@luma.gl/webgl 9.0.0-beta.3 → 9.0.0-beta.5

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 (237) hide show
  1. package/dist/adapter/converters/device-parameters.js +240 -158
  2. package/dist/adapter/converters/sampler-parameters.d.ts +0 -4
  3. package/dist/adapter/converters/sampler-parameters.d.ts.map +1 -1
  4. package/dist/adapter/converters/sampler-parameters.js +73 -68
  5. package/dist/adapter/converters/shader-formats.js +33 -46
  6. package/dist/adapter/converters/texture-formats.d.ts +9 -18
  7. package/dist/adapter/converters/texture-formats.d.ts.map +1 -1
  8. package/dist/adapter/converters/texture-formats.js +454 -871
  9. package/dist/adapter/converters/vertex-formats.js +52 -61
  10. package/dist/adapter/device-helpers/device-features.d.ts +2 -5
  11. package/dist/adapter/device-helpers/device-features.d.ts.map +1 -1
  12. package/dist/adapter/device-helpers/device-features.js +56 -87
  13. package/dist/adapter/device-helpers/device-limits.d.ts +2 -4
  14. package/dist/adapter/device-helpers/device-limits.d.ts.map +1 -1
  15. package/dist/adapter/device-helpers/device-limits.js +88 -83
  16. package/dist/adapter/device-helpers/get-device-info.d.ts +1 -1
  17. package/dist/adapter/device-helpers/get-device-info.d.ts.map +1 -1
  18. package/dist/adapter/device-helpers/get-device-info.js +79 -63
  19. package/dist/adapter/device-helpers/webgl-device-features.d.ts +6 -0
  20. package/dist/adapter/device-helpers/webgl-device-features.d.ts.map +1 -0
  21. package/dist/adapter/device-helpers/webgl-device-features.js +52 -0
  22. package/dist/adapter/device-helpers/webgl-device-info.d.ts +4 -0
  23. package/dist/adapter/device-helpers/webgl-device-info.d.ts.map +1 -0
  24. package/dist/adapter/device-helpers/webgl-device-info.js +87 -0
  25. package/dist/adapter/device-helpers/webgl-device-limits.d.ts +50 -0
  26. package/dist/adapter/device-helpers/webgl-device-limits.d.ts.map +1 -0
  27. package/dist/adapter/device-helpers/webgl-device-limits.js +92 -0
  28. package/dist/adapter/helpers/decode-webgl-types.js +87 -76
  29. package/dist/adapter/helpers/get-shader-layout.d.ts +1 -1
  30. package/dist/adapter/helpers/get-shader-layout.d.ts.map +1 -1
  31. package/dist/adapter/helpers/get-shader-layout.js +261 -226
  32. package/dist/adapter/helpers/parse-shader-compiler-log.js +46 -37
  33. package/dist/adapter/helpers/set-uniform.d.ts +1 -1
  34. package/dist/adapter/helpers/set-uniform.d.ts.map +1 -1
  35. package/dist/adapter/helpers/set-uniform.js +67 -82
  36. package/dist/adapter/helpers/webgl-topology-utils.js +77 -93
  37. package/dist/adapter/objects/constants-to-keys.d.ts +1 -1
  38. package/dist/adapter/objects/constants-to-keys.d.ts.map +1 -1
  39. package/dist/adapter/objects/constants-to-keys.js +18 -12
  40. package/dist/adapter/objects/webgl-renderbuffer.js +76 -80
  41. package/dist/adapter/objects/webgl-resource.d.ts +1 -1
  42. package/dist/adapter/objects/webgl-resource.d.ts.map +1 -1
  43. package/dist/adapter/objects/webgl-resource.js +204 -154
  44. package/dist/adapter/resources/webgl-buffer.d.ts +2 -3
  45. package/dist/adapter/resources/webgl-buffer.d.ts.map +1 -1
  46. package/dist/adapter/resources/webgl-buffer.js +160 -119
  47. package/dist/adapter/resources/webgl-command-buffer.d.ts.map +1 -1
  48. package/dist/adapter/resources/webgl-command-buffer.js +268 -171
  49. package/dist/adapter/resources/webgl-command-encoder.js +32 -40
  50. package/dist/adapter/resources/webgl-external-texture.js +92 -1
  51. package/dist/adapter/resources/webgl-framebuffer.d.ts +2 -2
  52. package/dist/adapter/resources/webgl-framebuffer.d.ts.map +1 -1
  53. package/dist/adapter/resources/webgl-framebuffer.js +167 -139
  54. package/dist/adapter/resources/webgl-render-pass.js +121 -95
  55. package/dist/adapter/resources/webgl-render-pipeline.d.ts +11 -1
  56. package/dist/adapter/resources/webgl-render-pipeline.d.ts.map +1 -1
  57. package/dist/adapter/resources/webgl-render-pipeline.js +378 -228
  58. package/dist/adapter/resources/webgl-sampler.d.ts +0 -2
  59. package/dist/adapter/resources/webgl-sampler.d.ts.map +1 -1
  60. package/dist/adapter/resources/webgl-sampler.js +43 -34
  61. package/dist/adapter/resources/webgl-shader.d.ts +10 -1
  62. package/dist/adapter/resources/webgl-shader.d.ts.map +1 -1
  63. package/dist/adapter/resources/webgl-shader.js +106 -45
  64. package/dist/adapter/resources/webgl-texture.d.ts +2 -6
  65. package/dist/adapter/resources/webgl-texture.d.ts.map +1 -1
  66. package/dist/adapter/resources/webgl-texture.js +614 -699
  67. package/dist/adapter/resources/webgl-transform-feedback.d.ts +1 -1
  68. package/dist/adapter/resources/webgl-transform-feedback.d.ts.map +1 -1
  69. package/dist/adapter/resources/webgl-transform-feedback.js +143 -145
  70. package/dist/adapter/resources/webgl-vertex-array.d.ts +1 -1
  71. package/dist/adapter/resources/webgl-vertex-array.d.ts.map +1 -1
  72. package/dist/adapter/resources/webgl-vertex-array.js +229 -158
  73. package/dist/adapter/webgl-canvas-context.d.ts.map +1 -1
  74. package/dist/adapter/webgl-canvas-context.js +58 -37
  75. package/dist/adapter/webgl-device.d.ts +7 -15
  76. package/dist/adapter/webgl-device.d.ts.map +1 -1
  77. package/dist/adapter/webgl-device.js +440 -381
  78. package/dist/classic/accessor.js +132 -102
  79. package/dist/classic/clear.d.ts +2 -2
  80. package/dist/classic/clear.d.ts.map +1 -1
  81. package/dist/classic/clear.js +73 -73
  82. package/dist/classic/copy-and-blit.d.ts.map +1 -1
  83. package/dist/classic/copy-and-blit.js +176 -177
  84. package/dist/classic/format-utils.d.ts +2 -2
  85. package/dist/classic/format-utils.js +38 -32
  86. package/dist/classic/typed-array-utils.js +95 -81
  87. package/dist/context/{polyfill → context}/context-data.d.ts +2 -1
  88. package/dist/context/context/context-data.d.ts.map +1 -0
  89. package/dist/context/context/context-data.js +33 -0
  90. package/dist/context/context/create-browser-context.d.ts +1 -6
  91. package/dist/context/context/create-browser-context.d.ts.map +1 -1
  92. package/dist/context/context/create-browser-context.js +62 -49
  93. package/dist/context/debug/spector.js +54 -50
  94. package/dist/context/debug/webgl-developer-tools.d.ts +1 -2
  95. package/dist/context/debug/webgl-developer-tools.d.ts.map +1 -1
  96. package/dist/context/debug/webgl-developer-tools.js +102 -76
  97. package/dist/context/parameters/unified-parameter-api.d.ts +3 -3
  98. package/dist/context/parameters/unified-parameter-api.d.ts.map +1 -1
  99. package/dist/context/parameters/unified-parameter-api.js +95 -46
  100. package/dist/context/parameters/webgl-parameter-tables.d.ts +110 -99
  101. package/dist/context/parameters/webgl-parameter-tables.d.ts.map +1 -1
  102. package/dist/context/parameters/webgl-parameter-tables.js +456 -404
  103. package/dist/context/state-tracker/deep-array-equal.js +18 -14
  104. package/dist/context/state-tracker/track-context-state.d.ts +4 -4
  105. package/dist/context/state-tracker/track-context-state.d.ts.map +1 -1
  106. package/dist/context/state-tracker/track-context-state.js +190 -126
  107. package/dist/context/state-tracker/with-parameters.d.ts +1 -1
  108. package/dist/context/state-tracker/with-parameters.d.ts.map +1 -1
  109. package/dist/context/state-tracker/with-parameters.js +45 -29
  110. package/dist/dist.dev.js +2568 -3786
  111. package/dist/index.cjs +1346 -2464
  112. package/dist/index.cjs.map +7 -0
  113. package/dist/index.d.ts +2 -5
  114. package/dist/index.d.ts.map +1 -1
  115. package/dist/index.js +36 -26
  116. package/dist/types.js +2 -1
  117. package/dist.min.js +9 -42
  118. package/package.json +11 -15
  119. package/src/adapter/converters/device-parameters.ts +0 -1
  120. package/src/adapter/converters/sampler-parameters.ts +0 -17
  121. package/src/adapter/converters/texture-formats.ts +86 -154
  122. package/src/adapter/device-helpers/webgl-device-features.ts +69 -0
  123. package/src/adapter/device-helpers/{get-device-info.ts → webgl-device-info.ts} +3 -4
  124. package/src/adapter/device-helpers/{device-limits.ts → webgl-device-limits.ts} +25 -23
  125. package/src/adapter/helpers/get-shader-layout.ts +17 -28
  126. package/src/adapter/helpers/set-uniform.ts +1 -3
  127. package/src/adapter/objects/constants-to-keys.ts +1 -1
  128. package/src/adapter/objects/webgl-renderbuffer.ts +4 -4
  129. package/src/adapter/objects/webgl-resource.ts +3 -18
  130. package/src/adapter/resources/webgl-buffer.ts +6 -11
  131. package/src/adapter/resources/webgl-command-buffer.ts +20 -30
  132. package/src/adapter/resources/webgl-external-texture.ts +2 -3
  133. package/src/adapter/resources/webgl-framebuffer.ts +4 -5
  134. package/src/adapter/resources/webgl-render-pass.ts +7 -7
  135. package/src/adapter/resources/webgl-render-pipeline.ts +106 -31
  136. package/src/adapter/resources/webgl-sampler.ts +5 -9
  137. package/src/adapter/resources/webgl-shader.ts +57 -10
  138. package/src/adapter/resources/webgl-texture.ts +29 -103
  139. package/src/adapter/resources/webgl-transform-feedback.ts +14 -15
  140. package/src/adapter/resources/webgl-vertex-array.ts +16 -18
  141. package/src/adapter/webgl-canvas-context.ts +1 -7
  142. package/src/adapter/webgl-device.ts +18 -67
  143. package/src/classic/clear.ts +13 -14
  144. package/src/classic/copy-and-blit.ts +1 -2
  145. package/src/context/context/context-data.ts +44 -0
  146. package/src/context/context/create-browser-context.ts +7 -32
  147. package/src/context/debug/webgl-developer-tools.ts +6 -8
  148. package/src/context/parameters/unified-parameter-api.ts +3 -3
  149. package/src/context/parameters/webgl-parameter-tables.ts +66 -75
  150. package/src/context/state-tracker/track-context-state.ts +18 -17
  151. package/src/context/state-tracker/with-parameters.ts +1 -1
  152. package/src/index.ts +2 -17
  153. package/dist/adapter/converters/device-parameters.js.map +0 -1
  154. package/dist/adapter/converters/sampler-parameters.js.map +0 -1
  155. package/dist/adapter/converters/shader-formats.js.map +0 -1
  156. package/dist/adapter/converters/texture-formats.js.map +0 -1
  157. package/dist/adapter/converters/vertex-formats.js.map +0 -1
  158. package/dist/adapter/device-helpers/device-features.js.map +0 -1
  159. package/dist/adapter/device-helpers/device-limits.js.map +0 -1
  160. package/dist/adapter/device-helpers/get-device-info.js.map +0 -1
  161. package/dist/adapter/device-helpers/is-old-ie.d.ts +0 -2
  162. package/dist/adapter/device-helpers/is-old-ie.d.ts.map +0 -1
  163. package/dist/adapter/device-helpers/is-old-ie.js +0 -9
  164. package/dist/adapter/device-helpers/is-old-ie.js.map +0 -1
  165. package/dist/adapter/helpers/decode-webgl-types.js.map +0 -1
  166. package/dist/adapter/helpers/get-shader-layout.js.map +0 -1
  167. package/dist/adapter/helpers/parse-shader-compiler-log.js.map +0 -1
  168. package/dist/adapter/helpers/set-uniform.js.map +0 -1
  169. package/dist/adapter/helpers/webgl-topology-utils.js.map +0 -1
  170. package/dist/adapter/objects/constants-to-keys.js.map +0 -1
  171. package/dist/adapter/objects/webgl-renderbuffer.js.map +0 -1
  172. package/dist/adapter/objects/webgl-resource.js.map +0 -1
  173. package/dist/adapter/resources/webgl-buffer.js.map +0 -1
  174. package/dist/adapter/resources/webgl-command-buffer.js.map +0 -1
  175. package/dist/adapter/resources/webgl-command-encoder.js.map +0 -1
  176. package/dist/adapter/resources/webgl-external-texture.js.map +0 -1
  177. package/dist/adapter/resources/webgl-framebuffer.js.map +0 -1
  178. package/dist/adapter/resources/webgl-render-pass.js.map +0 -1
  179. package/dist/adapter/resources/webgl-render-pipeline.js.map +0 -1
  180. package/dist/adapter/resources/webgl-sampler.js.map +0 -1
  181. package/dist/adapter/resources/webgl-shader.js.map +0 -1
