@luma.gl/webgl 9.0.0-alpha.52 → 9.0.0-alpha.53
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.
- package/dist/adapter/converters/sampler-parameters.d.ts +2 -8
- package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
- package/dist/adapter/converters/sampler-parameters.js +12 -107
- package/dist/adapter/converters/sampler-parameters.js.map +1 -1
- package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -1
- package/dist/adapter/device-helpers/get-device-info.js +21 -3
- package/dist/adapter/device-helpers/get-device-info.js.map +1 -1
- package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
- package/dist/adapter/resources/webgl-texture.js +2 -3
- package/dist/adapter/resources/webgl-texture.js.map +1 -1
- package/dist/adapter/webgl-device.d.ts.map +1 -1
- package/dist/adapter/webgl-device.js +9 -7
- package/dist/adapter/webgl-device.js.map +1 -1
- package/dist/context/polyfill/polyfill-context.js +5 -2
- package/dist/context/polyfill/polyfill-context.js.map +1 -1
- package/dist/dist.dev.js +63 -40
- package/dist/index.cjs +148 -126
- package/dist.min.js +38 -38
- package/package.json +5 -5
- package/src/adapter/converters/sampler-parameters.ts +26 -151
- package/src/adapter/device-helpers/get-device-info.ts +24 -5
- package/src/adapter/resources/webgl-texture.ts +3 -4
- package/src/adapter/webgl-device.ts +13 -10
- package/src/context/polyfill/polyfill-context.ts +6 -2
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@@ -1,17 +1,11 @@
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import {
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import { SamplerProps } from '@luma.gl/core';
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import { GLSamplerParameters } from '@luma.gl/constants';
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/**
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* Convert WebGPU-style sampler props to WebGL
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* @param props
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* @returns
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*/
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export declare function convertSamplerParametersToWebGL(props:
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/**
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* Convert WebGL-style sampler props to WebGPU
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* @param props
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* @returns
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*/
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export declare function convertToSamplerParameters(params: GLSamplerParameters): SamplerParameters;
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export declare function convertSamplerParametersToWebGL(props: SamplerProps): GLSamplerParameters;
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/**
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* Override sampler settings that are not supported by Non-Power-of-Two textures in WebGL1.
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*/
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{"version":3,"file":"sampler-parameters.d.ts","sourceRoot":"","sources":["../../../src/adapter/converters/sampler-parameters.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,
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{"version":3,"file":"sampler-parameters.d.ts","sourceRoot":"","sources":["../../../src/adapter/converters/sampler-parameters.ts"],"names":[],"mappings":"AAIA,OAAO,EAAC,YAAY,EAAC,MAAM,eAAe,CAAC;AAC3C,OAAO,EAAK,mBAAmB,EAAC,MAAM,oBAAoB,CAAC;AAG3D;;;;GAIG;AACH,wBAAgB,+BAA+B,CAAC,KAAK,EAAE,YAAY,GAAG,mBAAmB,CAuCxF;AAED;;GAEG;AACH,wBAAgB,8BAA8B,CAC5C,UAAU,EAAE,mBAAmB,GAC9B,mBAAmB,CAUrB"}
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import { convertCompareFunction
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import { convertCompareFunction } from "./device-parameters.js";
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export function convertSamplerParametersToWebGL(props) {
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const params = {};
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if (props.addressModeU) {
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@@ -33,6 +33,17 @@ export function convertSamplerParametersToWebGL(props) {
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}
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return params;
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}
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export function updateSamplerParametersForNPOT(parameters) {
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const newParameters = {
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...parameters
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};
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if (parameters[10241] !== 9728) {
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newParameters[10241] = 9729;
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}
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newParameters[10242] = 33071;
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newParameters[10243] = 33071;
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return newParameters;
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}
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function convertAddressMode(addressMode) {
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switch (addressMode) {
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case 'clamp-to-edge':
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return mipmapFilter === 'nearest' ? 9985 : 9987;
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}
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}
