@luma.gl/webgl 9.0.0-alpha.5 → 9.0.0-alpha.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (208) hide show
  1. package/dist/adapter/converters/device-parameters.d.ts +11 -1
  2. package/dist/adapter/converters/device-parameters.d.ts.map +1 -1
  3. package/dist/adapter/converters/device-parameters.js +15 -2
  4. package/dist/adapter/converters/device-parameters.js.map +1 -1
  5. package/dist/adapter/converters/sampler-parameters.d.ts +4 -4
  6. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  7. package/dist/adapter/converters/sampler-parameters.js +21 -2
  8. package/dist/adapter/converters/sampler-parameters.js.map +1 -1
  9. package/dist/adapter/converters/texture-formats.js +3 -3
  10. package/dist/adapter/converters/texture-formats.js.map +1 -1
  11. package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
  12. package/dist/adapter/device-helpers/device-features.js +12 -2
  13. package/dist/adapter/device-helpers/device-features.js.map +1 -1
  14. package/dist/adapter/device-helpers/device-limits.js.map +1 -1
  15. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  16. package/dist/adapter/helpers/get-shader-layout.js +40 -16
  17. package/dist/adapter/helpers/get-shader-layout.js.map +1 -1
  18. package/dist/adapter/helpers/uniforms.d.ts +1 -1
  19. package/dist/adapter/helpers/uniforms.d.ts.map +1 -1
  20. package/dist/adapter/helpers/uniforms.js +4 -4
  21. package/dist/adapter/helpers/uniforms.js.map +1 -1
  22. package/dist/adapter/objects/webgl-vertex-array-object.d.ts +1 -1
  23. package/dist/adapter/objects/webgl-vertex-array-object.d.ts.map +1 -1
  24. package/dist/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  25. package/dist/adapter/resources/webgl-buffer.d.ts +1 -1
  26. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  27. package/dist/adapter/resources/webgl-buffer.js +2 -2
  28. package/dist/adapter/resources/webgl-buffer.js.map +1 -1
  29. package/dist/adapter/resources/webgl-framebuffer.d.ts +2 -1
  30. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  31. package/dist/adapter/resources/webgl-framebuffer.js +5 -3
  32. package/dist/adapter/resources/webgl-framebuffer.js.map +1 -1
  33. package/dist/adapter/resources/webgl-render-pass.d.ts.map +1 -1
  34. package/dist/adapter/resources/webgl-render-pass.js +2 -0
  35. package/dist/adapter/resources/webgl-render-pass.js.map +1 -1
  36. package/dist/adapter/resources/webgl-render-pipeline.d.ts +1 -1
  37. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  38. package/dist/adapter/resources/webgl-render-pipeline.js +40 -24
  39. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  40. package/dist/adapter/resources/webgl-sampler.d.ts +2 -2
  41. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  42. package/dist/adapter/resources/webgl-sampler.js.map +1 -1
  43. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  44. package/dist/adapter/resources/webgl-shader.js +4 -3
  45. package/dist/adapter/resources/webgl-shader.js.map +1 -1
  46. package/dist/adapter/resources/webgl-texture.d.ts +19 -19
  47. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-texture.js +14 -13
  49. package/dist/adapter/resources/webgl-texture.js.map +1 -1
  50. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  51. package/dist/adapter/webgl-canvas-context.js +1 -1
  52. package/dist/adapter/webgl-canvas-context.js.map +1 -1
  53. package/dist/classic/buffer.js +14 -6
  54. package/dist/classic/buffer.js.map +1 -1
  55. package/dist/context/context/create-context.d.ts.map +1 -1
  56. package/dist/context/context/create-context.js +8 -2
  57. package/dist/context/context/create-context.js.map +1 -1
  58. package/dist/context/context/device-pixels.d.ts.map +1 -1
  59. package/dist/context/context/device-pixels.js +13 -8
  60. package/dist/context/context/device-pixels.js.map +1 -1
  61. package/dist/context/debug/spector.js +1 -1
  62. package/dist/context/debug/spector.js.map +1 -1
  63. package/dist/context/debug/webgl-developer-tools.js +1 -1
  64. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  65. package/dist/context/parameters/unified-parameter-api.d.ts +5 -4
  66. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  67. package/dist/context/parameters/unified-parameter-api.js +1 -3
  68. package/dist/context/parameters/unified-parameter-api.js.map +1 -1
  69. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  70. package/dist/context/polyfill/polyfill-table.d.ts +1 -1
  71. package/dist/context/polyfill/polyfill-table.d.ts.map +1 -1
  72. package/dist/context/polyfill/polyfill-table.js +1 -1
  73. package/dist/context/polyfill/polyfill-table.js.map +1 -1
  74. package/dist/context/state-tracker/track-context-state.js +1 -1
  75. package/dist/context/state-tracker/track-context-state.js.map +1 -1
  76. package/dist/es5/adapter/converters/device-parameters.js +17 -2
  77. package/dist/es5/adapter/converters/device-parameters.js.map +1 -1
  78. package/dist/es5/adapter/converters/sampler-parameters.js +21 -2
  79. package/dist/es5/adapter/converters/sampler-parameters.js.map +1 -1
  80. package/dist/es5/adapter/converters/texture-formats.js +3 -3
  81. package/dist/es5/adapter/converters/texture-formats.js.map +1 -1
  82. package/dist/es5/adapter/device-helpers/device-features.js +15 -4
  83. package/dist/es5/adapter/device-helpers/device-features.js.map +1 -1
  84. package/dist/es5/adapter/device-helpers/device-limits.js.map +1 -1
  85. package/dist/es5/adapter/helpers/get-shader-layout.js +48 -28
  86. package/dist/es5/adapter/helpers/get-shader-layout.js.map +1 -1
  87. package/dist/es5/adapter/helpers/uniforms.js +4 -4
  88. package/dist/es5/adapter/helpers/uniforms.js.map +1 -1
  89. package/dist/es5/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  90. package/dist/es5/adapter/resources/webgl-buffer.js +2 -2
  91. package/dist/es5/adapter/resources/webgl-buffer.js.map +1 -1
  92. package/dist/es5/adapter/resources/webgl-framebuffer.js +4 -3
  93. package/dist/es5/adapter/resources/webgl-framebuffer.js.map +1 -1
  94. package/dist/es5/adapter/resources/webgl-render-pass.js +1 -0
  95. package/dist/es5/adapter/resources/webgl-render-pass.js.map +1 -1
  96. package/dist/es5/adapter/resources/webgl-render-pipeline.js +43 -30
  97. package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
  98. package/dist/es5/adapter/resources/webgl-sampler.js.map +1 -1
  99. package/dist/es5/adapter/resources/webgl-shader.js +4 -3
  100. package/dist/es5/adapter/resources/webgl-shader.js.map +1 -1
  101. package/dist/es5/adapter/resources/webgl-texture.js +16 -16
  102. package/dist/es5/adapter/resources/webgl-texture.js.map +1 -1
  103. package/dist/es5/adapter/webgl-canvas-context.js +1 -1
  104. package/dist/es5/adapter/webgl-canvas-context.js.map +1 -1
  105. package/dist/es5/classic/buffer.js +14 -6
  106. package/dist/es5/classic/buffer.js.map +1 -1
  107. package/dist/es5/context/context/create-context.js +8 -2
  108. package/dist/es5/context/context/create-context.js.map +1 -1
  109. package/dist/es5/context/context/device-pixels.js +14 -8
  110. package/dist/es5/context/context/device-pixels.js.map +1 -1
  111. package/dist/es5/context/debug/spector.js +1 -1
  112. package/dist/es5/context/debug/spector.js.map +1 -1
  113. package/dist/es5/context/debug/webgl-developer-tools.js +1 -1
  114. package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
  115. package/dist/es5/context/parameters/unified-parameter-api.js +2 -2
  116. package/dist/es5/context/parameters/unified-parameter-api.js.map +1 -1
  117. package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
  118. package/dist/es5/context/polyfill/polyfill-table.js +1 -1
  119. package/dist/es5/context/polyfill/polyfill-table.js.map +1 -1
  120. package/dist/es5/context/state-tracker/track-context-state.js +1 -1
  121. package/dist/es5/context/state-tracker/track-context-state.js.map +1 -1
  122. package/dist/es5/index.js +22 -16
  123. package/dist/es5/index.js.map +1 -1
  124. package/dist/es5/types/webgl.js.map +1 -1
  125. package/dist/esm/adapter/converters/device-parameters.js +15 -2
  126. package/dist/esm/adapter/converters/device-parameters.js.map +1 -1
  127. package/dist/esm/adapter/converters/sampler-parameters.js +21 -2
  128. package/dist/esm/adapter/converters/sampler-parameters.js.map +1 -1
  129. package/dist/esm/adapter/converters/texture-formats.js +3 -3
  130. package/dist/esm/adapter/converters/texture-formats.js.map +1 -1
