"use strict";
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/**
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* @license
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* Copyright 2017 Google Inc. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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var environment_1 = require("../../environment");
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var util = require("../../util");
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var canvas_util_1 = require("./canvas_util");
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var tex_util_1 = require("./tex_util");
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function callAndCheck(gl, debugMode, func) {
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var returnValue = func();
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if (debugMode) {
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checkWebGLError(gl);
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}
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return returnValue;
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}
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exports.callAndCheck = callAndCheck;
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function checkWebGLError(gl) {
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var error = gl.getError();
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if (error !== gl.NO_ERROR) {
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throw new Error('WebGL Error: ' + getWebGLErrorMessage(gl, error));
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}
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}
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// https://en.wikipedia.org/wiki/Half-precision_floating-point_format
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var MIN_FLOAT16 = 5.96e-8;
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var MAX_FLOAT16 = 65504;
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function canBeRepresented(num) {
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if (environment_1.env().getBool('WEBGL_RENDER_FLOAT32_ENABLED') || num === 0 ||
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(MIN_FLOAT16 < Math.abs(num) && Math.abs(num) < MAX_FLOAT16)) {
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return true;
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}
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return false;
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}
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exports.canBeRepresented = canBeRepresented;
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function getWebGLErrorMessage(gl, status) {
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switch (status) {
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case gl.NO_ERROR:
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return 'NO_ERROR';
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case gl.INVALID_ENUM:
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return 'INVALID_ENUM';
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case gl.INVALID_VALUE:
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return 'INVALID_VALUE';
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case gl.INVALID_OPERATION:
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return 'INVALID_OPERATION';
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case gl.INVALID_FRAMEBUFFER_OPERATION:
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return 'INVALID_FRAMEBUFFER_OPERATION';
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case gl.OUT_OF_MEMORY:
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return 'OUT_OF_MEMORY';
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case gl.CONTEXT_LOST_WEBGL:
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return 'CONTEXT_LOST_WEBGL';
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default:
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return "Unknown error code " + status;
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}
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}
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exports.getWebGLErrorMessage = getWebGLErrorMessage;
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function getExtensionOrThrow(gl, debug, extensionName) {
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return throwIfNull(gl, debug, function () { return gl.getExtension(extensionName); }, 'Extension "' + extensionName + '" not supported on this browser.');
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}
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exports.getExtensionOrThrow = getExtensionOrThrow;
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function createVertexShader(gl, debug, vertexShaderSource) {
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var vertexShader = throwIfNull(gl, debug, function () { return gl.createShader(gl.VERTEX_SHADER); }, 'Unable to create vertex WebGLShader.');
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callAndCheck(gl, debug, function () { return gl.shaderSource(vertexShader, vertexShaderSource); });
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callAndCheck(gl, debug, function () { return gl.compileShader(vertexShader); });
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if (gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS) === false) {
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console.log(gl.getShaderInfoLog(vertexShader));
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throw new Error('Failed to compile vertex shader.');
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}
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return vertexShader;
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}
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exports.createVertexShader = createVertexShader;
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function createFragmentShader(gl, debug, fragmentShaderSource) {
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var fragmentShader = throwIfNull(gl, debug, function () { return gl.createShader(gl.FRAGMENT_SHADER); }, 'Unable to create fragment WebGLShader.');
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callAndCheck(gl, debug, function () { return gl.shaderSource(fragmentShader, fragmentShaderSource); });
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callAndCheck(gl, debug, function () { return gl.compileShader(fragmentShader); });
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if (gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS) === false) {
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logShaderSourceAndInfoLog(fragmentShaderSource, gl.getShaderInfoLog(fragmentShader));
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throw new Error('Failed to compile fragment shader.');
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}
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return fragmentShader;
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}
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exports.createFragmentShader = createFragmentShader;
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var lineNumberRegex = /ERROR: [0-9]+:([0-9]+):/g;
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function logShaderSourceAndInfoLog(shaderSource, shaderInfoLog) {
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var lineNumberRegexResult = lineNumberRegex.exec(shaderInfoLog);
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if (lineNumberRegexResult == null) {
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console.log("Couldn't parse line number in error: " + shaderInfoLog);
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console.log(shaderSource);
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return;
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}
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var lineNumber = +lineNumberRegexResult[1];
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var shaderLines = shaderSource.split('\n');
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var pad = shaderLines.length.toString().length + 2;
