@luma.gl/webgl 9.0.0-alpha.7 → 9.0.0-alpha.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (52) hide show
  1. package/dist/adapter/resources/webgl-render-pipeline.js +12 -0
  2. package/dist/adapter/resources/webgl-render-pipeline.js.map +1 -1
  3. package/dist/adapter/webgl-device.d.ts +13 -7
  4. package/dist/adapter/webgl-device.d.ts.map +1 -1
  5. package/dist/adapter/webgl-device.js +65 -17
  6. package/dist/adapter/webgl-device.js.map +1 -1
  7. package/dist/classic/accessor.d.ts.map +1 -1
  8. package/dist/classic/accessor.js.map +1 -1
  9. package/dist/context/context/create-browser-context.d.ts.map +1 -1
  10. package/dist/context/context/create-browser-context.js +8 -2
  11. package/dist/context/context/create-browser-context.js.map +1 -1
  12. package/dist/context/debug/webgl-developer-tools.d.ts +1 -1
  13. package/dist/context/debug/webgl-developer-tools.d.ts.map +1 -1
  14. package/dist/context/debug/webgl-developer-tools.js +1 -1
  15. package/dist/context/debug/webgl-developer-tools.js.map +1 -1
  16. package/dist/context/polyfill/polyfill-context.js +0 -1
  17. package/dist/context/polyfill/polyfill-context.js.map +1 -1
  18. package/dist/es5/adapter/resources/webgl-render-pipeline.js +12 -0
  19. package/dist/es5/adapter/resources/webgl-render-pipeline.js.map +1 -1
  20. package/dist/es5/adapter/webgl-device.js +79 -25
  21. package/dist/es5/adapter/webgl-device.js.map +1 -1
  22. package/dist/es5/classic/accessor.js.map +1 -1
  23. package/dist/es5/context/context/create-browser-context.js +10 -2
  24. package/dist/es5/context/context/create-browser-context.js.map +1 -1
  25. package/dist/es5/context/debug/webgl-developer-tools.js +1 -1
  26. package/dist/es5/context/debug/webgl-developer-tools.js.map +1 -1
  27. package/dist/es5/context/polyfill/polyfill-context.js +0 -1
  28. package/dist/es5/context/polyfill/polyfill-context.js.map +1 -1
  29. package/dist/es5/index.js.map +1 -1
  30. package/dist/esm/adapter/resources/webgl-render-pipeline.js +12 -0
  31. package/dist/esm/adapter/resources/webgl-render-pipeline.js.map +1 -1
  32. package/dist/esm/adapter/webgl-device.js +65 -17
  33. package/dist/esm/adapter/webgl-device.js.map +1 -1
  34. package/dist/esm/classic/accessor.js.map +1 -1
  35. package/dist/esm/context/context/create-browser-context.js +8 -2
  36. package/dist/esm/context/context/create-browser-context.js.map +1 -1
  37. package/dist/esm/context/debug/webgl-developer-tools.js +1 -1
  38. package/dist/esm/context/debug/webgl-developer-tools.js.map +1 -1
  39. package/dist/esm/context/polyfill/polyfill-context.js +0 -1
  40. package/dist/esm/context/polyfill/polyfill-context.js.map +1 -1
  41. package/dist/esm/index.js.map +1 -1
  42. package/dist/index.d.ts +1 -0
  43. package/dist/index.d.ts.map +1 -1
  44. package/dist/index.js.map +1 -1
  45. package/package.json +4 -4
  46. package/src/adapter/resources/webgl-render-pipeline.ts +5 -1
  47. package/src/adapter/webgl-device.ts +79 -27
  48. package/src/classic/accessor.ts +0 -13
  49. package/src/context/context/create-browser-context.ts +6 -2
  50. package/src/context/debug/webgl-developer-tools.ts +2 -2
  51. package/src/context/polyfill/polyfill-context.ts +0 -2
  52. package/src/index.ts +1 -0
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/context/context/create-browser-context.ts"],"names":["DEFAULT_CONTEXT_PROPS","webgl2","webgl1","powerPreference","onContextLost","console","error","onContextRestored","info","createBrowserContext","canvas","props","errorMessage","onCreateError","statusMessage","addEventListener","gl","type","getContext","removeEventListener","Error"],"mappings":"AAmCA,MAAMA,qBAAmC,GAAG;AAC1CC,EAAAA,MAAM,EAAE,IADkC;AAE1CC,EAAAA,MAAM,EAAE,IAFkC;AAG1CC,EAAAA,eAAe,EAAE,kBAHyB;AAI1CC,EAAAA,aAAa,EAAE,MAAMC,OAAO,CAACC,KAAR,CAAc,oBAAd,CAJqB;AAK1CC,EAAAA,iBAAiB,EAAE,MAAMF,OAAO,CAACG,IAAR,CAAa,wBAAb;AALiB,CAA5C;AAaC,OAAO,SAASC,oBAAT,CAA8BC,MAA9B,EAA2EC,KAA3E,EAAuH;AAC5HA,EAAAA,KAAK,GAAG,EAAC,GAAGX,qBAAJ;AAA2B,OAAGW;AAA9B,GAAR;AAGD,MAAIC,YAAY,GAAG,IAAnB;;AACA,QAAMC,aAAa,GAAIP,KAAD,IAAYM,YAAY,GAAGN,KAAK,CAACQ,aAAN,IAAuBF,YAAxE;;AACAF,EAAAA,MAAM,CAACK,gBAAP,CAAwB,2BAAxB,EAAqDF,aAArD,EAAoE,KAApE;AAGA,MAAIG,EAAgC,GAAG,IAAvC;;AAEA,MAAIL,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWT,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AACD,MAAIS,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWV,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AAGD,MAAIU,KAAK,CAACV,MAAV,EAAkB;AAChBe,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,QAAlB,EAA4BP,KAA5B,CAAX;AACD;;AACD,MAAIA,KAAK,CAACT,MAAV,EAAkB;AAChBc,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,OAAlB,EAA2BP,KAA3B,CAAX;AACD;;AAGDD,EAAAA,MAAM,CAACS,mBAAP,CAA2B,2BAA3B,EAAwDN,aAAxD,EAAuE,KAAvE;;AAEA,MAAI,CAACG,EAAL,EAAS;AACP,UAAM,IAAII,KAAJ,4BACgBT,KAAK,CAACV,MAAN,IAAgB,CAACU,KAAK,CAACT,MAAvB,GAAgC,QAAhC,GAA2C,OAD3D,uBAEFU,YAAY,IAAI,eAFd,EAAN;AAKD;;AAED,MAAID,KAAK,CAACP,aAAV,EAAyB;AACvBM,IAAAA,MAAM,CAACK,gBAAP,CAAwB,kBAAxB,EAA4CJ,KAAK,CAACP,aAAlD,EAAiE,KAAjE;AACD;;AACD,MAAIO,KAAK,CAACJ,iBAAV,EAA6B;AAC3BG,IAAAA,MAAM,CAACK,gBAAP,CAAwB,sBAAxB,EAAgDJ,KAAK,CAACJ,iBAAtD,EAAyE,KAAzE;AACD;;AAED,SAAOS,EAAP;AACD","sourcesContent":["// luma.gl, MIT