  131. package/dist/esm/adapter/device-helpers/device-features.js +12 -2
  132. package/dist/esm/adapter/device-helpers/device-features.js.map +1 -1
  133. package/dist/esm/adapter/device-helpers/device-limits.js.map +1 -1
  134. package/dist/esm/adapter/helpers/get-shader-layout.js +40 -16
  135. package/dist/esm/adapter/helpers/get-shader-layout.js.map +1 -1
  136. package/dist/esm/adapter/helpers/uniforms.js +4 -4
  137. package/dist/esm/adapter/helpers/uniforms.js.map +1 -1
  138. package/dist/esm/adapter/objects/webgl-vertex-array-object.js.map +1 -1
  139. package/dist/esm/adapter/resources/webgl-buffer.js +2 -2
  140. package/dist/esm/adapter/resources/webgl-buffer.js.map +1 -1
  141. package/dist/esm/adapter/resources/webgl-framebuffer.js +5 -3
  142. package/dist/esm/adapter/resources/webgl-framebuffer.js.map +1 -1
  143. package/dist/esm/adapter/resources/webgl-render-pass.js +2 -0
  144. package/dist/esm/adapter/resources/webgl-render-pass.js.map +1 -1
  145. package/dist/esm/adapter/resources/webgl-render-pipeline.js +40 -24
  146. package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
  147. package/dist/esm/adapter/resources/webgl-sampler.js.map +1 -1
  148. package/dist/esm/adapter/resources/webgl-shader.js +4 -3
  149. package/dist/esm/adapter/resources/webgl-shader.js.map +1 -1
  150. package/dist/esm/adapter/resources/webgl-texture.js +14 -13
  151. package/dist/esm/adapter/resources/webgl-texture.js.map +1 -1
  152. package/dist/esm/adapter/webgl-canvas-context.js +1 -1
  153. package/dist/esm/adapter/webgl-canvas-context.js.map +1 -1
  154. package/dist/esm/classic/buffer.js +14 -6
  155. package/dist/esm/classic/buffer.js.map +1 -1
  156. package/dist/esm/context/context/create-context.js +8 -2
  157. package/dist/esm/context/context/create-context.js.map +1 -1
  158. package/dist/esm/context/context/device-pixels.js +13 -8
  159. package/dist/esm/context/context/device-pixels.js.map +1 -1
  160. package/dist/esm/context/debug/spector.js +1 -1
  161. package/dist/esm/context/debug/spector.js.map +1 -1
  162. package/dist/esm/context/debug/webgl-developer-tools.js +1 -1
  163. package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
  164. package/dist/esm/context/parameters/unified-parameter-api.js +1 -3
  165. package/dist/esm/context/parameters/unified-parameter-api.js.map +1 -1
  166. package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
  167. package/dist/esm/context/polyfill/polyfill-table.js +1 -1
  168. package/dist/esm/context/polyfill/polyfill-table.js.map +1 -1
  169. package/dist/esm/context/state-tracker/track-context-state.js +1 -1
  170. package/dist/esm/context/state-tracker/track-context-state.js.map +1 -1
  171. package/dist/esm/index.js +2 -2
  172. package/dist/esm/index.js.map +1 -1
  173. package/dist/esm/types/webgl.js.map +1 -1
  174. package/dist/index.d.ts +4 -3
  175. package/dist/index.d.ts.map +1 -1
  176. package/dist/index.js +2 -2
  177. package/dist/index.js.map +1 -1
  178. package/dist/types/webgl.d.ts +2 -2
  179. package/dist/types/webgl.d.ts.map +1 -1
  180. package/dist/types/webgl.js.map +1 -1
  181. package/package.json +7 -4
  182. package/src/adapter/converters/device-parameters.ts +28 -2
  183. package/src/adapter/converters/sampler-parameters.ts +16 -7
  184. package/src/adapter/converters/texture-formats.ts +3 -3
  185. package/src/adapter/device-helpers/device-features.ts +9 -1
  186. package/src/adapter/device-helpers/device-limits.ts +1 -1
  187. package/src/adapter/helpers/get-shader-layout.ts +40 -21
  188. package/src/adapter/helpers/uniforms.ts +21 -10
  189. package/src/adapter/objects/webgl-vertex-array-object.ts +1 -1
  190. package/src/adapter/resources/webgl-buffer.ts +3 -3
  191. package/src/adapter/resources/webgl-framebuffer.ts +6 -3
  192. package/src/adapter/resources/webgl-render-pass.ts +1 -0
  193. package/src/adapter/resources/webgl-render-pipeline.ts +43 -35
  194. package/src/adapter/resources/webgl-sampler.ts +5 -3
  195. package/src/adapter/resources/webgl-shader.ts +5 -4
  196. package/src/adapter/resources/webgl-texture.ts +37 -25
  197. package/src/adapter/webgl-canvas-context.ts +1 -1
  198. package/src/classic/buffer.ts +7 -7
  199. package/src/context/context/create-context.ts +9 -5
  200. package/src/context/context/device-pixels.ts +15 -9
  201. package/src/context/debug/spector.ts +1 -1
  202. package/src/context/debug/webgl-developer-tools.ts +1 -1
  203. package/src/context/parameters/unified-parameter-api.ts +12 -9
  204. package/src/context/polyfill/polyfill-context.ts +1 -1
  205. package/src/context/polyfill/polyfill-table.ts +1 -1
  206. package/src/context/state-tracker/track-context-state.ts +1 -1
  207. package/src/index.ts +11 -5
  208. package/src/types/webgl.ts +2 -2
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1
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type {BufferProps} from '@luma.gl/api';\nimport {Buffer, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n/** WebGL Buffer interface */\nexport default class WEBGLBuffer extends Buffer {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLBuffer;\n readonly target: number;\n\n byteLength: number;\n bytesUsed: number;\n debugData: ArrayBuffer;\n\n webglUsage: number;\n\n accessor: {};\n\n constructor(device: WebGLDevice, props: BufferProps = {}) {\n super(device, props);\n\n this.device = device;\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n\n const handle = typeof props === 'object' ? (props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\n // @ts-expect-error Add metadata for spector\n this.handle.__SPECTOR_Metadata = {...this.props, data: typeof this.props.data}; // {name: this.props.id};\n\n // In WebGL1, need to make sure we use GL.ELEMENT_ARRAY_BUFFER when initializing element buffers\n // otherwise buffer type will lock to generic (non-element) buffer\n // In WebGL2, we can use GL.COPY_READ_BUFFER which avoids locking the type here\n // @ts-expect-error Hack - Checking for subclass prop\n this.target = this.props.target || getWebGLTarget(this.props.usage);\n // @ts-expect-error Hack - Checking for subclass prop\n this.webglUsage = this.props.webglUsage || getWebGLUsage(this.props.usage);\n this.debugData = null;\n\n // Set data: (re)initializes the buffer\n if (props.data) {\n this._initWithData(props.data, props.byteOffset, props.byteLength);\n } else {\n this._initWithByteLength(props.byteLength || 0);\n }\n\n // Deprecated: Merge main props and accessor\n // this.accessor = {...props.accessor};\n\n // Object.seal(this);\n }\n\n // PRIVATE METHODS\n\n // Allocate a new buffer and initialize to contents of typed array\n _initWithData(data, byteOffset: number = 0, byteLength: number = data.byteLength + byteOffset): this {\n assert(ArrayBuffer.isView(data));\n\n const target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.webglUsage);\n this.gl.bufferSubData(target, byteOffset, data);\n this.gl.bindBuffer(target, null);\n\n this.debugData = data.slice(0, DEBUG_DATA_LENGTH);\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n this.trackAllocatedMemory(byteLength);\n\n return this;\n }\n\n // Allocate a GPU buffer of specified size.\n _initWithByteLength(byteLength: number): this {\n assert(byteLength >= 0);\n\n // Workaround needed for Safari (#291):\n // gl.bufferData with size equal to 0 crashes. Instead create zero sized array.