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node_modules/pixi.js/lib/rendering/renderers/gl/context/GlContextSystem.d.ts
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node_modules/pixi.js/lib/rendering/renderers/gl/context/GlContextSystem.d.ts
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import { ExtensionType } from '../../../../extensions/Extensions';
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import { type GpuPowerPreference } from '../../types';
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import type { ICanvas } from '../../../../environment/canvas/ICanvas';
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import type { System } from '../../shared/system/System';
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import type { WebGLRenderer } from '../WebGLRenderer';
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import type { WebGLExtensions } from './WebGLExtensions';
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/**
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* Options for the context system.
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* @memberof rendering
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* @property {WebGL2RenderingContext | null} [context=null] - User-provided WebGL rendering context object.
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* @property {GpuPowerPreference} [powerPreference='default'] - An optional hint indicating what configuration
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* of GPU is suitable for the WebGL context, can be `'high-performance'` or `'low-power'`. Setting to `'high-performance'`
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* will prioritize rendering performance over power consumption, while setting to `'low-power'` will prioritize power saving
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* over rendering performance.
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* @property {boolean} [premultipliedAlpha=true] - Whether the compositor will assume the drawing buffer contains
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* colors with premultiplied alpha.
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* @property {boolean} [preserveDrawingBuffer=false] - Whether to enable drawing buffer preservation.
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* If enabled, the drawing buffer will preserve
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* its value until cleared or overwritten. Enable this if you need to call `toDataUrl` on the WebGL context.
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* @property {boolean} [antialias] - Whether to enable antialiasing.
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* @property {1 | 2} [preferWebGLVersion=2] - The preferred WebGL version to use.
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*/
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export interface ContextSystemOptions {
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/**
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* User-provided WebGL rendering context object.
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* @default null
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* @memberof rendering.SharedRendererOptions
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*/
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context: WebGL2RenderingContext | null;
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/**
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* An optional hint indicating what configuration of GPU is suitable for the WebGL context,
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* can be `'high-performance'` or `'low-power'`.
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* Setting to `'high-performance'` will prioritize rendering performance over power consumption,
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* while setting to `'low-power'` will prioritize power saving over rendering performance.
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* @memberof rendering.SharedRendererOptions
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* @default undefined
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*/
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powerPreference?: GpuPowerPreference;
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/**
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* Whether the compositor will assume the drawing buffer contains colors with premultiplied alpha.
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* @default true
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* @memberof rendering.SharedRendererOptions
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*/
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premultipliedAlpha: boolean;
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/**
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* Whether to enable drawing buffer preservation. If enabled, the drawing buffer will preserve
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* its value until cleared or overwritten. Enable this if you need to call `toDataUrl` on the WebGL context.
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* @default false
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* @memberof rendering.SharedRendererOptions
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*/
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preserveDrawingBuffer: boolean;
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antialias?: boolean;
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/**
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* The preferred WebGL version to use.
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* @default 2
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* @memberof rendering.SharedRendererOptions
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*/
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preferWebGLVersion?: 1 | 2;
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/**
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* Whether to enable multi-view rendering. Set to true when rendering to multiple
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* canvases on the dom.
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* @default false
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* @memberof rendering.SharedRendererOptions
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*/
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multiView: boolean;
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}
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/**
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* System plugin to the renderer to manage the context
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* @memberof rendering
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*/
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export declare class GlContextSystem implements System<ContextSystemOptions> {
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/** @ignore */
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static extension: {
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readonly type: readonly [ExtensionType.WebGLSystem];
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readonly name: "context";
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};
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/** The default options for the system. */
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static defaultOptions: ContextSystemOptions;
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protected CONTEXT_UID: number;
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protected gl: WebGL2RenderingContext;
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/**
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* Features supported by current renderer.
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* @type {object}
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* @readonly
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*/
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supports: {
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/** Support for 32-bit indices buffer. */
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uint32Indices: boolean;
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/** Support for UniformBufferObjects */
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uniformBufferObject: boolean;
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/** Support for VertexArrayObjects */
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vertexArrayObject: boolean;
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/** Support for SRGB texture format */
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srgbTextures: boolean;
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/** Support for wrapping modes if a texture is non-power of two */
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nonPowOf2wrapping: boolean;
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/** Support for MSAA (antialiasing of dynamic textures) */
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msaa: boolean;
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/** Support for mipmaps if a texture is non-power of two */
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nonPowOf2mipmaps: boolean;
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};
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/**
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* Extensions available.
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* @type {object}
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* @readonly
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* @property {WEBGL_draw_buffers} drawBuffers - WebGL v1 extension
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* @property {WEBGL_depth_texture} depthTexture - WebGL v1 extension
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* @property {OES_texture_float} floatTexture - WebGL v1 extension
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* @property {WEBGL_lose_context} loseContext - WebGL v1 extension
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* @property {OES_vertex_array_object} vertexArrayObject - WebGL v1 extension
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* @property {EXT_texture_filter_anisotropic} anisotropicFiltering - WebGL v1 and v2 extension
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*/
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extensions: WebGLExtensions;
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webGLVersion: 1 | 2;
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/**
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* Whether to enable multi-view rendering. Set to true when rendering to multiple
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* canvases on the dom.
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* @default false
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*/
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multiView: boolean;
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/**
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* The canvas that the WebGL Context is rendering to.
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* This will be the view canvas. But if multiView is enabled, this canvas will not be attached to the DOM.
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* It will be rendered to and then copied to the target canvas.
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* @readonly
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*/
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canvas: ICanvas;
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private _renderer;
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private _contextLossForced;
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/** @param renderer - The renderer this System works for. */
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constructor(renderer: WebGLRenderer);
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/**
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* `true` if the context is lost
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* @readonly
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*/
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get isLost(): boolean;
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/**
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* Handles the context change event.
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* @param {WebGLRenderingContext} gl - New WebGL context.
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*/
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protected contextChange(gl: WebGL2RenderingContext): void;
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init(options: ContextSystemOptions): void;
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ensureCanvasSize(targetCanvas: ICanvas): void;
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/**
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* Initializes the context.
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* @protected
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* @param {WebGLRenderingContext} gl - WebGL context
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*/
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protected initFromContext(gl: WebGL2RenderingContext): void;
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/**
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* Initialize from context options
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* @protected
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* @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext
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* @param preferWebGLVersion
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* @param {object} options - context attributes
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*/
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protected createContext(preferWebGLVersion: 1 | 2, options: WebGLContextAttributes): void;
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/** Auto-populate the {@link GlContextSystem.extensions extensions}. */
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protected getExtensions(): void;
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/**
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* Handles a lost webgl context
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* @param {WebGLContextEvent} event - The context lost event.
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*/
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protected handleContextLost(event: WebGLContextEvent): void;
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/** Handles a restored webgl context. */
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protected handleContextRestored(): void;
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destroy(): void;
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/**
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* this function can be called to force a webGL context loss
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* this will release all resources on the GPU.
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* Useful if you need to put Pixi to sleep, and save some GPU memory
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*
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* As soon as render is called - all resources will be created again.
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*/
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forceContextLoss(): void;
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/**
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* Validate context.
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* @param {WebGLRenderingContext} gl - Render context.
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*/
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protected validateContext(gl: WebGL2RenderingContext): void;
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}
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