license\n\n/**\n * ContextProps\n* @param webgl2 Set to false to not create a WebGL2 context (force webgl1)\n* @param webgl1 set to false to not create a WebGL1 context (fail if webgl2 not available)\n* @param onContextLost\n* @param onContextRestored\n*\n* BROWSER CONTEXT PARAMETERS\n* @param debug Instrument context (at the expense of performance).\n* @param alpha Default render target has an alpha buffer.\n* @param depth Default render target has a depth buffer of at least 16 bits.\n* @param stencil Default render target has a stencil buffer of at least 8 bits.\n* @param antialias Boolean that indicates whether or not to perform anti-aliasing.\n* @param premultipliedAlpha Boolean that indicates that the page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n* @param preserveDrawingBuffer Default render target buffers will not be automatically cleared and will preserve their values until cleared or overwritten\n* @param failIfMajorPerformanceCaveat Do not create if the system performance is low.\n*/\ntype ContextProps = {\n type?: 'webgl' | 'webgl1' | 'webgl2' | string;\n webgl1?: boolean;\n webgl2?: boolean;\n onContextLost?: (event: Event) => void;\n onContextRestored?: (event: Event) => void;\n alpha?: boolean; // indicates if the canvas contains an alpha buffer.\n desynchronized?: boolean; // hints the user agent to reduce the latency by desynchronizing the canvas paint cycle from the event loop\n antialias?: boolean; // indicates whether or not to perform anti-aliasing.\n depth?: boolean; // indicates that the drawing buffer has a depth buffer of at least 16 bits.\n failIfMajorPerformanceCaveat?: boolean, // indicates if a context will be created if the system performance is low or if no hardware GPU is available.\n powerPreference?: 'default' | 'high-performance' | 'low-power',\n premultipliedAlpha?: boolean, // page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n preserveDrawingBuffer?: boolean // buffers will not be cleared and will preserve their values until cleared or overwritten by the author.\n};\n\nconst DEFAULT_CONTEXT_PROPS: ContextProps = {\n webgl2: true, // Attempt to create a WebGL2 context\n webgl1: true, // Attempt to create a WebGL1 context (false to fail if webgl2 not available)\n powerPreference: 'high-performance', // After all, most apps are using WebGL for performance reasons\n onContextLost: () => console.error('WebGL context lost'),\n onContextRestored: () => console.info('WebGL context restored'),\n};\n\n/**\n * Create a WebGL context for a canvas\n * Note calling this multiple time on the same canvas does return the same context\n* @param canvas A canvas element or offscreen canvas\n */\n export function createBrowserContext(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): WebGLRenderingContext {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n // Create the desired context\n let gl: WebGLRenderingContext | null = null;\n\n if (props.type === 'webgl2') {\n props = {...props, webgl1: false};\n }\n if (props.type === 'webgl1') {\n props = {...props, webgl2: false};\n }\n\n // Prefer webgl2 over webgl1 if both are acceptable\n if (props.webgl2) {\n gl = gl || canvas.getContext('webgl2', props) as WebGL2RenderingContext | null;\n }\n if (props.webgl1) {\n gl = gl || canvas.getContext('webgl', props) as WebGLRenderingContext | null;\n }\n\n // TODO are we removing this listener before giving it a chance to fire?\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n if (!gl) {\n throw new Error(\n `Failed to create ${props.webgl2 && !props.webgl1 ? 'WebGL2' : 'WebGL'} context: ${\n errorMessage || 'Unknown error'\n }`\n );\n }\n\n if (props.onContextLost) {\n canvas.addEventListener('webglcontextlost', props.onContextLost, false);\n }\n if (props.onContextRestored) {\n canvas.addEventListener('webglcontextrestored', props.onContextRestored, false);\n }\n\n return gl;\n}\n\n/* TODO - can we call this asynchronously to catch the error events?\nexport async function createBrowserContextAsync(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): Promise<WebGLRenderingContext> {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n const gl = createBrowserContext(canvas, props);\n\n // Give the listener a chance to fire\n await new Promise(resolve => setTimeout(resolve, 0));\n\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n return gl;\n}\n*/\n"],"file":"create-browser-context.js"}
1
