mirror of
https://github.com/palxiao/poster-design.git
synced 2025-06-08 03:19:59 +08:00
709 lines
21 KiB
TypeScript
709 lines
21 KiB
TypeScript
//Copyright (c) 2009 The Chromium Authors. All rights reserved.
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//Use of this source code is governed by a BSD-style license that can be
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//found in the LICENSE file.
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// Various functions for helping debug WebGL apps.
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type FunctionKeys<T> = {
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[P in keyof T]: T[P] extends Function ? P : never;
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}[keyof T];
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type DebugContextProp = { [x: number]: boolean };
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type WebGLContextFuncKey = FunctionKeys<WebGLRenderingContext>;
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type GLValidEnumContext = {
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[prop in WebGLContextFuncKey]?: DebugContextProp;
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};
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type GLPartialContext = {
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-readonly [prop in keyof WebGLRenderingContext]?: WebGLRenderingContext[prop];
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};
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type WebGLResource = (
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| WebGLBuffer
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| WebGLFramebuffer
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| WebGLProgram
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| WebGLRenderbuffer
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| WebGLShader
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| WebGLTexture
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) & { __webglDebugContextLostId__: number };
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export const WebGLDebugUtils = (function () {
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/**
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* Wrapped logging function.
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* @param {string} msg Message to log.
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*/
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const log = function (msg: string) {
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if (window.console && window.console.log) {
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window.console.log(msg);
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}
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};
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/**
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* Which arguments are enums.
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* @type {!Object.<number, string>}
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*/
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const glValidEnumContexts: GLValidEnumContext = {
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// Generic setters and getters
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enable: { 0: true },
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disable: { 0: true },
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getParameter: { 0: true },
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// Rendering
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drawArrays: { 0: true },
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drawElements: { 0: true, 2: true },
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// Shaders
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createShader: { 0: true },
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getShaderParameter: { 1: true },
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getProgramParameter: { 1: true },
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// Vertex attributes
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getVertexAttrib: { 1: true },
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vertexAttribPointer: { 2: true },
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// Textures
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bindTexture: { 0: true },
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activeTexture: { 0: true },
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getTexParameter: { 0: true, 1: true },
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texParameterf: { 0: true, 1: true },
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texParameteri: { 0: true, 1: true, 2: true },
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texImage2D: { 0: true, 2: true, 6: true, 7: true },
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texSubImage2D: { 0: true, 6: true, 7: true },
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copyTexImage2D: { 0: true, 2: true },
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copyTexSubImage2D: { 0: true },
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generateMipmap: { 0: true },
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// Buffer objects
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bindBuffer: { 0: true },
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bufferData: { 0: true, 2: true },
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bufferSubData: { 0: true },
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getBufferParameter: { 0: true, 1: true },
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// Renderbuffers and framebuffers
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pixelStorei: { 0: true, 1: true },
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readPixels: { 4: true, 5: true },
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bindRenderbuffer: { 0: true },
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bindFramebuffer: { 0: true },
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checkFramebufferStatus: { 0: true },
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framebufferRenderbuffer: { 0: true, 1: true, 2: true },
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framebufferTexture2D: { 0: true, 1: true, 2: true },
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getFramebufferAttachmentParameter: { 0: true, 1: true, 2: true },
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getRenderbufferParameter: { 0: true, 1: true },
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renderbufferStorage: { 0: true, 1: true },
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// Frame buffer operations (clear, blend, depth test, stencil)
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clear: { 0: true },
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depthFunc: { 0: true },
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blendFunc: { 0: true, 1: true },
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blendFuncSeparate: { 0: true, 1: true, 2: true, 3: true },
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blendEquation: { 0: true },
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blendEquationSeparate: { 0: true, 1: true },
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stencilFunc: { 0: true },
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stencilFuncSeparate: { 0: true, 1: true },
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stencilMaskSeparate: { 0: true },
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stencilOp: { 0: true, 1: true, 2: true },
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stencilOpSeparate: { 0: true, 1: true, 2: true, 3: true },
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// Culling
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cullFace: { 0: true },
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frontFace: { 0: true },
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};
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/**
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* Map of numbers to names.
