@razorpay/blade 12.92.0 → 12.93.0

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 (112) hide show
  1. package/assets/spark/bottom-frame.jpg +0 -0
  2. package/assets/spark/colorama-center-gradient-map.jpg +0 -0
  3. package/assets/spark/colorama-gradient-map-blue.jpg +0 -0
  4. package/assets/spark/colorama-gradient-map-green.jpg +0 -0
  5. package/assets/spark/ray-pulse.mp4 +0 -0
  6. package/assets/spark/spark-base-video.mp4 +0 -0
  7. package/assets/spark/success-animation-circle.mp4 +0 -0
  8. package/build/lib/native/components/Spark/RazorSenseGradient/FluidGradient.js +9 -0
  9. package/build/lib/native/components/Spark/RazorSenseGradient/FluidGradient.js.map +1 -0
  10. package/build/lib/native/components/Spark/RazorSenseGradient/FluidGradientMount.js +18 -0
  11. package/build/lib/native/components/Spark/RazorSenseGradient/FluidGradientMount.js.map +1 -0
  12. package/build/lib/native/components/Spark/RazorSenseGradient/shader.js +69 -0
  13. package/build/lib/native/components/Spark/RazorSenseGradient/shader.js.map +1 -0
  14. package/build/lib/native/components/Spark/RazorSenseGradient/useFluidGradient.js +7 -0
  15. package/build/lib/native/components/Spark/RazorSenseGradient/useFluidGradient.js.map +1 -0
  16. package/build/lib/native/components/Spark/RzpGlass/PerformanceManager.js +7 -0
  17. package/build/lib/native/components/Spark/RzpGlass/PerformanceManager.js.map +1 -0
  18. package/build/lib/native/components/Spark/RzpGlass/RzpGlass.js +13 -0
  19. package/build/lib/native/components/Spark/RzpGlass/RzpGlass.js.map +1 -0
  20. package/build/lib/native/components/Spark/RzpGlass/RzpGlassMount.js +28 -0
  21. package/build/lib/native/components/Spark/RzpGlass/RzpGlassMount.js.map +1 -0
  22. package/build/lib/native/components/Spark/RzpGlass/presets.js +4 -0
  23. package/build/lib/native/components/Spark/RzpGlass/presets.js.map +1 -0
  24. package/build/lib/native/components/Spark/RzpGlass/rzpGlassShader.js +920 -0
  25. package/build/lib/native/components/Spark/RzpGlass/rzpGlassShader.js.map +1 -0
  26. package/build/lib/native/components/Spark/RzpGlass/utils.js +4 -0
  27. package/build/lib/native/components/Spark/RzpGlass/utils.js.map +1 -0
  28. package/build/lib/native/components/Spark/RzpGlass/webgl-utils.js +7 -0
  29. package/build/lib/native/components/Spark/RzpGlass/webgl-utils.js.map +1 -0
  30. package/build/lib/native/components/index.js +2 -0
  31. package/build/lib/native/components/index.js.map +1 -1
  32. package/build/lib/web/development/_virtual/flatten.js +1 -1
  33. package/build/lib/web/development/_virtual/flatten3.js +1 -1
  34. package/build/lib/web/development/components/Dropdown/FilterChipSelectInput.web.js +23 -15
  35. package/build/lib/web/development/components/Dropdown/FilterChipSelectInput.web.js.map +1 -1
  36. package/build/lib/web/development/components/SideNav/SideNav.web.js +21 -21
  37. package/build/lib/web/development/components/SideNav/SideNav.web.js.map +1 -1
  38. package/build/lib/web/development/components/SideNav/SideNavItems/SideNavLink.web.js +4 -4
  39. package/build/lib/web/development/components/SideNav/SideNavItems/SideNavLink.web.js.map +1 -1
  40. package/build/lib/web/development/components/Spark/RazorSenseGradient/FluidGradient.js +92 -0
  41. package/build/lib/web/development/components/Spark/RazorSenseGradient/FluidGradient.js.map +1 -0
  42. package/build/lib/web/development/components/Spark/RazorSenseGradient/FluidGradientMount.js +110 -0
  43. package/build/lib/web/development/components/Spark/RazorSenseGradient/FluidGradientMount.js.map +1 -0
  44. package/build/lib/web/development/components/Spark/RazorSenseGradient/index.js +2 -0
  45. package/build/lib/web/development/components/Spark/RazorSenseGradient/index.js.map +1 -0
  46. package/build/lib/web/development/components/Spark/RazorSenseGradient/shader.js +18 -0
  47. package/build/lib/web/development/components/Spark/RazorSenseGradient/shader.js.map +1 -0
  48. package/build/lib/web/development/components/Spark/RazorSenseGradient/useFluidGradient.js +34 -0
  49. package/build/lib/web/development/components/Spark/RazorSenseGradient/useFluidGradient.js.map +1 -0
  50. package/build/lib/web/development/components/Spark/RzpGlass/PerformanceManager.js +455 -0
  51. package/build/lib/web/development/components/Spark/RzpGlass/PerformanceManager.js.map +1 -0
  52. package/build/lib/web/development/components/Spark/RzpGlass/RzpGlass.js +263 -0
  53. package/build/lib/web/development/components/Spark/RzpGlass/RzpGlass.js.map +1 -0
  54. package/build/lib/web/development/components/Spark/RzpGlass/RzpGlassMount.js +908 -0
  55. package/build/lib/web/development/components/Spark/RzpGlass/RzpGlassMount.js.map +1 -0
  56. package/build/lib/web/development/components/Spark/RzpGlass/index.js +24 -0
  57. package/build/lib/web/development/components/Spark/RzpGlass/index.js.map +1 -0
  58. package/build/lib/web/development/components/Spark/RzpGlass/presets.js +151 -0
  59. package/build/lib/web/development/components/Spark/RzpGlass/presets.js.map +1 -0
  60. package/build/lib/web/development/components/Spark/RzpGlass/rzpGlassShader.js +5 -0
  61. package/build/lib/web/development/components/Spark/RzpGlass/rzpGlassShader.js.map +1 -0
  62. package/build/lib/web/development/components/Spark/RzpGlass/utils.js +77 -0
  63. package/build/lib/web/development/components/Spark/RzpGlass/utils.js.map +1 -0
  64. package/build/lib/web/development/components/Spark/RzpGlass/webgl-utils.js +200 -0
  65. package/build/lib/web/development/components/Spark/RzpGlass/webgl-utils.js.map +1 -0
  66. package/build/lib/web/development/components/Spark/index.js +3 -0
  67. package/build/lib/web/development/components/Spark/index.js.map +1 -0
  68. package/build/lib/web/development/components/index.js +3 -0
  69. package/build/lib/web/development/components/index.js.map +1 -1
  70. package/build/lib/web/development/node_modules/es-toolkit/dist/array/flatten.js +1 -1
  71. package/build/lib/web/development/node_modules/es-toolkit/dist/compat/array/flatten.js +1 -1
  72. package/build/lib/web/development/node_modules/es-toolkit/dist/compat/array/sortBy.js +2 -2
  73. package/build/lib/web/development/node_modules/es-toolkit/dist/compat/object/omit.js +2 -2