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var linesWithLineNumbers = shaderLines.map(function (line, lineNumber) {
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return util.rightPad((lineNumber + 1).toString(), pad) + line;
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});
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var maxLineLength = 0;
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for (var i = 0; i < linesWithLineNumbers.length; i++) {
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maxLineLength = Math.max(linesWithLineNumbers[i].length, maxLineLength);
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}
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var beforeErrorLines = linesWithLineNumbers.slice(0, lineNumber - 1);
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var errorLine = linesWithLineNumbers.slice(lineNumber - 1, lineNumber);
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var afterErrorLines = linesWithLineNumbers.slice(lineNumber);
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console.log(beforeErrorLines.join('\n'));
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console.log(shaderInfoLog.split('\n')[0]);
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console.log("%c " + util.rightPad(errorLine[0], maxLineLength), 'border:1px solid red; background-color:#e3d2d2; color:#a61717');
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console.log(afterErrorLines.join('\n'));
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}
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function createProgram(gl, debug) {
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return throwIfNull(gl, debug, function () { return gl.createProgram(); }, 'Unable to create WebGLProgram.');
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}
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exports.createProgram = createProgram;
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function linkProgram(gl, debug, program) {
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callAndCheck(gl, debug, function () { return gl.linkProgram(program); });
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if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
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console.log(gl.getProgramInfoLog(program));
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throw new Error('Failed to link vertex and fragment shaders.');
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}
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}
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exports.linkProgram = linkProgram;
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function validateProgram(gl, debug, program) {
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callAndCheck(gl, debug, function () { return gl.validateProgram(program); });
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if (gl.getProgramParameter(program, gl.VALIDATE_STATUS) === false) {
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console.log(gl.getProgramInfoLog(program));
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throw new Error('Shader program validation failed.');
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}
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}
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exports.validateProgram = validateProgram;
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function createStaticVertexBuffer(gl, debug, data) {
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var buffer = throwIfNull(gl, debug, function () { return gl.createBuffer(); }, 'Unable to create WebGLBuffer');
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callAndCheck(gl, debug, function () { return gl.bindBuffer(gl.ARRAY_BUFFER, buffer); });
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callAndCheck(gl, debug, function () { return gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); });
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return buffer;
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}
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exports.createStaticVertexBuffer = createStaticVertexBuffer;
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function createStaticIndexBuffer(gl, debug, data) {
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var buffer = throwIfNull(gl, debug, function () { return gl.createBuffer(); }, 'Unable to create WebGLBuffer');
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callAndCheck(gl, debug, function () { return gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer); });
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callAndCheck(gl, debug, function () { return gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW); });
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return buffer;
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}
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exports.createStaticIndexBuffer = createStaticIndexBuffer;
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function getNumChannels() {
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if (environment_1.env().getNumber('WEBGL_VERSION') === 2) {
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return 1;
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}
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return 4;
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}
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exports.getNumChannels = getNumChannels;
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function createTexture(gl, debug) {
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return throwIfNull(gl, debug, function () { return gl.createTexture(); }, 'Unable to create WebGLTexture.');
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}
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exports.createTexture = createTexture;
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function validateTextureSize(width, height) {
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var maxTextureSize = environment_1.env().getNumber('WEBGL_MAX_TEXTURE_SIZE');
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if ((width <= 0) || (height <= 0)) {
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var requested = "[" + width + "x" + height + "]";
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throw new Error('Requested texture size ' + requested + ' is invalid.');
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}
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if ((width > maxTextureSize) || (height > maxTextureSize)) {
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var requested = "[" + width + "x" + height + "]";
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var max = "[" + maxTextureSize + "x" + maxTextureSize + "]";
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throw new Error('Requested texture size ' + requested +
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' greater than WebGL maximum on this browser / GPU ' + max + '.');
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}
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}
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exports.validateTextureSize = validateTextureSize;
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function createFramebuffer(gl, debug) {
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return throwIfNull(gl, debug, function () { return gl.createFramebuffer(); }, 'Unable to create WebGLFramebuffer.');
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}
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exports.createFramebuffer = createFramebuffer;
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function bindVertexBufferToProgramAttribute(gl, debug, program, attribute, buffer, arrayEntriesPerItem, itemStrideInBytes, itemOffsetInBytes) {
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var loc = gl.getAttribLocation(program, attribute);
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if (loc === -1) {
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// The GPU compiler decided to strip out this attribute because it's unused,
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// thus no need to bind.