\n let data = byteLength;\n if (byteLength === 0) {\n // @ts-expect-error\n data = new Float32Array(0);\n }\n\n const target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, this.webglUsage);\n this.gl.bindBuffer(target, null);\n\n this.debugData = null;\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n\n return this;\n }\n\n destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n // @ts-expect-error\n this.handle = null;\n }\n }\n\n write(data: ArrayBufferView, byteOffset: number = 0): void {\n const srcOffset = 0;\n const byteLength = data.byteLength;\n\n // Create the buffer - binding it here for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n const target = this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n this.device.assertWebGL2();\n\n // @ts-expect-error\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, byteOffset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n // this.debugData = data.slice(byteOffset, 40);\n }\n\n /** Read data from the buffer */\n async readAsync(\n byteOffset: number = 0,\n byteLength?: number\n ): Promise<ArrayBuffer> {\n this.device.assertWebGL2();\n\n const data = new Uint8Array(byteLength);\n const dstOffset = 0;\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl2.getBufferSubData(GL.COPY_READ_BUFFER, byteOffset, data, dstOffset, byteLength);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n // this.debugData = null;\n\n return data;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n _invalidateDebugData() {\n this.debugData = null;\n }\n\n _getWriteTarget() {\n return this.target;\n // return this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n }\n\n _getReadTarget() {\n return this.target;\n return this.device.isWebGL2 ? GL.COPY_READ_BUFFER : this.target;\n }\n}\n\n// static MAP_READ = 0x01;\n// static MAP_WRITE = 0x02;\n// static COPY_SRC = 0x0004;\n// static COPY_DST = 0x0008;\n// static INDEX = 0x0010;\n// static VERTEX = 0x0020;\n// static UNIFORM = 0x0040;\n// static STORAGE = 0x0080;\n// static INDIRECT = 0x0100;\n// static QUERY_RESOLVE = 0x0200;\n\nfunction getWebGLTarget(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.ELEMENT_ARRAY_BUFFER;\n }\n if (usage & Buffer.VERTEX) {\n return GL.ARRAY_BUFFER;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.UNIFORM_BUFFER;\n }\n\n // gl.COPY_READ_BUFFER: Buffer for copying from one buffer object to another.\n // gl.COPY_WRITE_BUFFER: Buffer for copying from one buffer object to another.\n // gl.TRANSFORM_FEEDBACK_BUFFER: Buffer for transform feedback operations.\n // gl.PIXEL_PACK_BUFFER: Buffer used for pixel transfer operations.\n // gl.PIXEL_UNPACK_BUFFER: Buffer used for pixel transfer operations.\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n return GL.ARRAY_BUFFER;\n}\n\nfunction getWebGLUsage(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.VERTEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.DYNAMIC_DRAW;\n }\n return GL.DYNAMIC_DRAW;\n}\n"],"file":"webgl-buffer.js"}
1
+ 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type {BufferProps} from '@luma.gl/api';\nimport {Buffer, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\n\nconst DEBUG_DATA_LENGTH = 10;\n\n/** WebGL Buffer interface */\nexport default class WEBGLBuffer extends Buffer {\n readonly device: WebGLDevice;\n readonly gl: WebGLRenderingContext;\n readonly gl2: WebGL2RenderingContext | null;\n readonly handle: WebGLBuffer;\n readonly target: number;\n\n byteLength: number;\n bytesUsed: number;\n debugData: ArrayBuffer | null = null;\n\n webglUsage: number;\n\n accessor: {};\n\n constructor(device: WebGLDevice, props: BufferProps = {}) {\n super(device, props);\n\n this.device = device;\n this.gl = this.device.gl;\n this.gl2 = this.device.gl2;\n\n const handle = typeof props === 'object' ? (props as BufferProps).handle : undefined;\n this.handle = handle || this.gl.createBuffer();\n // @ts-expect-error Add metadata for spector\n this.handle.__SPECTOR_Metadata = {...this.props, data: typeof this.props.data}; // {name: this.props.id};\n\n // In WebGL1, need to make sure we use GL.ELEMENT_ARRAY_BUFFER when initializing element buffers\n // otherwise buffer type will lock to generic (non-element) buffer\n // In WebGL2, we can use GL.COPY_READ_BUFFER which avoids locking the type here\n // @ts-expect-error Hack - Checking for subclass prop\n this.target = this.props.target || getWebGLTarget(this.props.usage);\n // @ts-expect-error Hack - Checking for subclass prop\n this.webglUsage = this.props.webglUsage || getWebGLUsage(this.props.usage);\n this.debugData = null;\n\n // Set data: (re)initializes the buffer\n if (props.data) {\n this._initWithData(props.data, props.byteOffset, props.byteLength);\n } else {\n this._initWithByteLength(props.byteLength || 0);\n }\n\n // Deprecated: Merge main props and accessor\n // this.accessor = {...props.accessor};\n\n // Object.seal(this);\n }\n\n // PRIVATE METHODS\n\n // Allocate a new buffer and initialize to contents of typed array\n _initWithData(data, byteOffset: number = 0, byteLength: number = data.byteLength + byteOffset): this {\n assert(ArrayBuffer.isView(data));\n\n const target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, byteLength, this.webglUsage);\n this.gl.bufferSubData(target, byteOffset, data);\n this.gl.bindBuffer(target, null);\n\n this.debugData = data.slice(0, DEBUG_DATA_LENGTH);\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n this.trackAllocatedMemory(byteLength);\n\n return this;\n }\n\n // Allocate a GPU buffer of specified size.\n _initWithByteLength(byteLength: number): this {\n assert(byteLength >= 0);\n\n // Workaround needed for Safari (#291):\n // gl.bufferData with size equal to 0 crashes. Instead create zero sized array.\n let data = byteLength;\n if (byteLength === 0) {\n // @ts-expect-error\n data = new Float32Array(0);\n }\n\n const target = this._getWriteTarget();\n\n this.gl.bindBuffer(target, this.handle);\n this.gl.bufferData(target, data, this.webglUsage);\n this.gl.bindBuffer(target, null);\n\n this.debugData = null;\n this.bytesUsed = byteLength;\n this.byteLength = byteLength;\n\n return this;\n }\n\n destroy(): void {\n if (this.handle) {\n this.removeStats();\n this.trackDeallocatedMemory();\n this.gl.deleteBuffer(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n write(data: ArrayBufferView, byteOffset: number = 0): void {\n const srcOffset = 0;\n const byteLength = data.byteLength;\n\n // Create the buffer - binding it here for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n const target = this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n this.gl.bindBuffer(target, this.handle);\n // WebGL2: subData supports additional srcOffset and length parameters\n if (srcOffset !== 0 || byteLength !== undefined) {\n this.device.assertWebGL2();\n\n // @ts-expect-error\n this.gl.bufferSubData(this.target, offset, data, srcOffset, byteLength);\n } else {\n this.gl.bufferSubData(target, byteOffset, data);\n }\n this.gl.bindBuffer(target, null);\n\n // TODO - update local `data` if offsets are right\n // this.debugData = data.slice(byteOffset, 40);\n }\n\n /** Read data from the buffer */\n async readAsync(\n byteOffset: number = 0,\n byteLength?: number\n ): Promise<ArrayBuffer> {\n this.device.assertWebGL2();\n\n const data = new Uint8Array(byteLength);\n const dstOffset = 0;\n\n // Use GL.COPY_READ_BUFFER to avoid disturbing other targets and locking type\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, this.handle);\n this.gl2.getBufferSubData(GL.COPY_READ_BUFFER, byteOffset, data, dstOffset, byteLength);\n this.gl.bindBuffer(GL.COPY_READ_BUFFER, null);\n\n // TODO - update local `data` if offsets are 0\n // this.debugData = null;\n\n return data;\n }\n\n // PROTECTED METHODS (INTENDED FOR USE BY OTHER FRAMEWORK CODE ONLY)\n\n _invalidateDebugData() {\n this.debugData = null;\n }\n\n _getWriteTarget() {\n return this.target;\n // return this.device.isWebGL2 ? GL.COPY_WRITE_BUFFER : this.target;\n }\n\n _getReadTarget() {\n return this.target;\n return this.device.isWebGL2 ? GL.COPY_READ_BUFFER : this.target;\n }\n}\n\n// static MAP_READ = 0x01;\n// static MAP_WRITE = 0x02;\n// static COPY_SRC = 0x0004;\n// static COPY_DST = 0x0008;\n// static INDEX = 0x0010;\n// static VERTEX = 0x0020;\n// static UNIFORM = 0x0040;\n// static STORAGE = 0x0080;\n// static INDIRECT = 0x0100;\n// static QUERY_RESOLVE = 0x0200;\n\nfunction getWebGLTarget(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.ELEMENT_ARRAY_BUFFER;\n }\n if (usage & Buffer.VERTEX) {\n return GL.ARRAY_BUFFER;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.UNIFORM_BUFFER;\n }\n\n // gl.COPY_READ_BUFFER: Buffer for copying from one buffer object to another.\n // gl.COPY_WRITE_BUFFER: Buffer for copying from one buffer object to another.\n // gl.TRANSFORM_FEEDBACK_BUFFER: Buffer for transform feedback operations.\n // gl.PIXEL_PACK_BUFFER: Buffer used for pixel transfer operations.\n // gl.PIXEL_UNPACK_BUFFER: Buffer used for pixel transfer operations.\n\n // Binding a buffer for the first time locks the type\n // In WebGL2, use GL.COPY_WRITE_BUFFER to avoid locking the type\n return GL.ARRAY_BUFFER;\n}\n\nfunction getWebGLUsage(usage: number): GL {\n if (usage & Buffer.INDEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.VERTEX) {\n return GL.STATIC_DRAW;\n }\n if (usage & Buffer.UNIFORM) {\n return GL.DYNAMIC_DRAW;\n }\n return GL.DYNAMIC_DRAW;\n}\n"],"file":"webgl-buffer.js"}
@@ -20,7 +20,9 @@ export default class WEBGLFramebuffer extends Framebuffer {
20
20
 