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* @type {Object}
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*/
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let glEnums: Record<string | number, any> | null = null;
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/**
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* Initializes this module. Safe to call more than once.
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* @param {!WebGLRenderingContext} ctx A WebGL context. If
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* you have more than one context it doesn't matter which one
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* you pass in, it is only used to pull out constants.
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*/
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function init(ctx: WebGLRenderingContext) {
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if (glEnums == null) {
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glEnums = {};
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for (const propertyName in ctx) {
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if (typeof (ctx as any)[propertyName] == 'number') {
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glEnums[(ctx as any)[propertyName]] = propertyName;
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}
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}
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}
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}
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/**
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* Checks the utils have been initialized.
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*/
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function checkInit() {
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if (glEnums == null) {
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throw 'WebGLDebugUtils.init(ctx) not called';
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}
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}
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/**
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* Returns true or false if value matches any WebGL enum
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* @param {*} glEnumKey Value to check if it might be an enum.
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* @return {boolean} True if value matches one of the WebGL defined enums
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*/
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function mightBeEnum(glEnumKey: string | number) {
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checkInit();
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return !!glEnums && glEnums[glEnumKey] !== undefined;
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}
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/**
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* Gets an string version of an WebGL enum.
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*
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* Example:
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* const str = WebGLDebugUtil.glEnumToString(ctx.getError());
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*
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* @param {number} glEnumKey Value to return an enum for
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* @return {string} The string version of the enum.
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*/
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function glEnumToString(glEnumKey: string | number) {
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checkInit();
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const name = glEnums && glEnums[glEnumKey];
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return name !== undefined ? name : '*UNKNOWN WebGL ENUM (0x' + glEnumKey.toString(16) + ')';
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}
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/**
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* Returns the string version of a WebGL argument.
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* Attempts to convert enum arguments to strings.
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* @param {string} functionName the name of the WebGL function.
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* @param {number} argumentIndx the index of the argument.
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* @param {*} value The value of the argument.
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* @return {string} The value as a string.
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*/
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function glFunctionArgToString(functionName: WebGLContextFuncKey, argumentIndex: number, value: string | number) {
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const funcInfo = glValidEnumContexts[functionName];
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if (funcInfo !== undefined) {
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if (funcInfo[argumentIndex]) {
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return glEnumToString(value);
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}
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}
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return value.toString();
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}
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/**
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* Given a WebGL context returns a wrapped context that calls
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* gl.getError after every command and calls a function if the
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* result is not gl.NO_ERROR.
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*
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* @param {!WebGLRenderingContext} ctx The webgl context to
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* wrap.
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* @param {!function(err, funcName, args): void} opt_onErrorFunc
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* The function to call when gl.getError returns an
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* error. If not specified the default function calls
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* console.log with a message.
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*/
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function makeDebugContext(
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ctx: WebGLRenderingContext,
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opt_onErrorFunc?: (err: any, funcName: keyof typeof glValidEnumContexts, args: any[]) => void,
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) {
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init(ctx);
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opt_onErrorFunc =
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opt_onErrorFunc ||
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function (err, functionName, args) {
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// apparently we can't do args.join(",");
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let argStr = '';
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for (let ii = 0; ii < args.length; ++ii) {
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argStr += (ii == 0 ? '' : ', ') + glFunctionArgToString(functionName, ii as never, args[ii]);
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}
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log('WebGL error ' + glEnumToString(err) + ' in ' + functionName + '(' + argStr + ')');
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};
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// Holds booleans for each GL error so after we get the error ourselves
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// we can still return it to the client app.
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const glErrorShadow: Record<string | number, any> = {};
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// Makes a function that calls a WebGL function and then calls getError.