  182. package/dist/adapter/resources/webgl-texture.js.map +0 -1
  183. package/dist/adapter/resources/webgl-transform-feedback.js.map +0 -1
  184. package/dist/adapter/resources/webgl-vertex-array.js.map +0 -1
  185. package/dist/adapter/webgl-canvas-context.js.map +0 -1
  186. package/dist/adapter/webgl-device.js.map +0 -1
  187. package/dist/classic/accessor.js.map +0 -1
  188. package/dist/classic/clear.js.map +0 -1
  189. package/dist/classic/copy-and-blit.js.map +0 -1
  190. package/dist/classic/format-utils.js.map +0 -1
  191. package/dist/classic/typed-array-utils.js.map +0 -1
  192. package/dist/context/context/create-browser-context.js.map +0 -1
  193. package/dist/context/context/create-headless-context.d.ts +0 -9
  194. package/dist/context/context/create-headless-context.d.ts.map +0 -1
  195. package/dist/context/context/create-headless-context.js +0 -42
  196. package/dist/context/context/create-headless-context.js.map +0 -1
  197. package/dist/context/context/webgl-checks.d.ts +0 -13
  198. package/dist/context/context/webgl-checks.d.ts.map +0 -1
  199. package/dist/context/context/webgl-checks.js +0 -31
  200. package/dist/context/context/webgl-checks.js.map +0 -1
  201. package/dist/context/debug/spector.js.map +0 -1
  202. package/dist/context/debug/webgl-developer-tools.js.map +0 -1
  203. package/dist/context/parameters/unified-parameter-api.js.map +0 -1
  204. package/dist/context/parameters/webgl-parameter-tables.js.map +0 -1
  205. package/dist/context/polyfill/context-data.d.ts.map +0 -1
  206. package/dist/context/polyfill/context-data.js +0 -12
  207. package/dist/context/polyfill/context-data.js.map +0 -1
  208. package/dist/context/polyfill/get-parameter-polyfill.d.ts +0 -2
  209. package/dist/context/polyfill/get-parameter-polyfill.d.ts.map +0 -1
  210. package/dist/context/polyfill/get-parameter-polyfill.js +0 -85
  211. package/dist/context/polyfill/get-parameter-polyfill.js.map +0 -1
  212. package/dist/context/polyfill/polyfill-context.d.ts +0 -5
  213. package/dist/context/polyfill/polyfill-context.d.ts.map +0 -1
  214. package/dist/context/polyfill/polyfill-context.js +0 -87
  215. package/dist/context/polyfill/polyfill-context.js.map +0 -1
  216. package/dist/context/polyfill/polyfill-table.d.ts +0 -48
  217. package/dist/context/polyfill/polyfill-table.d.ts.map +0 -1
  218. package/dist/context/polyfill/polyfill-table.js +0 -137
  219. package/dist/context/polyfill/polyfill-table.js.map +0 -1
  220. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts +0 -2
  221. package/dist/context/polyfill/polyfill-vertex-array-object.d.ts.map +0 -1
  222. package/dist/context/polyfill/polyfill-vertex-array-object.js +0 -265
  223. package/dist/context/polyfill/polyfill-vertex-array-object.js.map +0 -1
  224. package/dist/context/state-tracker/deep-array-equal.js.map +0 -1
  225. package/dist/context/state-tracker/track-context-state.js.map +0 -1
  226. package/dist/context/state-tracker/with-parameters.js.map +0 -1
  227. package/dist/index.js.map +0 -1
  228. package/dist/types.js.map +0 -1
  229. package/src/adapter/device-helpers/device-features.ts +0 -161
  230. package/src/adapter/device-helpers/is-old-ie.ts +0 -14
  231. package/src/context/context/create-headless-context.ts +0 -51
  232. package/src/context/context/webgl-checks.ts +0 -51
  233. package/src/context/polyfill/context-data.ts +0 -30
  234. package/src/context/polyfill/get-parameter-polyfill.ts +0 -122
  235. package/src/context/polyfill/polyfill-context.ts +0 -104
  236. package/src/context/polyfill/polyfill-table.ts +0 -167
  237. package/src/context/polyfill/polyfill-vertex-array-object.ts +0 -365
@@ -1 +0,0 @@
1
- {"version":3,"file":"webgl-framebuffer.js","names":["Framebuffer","assert","WEBGLTexture","WEBGLRenderbuffer","getDepthStencilAttachmentWebGL","WEBGLFramebuffer","texture","colorAttachments","constructor","device","props","gl","handle","isDefaultFramebuffer","createFramebuffer","setSpectorMetadata","id","autoCreateAttachmentTextures","bindFramebuffer","i","length","attachment","attachmentPoint","_attachOne","depthStencilAttachment","format","check","_checkStatus","destroy","destroyed","deleteFramebuffer","prevHandle","status","checkFramebufferStatus","Error","_getFrameBufferStatus","createDepthStencilTexture","width","height","resizeAttachments","drawingBufferWidth","drawingBufferHeight","undefined","colorAttachment","resize","_attachWEBGLRenderbuffer","Array","isArray","layer","level","_attachTexture","renderbuffer","framebufferRenderbuffer","gl2","bindTexture","target","assertWebGL2","framebufferTextureLayer","face","mapIndexToCubeMapFace","framebufferTexture2D"],"sources":["../../../src/adapter/resources/webgl-framebuffer.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {FramebufferProps, TextureFormat} from '@luma.gl/core';\nimport {Framebuffer, Texture, assert} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLTexture} from './webgl-texture';\nimport {WEBGLRenderbuffer} from '../objects/webgl-renderbuffer';\nimport {getDepthStencilAttachmentWebGL} from '../converters/texture-formats';\n\nexport type TextureAttachment = [Texture, number?, number?];\nexport type Attachment = WEBGLTexture | WEBGLRenderbuffer | TextureAttachment;\n\n/** luma.gl Framebuffer, WebGL implementation */\nexport class WEBGLFramebuffer extends Framebuffer {\n device: WebGLDevice;\n gl: WebGLRenderingContext;\n handle: WebGLFramebuffer;\n\n get texture() {\n return this.colorAttachments[0];\n }\n\n constructor(device: WebGLDevice, props: FramebufferProps) {\n super(device, props);\n\n // WebGL default framebuffer handle is null\n const isDefaultFramebuffer = props.handle === null;\n\n this.device = device;\n this.gl = device.gl;\n this.handle =\n this.props.handle || isDefaultFramebuffer ? this.props.handle : this.gl.createFramebuffer();\n\n if (!isDefaultFramebuffer) {\n // default framebuffer handle is null, so we can't set spector metadata...\n device.setSpectorMetadata(this.handle, {id: this.props.id, props: this.props});\n\n // Auto create textures for attachments if needed\n this.autoCreateAttachmentTextures();\n\n /** Attach from a map of attachments */\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle);\n\n // Walk the attachments\n for (let i = 0; i < this.colorAttachments.length; ++i) {\n const attachment = this.colorAttachments[i];\n const attachmentPoint = GL.COLOR_ATTACHMENT0 + i;\n if (attachment) {\n this._attachOne(attachmentPoint, attachment as WEBGLTexture);\n }\n }\n\n if (this.depthStencilAttachment) {\n this._attachOne(\n getDepthStencilAttachmentWebGL(this.depthStencilAttachment.format),\n this.depthStencilAttachment as WEBGLTexture\n );\n }\n\n this.gl.bindFramebuffer(GL.FRAMEBUFFER, null);\n }\n\n // @ts-expect-error\n if (props.check !== false) {\n this._checkStatus();\n }\n }\n\n /** destroys any auto created resources etc. */\n override destroy(): void {\n super.destroy(); // destroys owned resources etc.\n if (!this.destroyed && this.handle !== null) {\n this.gl.deleteFramebuffer(this.handle);\n // this.handle = null;\n }\n }\n\n // PRIVATE\n\n /** Check the status */\n protected _checkStatus(): void {\n const {gl} = this;\n // TODO - should we really rely on this trick? \n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, this.handle) as unknown as WebGLFramebuffer;\n const status = gl.checkFramebufferStatus(GL.FRAMEBUFFER);\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (status !== gl.FRAMEBUFFER_COMPLETE) {\n throw new Error(`Framebuffer ${_getFrameBufferStatus(status)}`);\n }\n }\n\n /** In WebGL we must use renderbuffers for depth/stencil attachments (unless we have extensions) */\n protected override createDepthStencilTexture(format: TextureFormat): Texture {\n return new WEBGLRenderbuffer(this.device, {\n id: `${this.id}-depth-stencil`, // TODO misleading if not depth and stencil?\n format,\n // dataFormat: GL.DEPTH_STENCIL,\n // type: GL.UNSIGNED_INT_24_8,\n width: this.width,\n height: this.height\n }) as unknown as WEBGLTexture;\n }\n\n /** \n * Attachment resize is expected to be a noop if size is same \n */\n protected override resizeAttachments(width: number, height: number): this {\n // for default framebuffer, just update the stored size\n if (this.handle === null) {\n // assert(width === undefined && height === undefined);\n this.width = this.gl.drawingBufferWidth;\n this.height = this.gl.drawingBufferHeight;\n return this;\n }\n\n if (width === undefined) {\n width = this.gl.drawingBufferWidth;\n }\n if (height === undefined) {\n height = this.gl.drawingBufferHeight;\n }\n\n // TODO Not clear that this is better than default destroy/create implementation\n\n for (const colorAttachment of this.colorAttachments) {\n (colorAttachment as WEBGLTexture).resize({width, height});\n }\n if (this.depthStencilAttachment) {\n (this.depthStencilAttachment as WEBGLTexture).resize({width, height});\n }\n return this;\n }\n\n /** Attach one attachment */\n protected _attachOne(\n attachmentPoint: GL,\n attachment: Attachment\n ): WEBGLTexture | WEBGLRenderbuffer {\n if (attachment instanceof WEBGLRenderbuffer) {\n this._attachWEBGLRenderbuffer(attachmentPoint, attachment);\n return attachment;\n } else if (Array.isArray(attachment)) {\n const [texture, layer = 0, level = 0] = attachment;\n this._attachTexture(attachmentPoint, texture as unknown as WEBGLTexture, layer, level);\n return texture as unknown as WEBGLTexture;\n } else if (attachment instanceof WEBGLTexture) {\n this._attachTexture(attachmentPoint, attachment, 0, 0);\n return attachment;\n }\n throw new Error('attach');\n }\n\n protected _attachWEBGLRenderbuffer(attachment: GL, renderbuffer: WEBGLRenderbuffer): void {\n this.gl.framebufferRenderbuffer(\n GL.FRAMEBUFFER,\n attachment,\n GL.RENDERBUFFER,\n renderbuffer.handle\n );\n }\n\n /**\n * @param attachment\n * @param texture\n * @param layer = 0 - index into WEBGLTextureArray and Texture3D or face for `TextureCubeMap`\n * @param level = 0 - mipmapLevel (must be 0 in WebGL1)\n */\n protected _attachTexture(\n attachment: GL,\n texture: WEBGLTexture,\n layer: number,\n level: number\n ): void {\n const {gl, gl2} = this.device;\n gl.bindTexture(texture.target, texture.handle);\n\n switch (texture.target) {\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n this.device.assertWebGL2();\n gl2?.framebufferTextureLayer(GL.FRAMEBUFFER, attachment, texture.target, level, layer);\n break;\n\n case GL.TEXTURE_CUBE_MAP:\n // layer must be a cubemap face (or if index, converted to cube map face)\n const face = mapIndexToCubeMapFace(layer);\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, face, texture.handle, level);\n break;\n\n case GL.TEXTURE_2D:\n gl.framebufferTexture2D(GL.FRAMEBUFFER, attachment, GL.TEXTURE_2D, texture.handle, level);\n break;\n\n default:\n assert(false, 'Illegal texture type');\n }\n\n gl.bindTexture(texture.target, null);\n }\n}\n\n// Helper functions\n\n// Map an index to a cube map face constant\nfunction mapIndexToCubeMapFace(layer: number | GL): GL {\n // TEXTURE_CUBE_MAP_POSITIVE_X is a big value (0x8515)\n // if smaller assume layer is index, otherwise assume it is already a cube map face constant\n return layer < (GL.TEXTURE_CUBE_MAP_POSITIVE_X as number) ? layer + GL.TEXTURE_CUBE_MAP_POSITIVE_X : layer;\n}\n\n// Helper METHODS\n// Get a string describing the framebuffer error if installed\nfunction _getFrameBufferStatus(status: GL) {\n switch (status) {\n case GL.FRAMEBUFFER_COMPLETE:\n return 'success';\n case GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\n return 'Mismatched attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\n return 'No attachments';\n case GL.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\n return 'Height/width mismatch';\n case GL.FRAMEBUFFER_UNSUPPORTED:\n return 'Unsupported or split attachments';\n // WebGL2\n case GL.FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:\n return 'Samples mismatch';\n // OVR_multiview2 extension\n // case GL.FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR: return 'baseViewIndex mismatch';\n default:\n return `${status}`;\n 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1