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export function convertToSamplerParameters(params) {
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const props = {};
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if (params[10242]) {
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props.addressModeU = convertToAddressMode(params[10242]);
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}
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if (params[10243]) {
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props.addressModeV = convertToAddressMode(params[10243]);
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}
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if (params[32882]) {
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props.addressModeW = convertToAddressMode(params[32882]);
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}
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if (params[10240]) {
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props.magFilter = convertToMaxFilterMode(params[10240]);
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}
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if (params[10241]) {
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props.minFilter = convertToMinFilterMode(params[10241]);
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}
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if (params[10241]) {
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props.mipmapFilter = convertToMipmapFilterMode(params[10241]);
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}
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if (params[33082]) {
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props.lodMinClamp = params[33082];
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}
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if (params[33083]) {
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props.lodMaxClamp = params[33083];
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}
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if (params[34892]) {
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props.type = params[34892] === 34894 ? 'comparison-sampler' : 'color-sampler';
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}
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if (params[34893]) {
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props.compare = convertToCompareFunction('compare', params[34893]);
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}
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if (params[34046]) {
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props.maxAnisotropy = params[34046];
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}
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return props;
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}
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function convertToAddressMode(addressMode) {
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switch (addressMode) {
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case 33071:
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return 'clamp-to-edge';
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case 10497:
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return 'repeat';
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case 33648:
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return 'mirror-repeat';
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default:
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throw new Error('address');
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}
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}
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function convertToMaxFilterMode(filterMode) {
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switch (filterMode) {
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case 9728:
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return 'nearest';
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case 9729:
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return 'linear';
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default:
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throw new Error('maxfilter');
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}
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}
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function convertToMinFilterMode(filterMode) {
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switch (filterMode) {
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case 9728:
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return 'nearest';
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case 9729:
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return 'linear';
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case 9984:
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return 'nearest';
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case 9985:
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return 'linear';
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case 9986:
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return 'nearest';
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case 9987:
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return 'linear';
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default:
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throw new Error('minfilter');
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}
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}
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function convertToMipmapFilterMode(filterMode) {
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switch (filterMode) {