21
21
  _defineProperty(this, "colorAttachments", []);
22
22
 
23
- _defineProperty(this, "depthStencilAttachment", undefined);
23
+ _defineProperty(this, "depthStencilAttachment", null);
24
+
25
+ _defineProperty(this, "d", void 0);
24
26
 
25
27
  _defineProperty(this, "_ownResources", []);
26
28
 
@@ -66,7 +68,7 @@ export default class WEBGLFramebuffer extends Framebuffer {
66
68
  }
67
69
 
68
70
  this.gl.deleteFramebuffer(this.handle);
69
- this.handle = null;
71
+ this.destroyed = true;
70
72
  }
71
73
  }
72
74
 
@@ -213,7 +215,7 @@ export default class WEBGLFramebuffer extends Framebuffer {
213
215
  case GL.TEXTURE_2D_ARRAY:
214
216
  case GL.TEXTURE_3D:
215
217
  this.device.assertWebGL2();
216
- gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);
218
+ gl2 === null || gl2 === void 0 ? void 0 : gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);
217
219
  break;
218
220
 
219
221
  case GL.TEXTURE_CUBE_MAP:
@@ -1 +1 @@
1
- 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type {FramebufferProps, DepthStencilTextureFormat, ColorTextureFormat} from '@luma.gl/api';\nimport {Framebuffer, Texture, log, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\nimport WebGLTexture from './webgl-texture';\nimport Renderbuffer from '../objects/webgl-renderbuffer';\nimport {getWebGLTextureFormat, getWebGLDepthStencilAttachment} from '../converters/texture-formats';\n\nexport type TextureAttachment = [Texture, number?, number?];\nexport type Attachment = WebGLTexture | Renderbuffer | TextureAttachment;\n\n/** luma.gl Framebuffer, WebGL implementation */\nexport default class WEBGLFramebuffer extends Framebuffer {\n device: WebGLDevice;\n gl: WebGLRenderingContext;\n handle: WebGLFramebuffer;\n\n get texture() { return this.colorAttachments[0]; }\n readonly colorAttachments: WebGLTexture[] = [];\n readonly depthStencilAttachment: WebGLTexture | undefined = undefined;\n protected _ownResources: (WebGLTexture | Renderbuffer)[] = [];\n\n constructor(device: WebGLDevice, props: FramebufferProps) {\n super(device, props);\n this.device = device;\n this.gl = device.gl;\n this.handle = this.props.handle !== undefined ? this.props.handle : this.gl.createFramebuffer();\n\n if (this.handle) { // default framebuffer is null...\n // @ts-expect-error Per SPECTOR docs\n this.handle.__SPECTOR_Metadata = {id: this.props.id, props: this.props};\n }\n\n this.colorAttachments = this._createColorAttachments();\n // @ts-expect-error\n this.depthStencilAttachment = this._createDepthStencilAttachment();\n\n /** Attach from a map of attachments */\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (let i = 0; i < this.colorAttachments.length; ++i) {\n const attachment = this.colorAttachments[i];\n const attachmentPoint = GL.COLOR_ATTACHMENT0 + i;\n if (attachment) {\n this._attachOne(attachmentPoint, attachment);\n }\n }\n\n if (this.props.depthStencilAttachment) {\n this._attachOne(getWebGLDepthStencilAttachment(this.depthStencilAttachment.format), this.depthStencilAttachment);\n }\n\n // @ts-expect-error\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // @ts-expect-error\n if (props.check !== false) {\n this._checkStatus();\n }\n }\n\n destroy() {\n if (this.handle !== null) {\n for (const resource of this._ownResources) {\n resource.destroy();\n }\n this.gl.deleteFramebuffer(this.handle);\n this.handle = null;\n }\n }\n\n // PRIVATE\n\n /** Check the status */\n protected _checkStatus(): void {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-expect-error\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(`Framebuffer ${_getFrameBufferStatus(status)}`);\n }\n }\n\n _createColorAttachments(): WebGLTexture[] {\n return this.props.colorAttachments.map(colorAttachment => {\n if (!colorAttachment) {\n return undefined;\n }\n if (colorAttachment instanceof WebGLTexture) {\n return colorAttachment;\n }\n // if (typeof colorAttachment === 'default') {\n // return this._createColorAttachment('rgba8unorm', this.width, this.height);\n // }\n // @ts-expect-error\n return this._createColorAttachment(colorAttachment, this.width, this.height);\n });\n }\n\n /** Create a color attachment */\n protected _createColorAttachment(format: ColorTextureFormat, width: number, height: number): WebGLTexture {\n const texture = this.device._createTexture({\n id: `${this.id}-color`,\n data: null, // reserves texture memory, but texels are undefined\n format,\n // type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. To have consistant\n // behavior we always disable mipmaps.\n mipmaps: false,\n // Set MIN and MAG filtering parameters so mipmaps are not used in sampling.\n // Use LINEAR so subpixel algos like fxaa work.\n // Set WRAP modes that support NPOT textures too.\n sampler: {\n minFilter: 'linear',\n magFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n },\n // parameters: {\n // [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n // [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n // [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n // [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n // }\n }) as WebGLTexture;\n this._ownResources.push(texture);\n return texture;\n }\n\n /** Create a depth stencil attachment GL.DEPTH24_STENCIL8 */\n protected _createDepthStencilAttachment(): Renderbuffer | WebGLTexture {\n if (!this.props.depthStencilAttachment) {\n return undefined;\n }\n if (this.props.depthStencilAttachment instanceof Renderbuffer) {\n return this.props.depthStencilAttachment;\n }\n if (this.props.depthStencilAttachment instanceof Texture) {\n return this.props.depthStencilAttachment as unknown as WebGLTexture;\n }\n const format = this.props.depthStencilAttachment;\n const webglFormat = getWebGLTextureFormat(this.gl, format);\n\n const texture = new Renderbuffer(this.device, {\n id: `${this.id}-depth-stencil`, // TODO misleading if not depth and stencil?\n format: webglFormat,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n width: this.width,\n height: this.height\n });\n this._ownResources.push(texture);\n return texture;\n }\n\n /** Attachment resize is expected to be a noop if size is same */\n protected _resizeAttachments(width: number, height: number): this {\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n // assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n\n for (const colorAttachment of this.colorAttachments) {\n colorAttachment.resize({width, height});\n }\n this.depthStencilAttachment?.resize({width, height});\n return this;\n }\n\n /** Attach one attachment */\n protected _attachOne(attachmentPoint: GL, attachment: Attachment): WebGLTexture | Renderbuffer {\n if (attachment instanceof Renderbuffer) {\n this._attachRenderbuffer(attachmentPoint, attachment);\n return attachment;\n } else if (Array.isArray(attachment)) {\n const [texture, layer = 0, level = 0] = attachment;\n this._attachTexture(attachmentPoint, texture as unknown as WebGLTexture, layer, level);\n return texture as unknown as WebGLTexture;\n } else if (attachment instanceof WebGLTexture) {\n this._attachTexture(attachmentPoint, attachment, 0, 0);\n return attachment;\n }\n }\n\n protected _attachRenderbuffer(attachment: GL, renderbuffer: Renderbuffer): void {\n this.gl.framebufferRenderbuffer(\n GL.FRAMEBUFFER,\n attachment,\n GL.RENDERBUFFER,\n renderbuffer.handle\n );\n }\n\n /**\n * @param attachment\n * @param texture\n * @param layer = 0 - index into WebGLTextureArray and Texture3D or face for `TextureCubeMap`\n * @param level = 0 - mipmapLevel (must be 0 in WebGL1)\n */\n protected _attachTexture(attachment: GL, texture: WebGLTexture, layer: number, level: number): void {\n const {gl, gl2} = this.device;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n this.device.assertWebGL2();\n gl2.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n }\n}\n\n// Helper functions\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer) {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status) {\n switch (status) {\n case GL.FRAMEBUFFER_COMPLETE:\n return 'success';\n case GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n return 'Mismatched attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n return 'No attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n return 'Height/width mismatch';\n case GL.FRAMEBUFFER_UNSUPPORTED:\n return 'Unsupported or split attachments';\n // WebGL2\n case GL.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:\n return 'Samples mismatch';\n // OVR_multiview2 extension\n // case GL.FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR: return 'baseViewIndex mismatch';\n default:\n return `${status}`;\n }\n}\n"],"file":"webgl-framebuffer.js"}