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function makeErrorWrapper(ctx: WebGLRenderingContext, functionName: WebGLContextFuncKey) {
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return function () {
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const result = (ctx as any)[functionName].apply(ctx, arguments);
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const err = ctx.getError();
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if (err != 0) {
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glErrorShadow[err] = true;
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opt_onErrorFunc!(err, functionName, arguments as any);
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}
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return result;
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};
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}
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// Make a an object that has a copy of every property of the WebGL context
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// but wraps all functions.
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const wrapper: GLPartialContext = {};
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for (const propertyName in ctx) {
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const funcKey = propertyName as WebGLContextFuncKey;
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if (typeof ctx[funcKey] === 'function') {
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wrapper[funcKey] = makeErrorWrapper(ctx, funcKey);
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} else {
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wrapper[funcKey] = (ctx as any)[funcKey];
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}
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}
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// Override the getError function with one that returns our saved results.
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wrapper.getError = function () {
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for (const err in glErrorShadow) {
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if (glErrorShadow[err]) {
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glErrorShadow[err] = false;
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return +err;
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}
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}
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return ctx.NO_ERROR;
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};
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return wrapper;
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}
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function resetToInitialState(ctx: WebGLRenderingContext) {
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const numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
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const tmp = ctx.createBuffer();
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ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
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for (let ii = 0; ii < numAttribs; ++ii) {
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ctx.disableVertexAttribArray(ii);
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ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
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ctx.vertexAttrib1f(ii, 0);
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}
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ctx.deleteBuffer(tmp);
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const numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
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for (let ii = 0; ii < numTextureUnits; ++ii) {
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ctx.activeTexture(ctx.TEXTURE0 + ii);
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ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
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ctx.bindTexture(ctx.TEXTURE_2D, null);
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}
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ctx.activeTexture(ctx.TEXTURE0);
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ctx.useProgram(null);
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ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
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ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
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ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
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ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
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ctx.disable(ctx.BLEND);
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ctx.disable(ctx.CULL_FACE);
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ctx.disable(ctx.DEPTH_TEST);
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ctx.disable(ctx.DITHER);
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ctx.disable(ctx.SCISSOR_TEST);
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ctx.blendColor(0, 0, 0, 0);
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ctx.blendEquation(ctx.FUNC_ADD);
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ctx.blendFunc(ctx.ONE, ctx.ZERO);
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ctx.clearColor(0, 0, 0, 0);
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ctx.clearDepth(1);
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ctx.clearStencil(-1);
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ctx.colorMask(true, true, true, true);
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ctx.cullFace(ctx.BACK);
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ctx.depthFunc(ctx.LESS);
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ctx.depthMask(true);
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ctx.depthRange(0, 1);
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ctx.frontFace(ctx.CCW);
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ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
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ctx.lineWidth(1);
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ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
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ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
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ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
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ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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// TODO: Delete this IF.
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if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
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ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
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}
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ctx.polygonOffset(0, 0);
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ctx.sampleCoverage(1, false);
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ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.stencilFunc(ctx.ALWAYS, 0, 0xffffffff);
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ctx.stencilMask(0xffffffff);
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ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
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ctx.viewport(0, 0, (ctx.canvas as HTMLCanvasElement).clientWidth, (ctx.canvas as HTMLCanvasElement).clientHeight);
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ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
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// TODO: This should NOT be needed but Firefox fails with 'hint'
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while (ctx.getError());
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}
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function makeLostContextSimulatingContext(ctx: WebGLRenderingContext) {
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const wrapper_: GLPartialContext & {
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loseContext?: Function;
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restoreContext?: Function;
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registerOnContextLostListener?: Function;
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registerOnContextRestoredListener?: Function;
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} = {};
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let contextId_ = 1;
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let contextLost_ = false;
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const resourceDb_: WebGLResource[] = [];
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let onLost_: Function | undefined = undefined;
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let onRestored_: Function | undefined = undefined;
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let nextOnRestored_: Function | undefined = undefined;
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// Holds booleans for each GL error so can simulate errors.