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return 'nearest';
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case 9729:
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return 'linear';
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case 9984:
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return 'nearest';
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case 9985:
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return 'nearest';
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case 9986:
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return 'linear';
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case 9987:
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return 'linear';
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default:
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throw new Error('mipmap');
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}
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}
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export function updateSamplerParametersForNPOT(parameters) {
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const newParameters = {
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...parameters
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};
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newParameters[10241] = 9729;
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}
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newParameters[10242] = 33071;
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newParameters[10243] = 33071;
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return newParameters;
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}
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//# sourceMappingURL=sampler-parameters.js.map
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{"version":3,"file":"sampler-parameters.js","names":["convertCompareFunction","convertToCompareFunction","convertSamplerParametersToWebGL","props","params","addressModeU","convertAddressMode","addressModeV","addressModeW","magFilter","convertMaxFilterMode","minFilter","mipmapFilter","convertMinFilterMode","lodMinClamp","undefined","lodMaxClamp","type","compare","maxAnisotropy","addressMode","maxFilter","convertToSamplerParameters","convertToAddressMode","convertToMaxFilterMode","convertToMinFilterMode","convertToMipmapFilterMode","Error","filterMode","updateSamplerParametersForNPOT","parameters","newParameters"],"sources":["../../../src/adapter/converters/sampler-parameters.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\n// SAMPLER FILTERS\nimport {SamplerParameters} from '@luma.gl/core';\nimport {GL, GLSamplerParameters} from '@luma.gl/constants';\nimport {convertCompareFunction, convertToCompareFunction} from './device-parameters';\n\n/* eslint-disable consistent-return */\n\n/**\n * Convert WebGPU-style sampler props to WebGL\n * @param props\n * @returns\n */\nexport function convertSamplerParametersToWebGL(props: SamplerParameters): GLSamplerParameters {\n const params: Record<number, number> = {};\n if (props.addressModeU) {\n params[GL.TEXTURE_WRAP_S] = convertAddressMode(props.addressModeU);\n }\n if (props.addressModeV) {\n params[GL.TEXTURE_WRAP_T] = convertAddressMode(props.addressModeV);\n }\n if (props.addressModeW) {\n params[GL.TEXTURE_WRAP_R] = convertAddressMode(props.addressModeW);\n }\n if (props.magFilter) {\n params[GL.TEXTURE_MAG_FILTER] = convertMaxFilterMode(props.magFilter);\n }\n if (props.minFilter || props.mipmapFilter) {\n // TODO - arbitrary choice of linear?\n params[GL.TEXTURE_MIN_FILTER] = convertMinFilterMode(\n props.minFilter || 'linear',\n props.mipmapFilter\n );\n }\n if (props.lodMinClamp !== undefined) {\n params[GL.TEXTURE_MIN_LOD] = props.lodMinClamp;\n }\n if (props.lodMaxClamp !== undefined) {\n params[GL.TEXTURE_MAX_LOD] = props.lodMaxClamp;\n }\n if (props.type === 'comparison-sampler') {\n // Setting prop.compare turns this into a comparison sampler\n params[GL.TEXTURE_COMPARE_MODE] = GL.COMPARE_REF_TO_TEXTURE;\n }\n if (props.compare) {\n params[GL.TEXTURE_COMPARE_FUNC] = convertCompareFunction('compare', props.compare);\n }\n // Note depends on WebGL extension\n if (props.maxAnisotropy) {\n params[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;\n }\n return params;\n}\n\n/** Convert address more */\nfunction convertAddressMode(addressMode: 'clamp-to-edge' | 'repeat' | 'mirror-repeat'): GL {\n switch (addressMode) {\n case 'clamp-to-edge':\n return GL.CLAMP_TO_EDGE;\n case 'repeat':\n return GL.REPEAT;\n case 'mirror-repeat':\n return GL.MIRRORED_REPEAT;\n }\n}\n\nfunction convertMaxFilterMode(maxFilter: 'nearest' | 'linear'): GL {\n switch (maxFilter) {\n case 'nearest':\n return GL.NEAREST;\n case 'linear':\n return GL.LINEAR;\n }\n}\n\n/**\n * WebGPU has separate min filter and mipmap filter,\n * WebGL is combined and effectively offers 6 options\n */\nfunction convertMinFilterMode(\n minFilter: 'nearest' | 'linear',\n mipmapFilter?: 'nearest' | 'linear'\n): GL {\n if (!mipmapFilter) {\n return convertMaxFilterMode(minFilter);\n }\n switch (minFilter) {\n case 'nearest':\n return mipmapFilter === 'nearest' ? GL.NEAREST_MIPMAP_NEAREST : GL.NEAREST_MIPMAP_LINEAR;\n case 'linear':\n return mipmapFilter === 'nearest' ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR_MIPMAP_LINEAR;\n }\n}\n\n// Convert from WebGL to WebGPU\n\n/**\n * Convert WebGL-style sampler props to WebGPU\n * @param props\n * @returns\n */\nexport function convertToSamplerParameters(params: GLSamplerParameters): SamplerParameters {\n const props: SamplerParameters = {};\n if (params[GL.TEXTURE_WRAP_S]) {\n props.addressModeU = convertToAddressMode(params[GL.TEXTURE_WRAP_S]);\n }\n if (params[GL.TEXTURE_WRAP_T]) {\n props.addressModeV = convertToAddressMode(params[GL.TEXTURE_WRAP_T]);\n }\n if (params[GL.TEXTURE_WRAP_R]) {\n props.addressModeW = convertToAddressMode(params[GL.TEXTURE_WRAP_R]);\n }\n if (params[GL.TEXTURE_MAG_FILTER]) {\n props.magFilter = convertToMaxFilterMode(params[GL.TEXTURE_MAG_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.minFilter = convertToMinFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_FILTER]) {\n props.mipmapFilter = convertToMipmapFilterMode(params[GL.TEXTURE_MIN_FILTER]);\n }\n if (params[GL.TEXTURE_MIN_LOD]) {\n props.lodMinClamp = params[GL.TEXTURE_MIN_LOD];\n }\n if (params[GL.TEXTURE_MAX_LOD]) {\n props.lodMaxClamp = params[GL.TEXTURE_MAX_LOD];\n }\n if (params[GL.TEXTURE_COMPARE_MODE]) {\n props.type =\n params[GL.TEXTURE_COMPARE_MODE] === GL.COMPARE_REF_TO_TEXTURE\n ? 