+ {"version":3,"sources":["../../../src/context/context/create-browser-context.ts"],"names":["DEFAULT_CONTEXT_PROPS","webgl2","webgl1","powerPreference","onContextLost","console","error","onContextRestored","info","createBrowserContext","canvas","props","errorMessage","onCreateError","statusMessage","addEventListener","gl","type","getContext","removeEventListener","Error","event"],"mappings":"AAmCA,MAAMA,qBAAmC,GAAG;AAC1CC,EAAAA,MAAM,EAAE,IADkC;AAE1CC,EAAAA,MAAM,EAAE,IAFkC;AAG1CC,EAAAA,eAAe,EAAE,kBAHyB;AAI1CC,EAAAA,aAAa,EAAE,MAAMC,OAAO,CAACC,KAAR,CAAc,oBAAd,CAJqB;AAK1CC,EAAAA,iBAAiB,EAAE,MAAMF,OAAO,CAACG,IAAR,CAAa,wBAAb;AALiB,CAA5C;AAaC,OAAO,SAASC,oBAAT,CAA8BC,MAA9B,EAA2EC,KAA3E,EAAuH;AAC5HA,EAAAA,KAAK,GAAG,EAAC,GAAGX,qBAAJ;AAA2B,OAAGW;AAA9B,GAAR;AAGD,MAAIC,YAAY,GAAG,IAAnB;;AACA,QAAMC,aAAa,GAAIP,KAAD,IAAYM,YAAY,GAAGN,KAAK,CAACQ,aAAN,IAAuBF,YAAxE;;AACAF,EAAAA,MAAM,CAACK,gBAAP,CAAwB,2BAAxB,EAAqDF,aAArD,EAAoE,KAApE;AAGA,MAAIG,EAAgC,GAAG,IAAvC;;AAEA,MAAIL,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWT,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AACD,MAAIS,KAAK,CAACM,IAAN,KAAe,QAAnB,EAA6B;AAC3BN,IAAAA,KAAK,GAAG,EAAC,GAAGA,KAAJ;AAAWV,MAAAA,MAAM,EAAE;AAAnB,KAAR;AACD;;AAGD,MAAIU,KAAK,CAACV,MAAV,EAAkB;AAChBe,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,QAAlB,EAA4BP,KAA5B,CAAX;AACD;;AACD,MAAIA,KAAK,CAACT,MAAV,EAAkB;AAChBc,IAAAA,EAAE,GAAGA,EAAE,IAAIN,MAAM,CAACQ,UAAP,CAAkB,OAAlB,EAA2BP,KAA3B,CAAX;AACD;;AAGDD,EAAAA,MAAM,CAACS,mBAAP,CAA2B,2BAA3B,EAAwDN,aAAxD,EAAuE,KAAvE;;AAEA,MAAI,CAACG,EAAL,EAAS;AACP,UAAM,IAAII,KAAJ,4BACgBT,KAAK,CAACV,MAAN,IAAgB,CAACU,KAAK,CAACT,MAAvB,GAAgC,QAAhC,GAA2C,OAD3D,uBAEFU,YAAY,IAAI,eAFd,EAAN;AAKD;;AAED,MAAID,KAAK,CAACP,aAAV,EAAyB;AAEvB,UAAM;AAACA,MAAAA;AAAD,QAAkBO,KAAxB;AACAD,IAAAA,MAAM,CAACK,gBAAP,CAAwB,kBAAxB,EAA4CM,KAAD,IAAkBjB,aAAa,CAACiB,KAAD,CAA1E,EAAmF,KAAnF;AACD;;AACD,MAAIV,KAAK,CAACJ,iBAAV,EAA6B;AAE3B,UAAM;AAACA,MAAAA;AAAD,QAAsBI,KAA5B;AACAD,IAAAA,MAAM,CAACK,gBAAP,CAAwB,sBAAxB,EAAiDM,KAAD,IAAkBd,iBAAiB,CAACc,KAAD,CAAnF,EAA4F,KAA5F;AACD;;AAED,SAAOL,EAAP;AACD","sourcesContent":["// luma.gl, MIT license\n\n/**\n * ContextProps\n* @param webgl2 Set to false to not create a WebGL2 context (force webgl1)\n* @param webgl1 set to false to not create a WebGL1 context (fail if webgl2 not available)\n* @param onContextLost\n* @param onContextRestored\n*\n* BROWSER CONTEXT PARAMETERS\n* @param debug Instrument context (at the expense of performance).\n* @param alpha Default render target has an alpha buffer.\n* @param depth Default render target has a depth buffer of at least 16 bits.\n* @param stencil Default render target has a stencil buffer of at least 8 bits.\n* @param antialias Boolean that indicates whether or not to perform anti-aliasing.\n* @param premultipliedAlpha Boolean that indicates that the page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n* @param preserveDrawingBuffer Default render target buffers will not be automatically cleared and will preserve their values until cleared or overwritten\n* @param failIfMajorPerformanceCaveat Do not create if the system performance is low.\n*/\ntype ContextProps = {\n type?: 'webgl' | 'webgl1' | 'webgl2' | string;\n webgl1?: boolean;\n webgl2?: boolean;\n onContextLost?: (event: Event) => void;\n onContextRestored?: (event: Event) => void;\n alpha?: boolean; // indicates if the canvas contains an alpha buffer.\n desynchronized?: boolean; // hints the user agent to reduce the latency by desynchronizing the canvas paint cycle from the event loop\n antialias?: boolean; // indicates whether or not to perform anti-aliasing.\n depth?: boolean; // indicates that the drawing buffer has a depth buffer of at least 16 bits.\n failIfMajorPerformanceCaveat?: boolean, // indicates if a context will be created if the system performance is low or if no hardware GPU is available.\n powerPreference?: 'default' | 'high-performance' | 'low-power',\n premultipliedAlpha?: boolean, // page compositor will assume the drawing buffer contains colors with pre-multiplied alpha.\n preserveDrawingBuffer?: boolean // buffers will not be cleared and will preserve their values until cleared or overwritten by the author.\n};\n\nconst DEFAULT_CONTEXT_PROPS: ContextProps = {\n webgl2: true, // Attempt to create a WebGL2 context\n webgl1: true, // Attempt to create a WebGL1 context (false to fail if webgl2 not available)\n powerPreference: 'high-performance', // After all, most apps are using WebGL for performance reasons\n onContextLost: () => console.error('WebGL context lost'),\n onContextRestored: () => console.info('WebGL context restored'),\n};\n\n/**\n * Create a WebGL context for a canvas\n * Note calling this multiple time on the same canvas does return the same context\n* @param canvas A canvas element or offscreen canvas\n */\n export function createBrowserContext(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): WebGLRenderingContext {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n // Create the desired context\n let gl: WebGLRenderingContext | null = null;\n\n if (props.type === 'webgl2') {\n props = {...props, webgl1: false};\n }\n if (props.type === 'webgl1') {\n props = {...props, webgl2: false};\n }\n\n // Prefer webgl2 over webgl1 if both are acceptable\n if (props.webgl2) {\n gl = gl || canvas.getContext('webgl2', props) as WebGL2RenderingContext | null;\n }\n if (props.webgl1) {\n gl = gl || canvas.getContext('webgl', props) as WebGLRenderingContext | null;\n }\n\n // TODO are we removing this listener before giving it a chance to fire?