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const glErrorShadow_: { [prop in number | string]: boolean } = {};
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function isWebGLResource(obj: WebGLResource) {
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//return false;
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return (
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obj instanceof WebGLBuffer ||
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obj instanceof WebGLFramebuffer ||
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obj instanceof WebGLProgram ||
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obj instanceof WebGLRenderbuffer ||
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obj instanceof WebGLShader ||
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obj instanceof WebGLTexture
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);
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}
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function checkResources(args: WebGLResource[]) {
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for (let ii = 0; ii < args.length; ++ii) {
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const arg = args[ii];
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if (isWebGLResource(arg)) {
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return arg.__webglDebugContextLostId__ == contextId_;
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}
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}
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return true;
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}
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function clearErrors() {
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const k = Object.keys(glErrorShadow_);
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for (let ii = 0; ii < k.length; ++ii) {
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delete glErrorShadow_[k[ii]];
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}
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}
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// Makes a function that simulates WebGL when out of context.
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function makeLostContextWrapper(ctx: WebGLRenderingContext, functionName: WebGLContextFuncKey) {
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const f = ctx[functionName];
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return function () {
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// Only call the functions if the context is not lost.
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if (!contextLost_) {
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if (!checkResources(arguments as unknown as WebGLResource[])) {
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glErrorShadow_[ctx.INVALID_OPERATION] = true;
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return;
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}
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const result = (f as (this: WebGLRenderingContext, mask: number) => any).apply(
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ctx,
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arguments as unknown as [number],
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);
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return result;
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}
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};
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}
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for (const propertyName in ctx) {
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const ctxFuncKey = propertyName as WebGLContextFuncKey;
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if (typeof ctx[propertyName as keyof WebGLRenderingContext] === 'function') {
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wrapper_[ctxFuncKey] = makeLostContextWrapper(ctx, ctxFuncKey);
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} else {
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wrapper_[ctxFuncKey] = ctx[ctxFuncKey] as any;
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}
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}
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function makeWebGLContextEvent(statusMessage: string) {
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return { statusMessage: statusMessage };
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}
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function freeResources() {
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for (let ii = 0; ii < resourceDb_.length; ++ii) {
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const resource = resourceDb_[ii];
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if (resource instanceof WebGLBuffer) {
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ctx.deleteBuffer(resource);
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} else if (resource instanceof WebGLFramebuffer) {
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ctx.deleteFramebuffer(resource);
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} else if (resource instanceof WebGLProgram) {
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ctx.deleteProgram(resource);
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} else if (resource instanceof WebGLRenderbuffer) {
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ctx.deleteRenderbuffer(resource);
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} else if (resource instanceof WebGLShader) {
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ctx.deleteShader(resource);
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} else if (resource instanceof WebGLTexture) {
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ctx.deleteTexture(resource);
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}
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}
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}
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wrapper_.loseContext = function () {
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if (!contextLost_) {
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contextLost_ = true;
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++contextId_;
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while (ctx.getError());
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clearErrors();
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glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true;
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setTimeout(function () {
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if (onLost_) {
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onLost_(makeWebGLContextEvent('context lost'));
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}
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}, 0);
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}
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};
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wrapper_.restoreContext = function () {
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if (contextLost_) {
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if (onRestored_) {
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setTimeout(function () {
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freeResources();
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resetToInitialState(ctx);
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contextLost_ = false;
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if (onRestored_) {
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const callback = onRestored_;
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onRestored_ = nextOnRestored_;
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nextOnRestored_ = undefined;
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callback(makeWebGLContextEvent('context restored'));
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}
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}, 0);
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} else {
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throw 'You can not restore the context without a listener';
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}
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}
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};
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// Wrap a few functions specially.
