Allow canvas reuse for WebGL layers
This commit is contained in:
@@ -34,6 +34,7 @@ import {
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isEmpty,
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} from './extent.js';
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import {fromUserCoordinate, toUserCoordinate} from './proj.js';
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import {getUid} from './util.js';
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import {hasArea} from './size.js';
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import {listen, unlistenByKey} from './events.js';
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import {removeNode} from './dom.js';
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@@ -60,6 +61,7 @@ import {removeNode} from './dom.js';
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* @property {!Object<string, Object<string, boolean>>} usedTiles UsedTiles.
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* @property {Array<number>} viewHints ViewHints.
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* @property {!Object<string, Object<string, boolean>>} wantedTiles WantedTiles.
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* @property {string} mapId The id of the map.
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*/
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/**
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@@ -1469,6 +1471,7 @@ class PluggableMap extends BaseObject {
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viewState: viewState,
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viewHints: viewHints,
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wantedTiles: {},
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mapId: getUid(this),
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};
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if (viewState.nextCenter && viewState.nextResolution) {
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const rotation = isNaN(viewState.nextRotation)
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@@ -255,9 +255,6 @@ function parseStyle(style, bandCount) {
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* property on the layer object; for example, setting `title: 'My Title'` in the
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* options means that `title` is observable, and has get/set accessors.
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*
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* **Important**: after removing a `WebGLTile` layer from your map, call `layer.dispose()`
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* to clean up underlying resources.
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*
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* @extends BaseTileLayer<import("../source/DataTile.js").default|import("../source/TileImage.js").default>
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* @api
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*/
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@@ -1,6 +1,7 @@
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/**
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* @module ol/renderer/webgl/Layer
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*/
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import LayerProperty from '../../layer/Property.js';
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import LayerRenderer from '../Layer.js';
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import RenderEvent from '../../render/Event.js';
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import RenderEventType from '../../render/EventType.js';
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@@ -84,6 +85,8 @@ class WebGLLayerRenderer extends LayerRenderer {
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* @protected
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*/
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this.helper;
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layer.addChangeListener(LayerProperty.MAP, this.removeHelper_.bind(this));
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}
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removeHelper_() {
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@@ -99,18 +102,48 @@ class WebGLLayerRenderer extends LayerRenderer {
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* @return {boolean} Layer is ready to be rendered.
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*/
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prepareFrame(frameState) {
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if (!this.helper && !!this.getLayer().getSource()) {
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this.helper = new WebGLHelper({
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postProcesses: this.postProcesses_,
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uniforms: this.uniforms_,
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});
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const className = this.getLayer().getClassName();
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if (className) {
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this.helper.getCanvas().className = className;
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if (this.getLayer().getSource()) {
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let incrementGroup = true;
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let groupNumber = -1;
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let className;
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for (let i = 0, ii = frameState.layerStatesArray.length; i < ii; i++) {
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const layer = frameState.layerStatesArray[i].layer;
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const renderer = layer.getRenderer();
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if (!(renderer instanceof WebGLLayerRenderer)) {
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incrementGroup = true;
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continue;
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}
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const layerClassName = layer.getClassName();
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if (incrementGroup || layerClassName !== className) {
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groupNumber += 1;
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incrementGroup = false;
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}
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className = layerClassName;
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if (renderer === this) {
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break;
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}
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}
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this.afterHelperCreated();
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const canvasCacheKey =
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'map/' + frameState.mapId + '/group/' + groupNumber;
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if (!this.helper || !this.helper.canvasCacheKeyMatches(canvasCacheKey)) {
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if (this.helper) {
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this.helper.dispose();
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}
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this.helper = new WebGLHelper({
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postProcesses: this.postProcesses_,
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uniforms: this.uniforms_,
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canvasCacheKey: canvasCacheKey,
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});
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if (className) {
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this.helper.getCanvas().className = className;
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}
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this.afterHelperCreated();
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}
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}
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return this.prepareFrameInternal(frameState);
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@@ -453,12 +453,6 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.helper.finalizeDraw(frameState);
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const canvas = this.helper.getCanvas();
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const layerState = frameState.layerStatesArray[frameState.layerIndex];
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const opacity = layerState.opacity;
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if (opacity !== parseFloat(canvas.style.opacity)) {
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canvas.style.opacity = String(opacity);
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}
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if (this.hitDetectionEnabled_) {
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this.renderHitDetection(frameState);