- {"version":3,"file":"webgl-render-pass.js","names":["RenderPass","withGLParameters","setGLParameters","pushContextState","popContextState","GL_DEPTH_BUFFER_BIT","GL_STENCIL_BUFFER_BIT","GL_COLOR_BUFFER_BIT","GL_COLOR","WEBGLRenderPass","constructor","device","props","glParameters","gl","setParameters","parameters","clear","end","framebuffer","pushDebugGroup","groupLabel","popDebugGroup","insertDebugMarker","markerLabel","arguments","length","undefined","depthReadOnly","depthMask","stencilMask","stencilReadOnly","discard","viewport","slice","depthRange","scissorTest","Boolean","scissorRect","scissor","blendConstant","blendColor","stencilReference","console","warn","clearMask","clearColor","clearDepth","clearStencil","clearColorBuffer","drawBuffer","value","gl2","Int32Array","clearBufferiv","Uint32Array","clearBufferuiv","Float32Array","clearBufferfv"],"sources":["../../../src/adapter/resources/webgl-render-pass.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {RenderPass, RenderPassProps, NumberArray, RenderPassParameters} from '@luma.gl/core';\nimport {WebGLDevice} from '../webgl-device';\nimport {GL, GLParameters} from '@luma.gl/constants';\nimport {withGLParameters} from '../../context/state-tracker/with-parameters';\nimport {setGLParameters} from '../../context/parameters/unified-parameter-api';\nimport {pushContextState, popContextState} from '../../context/state-tracker/track-context-state';\n\n// Should collapse during minification\nconst GL_DEPTH_BUFFER_BIT = 0x00000100;\nconst GL_STENCIL_BUFFER_BIT = 0x00000400;\nconst GL_COLOR_BUFFER_BIT = 0x00004000;\n\nconst GL_COLOR = 0x1800;\n\nexport class WEBGLRenderPass extends RenderPass {\n readonly device: WebGLDevice;\n\n /** Parameters that should be applied before each draw call */\n glParameters: GLParameters;\n\n constructor(device: WebGLDevice, props: RenderPassProps) {\n super(device, props);\n this.device = device;\n\n // TODO - do parameters (scissorRect) affect the clear operation?\n pushContextState(this.device.gl);\n this.setParameters(this.props.parameters);\n\n // Hack - for now WebGL draws in \"immediate mode\" (instead of queueing the operations)...\n this.clear();\n }\n\n end(): void {\n popContextState(this.device.gl);\n if (this.props.framebuffer) {\n setGLParameters(this.device, {framebuffer: null});\n }\n // should add commands to CommandEncoder.\n }\n\n pushDebugGroup(groupLabel: string): void {}\n popDebugGroup(): void {}\n insertDebugMarker(markerLabel: string): void {}\n\n // writeTimestamp(querySet: GPUQuerySet, queryIndex: number): void;\n\n // beginOcclusionQuery(queryIndex: number): void;\n // endOcclusionQuery(): void;\n\n // executeBundles(bundles: Iterable<GPURenderBundle>): void;\n\n /**\n * Maps RenderPass parameters to GL parameters\n */\n setParameters(parameters: RenderPassParameters = {}): void {\n const glParameters: GLParameters = {};\n\n // Framebuffers are specified using parameters in WebGL\n if (this.props.framebuffer) {\n glParameters.framebuffer = this.props.framebuffer;\n }\n\n if (this.props.depthReadOnly) {\n glParameters.depthMask = !this.props.depthReadOnly;\n }\n\n glParameters.stencilMask = this.props.stencilReadOnly ? 0 : 1;\n\n glParameters[GL.RASTERIZER_DISCARD] = this.props.discard;\n\n // Map the four renderpass parameters to WebGL parameters\n if (parameters.viewport) {\n // WebGPU viewports are 6 coordinates (X, Y, Z)\n if (parameters.viewport.length >= 6) {\n glParameters.viewport = parameters.viewport.slice(0, 4);\n glParameters.depthRange = [parameters.viewport[4], parameters.viewport[5]];\n } else {\n // WebGL viewports are 4 coordinates (X, Y)\n glParameters.viewport = parameters.viewport;\n }\n }\n glParameters.scissorTest = Boolean(parameters.scissorRect);\n if (parameters.scissorRect) {\n glParameters.scissor = parameters.scissorRect;\n }\n if (parameters.blendConstant) {\n glParameters.blendColor = parameters.blendConstant;\n }\n if (parameters.stencilReference) {\n // eslint-disable-next-line no-console\n console.warn('RenderPassParameters.stencilReference not yet implemented in WebGL');\n // parameters.stencilFunc = [func, ref, mask];\n // Does this work?\n parameters[GL.STENCIL_REF] = parameters.stencilReference;\n }\n\n this.glParameters = glParameters;\n\n setGLParameters(this.device, glParameters);\n }\n\n // Internal\n\n /**\n * Optionally clears depth, color and stencil buffers based on parameters\n */\n protected clear(): void {\n const glParameters: GLParameters = {...this.glParameters};\n\n let clearMask = 0;\n\n if (this.props.clearColor !== false) {\n clearMask |= GL_COLOR_BUFFER_BIT;\n glParameters.clearColor = this.props.clearColor;\n }\n if (this.props.clearDepth !== false) {\n clearMask |= GL_DEPTH_BUFFER_BIT;\n glParameters.clearDepth = this.props.clearDepth;\n }\n if (this.props.clearStencil !== false) {\n clearMask |= GL_STENCIL_BUFFER_BIT;\n glParameters.clearStencil = this.props.clearStencil;\n }\n\n if (clearMask !== 0) {\n // Temporarily set any clear \"colors\" and call clear\n withGLParameters(this.device, glParameters, () => {\n this.device.gl.clear(clearMask);\n });\n\n // TODO - clear multiple color attachments\n // for (attachment of this.framebuffer.colorAttachments) {\n // this.clearColorBuffer \n // }\n }\n }\n\n /** \n * WebGL2 - clear a specific color buffer \n */\n protected clearColorBuffer(drawBuffer: number = 0, value: NumberArray = [0, 0, 0, 0]) {\n withGLParameters(this.device.gl2, {framebuffer: this.props.framebuffer}, () => {\n // Method selection per OpenGL ES 3 docs\n switch (value.constructor) {\n case Int32Array:\n this.device.gl2.clearBufferiv(GL_COLOR, drawBuffer, value);\n break;\n case Uint32Array:\n this.device.gl2.clearBufferuiv(GL_COLOR, drawBuffer, value);\n break;\n case Float32Array:\n default:\n this.device.gl2.clearBufferfv(GL_COLOR, drawBuffer, value);\n break;\n }\n });\n }\n\n // clearDepthStencil() {\n // const GL_DEPTH = 0x1801;\n // const GL_STENCIL = 0x1802;\n // const GL_DEPTH_STENCIL = 0x84f9;\n\n // case GL_DEPTH:\n // this.device.gl2.clearBufferfv(GL_DEPTH, 0, [value]);\n // break;\n\n // case GL_STENCIL:\n // this.device.gl2.clearBufferiv(GL_STENCIL, 0, [value]);\n // break;\n\n // case GL_DEPTH_STENCIL:\n // const [depth, stencil] = value;\n // this.device.gl2.clearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);\n // break;\n\n // default:\n // assert(false, ERR_ARGUMENTS);\n // }\n // });\n}\n\n"],"mappings":"AAGA,SAAQA,UAAU,QAA2D,eAAe;AAAC,SAGrFC,gBAAgB;AAAA,SAChBC,eAAe;AAAA,SACfC,gBAAgB,EAAEC,eAAe;AAGzC,MAAMC,mBAAmB,GAAG,UAAU;AACtC,MAAMC,qBAAqB,GAAG,UAAU;AACxC,MAAMC,mBAAmB,GAAG,UAAU;AAEtC,MAAMC,QAAQ,GAAG,MAAM;AAEvB,OAAO,MAAMC,eAAe,SAAST,UAAU,CAAC;EAM9CU,WAAWA,CAACC,MAAmB,EAAEC,KAAsB,EAAE;IACvD,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KANdD,MAAM;IAAA,KAGfE,YAAY;IAIV,IAAI,CAACF,MAAM,GAAGA,MAAM;IAGpBR,gBAAgB,CAAC,IAAI,CAACQ,MAAM,CAACG,EAAE,CAAC;IAChC,IAAI,CAACC,aAAa,CAAC,IAAI,CAACH,KAAK,CAACI,UAAU,CAAC;IAGzC,IAAI,CAACC,KAAK,CAAC,CAAC;EACd;EAEAC,GAAGA,CAAA,EAAS;IACVd,eAAe,CAAC,IAAI,CAACO,MAAM,CAACG,EAAE,CAAC;IAC/B,IAAI,IAAI,CAACF,KAAK,CAACO,WAAW,EAAE;MAC1BjB,eAAe,CAAC,IAAI,CAACS,MAAM,EAAE;QAACQ,WAAW,EAAE;MAAI,CAAC,CAAC;IACnD;EAEF;EAEAC,cAAcA,CAACC,UAAkB,EAAQ,CAAC;EAC1CC,aAAaA,CAAA,EAAS,CAAC;EACvBC,iBAAiBA,CAACC,WAAmB,EAAQ,CAAC;EAY9CT,aAAaA,CAAA,EAA8C;IAAA,IAA7CC,UAAgC,GAAAS,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC;IACjD,MAAMZ,YAA0B,GAAG,CAAC,CAAC;IAGrC,IAAI,IAAI,CAACD,KAAK,CAACO,WAAW,EAAE;MAC1BN,YAAY,CAACM,WAAW,GAAG,IAAI,CAACP,KAAK,CAACO,WAAW;IACnD;IAEA,IAAI,IAAI,CAACP,KAAK,CAACgB,aAAa,EAAE;MAC5Bf,YAAY,CAACgB,SAAS,GAAG,CAAC,IAAI,CAACjB,KAAK,CAACgB,aAAa;IACpD;IAEAf,YAAY,CAACiB,WAAW,GAAG,IAAI,CAAClB,KAAK,CAACmB,eAAe,GAAG,CAAC,GAAG,CAAC;IAE7DlB,YAAY,OAAuB,GAAG,IAAI,CAACD,KAAK,CAACoB,OAAO;IAGxD,IAAIhB,UAAU,CAACiB,QAAQ,EAAE;MAEvB,IAAIjB,UAAU,CAACiB,QAAQ,CAACP,MAAM,IAAI,CAAC,EAAE;QACnCb,YAAY,CAACoB,QAAQ,GAAGjB,UAAU,CAACiB,QAAQ,CAACC,KAAK,CAAC,CAAC,EAAE,CAAC,CAAC;QACvDrB,YAAY,CAACsB,UAAU,GAAG,CAACnB,UAAU,CAACiB,QAAQ,CAAC,CAAC,CAAC,EAAEjB,UAAU,CAACiB,QAAQ,CAAC,CAAC,CAAC,CAAC;MAC5E,CAAC,MAAM;QAELpB,YAAY,CAACoB,QAAQ,GAAGjB,UAAU,CAACiB,QAAQ;MAC7C;IACF;IACApB,YAAY,CAACuB,WAAW,GAAGC,OAAO,CAACrB,UAAU,CAACsB,WAAW,CAAC;IAC1D,IAAItB,UAAU,CAACsB,WAAW,EAAE;MAC1BzB,YAAY,CAAC0B,OAAO,GAAGvB,UAAU,CAACsB,WAAW;IAC/C;IACA,IAAItB,UAAU,CAACwB,aAAa,EAAE;MAC5B3B,YAAY,CAAC4B,UAAU,GAAGzB,UAAU,CAACwB,aAAa;IACpD;IACA,IAAIxB,UAAU,CAAC0B,gBAAgB,EAAE;MAE/BC,OAAO,CAACC,IAAI,CAAC,oEAAoE,CAAC;MAGlF5B,UAAU,MAAgB,GAAGA,UAAU,CAAC0B,gBAAgB;IAC1D;IAEA,IAAI,CAAC7B,YAAY,GAAGA,YAAY;IAEhCX,eAAe,CAAC,IAAI,CAACS,MAAM,EAAEE,YAAY,CAAC;EAC5C;EAOUI,KAAKA,CAAA,EAAS;IACtB,MAAMJ,YAA0B,GAAG;MAAC,GAAG,IAAI,CAACA;IAAY,CAAC;IAEzD,IAAIgC,SAAS,GAAG,CAAC;IAEjB,IAAI,IAAI,CAACjC,KAAK,CAACkC,UAAU,KAAK,KAAK,EAAE;MACnCD,SAAS,IAAItC,mBAAmB;MAChCM,YAAY,CAACiC,UAAU,GAAG,IAAI,CAAClC,KAAK,CAACkC,UAAU;IACjD;IACA,IAAI,IAAI,CAAClC,KAAK,CAACmC,UAAU,KAAK,KAAK,EAAE;MACnCF,SAAS,IAAIxC,mBAAmB;MAChCQ,YAAY,CAACkC,UAAU,GAAG,IAAI,CAACnC,KAAK,CAACmC,UAAU;IACjD;IACA,IAAI,IAAI,CAACnC,KAAK,CAACoC,YAAY,KAAK,KAAK,EAAE;MACrCH,SAAS,IAAIvC,qBAAqB;MAClCO,YAAY,CAACmC,YAAY,GAAG,IAAI,CAACpC,KAAK,CAACoC,YAAY;IACrD;IAEA,IAAIH,SAAS,KAAK,CAAC,EAAE;MAEnB5C,gBAAgB,CAAC,IAAI,CAACU,MAAM,EAAEE,YAAY,EAAE,MAAM;QAChD,IAAI,CAACF,MAAM,CAACG,EAAE,CAACG,KAAK,CAAC4B,SAAS,CAAC;MACjC,CAAC,CAAC;IAMJ;EACF;EAKUI,gBAAgBA,CAAA,EAA4D;IAAA,IAA3DC,UAAkB,GAAAzB,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC;IAAA,IAAE0B,KAAkB,GAAA1B,SAAA,CAAAC,MAAA,QAAAD,SAAA,QAAAE,SAAA,GAAAF,SAAA,MAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IAClFxB,gBAAgB,CAAC,IAAI,CAACU,MAAM,CAACyC,GAAG,EAAE;MAACjC,WAAW,EAAE,IAAI,CAACP,KAAK,CAACO;IAAW,CAAC,EAAE,MAAM;MAE7E,QAAQgC,KAAK,CAACzC,WAAW;QACvB,KAAK2C,UAAU;UACb,IAAI,CAAC1C,MAAM,CAACyC,GAAG,CAACE,aAAa,CAAC9C,QAAQ,EAAE0C,UAAU,EAAEC,KAAK,CAAC;UAC1D;QACF,KAAKI,WAAW;UACd,IAAI,CAAC5C,MAAM,CAACyC,GAAG,CAACI,cAAc,CAAChD,QAAQ,EAAE0C,UAAU,EAAEC,KAAK,CAAC;UAC3D;QACF,KAAKM,YAAY;QACjB;UACE,IAAI,CAAC9C,MAAM,CAACyC,GAAG,CAACM,aAAa,CAAClD,QAAQ,EAAE0C,UAAU,EAAEC,KAAK,CAAC;UAC1D;MACJ;IACF,CAAC,CAAC;EACJ;AAwBF"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"webgl-render-pipeline.js","names":["RenderPipeline","cast","splitUniformsAndBindings","log","mergeShaderLayout","getShaderLayout","withDeviceAndGLParameters","setUniform","WEBGLBuffer","WEBGLFramebuffer","WEBGLTexture","getGLDrawMode","LOG_PROGRAM_PERF_PRIORITY","WEBGLRenderPipeline","constructor","device","props","handle","vs","fs","introspectedLayout","uniforms","bindings","varyings","_uniformCount","_uniformSetters","gl","createProgram","setSpectorMetadata","id","bufferMode","length","_this$device$gl","assertWebGL2","gl2","transformFeedbackVaryings","_compileAndLink","shaderLayout","topology","warn","destroy","deleteProgram","destroyed","setBindings","name","value","Object","entries","binding","find","validBindings","map","join","type","buffer","Error","setUniforms","keys","forEach","JSON","stringify","assign","draw","options","_vertexArray$indexBuf","renderPass","vertexArray","vertexCount","instanceCount","firstVertex","transformFeedback","glDrawMode","isIndexed","Boolean","indexBuffer","glIndexType","isInstanced","Number","_areTexturesRenderable","useProgram","bindBeforeRender","begin","_applyBindings","_applyUniforms","webglRenderPass","parameters","glParameters","_this$device$gl2","drawElementsInstanced","drawElements","_this$device$gl3","drawArraysInstanced","drawArrays","end","unbindAfterRender","attachShader","time","linkProgram","timeEnd","debug","level","linked","getProgramParameter","getProgramInfoLog","validateProgram","validated","texturesRenderable","texture","update","loaded","textureUnit","uniformBufferIndex","replace","location","getUniformBlockIndex","uniformBlockBinding","bindBufferBase","bindBufferRange","offset","size","byteLength","colorAttachments","activeTexture","bindTexture","target","uniformLayout","_this$uniforms$name","undefined"],"sources":["../../../src/adapter/resources/webgl-render-pipeline.