{"version":3,"file":"GLFramebuffer.mjs","sources":["../../src/framebuffer/GLFramebuffer.ts"],"sourcesContent":["import { MSAA_QUALITY } from '@pixi/constants';\n\nimport type { Framebuffer } from './Framebuffer';\n\n/**\n * Internal framebuffer for WebGL context.\n * @memberof PIXI\n */\nexport class GLFramebuffer\n{\n    /** The WebGL framebuffer. */\n    public framebuffer: WebGLFramebuffer;\n\n    /** The renderbuffer for depth and/or stencil (DEPTH24_STENCIL8, DEPTH_COMPONENT24, or STENCIL_INDEX8) */\n    public stencil: WebGLRenderbuffer;\n\n    /** Detected AA samples number. */\n    public multisample: MSAA_QUALITY;\n\n    /** In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info. */\n    public msaaBuffer: WebGLRenderbuffer;\n\n    /**\n     * In case we use MSAA, this is actual framebuffer that has colorTextures[0]\n     * The contents of that framebuffer are read when we use that renderTexture in sprites\n     */\n    public blitFramebuffer: Framebuffer;\n\n    /** Latest known version of framebuffer. */\n    dirtyId: number;\n\n    /** Latest known version of framebuffer format. */\n    dirtyFormat: number;\n\n    /** Latest known version of framebuffer size. */\n    dirtySize: number;\n\n    /** Store the current mipmap of the textures the framebuffer will write too. */\n    mipLevel: number;\n\n    constructor(framebuffer: WebGLTexture)\n    {\n        this.framebuffer = framebuffer;\n        this.stencil = null;\n        this.dirtyId = -1;\n        this.dirtyFormat = -1;\n        this.dirtySize = -1;\n        this.multisample = MSAA_QUALITY.NONE;\n        this.msaaBuffer = null;\n        this.blitFramebuffer = null;\n        this.mipLevel = 0;\n    }\n}\n"],"names":[],"mappings":";AAQO,MAAM,cACb;AAAA,EA+BI,YAAY,aACZ;AACS,SAAA,cAAc,aACnB,KAAK,UAAU,MACf,KAAK,UAAU,IACf,KAAK,cAAc,IACnB,KAAK,YAAY,IACjB,KAAK,cAAc,aAAa,MAChC,KAAK,aAAa,MAClB,KAAK,kBAAkB,MACvB,KAAK,WAAW;AAAA,EACpB;AACJ;"}