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nothoughts/node_modules/pixi.js/lib/rendering/renderers/gl/context/GlContextSystem.d.ts
2025-08-04 18:57:35 +02:00

182 lines
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TypeScript

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