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wrapper_.getError = function () {
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if (!contextLost_) {
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let err;
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while ((err = ctx.getError())) {
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glErrorShadow_[err] = true;
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}
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}
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for (const err in glErrorShadow_) {
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if (glErrorShadow_[err]) {
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delete glErrorShadow_[err];
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return +err;
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}
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}
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return ctx.NO_ERROR;
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};
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const creationFunctions: WebGLContextFuncKey[] = [
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'createBuffer',
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'createFramebuffer',
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'createProgram',
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'createRenderbuffer',
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'createShader',
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'createTexture',
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];
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for (let ii = 0; ii < creationFunctions.length; ++ii) {
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const functionName = creationFunctions[ii];
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wrapper_[functionName] = (function (f) {
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return function () {
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if (contextLost_) {
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return null;
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}
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const obj = (f as (this: WebGLRenderingContext, mask: number) => any).apply(
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ctx,
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arguments as unknown as [number],
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);
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obj.__webglDebugContextLostId__ = contextId_;
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resourceDb_.push(obj);
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return obj;
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};
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})(ctx[functionName]);
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}
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const functionsThatShouldReturnNull: WebGLContextFuncKey[] = [
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'getActiveAttrib',
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'getActiveUniform',
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'getBufferParameter',
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'getContextAttributes',
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'getAttachedShaders',
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'getFramebufferAttachmentParameter',
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'getParameter',
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'getProgramParameter',
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'getProgramInfoLog',
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'getRenderbufferParameter',
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'getShaderParameter',
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'getShaderInfoLog',
|
|
'getShaderSource',
|
|
'getTexParameter',
|
|
'getUniform',
|
|
'getUniformLocation',
|
|
'getVertexAttrib',
|
|
];
|
|
for (let ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
|
|
const functionName = functionsThatShouldReturnNull[ii];
|
|
wrapper_[functionName] = (function (f) {
|
|
return function () {
|
|
if (contextLost_) {
|
|
return null;
|
|
}
|
|
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
|
|
};
|
|
})(wrapper_[functionName]);
|
|
}
|
|
|
|
const isFunctions: WebGLContextFuncKey[] = [
|
|
'isBuffer',
|
|
'isEnabled',
|
|
'isFramebuffer',
|
|
'isProgram',
|
|
'isRenderbuffer',
|
|
'isShader',
|
|
'isTexture',
|
|
];
|
|
for (let ii = 0; ii < isFunctions.length; ++ii) {
|
|
const functionName = isFunctions[ii];
|
|
wrapper_[functionName] = (function (f) {
|
|
return function () {
|
|
if (contextLost_) {
|
|
return false;
|
|
}
|
|
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
|
|
};
|
|
})(wrapper_[functionName]);
|
|
}
|
|
|
|
wrapper_.checkFramebufferStatus = (function (f) {
|
|
return function () {
|
|
if (contextLost_) {
|
|
return ctx.FRAMEBUFFER_UNSUPPORTED;
|
|
}
|
|
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
|
|
};
|
|
})(wrapper_.checkFramebufferStatus);
|
|
|
|
wrapper_.getAttribLocation = (function (f) {
|
|
return function () {
|
|
if (contextLost_) {
|
|
return -1;
|
|
}
|
|
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
|
|
};
|
|
})(wrapper_.getAttribLocation);
|
|
|
|
wrapper_.getVertexAttribOffset = (function (f) {
|
|
return function () {
|
|
if (contextLost_) {
|
|
return 0;
|
|
}
|
|
return (f as (this: WebGLRenderingContext, mask: number) => any).apply(ctx, arguments as unknown as [number]);
|
|
};
|
|
})(wrapper_.getVertexAttribOffset);
|
|
|
|
wrapper_.isContextLost = function () {
|
|
return contextLost_;
|
|
};
|
|
function wrapEvent(listener: Function | { handleEvent: Function }) {
|
|
if (typeof listener == 'function') {
|
|
return listener;
|
|
} else {
|
|
return function (info: any) {
|
|
listener.handleEvent(info);
|
|
};
|
|
}
|
|
}
|
|
|
|
wrapper_.registerOnContextLostListener = function (listener: Function) {
|
|
onLost_ = wrapEvent(listener);
|
|
};
|
|
|
|
wrapper_.registerOnContextRestoredListener = function (listener: Function) {
|
|
if (contextLost_) {
|
|
nextOnRestored_ = wrapEvent(listener);
|
|
} else {
|
|
onRestored_ = wrapEvent(listener);
|
|
}
|
|
};
|
|
|
|
return wrapper_;
|
|
}
|
|
|
|
return {
|
|
/**
|
|
* Initializes this module. Safe to call more than once.
