@swf2es/context3d 0.1.18 → 0.1.20

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.
@@ -1,4 +1,5 @@
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  import { type SamplerSource, translate } from "../agal.js";
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+ import type { Profile } from "../backend.js";
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  import { linkProgram as link, ShaderError } from "../device/programs.js";
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  import { Context3DError } from "../errors.js";
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@@ -10,6 +11,8 @@ export interface ProgramState {
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  attributeMask: number;
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  vertex: (WebGLUniformLocation | null)[];
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  vertexBank: WebGLUniformLocation | null;
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+ /** The colour outputs its fragment program writes. */
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+ outputs: number;
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  fragment: (WebGLUniformLocation | null)[];
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  samplers: { source: SamplerSource; location: WebGLUniformLocation | null }[];
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  samplerMask: number;
@@ -32,19 +35,20 @@ export function uploadProgram(
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  state: ProgramState,
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  vertex: Uint8Array,
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  fragment: Uint8Array,
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+ profile: Profile,
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  ): void {
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  // Translate both before allocating anything on the GPU.
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- const vs = translate(vertex, "vertex");
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- const fs = translate(fragment, "fragment");
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- for (let i = 0; i < 8; i++) {
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- if (fs.varyings[i] & ~vs.varyings[i]) {
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+ const vs = translate(vertex, "vertex", profile);
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+ const fs = translate(fragment, "fragment", profile);
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+ for (let i = 0; i < fs.varyings.length; i++) {
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+ if (fs.varyings[i] & ~(vs.varyings[i] ?? 0)) {
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  throw new Context3DError(
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  "agalVaryingMissing",
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  "Fragment program reads an unwritten varying component",
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  );
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  }
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  }
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- for (let i = 0; i < 8; i++) {
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+ for (let i = 0; i < vs.varyings.length; i++) {
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  if (vs.varyings[i] && vs.varyings[i] !== 15) {
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  throw new Context3DError(
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  "agalVaryingPartial",
@@ -70,6 +74,7 @@ export function uploadProgram(
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  state.vertex = [];
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  state.vertexBank = vs.indirect ? gl.getUniformLocation(handle, "vc[0]") : null;
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+ state.outputs = fs.outputs;
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  state.fragment = [];
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  state.samplers = [];
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  state.samplerMask = 0;
@@ -107,6 +107,8 @@ export function allocateMultisample(
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  depth: boolean,
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  depthWrite: boolean,
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  stencilWrite: number,
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+ /** The texture's internal format, which its samples resolve into. */
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+ storage: number = gl.RGBA8,
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  ): MultisampleTarget {
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  const same = old?.samples === samples;
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  const newDepth = depth && (!same || !old.depth);
@@ -125,7 +127,7 @@ export function allocateMultisample(
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  if (texture.cube && !same) {
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  gl.activeTexture(gl.TEXTURE0);
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  gl.bindTexture(gl.TEXTURE_2D, resolved);
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- gl.texStorage2D(gl.TEXTURE_2D, 1, gl.RGBA8, texture.width, texture.height);
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+ gl.texStorage2D(gl.TEXTURE_2D, 1, storage, texture.width, texture.height);
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  gl.bindFramebuffer(gl.FRAMEBUFFER, resolve);
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  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, resolved, 0);
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  if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
@@ -148,7 +150,7 @@ export function allocateMultisample(
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  gl.renderbufferStorageMultisample(
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  gl.RENDERBUFFER,
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  samples,
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- gl.RGBA8,
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+ storage,
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  texture.width,
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  texture.height,
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  );
@@ -1,4 +1,4 @@
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- import type { Texture3D } from "../backend.js";
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+ import { compressedFormat, TEXEL_BYTES, type Texture3D, type TextureFormat } from "../backend.js";
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  import { blockBytes, type DxtEncoder, decodeDxt, encodeDxt } from "../dxt.js";
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  import { Context3DError } from "../errors.js";
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  import { range } from "./state.js";
@@ -20,18 +20,169 @@ export interface TextureState {
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  multisample: MultisampleTarget | null;
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  samples: number;
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  antiAlias: number;
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+ /** The extra colour outputs its framebuffer has attached, a bit each from output 1. */
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+ outputs: number;
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+ /** TEXTURE_BASE_LEVEL: a streaming texture's finest level whole to the smallest. */
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+ base: number;
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  }
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- /** The staging array, made base-sized at its first use: a texture given only blocks on S3TC has none. */
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+ /**
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+ * GL's internal format for an uncompressed texture's storage. The packed formats are kept
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+ * at 8 bits a channel, as AIR draws into them, their texels widened on upload as Direct3D
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+ * samples them; 5:6:5 has no alpha to read but 1.