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {UniformValue, RenderPipelineProps, Binding} from '@luma.gl/core';\nimport type {ShaderLayout} from '@luma.gl/core';\nimport type {RenderPass, VertexArray} from '@luma.gl/core';\nimport {RenderPipeline, cast, splitUniformsAndBindings, log} from '@luma.gl/core';\nimport {mergeShaderLayout} from '@luma.gl/core';\n// import {mergeShaderLayout, getAttributeInfosFromLayouts} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\n\nimport {getShaderLayout} from '../helpers/get-shader-layout';\nimport {withDeviceAndGLParameters} from '../converters/device-parameters';\nimport {setUniform} from '../helpers/set-uniform';\n// import {copyUniform, checkUniformValues} from '../../classes/uniforms';\n\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from './webgl-buffer';\nimport {WEBGLShader} from './webgl-shader';\nimport {WEBGLFramebuffer} from './webgl-framebuffer';\nimport {WEBGLTexture} from './webgl-texture';\n// import {WEBGLVertexArray} from './webgl-vertex-array';\nimport {WEBGLRenderPass} from './webgl-render-pass';\nimport {WEBGLTransformFeedback} from './webgl-transform-feedback';\nimport {getGLDrawMode} from '../helpers/webgl-topology-utils';\n\nconst LOG_PROGRAM_PERF_PRIORITY = 4;\n\n/** Creates a new render pipeline */\nexport class WEBGLRenderPipeline extends RenderPipeline {\n /** The WebGL device that created this render pipeline */\n device: WebGLDevice;\n /** Handle to underlying WebGL program */\n handle: WebGLProgram;\n /** vertex shader */\n vs: WEBGLShader;\n /** fragment shader */\n fs: WEBGLShader;\n /** The layout extracted from shader by WebGL introspection APIs */\n introspectedLayout: ShaderLayout;\n\n /** Uniforms set on this model */\n uniforms: Record<string, UniformValue> = {};\n /** Bindings set on this model */\n bindings: Record<string, Binding> = {};\n /** WebGL varyings */\n varyings: string[] | null = null;\n\n _uniformCount: number = 0;\n _uniformSetters: Record<string, Function> = {}; // TODO are these used?\n\n constructor(device: WebGLDevice, props: RenderPipelineProps) {\n super(device, props);\n this.device = device;\n this.handle = this.props.handle || this.device.gl.createProgram();\n this.device.setSpectorMetadata(this.handle, {id: this.props.id});\n\n // Create shaders if needed\n this.vs = cast<WEBGLShader>(props.vs);\n this.fs = cast<WEBGLShader>(props.fs);\n // assert(this.vs.stage === 'vertex');\n // assert(this.fs.stage === 'fragment');\n\n // Setup varyings if supplied\n // @ts-expect-error WebGL only\n const {varyings, bufferMode = GL.SEPARATE_ATTRIBS} = props;\n if (varyings && varyings.length > 0) {\n this.device.assertWebGL2();\n this.varyings = varyings;\n this.device.gl2?.transformFeedbackVaryings(this.handle, varyings, bufferMode);\n }\n\n this._compileAndLink();\n\n this.introspectedLayout = getShaderLayout(this.device.gl, this.handle);\n // Merge provided layout with introspected layout\n this.shaderLayout = mergeShaderLayout(this.introspectedLayout, props.shaderLayout);\n\n // WebGPU has more restrictive topology support than WebGL\n switch (this.props.topology) {\n case 'triangle-fan-webgl':\n case 'line-loop-webgl':\n log.warn(`Primitive topology ${this.props.topology} is deprecated and will be removed in v9.1`);\n break;\n default:\n }\n }\n\n override destroy(): void {\n if (this.handle) {\n this.device.gl.deleteProgram(this.handle);\n // this.handle = null;\n this.destroyed = true;\n }\n }\n\n /**\n * Bindings include: textures, samplers and uniform buffers\n * @todo needed for portable model\n */\n setBindings(bindings: Record<string, Binding>): void {\n // if (log.priority >= 2) {\n // checkUniformValues(uniforms, this.id, this._uniformSetters);\n // }\n\n for (const [name, value] of Object.entries(bindings)) {\n // Accept both `xyz` and `xyzUniforms` as valid names for `xyzUniforms` uniform block\n // This convention allows shaders to name uniform blocks as `uniform appUniforms {} app;`\n // and reference them as `app` from both GLSL and JS.\n // TODO - this is rather hacky - we could also remap the name directly in the shader layout.\n const binding =\n this.shaderLayout.bindings.find(binding => binding.name === name) ||\n this.shaderLayout.bindings.find(binding => binding.name === `${name}Uniforms`);\n\n if (!binding) {\n const validBindings = this.shaderLayout.bindings\n .map(binding => `\"${binding.name}\"`)\n .join(', ');\n log.warn(\n `Unknown binding \"${name}\" in render pipeline \"${this.id}\", expected one of ${validBindings}`\n )();\n continue; // eslint-disable-line no-continue\n }\n if (!value) {\n log.warn(`Unsetting binding \"${name}\" in render pipeline \"${this.id}\"`)();\n }\n switch (binding.type) {\n case 'uniform':\n // @ts-expect-error\n if (!(value instanceof WEBGLBuffer) && !(value.buffer instanceof WEBGLBuffer)) {\n throw new Error('buffer value');\n }\n break;\n case 'texture':\n if (!(value instanceof WEBGLTexture || value instanceof WEBGLFramebuffer)) {\n throw new Error('texture value');\n }\n break;\n case 'sampler':\n log.warn(`Ignoring sampler ${name}`)();\n break;\n default:\n throw new Error(binding.type);\n }\n\n this.bindings[name] = value;\n }\n }\n\n /** This function is @deprecated, use uniform buffers */\n setUniforms(uniforms: Record<string, UniformValue>) {\n const {bindings} = splitUniformsAndBindings(uniforms);\n Object.keys(bindings).forEach(name => {\n log.warn(\n `Unsupported value \"${JSON.stringify(bindings[name])}\" used in setUniforms() for key ${name}. Use setBindings() instead?`\n )();\n });\n // TODO - check against layout\n 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 /** vertex attributes */\n vertexArray: VertexArray;\n vertexCount?: number;\n indexCount?: number;\n instanceCount?: number;\n firstVertex?: number;\n firstIndex?: number;\n firstInstance?: number;\n baseVertex?: number;\n transformFeedback?: WEBGLTransformFeedback;\n }): boolean {\n const {\n renderPass,\n vertexArray,\n vertexCount,\n // indexCount,\n instanceCount,\n firstVertex = 0,\n // firstIndex,\n // firstInstance,\n // baseVertex,\n transformFeedback\n } = options;\n\n const glDrawMode = getGLDrawMode(this.props.topology);\n const isIndexed: boolean = Boolean(vertexArray.indexBuffer);\n const glIndexType = (vertexArray.indexBuffer as WEBGLBuffer)?.glIndexType;\n const isInstanced: boolean = Number(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() || vertexCount === 0) {\n // (isInstanced && instanceCount === 0)\n return false;\n }\n\n this.device.gl.useProgram(this.handle);\n\n // Note: Rebinds constant attributes before each draw call\n vertexArray.bindBeforeRender(renderPass);\n\n if (transformFeedback) {\n transformFeedback.begin(this.props.topology);\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 const webglRenderPass = renderPass as WEBGLRenderPass;\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(\n // drawMode,\n // firstVertex,\n // vertexCount || 0,\n // instanceCount || 0\n // );\n // } else {\n // this.device.gl.drawArrays(drawMode, firstVertex, vertexCount || 0);\n // }\n // });\n\n withDeviceAndGLParameters(\n this.device,\n this.props.parameters,\n webglRenderPass.glParameters,\n () => {\n if (isIndexed && isInstanced) {\n // ANGLE_instanced_arrays extension\n this.device.gl2?.drawElementsInstanced(\n glDrawMode,\n vertexCount || 0, // indexCount?\n glIndexType,\n firstVertex,\n instanceCount || 0\n );\n // } else if (isIndexed && this.device.isWebGL2 && !isNaN(start) && !isNaN(end)) {\n // this.device.gl2.drawRangeElements(glDrawMode, start, end, vertexCount, glIndexType, offset);\n } else if (isIndexed) {\n this.device.gl.drawElements(glDrawMode, vertexCount || 0, glIndexType, firstVertex); // indexCount?\n } else if (isInstanced) {\n this.device.gl2?.drawArraysInstanced(\n glDrawMode,\n firstVertex,\n vertexCount || 0,\n instanceCount || 0\n );\n } else {\n this.device.gl.drawArrays(glDrawMode, firstVertex, vertexCount || 0);\n }\n\n if (transformFeedback) {\n transformFeedback.end();\n }\n }\n );\n\n vertexArray.unbindAfterRender(renderPass);\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 // return;\n }\n\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: ${gl.getProgramInfoLog(this.handle)}`);\n }\n }\n\n // PRIVATE METHODS\n\n /**\n * Checks if all texture-values uniforms are renderable (i.e. loaded)\n * Update a texture if needed (e.g. from video)\n * Note: This is currently done before every draw call\n */\n _areTexturesRenderable() {\n let texturesRenderable = true;\n\n for (const [, texture] of Object.entries(this.bindings)) {\n if (texture instanceof WEBGLTexture) {\n texture.update();\n texturesRenderable = texturesRenderable && texture.loaded;\n }\n }\n\n return texturesRenderable;\n }\n\n /** Apply any bindings (before each draw call) */\n _applyBindings() {\n this.device.gl.useProgram(this.handle);\n\n const {gl2} = this.device;\n if (!gl2) {\n throw new Error('bindings');\n }\n\n let textureUnit = 0;\n let uniformBufferIndex = 0;\n for (const binding of this.shaderLayout.bindings) {\n // Accept both `xyz` and `xyzUniforms` as valid names for `xyzUniforms` uniform block\n const value =\n this.bindings[binding.name] || this.bindings[binding.name.replace(/Uniforms$/, '')];\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 as GL === 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 // @ts-expect-error\n value.buffer.handle,\n // @ts-expect-error\n value.offset || 0,\n // @ts-expect-error\n value.size || value.buffer.byteLength - value.offset\n );\n }\n uniformBufferIndex += 1;\n break;\n\n case 'texture':\n if (!(value instanceof WEBGLTexture || value instanceof WEBGLFramebuffer)) {\n throw new Error('texture');\n }\n let texture: WEBGLTexture;\n if (value instanceof WEBGLTexture) {\n texture = value;\n } else if (\n value instanceof WEBGLFramebuffer &&\n value.colorAttachments[0] instanceof WEBGLTexture\n ) {\n log.warn(\n 'Passing framebuffer in texture binding may be deprecated. 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- {"version":3,"file":"webgl-sampler.js","names":["Sampler","convertSamplerParametersToWebGL","WEBGLSampler","constructor","device","props","handle","parameters","isWebGL2","gl2","createSampler","_setSamplerParameters","destroy","deleteSampler","undefined","toString","id","JSON","stringify","pname","value","Object","entries","param","Number","samplerParameterf","samplerParameteri"],"sources":["../../../src/adapter/resources/webgl-sampler.