'comparison-sampler'\n : 'color-sampler';\n }\n if (params[GL.TEXTURE_COMPARE_FUNC]) {\n props.compare = convertToCompareFunction('compare', params[GL.TEXTURE_COMPARE_FUNC]);\n }\n // NOTE depends on extension (very common)\n if (params[GL.TEXTURE_MAX_ANISOTROPY_EXT]) {\n props.maxAnisotropy = params[GL.TEXTURE_MAX_ANISOTROPY_EXT];\n }\n return props;\n}\n\n/** Convert address more */\nfunction convertToAddressMode(\n addressMode: GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT\n): 'clamp-to-edge' | 'repeat' | 'mirror-repeat' {\n switch (addressMode) {\n case GL.CLAMP_TO_EDGE:\n return 'clamp-to-edge';\n case GL.REPEAT:\n return 'repeat';\n case GL.MIRRORED_REPEAT:\n return 'mirror-repeat';\n default:\n throw new Error('address');\n }\n}\n\nfunction convertToMaxFilterMode(filterMode: GL.NEAREST | GL.LINEAR): 'nearest' | 'linear' {\n switch (filterMode) {\n case GL.NEAREST:\n return 'nearest';\n case GL.LINEAR:\n return 'linear';\n default:\n throw new Error('maxfilter');\n }\n}\n\ntype GLMinFilter =\n | GL.NEAREST\n | GL.LINEAR\n | GL.NEAREST_MIPMAP_NEAREST\n | GL.LINEAR_MIPMAP_NEAREST\n | GL.NEAREST_MIPMAP_LINEAR\n | GL.LINEAR_MIPMAP_LINEAR;\n\n/** WebGPU has separate min filter and mipmap filter, WebGL is combined */\nfunction convertToMinFilterMode(filterMode: GLMinFilter): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST:\n return 'nearest';\n case GL.LINEAR:\n return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST:\n return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST:\n return 'linear';\n case GL.NEAREST_MIPMAP_LINEAR:\n return 'nearest';\n case GL.LINEAR_MIPMAP_LINEAR:\n return 'linear';\n default:\n throw new Error('minfilter');\n }\n}\n\nfunction convertToMipmapFilterMode(filterMode: GLMinFilter): 'nearest' | 'linear' {\n switch (filterMode) {\n // TODO is this correct?\n case GL.NEAREST:\n return 'nearest';\n case GL.LINEAR:\n return 'linear';\n case GL.NEAREST_MIPMAP_NEAREST:\n return 'nearest';\n case GL.LINEAR_MIPMAP_NEAREST:\n return 'nearest';\n case GL.NEAREST_MIPMAP_LINEAR:\n return 'linear';\n case GL.LINEAR_MIPMAP_LINEAR:\n return 'linear';\n default:\n throw new Error('mipmap');\n }\n}\n\n/**\n * Override sampler settings that are not supported by Non-Power-of-Two textures in WebGL1.\n */\nexport function updateSamplerParametersForNPOT(\n parameters: GLSamplerParameters\n): GLSamplerParameters {\n const newParameters = {...parameters};\n if (parameters[GL.TEXTURE_MIN_FILTER] !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n newParameters[GL.TEXTURE_MIN_FILTER] = GL.LINEAR;\n }\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_WRAP_S to CLAMP_TO_EDGE`)();\n newParameters[GL.TEXTURE_WRAP_S] = GL.CLAMP_TO_EDGE;\n newParameters[GL.TEXTURE_WRAP_T] = GL.CLAMP_TO_EDGE;\n return newParameters;\n}\n"],"mappings":"SAMQA,sBAAsB,EAAEC,wBAAwB;AASxD,OAAO,SAASC,+BAA+BA,CAACC,KAAwB,EAAuB;EAC7F,MAAMC,MAA8B,GAAG,CAAC,CAAC;EACzC,IAAID,KAAK,CAACE,YAAY,EAAE;IACtBD,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACE,YAAY,CAAC;EACpE;EACA,IAAIF,KAAK,CAACI,YAAY,EAAE;IACtBH,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACI,YAAY,CAAC;EACpE;EACA,IAAIJ,KAAK,CAACK,YAAY,EAAE;IACtBJ,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACK,YAAY,CAAC;EACpE;EACA,IAAIL,KAAK,CAACM,SAAS,EAAE;IACnBL,MAAM,OAAuB,GAAGM,oBAAoB,CAACP,KAAK,CAACM,SAAS,CAAC;EACvE;EACA,IAAIN,KAAK,CAACQ,SAAS,IAAIR,KAAK,CAACS,YAAY,EAAE;IAEzCR,MAAM,OAAuB,GAAGS,oBAAoB,CAClDV,KAAK,CAACQ,SAAS,IAAI,QAAQ,EAC3BR,KAAK,CAACS,YACR,CAAC;EACH;EACA,IAAIT,KAAK,CAACW,WAAW,KAAKC,SAAS,EAAE;IACnCX,MAAM,OAAoB,GAAGD,KAAK,CAACW,WAAW;EAChD;EACA,IAAIX,KAAK,CAACa,WAAW,KAAKD,SAAS,EAAE;IACnCX,MAAM,OAAoB,GAAGD,KAAK,CAACa,WAAW;EAChD;EACA,IAAIb,KAAK,CAACc,IAAI,KAAK,oBAAoB,EAAE;IAEvCb,MAAM,OAAyB,QAA4B;EAC7D;EACA,IAAID,KAAK,CAACe,OAAO,EAAE;IACjBd,MAAM,OAAyB,GAAGJ,sBAAsB,CAAC,SAAS,EAAEG,KAAK,CAACe,OAAO,CAAC;EACpF;EAEA,IAAIf,KAAK,CAACgB,aAAa,EAAE;IACvBf,MAAM,OAA+B,GAAGD,KAAK,CAACgB,aAAa;EAC7D;EACA,OAAOf,MAAM;AACf;AAGA,SAASE,kBAAkBA,CAACc,WAAyD,EAAM;EACzF,QAAQA,WAAW;IACjB,KAAK,eAAe;MAClB;IACF,KAAK,QAAQ;MACX;IACF,KAAK,eAAe;MAClB;EACJ;AACF;AAEA,SAASV,oBAAoBA,CAACW,SAA+B,EAAM;EACjE,QAAQA,SAAS;IACf,KAAK,SAAS;MACZ;IACF,KAAK,QAAQ;MACX;EACJ;AACF;AAMA,SAASR,oBAAoBA,CAC3BF,SAA+B,EAC/BC,YAAmC,EAC/B;EACJ,IAAI,CAACA,YAAY,EAAE;IACjB,OAAOF,oBAAoB,CAACC,SAAS,CAAC;EACxC;EACA,QAAQA,SAAS;IACf,KAAK,SAAS;MACZ,OAAOC,YAAY,KAAK,SAAS,cAAuD;IAC1F,KAAK,QAAQ;MACX,OAAOA,YAAY,KAAK,SAAS,cAAqD;EAC1F;AACF;AASA,OAAO,SAASU,0BAA0BA,CAAClB,MAA2B,EAAqB;EACzF,MAAMD,KAAwB,GAAG,CAAC,CAAC;EACnC,IAAIC,MAAM,OAAmB,EAAE;IAC7BD,KAAK,CAACE,YAAY,GAAGkB,oBAAoB,CAACnB,MAAM,OAAmB,CAAC;EACtE;EACA,IAAIA,MAAM,OAAmB,EAAE;IAC7BD,KAAK,CAACI,YAAY,GAAGgB,oBAAoB,CAACnB,MAAM,OAAmB,CAAC;EACtE;EACA,IAAIA,MAAM,OAAmB,EAAE;IAC7BD,KAAK,CAACK,YAAY,GAAGe,oBAAoB,CAACnB,MAAM,OAAmB,CAAC;EACtE;EACA,IAAIA,MAAM,OAAuB,EAAE;IACjCD,KAAK,CAACM,SAAS,GAAGe,sBAAsB,CAACpB,MAAM,OAAuB,CAAC;EACzE;EACA,IAAIA,MAAM,OAAuB,EAAE;IACjCD,KAAK,CAACQ,SAAS,GAAGc,sBAAsB,CAACrB,MAAM,OAAuB,CAAC;EACzE;EACA,IAAIA,MAAM,OAAuB,EAAE;IACjCD,KAAK,CAACS,YAAY,GAAGc,yBAAyB,CAACtB,MAAM,OAAuB,CAAC;EAC/E;EACA,IAAIA,MAAM,OAAoB,EAAE;IAC9BD,KAAK,CAACW,WAAW,GAAGV,MAAM,OAAoB;EAChD;EACA,IAAIA,MAAM,OAAoB,EAAE;IAC9BD,KAAK,CAACa,WAAW,GAAGZ,MAAM,OAAoB;EAChD;EACA,IAAIA,MAAM,OAAyB,EAAE;IACnCD,KAAK,CAACc,IAAI,GACRb,MAAM,OAAyB,UAA8B,GACzD,oBAAoB,GACpB,eAAe;EACvB;EACA,IAAIA,MAAM,OAAyB,EAAE;IACnCD,KAAK,CAACe,OAAO,GAAGjB,wBAAwB,CAAC,SAAS,EAAEG,MAAM,OAAyB,CAAC;EACtF;EAEA,IAAIA,MAAM,OAA+B,EAAE;IACzCD,KAAK,CAACgB,aAAa,GAAGf,MAAM,OAA+B;EAC7D;EACA,OAAOD,KAAK;AACd;AAGA,SAASoB,oBAAoBA,CAC3BH,WAA8D,EAChB;EAC9C,QAAQA,WAAW;IACjB;MACE,OAAO,eAAe;IACxB;MACE,OAAO,QAAQ;IACjB;MACE,OAAO,eAAe;IACxB;MACE,MAAM,IAAIO,KAAK,CAAC,SAAS,CAAC;EAC9B;AACF;AAEA,SAASH,sBAAsBA,CAACI,UAAkC,EAAwB;EACxF,QAAQA,UAAU;IAChB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,MAAM,IAAID,KAAK,CAAC,WAAW,CAAC;EAChC;AACF;AAWA,SAASF,sBAAsBA,CAACG,UAAuB,EAAwB;EAC7E,QAAQA,UAAU;IAEhB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,MAAM,IAAID,KAAK,CAAC,WAAW,CAAC;EAChC;AACF;AAEA,SAASD,yBAAyBA,CAACE,UAAuB,EAAwB;EAChF,QAAQA,UAAU;IAEhB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,SAAS;IAClB;MACE,OAAO,QAAQ;IACjB;MACE,OAAO,QAAQ;IACjB;MACE,MAAM,IAAID,KAAK,CAAC,QAAQ,CAAC;EAC7B;AACF;AAKA,OAAO,SAASE,8BAA8BA,CAC5CC,UAA+B,EACV;EACrB,MAAMC,aAAa,GAAG;IAAC,GAAGD;EAAU,CAAC;EACrC,IAAIA,UAAU,OAAuB,SAAe,EAAE;IAEpDC,aAAa,OAAuB,OAAY;EAClD;EAEAA,aAAa,OAAmB,QAAmB;EACnDA,aAAa,OAAmB,QAAmB;EACnD,OAAOA,aAAa;AACtB"}
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{"version":3,"file":"sampler-parameters.js","names":["convertCompareFunction","convertSamplerParametersToWebGL","props","params","addressModeU","convertAddressMode","addressModeV","addressModeW","magFilter","convertMaxFilterMode","minFilter","mipmapFilter","convertMinFilterMode","lodMinClamp","undefined","lodMaxClamp","type","compare","maxAnisotropy","updateSamplerParametersForNPOT","parameters","newParameters","addressMode","maxFilter"],"sources":["../../../src/adapter/converters/sampler-parameters.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\n// SAMPLER FILTERS\nimport {SamplerProps} from '@luma.gl/core';\nimport {GL, GLSamplerParameters} from '@luma.gl/constants';\nimport {convertCompareFunction} from './device-parameters';\n\n/**\n * Convert WebGPU-style sampler props to WebGL\n * @param props\n * @returns\n */\nexport function convertSamplerParametersToWebGL(props: SamplerProps): GLSamplerParameters {\n const params: GLSamplerParameters = {};\n if (props.addressModeU) {\n params[GL.TEXTURE_WRAP_S] = convertAddressMode(props.addressModeU);\n }\n if (props.addressModeV) {\n params[GL.TEXTURE_WRAP_T] = convertAddressMode(props.addressModeV);\n }\n if (props.addressModeW) {\n params[GL.TEXTURE_WRAP_R] = convertAddressMode(props.addressModeW);\n }\n if (props.magFilter) {\n params[GL.TEXTURE_MAG_FILTER] = convertMaxFilterMode(props.magFilter);\n }\n if (props.minFilter || props.mipmapFilter) {\n // TODO - arbitrary choice of linear?\n params[GL.TEXTURE_MIN_FILTER] = convertMinFilterMode(\n props.minFilter || 'linear',\n props.mipmapFilter\n );\n }\n if (props.lodMinClamp !== undefined) {\n params[GL.TEXTURE_MIN_LOD] = props.lodMinClamp;\n }\n if (props.lodMaxClamp !== undefined) {\n params[GL.TEXTURE_MAX_LOD] = props.lodMaxClamp;\n }\n if (props.type === 'comparison-sampler') {\n // Setting prop.compare turns this into a comparison sampler\n params[GL.TEXTURE_COMPARE_MODE] = GL.COMPARE_REF_TO_TEXTURE;\n }\n if (props.compare) {\n params[GL.TEXTURE_COMPARE_FUNC] = convertCompareFunction('compare', props.compare);\n }\n // Note depends on WebGL extension\n if (props.maxAnisotropy) {\n params[GL.TEXTURE_MAX_ANISOTROPY_EXT] = props.maxAnisotropy;\n }\n return params;\n}\n\n/**\n * Override sampler settings that are not supported by Non-Power-of-Two textures in WebGL1.\n */\nexport function updateSamplerParametersForNPOT(\n parameters: GLSamplerParameters\n): GLSamplerParameters {\n const newParameters = {...parameters};\n if (parameters[GL.TEXTURE_MIN_FILTER] !== GL.NEAREST) {\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n newParameters[GL.TEXTURE_MIN_FILTER] = GL.LINEAR;\n }\n // log.warn(`texture: ${this} is Non-Power-Of-Two, forcing TEXTURE_WRAP_S to CLAMP_TO_EDGE`)();\n newParameters[GL.TEXTURE_WRAP_S] = GL.CLAMP_TO_EDGE;\n newParameters[GL.TEXTURE_WRAP_T] = GL.CLAMP_TO_EDGE;\n return newParameters;\n}\n\n// HELPERS\n\n/** Convert address more */\nfunction convertAddressMode(addressMode: 'clamp-to-edge' | 'repeat' | 'mirror-repeat'): GL.CLAMP_TO_EDGE | GL.REPEAT | GL.MIRRORED_REPEAT {\n switch (addressMode) {\n case 'clamp-to-edge':\n return GL.CLAMP_TO_EDGE;\n case 'repeat':\n return GL.REPEAT;\n case 'mirror-repeat':\n return GL.MIRRORED_REPEAT;\n }\n}\n\nfunction convertMaxFilterMode(maxFilter: 'nearest' | 'linear'): GL.NEAREST | GL.LINEAR {\n switch (maxFilter) {\n case 'nearest':\n return GL.NEAREST;\n case 'linear':\n return GL.LINEAR;\n }\n}\n\n/**\n * WebGPU has separate min filter and mipmap filter,\n * WebGL is combined and effectively offers 6 options\n */\nfunction convertMinFilterMode(\n minFilter: 'nearest' | 'linear',\n mipmapFilter?: 'nearest' | 'linear'\n): GL.NEAREST | GL.LINEAR | GL.NEAREST_MIPMAP_NEAREST | GL.LINEAR_MIPMAP_NEAREST | GL.NEAREST_MIPMAP_LINEAR | GL.LINEAR_MIPMAP_LINEAR {\n if (!mipmapFilter) {\n return convertMaxFilterMode(minFilter);\n }\n switch (minFilter) {\n case 'nearest':\n return mipmapFilter === 'nearest' ? GL.NEAREST_MIPMAP_NEAREST : GL.NEAREST_MIPMAP_LINEAR;\n case 'linear':\n return mipmapFilter === 'nearest' ? GL.LINEAR_MIPMAP_NEAREST : GL.LINEAR_MIPMAP_LINEAR;\n }\n}\n"],"mappings":"SAMQA,sBAAsB;AAO9B,OAAO,SAASC,+BAA+BA,CAACC,KAAmB,EAAuB;EACxF,MAAMC,MAA2B,GAAG,CAAC,CAAC;EACtC,IAAID,KAAK,CAACE,YAAY,EAAE;IACtBD,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACE,YAAY,CAAC;EACpE;EACA,IAAIF,KAAK,CAACI,YAAY,EAAE;IACtBH,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACI,YAAY,CAAC;EACpE;EACA,IAAIJ,KAAK,CAACK,YAAY,EAAE;IACtBJ,MAAM,OAAmB,GAAGE,kBAAkB,CAACH,KAAK,CAACK,YAAY,CAAC;EACpE;EACA,IAAIL,KAAK,CAACM,SAAS,EAAE;IACnBL,MAAM,OAAuB,GAAGM,oBAAoB,CAACP,KAAK,CAACM,SAAS,CAAC;EACvE;EACA,IAAIN,KAAK,CAACQ,SAAS,IAAIR,KAAK,CAACS,YAAY,EAAE;IAEzCR,MAAM,OAAuB,GAAGS,oBAAoB,CAClDV,KAAK,CAACQ,SAAS,IAAI,QAAQ,EAC3BR,KAAK,CAACS,YACR,CAAC;EACH;EACA,IAAIT,KAAK,CAACW,WAAW,KAAKC,SAAS,EAAE;IACnCX,MAAM,OAAoB,GAAGD,KAAK,CAACW,WAAW;EAChD;EACA,IAAIX,KAAK,CAACa,WAAW,KAAKD,SAAS,EAAE;IACnCX,MAAM,OAAoB,GAAGD,KAAK,CAACa,WAAW;EAChD;EACA,IAAIb,KAAK,CAACc,IAAI,KAAK,oBAAoB,EAAE;IAEvCb,MAAM,OAAyB,QAA4B;EAC7D;EACA,IAAID,KAAK,CAACe,OAAO,EAAE;IACjBd,MAAM,OAAyB,GAAGH,sBAAsB,CAAC,SAAS,EAAEE,KAAK,CAACe,OAAO,CAAC;EACpF;EAEA,IAAIf,KAAK,CAACgB,aAAa,EAAE;IACvBf,MAAM,OAA+B,GAAGD,KAAK,CAACgB,aAAa;EAC7D;EACA,OAAOf,MAAM;AACf;AAKA,OAAO,SAASgB,8BAA8BA,CAC5CC,UAA+B,EACV;EACrB,MAAMC,aAAa,GAAG;IAAC,GAAGD;EAAU,CAAC;EACrC,IAAIA,UAAU,OAAuB,SAAe,EAAE;IAEpDC,aAAa,OAAuB,OAAY;EAClD;EAEAA,aAAa,OAAmB,QAAmB;EACnDA,aAAa,OAAmB,QAAmB;EACnD,OAAOA,aAAa;AACtB;AAKA,SAAShB,kBAAkBA,CAACiB,WAAyD,EAAqD;EACxI,QAAQA,WAAW;IACjB,KAAK,eAAe;MAClB;IACF,KAAK,QAAQ;MACX;IACF,KAAK,eAAe;MAClB;EACJ;AACF;AAEA,SAASb,oBAAoBA,CAACc,SAA+B,EAA0B;EACrF,QAAQA,SAAS;IACf,KAAK,SAAS;MACZ;IACF,KAAK,QAAQ;MACX;EACJ;AACF;AAMA,SAASX,oBAAoBA,CAC3BF,SAA+B,EAC/BC,YAAmC,EACiG;EACpI,IAAI,CAACA,YAAY,EAAE;IACjB,OAAOF,oBAAoB,CAACC,SAAS,CAAC;EACxC;EACA,QAAQA,SAAS;IACf,KAAK,SAAS;MACZ,OAAOC,YAAY,KAAK,SAAS,cAAuD;IAC1F,KAAK,QAAQ;MACX,OAAOA,YAAY,KAAK,SAAS,cAAqD;EAC1F;AACF"}
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{"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAIzC,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,EAAE,EAAE,qBAAqB,GAAG,UAAU,
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{"version":3,"file":"get-device-info.d.ts","sourceRoot":"","sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,UAAU,EAAC,MAAM,eAAe,CAAC;AAIzC,8DAA8D;AAC9D,wBAAgB,aAAa,CAAC,EAAE,EAAE,qBAAqB,GAAG,UAAU,CAuCnE"}
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const gpu = identifyGPUVendor(vendor, renderer);
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const gpuBackend = identifyGPUBackend(vendor, renderer);
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const gpuType = identifyGPUType(vendor, renderer);
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gpuType,
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function identifyGPUType(vendor, renderer) {
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return 'cpu';
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}
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const gpuVendor = identifyGPUVendor(vendor, renderer);
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switch (gpuVendor) {
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case 'intel':
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{"version":3,"file":"get-device-info.js","names":["isWebGL2","getDeviceInfo","gl","vendorMasked","getParameter","rendererMasked","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","version","gpu","identifyGPUVendor","gpuBackend","identifyGPUBackend","shadingLanguage","shadingLanguageVersion","type","exec"],"sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {DeviceInfo} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\n/** @returns strings identifying the GPU vendor and driver. */\nexport function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo {\n // \"Masked\" info is always available, but don't contain much useful information\n const vendorMasked = gl.getParameter(GL.VENDOR);\n const rendererMasked = gl.getParameter(GL.RENDERER);\n\n // If we are lucky, unmasked info is available\n // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_renderer_info/\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);\n const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);\n const vendor = vendorUnmasked || vendorMasked;\n const renderer = rendererUnmasked || rendererMasked;\n\n // Driver version\n const version = gl.getParameter(GL.VERSION) as string;\n\n // \"Sniff\" the GPU type and backend from the info. This works best if unmasked info is available.\n const gpu = identifyGPUVendor(vendor, renderer);\n const gpuBackend = identifyGPUBackend(vendor, renderer);\n\n // Determine GLSL version\n // For now, skip parsing of the long version string, just use context type below to deduce version\n // const version = gl.getParameter(GL.SHADING_LANGUAGE_VERSION) as string;\n // const shadingLanguageVersion = parseGLSLVersion(version);\n const shadingLanguage = 'glsl';\n const shadingLanguageVersion = isWebGL2(gl) ? 300 : 100\n\n return {\n type: isWebGL2(gl) ? 'webgl2' : 'webgl',\n gpu,\n gpuBackend,\n vendor,\n renderer,\n version,\n shadingLanguage,\n shadingLanguageVersion\n };\n}\n\n/** \"Sniff\" the GPU type from the info. This works best if unmasked info is available. */\nfunction identifyGPUVendor(vendor: string, renderer: string): 'nvidia' | 'intel' | 'apple' | 'amd' | 'software' | 'unknown' {\n if ((/NVIDIA/i.exec(vendor)) || (/NVIDIA/i.exec(renderer))) {\n return 'nvidia';\n }\n if ((/INTEL/i.exec(vendor)) || (/INTEL/i.exec(renderer))) {\n return 'intel';\n }\n if ((/Apple/i.exec(vendor)) || (/Apple/i.exec(renderer))) {\n return 'apple';\n }\n if (\n (/AMD/i.exec(vendor)) ||\n (/AMD/i.exec(renderer)) ||\n (/ATI/i.exec(vendor)) ||\n (/ATI/i.exec(renderer))\n ) {\n return 'amd';\n }\n if ((/SwiftShader/i.exec(vendor)) || (/SwiftShader/i.exec(renderer))) {\n return 'software';\n }\n \n return 'unknown';\n}\n\n/** \"Sniff\" the GPU backend from the info. This works best if unmasked info is available. */\nfunction identifyGPUBackend(vendor: string, renderer: string): '
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1
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+