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luma.gl, MIT license\n\nimport type {FramebufferProps, DepthStencilTextureFormat, ColorTextureFormat} from '@luma.gl/api';\nimport {Framebuffer, Texture, log, assert} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport WebGLDevice from '../webgl-device';\nimport WebGLTexture from './webgl-texture';\nimport Renderbuffer from '../objects/webgl-renderbuffer';\nimport {getWebGLTextureFormat, getWebGLDepthStencilAttachment} from '../converters/texture-formats';\n\nexport type TextureAttachment = [Texture, number?, number?];\nexport type Attachment = WebGLTexture | Renderbuffer | TextureAttachment;\n\n/** luma.gl Framebuffer, WebGL implementation */\nexport default class WEBGLFramebuffer extends Framebuffer {\n device: WebGLDevice;\n gl: WebGLRenderingContext;\n handle: WebGLFramebuffer;\n\n get texture() { return this.colorAttachments[0]; }\n readonly colorAttachments: WebGLTexture[] = [];\n readonly depthStencilAttachment: WebGLTexture | null = null; d \n protected _ownResources: (WebGLTexture | Renderbuffer)[] = [];\n\n constructor(device: WebGLDevice, props: FramebufferProps) {\n super(device, props);\n this.device = device;\n this.gl = device.gl;\n this.handle = this.props.handle !== undefined ? this.props.handle : this.gl.createFramebuffer();\n\n if (this.handle) { // default framebuffer is null...\n // @ts-expect-error Per SPECTOR docs\n this.handle.__SPECTOR_Metadata = {id: this.props.id, props: this.props};\n }\n\n this.colorAttachments = this._createColorAttachments();\n // @ts-expect-error\n this.depthStencilAttachment = this._createDepthStencilAttachment();\n\n /** Attach from a map of attachments */\n const prevHandle = this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (let i = 0; i < this.colorAttachments.length; ++i) {\n const attachment = this.colorAttachments[i];\n const attachmentPoint = GL.COLOR_ATTACHMENT0 + i;\n if (attachment) {\n this._attachOne(attachmentPoint, attachment);\n }\n }\n\n if (this.props.depthStencilAttachment) {\n this._attachOne(getWebGLDepthStencilAttachment(this.depthStencilAttachment.format), this.depthStencilAttachment);\n }\n\n // @ts-expect-error\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n\n // @ts-expect-error\n if (props.check !== false) {\n this._checkStatus();\n }\n }\n\n destroy() {\n if (this.handle !== null) {\n for (const resource of this._ownResources) {\n resource.destroy();\n }\n this.gl.deleteFramebuffer(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n // PRIVATE\n\n /** Check the status */\n protected _checkStatus(): void {\n const {gl} = this;\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n // @ts-expect-error\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(`Framebuffer ${_getFrameBufferStatus(status)}`);\n }\n }\n\n _createColorAttachments(): WebGLTexture[] {\n return this.props.colorAttachments.map(colorAttachment => {\n if (!colorAttachment) {\n return undefined;\n }\n if (colorAttachment instanceof WebGLTexture) {\n return colorAttachment;\n }\n // if (typeof colorAttachment === 'default') {\n // return this._createColorAttachment('rgba8unorm', this.width, this.height);\n // }\n // @ts-expect-error\n return this._createColorAttachment(colorAttachment, this.width, this.height);\n });\n }\n\n /** Create a color attachment */\n protected _createColorAttachment(format: ColorTextureFormat, width: number, height: number): WebGLTexture {\n const texture = this.device._createTexture({\n id: `${this.id}-color`,\n data: null, // reserves texture memory, but texels are undefined\n format,\n // type: GL.UNSIGNED_BYTE,\n width,\n height,\n // Note: Mipmapping can be disabled by texture resource when we resize the texture\n // to a non-power-of-two dimenstion (NPOT texture) under WebGL1. To have consistant\n // behavior we always disable mipmaps.\n mipmaps: false,\n // Set MIN and MAG filtering parameters so mipmaps are not used in sampling.\n // Use LINEAR so subpixel algos like fxaa work.\n // Set WRAP modes that support NPOT textures too.\n sampler: {\n minFilter: 'linear',\n magFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n },\n // parameters: {\n // [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n // [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n // [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n // [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n // }\n }) as WebGLTexture;\n this._ownResources.push(texture);\n return texture;\n }\n\n /** Create a depth stencil attachment GL.DEPTH24_STENCIL8 */\n protected _createDepthStencilAttachment(): Renderbuffer | WebGLTexture {\n if (!this.props.depthStencilAttachment) {\n return undefined;\n }\n if (this.props.depthStencilAttachment instanceof Renderbuffer) {\n return this.props.depthStencilAttachment;\n }\n if (this.props.depthStencilAttachment instanceof Texture) {\n return this.props.depthStencilAttachment as unknown as WebGLTexture;\n }\n const format = this.props.depthStencilAttachment;\n const webglFormat = getWebGLTextureFormat(this.gl, format);\n\n const texture = new Renderbuffer(this.device, {\n id: `${this.id}-depth-stencil`, // TODO misleading if not depth and stencil?\n format: webglFormat,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n width: this.width,\n height: this.height\n });\n this._ownResources.push(texture);\n return texture;\n }\n\n /** Attachment resize is expected to be a noop if size is same */\n protected _resizeAttachments(width: number, height: number): this {\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n // assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n if (width !== this.width && height !== this.height) {\n log.log(2, `Resizing framebuffer ${this.id} to ${width}x${height}`)();\n }\n\n for (const colorAttachment of this.colorAttachments) {\n colorAttachment.resize({width, height});\n }\n this.depthStencilAttachment?.resize({width, height});\n return this;\n }\n\n /** Attach one attachment */\n protected _attachOne(attachmentPoint: GL, attachment: Attachment): WebGLTexture | Renderbuffer {\n if (attachment instanceof Renderbuffer) {\n this._attachRenderbuffer(attachmentPoint, attachment);\n return attachment;\n } else if (Array.isArray(attachment)) {\n const [texture, layer = 0, level = 0] = attachment;\n this._attachTexture(attachmentPoint, texture as unknown as WebGLTexture, layer, level);\n return texture as unknown as WebGLTexture;\n } else if (attachment instanceof WebGLTexture) {\n this._attachTexture(attachmentPoint, attachment, 0, 0);\n return attachment;\n }\n }\n\n protected _attachRenderbuffer(attachment: GL, renderbuffer: Renderbuffer): void {\n this.gl.framebufferRenderbuffer(\n GL.FRAMEBUFFER,\n attachment,\n GL.RENDERBUFFER,\n renderbuffer.handle\n );\n }\n\n /**\n * @param attachment\n * @param texture\n * @param layer = 0 - index into WebGLTextureArray and Texture3D or face for `TextureCubeMap`\n * @param level = 0 - mipmapLevel (must be 0 in WebGL1)\n */\n protected _attachTexture(attachment: GL, texture: WebGLTexture, layer: number, level: number): void {\n const {gl, gl2} = this.device;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n this.device.assertWebGL2();\n gl2?.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n }\n}\n\n// Helper functions\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer) {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < GL.TEXTURE_CUBE_MAP_POSITIVE_X ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status) {\n switch (status) {\n case GL.FRAMEBUFFER_COMPLETE:\n return 'success';\n case GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n return 'Mismatched attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n return 'No attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n return 'Height/width mismatch';\n case GL.FRAMEBUFFER_UNSUPPORTED:\n return 'Unsupported or split attachments';\n // WebGL2\n case GL.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:\n return 'Samples mismatch';\n // OVR_multiview2 extension\n // case GL.FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR: return 'baseViewIndex mismatch';\n default:\n return `${status}`;\n }\n}\n"],"file":"webgl-framebuffer.js"}
@@ -5,6 +5,8 @@ export default class WEBGLRenderPass extends RenderPass {
5
5
  super(device, props);
6
6
 