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return false;
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}
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callAndCheck(gl, debug, function () { return gl.bindBuffer(gl.ARRAY_BUFFER, buffer); });
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callAndCheck(gl, debug, function () { return gl.vertexAttribPointer(loc, arrayEntriesPerItem, gl.FLOAT, false, itemStrideInBytes, itemOffsetInBytes); });
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callAndCheck(gl, debug, function () { return gl.enableVertexAttribArray(loc); });
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return true;
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}
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exports.bindVertexBufferToProgramAttribute = bindVertexBufferToProgramAttribute;
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function bindTextureUnit(gl, debug, texture, textureUnit) {
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validateTextureUnit(gl, textureUnit);
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callAndCheck(gl, debug, function () { return gl.activeTexture(gl.TEXTURE0 + textureUnit); });
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callAndCheck(gl, debug, function () { return gl.bindTexture(gl.TEXTURE_2D, texture); });
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}
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exports.bindTextureUnit = bindTextureUnit;
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function unbindTextureUnit(gl, debug, textureUnit) {
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validateTextureUnit(gl, textureUnit);
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callAndCheck(gl, debug, function () { return gl.activeTexture(gl.TEXTURE0 + textureUnit); });
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callAndCheck(gl, debug, function () { return gl.bindTexture(gl.TEXTURE_2D, null); });
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}
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exports.unbindTextureUnit = unbindTextureUnit;
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function getProgramUniformLocationOrThrow(gl, debug, program, uniformName) {
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return throwIfNull(gl, debug, function () { return gl.getUniformLocation(program, uniformName); }, 'uniform "' + uniformName + '" not present in program.');
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}
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exports.getProgramUniformLocationOrThrow = getProgramUniformLocationOrThrow;
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function getProgramUniformLocation(gl, program, uniformName) {
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return gl.getUniformLocation(program, uniformName);
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}
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exports.getProgramUniformLocation = getProgramUniformLocation;
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function bindTextureToProgramUniformSampler(gl, debug, program, texture, uniformSamplerLocation, textureUnit) {
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callAndCheck(gl, debug, function () { return bindTextureUnit(gl, debug, texture, textureUnit); });
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callAndCheck(gl, debug, function () { return gl.uniform1i(uniformSamplerLocation, textureUnit); });
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}
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exports.bindTextureToProgramUniformSampler = bindTextureToProgramUniformSampler;
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function bindCanvasToFramebuffer(gl, debug) {
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callAndCheck(gl, debug, function () { return gl.bindFramebuffer(gl.FRAMEBUFFER, null); });
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callAndCheck(gl, debug, function () { return gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); });
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callAndCheck(gl, debug, function () { return gl.scissor(0, 0, gl.canvas.width, gl.canvas.height); });
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}
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exports.bindCanvasToFramebuffer = bindCanvasToFramebuffer;
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function bindColorTextureToFramebuffer(gl, debug, texture, framebuffer) {
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callAndCheck(gl, debug, function () { return gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); });
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callAndCheck(gl, debug, function () { return gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); });
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}
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exports.bindColorTextureToFramebuffer = bindColorTextureToFramebuffer;
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function unbindColorTextureFromFramebuffer(gl, debug, framebuffer) {
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callAndCheck(gl, debug, function () { return gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); });
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callAndCheck(gl, debug, function () { return gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, null, 0); });
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}
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exports.unbindColorTextureFromFramebuffer = unbindColorTextureFromFramebuffer;
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function validateFramebuffer(gl) {
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var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
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if (status !== gl.FRAMEBUFFER_COMPLETE) {
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throw new Error('Error binding framebuffer: ' + getFramebufferErrorMessage(gl, status));
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}
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}
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exports.validateFramebuffer = validateFramebuffer;
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function getFramebufferErrorMessage(gl, status) {
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switch (status) {
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case gl.FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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return 'FRAMEBUFFER_INCOMPLETE_ATTACHMENT';
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case gl.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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return 'FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT';
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case gl.FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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return 'FRAMEBUFFER_INCOMPLETE_DIMENSIONS';
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case gl.FRAMEBUFFER_UNSUPPORTED:
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return 'FRAMEBUFFER_UNSUPPORTED';
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default:
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return "unknown error " + status;
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}
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}
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exports.getFramebufferErrorMessage = getFramebufferErrorMessage;
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function throwIfNull(gl, debug, returnTOrNull, failureMessage) {
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var tOrNull = callAndCheck(gl, debug, function () { return returnTOrNull(); });
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if (tOrNull == null) {
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throw new Error(failureMessage);
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}