  74. package/build/lib/web/production/components/Dropdown/FilterChipSelectInput.web.js +23 -15
  75. package/build/lib/web/production/components/Dropdown/FilterChipSelectInput.web.js.map +1 -1
  76. package/build/lib/web/production/components/SideNav/SideNav.web.js +21 -21
  77. package/build/lib/web/production/components/SideNav/SideNav.web.js.map +1 -1
  78. package/build/lib/web/production/components/SideNav/SideNavItems/SideNavLink.web.js +4 -4
  79. package/build/lib/web/production/components/SideNav/SideNavItems/SideNavLink.web.js.map +1 -1
  80. package/build/lib/web/production/components/Spark/RazorSenseGradient/FluidGradient.js +92 -0
  81. package/build/lib/web/production/components/Spark/RazorSenseGradient/FluidGradient.js.map +1 -0
  82. package/build/lib/web/production/components/Spark/RazorSenseGradient/FluidGradientMount.js +110 -0
  83. package/build/lib/web/production/components/Spark/RazorSenseGradient/FluidGradientMount.js.map +1 -0
  84. package/build/lib/web/production/components/Spark/RazorSenseGradient/index.js +2 -0
  85. package/build/lib/web/production/components/Spark/RazorSenseGradient/index.js.map +1 -0
  86. package/build/lib/web/production/components/Spark/RazorSenseGradient/shader.js +18 -0
  87. package/build/lib/web/production/components/Spark/RazorSenseGradient/shader.js.map +1 -0
  88. package/build/lib/web/production/components/Spark/RazorSenseGradient/useFluidGradient.js +34 -0
  89. package/build/lib/web/production/components/Spark/RazorSenseGradient/useFluidGradient.js.map +1 -0
  90. package/build/lib/web/production/components/Spark/RzpGlass/PerformanceManager.js +455 -0
  91. package/build/lib/web/production/components/Spark/RzpGlass/PerformanceManager.js.map +1 -0
  92. package/build/lib/web/production/components/Spark/RzpGlass/RzpGlass.js +263 -0
  93. package/build/lib/web/production/components/Spark/RzpGlass/RzpGlass.js.map +1 -0
  94. package/build/lib/web/production/components/Spark/RzpGlass/RzpGlassMount.js +908 -0
  95. package/build/lib/web/production/components/Spark/RzpGlass/RzpGlassMount.js.map +1 -0
  96. package/build/lib/web/production/components/Spark/RzpGlass/index.js +24 -0
  97. package/build/lib/web/production/components/Spark/RzpGlass/index.js.map +1 -0
  98. package/build/lib/web/production/components/Spark/RzpGlass/presets.js +151 -0
  99. package/build/lib/web/production/components/Spark/RzpGlass/presets.js.map +1 -0
  100. package/build/lib/web/production/components/Spark/RzpGlass/rzpGlassShader.js +5 -0
  101. package/build/lib/web/production/components/Spark/RzpGlass/rzpGlassShader.js.map +1 -0
  102. package/build/lib/web/production/components/Spark/RzpGlass/utils.js +77 -0
  103. package/build/lib/web/production/components/Spark/RzpGlass/utils.js.map +1 -0
  104. package/build/lib/web/production/components/Spark/RzpGlass/webgl-utils.js +200 -0
  105. package/build/lib/web/production/components/Spark/RzpGlass/webgl-utils.js.map +1 -0
  106. package/build/lib/web/production/components/Spark/index.js +3 -0
  107. package/build/lib/web/production/components/Spark/index.js.map +1 -0
  108. package/build/lib/web/production/components/index.js +3 -0
  109. package/build/lib/web/production/components/index.js.map +1 -1
  110. package/build/types/components/index.d.ts +297 -1
  111. package/build/types/components/index.native.d.ts +297 -1
  112. package/package.json +2 -1
@@ -0,0 +1,455 @@
1
+ import _defineProperty from '@babel/runtime/helpers/defineProperty';
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+ import _classCallCheck from '@babel/runtime/helpers/classCallCheck';
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+ import _createClass from '@babel/runtime/helpers/createClass';
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+
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+ /**
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+ * PerformanceManager
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+ *
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+ * Detects GPU tier and device capability, then produces recommended
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+ * RzpGlass render settings. Uses a layered heuristic approach:
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+ *
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+ * 1. WEBGL_debug_renderer_info – parse GPU renderer/vendor strings
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+ * 2. failIfMajorPerformanceCaveat – fast browser-level GPU check
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+ * 3. Device signals – deviceMemory, hardwareConcurrency, mobile UA
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+ *
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+ * Tier definitions:
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+ * high – discrete / flagship mobile GPU, ample memory
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+ * mid – integrated / mid-range mobile GPU
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+ * low – software renderer, very old GPU, or constrained device
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+ * unknown – could not determine (treated as mid for safety)
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+ */
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+
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+ // ---------------------------------------------------------------------------
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+ // Public types
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+ // ---------------------------------------------------------------------------
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+
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+ // ---------------------------------------------------------------------------
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+ // Known renderer pattern lists
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+ // ---------------------------------------------------------------------------
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+
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+ /**
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+ * Patterns that indicate a software / CPU renderer (potato tier).