7
7
  _defineProperty(this, "device", void 0);
8
+
9
+ this.device = device;
8
10
  }
9
11
 
10
12
  endPass() {}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../../src/adapter/resources/webgl-render-pass.ts"],"names":["RenderPass","WEBGLRenderPass","constructor","device","props","endPass","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel"],"mappings":";AAAA,SAAQA,UAAR,QAA0C,cAA1C;AAGA,eAAe,MAAMC,eAAN,SAA8BD,UAA9B,CAAyC;AAGtDE,EAAAA,WAAW,CAACC,MAAD,EAAsBC,KAAtB,EAA8C;AACvD,UAAMD,MAAN,EAAcC,KAAd;;AADuD;AAExD;;AAEDC,EAAAA,OAAO,GAAS,CAAE;;AAElBC,EAAAA,cAAc,CAACC,UAAD,EAA2B,CAAE;;AAC3CC,EAAAA,aAAa,GAAS,CAAE;;AACxBC,EAAAA,iBAAiB,CAACC,WAAD,EAA4B,CAAE;;AAXO","sourcesContent":["import {RenderPass, RenderPassProps} from '@luma.gl/api';\nimport WebGLDevice from '../webgl-device';\n\nexport default class WEBGLRenderPass extends RenderPass {\n readonly device: WebGLDevice;\n\n constructor(device: WebGLDevice, props: RenderPassProps) {\n super(device, props);\n }\n\n endPass(): void {}\n\n pushDebugGroup(groupLabel: string): void {}\n popDebugGroup(): void {}\n insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: GPUQuerySet, queryIndex: number): void;\n\n // beginOcclusionQuery(queryIndex: number): void;\n // endOcclusionQuery(): void;\n\n // executeBundles(bundles: Iterable<GPURenderBundle>): void;\n}\n"],"file":"webgl-render-pass.js"}
1
+ {"version":3,"sources":["../../../../src/adapter/resources/webgl-render-pass.ts"],"names":["RenderPass","WEBGLRenderPass","constructor","device","props","endPass","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel"],"mappings":";AAAA,SAAQA,UAAR,QAA0C,cAA1C;AAGA,eAAe,MAAMC,eAAN,SAA8BD,UAA9B,CAAyC;AAGtDE,EAAAA,WAAW,CAACC,MAAD,EAAsBC,KAAtB,EAA8C;AACvD,UAAMD,MAAN,EAAcC,KAAd;;AADuD;;AAEvD,SAAKD,MAAL,GAAcA,MAAd;AACD;;AAEDE,EAAAA,OAAO,GAAS,CAAE;;AAElBC,EAAAA,cAAc,CAACC,UAAD,EAA2B,CAAE;;AAC3CC,EAAAA,aAAa,GAAS,CAAE;;AACxBC,EAAAA,iBAAiB,CAACC,WAAD,EAA4B,CAAE;;AAZO","sourcesContent":["import {RenderPass, RenderPassProps} from '@luma.gl/api';\nimport WebGLDevice from '../webgl-device';\n\nexport default class WEBGLRenderPass extends RenderPass {\n readonly device: WebGLDevice;\n\n constructor(device: WebGLDevice, props: RenderPassProps) {\n super(device, props);\n this.device = device;\n }\n\n endPass(): void {}\n\n pushDebugGroup(groupLabel: string): void {}\n popDebugGroup(): void {}\n insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: GPUQuerySet, queryIndex: number): void;\n\n // beginOcclusionQuery(queryIndex: number): void;\n // endOcclusionQuery(): void;\n\n // executeBundles(bundles: Iterable<GPURenderBundle>): void;\n}\n"],"file":"webgl-render-pass.js"}
@@ -3,7 +3,7 @@ import { RenderPipeline, cast, log, decodeVertexFormat } from '@luma.gl/api';
3
3
  import GL from '@luma.gl/constants';
4
4
  import { getWebGLDataType } from '../converters/texture-formats';
5
5
  import { getShaderLayout } from '../helpers/get-shader-layout';
6
- import { withDeviceParameters } from '../converters/device-parameters';
6
+ import { withDeviceParameters, withGLParameters } from '../converters/device-parameters';
7
7
  import { setUniform } from '../helpers/set-uniform';
8
8
  import WEBGLBuffer from './webgl-buffer';
9
9
  import WEBGLTexture from './webgl-texture';
@@ -23,7 +23,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
23
23
 