\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n if (!gl) {\n throw new Error(\n `Failed to create ${props.webgl2 && !props.webgl1 ? 'WebGL2' : 'WebGL'} context: ${\n errorMessage || 'Unknown error'\n }`\n );\n }\n\n if (props.onContextLost) {\n // Carefully extract and wrap callbacks to prevent addEventListener from rebinding them.\n const {onContextLost} = props;\n canvas.addEventListener('webglcontextlost',(event: Event) => onContextLost(event), false);\n }\n if (props.onContextRestored) {\n // Carefully extract and wrap callbacks to prevent addEventListener from rebinding them.\n const {onContextRestored} = props;\n canvas.addEventListener('webglcontextrestored', (event: Event) => onContextRestored(event), false);\n }\n\n return gl;\n}\n\n/* TODO - can we call this asynchronously to catch the error events?\nexport async function createBrowserContextAsync(canvas: HTMLCanvasElement | OffscreenCanvas, props: ContextProps): Promise<WebGLRenderingContext> {\n props = {...DEFAULT_CONTEXT_PROPS, ...props};\n\n // Try to extract any extra information about why context creation failed\n let errorMessage = null;\n const onCreateError = (error) => (errorMessage = error.statusMessage || errorMessage);\n canvas.addEventListener('webglcontextcreationerror', onCreateError, false);\n\n const gl = createBrowserContext(canvas, props);\n\n // Give the listener a chance to fire\n await new Promise(resolve => setTimeout(resolve, 0));\n\n canvas.removeEventListener('webglcontextcreationerror', onCreateError, false);\n\n return gl;\n}\n*/\n"],"file":"create-browser-context.js"}
@@ -14,6 +14,6 @@ declare global {
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  * @see https://github.com/vorg/webgl-debug
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  */
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  export declare function loadWebGLDeveloperTools(): Promise<void>;
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- export declare function makeDebugContext(gl: WebGLRenderingContext, props?: DebugContextProps): WebGLRenderingContext;
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+ export declare function makeDebugContext(gl: WebGLRenderingContext, props?: DebugContextProps): WebGLRenderingContext | null;
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  export {};
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  //# sourceMappingURL=webgl-developer-tools.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"webgl-developer-tools.d.ts","sourceRoot":"","sources":["../../../src/context/debug/webgl-developer-tools.ts"],"names":[],"mappings":"AAMA,aAAK,iBAAiB,GAAG;IACvB,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,KAAK,CAAC,EAAE,MAAM,EAAE,CAAC;IACjB,MAAM,CAAC,EAAE,OAAO,CAAC;CAClB,CAAC;AAeF,OAAO,CAAC,MAAM,CAAC;IACb,IAAI,eAAe,EAAE,GAAG,CAAC;CAC1B;AAED;;;;;GAKG;AACH,wBAAsB,uBAAuB,IAAI,OAAO,CAAC,IAAI,CAAC,CAQ7D;AAID,wBAAgB,gBAAgB,CAAC,EAAE,EAAE,qBAAqB,EAAE,KAAK,GAAE,iBAAsB,GAAG,qBAAqB,CAOhH"}
1
+ {"version":3,"file":"webgl-developer-tools.d.ts","sourceRoot":"","sources":["../../../src/context/debug/webgl-developer-tools.ts"],"names":[],"mappings":"AAMA,aAAK,iBAAiB,GAAG;IACvB,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,KAAK,CAAC,EAAE,MAAM,EAAE,CAAC;IACjB,MAAM,CAAC,EAAE,OAAO,CAAC;CAClB,CAAC;AAeF,OAAO,CAAC,MAAM,CAAC;IACb,IAAI,eAAe,EAAE,GAAG,CAAC;CAC1B;AAED;;;;;GAKG;AACH,wBAAsB,uBAAuB,IAAI,OAAO,CAAC,IAAI,CAAC,CAQ7D;AAID,wBAAgB,gBAAgB,CAAC,EAAE,EAAE,qBAAqB,EAAE,KAAK,GAAE,iBAAsB,GAAG,qBAAqB,GAAG,IAAI,CAOvH"}
@@ -89,7 +89,7 @@ function onGLError(props, err, functionName, args) {
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  }
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  function onValidateGLFunc(props, functionName, functionArgs) {
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- let functionString;
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+ let functionString = '';
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  if (log.level >= 1) {
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  functionString = getFunctionString(functionName, functionArgs);
@@ -1 +1 @@