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+ * These devices cannot run WebGL at any usable framerate.
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+ */
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+ var POTATO_TIER_PATTERNS = [/swiftshader/, /llvmpipe/, /softpipe/, /microsoft basic render/, /virgl/];
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+
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+ /**
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+ * Patterns that strongly indicate a low-end GPU.
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+ * Tested against the lowercased GL_RENDERER string.
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+ */
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+ var LOW_TIER_PATTERNS = [
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+ // Old Intel integrated
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+ /intel.*hd\s*(graphics)?\s*(2000|3000|4000|400|500|510|520|530)/, /intel.*gma/,
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+ // Old AMD integrated
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+ /amd.*radeon.*r[2-5]\s/, /amd.*radeon.*hd\s*(6|7)\d{3}/,
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+ // Very old NVIDIA
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+ /nvidia.*geforce\s*(4|5|6|7|8|9)\d{2}[^0]/,
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+ // Old mobile GPUs
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+ /mali-(4|t[0-9]|g5[0-7])\d*/, /adreno\s*(3|4)\d{2}/, /powervr.*sgx/, /vivante/, /gc\d{3}[^0-9]/ // Vivante GC series
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+ ];
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+
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+ /**
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+ * Patterns that indicate a high-end GPU.
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+ */
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+ var HIGH_TIER_PATTERNS = [
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+ // NVIDIA discrete
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+ /nvidia.*rtx/, /nvidia.*gtx\s*1[0-9]{3}/, /nvidia.*gtx\s*[2-9]\d{3}/, /nvidia.*quadro/, /nvidia.*titan/,
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+ // AMD discrete
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+ /amd.*rx\s*(5|6|7)\d{3}/, /amd.*radeon\s*(pro|rx)\s*(vega|5|6|7)/, /radeon\s*r9/,
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+ // Apple Silicon
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+ /apple\s*(m[1-9]|a1[5-9]|a[2-9]\d)/,
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+ // Modern mobile flagship
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+ /adreno\s*(7[3-9]\d|8\d{2})/, /mali-g(7[1-9]|[89]\d|[1-9]\d{2})/, /gpu\s*family\s*(apple\s*[5-9]|apple\s*[1-9]\d)/];
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+
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+ // ---------------------------------------------------------------------------
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+ // Helpers
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+ // ---------------------------------------------------------------------------
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+
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+ function isMobileDevice() {
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+ return /android|iphone|ipad|ipod|mobile/i.test(navigator.userAgent);
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+ }
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+ function getDeviceMemoryGB() {
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+ var mem = navigator.deviceMemory;
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+ return mem != null ? mem : null;
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+ }
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+ function getCpuCores() {
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+ var _navigator$hardwareCo;
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+ return (_navigator$hardwareCo = navigator.hardwareConcurrency) !== null && _navigator$hardwareCo !== void 0 ? _navigator$hardwareCo : 2;
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+ }
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+
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+ /**
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+ * Probes the WEBGL_debug_renderer_info extension to get raw GPU strings.
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+ * Returns nulls if the extension is unavailable or blocked (privacy protection).
83
+ */
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+ function getGpuStrings(gl) {
85
+ var ext = gl.getExtension('WEBGL_debug_renderer_info');
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+ if (!ext) return {
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+ renderer: null,
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+ vendor: null
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+ };
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+ var renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL);
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+ var vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL);
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+ return {
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+ renderer: renderer,
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+ vendor: vendor
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+ };
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+ }
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+
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+ /**
99
+ * Checks whether the browser signals a major performance caveat (software/swiftshader).
100
+ */
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+ function checkMajorPerformanceCaveat() {
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+ var canvas = document.createElement('canvas');
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+ var gl = canvas.getContext('webgl', {
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+ failIfMajorPerformanceCaveat: true
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+ });
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+ return gl === null;
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+ }
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+
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+ /**
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+ * Classify a GPU into a tier using the renderer / vendor strings.
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+ * Returns null if classification is inconclusive.
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+ */
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+ function classifyByRendererString(renderer, vendor) {
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+ if (!renderer && !vendor) return null;
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+ var combined = "".concat(renderer !== null && renderer !== void 0 ? renderer : '', " ").concat(vendor !== null && vendor !== void 0 ? vendor : '').toLowerCase();
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+ for (var _i = 0, _POTATO_TIER_PATTERNS = POTATO_TIER_PATTERNS; _i < _POTATO_TIER_PATTERNS.length; _i++) {
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+ var pattern = _POTATO_TIER_PATTERNS[_i];
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+ if (pattern.test(combined)) return 'potato';
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+ }
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+ for (var _i2 = 0, _LOW_TIER_PATTERNS = LOW_TIER_PATTERNS; _i2 < _LOW_TIER_PATTERNS.length; _i2++) {
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+ var _pattern = _LOW_TIER_PATTERNS[_i2];
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+ if (_pattern.test(combined)) return 'low';
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+ }
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+ for (var _i3 = 0, _HIGH_TIER_PATTERNS = HIGH_TIER_PATTERNS; _i3 < _HIGH_TIER_PATTERNS.length; _i3++) {
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+ var _pattern2 = _HIGH_TIER_PATTERNS[_i3];
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+ if (_pattern2.test(combined)) return 'high';
127
+ }
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+ return null; // inconclusive – fall through to device signals
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+ }
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+
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+ /**
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+ * Derive a tier purely from device-level signals (no GPU string needed).