24
24
  _defineProperty(this, "layout", void 0);
25
25
 
26
- _defineProperty(this, "varyings", void 0);
26
+ _defineProperty(this, "varyings", null);
27
27
 
28
28
  _defineProperty(this, "vertexArrayObject", void 0);
29
29
 
@@ -39,7 +39,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
39
39
 
40
40
  _defineProperty(this, "_uniformCount", 0);
41
41
 
42
- _defineProperty(this, "_uniformSetters", void 0);
42
+ _defineProperty(this, "_uniformSetters", {});
43
43
 
44
44
  this.device = device;
45
45
  this.handle = this.props.handle || this.device.gl.createProgram();
@@ -54,9 +54,11 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
54
54
  } = props;
55
55
 
56
56
  if (varyings && varyings.length > 0) {
57
+ var _this$device$gl;
58
+
57
59
  this.device.assertWebGL2();
58
60
  this.varyings = varyings;
59
- this.device.gl2.transformFeedbackVaryings(this.handle, varyings, bufferMode);
61
+ (_this$device$gl = this.device.gl2) === null || _this$device$gl === void 0 ? void 0 : _this$device$gl.transformFeedbackVaryings(this.handle, varyings, bufferMode);
60
62
  }
61
63
 
62
64
  this._compileAndLink();
@@ -68,7 +70,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
68
70
  destroy() {
69
71
  if (this.handle) {
70
72
  this.device.gl.deleteProgram(this.handle);
71
- this.handle = null;
73
+ this.destroyed = true;
72
74
  }
73
75
  }
74
76
 
@@ -116,6 +118,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
116
118
 
117
119
  if (!binding) {
118
120
  log.warn("Unknown binding ".concat(name, " in render pipeline ").concat(this.id))();
121
+ continue;
119
122
  }
120
123
 
121
124
  if (!value) {
@@ -169,7 +172,7 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
169
172
  const drawMode = getDrawMode(this.props.topology);
170
173
  const isIndexed = Boolean(this._indexBuffer);
171
174
  const indexType = ((_this$_indexBuffer = this._indexBuffer) === null || _this$_indexBuffer === void 0 ? void 0 : _this$_indexBuffer.props.indexType) === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;
172
- const isInstanced = options.instanceCount > 0;
175
+ const isInstanced = Number(options.instanceCount) > 0;
173
176
 
174
177
  if (!this._areTexturesRenderable() || options.vertexCount === 0) {
175
178
  return false;
@@ -177,9 +180,6 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
177
180
 
178
181
  this.device.gl.useProgram(this.handle);
179
182
  this.vertexArrayObject.bind(() => {
180
- const parameters = { ...this.props.parameters,
181
- framebuffer: renderPass.props.framebuffer
182
- };
183
183
  const primitiveMode = getGLPrimitive(this.props.topology);
184
184
  const transformFeedback = null;
185
185
 
@@ -191,21 +191,29 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
191
191
 
192
192
  this._applyUniforms();
193
193
 
194
- withDeviceParameters(this.device, parameters, () => {
195
- if (isIndexed && isInstanced) {
196
- this.device.gl2.drawElementsInstanced(drawMode, vertexCount, indexType, firstVertex, instanceCount);
197
- } else if (isIndexed) {
198
- this.device.gl.drawElements(drawMode, vertexCount, indexType, firstVertex);
199
- } else if (isInstanced) {
200
- this.device.gl2.drawArraysInstanced(drawMode, firstVertex, vertexCount, instanceCount);
201
- } else {
202
- this.device.gl.drawArrays(drawMode, firstVertex, vertexCount);
194
+ withDeviceParameters(this.device, this.props.parameters, () => {
195
+ withGLParameters(this.device, {
196
+ framebuffer: renderPass.props.framebuffer
197
+ }, () => {
198
+ if (isIndexed && isInstanced) {
199
+ var _this$device$gl2;
200
+
201
+ (_this$device$gl2 = this.device.gl2) === null || _this$device$gl2 === void 0 ? void 0 : _this$device$gl2.drawElementsInstanced(drawMode, vertexCount || 0, indexType, firstVertex, instanceCount || 0);
202
+ } else if (isIndexed) {
203
+ this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex);
204
+ } else if (isInstanced) {
205
+ var _this$device$gl3;
206
+
207
+ (_this$device$gl3 = this.device.gl2) === null || _this$device$gl3 === void 0 ? void 0 : _this$device$gl3.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);
208
+ } else {
209
+ this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);
210
+ }
211
+ });
212
+
213
+ if (transformFeedback) {
214
+ transformFeedback.end();
203
215
  }
204
216
  });
205
-
206
- if (transformFeedback) {
207
- transformFeedback.end();
208
- }
209
217
  });
210
218
  return true;
211
219
  }
@@ -258,6 +266,11 @@ export default class WEBGLRenderPipeline extends RenderPipeline {
258
266
  const {
259
267
  gl2
260
268
  } = this.device;
269
+
270
+ if (!gl2) {
271
+ throw new Error('bindings');
272
+ }
273
+
261
274
  let textureUnit = 0;
262
275
  let uniformBufferIndex = 0;
263
276
 
@@ -378,14 +391,17 @@ function getAttributesByLocation(attributes, layout) {
378
391
 
379
392
  for (const [name, buffer] of Object.entries(attributes)) {
380
393
  const attribute = getAttributeLayout(layout, name);
381
- byLocation[attribute.location] = buffer;
394
+
395
+ if (attribute) {
396
+ byLocation[attribute.location] = buffer;
397
+ }
382
398
  }
383
399
 
384
400
  return byLocation;
385
401
  }
386
402
 
387
403
  function getAttributeLayout(layout, name) {
388
- return layout.attributes.find(binding => binding.name === name);
404
+ return layout.attributes.find(binding => binding.name === name) || null;
389
405
  }
390
406
 