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {Sampler, SamplerProps} from '@luma.gl/core';\nimport {GL, GLSamplerParameters} from '@luma.gl/constants';\nimport {convertSamplerParametersToWebGL} from '../converters/sampler-parameters';\nimport type {WebGLDevice} from '../webgl-device';\n\n/**\n * Sampler object -\n * Under WebGL2 we create an actual WebGL sampler\n * Under WebGL1, we just store the sampler parameters\n * so that they can be set directly on the texture\n * https://github.com/WebGLSamples/WebGL2Samples/blob/master/samples/sampler_object.html\n */\nexport class WEBGLSampler extends Sampler {\n readonly device: WebGLDevice;\n readonly handle: WebGLSampler;\n readonly parameters: GLSamplerParameters;\n\n constructor(device: WebGLDevice, props: SamplerProps) {\n super(device, props);\n this.device = device;\n this.parameters = convertSamplerParametersToWebGL(props);\n if (this.device.isWebGL2) {\n this.handle = this.handle || this.device.gl2.createSampler();\n this._setSamplerParameters(this.parameters);\n }\n }\n\n override destroy(): void {\n if (this.handle) {\n this.device.gl2.deleteSampler(this.handle);\n // @ts-expect-error read-only/undefined\n this.handle = undefined;\n }\n }\n\n override toString(): string {\n return `Sampler(${this.id},${JSON.stringify(this.props)})`;\n }\n\n /** Set sampler parameters on the sampler */\n private _setSamplerParameters(parameters: GLSamplerParameters): void {\n for (const [pname, value] of Object.entries(parameters)) {\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 const param = Number(pname) as GL.TEXTURE_MIN_LOD | GL.TEXTURE_MAX_LOD;\n switch (param) {\n case GL.TEXTURE_MIN_LOD:\n case GL.TEXTURE_MAX_LOD:\n this.device.gl2.samplerParameterf(this.handle, param, value);\n break;\n default:\n this.device.gl2.samplerParameteri(this.handle, param, value);\n break;\n }\n }\n }\n}\n"],"mappings":"AAGA,SAAQA,OAAO,QAAqB,eAAe;AAAC,SAE5CC,+BAA+B;AAUvC,OAAO,MAAMC,YAAY,SAASF,OAAO,CAAC;EAKxCG,WAAWA,CAACC,MAAmB,EAAEC,KAAmB,EAAE;IACpD,KAAK,CAACD,MAAM,EAAEC,KAAK,CAAC;IAAC,KALdD,MAAM;IAAA,KACNE,MAAM;IAAA,KACNC,UAAU;IAIjB,IAAI,CAACH,MAAM,GAAGA,MAAM;IACpB,IAAI,CAACG,UAAU,GAAGN,+BAA+B,CAACI,KAAK,CAAC;IACxD,IAAI,IAAI,CAACD,MAAM,CAACI,QAAQ,EAAE;MACxB,IAAI,CAACF,MAAM,GAAG,IAAI,CAACA,MAAM,IAAI,IAAI,CAACF,MAAM,CAACK,GAAG,CAACC,aAAa,CAAC,CAAC;MAC5D,IAAI,CAACC,qBAAqB,CAAC,IAAI,CAACJ,UAAU,CAAC;IAC7C;EACF;EAESK,OAAOA,CAAA,EAAS;IACvB,IAAI,IAAI,CAACN,MAAM,EAAE;MACf,IAAI,CAACF,MAAM,CAACK,GAAG,CAACI,aAAa,CAAC,IAAI,CAACP,MAAM,CAAC;MAE1C,IAAI,CAACA,MAAM,GAAGQ,SAAS;IACzB;EACF;EAESC,QAAQA,CAAA,EAAW;IAC1B,OAAQ,WAAU,IAAI,CAACC,EAAG,IAAGC,IAAI,CAACC,SAAS,CAAC,IAAI,CAACb,KAAK,CAAE,GAAE;EAC5D;EAGQM,qBAAqBA,CAACJ,UAA+B,EAAQ;IACnE,KAAK,MAAM,CAACY,KAAK,EAAEC,KAAK,CAAC,IAAIC,MAAM,CAACC,OAAO,CAACf,UAAU,CAAC,EAAE;MAGvD,MAAMgB,KAAK,GAAGC,MAAM,CAACL,KAAK,CAA4C;MACtE,QAAQI,KAAK;QACX;QACA;UACE,IAAI,CAACnB,MAAM,CAACK,GAAG,CAACgB,iBAAiB,CAAC,IAAI,CAACnB,MAAM,EAAEiB,KAAK,EAAEH,KAAK,CAAC;UAC5D;QACF;UACE,IAAI,CAAChB,MAAM,CAACK,GAAG,CAACiB,iBAAiB,CAAC,IAAI,CAACpB,MAAM,EAAEiB,KAAK,EAAEH,KAAK,CAAC;UAC5D;MACJ;IACF;EACF;AACF"}
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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. 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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 Non-Power-Of-Two, forcing TEXTURE_MIN_FILTER to LINEAR`)();\n return GL.LINEAR;\n }\n break;\n case GL.TEXTURE_WRAP_S:\n case GL.TEXTURE_WRAP_T:\n // if (value !== GL.CLAMP_TO_EDGE) { log.warn(`texture: ${this} is Non-Power-Of-Two, ${getKey(this.gl, pname)} to CLAMP_TO_EDGE`)(); }\n return GL.CLAMP_TO_EDGE;\n default:\n break;\n }\n }\n return value;\n }\n}\n\n// HELPERS\n\nfunction getWebGLTextureTarget(props: TextureProps) {\n switch (props.dimension) {\n // supported in WebGL\n case '2d':\n return GL.TEXTURE_2D;\n case 'cube':\n return GL.TEXTURE_CUBE_MAP;\n // supported in WebGL2\n case '2d-array':\n return GL.TEXTURE_2D_ARRAY;\n case '3d':\n return GL.TEXTURE_3D;\n // not supported in any WebGL version\n case '1d':\n case 'cube-array':\n default:\n throw new Error(props.dimension);\n }\n}\n\nfunction isNPOT(width: number, height: number): boolean {\n // Width and height not available, avoid classifying as NPOT texture\n if (!width || !height) {\n return false;\n }\n return !isPowerOfTwo(width) || !isPowerOfTwo(height);\n}\n\nfunction logParameters(parameters: Record<number, GL | number>) {\n log.log(1, 'texture sampler parameters', 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TransformFeedbackProps} from '@luma.gl/core';\nimport {log, TransformFeedback, Buffer, BufferRange} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from '../..';\nimport {getGLPrimitive} from '../helpers/webgl-topology-utils';\n\nexport class WEBGLTransformFeedback extends TransformFeedback {\n readonly device: WebGLDevice;\n readonly gl2: WebGL2RenderingContext;\n readonly handle: WebGLTransformFeedback;\n\n /**\n * NOTE: The Model already has this information while drawing, but\n * TransformFeedback currently needs it internally, to look up\n * varying information outside of a draw() call.\n */\n readonly layout: ShaderLayout;\n buffers: Record<string, BufferRange> = {};\n unusedBuffers: Record<string, Buffer> = {};\n /**\n * Allows us to avoid a Chrome bug where a buffer that is already bound to a\n * different target cannot be bound to 'TRANSFORM_FEEDBACK_BUFFER' target.\n * This a major workaround, see: https://github.com/KhronosGroup/WebGL/issues/2346\n */\n bindOnUse = true;\n private _bound: boolean = false;\n\n constructor(device: WebGLDevice, props: TransformFeedbackProps) {\n super(device, props);\n\n device.assertWebGL2();\n this.device = device;\n this.gl2 = device.gl2;\n this.handle = this.props.handle || this.gl2.createTransformFeedback();\n this.layout = this.props.layout;\n\n if (props.buffers) {\n this.setBuffers(props.buffers);\n }\n\n Object.seal(this);\n }\n\n override destroy(): void {\n this.gl2.deleteTransformFeedback(this.handle);\n super.destroy();\n }\n\n begin(topology: PrimitiveTopology = 'point-list'): void {\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, this.handle);\n if (this.bindOnUse) {\n this._bindBuffers();\n }\n this.gl2.beginTransformFeedback(getGLPrimitive(topology));\n }\n\n end(): void {\n this.gl2.endTransformFeedback();\n if (!this.bindOnUse) {\n this._unbindBuffers();\n }\n this.gl2.bindTransformFeedback(GL.TRANSFORM_FEEDBACK, 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- {"version":3,"file":"webgl-vertex-array.js","names":["VertexArray","getScratchArray","fillArray","getBrowser","getGLFromVertexType","_Symbol$toStringTag","Symbol","toStringTag","WEBGLVertexArray","isConstantAttributeZeroSupported","device","info","type","constructor","props","handle","buffer","bufferValue","init","gl2","createVertexArray","destroy","_this$buffer","deleteVertexArray","undefined","setIndexBuffer","indexBuffer","glTarget","Error","bindVertexArray","bindBuffer","setBuffer","location","attributeBuffer","size","stride","offset","normalized","integer","divisor","_getAccessor","gl","assertWebGL2","vertexAttribIPointer","vertexAttribPointer","enableVertexAttribArray","vertexAttribDivisor","attributes","setConstant","value","_enable","bindBeforeRender","webglBuffer","_applyConstantAttributes","unbindAfterRender","maxVertexAttributes","constant","ArrayBuffer","isView","setConstantAttribute","attributeInfo","attributeInfos","glType","bufferDataType","bufferComponents","byteStride","byteOffset","stepMode","enable","arguments","length","canDisableAttributeZero","canDisableAttribute","Number","disableVertexAttribArray","getConstantBuffer","elementCount","constantValue","normalizeConstantArrayValue","byteLength","updateNeeded","createBuffer","compareConstantArrayValues","typedArray","target","source","start","count","write","arrayValue","Array","isArray","Float32Array","v1","v2","i"],"sources":["../../../src/adapter/resources/webgl-vertex-array.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {Device, Buffer, VertexArrayProps, TypedArray, NumberArray} from '@luma.gl/core';\nimport {VertexArray, getScratchArray, fillArray} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getBrowser} from '@probe.gl/env';\n\nimport {WebGLDevice} from '../webgl-device';\nimport {WEBGLBuffer} from '../resources/webgl-buffer';\n\nimport {getGLFromVertexType} from '../converters/vertex-formats';\n// import {AccessorObject} from '../..';\n// import {getGLFromVertexType} from '../converters/vertex-formats';\n\n/** VertexArrayObject wrapper */\nexport class WEBGLVertexArray extends VertexArray {\n override get [Symbol.toStringTag](): string {\n return 'VertexArray';\n }\n\n readonly device: WebGLDevice;\n readonly handle: WebGLVertexArrayObject;\n\n /** Attribute 0 buffer constant */\n private buffer: WEBGLBuffer | null = null;\n private bufferValue = null;\n\n /** * Attribute 0 can not be disable on most desktop OpenGL based browsers */\n static isConstantAttributeZeroSupported(device: Device): boolean {\n return device.info.type === 'webgl2' || getBrowser() === 'Chrome';\n }\n\n // Create a VertexArray\n constructor(device: WebGLDevice, props?: VertexArrayProps) {\n super(device, props);\n this.device = device;\n this.handle = this.device.gl2.createVertexArray();\n }\n\n override destroy(): void {\n super.destroy();\n if (this.buffer) {\n this.buffer?.destroy();\n }\n if (this.handle) {\n this.device.gl2.deleteVertexArray(this.handle);\n // @ts-expect-error read-only/undefined\n this.handle = undefined!;\n }\n\n // Auto-delete elements?\n // return [this.elements];\n }\n\n /**\n // Set (bind/unbind) an elements buffer, for indexed rendering.\n // Must be a Buffer bound to GL.ELEMENT_ARRAY_BUFFER or null. Constants not supported\n * \n * @param elementBuffer \n */\n setIndexBuffer(indexBuffer: Buffer | null): void {\n const buffer = indexBuffer as WEBGLBuffer;\n // Explicitly allow `null` to support clearing the index buffer\n if (buffer && buffer.glTarget !== GL.ELEMENT_ARRAY_BUFFER) {\n throw new Error('Use .setBuffer()');\n }\n // In WebGL The GL.ELEMENT_ARRAY_BUFFER_BINDING is stored on the VertexArrayObject\n this.device.gl2.bindVertexArray(this.handle);\n // TODO - this initial binding does not seem to take effect? see bindBeforeRender()\n this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, buffer ? buffer.handle : null);\n // log.log(1, 'VertexArray.setIndexBuffer', indexBuffer)();\n // log.log(1, `Binding vertex array ${this.id}`, buffer?.id)();\n\n this.indexBuffer = buffer;\n }\n\n /** Set a location in vertex attributes array to a buffer, enables the location, sets divisor */\n setBuffer(location: number, attributeBuffer: Buffer): void {\n const buffer = attributeBuffer as WEBGLBuffer;\n // Sanity check target\n if (buffer.glTarget === GL.ELEMENT_ARRAY_BUFFER) {\n throw new Error('Use .setIndexBuffer()');\n }\n\n const {size, type, stride, offset, normalized, integer, divisor} = this._getAccessor(location);\n\n this.device.gl2.bindVertexArray(this.handle);\n // A non-zero buffer object must be bound to the GL_ARRAY_BUFFER target\n this.device.gl.bindBuffer(GL.ARRAY_BUFFER, buffer.handle);\n\n // WebGL2 supports *integer* data formats, i.e. GPU will see integer values\n if (integer) {\n this.device.assertWebGL2();\n this.device.gl2.vertexAttribIPointer(location, size, type, stride, offset);\n } else {\n // Attaches ARRAY_BUFFER with specified buffer format to location\n this.device.gl.vertexAttribPointer(location, size, type, normalized, stride, offset);\n }\n\n // Mark as non-constant\n this.device.gl.enableVertexAttribArray(location);\n // Set the step mode 0=vertex, 1=instance\n this.device.gl2.vertexAttribDivisor(location, divisor || 0);\n\n this.attributes[location] = buffer;\n }\n\n /** Set a location in vertex attributes array to a constant value, disables the location */\n override setConstant(location: number, value: TypedArray): void {\n this._enable(location, false);\n this.attributes[location] = value;\n }\n\n init = false;\n\n override bindBeforeRender(): void {\n this.device.gl2.bindVertexArray(this.handle);\n // TODO - the initial bind does not seem to take effect.\n if (!this.init) {\n // log.log(1, `Binding vertex array ${this.id}`, this.indexBuffer?.id)();\n const webglBuffer = this.indexBuffer as WEBGLBuffer;\n this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, webglBuffer?.handle || null);\n this.init = true;\n }\n this._applyConstantAttributes();\n }\n\n override unbindAfterRender(): void {\n // log.log(1, `Unbinding vertex array ${this.id}`)();\n // TODO technically this is not necessary, but we might be interfacing\n // with code that does not use vertex array objects\n this.device.gl2.bindVertexArray(null);\n // this.device.gl2.bindBuffer(GL.ELEMENT_ARRAY_BUFFER, null);\n }\n\n // Internal methods\n\n /**\n * Constant attributes need to be reset before every draw call\n * Any attribute that is disabled in the current vertex array object\n * is read from the context's global constant value for that attribute location.