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+ */
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+ function classifyByDeviceSignals(memoryGB, cores, mobile) {
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+ // Very constrained device
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+ if (memoryGB !== null && memoryGB <= 2) return 'low';
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+ if (cores <= 2) return 'low';
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+
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+ // Well-resourced device
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+ if (memoryGB !== null && memoryGB >= 8 && cores >= 8 && !mobile) return 'high';
141
+ if (memoryGB !== null && memoryGB >= 6 && cores >= 6) return 'high';
142
+ return 'mid';
143
+ }
144
+
145
+ // ---------------------------------------------------------------------------
146
+ // Per-tier render settings
147
+ // ---------------------------------------------------------------------------
148
+
149
+ var RENDER_SETTINGS = {
150
+ high: {
151
+ // ~4K equivalent
152
+ maxPixelCount: 1920 * 1080 * 4,
153
+ minPixelRatio: 2
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+ },
155
+ mid: {
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+ // ~1080p equivalent
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+ maxPixelCount: 1920 * 1080 * 2,
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+ minPixelRatio: 1
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+ },
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+ low: {
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+ // ~720p max
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+ maxPixelCount: 1280 * 720,
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+ minPixelRatio: 1
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+ },
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+ potato: {
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+ // Software renderer – show static fallback immediately
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+ maxPixelCount: 0,
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+ minPixelRatio: 1
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+ },
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+ unknown: {
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+ // Treat conservatively – same as mid
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+ maxPixelCount: 1920 * 1080 * 2,
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+ minPixelRatio: 1
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+ }
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+ };
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+
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+ /**
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+ * Maps PerformanceLevel → RenderSettings so callers can apply the right
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+ * pixel budget when the level changes. Reuses RENDER_SETTINGS values so the
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+ * two tables stay in sync.
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+ *
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+ * 3 (full) → high tier settings
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+ * 2 (stable) → mid tier settings
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+ * 1 (degraded) → low tier settings
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+ * 0 (fallback) → low tier settings (canvas will be hidden anyway)
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+ */
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+ var LEVEL_RENDER_SETTINGS = {
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+ 3: RENDER_SETTINGS.high,
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+ 2: RENDER_SETTINGS.mid,
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+ 1: RENDER_SETTINGS.low,
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+ 0: RENDER_SETTINGS.low
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+ };
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+
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+ // ---------------------------------------------------------------------------
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+ // Public API
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+ // ---------------------------------------------------------------------------
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+
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+ /**
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+ * Builds a PerformanceProfile by inspecting the provided WebGL context and
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+ * available browser / navigator APIs. No async work is performed.
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+ *
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+ * @example
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+ * ```ts
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+ * const profile = PerformanceManager.detect(gl);
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+ * console.log(profile.tier); // 'high' | 'mid' | 'low' | 'unknown'
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+ *
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+ * const mount = new RzpGlassMount(
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+ * el,
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+ * assets,
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+ * {},
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+ * 0,
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+ * profile.renderSettings.minPixelRatio,
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+ * profile.renderSettings.maxPixelCount,
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+ * );
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+ * ```
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+ */
217
+ // eslint-disable-next-line @typescript-eslint/no-extraneous-class
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+ var PerformanceManager = /*#__PURE__*/function () {
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+ function PerformanceManager() {
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+ _classCallCheck(this, PerformanceManager);
221
+ }
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+ return _createClass(PerformanceManager, null, [{
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+ key: "detect",
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+ value:
225
+ /**
226
+ * Detect GPU tier and return a full PerformanceProfile.
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+ *
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+ * @param gl - An existing WebGLRenderingContext (e.g. from RzpGlassMount).
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+ * If not provided, a temporary offscreen context is created.
230
+ */
231
+ function detect(gl) {
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+ var ownedCanvas = false;
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+ var ctx = gl !== null && gl !== void 0 ? gl : null;
234
+ if (!ctx) {
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+ var _canvas$getContext;
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+ var canvas = document.createElement('canvas');
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+ canvas.width = 1;
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+ canvas.height = 1;
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+ ctx = (_canvas$getContext = canvas.getContext('webgl')) !== null && _canvas$getContext !== void 0 ? _canvas$getContext : null;
240
+ ownedCanvas = true;
241
+ }
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+ var mobile = isMobileDevice();
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+ var memoryGB = getDeviceMemoryGB();
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+ var cores = getCpuCores();
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+ var hasMajorPerformanceCaveat = checkMajorPerformanceCaveat();
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+ var gpuRenderer = null;
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+ var gpuVendor = null;
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+ if (ctx) {
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+ var _getGpuStrings = getGpuStrings(ctx),
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+ renderer = _getGpuStrings.renderer,
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+ vendor = _getGpuStrings.vendor;
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+ gpuRenderer = renderer;
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+ gpuVendor = vendor;
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+ if (ownedCanvas) {
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+ // Let the browser GC the temp context – no explicit destroy needed
256
+ ctx = null;
257
+ }
258
+ }
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+
260
+ // Immediate potato-tier signal from caveat check (software renderer)
261
+ var tier;
262
+ if (hasMajorPerformanceCaveat) {
263
+ tier = 'potato';
264
+ } else {
265
+ var _classifyByRendererSt;
266
+ tier = (_classifyByRendererSt = classifyByRendererString(gpuRenderer, gpuVendor)) !== null && _classifyByRendererSt !== void 0 ? _classifyByRendererSt : classifyByDeviceSignals(memoryGB, cores, mobile);
267
+ }
268
+
269
+ // Downgrade high → mid on mobile (thermal / power constraints)
270
+ if (tier === 'high' && mobile) {
271
+ tier = 'mid';
272
+ }
273
+ return {
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+ tier: tier,
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+ gpuRenderer: gpuRenderer,
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+ gpuVendor: gpuVendor,
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+ deviceMemory: memoryGB,
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+ hardwareConcurrency: cores,
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+ isMobile: mobile,
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+ hasMajorPerformanceCaveat: hasMajorPerformanceCaveat,
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+ renderSettings: RENDER_SETTINGS[tier]
282
+ };
283
+ }
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+
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+ /**
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+ * Convenience: returns only the recommended RenderSettings without the
287
+ * full diagnostic data.