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return tOrNull;
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}
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function validateTextureUnit(gl, textureUnit) {
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var maxTextureUnit = gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1;
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var glTextureUnit = textureUnit + gl.TEXTURE0;
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if (glTextureUnit < gl.TEXTURE0 || glTextureUnit > maxTextureUnit) {
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var textureUnitRange = "[gl.TEXTURE0, gl.TEXTURE" + maxTextureUnit + "]";
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throw new Error("textureUnit must be in " + textureUnitRange + ".");
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}
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}
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function getBatchDim(shape, dimsToSkip) {
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if (dimsToSkip === void 0) { dimsToSkip = 2; }
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return util.sizeFromShape(shape.slice(0, shape.length - dimsToSkip));
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}
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exports.getBatchDim = getBatchDim;
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function getRowsCols(shape) {
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if (shape.length === 0) {
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throw Error('Cannot get rows and columns of an empty shape array.');
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}
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return [
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shape.length > 1 ? shape[shape.length - 2] : 1, shape[shape.length - 1]
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];
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}
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exports.getRowsCols = getRowsCols;
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function getShapeAs3D(shape) {
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var shapeAs3D = [1, 1, 1];
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var isScalar = shape.length === 0 || (shape.length === 1 && shape[0] === 1);
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if (!isScalar) {
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shapeAs3D =
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[getBatchDim(shape)].concat(getRowsCols(shape));
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}
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return shapeAs3D;
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}
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exports.getShapeAs3D = getShapeAs3D;
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function getTextureShapeFromLogicalShape(logShape, isPacked) {
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var _a;
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if (isPacked === void 0) { isPacked = false; }
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var maxTexSize = environment_1.env().getNumber('WEBGL_MAX_TEXTURE_SIZE');
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if (isPacked) {
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maxTexSize = maxTexSize * 2;
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// This logic ensures we accurately count the number of packed texels needed
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// to accommodate the tensor. We can only pack values in the same texel if
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// they are from adjacent pairs of rows/cols within the same batch. So if a
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// tensor has 3 rows, we pretend it has 4 rows in order to account for the
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// fact that the texels containing the third row are half empty.
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logShape = logShape.map(function (d, i) { return i >= logShape.length - 2 ?
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util.nearestLargerEven(logShape[i]) :
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logShape[i]; });
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// Packed texture height is at least 2 (the channel height of a single
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// texel).
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if (logShape.length === 1) {
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logShape = [2, logShape[0]];
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}
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}
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// If logical shape is 2, we don't squeeze, since we want to match physical.
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if (logShape.length !== 2) {
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var squeezeResult = util.squeezeShape(logShape);
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logShape = squeezeResult.newShape;
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}
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var size = util.sizeFromShape(logShape);
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if (logShape.length <= 1 && size <= maxTexSize) {
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return [1, size];
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}
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else if (logShape.length === 2 && logShape[0] <= maxTexSize &&
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logShape[1] <= maxTexSize) {
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return logShape;
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}
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else if (logShape.length === 3 && logShape[0] * logShape[1] <= maxTexSize &&
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logShape[2] <= maxTexSize) {
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return [logShape[0] * logShape[1], logShape[2]];
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}
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else if (logShape.length === 3 && logShape[0] <= maxTexSize &&
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logShape[1] * logShape[2] <= maxTexSize) {
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return [logShape[0], logShape[1] * logShape[2]];
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}
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else if (logShape.length === 4 &&
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logShape[0] * logShape[1] * logShape[2] <= maxTexSize &&
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logShape[3] <= maxTexSize) {
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return [logShape[0] * logShape[1] * logShape[2], logShape[3]];
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}
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else if (logShape.length === 4 && logShape[0] <= maxTexSize &&
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logShape[1] * logShape[2] * logShape[3] <= maxTexSize) {
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return [logShape[0], logShape[1] * logShape[2] * logShape[3]];
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}
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else {
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if (isPacked) {
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// For packed textures size equals the number of channels required to
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// accommodate the texture data. However in order to squarify such that
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// inner dimensions stay even, we rewrite size to equal the number of
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// texels. Then in the return statement we rehydrate the squarified
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// dimensions to channel units.