{"version":3,"file":"get-device-info.js","names":["isWebGL2","getDeviceInfo","gl","vendorMasked","getParameter","rendererMasked","ext","getExtension","vendorUnmasked","UNMASKED_VENDOR_WEBGL","rendererUnmasked","UNMASKED_RENDERER_WEBGL","vendor","renderer","version","gpu","identifyGPUVendor","gpuBackend","identifyGPUBackend","gpuType","identifyGPUType","shadingLanguage","shadingLanguageVersion","type","exec","gpuVendor"],"sources":["../../../src/adapter/device-helpers/get-device-info.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {DeviceInfo} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {isWebGL2} from '../../context/context/webgl-checks';\n\n/** @returns strings identifying the GPU vendor and driver. */\nexport function getDeviceInfo(gl: WebGLRenderingContext): DeviceInfo {\n // \"Masked\" info is always available, but don't contain much useful information\n const vendorMasked = gl.getParameter(GL.VENDOR);\n const rendererMasked = gl.getParameter(GL.RENDERER);\n\n // If we are lucky, unmasked info is available\n // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_renderer_info/\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n const vendorUnmasked = gl.getParameter(ext ? ext.UNMASKED_VENDOR_WEBGL : GL.VENDOR);\n const rendererUnmasked = gl.getParameter(ext ? ext.UNMASKED_RENDERER_WEBGL : GL.RENDERER);\n const vendor = vendorUnmasked || vendorMasked;\n const renderer = rendererUnmasked || rendererMasked;\n\n // Driver version\n const version = gl.getParameter(GL.VERSION) as string;\n\n // \"Sniff\" the GPU type and backend from the info. This works best if unmasked info is available.\n const gpu = identifyGPUVendor(vendor, renderer);\n const gpuBackend = identifyGPUBackend(vendor, renderer);\n const gpuType = identifyGPUType(vendor, renderer);\n\n // Determine GLSL version\n // For now, skip parsing of the long version string, just use context type below to deduce version\n // const version = gl.getParameter(GL.SHADING_LANGUAGE_VERSION) as string;\n // const shadingLanguageVersion = parseGLSLVersion(version);\n const shadingLanguage = 'glsl';\n const shadingLanguageVersion = isWebGL2(gl) ? 300 : 100\n\n return {\n type: isWebGL2(gl) ? 'webgl2' : 'webgl',\n gpu,\n gpuType,\n gpuBackend,\n vendor,\n renderer,\n version,\n shadingLanguage,\n shadingLanguageVersion\n };\n}\n\n/** \"Sniff\" the GPU type from the info. This works best if unmasked info is available. */\nfunction identifyGPUVendor(vendor: string, renderer: string): 'nvidia' | 'intel' | 'apple' | 'amd' | 'software' | 'unknown' {\n if ((/NVIDIA/i.exec(vendor)) || (/NVIDIA/i.exec(renderer))) {\n return 'nvidia';\n }\n if ((/INTEL/i.exec(vendor)) || (/INTEL/i.exec(renderer))) {\n return 'intel';\n }\n if ((/Apple/i.exec(vendor)) || (/Apple/i.exec(renderer))) {\n return 'apple';\n }\n if (\n (/AMD/i.exec(vendor)) ||\n (/AMD/i.exec(renderer)) ||\n (/ATI/i.exec(vendor)) ||\n (/ATI/i.exec(renderer))\n ) {\n return 'amd';\n }\n if ((/SwiftShader/i.exec(vendor)) || (/SwiftShader/i.exec(renderer))) {\n return 'software';\n }\n \n return 'unknown';\n}\n\n/** \"Sniff\" the GPU backend from the info. This works best if unmasked info is available. */\nfunction identifyGPUBackend(vendor: string, renderer: string): 'opengl' | 'metal' | 'unknown' {\n if ((/Metal/i.exec(vendor)) || (/Metal/i.exec(renderer))) {\n return 'metal';\n }\n if ((/ANGLE/i.exec(vendor)) || (/ANGLE/i.exec(renderer))) {\n return 'opengl';\n } \n return 'unknown';\n}\n\nfunction identifyGPUType(vendor: string, renderer: string): 'discrete' | 'integrated' | 'cpu' | 'unknown' {\n if ((/SwiftShader/i.exec(vendor)) || (/SwiftShader/i.exec(renderer))) {\n return 'cpu';\n }\n\n const gpuVendor = identifyGPUVendor(vendor, renderer);\n switch (gpuVendor) {\n case 'intel':\n return 'integrated';\n case 'software':\n return 'cpu';\n case 'unknown':\n return 'unknown';\n default:\n return 'discrete';\n }\n}\n"],"mappings":"SAKQA,QAAQ;AAGhB,OAAO,SAASC,aAAaA,CAACC,EAAyB,EAAc;EAEnE,MAAMC,YAAY,GAAGD,EAAE,CAACE,YAAY,KAAU,CAAC;EAC/C,MAAMC,cAAc,GAAGH,EAAE,CAACE,YAAY,KAAY,CAAC;EAInD,MAAME,GAAG,GAAGJ,EAAE,CAACK,YAAY,CAAC,2BAA2B,CAAC;EACxD,MAAMC,cAAc,GAAGN,EAAE,CAACE,YAAY,CAACE,GAAG,GAAGA,GAAG,CAACG,qBAAqB,OAAY,CAAC;EACnF,MAAMC,gBAAgB,GAAGR,EAAE,CAACE,YAAY,CAACE,GAAG,GAAGA,GAAG,CAACK,uBAAuB,OAAc,CAAC;EACzF,MAAMC,MAAM,GAAGJ,cAAc,IAAIL,YAAY;EAC7C,MAAMU,QAAQ,GAAGH,gBAAgB,IAAIL,cAAc;EAGnD,MAAMS,OAAO,GAAGZ,EAAE,CAACE,YAAY,KAAW,CAAW;EAGrD,MAAMW,GAAG,GAAGC,iBAAiB,CAACJ,MAAM,EAAEC,QAAQ,CAAC;EAC/C,MAAMI,UAAU,GAAGC,kBAAkB,CAACN,MAAM,EAAEC,QAAQ,CAAC;EACvD,MAAMM,OAAO,GAAGC,eAAe,CAACR,MAAM,EAAEC,QAAQ,CAAC;EAMjD,MAAMQ,eAAe,GAAG,MAAM;EAC9B,MAAMC,sBAAsB,GAAGtB,QAAQ,CAACE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG;EAEvD,OAAO;IACLqB,IAAI,EAAEvB,QAAQ,CAACE,EAAE,CAAC,GAAG,QAAQ,GAAG,OAAO;IACvCa,GAAG;IACHI,OAAO;IACPF,UAAU;IACVL,MAAM;IACNC,QAAQ;IACRC,OAAO;IACPO,eAAe;IACfC;EACF,CAAC;AACH;AAGA,SAASN,iBAAiBA,CAACJ,MAAc,EAAEC,QAAgB,EAAiE;EAC1H,IAAK,SAAS,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,SAAS,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IAC1D,OAAO,QAAQ;EACjB;EACA,IAAK,QAAQ,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,QAAQ,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IAAK,QAAQ,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,QAAQ,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IACG,MAAM,CAACW,IAAI,CAACZ,MAAM,CAAC,IACnB,MAAM,CAACY,IAAI,CAACX,QAAQ,CAAE,IACtB,MAAM,CAACW,IAAI,CAACZ,MAAM,CAAE,IACpB,MAAM,CAACY,IAAI,CAACX,QAAQ,CAAE,EACvB;IACA,OAAO,KAAK;EACd;EACA,IAAK,cAAc,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,cAAc,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACpE,OAAO,UAAU;EACnB;EAEA,OAAO,SAAS;AAClB;AAGA,SAASK,kBAAkBA,CAACN,MAAc,EAAEC,QAAgB,EAAkC;EAC5F,IAAK,QAAQ,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,QAAQ,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACxD,OAAO,OAAO;EAChB;EACA,IAAK,QAAQ,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,QAAQ,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACxD,OAAO,QAAQ;EACjB;EACA,OAAO,SAAS;AAClB;AAEA,SAASO,eAAeA,CAACR,MAAc,EAAEC,QAAgB,EAAiD;EACxG,IAAK,cAAc,CAACW,IAAI,CAACZ,MAAM,CAAC,IAAM,cAAc,CAACY,IAAI,CAACX,QAAQ,CAAE,EAAE;IACpE,OAAO,KAAK;EACd;EAEA,MAAMY,SAAS,GAAGT,iBAAiB,CAACJ,MAAM,EAAEC,QAAQ,CAAC;EACrD,QAAQY,SAAS;IACf,KAAK,OAAO;MACV,OAAO,YAAY;IACrB,KAAK,UAAU;MACb,OAAO,KAAK;IACd,KAAK,SAAS;MACZ,OAAO,SAAS;IAClB;MACE,OAAO,UAAU;EACrB;AACF"}