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tools expects global to be set\n globalThis.global = globalThis.global || globalThis;\n // @ts-expect-error Developer tools expects global to be set\n globalThis.global.module = {};\n await loadScript(WEBGL_DEBUG_CDN_URL);\n }\n}\n\n// Returns (a potentially new) context with debug instrumentation turned off or on.\n// Note that this actually returns a new context\nexport function makeDebugContext(gl: WebGLRenderingContext, props: DebugContextProps = {}): WebGLRenderingContext | null {\n // Return null to ensure we don't try to create a context in this case (TODO what case is that?)\n if (!gl) {\n return null;\n }\n\n return props.debug ? getDebugContext(gl, props) : getRealContext(gl);\n}\n\n// Returns the real context from either of the real/debug contexts\nfunction getRealContext(gl: WebGLRenderingContext): WebGLRenderingContext {\n const data = getContextData(gl);\n // If the context has a realContext member, it is a debug context so return the realContext\n return data.realContext ? data.realContext : gl;\n}\n\n// Returns the debug context from either of the real/debug contexts\nfunction getDebugContext(gl: WebGLRenderingContext, props: DebugContextProps): WebGLRenderingContext {\n if (!globalThis.WebGLDebugUtils) {\n log.warn('webgl-debug not loaded')();\n return gl;\n }\n\n const data = getContextData(gl);\n\n // If this already has a debug context, return it.\n if (data.debugContext) {\n return data.debugContext;\n }\n\n // Create a new debug context\n globalThis.WebGLDebugUtils.init({...GL, ...gl});\n const glDebug = globalThis.WebGLDebugUtils.makeDebugContext(\n gl,\n onGLError.bind(null, props),\n onValidateGLFunc.bind(null, props)\n );\n\n // Make sure we have all WebGL2 and extension constants (todo dynamic import to circumvent minification?)\n for (const key in GL) {\n if (!(key in glDebug) && typeof GL[key] === 'number') {\n glDebug[key] = GL[key];\n }\n }\n \n // Ensure we have a clean prototype on the instrumented object\n // Note: setPrototypeOf does come with perf warnings, but we already take a bigger perf reduction\n // by synchronizing the WebGL errors after each WebGL call.\n class WebGLDebugContext {}\n Object.setPrototypeOf(glDebug, Object.getPrototypeOf(gl));\n Object.setPrototypeOf(WebGLDebugContext, glDebug);\n const debugContext = Object.create(WebGLDebugContext);\n // Store the debug context\n data.realContext = gl;\n data.debugContext = debugContext;\n debugContext.debug = true;\n\n // Return it\n return debugContext;\n}\n\n// DEBUG TRACING\n\nfunction getFunctionString(functionName: string, functionArgs): string {\n // Cover bug in webgl-debug-tools\n functionArgs = Array.from(functionArgs).map(arg => arg === undefined ? 'undefined' : arg);\n let args = globalThis.WebGLDebugUtils.glFunctionArgsToString(functionName, functionArgs);\n args = `${args.slice(0, 100)}${args.length > 100 ? '...' : ''}`;\n return `gl.${functionName}(${args})`;\n}\n\nfunction onGLError(props: DebugContextProps, err, functionName: string, args: any[]): void {\n // Cover bug in webgl-debug-tools\n args = Array.from(args).map(arg => arg === undefined ? 'undefined' : arg);\n const errorMessage = globalThis.WebGLDebugUtils.glEnumToString(err);\n const functionArgs = globalThis.WebGLDebugUtils.glFunctionArgsToString(functionName, args);\n const glName = props.webgl2 ? 'gl2' : 'gl1';\n const message = `${errorMessage} in ${glName}.${functionName}(${functionArgs})`;\n log.error(message)();\n debugger; // eslint-disable-line\n if (props.throwOnError) {\n throw new Error(message);\n }\n}\n\n// Don't generate function string until it is needed\nfunction onValidateGLFunc(props: DebugContextProps, functionName: string, functionArgs: any[]): void {\n let functionString: string = '';\n if (log.level >= 1) {\n functionString = getFunctionString(functionName, functionArgs);\n log.log(1, functionString)();\n }\n\n if (props.break) {\n functionString = functionString || getFunctionString(functionName, functionArgs);\n const isBreakpoint =\n props.break && props.break.every((breakOn: string) => functionString.indexOf(breakOn) !== -1);\n if (isBreakpoint) {\n debugger; // eslint-disable-line\n }\n }\n\n for (const arg of functionArgs) {\n if (arg === undefined) {\n functionString = functionString || getFunctionString(functionName, functionArgs);\n if (props.throwOnError) {\n throw new Error(`Undefined argument: ${functionString}`);\n } else {\n log.error(`Undefined argument: ${functionString}`)();\n debugger; // eslint-disable-line\n }\n }\n }\n}\n"],"file":"webgl-developer-tools.js"}
@@ -26,7 +26,6 @@ function initializeExtensions(gl) {
26
26
  for (const extensionName of EXTENSIONS) {
27
27
  const extension = gl.getExtension(extensionName);
28
28
  contextState._extensions[extensionName] = extension;
29
- contextState[extensionName] = extension;
30
29
  }
31
30
  }
32
31
 