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var batchDim = getBatchDim(logShape);
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var rows = 2, cols = 2;
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if (logShape.length) {
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_a = getRowsCols(logShape), rows = _a[0], cols = _a[1];
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}
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size = batchDim * (rows / 2) * (cols / 2);
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return util.sizeToSquarishShape(size).map(function (d) { return d * 2; });
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}
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return util.sizeToSquarishShape(size);
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}
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}
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exports.getTextureShapeFromLogicalShape = getTextureShapeFromLogicalShape;
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function isEven(n) {
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return n % 2 === 0;
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}
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/**
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* This determines whether reshaping a packed texture requires rearranging
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* the data within the texture, assuming 2x2 packing.
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*/
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function isReshapeFree(shape1, shape2) {
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shape1 = shape1.slice(-2);
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shape2 = shape2.slice(-2);
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if (util.arraysEqual(shape1, shape2)) {
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return true;
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}
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if (!shape1.length || !shape2.length) { // One of the shapes is a scalar.
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return true;
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}
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if (shape1[0] === 0 || shape1[1] === 0 || shape2[0] === 0 ||
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shape2[1] === 0) {
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return true;
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}
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if (shape1.length !== shape2.length) { // One of the shapes is a vector.
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var shape1Cols = shape1.slice(-1)[0];
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var shape2Cols = shape2.slice(-1)[0];
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if (shape1Cols === shape2Cols) {
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return true;
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}
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if (isEven(shape1Cols) && isEven(shape2Cols) &&
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(shape1[0] === 1 || shape2[0] === 1)) {
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return true;
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}
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}
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return shape1[1] === shape2[1] && isEven(shape1[0]) && isEven(shape2[0]);
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}
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exports.isReshapeFree = isReshapeFree;
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// We cache webgl params because the environment gets reset between
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// unit tests and we don't want to constantly query the WebGLContext for
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// MAX_TEXTURE_SIZE.
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var MAX_TEXTURE_SIZE;
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var MAX_TEXTURES_IN_SHADER;
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function getWebGLMaxTextureSize(webGLVersion) {
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if (MAX_TEXTURE_SIZE == null) {
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var gl = canvas_util_1.getWebGLContext(webGLVersion);
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MAX_TEXTURE_SIZE = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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}
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return MAX_TEXTURE_SIZE;
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}
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exports.getWebGLMaxTextureSize = getWebGLMaxTextureSize;
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function resetMaxTextureSize() {
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MAX_TEXTURE_SIZE = null;
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}
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exports.resetMaxTextureSize = resetMaxTextureSize;
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function resetMaxTexturesInShader() {
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MAX_TEXTURES_IN_SHADER = null;
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}
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exports.resetMaxTexturesInShader = resetMaxTexturesInShader;
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function getMaxTexturesInShader(webGLVersion) {
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if (MAX_TEXTURES_IN_SHADER == null) {
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var gl = canvas_util_1.getWebGLContext(webGLVersion);
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MAX_TEXTURES_IN_SHADER = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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}
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// We cap at 16 to avoid spurious runtime "memory exhausted" error.
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return Math.min(16, MAX_TEXTURES_IN_SHADER);
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}
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exports.getMaxTexturesInShader = getMaxTexturesInShader;
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function getWebGLDisjointQueryTimerVersion(webGLVersion) {
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if (webGLVersion === 0) {
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return 0;
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}
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var queryTimerVersion;
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var gl = canvas_util_1.getWebGLContext(webGLVersion);
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if (hasExtension(gl, 'EXT_disjoint_timer_query_webgl2') &&
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webGLVersion === 2) {
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queryTimerVersion = 2;
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}
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else if (hasExtension(gl, 'EXT_disjoint_timer_query')) {
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queryTimerVersion = 1;
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}
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else {
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queryTimerVersion = 0;
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}
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return queryTimerVersion;
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}
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exports.getWebGLDisjointQueryTimerVersion = getWebGLDisjointQueryTimerVersion;
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function hasExtension(gl, extensionName) {
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var ext = gl.getExtension(extensionName);
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return ext != null;
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}
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exports.hasExtension = hasExtension;
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function isWebGLVersionEnabled(webGLVersion) {
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try {
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var gl = canvas_util_1.getWebGLContext(webGLVersion);
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if (gl != null) {
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return true;
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}
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}
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catch (e) {
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return false;
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}
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return false;
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}
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exports.isWebGLVersionEnabled = isWebGLVersionEnabled;
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function isCapableOfRenderingToFloatTexture(webGLVersion) {
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if (webGLVersion === 0) {
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return false;
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}
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var gl = canvas_util_1.getWebGLContext(webGLVersion);
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if (webGLVersion === 1) {
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if (!hasExtension(gl, 'OES_texture_float')) {
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return false;
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}
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}
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else {
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if (!hasExtension(gl, 'EXT_color_buffer_float')) {
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return false;
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}
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}
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var isFrameBufferComplete = createFloatTextureAndBindToFramebuffer(gl);
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return isFrameBufferComplete;
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}
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exports.isCapableOfRenderingToFloatTexture = isCapableOfRenderingToFloatTexture;
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/**
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* Check if we can download values from a float/half-float texture.