288
+ */
289
+ }, {
290
+ key: "getRenderSettings",
291
+ value: function getRenderSettings(gl) {
292
+ return PerformanceManager.detect(gl).renderSettings;
293
+ }
294
+ }]);
295
+ }(); // ---------------------------------------------------------------------------
296
+ // WebGLPerformanceController
297
+ // ---------------------------------------------------------------------------
298
+ /** Performance level: 3 = full quality, 0 = static fallback */
299
+ var TIER_INITIAL_STATE = {
300
+ high: 3,
301
+ mid: 2,
302
+ low: 1,
303
+ potato: 0,
304
+ unknown: 2
305
+ };
306
+
307
+ /**
308
+ * Monitors real-time FPS and fires onLevelChange when quality should be adjusted.
309
+ * Initial level is seeded from the GPU tier detected by PerformanceManager.
310
+ *
311
+ * Level semantics:
312
+ * 3 – full quality
313
+ * 2 – stable
314
+ * 1 – degraded
315
+ * 0 – static fallback (onLevelChange(0) fired)
316
+ *
317
+ * @example
318
+ * ```ts
319
+ * const controller = new WebGLPerformanceController({
320
+ * canvas,
321
+ * gl,
322
+ * onLevelChange: (level) => {
323
+ * if (level === 0) showStaticFallback();
324
+ * },
325
+ * });
326
+ *
327
+ * // When done:
328
+ * controller.dispose();
329
+ * ```
330
+ */
331
+ var WebGLPerformanceController = /*#__PURE__*/function () {
332
+ function WebGLPerformanceController(_ref) {
333
+ var _this = this;
334
+ var gl = _ref.gl,
335
+ _ref$onLevelChange = _ref.onLevelChange,
336
+ onLevelChange = _ref$onLevelChange === void 0 ? null : _ref$onLevelChange;
337
+ _classCallCheck(this, WebGLPerformanceController);
338
+ _defineProperty(this, "cooldown", 3000);
339
+ _defineProperty(this, "lastChange", 0);
340
+ _defineProperty(this, "frameCount", 0);
341
+ _defineProperty(this, "lastTime", performance.now());
342
+ _defineProperty(this, "fps", 60);
343
+ _defineProperty(this, "rafId", null);
344
+ _defineProperty(this, "disposed", false);
345
+ _defineProperty(this, "handleVisibilityChange", function () {
346
+ if (document.hidden) {
347
+ // Pause the monitoring loop — RAF is throttled while hidden and would
348
+ // produce artificially low FPS readings that trigger false fallbacks.
349
+ if (_this.rafId !== null) {
350
+ cancelAnimationFrame(_this.rafId);
351
+ _this.rafId = null;
352
+ }
353
+ } else {
354
+ // Reset FPS state so the stale hidden-period sample is discarded,
355
+ // then resume monitoring from a clean baseline.
356
+ _this.frameCount = 0;
357
+ _this.lastTime = performance.now();
358
+ _this.fps = 60;
359
+ _this.startMonitoring();
360
+ }
361
+ });
362
+ this.onLevelChange = onLevelChange;
363
+ var _PerformanceManager$d = PerformanceManager.detect(gl),
364
+ tier = _PerformanceManager$d.tier;
365
+ this.level = TIER_INITIAL_STATE[tier];
366
+ if (this.level === 0) {
367
+ this.forceStaticFallback();
368
+ return;
369
+ }
370
+ onLevelChange === null || onLevelChange === void 0 || onLevelChange(this.level);
371
+ this.startMonitoring();
372
+ document.addEventListener('visibilitychange', this.handleVisibilityChange);
373
+ }
374
+ return _createClass(WebGLPerformanceController, [{
375
+ key: "setLevel",
376
+ value: function setLevel(level) {
377
+ var _this$onLevelChange;
378
+ if (this.level === level) return;
379
+ var now = performance.now();
380
+ if (now - this.lastChange < this.cooldown) return;
381
+ this.level = level;
382
+ this.lastChange = now;
383
+ if (level === 0) {
384
+ this.forceStaticFallback();
385
+ return;
386
+ }
387
+ (_this$onLevelChange = this.onLevelChange) === null || _this$onLevelChange === void 0 || _this$onLevelChange.call(this, level);
388
+ }
389
+ }, {
390
+ key: "forceStaticFallback",
391
+ value: function forceStaticFallback() {
392
+ var _this$onLevelChange2;
393
+ this.level = 0;
394
+ (_this$onLevelChange2 = this.onLevelChange) === null || _this$onLevelChange2 === void 0 || _this$onLevelChange2.call(this, 0);
395
+ }
396
+ }, {
397
+ key: "evaluatePerformance",
398
+ value: function evaluatePerformance() {
399
+ if (this.fps < 20) {
400
+ this.setLevel(0);
401
+ } else if (this.fps < 40) {
402
+ this.setLevel(1);
403
+ } else if (this.fps < 55) {
404
+ this.setLevel(2);
405
+ } else {
406
+ this.setLevel(3);
407
+ }
408
+ }
409
+ }, {
410
+ key: "startMonitoring",
411
+ value: function startMonitoring() {
412
+ var _this2 = this;
413
+ var _loop = function loop() {
414
+ if (_this2.disposed) return;
415
+ var now = performance.now();
416
+ _this2.frameCount++;
417
+ if (now - _this2.lastTime >= 1000) {
418
+ _this2.fps = _this2.frameCount;
419
+ _this2.frameCount = 0;
420
+ _this2.lastTime = now;
421
+ _this2.evaluatePerformance();
422
+ }
423
+ _this2.rafId = requestAnimationFrame(_loop);
424
+ };
425
+ this.rafId = requestAnimationFrame(_loop);
426
+ }
427
+ }, {
428
+ key: "isPotato",
429
+ value: function isPotato() {
430
+ return this.level === 0;
431
+ }
432
+
433
+ /** Current performance level (3 = full, 0 = fallback) */
434
+ }, {