@@ -1 +1 @@
1
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@@ -447,12 +447,18 @@ function getDrawMode(topology) {
447
447
  case 'line-strip':
448
448
  return _constants.default.LINE_STRIP;
449
449
 
450
+ case 'line-loop':
451
+ return _constants.default.LINE_LOOP;
452
+
450
453
  case 'triangle-list':
451
454
  return _constants.default.TRIANGLES;
452
455
 
453
456
  case 'triangle-strip':
454
457
  return _constants.default.TRIANGLE_STRIP;
455
458
 
459
+ case 'triangle-fan':
460
+ return _constants.default.TRIANGLE_FAN;
461
+
456
462
  default:
457
463
  throw new Error(topology);
458
464
  }
@@ -469,12 +475,18 @@ function getGLPrimitive(topology) {
469
475
  case 'line-strip':
470
476
  return _constants.default.LINES;
471
477
 
478
+ case 'line-loop':
479
+ return _constants.default.LINES;
480
+
472
481
  case 'triangle-list':
473
482
  return _constants.default.TRIANGLES;
474
483
 
475
484
  case 'triangle-strip':
476
485
  return _constants.default.TRIANGLES;
477
486
 
487
+ case 'triangle-fan':
488
+ return _constants.default.TRIANGLES;
489
+
478
490
  default:
479
491
  throw new Error(topology);
480
492
  }
@@ -1 +1 @@
1
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Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? 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Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - 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1
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Object.assign(this.uniforms, uniforms);\n }\n\n /** @todo needed for portable model\n * @note The WebGL API is offers many ways to draw things\n * This function unifies those ways into a single call using common parameters with sane defaults\n */\n draw(options: {\n renderPass?: RenderPass;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n }): boolean {\n const {\n renderPass = this.device.getDefaultRenderPass(),\n vertexCount,\n indexCount,\n instanceCount,\n firstVertex = 0,\n firstIndex,\n firstInstance,\n baseVertex\n } = options;\n\n const drawMode = getDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(this._indexBuffer);\n const indexType = this._indexBuffer?.props.indexType === 'uint16' ? GL.UNSIGNED_SHORT : GL.UNSIGNED_INT;\n const isInstanced: boolean = Number(options.instanceCount) > 0;\n\n // Avoid WebGL draw call when not rendering any data or values are incomplete\n // Note: async textures set as uniforms might still be loading.\n // Now that all uniforms have been updated, check if any texture\n // in the uniforms is not yet initialized, then we don't draw\n if (!this._areTexturesRenderable() || options.vertexCount === 0) {\n // (isInstanced && instanceCount === 0)\n return false;\n }\n\n this.device.gl.useProgram(this.handle);\n\n this.vertexArrayObject.bind(() => {\n const primitiveMode = getGLPrimitive(this.props.topology);\n const transformFeedback: any = null;\n if (transformFeedback) {\n transformFeedback.begin(primitiveMode);\n }\n\n // We have to apply bindings before every draw call since other draw calls will overwrite\n this._applyBindings();\n this._applyUniforms();\n\n // TODO - double context push/pop\n withDeviceParameters(this.device, this.props.parameters, () => {\n withGLParameters(this.device, {framebuffer: renderPass.props.framebuffer}, () => {\n // TODO - Use polyfilled WebGL2RenderingContext instead of ANGLE extension\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n drawMode,\n vertexCount || 0, // indexCount?\n indexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(drawMode, start, end, vertexCount, indexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(drawMode, vertexCount || 0, indexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(drawMode, firstVertex, vertexCount || 0, instanceCount || 0);\n } else {\n this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n }\n });\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n });\n });\n\n return true;\n }\n\n // setAttributes(attributes: Record<string, Buffer>): void {}\n // setBindings(bindings: Record<string, Binding>): void {}\n\n protected _compileAndLink() {\n const {gl} = this.device;\n gl.attachShader(this.handle, this.vs.handle);\n gl.attachShader(this.handle, this.fs.handle);\n log.time(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n gl.linkProgram(this.handle);\n log.timeEnd(LOG_PROGRAM_PERF_PRIORITY, `linkProgram for ${this.id}`)();\n\n // Avoid checking program linking error in production\n // @ts-expect-error\n if (gl.debug || log.level > 0) {\n const linked = gl.getProgramParameter(this.handle, gl.LINK_STATUS);\n if (!linked) {\n throw new Error(`Error linking: ${gl.getProgramInfoLog(this.handle)}`);\n }\n\n gl.validateProgram(this.handle);\n const validated = gl.getProgramParameter(this.handle, gl.VALIDATE_STATUS);\n if (!validated) {\n throw new Error(`Error validating: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [name, texture] of Object.entries(this._textureUniforms)) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n\n for (const [name, texture] of Object.entries(this.bindings)) {\n // texture.update();\n if (texture.loaded !