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*
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* Note that for performance reasons we use binding a texture to a framebuffer
|
* as a proxy for ability to download float values later using readPixels. The
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* texture params of this texture will not match those in readPixels exactly
|
* but if we are unable to bind some kind of float texture to the frameBuffer
|
* then we definitely will not be able to read float values from it.
|
*/
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function isDownloadFloatTextureEnabled(webGLVersion) {
|
if (webGLVersion === 0) {
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return false;
|
}
|
var gl = canvas_util_1.getWebGLContext(webGLVersion);
|
if (webGLVersion === 1) {
|
if (!hasExtension(gl, 'OES_texture_float')) {
|
return false;
|
}
|
if (!hasExtension(gl, 'WEBGL_color_buffer_float')) {
|
return false;
|
}
|
}
|
else {
|
if (hasExtension(gl, 'EXT_color_buffer_float')) {
|
return createFloatTextureAndBindToFramebuffer(gl);
|
}
|
var COLOR_BUFFER_HALF_FLOAT = 'EXT_color_buffer_half_float';
|
if (hasExtension(gl, COLOR_BUFFER_HALF_FLOAT)) {
|
var textureHalfFloatExtension = gl.getExtension(COLOR_BUFFER_HALF_FLOAT);
|
return createHalfFloatTextureAndBindToFramebuffer(gl, textureHalfFloatExtension);
|
}
|
return false;
|
}
|
var isFrameBufferComplete = createFloatTextureAndBindToFramebuffer(gl);
|
return isFrameBufferComplete;
|
}
|
exports.isDownloadFloatTextureEnabled = isDownloadFloatTextureEnabled;
|
function createFloatTextureAndBindToFramebuffer(gl) {
|
var texConfig = tex_util_1.getTextureConfig(gl);
|
var texture = gl.createTexture();
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
var width = 1;
|
var height = 1;
|
gl.texImage2D(gl.TEXTURE_2D, 0, texConfig.internalFormatFloat, width, height, 0, texConfig.textureFormatFloat, texConfig.textureTypeFloat, null);
|
var frameBuffer = gl.createFramebuffer();
|
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
var isFrameBufferComplete = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
gl.deleteTexture(texture);
|
gl.deleteFramebuffer(frameBuffer);
|
return isFrameBufferComplete;
|
}
|
function createHalfFloatTextureAndBindToFramebuffer(
|
// tslint:disable-next-line:no-any
|
gl, textureHalfFloatExtension) {
|
var texConfig = tex_util_1.getTextureConfig(gl, textureHalfFloatExtension);
|
var texture = gl.createTexture();
|
gl.bindTexture(gl.TEXTURE_2D, texture);
|
var width = 1;
|
var height = 1;
|
gl.texImage2D(gl.TEXTURE_2D, 0, texConfig.internalFormatHalfFloat, width, height, 0, texConfig.textureFormatFloat, texConfig.textureTypeHalfFloat, null);
|
var frameBuffer = gl.createFramebuffer();
|
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
|
var isFrameBufferComplete = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
|
gl.bindTexture(gl.TEXTURE_2D, null);
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
gl.deleteTexture(texture);
|
gl.deleteFramebuffer(frameBuffer);
|
return isFrameBufferComplete;
|
}
|
function isWebGLFenceEnabled(webGLVersion) {
|
if (webGLVersion !== 2) {
|
return false;
|
}
|
var gl = canvas_util_1.getWebGLContext(webGLVersion);
|
// tslint:disable-next-line:no-any
|
var isEnabled = gl.fenceSync != null;
|
return isEnabled;
|
}
|
exports.isWebGLFenceEnabled = isWebGLFenceEnabled;
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//# sourceMappingURL=webgl_util.js.map
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