1 | {"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 /** Stencil+depth , usually costs 32bits per pixel. */\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,aACb,CAAA;AAAA,EA+BI,YAAY,WACZ,EAAA;AACI,IAAA,IAAA,CAAK,WAAc,GAAA,WAAA,CAAA;AACnB,IAAA,IAAA,CAAK,OAAU,GAAA,IAAA,CAAA;AACf,IAAA,IAAA,CAAK,OAAU,GAAA,CAAA,CAAA,CAAA;AACf,IAAA,IAAA,CAAK,WAAc,GAAA,CAAA,CAAA,CAAA;AACnB,IAAA,IAAA,CAAK,SAAY,GAAA,CAAA,CAAA,CAAA;AACjB,IAAA,IAAA,CAAK,cAAc,YAAa,CAAA,IAAA,CAAA;AAChC,IAAA,IAAA,CAAK,UAAa,GAAA,IAAA,CAAA;AAClB,IAAA,IAAA,CAAK,eAAkB,GAAA,IAAA,CAAA;AACvB,IAAA,IAAA,CAAK,QAAW,GAAA,CAAA,CAAA;AAAA,GACpB;AACJ;;;;"} |