|
|
* @param {!WebGLRenderingContext} ctx A WebGL context. If
|
|
* you have more than one context it doesn't matter which one
|
|
* you pass in, it is only used to pull out constants.
|
|
*/
|
|
init: init,
|
|
|
|
/**
|
|
* Returns true or false if value matches any WebGL enum
|
|
* @param {*} value Value to check if it might be an enum.
|
|
* @return {boolean} True if value matches one of the WebGL defined enums
|
|
*/
|
|
mightBeEnum: mightBeEnum,
|
|
|
|
/**
|
|
* Gets an string version of an WebGL enum.
|
|
*
|
|
* Example:
|
|
* WebGLDebugUtil.init(ctx);
|
|
* const str = WebGLDebugUtil.glEnumToString(ctx.getError());
|
|
*
|
|
* @param {number} value Value to return an enum for
|
|
* @return {string} The string version of the enum.
|
|
*/
|
|
glEnumToString: glEnumToString,
|
|
|
|
/**
|
|
* Converts the argument of a WebGL function to a string.
|
|
* Attempts to convert enum arguments to strings.
|
|
*
|
|
* Example:
|
|
* WebGLDebugUtil.init(ctx);
|
|
* const str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D);
|
|
*
|
|
* would return 'TEXTURE_2D'
|
|
*
|
|
* @param {string} functionName the name of the WebGL function.
|
|
* @param {number} argumentIndx the index of the argument.
|
|
* @param {*} value The value of the argument.
|
|
* @return {string} The value as a string.
|
|
*/
|
|
glFunctionArgToString: glFunctionArgToString,
|
|
|
|
/**
|
|
* Given a WebGL context returns a wrapped context that calls
|
|
* gl.getError after every command and calls a function if the
|
|
* result is not NO_ERROR.
|
|
*
|
|
* You can supply your own function if you want. For example, if you'd like
|
|
* an exception thrown on any GL error you could do this
|
|
*
|
|
* function throwOnGLError(err, funcName, args) {
|
|
* throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" +
|
|
* funcName;
|
|
* };
|
|
*
|
|
* ctx = WebGLDebugUtils.makeDebugContext(
|
|
* canvas.getContext("webgl"), throwOnGLError);
|
|
*
|
|
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
|
|
* @param {!function(err, funcName, args): void} opt_onErrorFunc The function
|
|
* to call when gl.getError returns an error. If not specified the default
|
|
* function calls console.log with a message.
|
|
*/
|
|
makeDebugContext: makeDebugContext,
|
|
|
|
/**
|
|
* Given a WebGL context returns a wrapped context that adds 4
|
|
* functions.
|
|
*
|
|
* ctx.loseContext:
|
|
* simulates a lost context event.
|
|
*
|
|
* ctx.restoreContext:
|
|
* simulates the context being restored.
|
|
*
|
|
* ctx.registerOnContextLostListener(listener):
|
|
* lets you register a listener for context lost. Use instead
|
|
* of addEventListener('webglcontextlostevent', listener);
|
|
*
|
|
* ctx.registerOnContextRestoredListener(listener):
|
|
* lets you register a listener for context restored. Use
|
|
* instead of addEventListener('webglcontextrestored',
|
|
* listener);
|
|
*
|
|
* @param {!WebGLRenderingContext} ctx The webgl context to wrap.
|
|
*/
|
|
makeLostContextSimulatingContext: makeLostContextSimulatingContext,
|
|
|
|
/**
|
|
* Resets a context to the initial state.
|
|
* @param {!WebGLRenderingContext} ctx The webgl context to
|
|
* reset.
|
|
*/
|
|
resetToInitialState: resetToInitialState,
|
|
};
|
|
})();
|