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+ */
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+ export function storageFormat(gl: WebGL2RenderingContext, format: TextureFormat): number {
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+ switch (format) {
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+ case "bgrPacked565":
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+ return gl.RGB8;
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+ case "rgbaHalfFloat":
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+ return gl.RGBA16F;
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+ default:
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+ return gl.RGBA8;
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+ }
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+ }
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+
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+ /** 8-bit channel values as half floats, for bitmaps uploaded to rgbaHalfFloat. */
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+ let halves: Uint16Array | null = null;
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+
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+ function halfOf(byte: number): number {
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+ if (!halves) {
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+ halves = new Uint16Array(256);
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+ const float = new Float32Array(1);
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+ const bits = new Uint32Array(float.buffer);
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+ for (let i = 1; i < 256; i++) {
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+ float[0] = i / 255;
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+ const word = bits[0];
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+ const exponent = ((word >>> 23) & 255) - 127 + 15;
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+ // Every value here is a normal half: round its 23-bit mantissa to 10 bits, to nearest even.
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+ const mantissa = word & 0x7fffff;
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+ let half = (exponent << 10) | (mantissa >>> 13);
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+ const rest = mantissa & 0x1fff;
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+ if (rest > 0x1000 || (rest === 0x1000 && half & 1)) {
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+ half++;
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+ }
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+ halves[i] = half;
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+ }
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+ }
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+
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+ return halves[byte];
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+ }
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+
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+ /** A channel cut to its high `bits` and widened back to 8 by repeating them, as Direct3D reads it. */
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+ function widen(value: number, bits: number): number {
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+ const kept = value >> (8 - bits);
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+ return (kept << (8 - bits)) | (kept >> (2 * bits - 8));
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+ }
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+
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+ /**
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+ * The staging array, made base-sized at its first use: a texture given only blocks on S3TC
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+ * has none. It holds a level as RGBA bytes, or a byte upload's texels as they came, with
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+ * room for half floats' eight bytes a texel.
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+ */
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  function staging(texture: Texture3D, state: TextureState): Uint8Array {
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  if (state.bytes.length === 0) {
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- state.bytes = new Uint8Array(texture.width * texture.height * 4);
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+ state.bytes = new Uint8Array(
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+ texture.width * texture.height * Math.max(4, TEXEL_BYTES[texture.format] ?? 4),
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+ );
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  }
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  return state.bytes;
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  }
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- /** The staged level uploaded: as it is, or a compressed texture's encoded to its blocks, as AIR compresses pixels. */
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+ /**
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+ * The staged level turned, in place, into what the texture's storage takes: from RGBA
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+ * bytes, or from its format's texels where `raw`, little-endian words. 5:6:5 and 4:4:4:4
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+ * keep each channel's high bits, as AIR packs a bitmap; half floats take each byte over 255.
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+ */
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+ function convertStaged(
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+ format: TextureFormat,
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+ bytes: Uint8Array,
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+ count: number,
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+ raw: boolean,
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+ ): void {
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+ const words = new Uint16Array(bytes.buffer, bytes.byteOffset, bytes.length >> 1);
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+ switch (format) {
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+ case "bgrPacked565":
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+ if (raw) {
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+ // Backwards: texel i's three bytes land at 3i, ahead of its word at 2i.
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+ for (let i = count - 1; i >= 0; i--) {
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+ const word = words[i];
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+ const at = i * 3;
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+ bytes[at] = ((word >> 11) << 3) | (word >> 13);
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+ bytes[at + 1] = (((word >> 5) & 63) << 2) | ((word >> 9) & 3);
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+ bytes[at + 2] = ((word & 31) << 3) | ((word >> 2) & 7);
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+ }
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+ } else {
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+ // Forwards: texel i's three bytes land at 3i, behind its own four at 4i.
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+ for (let i = 0; i < count; i++) {
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+ const at = i * 4;
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+ const to = i * 3;
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+ const r = widen(bytes[at], 5);
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+ const g = widen(bytes[at + 1], 6);
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+ const b = widen(bytes[at + 2], 5);
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+ bytes[to] = r;
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+ bytes[to + 1] = g;
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+ bytes[to + 2] = b;
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+ }
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+ }
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+ break;
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+ case "bgraPacked4444":
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+ if (raw) {
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+ // A word is alpha, red, green and blue from its high nibble down.
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+ for (let i = count - 1; i >= 0; i--) {
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+ const word = words[i];
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+ const at = i * 4;
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+ bytes[at] = ((word >> 8) & 15) * 17;
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+ bytes[at + 1] = ((word >> 4) & 15) * 17;
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+ bytes[at + 2] = (word & 15) * 17;
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+ bytes[at + 3] = (word >> 12) * 17;
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+ }
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+ } else {
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+ for (let i = 0; i < count * 4; i++) {
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+ bytes[i] = (bytes[i] >> 4) * 17;
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+ }
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+ }
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+ break;
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+ case "rgbaHalfFloat":
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+ if (!raw) {
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+ // Backwards: texel i's four words land at 8i, ahead of its own bytes at 4i.