\n * @note Constant attributes are only supported in WebGL, not in WebGPU\n */\n protected _applyConstantAttributes(): void {\n for (let location = 0; 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{"version":3,"file":"webgl-device.js","names":["Device","CanvasContext","log","uid","assert","isBrowser","polyfillContext","popContextState","pushContextState","trackContextState","createBrowserContext","createHeadlessContext","isHeadlessGLRegistered","getDeviceInfo","getDeviceFeatures","getDeviceLimits","getWebGLLimits","WebGLCanvasContext","loadSpectorJS","initializeSpectorJS","loadWebGLDeveloperTools","makeDebugContext","isTextureFormatSupported","isTextureFormatRenderable","isTextureFormatFilterable","WEBGLBuffer","WEBGLShader","WEBGLSampler","WEBGLTexture","WEBGLFramebuffer","WEBGLRenderPass","WEBGLRenderPipeline","WEBGLCommandEncoder","WEBGLVertexArray","WEBGLTransformFeedback","readPixelsToArray","readPixelsToBuffer","setGLParameters","getGLParameters","withGLParameters","clear","LOG_LEVEL","WebGLDevice","isSupported","WebGLRenderingContext","features","_features","gl","limits","_limits","attach","device","isWebGL","Error","create","props","arguments","length","undefined","groupCollapsed","canvas","pageLoaded","get","debug","spector","probe","message","info","type","vendor","renderer","canvasContext","id","table","groupEnd","constructor","_props$gl","_props$gl2","handle","lost","_resolveContextLost","renderPass","gl2","isWebGL1","isWebGL2","_canvasSizeInfo","clientWidth","clientHeight","devicePixelRatio","_extensions","_polyfilled","_webglLimits","_constants","Promise","resolve","onContextLost","event","_this$_resolveContext","call","reason","resize","_version","enable","copyState","_len","args","Array","_key","webgl2","throwOnError","level","Math","max","warn","destroy","ext","getExtension","isLost","isContextLost","getSize","drawingBufferWidth","drawingBufferHeight","format","assertWebGL2","createCanvasContext","createBuffer","newProps","_getBufferProps","_createTexture","createExternalTexture","createSampler","createShader","createFramebuffer","createRenderPipeline","createVertexArray","beginRenderPass","createComputePipeline","beginComputePass","createTransformFeedback","getDefaultRenderPass","framebuffer","getCurrentFramebuffer","createCommandEncoder","submit","_this$renderPass","end","readPixelsToArrayWebGL","source","options","readPixelsToBufferWebGL","setParametersWebGL","parameters","getParametersWebGL","withParametersWebGL","func","clearWebGL","webglLimits","loseDevice","_this$_resolveContext2","deviceLossTriggered","loseContext","pushState","popState","setSpectorMetadata","__SPECTOR_Metadata","getGLKey","value","number","Number","key","String","setConstantAttribute","location","constant","maxVertexAttributes","fill","currentConstant","compareConstantArrayValues","Float32Array","setConstantFloatArray","Int32Array","setConstantIntArray","Uint32Array","setConstantUintArray","WebGL2RenderingContext","Boolean","isFinite","array","vertexAttrib1fv","vertexAttrib2fv","vertexAttrib3fv","vertexAttrib4fv","_device$gl","vertexAttribI4iv","_device$gl2","vertexAttribI4uiv","v1","v2","i"],"sources":["../../src/adapter/webgl-device.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport type {\n DeviceProps,\n DeviceInfo,\n DeviceLimits,\n DeviceFeature,\n CanvasContextProps,\n TextureFormat,\n VertexArray,\n VertexArrayProps,\n Framebuffer,\n Buffer,\n Texture,\n TypedArray\n} from '@luma.gl/core';\nimport {Device, CanvasContext, log, uid, assert} from '@luma.gl/core';\nimport {isBrowser} from '@probe.gl/env';\nimport {polyfillContext} from '../context/polyfill/polyfill-context';\nimport {\n popContextState,\n pushContextState,\n trackContextState\n} from '../context/state-tracker/track-context-state';\nimport {createBrowserContext} from '../context/context/create-browser-context';\nimport {\n createHeadlessContext,\n isHeadlessGLRegistered\n} from '../context/context/create-headless-context';\n\nimport {getDeviceInfo} from './device-helpers/get-device-info';\nimport {getDeviceFeatures} from './device-helpers/device-features';\nimport {getDeviceLimits, getWebGLLimits, WebGLLimits} from './device-helpers/device-limits';\nimport {WebGLCanvasContext} from './webgl-canvas-context';\nimport {loadSpectorJS, initializeSpectorJS} from '../context/debug/spector';\nimport {loadWebGLDeveloperTools, makeDebugContext} from '../context/debug/webgl-developer-tools';\nimport {\n isTextureFormatSupported,\n isTextureFormatRenderable,\n isTextureFormatFilterable\n} from './converters/texture-formats';\n\n// WebGL classes\nimport type {\n BufferProps,\n ShaderProps,\n // Sampler,\n SamplerProps,\n TextureProps,\n ExternalTexture,\n ExternalTextureProps,\n FramebufferProps,\n // RenderPipeline,\n RenderPipelineProps,\n ComputePipeline,\n ComputePipelineProps,\n // RenderPass,\n RenderPassProps,\n ComputePass,\n ComputePassProps,\n // CommandEncoder,\n CommandEncoderProps,\n TransformFeedbackProps\n} from '@luma.gl/core';\n\nimport {WEBGLBuffer} from './resources/webgl-buffer';\nimport {WEBGLShader} from './resources/webgl-shader';\nimport {WEBGLSampler} from './resources/webgl-sampler';\nimport {WEBGLTexture} from './resources/webgl-texture';\nimport {WEBGLFramebuffer} from './resources/webgl-framebuffer';\nimport {WEBGLRenderPass} from './resources/webgl-render-pass';\nimport {WEBGLRenderPipeline} from './resources/webgl-render-pipeline';\nimport {WEBGLCommandEncoder} from './resources/webgl-command-encoder';\nimport {WEBGLVertexArray} from './resources/webgl-vertex-array';\nimport {WEBGLTransformFeedback} from './resources/webgl-transform-feedback';\n\nimport {readPixelsToArray, readPixelsToBuffer} from '../classic/copy-and-blit';\nimport {setGLParameters, getGLParameters} from '../context/parameters/unified-parameter-api';\nimport {withGLParameters} from '../context/state-tracker/with-parameters';\nimport {clear} from '../classic/clear';\n\nconst LOG_LEVEL = 1;\n\n/** WebGPU style Device API for a WebGL context */\nexport class WebGLDevice extends Device {\n //\n // Public `Device` API\n //\n\n static type: string = 'webgl';\n\n static isSupported(): boolean {\n return typeof WebGLRenderingContext !== 'undefined' || isHeadlessGLRegistered();\n }\n\n readonly info: DeviceInfo;\n readonly canvasContext: WebGLCanvasContext;\n\n readonly handle: WebGLRenderingContext;\n\n get features(): Set<DeviceFeature> {\n this._features = this._features || getDeviceFeatures(this.gl);\n return this._features;\n }\n\n get limits(): DeviceLimits {\n this._limits = this._limits || getDeviceLimits(this.gl);\n return this._limits;\n }\n\n readonly lost: Promise<{reason: 'destroyed'; message: string}>;\n\n private _resolveContextLost?: (value: {reason: 'destroyed'; message: string}) => void;\n private _features?: Set<DeviceFeature>;\n private _limits?: DeviceLimits;\n\n //\n // Static methods, expected to be present by `luma.createDevice()`\n //\n\n /**\n * Get a device instance from a GL context\n * Creates and instruments the device if not already created\n * @param gl\n * @returns\n */\n static attach(gl: Device | WebGLRenderingContext | WebGL2RenderingContext): WebGLDevice {\n if (gl instanceof WebGLDevice) {\n return gl;\n }\n // @ts-expect-error\n if (gl?.device instanceof Device) {\n // @ts-expect-error\n return gl.device as WebGLDevice;\n }\n if (!isWebGL(gl)) {\n throw new Error('Invalid WebGLRenderingContext');\n }\n return new WebGLDevice({gl: gl as WebGLRenderingContext});\n }\n\n static async create(props: DeviceProps = {}): Promise<WebGLDevice> {\n log.groupCollapsed(LOG_LEVEL, 'WebGLDevice created')();\n\n // Wait for page to load. Only wait when props. canvas is string\n // to avoid setting page onload callback unless necessary\n if (typeof props.canvas === 'string') {\n await CanvasContext.pageLoaded;\n }\n\n // Load webgl and spector debug scripts from CDN if requested\n if (log.get('debug') || props.debug) {\n await loadWebGLDeveloperTools();\n }\n\n // @ts-expect-error spector not on props\n const {spector} = props;\n if (log.get('spector') || spector) {\n await loadSpectorJS();\n }\n\n log.probe(LOG_LEVEL + 1, 'DOM is loaded')();\n\n // @ts-expect-error\n if (props.gl && props.gl.device) {\n return WebGLDevice.attach(props.gl);\n }\n\n const device = new WebGLDevice(props);\n\n // Log some debug info about the newly created context\n const message = `\\\nCreated ${device.info.type}${device.debug ? ' debug' : ''} context: \\\n${device.info.vendor}, ${device.info.renderer} for canvas: ${device.canvasContext.id}`;\n log.probe(LOG_LEVEL, message)();\n log.table(LOG_LEVEL, device.info)();\n\n log.groupEnd(LOG_LEVEL)();\n\n return device;\n }\n\n //\n // Public API\n //\n\n constructor(props: DeviceProps) {\n super({...props, id: props.id || uid('webgl-device')});\n\n // If attaching to an already attached context, return the attached device\n // @ts-expect-error device is attached to context\n const device: WebGLDevice | undefined = props.gl?.device;\n if (device) {\n throw new Error(`WebGL context already attached to device ${device.id}`);\n }\n\n // Create and instrument context\n const canvas = props.canvas || props.gl?.canvas;\n this.canvasContext = new WebGLCanvasContext(this, {...props, canvas});\n\n this.lost = new Promise<{reason: 'destroyed'; message: string}>(resolve => {\n this._resolveContextLost = resolve;\n });\n\n const onContextLost = (event: Event) =>\n this._resolveContextLost?.({\n reason: 'destroyed',\n message: 'Computer entered sleep mode, or too many apps or browser tabs are using the GPU.'\n });\n\n let gl: WebGLRenderingContext | WebGL2RenderingContext | null = props.gl || null;\n gl =\n gl ||\n (isBrowser()\n ? createBrowserContext(this.canvasContext.canvas, {...props, onContextLost})\n : null);\n gl = gl || (!isBrowser() ? createHeadlessContext({...props, onContextLost}) : null);\n\n if (!gl) {\n throw new Error('WebGL context creation failed');\n }\n\n this.handle = gl;\n this.gl = this.handle;\n this.gl2 = this.gl as WebGL2RenderingContext;\n this.isWebGL2 = isWebGL2(this.gl);\n this.isWebGL1 = !this.isWebGL2;\n this.canvasContext.resize();\n\n // luma Device fields\n this.info = getDeviceInfo(this.gl);\n\n // @ts-expect-error Link webgl context back to device\n this.gl.device = this;\n // @ts-expect-error Annotate webgl context to handle\n this.gl._version = this.isWebGL2 ? 2 : 1;\n\n // Add subset of WebGL2 methods to WebGL1 context\n polyfillContext(this.gl);\n\n // Install context state tracking\n // @ts-expect-error - hidden parameters\n const {enable = true, copyState = false} = props;\n trackContextState(this.gl, {\n enable,\n copyState,\n log: (...args: any[]) => log.log(1, ...args)()\n });\n\n // DEBUG contexts: Add debug instrumentation to the context, force log level to at least 1\n if (isBrowser() && props.debug) {\n this.gl = makeDebugContext(this.gl, {...props, webgl2: this.isWebGL2, throwOnError: true});\n this.gl2 = this.gl as WebGL2RenderingContext;\n this.debug = true;\n log.level = Math.max(log.level, 1);\n log.warn('WebGL debug mode activated. Performance reduced.')