supported in WebGL, not in WebGPU\n */\n protected _applyConstantAttributes(): void {\n for (let location = 0; 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