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@@ -1 +1 @@
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1
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-
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1
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+
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-
import { isObjectEmpty } from '@luma.gl/core';
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import { Texture, cast, log, assert, isPowerOfTwo, loadImage } from '@luma.gl/core';
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import { Texture, log, assert, isPowerOfTwo, loadImage, isObjectEmpty } from '@luma.gl/core';
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2
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import { withGLParameters } from "../../context/state-tracker/with-parameters.js";
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import { convertTextureFormatToGL, getWebGLTextureParameters, getTextureFormatBytesPerPixel } from "../converters/texture-formats.js";
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import { convertSamplerParametersToWebGL, updateSamplerParametersForNPOT } from "../converters/sampler-parameters.js";
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@@ -36,7 +35,7 @@ export class WEBGLTexture extends Texture {
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this.textureUnit = undefined;
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this.loaded = false;
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this._video = void 0;
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this.device =
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this.device = device;
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this.gl = this.device.gl;
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this.gl2 = this.device.gl2;
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this.handle = this.props.handle || this.gl.createTexture();
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-
{"version":3,"file":"webgl-texture.js","names":["isObjectEmpty","Texture","cast","log","assert","isPowerOfTwo","loadImage","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","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","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","levelIndex","levelData","entries","compressedTexImage2D","byteLength","trackAllocatedMemory","bytesPerPixel","_ref","x","y","ndarray","shape","compressedTexSubImage2D","texSubImage2D","ArrayBuffer","isView","WebGLBuffer","copyFramebuffer","opts","error","getActiveUnit","getParameter","bind","unbind","_ref2","_deduceImageSize","size","ImageData","HTMLImageElement","naturalWidth","naturalHeight","HTMLCanvasElement","ImageBitmap","videoWidth","videoHeight","imageDataMap","resolvedFaces","all","FACES","map","face","facePixels","Array","isArray","forEach","index","image","lodLevel","setImageDataForFace","imageData","webglTextureFormat","texImage3D","logParameters","pname","pvalue","param","value","texParameterf","texParameteri","_getWebGL1NPOTParameterOverride","npot","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\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// 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 {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(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\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: 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{"version":3,"file":"webgl-texture.js","names":["Texture","log","assert","isPowerOfTwo","loadImage","isObjectEmpty","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","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","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","levelIndex","levelData","entries","compressedTexImage2D","byteLength","trackAllocatedMemory","bytesPerPixel","_ref","x","y","ndarray","shape","compressedTexSubImage2D","texSubImage2D","ArrayBuffer","isView","WebGLBuffer","copyFramebuffer","opts","error","getActiveUnit","getParameter","bind","unbind","_ref2","_deduceImageSize","size","ImageData","HTMLImageElement","naturalWidth","naturalHeight","HTMLCanvasElement","ImageBitmap","videoWidth","videoHeight","imageDataMap","resolvedFaces","all","FACES","map","face","facePixels","Array","isArray","forEach","index","image","lodLevel","setImageDataForFace","imageData","webglTextureFormat","texImage3D","logParameters","pname","pvalue","param","value","texParameterf","texParameteri","_getWebGL1NPOTParameterOverride","npot","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} from '@luma.gl/core';\nimport {Texture, log, assert, isPowerOfTwo, loadImage, isObjectEmpty} 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\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// 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 = device as WebGLDevice;\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 {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(\n target,\n level,\n glFormat,\n width,\n height,\n 0 /* border*/,\n dataFormat,\n type,\n data\n );\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) as GL.TEXTURE_MIN_LOD | GL.TEXTURE_MAX_LOD;\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(\n pname: GL.TEXTURE_MIN_FILTER | GL.TEXTURE_WRAP_S | GL.TEXTURE_WRAP_T,\n value: GL.LINEAR | GL.NEAREST\n ): 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 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