== undefined) {\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.layout.bindings) {\n const value = this.bindings[binding.name];\n if (!value) {\n throw new Error(`No value for binding ${binding.name} in ${this.id}`);\n }\n switch (binding.type) {\n case 'uniform':\n // Set buffer\n const {name} = binding;\n const location = gl2.getUniformBlockIndex(this.handle, name);\n if (location === GL.INVALID_INDEX) {\n throw new Error(`Invalid uniform block name ${name}`);\n }\n gl2.uniformBlockBinding(this.handle, uniformBufferIndex, location);\n // console.debug(binding, location);\n if (value instanceof WEBGLBuffer) {\n gl2.bindBufferBase(GL.UNIFORM_BUFFER, uniformBufferIndex, value.handle);\n } else {\n gl2.bindBufferRange(\n GL.UNIFORM_BUFFER,\n uniformBufferIndex,\n value.buffer.handle,\n value.offset || 0,\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture)) {\n throw new Error('texture');\n }\n const texture: WEBGLTexture = value;\n gl2.activeTexture(GL.TEXTURE0 + textureUnit);\n gl2.bindTexture(texture.target, texture.handle);\n // gl2.bindSampler(textureUnit, sampler.handle);\n textureUnit += 1;\n break;\n\n case 'sampler':\n // ignore\n break;\n\n case 'storage':\n case 'read-only-storage':\n throw new Error(`binding type '${binding.type}' not supported in WebGL`);\n }\n }\n }\n\n _applyUniforms() {\n for (const uniformLayout of this.layout.uniforms || []) {\n const {name, location, type, textureUnit} = uniformLayout;\n const value = this.uniforms[name] || textureUnit;\n if (value !== undefined) {\n setUniform(this.device.gl, location, type, value);\n }\n }\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getDrawMode(\n topology: PrimitiveTopology\n): GL.POINTS | GL.LINES | GL.LINE_STRIP | GL.LINE_LOOP | GL.TRIANGLES | GL.TRIANGLE_STRIP | GL.TRIANGLE_FAN {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINE_STRIP;\n case 'line-loop': return GL.LINE_LOOP;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLE_STRIP;\n case 'triangle-fan': return GL.TRIANGLE_FAN;\n default: throw new Error(topology);\n }\n}\n\n/** Get the primitive type for transform feedback */\nfunction getGLPrimitive(topology: PrimitiveTopology): GL.POINTS | GL.LINES | GL.TRIANGLES {\n // prettier-ignore\n switch (topology) {\n case 'point-list': return GL.POINTS;\n case 'line-list': return GL.LINES;\n case 'line-strip': return GL.LINES;\n case 'line-loop': return GL.LINES;\n case 'triangle-list': return GL.TRIANGLES;\n case 'triangle-strip': return GL.TRIANGLES;\n case 'triangle-fan': return GL.TRIANGLES;\n default: throw new Error(topology);\n }\n}\n\nfunction getAttributesByLocation(\n attributes: Record<string, Buffer>,\n layout: ShaderLayout\n): Record<number, Buffer> {\n const byLocation: Record<number, Buffer> = {};\n for (const [name, buffer] of Object.entries(attributes)) {\n const attribute = getAttributeLayout(layout, name);\n if (attribute) {\n byLocation[attribute.location] = buffer;\n }\n }\n return byLocation;\n}\n\nfunction getAttributeLayout(layout: ShaderLayout, name: string): AttributeLayout | null {\n return layout.attributes.find((binding) => binding.name === name) || null;\n}\n\nfunction getBindingLayout(layout: ShaderLayout, name: string): BindingLayout {\n const binding = layout.bindings.find((binding) => binding.name === name);\n if (!binding) {\n throw new Error(`Unknown binding ${name}`);\n }\n return binding;\n}\n"],"file":"webgl-render-pipeline.js"}
@@ -90,15 +90,16 @@ var WebGLDevice = function (_Device) {
90
90
  _this = _super.call(this, props);
91
91
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "info", void 0);
92
92
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "canvasContext", void 0);
93
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "lost", void 0);
94
93
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "handle", void 0);
94
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "lost", void 0);
95
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_resolveContextLost", void 0);
96
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_features", void 0);
97
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_limits", void 0);
95
98
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl", void 0);
96
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl2", void 0);
99
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "gl2", null);
97
100
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "debug", false);
98
101
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "isWebGL1", void 0);
99
102
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "isWebGL2", void 0);
100
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_features", void 0);
101
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_limits", void 0);
102
103
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_webglLimits", void 0);
103
104
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_canvasSizeInfo", {
104
105
  clientWidth: 0,
@@ -108,19 +109,39 @@ var WebGLDevice = function (_Device) {
108
109
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_extensions", {});
109
110
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "_polyfilled", false);
110
111
  (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "spector", void 0);
111
- (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "renderPass", void 0);
112
+ (0, _defineProperty2.default)((0, _assertThisInitialized2.default)(_this), "renderPass", null);
112
113
  var device = (_props$gl = props.gl) === null || _props$gl === void 0 ? void 0 : _props$gl.device;
113
114
 
114
115
  if (device) {
115
- _api.log.warn("WebGL context already attached to device ".concat(device.id));
116
-
117
- return (0, _possibleConstructorReturn2.default)(_this, device);
116
+ throw new Error("WebGL context already attached to device ".concat(device.id));
118
117
  }
119
118
 