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+ for (let i = count - 1; i >= 0; i--) {
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+ const at = i * 4;
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+ const r = halfOf(bytes[at]);
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+ const g = halfOf(bytes[at + 1]);
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+ const b = halfOf(bytes[at + 2]);
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+ const a = halfOf(bytes[at + 3]);
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+ words[i * 4] = r;
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+ words[i * 4 + 1] = g;
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+ words[i * 4 + 2] = b;
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+ words[i * 4 + 3] = a;
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+ }
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+ }
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+ break;
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+ }
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+ }
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+
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+ /** The staged level's texels, as WebGL takes them for the texture's storage. */
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+ function stagedPixels(
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+ gl: WebGL2RenderingContext,
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+ format: TextureFormat,
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+ bytes: Uint8Array,
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+ count: number,
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+ ): [number, number, ArrayBufferView] {
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+ switch (format) {
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+ case "bgrPacked565":
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+ return [gl.RGB, gl.UNSIGNED_BYTE, bytes];
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+ case "rgbaHalfFloat":
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+ return [gl.RGBA, gl.HALF_FLOAT, new Uint16Array(bytes.buffer, bytes.byteOffset, count * 4)];
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+ default:
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+ return [gl.RGBA, gl.UNSIGNED_BYTE, bytes];
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+ }
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+ }
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+
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+ /**
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+ * The staged level uploaded: as it is, or a compressed texture's encoded to its blocks, as
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+ * AIR compresses pixels; `raw` where it is staged in the texture's own format, not as RGBA.
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+ */
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  function uploadLevel(
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  gl: WebGL2RenderingContext,
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  texture: Texture3D,
@@ -41,8 +192,9 @@ function uploadLevel(
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  w: number,
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  h: number,
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  encoder: DxtEncoder | null,
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+ raw = false,
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  ): void {
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- if (texture.format !== "bgra") {
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+ if (compressedFormat(texture.format)) {
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  const rgba = state.bytes.subarray(0, w * h * 4);
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  const dxt5 = texture.format === "compressedAlpha";
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  const blocks = encoder?.(rgba, dxt5, w, h) ?? encodeDxt(rgba, dxt5, w, h);
@@ -50,6 +202,18 @@ function uploadLevel(
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  return;
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  }
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205
+ // BGRA's staging is RGBA bytes already: no conversion and no views.
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+ const bgra = texture.format === "bgra";
207
+ if (!bgra) {
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+ convertStaged(texture.format, state.bytes, w * h, raw);
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+ }
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+ const [layout, type, pixels] = bgra
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+ ? [gl.RGBA, gl.UNSIGNED_BYTE, state.bytes]
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+ : stagedPixels(gl, texture.format, state.bytes, w * h);
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+ // 5:6:5's rows of three bytes need not be 4-byte aligned.
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+ if (texture.format === "bgrPacked565") {
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+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
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+ }
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  const cube = texture.cube;
54
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  const target = cube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
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  gl.activeTexture(gl.TEXTURE0);
@@ -61,10 +225,13 @@ function uploadLevel(
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  0,
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  w,
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  h,
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- gl.RGBA,
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- gl.UNSIGNED_BYTE,
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- state.bytes,
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+ layout,
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+ type,
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+ pixels,
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  );
232
+ if (texture.format === "bgrPacked565") {
233
+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);
234
+ }
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  state.uploaded[face] |= 1 << level;
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  }
70
237
 
@@ -147,10 +314,19 @@ export function uploadTextureBytes(
147
314
  range(face, 1, faces);
148
315
  const w = Math.max(1, width >> level);
149
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  const h = Math.max(1, height >> level);
150
- const length = w * h * 4;
317
+ const texel = TEXEL_BYTES[texture.format] ?? 4;
318
+ const length = w * h * texel;
151
319
  range(offset, length, data.length);
152
320
  staging(texture, state);
153
321
 
322
+ // BGRA, and the compressed formats' pixels, which are BGRA too, go up as RGBA; the
323
+ // others' texels as they are, little-endian words.
324
+ if (texel !== 4) {
325
+ state.bytes.set(data.subarray(offset, offset + length));
326
+ uploadLevel(gl, texture, state, level, face, w, h, encoder, true);
327
+ return;
328
+ }
329
+
154
330
  for (let i = 0; i < length; i += 4) {
155
331
  state.bytes[i] = data[offset + i + 2];
156
332
  state.bytes[i + 1] = data[offset + i + 1];