435
+ key: "getLevel",
436
+ value: function getLevel() {
437
+ return this.level;
438
+ }
439
+
440
+ /** Stop the monitoring loop and release resources */
441
+ }, {
442
+ key: "dispose",
443
+ value: function dispose() {
444
+ this.disposed = true;
445
+ if (this.rafId !== null) {
446
+ cancelAnimationFrame(this.rafId);
447
+ this.rafId = null;
448
+ }
449
+ document.removeEventListener('visibilitychange', this.handleVisibilityChange);
450
+ }
451
+ }]);
452
+ }();
453
+
454
+ export { LEVEL_RENDER_SETTINGS, RENDER_SETTINGS, WebGLPerformanceController };
455
+ //# sourceMappingURL=PerformanceManager.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PerformanceManager.js","sources":["../../../../../../../src/components/Spark/RzpGlass/PerformanceManager.ts"],"sourcesContent":["/**\n * PerformanceManager\n *\n * Detects GPU tier and device capability, then produces recommended\n * RzpGlass render settings. Uses a layered heuristic approach:\n *\n * 1. WEBGL_debug_renderer_info – parse GPU renderer/vendor strings\n * 2. failIfMajorPerformanceCaveat – fast browser-level GPU check\n * 3. Device signals – deviceMemory, hardwareConcurrency, mobile UA\n *\n * Tier definitions:\n * high – discrete / flagship mobile GPU, ample memory\n * mid – integrated / mid-range mobile GPU\n * low – software renderer, very old GPU, or constrained device\n * unknown – could not determine (treated as mid for safety)\n */\n\n// ---------------------------------------------------------------------------\n// Public types\n// ---------------------------------------------------------------------------\n\nexport type GpuTier = 'high' | 'mid' | 'low' | 'potato' | 'unknown';\n\nexport type RenderSettings = {\n /** Max rendered pixel count passed to RzpGlassMount */\n maxPixelCount: number;\n /** Minimum device pixel ratio passed to RzpGlassMount */\n minPixelRatio: number;\n};\n\nexport type PerformanceProfile = {\n tier: GpuTier;\n /** Raw GL_RENDERER string (null if extension unavailable) */\n gpuRenderer: string | null;\n /** Raw GL_VENDOR string (null if extension unavailable) */\n gpuVendor: string | null;\n /** navigator.deviceMemory in GB (null if unavailable) */\n deviceMemory: number | null;\n /** navigator.hardwareConcurrency */\n hardwareConcurrency: number;\n isMobile: boolean;\n /** Whether the browser signalled a major performance caveat */\n hasMajorPerformanceCaveat: boolean;\n /** Render settings for the detected tier */\n renderSettings: RenderSettings;\n};\n\n// ---------------------------------------------------------------------------\n// Known renderer pattern lists\n// ---------------------------------------------------------------------------\n\n/**\n * Patterns that indicate a software / CPU renderer (potato tier).\n * These devices cannot run WebGL at any usable framerate.\n */\nconst POTATO_TIER_PATTERNS: RegExp[] = [\n /swiftshader/,\n /llvmpipe/,\n /softpipe/,\n /microsoft basic render/,\n /virgl/,\n];\n\n/**\n * Patterns that strongly indicate a low-end GPU.\n * Tested against the lowercased GL_RENDERER string.\n */\nconst LOW_TIER_PATTERNS: RegExp[] = [\n // Old Intel integrated\n /intel.*hd\\s*(graphics)?\\s*(2000|3000|4000|400|500|510|520|530)/,\n /intel.*gma/,\n // Old AMD integrated\n /amd.*radeon.*r[2-5]\\s/,\n /amd.*radeon.*hd\\s*(6|7)\\d{3}/,\n // Very old NVIDIA\n /nvidia.*geforce\\s*(4|5|6|7|8|9)\\d{2}[^0]/,\n // Old mobile GPUs\n /mali-(4|t[0-9]|g5[0-7])\\d*/,\n /adreno\\s*(3|4)\\d{2}/,\n /powervr.*sgx/,\n /vivante/,\n /gc\\d{3}[^0-9]/, // Vivante GC series\n];\n\n/**\n * Patterns that indicate a high-end GPU.\n */\nconst HIGH_TIER_PATTERNS: RegExp[] = [\n // NVIDIA discrete\n /nvidia.*rtx/,\n /nvidia.*gtx\\s*1[0-9]{3}/,\n /nvidia.*gtx\\s*[2-9]\\d{3}/,\n /nvidia.*quadro/,\n /nvidia.*titan/,\n // AMD discrete\n /amd.*rx\\s*(5|6|7)\\d{3}/,\n /amd.*radeon\\s*(pro|rx)\\s*(vega|5|6|7)/,\n /radeon\\s*r9/,\n // Apple Silicon\n /apple\\s*(m[1-9]|a1[5-9]|a[2-9]\\d)/,\n // Modern mobile flagship\n /adreno\\s*(7[3-9]\\d|8\\d{2})/,\n /mali-g(7[1-9]|[89]\\d|[1-9]\\d{2})/,\n /gpu\\s*family\\s*(apple\\s*[5-9]|apple\\s*[1-9]\\d)/,\n];\n\n// ---------------------------------------------------------------------------\n// Helpers\n// ---------------------------------------------------------------------------\n\nfunction isMobileDevice(): boolean {\n return /android|iphone|ipad|ipod|mobile/i.test(navigator.userAgent);\n}\n\nfunction getDeviceMemoryGB(): number | null {\n const mem = (navigator as Navigator & { deviceMemory?: number }).deviceMemory;\n return mem != null ? mem : null;\n}\n\nfunction getCpuCores(): number {\n return navigator.hardwareConcurrency ?? 2;\n}\n\n/**\n * Probes the WEBGL_debug_renderer_info extension to get raw GPU strings.\n * Returns nulls if the extension is unavailable or blocked (privacy protection).