();\n }\n\n // @ts-expect-error spector not on props\n if (isBrowser() && props.spector) {\n const canvas = this.handle.canvas || (props.canvas as HTMLCanvasElement);\n this.spector = initializeSpectorJS({...this.props, canvas});\n }\n }\n\n /**\n * Destroys the context\n * @note Has no effect for browser contexts, there is no browser API for destroying contexts\n */\n destroy(): void {\n const ext = this.gl.getExtension('STACKGL_destroy_context');\n if (ext) {\n ext.destroy();\n }\n }\n\n get isLost(): boolean {\n return this.gl.isContextLost();\n }\n\n getSize(): [number, number] {\n return [this.gl.drawingBufferWidth, this.gl.drawingBufferHeight];\n }\n\n isTextureFormatSupported(format: TextureFormat): boolean {\n return isTextureFormatSupported(this.gl, format);\n }\n\n isTextureFormatFilterable(format: TextureFormat): boolean {\n return isTextureFormatFilterable(this.gl, format);\n }\n\n isTextureFormatRenderable(format: TextureFormat): boolean {\n return isTextureFormatRenderable(this.gl, format);\n }\n\n // WEBGL SPECIFIC METHODS\n\n /** Returns a WebGL2RenderingContext or throws an error */\n assertWebGL2(): WebGL2RenderingContext {\n if (!this.gl2) {\n throw new Error('Requires WebGL2');\n }\n return this.gl2;\n }\n\n // IMPLEMENTATION OF ABSTRACT DEVICE\n\n createCanvasContext(props?: CanvasContextProps): CanvasContext {\n throw new Error('WebGL only supports a single canvas');\n }\n\n createBuffer(props: BufferProps | ArrayBuffer | ArrayBufferView): WEBGLBuffer {\n const newProps = this._getBufferProps(props);\n return new WEBGLBuffer(this, newProps);\n }\n\n _createTexture(props: TextureProps): WEBGLTexture {\n return new WEBGLTexture(this, props);\n }\n\n createExternalTexture(props: ExternalTextureProps): ExternalTexture {\n throw new Error('createExternalTexture() not implemented'); // return new Program(props);\n }\n\n createSampler(props: SamplerProps): WEBGLSampler {\n return new WEBGLSampler(this, props);\n }\n\n createShader(props: ShaderProps): WEBGLShader {\n return new WEBGLShader(this, props);\n }\n\n createFramebuffer(props: FramebufferProps): WEBGLFramebuffer {\n return new WEBGLFramebuffer(this, props);\n }\n\n createRenderPipeline(props: RenderPipelineProps): WEBGLRenderPipeline {\n return new WEBGLRenderPipeline(this, props);\n }\n\n override createVertexArray(props: VertexArrayProps): VertexArray {\n return new WEBGLVertexArray(this, props);\n }\n\n beginRenderPass(props: RenderPassProps): WEBGLRenderPass {\n return new WEBGLRenderPass(this, props);\n }\n\n createComputePipeline(props?: ComputePipelineProps): ComputePipeline {\n throw new Error('ComputePipeline not supported in WebGL');\n }\n\n beginComputePass(props: ComputePassProps): ComputePass {\n throw new Error('ComputePass not supported in WebGL');\n }\n\n createTransformFeedback(props: TransformFeedbackProps): WEBGLTransformFeedback {\n return new WEBGLTransformFeedback(this, props);\n }\n\n private renderPass: WEBGLRenderPass | null = null;\n\n getDefaultRenderPass(): WEBGLRenderPass {\n this.renderPass =\n this.renderPass ||\n this.beginRenderPass({\n framebuffer: this.canvasContext.getCurrentFramebuffer()\n });\n return this.renderPass;\n }\n\n override createCommandEncoder(props?: CommandEncoderProps): WEBGLCommandEncoder {\n return new WEBGLCommandEncoder(this, props);\n }\n\n /**\n * Offscreen Canvas Support: Commit the frame\n * https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/commit\n * Chrome's offscreen canvas does not require gl.commit\n */\n submit(): void {\n this.renderPass?.end();\n this.renderPass = null;\n // this.canvasContext.commit();\n }\n\n //\n // TEMPORARY HACKS - will be removed in v9.1\n // \n\n /** @deprecated - should use command encoder */\n override readPixelsToArrayWebGL(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n sourceAttachment?: number;\n target?: Uint8Array | Uint16Array | Float32Array;\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n ): Uint8Array | Uint16Array | Float32Array {\n return readPixelsToArray(source, options);\n }\n\n /** @deprecated - should use command encoder */\n override readPixelsToBufferWebGL(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n target?: Buffer; // A new Buffer object is created when not provided.\n targetByteOffset?: number; // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n ): Buffer {\n return readPixelsToBuffer(source, options);\n }\n\n override setParametersWebGL(parameters: any): void {\n setGLParameters(this, parameters);\n }\n\n override getParametersWebGL(parameters: any): any {\n return getGLParameters(this, parameters);\n }\n\n override withParametersWebGL(parameters: any, func: any): any {\n withGLParameters(this, parameters, func);\n }\n\n override clearWebGL(options?: {framebuffer?: Framebuffer; color?: any; depth?: any; stencil?: any}): void {\n clear(this, options);\n }\n \n //\n // WebGL-only API (not part of `Device` API)\n //\n\n /** WebGL1 typed context. Can always be used. */\n readonly gl: WebGLRenderingContext;\n /** WebGL2 typed context. Need to check isWebGL2 or isWebGL1 before using. */\n readonly gl2: WebGL2RenderingContext | null = null;\n readonly debug: boolean = false;\n\n /** `true` if this is a WebGL1 context. @note `false` if WebGL2 */\n readonly isWebGL1: boolean;\n /** `true` if this is a WebGL2 context. @note `false` if WebGL1 */\n readonly isWebGL2: boolean;\n\n /** State used by luma.gl classes: TODO - move to canvasContext*/\n readonly _canvasSizeInfo = {clientWidth: 0, clientHeight: 0, devicePixelRatio: 1};\n\n /** State used by luma.gl classes - TODO - not used? */\n readonly _extensions: Record<string, any> = {};\n _polyfilled: boolean = false;\n\n /** Instance of Spector.js (if initialized) */\n spector;\n\n private _webglLimits?: WebGLLimits;\n\n /** Return WebGL specific limits */\n get webglLimits(): WebGLLimits {\n this._webglLimits = this._webglLimits || getWebGLLimits(this.gl);\n return this._webglLimits;\n }\n\n /**\n * Triggers device (or WebGL context) loss.\n * @note primarily intended for testing how application reacts to device loss\n */\n override loseDevice(): boolean {\n let deviceLossTriggered = false;\n const ext = this.gl.getExtension('WEBGL_lose_context');\n if (ext) {\n deviceLossTriggered = true;\n ext.loseContext();\n // ext.loseContext should trigger context loss callback but the platform may not do this, so do it explicitly\n }\n this._resolveContextLost?.({\n reason: 'destroyed',\n message: 'Application triggered context loss'\n });\n return deviceLossTriggered;\n }\n\n /** Save current WebGL context state onto an internal stack */\n pushState(): void {\n pushContextState(this.gl);\n }\n\n /** Restores previously saved context state */\n popState(): void {\n popContextState(this.gl);\n }\n\n /**\n * Storing data on a special field on WebGLObjects makes that data visible in SPECTOR chrome debug extension\n * luma.gl ids and props can be inspected\n */\n setSpectorMetadata(handle: unknown, props: Record<string, unknown>) {\n // @ts-expect-error\n // eslint-disable-next-line camelcase\n handle.__SPECTOR_Metadata = props;\n }\n\n /**\n * Returns the GL.<KEY> constant that corresponds to a numeric value of a GL constant\n * Be aware that there are some duplicates especially for constants that are 0,\n * so this isn't guaranteed to return the right key in all cases.\n */\n getGLKey(value: unknown, gl?: WebGLRenderingContext): string {\n // @ts-ignore expect-error depends on settings\n gl = gl || this.gl2 || this.gl;\n const number = Number(value);\n for (const key in gl) {\n // @ts-ignore expect-error depends on settings\n if (gl[key] === number) {\n return `GL.${key}`;\n }\n }\n // No constant found. Stringify the value and return it.\n return String(value);\n }\n\n /** Store constants */\n _constants: (TypedArray | null)[];\n\n /**\n * Set a constant value for a location. Disabled attributes at that location will read from this value\n * @note WebGL constants are stored globally on the WebGL context, not the VertexArray\n * so they need to be updated before every render\n * @todo - remember/cache values to avoid setting them unnecessarily?\n */\n setConstantAttribute(location: number, constant: TypedArray): void {\n this._constants = this._constants || new Array(this.limits.maxVertexAttributes).fill(null);\n const currentConstant = this._constants[location];\n if (currentConstant && compareConstantArrayValues(currentConstant, constant)) {\n log.info(1, `setConstantAttribute(${location}) could have been skipped, value unchanged`)();\n }\n this._constants[location] = constant;\n\n switch (constant.constructor) {\n case Float32Array:\n setConstantFloatArray(this, location, constant as Float32Array);\n break;\n case Int32Array:\n setConstantIntArray(this, location, constant as Int32Array);\n break;\n case Uint32Array:\n setConstantUintArray(this, location, constant as Uint32Array);\n break;\n default:\n assert(false);\n }\n }\n}\n\n/** Check if supplied parameter is a WebGLRenderingContext */\nfunction isWebGL(gl: any): boolean {\n if (typeof WebGLRenderingContext !== 'undefined' && gl instanceof WebGLRenderingContext) {\n return true;\n }\n if (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) {\n return true;\n }\n // Look for debug contexts, headless gl etc\n return Boolean(gl && Number.isFinite(gl._version));\n}\n\n/** Check if supplied parameter is a WebGL2RenderingContext */\nfunction isWebGL2(gl: any): boolean {\n if (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) {\n return true;\n }\n // Look for debug contexts, headless gl etc\n return Boolean(gl && gl._version === 2);\n}\n\n/** Set constant float array attribute */\nfunction setConstantFloatArray(device: WebGLDevice, location: number, array: Float32Array): void {\n switch (array.length) {\n case 1:\n 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@@ -1 +0,0 @@
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- {"version":3,"file":"accessor.js","names":["assert","checkProps","getTypedArrayFromGLType","DEFAULT_ACCESSOR_VALUES","offset","stride","type","size","divisor","normalized","integer","PROP_CHECKS","deprecatedProps","instanced","isInstanced","Accessor","getBytesPerElement","accessor","ArrayType","BYTES_PER_ELEMENT","getBytesPerVertex","resolve","_len","arguments","length","accessors","Array","_key","constructor","buffer","index","_len2","_key2","forEach","_assign","Object","freeze","toString","JSON","stringify","BYTES_PER_VERTEX","props","undefined","normalize"],"sources":["../../src/classic/accessor.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {assert, checkProps, Buffer, AccessorObject} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\nimport {getTypedArrayFromGLType} from './typed-array-utils';\n\nconst DEFAULT_ACCESSOR_VALUES = {\n offset: 0,\n stride: 0,\n type: GL.FLOAT,\n size: 1,\n divisor: 0,\n normalized: false,\n integer: false\n};\n\nconst PROP_CHECKS = {\n deprecatedProps: {\n instanced: 'divisor',\n isInstanced: 'divisor'\n }\n};\n\nexport class Accessor implements AccessorObject {\n offset?: number;\n stride?: number;\n type?: number;\n size?: number;\n divisor?: number;\n normalized?: boolean;\n integer?: boolean;\n\n buffer?: Buffer;\n index?: number;\n\n static getBytesPerElement(accessor: Accessor | AccessorObject): number {\n // TODO: using `FLOAT` when type is not specified,\n // ensure this assumption is valid or force API to specify type.\n const ArrayType = getTypedArrayFromGLType(accessor.type || GL.FLOAT);\n return ArrayType.BYTES_PER_ELEMENT;\n }\n\n static getBytesPerVertex(accessor: AccessorObject): number {\n assert(accessor.size);\n // TODO: using `FLOAT` when type is not specified,\n // ensure this assumption is valid or force API to specify type.\n const ArrayType = getTypedArrayFromGLType(accessor.type || GL.FLOAT);\n return ArrayType.BYTES_PER_ELEMENT * accessor.size;\n }\n\n // Combines (merges) a list of accessors. On top of default values\n // Usually [programAccessor, bufferAccessor, appAccessor]\n // All props will be set in the returned object.\n // TODO check for conflicts between values in the supplied accessors\n static resolve(...accessors: AccessorObject[]): Accessor {\n return new Accessor(...[DEFAULT_ACCESSOR_VALUES, ...accessors]); // Default values\n }\n\n constructor(...accessors: AccessorObject[]) {\n accessors.forEach((accessor) => this._assign(accessor)); // Merge in sequence\n Object.freeze(this);\n }\n\n toString(): string {\n return JSON.stringify(this);\n }\n\n // ACCESSORS\n\n // TODO - remove>\n get BYTES_PER_ELEMENT(): number {\n return Accessor.getBytesPerElement(this);\n }\n\n get BYTES_PER_VERTEX(): number {\n return Accessor.getBytesPerVertex(this);\n }\n\n // PRIVATE\n\n // eslint-disable-next-line complexity, max-statements\n _assign(props: AccessorObject = {}): this {\n props = checkProps('Accessor', props, PROP_CHECKS);\n\n if (props.type !== undefined) {\n this.type = props.type;\n\n // Auto-deduce integer type?\n if ((props.type as GL) === GL.INT || (props.type as GL) === GL.UNSIGNED_INT) {\n this.integer = true;\n }\n }\n if (props.size !== undefined) {\n this.size = props.size;\n }\n if (props.offset !== undefined) {\n this.offset = props.offset;\n }\n if (props.stride !== undefined) {\n this.stride = props.stride;\n }\n // @ts-expect-error\n if (props.normalize !== undefined) {\n // @ts-expect-error\n this.normalized = props.normalize;\n }\n if (props.normalized !== undefined) {\n this.normalized = props.normalized;\n }\n if (props.integer !== undefined) {\n this.integer = props.integer;\n }\n\n // INSTANCE DIVISOR\n if (props.divisor !== undefined) {\n this.divisor = props.divisor;\n }\n\n // Buffer is optional\n if (props.buffer !== undefined) {\n this.buffer = props.buffer;\n }\n\n // The binding index (for binding e.g. Transform feedbacks and Uniform buffers)\n // TODO - should this be part of accessor?\n if (props.index !== undefined) {\n if (typeof props.index === 'boolean') {\n this.index = props.index ? 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@@ -1 +0,0 @@