391
407
  function getBindingLayout(layout, name) {
@@ -1 +1 @@
1
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type {\n RenderPipelineProps,\n RenderPipelineParameters,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLShader from './webgl-shader';\nimport WEBGLTexture from './webgl-texture';\nimport WEBGLVertexArrayObject from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport default class 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Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue;\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor: attribute.stepMode === 'instance' ? 1 : 0\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if (log.priority >= 2) {\n // checkUniformValues(uniforms, this.id, this._uniformSetters);\n // }\n\n for (const [name, value] of 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function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? 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double context push/pop\n withDeviceParameters(this.device, parameters, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2.drawElementsInstanced(\n drawMode,\n vertexCount,\n indexType,\n firstVertex,\n instanceCount\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount, indexType, firstVertex);\n } else if (isInstanced) {\n this.device.gl2.drawArraysInstanced(drawMode, firstVertex, vertexCount, instanceCount);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - 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type {\n RenderPipelineProps,\n RenderPass,\n Buffer,\n Binding,\n ShaderLayout,\n PrimitiveTopology,\n BindingLayout,\n AttributeLayout\n} from '@luma.gl/api';\nimport {RenderPipeline, cast, log, decodeVertexFormat} from '@luma.gl/api';\nimport GL from '@luma.gl/constants';\n\nimport type {GLParameters} from '../../types/webgl';\nimport {getWebGLDataType} from '../converters/texture-formats';\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceParameters, withGLParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport WebGLDevice from '../webgl-device';\nimport WEBGLBuffer from './webgl-buffer';\nimport WEBGLShader from './webgl-shader';\nimport WEBGLTexture from './webgl-texture';\nimport WEBGLVertexArrayObject from '../objects/webgl-vertex-array-object';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport default class WEBGLRenderPipeline extends RenderPipeline {\n device: WebGLDevice;\n handle: WebGLProgram;\n vs: WEBGLShader;\n fs: WEBGLShader;\n layout: ShaderLayout;\n\n // configuration: ProgramConfiguration;\n // Experimental flag to avoid deleting Program object while it is cached\n varyings: string[] | null = null;\n vertexArrayObject: WEBGLVertexArrayObject;\n _indexBuffer?: Buffer;\n uniforms: Record<string, any> = {};\n bindings: Record<string, any> = {};\n _textureUniforms: Record<string, any> = {};\n _textureIndexCounter: number = 0;\n _uniformCount: number = 0;\n _uniformSetters: Record<string, Function> = {}; // TODO are these used?\n\n constructor(device: WebGLDevice, props: RenderPipelineProps) {\n super(device, props);\n this.device = device;\n this.handle = this.props.handle || this.device.gl.createProgram();\n // @ts-expect-error\n this.handle.__SPECTOR_Metadata = {id: this.props.id};\n\n // Create shaders if needed\n this.vs = cast<WEBGLShader>(props.vs);\n this.fs = cast<WEBGLShader>(props.fs);\n // assert(this.vs.stage === 'vertex');\n // assert(this.fs.stage === 'fragment');\n\n // Setup varyings if supplied\n // @ts-expect-error WebGL only\n const {varyings, bufferMode = GL.SEPARATE_ATTRIBS} = props;\n if (varyings && varyings.length > 0) {\n this.device.assertWebGL2();\n this.varyings = varyings;\n this.device.gl2?.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n\n this.layout = props.layout || getShaderLayout(this.device.gl, this.handle);\n this.vertexArrayObject = new WEBGLVertexArrayObject(this.device);\n }\n\n destroy(): void {\n if (this.handle) {\n this.device.gl.deleteProgram(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n setIndexBuffer(indexBuffer: Buffer): void {\n const webglBuffer = cast<WEBGLBuffer>(indexBuffer);\n this.vertexArrayObject.setElementBuffer(webglBuffer);\n this._indexBuffer = indexBuffer;\n }\n\n /** @todo needed for portable model */\n setAttributes(attributes: Record<string, Buffer>): void {\n for (const [name, buffer] of Object.entries(attributes)) {\n const webglBuffer = cast<WEBGLBuffer>(buffer);\n const attribute = getAttributeLayout(this.layout, name);\n if (!attribute) {\n log.warn(`Ignoring buffer supplied for unknown attribute \"${name}\" in pipeline \"${this.id}\" (buffer \"${buffer.id}\")`)();\n continue;\n }\n const decoded = decodeVertexFormat(attribute.format);\n const {type: typeString, components: size, byteLength: stride, normalized, integer} = decoded;\n const divisor = attribute.stepMode === 'instance' ? 1 : 0;\n const type = getWebGLDataType(typeString);\n this.vertexArrayObject.setBuffer(attribute.location, webglBuffer, {\n size,\n type,\n stride,\n offset: 0,\n normalized,\n integer,\n divisor: attribute.stepMode === 'instance' ? 1 : 0\n });\n }\n }\n\n /** @todo needed for portable model */\n setBindings(bindings: Record<string, Binding>): void {\n // if 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value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.TRIANGLES | GL.TRIANGLE_STRIP {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\nfunction getAttributesByLocation(\n attributes: Record<string, Buffer>,\n layout: ShaderLayout\n): Record<number, Buffer> {\n const byLocation: Record<number, Buffer> = {};\n for (const [name, buffer] of Object.entries(attributes)) {\n const attribute = getAttributeLayout(layout, name);\n if (attribute) {\n byLocation[attribute.location] = buffer;\n }\n }\n return byLocation;\n}\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return binding;\n}\n"],"file":"webgl-render-pipeline.js"}
@@ -1 +1 @@
1
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1
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@@ -36,13 +36,13 @@ export default class WEBGLShader extends Shader {
36
36
  if (this.handle) {
37
37
  this.removeStats();
38
38
  this.device.gl.deleteShader(this.handle);
39
- this.handle = null;
39
+ this.destroyed = true;
40
40
  }
41
41
  }
42
42
 
43
43
  async compilationInfo() {
44
44
  const log = this.device.gl.getShaderInfoLog(this.handle);
45
- return parseShaderCompilerLog(log);
45
+ return log ? parseShaderCompilerLog(log) : [];
46
46
  }
47
47
 
48
48
  _compile(source) {
@@ -58,7 +58,8 @@ export default class WEBGLShader extends Shader {
58
58
 
59
59
  if (!compileStatus) {
60
60
  const shaderLog = gl.getShaderInfoLog(this.handle);
61
- const messages = parseShaderCompilerLog(shaderLog).filter(message => message.type === 'error');
61
+ const parsedLog = shaderLog ? parseShaderCompilerLog(shaderLog) : [];
62
+ const messages = parsedLog.filter(message => message.type === 'error');
62
63
  const formattedLog = formatCompilerLog(messages, source);
63
64
  const shaderName = getShaderInfo(source).name;
64
65
  const shaderDescription = "".concat(this.stage, " shader ").concat(shaderName);
@@ -1 +1 @@
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parseShaderCompilerLog(log) : [];\n }\n\n // PRIVATE METHODS\n\n _compile(source: string): void {\n const addGLSLVersion = (source: string) => source.startsWith('#version ') ? source : `#version 100\\n${source}`;\n source = addGLSLVersion(source);\n\n const {gl} = this.device;\n gl.shaderSource(this.handle, source);\n gl.compileShader(this.handle);\n\n // TODO - For performance reasons, avoid checking shader compilation errors on production?\n // TODO - Load log even when no error reported, to catch warnings?\n // https://gamedev.stackexchange.com/questions/30429/how-to-detect-glsl-warnings\n const compileStatus = gl.getShaderParameter(this.handle, GL.COMPILE_STATUS);\n if (!compileStatus) {\n const shaderLog = gl.getShaderInfoLog(this.handle);\n const parsedLog = shaderLog ? parseShaderCompilerLog(shaderLog) : [];\n const messages = parsedLog.filter(message => message.type === 'error');\n const formattedLog = formatCompilerLog(messages, source);\n const shaderName: string = getShaderInfo(source).name;\n const shaderDescription = `${this.stage} shader ${shaderName}`;\n log.error(`GLSL compilation errors in ${shaderDescription}\\n${formattedLog}`)();\n throw new Error(`GLSL compilation errors in ${shaderName}`);\n }\n }\n}\n\n// HELPERS\n\n/** Deduce an id, from shader source, or supplied id, or shader type */\nfunction getShaderIdFromProps(props: ShaderProps): string {\n return getShaderInfo(props.source).name ||\n props.id ||\n uid(`unnamed ${props.stage}-shader`);\n}\n"],"file":"webgl-shader.js"}