\n */\nfunction getGpuStrings(\n gl: WebGLRenderingContext,\n): { renderer: string | null; vendor: string | null } {\n const ext = gl.getExtension('WEBGL_debug_renderer_info');\n if (!ext) return { renderer: null, vendor: null };\n\n const renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL) as string | null;\n const vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL) as string | null;\n return { renderer, vendor };\n}\n\n/**\n * Checks whether the browser signals a major performance caveat (software/swiftshader).\n */\nfunction checkMajorPerformanceCaveat(): boolean {\n const canvas = document.createElement('canvas');\n const gl = canvas.getContext('webgl', { failIfMajorPerformanceCaveat: true });\n return gl === null;\n}\n\n/**\n * Classify a GPU into a tier using the renderer / vendor strings.\n * Returns null if classification is inconclusive.\n */\nfunction classifyByRendererString(renderer: string | null, vendor: string | null): GpuTier | null {\n if (!renderer && !vendor) return null;\n\n const combined = `${renderer ?? ''} ${vendor ?? ''}`.toLowerCase();\n\n for (const pattern of POTATO_TIER_PATTERNS) {\n if (pattern.test(combined)) return 'potato';\n }\n\n for (const pattern of LOW_TIER_PATTERNS) {\n if (pattern.test(combined)) return 'low';\n }\n\n for (const pattern of HIGH_TIER_PATTERNS) {\n if (pattern.test(combined)) return 'high';\n }\n\n return null; // inconclusive – fall through to device signals\n}\n\n/**\n * Derive a tier purely from device-level signals (no GPU string needed).\n */\nfunction classifyByDeviceSignals(memoryGB: number | null, cores: number, mobile: boolean): GpuTier {\n // Very constrained device\n if (memoryGB !== null && memoryGB <= 2) return 'low';\n if (cores <= 2) return 'low';\n\n // Well-resourced device\n if (memoryGB !== null && memoryGB >= 8 && cores >= 8 && !mobile) return 'high';\n if (memoryGB !== null && memoryGB >= 6 && cores >= 6) return 'high';\n\n return 'mid';\n}\n\n// ---------------------------------------------------------------------------\n// Per-tier render settings\n// ---------------------------------------------------------------------------\n\nconst RENDER_SETTINGS: Record<GpuTier, RenderSettings> = {\n high: {\n // ~4K equivalent\n maxPixelCount: 1920 * 1080 * 4,\n minPixelRatio: 2,\n },\n mid: {\n // ~1080p equivalent\n maxPixelCount: 1920 * 1080 * 2,\n minPixelRatio: 1,\n },\n low: {\n // ~720p max\n maxPixelCount: 1280 * 720,\n minPixelRatio: 1,\n },\n potato: {\n // Software renderer – show static fallback immediately\n maxPixelCount: 0,\n minPixelRatio: 1,\n },\n unknown: {\n // Treat conservatively – same as mid\n maxPixelCount: 1920 * 1080 * 2,\n minPixelRatio: 1,\n },\n};\n\n/**\n * Maps PerformanceLevel → RenderSettings so callers can apply the right\n * pixel budget when the level changes. Reuses RENDER_SETTINGS values so the\n * two tables stay in sync.\n *\n * 3 (full) → high tier settings\n * 2 (stable) → mid tier settings\n * 1 (degraded) → low tier settings\n * 0 (fallback) → low tier settings (canvas will be hidden anyway)\n */\nconst LEVEL_RENDER_SETTINGS: Record<PerformanceLevel, RenderSettings> = {\n 3: RENDER_SETTINGS.high,\n 2: RENDER_SETTINGS.mid,\n 1: RENDER_SETTINGS.low,\n 0: RENDER_SETTINGS.low,\n};\n\n// ---------------------------------------------------------------------------\n// Public API\n// ---------------------------------------------------------------------------\n\n/**\n * Builds a PerformanceProfile by inspecting the provided WebGL context and\n * available browser / navigator APIs. No async work is performed.\n *\n * @example\n * ```ts\n * const profile = PerformanceManager.detect(gl);\n * console.log(profile.tier); // 'high' | 'mid' | 'low' | 'unknown'\n *\n * const mount = new RzpGlassMount(\n * el,\n * assets,\n * {},\n * 0,\n * profile.renderSettings.minPixelRatio,\n * profile.renderSettings.maxPixelCount,\n * );\n * ```\n */\n// eslint-disable-next-line @typescript-eslint/no-extraneous-class\nclass PerformanceManager {\n /**\n * Detect GPU tier and return a full PerformanceProfile.\n *\n * @param gl - An existing WebGLRenderingContext (e.g. from RzpGlassMount).\n * If not provided, a temporary offscreen context is created.\n */\n static detect(gl?: WebGLRenderingContext): PerformanceProfile {\n let ownedCanvas = false;\n let ctx = gl ?? null;\n\n if (!ctx) {\n const canvas = document.createElement('canvas');\n canvas.width = 1;\n canvas.height = 1;\n ctx = canvas.getContext('webgl') ?? null;\n ownedCanvas = true;\n }\n\n const mobile = isMobileDevice();\n const memoryGB = getDeviceMemoryGB();\n const cores = getCpuCores();\n const hasMajorPerformanceCaveat = checkMajorPerformanceCaveat();\n\n let gpuRenderer: string | null = null;\n let gpuVendor: string | null = null;\n\n if (ctx) {\n const { renderer, vendor } = getGpuStrings(ctx);\n gpuRenderer = renderer;\n gpuVendor = vendor;\n if (ownedCanvas) {\n // Let the browser GC the temp context – no explicit destroy needed\n ctx = null;\n }\n }\n\n // Immediate potato-tier signal from caveat check (software renderer)\n let tier: GpuTier;\n if (hasMajorPerformanceCaveat) {\n tier = 'potato';\n } else {\n tier =\n classifyByRendererString(gpuRenderer, gpuVendor) ??