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- {"version":3,"file":"copy-and-blit.js","names":["assert","Texture","Framebuffer","getGLTypeFromTypedArray","getTypedArrayFromGLType","glFormatToComponents","glTypeToBytes","readPixelsToArray","source","options","_framebuffer$colorAtt","sourceX","sourceY","sourceFormat","sourceAttachment","target","sourceWidth","sourceHeight","sourceType","framebuffer","deleteFramebuffer","getFramebuffer","gl","handle","width","height","attachment","colorAttachments","type","getPixelArray","prevHandle","bindFramebuffer","readPixels","destroy","readPixelsToBuffer","targetByteOffset","webglFramebuffer","webglBufferTarget","components","byteCount","byteLength","device","createBuffer","commandEncoder","createCommandEncoder","copyTextureToBuffer","origin","destination","byteOffset","copyToTexture","targetMipmaplevel","targetInternalFormat","targetX","targetY","targetZ","isSubCopy","texture","textureTarget","Number","isFinite","bind","copyTexImage2D","copyTexSubImage2D","assertWebGL2","gl2","copyTexSubImage3D","unbind","toFramebuffer","props","id","createFramebuffer","pixelArray","format","ArrayType","clamped"],"sources":["../../src/classic/copy-and-blit.ts"],"sourcesContent":["// luma.gl, MIT license\n// Copyright (c) vis.gl contributors\n\nimport {assert, Buffer, Texture, Framebuffer, FramebufferProps} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\n\nimport {WEBGLTexture} from '../adapter/resources/webgl-texture';\nimport {WEBGLFramebuffer} from '../adapter/resources/webgl-framebuffer';\nimport {getGLTypeFromTypedArray, getTypedArrayFromGLType} from './typed-array-utils';\nimport {glFormatToComponents, glTypeToBytes} from './format-utils';\nimport {WEBGLBuffer} from '../adapter/resources/webgl-buffer';\n\n/**\n * Copies data from a type or a Texture object into ArrayBuffer object.\n * App can provide targetPixelArray or have it auto allocated by this method\n * newly allocated by this method unless provided by app.\n * @deprecated Use CommandEncoder.copyTextureToBuffer and Buffer.read\n * @note Slow requires roundtrip to GPU\n *\n * @param source\n * @param options\n * @returns pixel array,\n */\nexport function readPixelsToArray(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n sourceAttachment?: number;\n target?: Uint8Array | Uint16Array | Float32Array;\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n): Uint8Array | Uint16Array | Float32Array {\n const {\n sourceX = 0,\n sourceY = 0,\n sourceFormat = GL.RGBA,\n sourceAttachment = GL.COLOR_ATTACHMENT0 // TODO - support gl.readBuffer\n } = options || {};\n let {\n target = null,\n // following parameters are auto deduced if not provided\n sourceWidth,\n sourceHeight,\n sourceType\n } = options || {};\n\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n const {gl, handle} = framebuffer as WEBGLFramebuffer;\n sourceWidth = sourceWidth || framebuffer.width;\n sourceHeight = sourceHeight || framebuffer.height;\n\n // TODO - Set and unset gl.readBuffer\n // if (sourceAttachment === GL.COLOR_ATTACHMENT0 && handle === null) {\n // sourceAttachment = GL.FRONT;\n // }\n\n const attachment = sourceAttachment - GL.COLOR_ATTACHMENT0;\n // assert(attachments[sourceAttachment]);\n\n // Deduce the type from color attachment if not provided.\n sourceType =\n sourceType ||\n (framebuffer.colorAttachments[attachment] as WEBGLTexture)?.type ||\n GL.UNSIGNED_BYTE;\n\n // Deduce type and allocated pixelArray if needed\n target = getPixelArray(target, sourceType, sourceFormat, sourceWidth, sourceHeight);\n\n // Pixel array available, if necessary, deduce type from it.\n sourceType = sourceType || getGLTypeFromTypedArray(target);\n\n const prevHandle = gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n gl.readPixels(sourceX, sourceY, sourceWidth, sourceHeight, sourceFormat, sourceType, target);\n // @ts-expect-error\n gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.destroy();\n }\n return target;\n}\n\n/**\n * Copies data from a Framebuffer or a Texture object into a Buffer object.\n * NOTE: doesn't wait for copy to be complete, it programs GPU to perform a DMA transffer.\n * @deprecated Use CommandEncoder\n * @param source\n * @param options\n */\nexport function readPixelsToBuffer(\n source: Framebuffer | Texture,\n options?: {\n sourceX?: number;\n sourceY?: number;\n sourceFormat?: number;\n target?: Buffer; // A new Buffer object is created when not provided.\n targetByteOffset?: number; // byte offset in buffer object\n // following parameters are auto deduced if not provided\n sourceWidth?: number;\n sourceHeight?: number;\n sourceType?: number;\n }\n): WEBGLBuffer {\n const {target, sourceX = 0, sourceY = 0, sourceFormat = GL.RGBA, targetByteOffset = 0} = options || {};\n // following parameters are auto deduced if not provided\n let {sourceWidth, sourceHeight, sourceType} = options || {};\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n sourceWidth = sourceWidth || framebuffer.width;\n sourceHeight = sourceHeight || framebuffer.height;\n\n // Asynchronous read (PIXEL_PACK_BUFFER) is WebGL2 only feature\n const webglFramebuffer = framebuffer as WEBGLFramebuffer;\n\n // deduce type if not available.\n sourceType = sourceType || GL.UNSIGNED_BYTE;\n\n let webglBufferTarget = target as unknown as WEBGLBuffer | undefined;\n if (!webglBufferTarget) {\n // Create new buffer with enough size\n const components = glFormatToComponents(sourceFormat);\n const byteCount = glTypeToBytes(sourceType);\n const byteLength = targetByteOffset + sourceWidth * sourceHeight * components * byteCount;\n webglBufferTarget = webglFramebuffer.device.createBuffer({byteLength});\n }\n\n // TODO(donmccurdy): Do we have tests to confirm this is working?\n const commandEncoder = source.device.createCommandEncoder();\n commandEncoder.copyTextureToBuffer({\n source: source as Texture,\n width: sourceWidth,\n height: sourceHeight,\n origin: [sourceX, sourceY],\n destination: webglBufferTarget,\n byteOffset: targetByteOffset\n });\n commandEncoder.destroy();\n\n if (deleteFramebuffer) {\n framebuffer.destroy();\n }\n\n return webglBufferTarget;\n}\n\n/**\n * Copy a rectangle from a Framebuffer or Texture object into a texture (at an offset)\n * @deprecated Use CommandEncoder\n */\n// eslint-disable-next-line complexity, max-statements\nexport function copyToTexture(\n source: Framebuffer | Texture,\n target: Texture | GL,\n options?: {\n sourceX?: number;\n sourceY?: number;\n\n targetX?: number;\n targetY?: number;\n targetZ?: number;\n targetMipmaplevel?: number;\n targetInternalFormat?: number;\n\n width?: number; // defaults to target width\n height?: number; // defaults to target height\n }\n): Texture {\n const {\n sourceX = 0,\n sourceY = 0,\n // attachment = GL.COLOR_ATTACHMENT0, // TODO - support gl.readBuffer\n targetMipmaplevel = 0,\n targetInternalFormat = GL.RGBA\n } = options || {};\n let {\n targetX,\n targetY,\n targetZ,\n width, // defaults to target width\n height // defaults to target height\n } = options || {};\n\n const {framebuffer, deleteFramebuffer} = getFramebuffer(source);\n assert(framebuffer);\n const webglFramebuffer = framebuffer as WEBGLFramebuffer;\n const {device, handle} = webglFramebuffer;\n const isSubCopy =\n typeof targetX !== 'undefined' ||\n typeof targetY !== 'undefined' ||\n typeof targetZ !== 'undefined';\n targetX = targetX || 0;\n targetY = targetY || 0;\n targetZ = targetZ || 0;\n const prevHandle = device.gl.bindFramebuffer(GL.FRAMEBUFFER, handle);\n // TODO - support gl.readBuffer (WebGL2 only)\n // const prevBuffer = gl.readBuffer(attachment);\n assert(target);\n let texture = null;\n let textureTarget: GL;\n if (target instanceof Texture) {\n texture = target;\n width = Number.isFinite(width) ? width : texture.width;\n height = Number.isFinite(height) ? height : texture.height;\n texture.bind(0);\n textureTarget = texture.target;\n } else {\n textureTarget = target;\n }\n\n if (!isSubCopy) {\n device.gl.copyTexImage2D(\n textureTarget,\n targetMipmaplevel,\n targetInternalFormat,\n sourceX,\n sourceY,\n width,\n height,\n 0 /* border must be 0 */\n );\n } else {\n switch (textureTarget) {\n case GL.TEXTURE_2D:\n case GL.TEXTURE_CUBE_MAP:\n device.gl.copyTexSubImage2D(\n textureTarget,\n targetMipmaplevel,\n targetX,\n targetY,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n case GL.TEXTURE_2D_ARRAY:\n case GL.TEXTURE_3D:\n device.assertWebGL2();\n device.gl2.copyTexSubImage3D(\n textureTarget,\n targetMipmaplevel,\n targetX,\n targetY,\n targetZ,\n sourceX,\n sourceY,\n width,\n height\n );\n break;\n default:\n }\n }\n if (texture) {\n texture.unbind();\n }\n // @ts-expect-error\n device.gl.bindFramebuffer(GL.FRAMEBUFFER, prevHandle || null);\n if (deleteFramebuffer) {\n framebuffer.destroy();\n }\n return texture;\n}\n\nfunction getFramebuffer(source: Texture | Framebuffer): {\n framebuffer: Framebuffer;\n deleteFramebuffer: boolean;\n} {\n if (!(source instanceof Framebuffer)) {\n return {framebuffer: toFramebuffer(source), deleteFramebuffer: true};\n }\n return {framebuffer: source, deleteFramebuffer: false};\n}\n\n/**\n * Wraps a given texture into a framebuffer object, that can be further used\n * to read data from the texture object.\n */\nexport function toFramebuffer(texture: Texture, props?: FramebufferProps): Framebuffer {\n const {device, width, height, id} = texture;\n const framebuffer = device.createFramebuffer({\n ...props,\n id: `framebuffer-for-${id}`,\n width,\n height,\n colorAttachments: [texture]\n });\n return framebuffer;\n}\n\nfunction getPixelArray(\n pixelArray,\n type,\n format,\n width: number,\n height: number\n): Uint8Array | Uint16Array | Float32Array {\n if (pixelArray) {\n return pixelArray;\n }\n // Allocate pixel array if not already available, using supplied type\n type = type || GL.UNSIGNED_BYTE;\n const ArrayType = getTypedArrayFromGLType(type, {clamped: false});\n const components = glFormatToComponents(format);\n // TODO - check for composite type (components = 1).\n return new ArrayType(width * height * components) as Uint8Array | Uint16Array | 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