120
119
  _this.canvasContext = new _webglCanvasContext.default((0, _assertThisInitialized2.default)(_this), props);
120
+ _this.lost = new Promise(function (resolve) {
121
+ _this._resolveContextLost = resolve;
122
+ });
123
+
124
+ var onContextLost = function onContextLost(event) {
125
+ var _this$_resolveContext, _this2;
126
+
127
+ return (_this$_resolveContext = (_this2 = _this)._resolveContextLost) === null || _this$_resolveContext === void 0 ? void 0 : _this$_resolveContext.call(_this2, {
128
+ reason: 'destroyed',
129
+ message: 'Computer entered sleep mode, or too many apps or browser tabs are using the GPU.'
130
+ });
131
+ };
132
+
121
133
  var gl = props.gl;
122
- gl = gl || (0, _env.isBrowser)() && (0, _createBrowserContext.createBrowserContext)(_this.canvasContext.canvas, props);
123
- gl = gl || !(0, _env.isBrowser)() && (0, _createHeadlessContext.createHeadlessContext)(props);
134
+ gl = gl || ((0, _env.isBrowser)() ? (0, _createBrowserContext.createBrowserContext)(_this.canvasContext.canvas, _objectSpread(_objectSpread({}, props), {}, {
135
+ onContextLost: onContextLost
136
+ })) : null);
137
+ gl = gl || (!(0, _env.isBrowser)() ? (0, _createHeadlessContext.createHeadlessContext)(_objectSpread(_objectSpread({}, props), {}, {
138
+ onContextLost: onContextLost
139
+ })) : null);
140
+
141
+ if (!gl) {
142
+ throw new Error('WebGL context creation failed');
143
+ }
144
+
124
145
  _this.handle = gl;
125
146
  _this.gl = _this.handle;
126
147
  _this.gl2 = _this.gl;
@@ -201,6 +222,22 @@ var WebGLDevice = function (_Device) {
201
222
  ext.destroy();
202
223
  }
203
224
  }
225
+ }, {
226
+ key: "loseDevice",
227
+ value: function loseDevice() {
228
+ var _this$_resolveContext2;
229
+
230
+ var ext = this.gl.getExtension('WEBGL_lose_context');
231
+
232
+ if (ext) {
233
+ ext.loseContext();
234
+ }
235
+
236
+ (_this$_resolveContext2 = this._resolveContextLost) === null || _this$_resolveContext2 === void 0 ? void 0 : _this$_resolveContext2.call(this, {
237
+ reason: 'destroyed',
238
+ message: 'Application triggered context loss'
239
+ });
240
+ }
204
241
  }, {
205
242
  key: "isLost",
206
243
  get: function get() {
@@ -229,7 +266,10 @@ var WebGLDevice = function (_Device) {
229
266
  }, {
230
267
  key: "assertWebGL2",
231
268
  value: function assertWebGL2() {
232
- (0, _api.assert)(this.isWebGL2, 'Requires WebGL2');
269
+ if (!this.gl2) {
270
+ throw new Error('Requires WebGL2');
271
+ }
272
+
233
273
  return this.gl2;
234
274
  }
235
275
  }, {
@@ -298,7 +338,9 @@ var WebGLDevice = function (_Device) {
298
338
  }, {
299
339
  key: "submit",
300
340
  value: function submit() {
301
- this.renderPass.endPass();
341
+ var _this$renderPass;
342
+
343
+ (_this$renderPass = this.renderPass) === null || _this$renderPass === void 0 ? void 0 : _this$renderPass.endPass();
302
344
  this.renderPass = null;
303
345
  }
304
346
  }], [{
@@ -328,45 +370,57 @@ var WebGLDevice = function (_Device) {
328
370
  }, {
329
371
  key: "create",
330
372
  value: function () {
331
- var _create = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee(props) {
373
+ var _create = (0, _asyncToGenerator2.default)(_regenerator.default.mark(function _callee() {
374
+ var props,
375
+ _args = arguments;
332
376
  return _regenerator.default.wrap(function _callee$(_context) {
333
377
  while (1) {
334
378
  switch (_context.prev = _context.next) {
335
379
  case 0:
380
+ props = _args.length > 0 && _args[0] !== undefined ? _args[0] : {};
381
+
336
382
  _api.log.groupCollapsed(LOG_LEVEL, 'WebGLDevice created');
337
383
 
338
384
  if (!(typeof props.canvas === 'string')) {
339
- _context.next = 4;
385
+ _context.next = 5;
340
386
  break;
341
387
  }
342
388
 
343
- _context.next = 4;
389
+ _context.next = 5;
344
390
  return _api.CanvasContext.pageLoaded;
345
391
 
346
- case 4:
392
+ case 5:
347
393
  if (!props.debug) {
348
- _context.next = 7;
394
+ _context.next = 8;
349
395
  break;
350
396
  }
351
397
 
352
- _context.next = 7;
398
+ _context.next = 8;
353
399
  return (0, _webglDeveloperTools.loadWebGLDeveloperTools)();
354
400
 
355
- case 7:
401
+ case 8:
356
402
  if (!props.spector) {
357
- _context.next = 10;
403
+ _context.next = 11;
358
404
  break;
359
405
  }
360
406
 
361
- _context.next = 10;
407
+ _context.next = 11;
362
408
  return (0, _spector.loadSpectorJS)();
363
409
 
364
- case 10:
365
- _api.log.probe(LOG_LEVEL, 'DOM is loaded')();
410
+ case 11:
411
+ _api.log.probe(LOG_LEVEL + 1, 'DOM is loaded')();
412
+
413
+ if (!(props.gl && props.gl.device)) {
414
+ _context.next = 14;
415
+ break;
416
+ }
417
+
418
+ return _context.abrupt("return", WebGLDevice.attach(props.gl));
366
419
 
420
+ case 14:
367
421
  return _context.abrupt("return", new WebGLDevice(props));
368
422
 
369
- case 12:
423
+ case 15:
370
424
  case "end":
371
425
  return _context.stop();
372
426
  }
@@ -374,7 +428,7 @@ var WebGLDevice = function (_Device) {
374
428
  }, _callee);
375
429
  }));
376
430
 
377
- function create(_x) {
431
+ function create() {
378
432
  return _create.apply(this, arguments);
379
433
  }
380
434