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node_modules/pixi.js/lib/rendering/renderers/gl/state/GlStateSystem.js
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211
node_modules/pixi.js/lib/rendering/renderers/gl/state/GlStateSystem.js
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'use strict';
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var Extensions = require('../../../../extensions/Extensions.js');
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var State = require('../../shared/state/State.js');
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var mapWebGLBlendModesToPixi = require('./mapWebGLBlendModesToPixi.js');
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"use strict";
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const BLEND = 0;
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const OFFSET = 1;
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const CULLING = 2;
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const DEPTH_TEST = 3;
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const WINDING = 4;
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const DEPTH_MASK = 5;
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const _GlStateSystem = class _GlStateSystem {
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constructor() {
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this.gl = null;
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this.stateId = 0;
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this.polygonOffset = 0;
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this.blendMode = "none";
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this._blendEq = false;
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this.map = [];
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this.map[BLEND] = this.setBlend;
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this.map[OFFSET] = this.setOffset;
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this.map[CULLING] = this.setCullFace;
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this.map[DEPTH_TEST] = this.setDepthTest;
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this.map[WINDING] = this.setFrontFace;
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this.map[DEPTH_MASK] = this.setDepthMask;
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this.checks = [];
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this.defaultState = State.State.for2d();
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}
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contextChange(gl) {
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this.gl = gl;
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this.blendModesMap = mapWebGLBlendModesToPixi.mapWebGLBlendModesToPixi(gl);
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this.reset();
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}
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/**
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* Sets the current state
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* @param {*} state - The state to set.
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*/
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set(state) {
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state = state || this.defaultState;
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if (this.stateId !== state.data) {
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let diff = this.stateId ^ state.data;
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let i = 0;
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while (diff) {
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if (diff & 1) {
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this.map[i].call(this, !!(state.data & 1 << i));
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}
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diff = diff >> 1;
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i++;
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}
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this.stateId = state.data;
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}
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for (let i = 0; i < this.checks.length; i++) {
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this.checks[i](this, state);
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}
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}
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/**
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* Sets the state, when previous state is unknown.
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* @param {*} state - The state to set
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*/
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forceState(state) {
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state = state || this.defaultState;
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for (let i = 0; i < this.map.length; i++) {
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this.map[i].call(this, !!(state.data & 1 << i));
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}
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for (let i = 0; i < this.checks.length; i++) {
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this.checks[i](this, state);
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}
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this.stateId = state.data;
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}
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/**
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* Sets whether to enable or disable blending.
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* @param value - Turn on or off WebGl blending.
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*/
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setBlend(value) {
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this._updateCheck(_GlStateSystem._checkBlendMode, value);
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this.gl[value ? "enable" : "disable"](this.gl.BLEND);
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}
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/**
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* Sets whether to enable or disable polygon offset fill.
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* @param value - Turn on or off webgl polygon offset testing.
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*/
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setOffset(value) {
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this._updateCheck(_GlStateSystem._checkPolygonOffset, value);
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this.gl[value ? "enable" : "disable"](this.gl.POLYGON_OFFSET_FILL);
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}
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/**
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* Sets whether to enable or disable depth test.
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* @param value - Turn on or off webgl depth testing.
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*/
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setDepthTest(value) {
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this.gl[value ? "enable" : "disable"](this.gl.DEPTH_TEST);
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}
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/**
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* Sets whether to enable or disable depth mask.
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* @param value - Turn on or off webgl depth mask.
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*/
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setDepthMask(value) {
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this.gl.depthMask(value);
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}
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/**
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* Sets whether to enable or disable cull face.
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* @param {boolean} value - Turn on or off webgl cull face.
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*/
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setCullFace(value) {
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this.gl[value ? "enable" : "disable"](this.gl.CULL_FACE);
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}
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/**
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* Sets the gl front face.
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* @param {boolean} value - true is clockwise and false is counter-clockwise
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*/
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setFrontFace(value) {
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this.gl.frontFace(this.gl[value ? "CW" : "CCW"]);
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}
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/**
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* Sets the blend mode.
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* @param {number} value - The blend mode to set to.
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*/
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setBlendMode(value) {
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if (!this.blendModesMap[value]) {
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value = "normal";
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}
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if (value === this.blendMode) {
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return;
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}
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this.blendMode = value;
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const mode = this.blendModesMap[value];
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const gl = this.gl;
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if (mode.length === 2) {
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gl.blendFunc(mode[0], mode[1]);
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} else {
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gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);
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}
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if (mode.length === 6) {
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this._blendEq = true;
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gl.blendEquationSeparate(mode[4], mode[5]);
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} else if (this._blendEq) {
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this._blendEq = false;
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gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
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}
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}
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/**
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* Sets the polygon offset.
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* @param {number} value - the polygon offset
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* @param {number} scale - the polygon offset scale
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*/
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setPolygonOffset(value, scale) {
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this.gl.polygonOffset(value, scale);
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}
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// used
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/** Resets all the logic and disables the VAOs. */
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reset() {
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this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);
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this.forceState(this.defaultState);
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this._blendEq = true;
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this.blendMode = "";
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this.setBlendMode("normal");
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}
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/**
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* Checks to see which updates should be checked based on which settings have been activated.
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*
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* For example, if blend is enabled then we should check the blend modes each time the state is changed
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* or if polygon fill is activated then we need to check if the polygon offset changes.
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* The idea is that we only check what we have too.
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* @param func - the checking function to add or remove
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* @param value - should the check function be added or removed.
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*/
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_updateCheck(func, value) {
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const index = this.checks.indexOf(func);
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if (value && index === -1) {
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this.checks.push(func);
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} else if (!value && index !== -1) {
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this.checks.splice(index, 1);
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}
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}
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/**
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* A private little wrapper function that we call to check the blend mode.
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* @param system - the System to perform the state check on
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* @param state - the state that the blendMode will pulled from
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*/
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static _checkBlendMode(system, state) {
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system.setBlendMode(state.blendMode);
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}
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/**
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* A private little wrapper function that we call to check the polygon offset.
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* @param system - the System to perform the state check on
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* @param state - the state that the blendMode will pulled from
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*/
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static _checkPolygonOffset(system, state) {
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system.setPolygonOffset(1, state.polygonOffset);
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}
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/**
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* @ignore
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*/
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destroy() {
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this.gl = null;
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this.checks.length = 0;
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}
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};
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/** @ignore */
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_GlStateSystem.extension = {
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type: [
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Extensions.ExtensionType.WebGLSystem
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],
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name: "state"
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};
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let GlStateSystem = _GlStateSystem;
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exports.GlStateSystem = GlStateSystem;
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//# sourceMappingURL=GlStateSystem.js.map
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