\n classifyByDeviceSignals(memoryGB, cores, mobile);\n }\n\n // Downgrade high → mid on mobile (thermal / power constraints)\n if (tier === 'high' && mobile) {\n tier = 'mid';\n }\n\n return {\n tier,\n gpuRenderer,\n gpuVendor,\n deviceMemory: memoryGB,\n hardwareConcurrency: cores,\n isMobile: mobile,\n hasMajorPerformanceCaveat,\n renderSettings: RENDER_SETTINGS[tier],\n };\n }\n\n /**\n * Convenience: returns only the recommended RenderSettings without the\n * full diagnostic data.\n */\n static getRenderSettings(gl?: WebGLRenderingContext): RenderSettings {\n return PerformanceManager.detect(gl).renderSettings;\n }\n}\n\n// ---------------------------------------------------------------------------\n// WebGLPerformanceController\n// ---------------------------------------------------------------------------\n\n/** Performance level: 3 = full quality, 0 = static fallback */\nexport type PerformanceLevel = 0 | 1 | 2 | 3;\n\nexport type WebGLPerformanceControllerOptions = {\n gl: WebGLRenderingContext;\n /** Called whenever the level changes (including forced fallback at level 0) */\n onLevelChange?: ((level: PerformanceLevel) => void) | null;\n};\n\nconst TIER_INITIAL_STATE: Record<GpuTier, PerformanceLevel> = {\n high: 3,\n mid: 2,\n low: 1,\n potato: 0,\n unknown: 2,\n};\n\n/**\n * Monitors real-time FPS and fires onLevelChange when quality should be adjusted.\n * Initial level is seeded from the GPU tier detected by PerformanceManager.\n *\n * Level semantics:\n * 3 – full quality\n * 2 – stable\n * 1 – degraded\n * 0 – static fallback (onLevelChange(0) fired)\n *\n * @example\n * ```ts\n * const controller = new WebGLPerformanceController({\n * canvas,\n * gl,\n * onLevelChange: (level) => {\n * if (level === 0) showStaticFallback();\n * },\n * });\n *\n * // When done:\n * controller.dispose();\n * ```\n */\nclass WebGLPerformanceController {\n private onLevelChange: ((level: PerformanceLevel) => void) | null;\n\n private level: PerformanceLevel;\n\n private readonly cooldown = 3000;\n private lastChange = 0;\n\n private frameCount = 0;\n private lastTime = performance.now();\n private fps = 60;\n\n private rafId: number | null = null;\n private disposed = false;\n\n constructor({ gl, onLevelChange = null }: WebGLPerformanceControllerOptions) {\n this.onLevelChange = onLevelChange;\n\n const { tier } = PerformanceManager.detect(gl);\n this.level = TIER_INITIAL_STATE[tier];\n\n if (this.level === 0) {\n this.forceStaticFallback();\n return;\n }\n\n onLevelChange?.(this.level);\n this.startMonitoring();\n document.addEventListener('visibilitychange', this.handleVisibilityChange);\n }\n\n private handleVisibilityChange = (): void => {\n if (document.hidden) {\n // Pause the monitoring loop — RAF is throttled while hidden and would\n // produce artificially low FPS readings that trigger false fallbacks.\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n } else {\n // Reset FPS state so the stale hidden-period sample is discarded,\n // then resume monitoring from a clean baseline.\n this.frameCount = 0;\n this.lastTime = performance.now();\n this.fps = 60;\n this.startMonitoring();\n }\n };\n\n private setLevel(level: PerformanceLevel): void {\n if (this.level === level) return;\n\n const now = performance.now();\n if (now - this.lastChange < this.cooldown) return;\n\n this.level = level;\n this.lastChange = now;\n\n if (level === 0) {\n this.forceStaticFallback();\n return;\n }\n\n this.onLevelChange?.(level);\n }\n\n forceStaticFallback(): void {\n this.level = 0;\n this.onLevelChange?.(0);\n }\n\n private evaluatePerformance(): void {\n if (this.fps < 20) {\n this.setLevel(0);\n } else if (this.fps < 40) {\n this.setLevel(1);\n } else if (this.fps < 55) {\n this.setLevel(2);\n } else {\n this.setLevel(3);\n }\n }\n\n private startMonitoring(): void {\n const loop = (): void => {\n if (this.disposed) return;\n\n const now = performance.now();\n this.frameCount++;\n\n if (now - this.lastTime >= 1000) {\n this.fps = this.frameCount;\n this.frameCount = 0;\n this.lastTime = now;\n this.evaluatePerformance();\n }\n\n this.rafId = requestAnimationFrame(loop);\n };\n\n this.rafId = requestAnimationFrame(loop);\n }\n\n isPotato(): boolean {\n return this.level === 0;\n }\n\n /** Current performance level (3 = full, 0 = fallback) */\n getLevel(): PerformanceLevel {\n return this.level;\n }\n\n /** Stop the monitoring loop and release resources */\n dispose(): void {\n this.disposed = true;\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n document.removeEventListener('visibilitychange', this.handleVisibilityChange);\n }\n}\n\nexport { WebGLPerformanceController, RENDER_SETTINGS, LEVEL_RENDER_SETTINGS 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