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1{"version":3,"file":"GLFramebuffer.js","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":["MSAA_QUALITY"],"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,cAAcA,UAAAA,aAAa,MAChC,KAAK,aAAa,MAClB,KAAK,kBAAkB,MACvB,KAAK,WAAW;AAAA,EACpB;AACJ;;"}
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