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this.hitRenderTarget_.clearCachedData();
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@@ -195,12 +195,6 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
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* @private
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*/
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this.tileTextureCache_ = new LRUCache(cacheSize);
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/**
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* @type {number}
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* @private
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*/
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this.renderedOpacity_ = NaN;
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}
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afterHelperCreated() {
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@@ -318,7 +312,6 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
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this.preRender(gl, frameState);
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const viewState = frameState.viewState;
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const layerState = frameState.layerStatesArray[frameState.layerIndex];
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const extent = getRenderExtent(frameState, frameState.extent);
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const tileLayer = this.getLayer();
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const tileSource = tileLayer.getSource();
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@@ -505,12 +498,6 @@ class WebGLTileLayerRenderer extends WebGLLayerRenderer {
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const canvas = this.helper.getCanvas();
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const opacity = layerState.opacity;
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if (this.renderedOpacity_ !== opacity) {
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canvas.style.opacity = String(opacity);
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this.renderedOpacity_ = opacity;
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}
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const tileTextureCache = this.tileTextureCache_;
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while (tileTextureCache.canExpireCache()) {
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const tileTexture = tileTextureCache.pop();
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@@ -16,6 +16,7 @@ import {assign} from '../obj.js';
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import {createCanvasContext2D} from '../dom.js';
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import {create as createTransform} from '../transform.js';
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import {equals, getCenter, getHeight, getWidth} from '../extent.js';
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import {getUid} from '../util.js';
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let hasImageData = true;
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try {
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@@ -646,6 +647,7 @@ class RasterSource extends ImageSource {
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}),
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viewHints: [],
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wantedTiles: {},
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mapId: getUid(this),
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};
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this.setAttributions(function (frameState) {
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@@ -97,6 +97,7 @@ export const AttributeType = {
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* @property {Object<string,UniformValue>} [uniforms] Uniform definitions; property names must match the uniform
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* names in the provided or default shaders.
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* @property {Array<PostProcessesOptions>} [postProcesses] Post-processes definitions
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* @property {string} [canvasCacheKey] The cache key for the canvas.
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*/
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/**
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@@ -107,6 +108,78 @@ export const AttributeType = {
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* @private
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*/
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/**
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* @typedef {Object} CanvasCacheItem
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* @property {HTMLCanvasElement} canvas Canvas element.
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* @property {number} users The count of users of this canvas.
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*/
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/**
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* @type {Object<string,CanvasCacheItem>}
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*/
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const canvasCache = {};
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/**
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* @param {string} key The cache key for the canvas.
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* @return {string} The shared cache key.
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*/
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function getSharedCanvasCacheKey(key) {
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return 'shared/' + key;
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}
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let uniqueCanvasCacheKeyCount = 0;
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/**
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* @return {string} The unique cache key.
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*/
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function getUniqueCanvasCacheKey() {
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const key = 'unique/' + uniqueCanvasCacheKeyCount;
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uniqueCanvasCacheKeyCount += 1;
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return key;
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}
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/**
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* @param {string} key The cache key for the canvas.
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* @return {HTMLCanvasElement} The canvas.
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*/
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function getCanvas(key) {
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let cacheItem = canvasCache[key];
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if (!cacheItem) {
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const canvas = document.createElement('canvas');
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canvas.style.position = 'absolute';
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canvas.style.left = '0';
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cacheItem = {users: 0, canvas};
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canvasCache[key] = cacheItem;
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}
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cacheItem.users += 1;
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return cacheItem.canvas;
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}
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/**
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* @param {string} key The cache key for the canvas.
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*/
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function releaseCanvas(key) {
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const cacheItem = canvasCache[key];
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if (!cacheItem) {
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return;
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}
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cacheItem.users -= 1;
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if (cacheItem.users > 0) {
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return;
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}
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const canvas = cacheItem.canvas;
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const gl = getContext(canvas);
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const extension = gl.getExtension('WEBGL_lose_context');
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if (extension) {
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extension.loseContext();
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}
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delete canvasCache[key];
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}
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/**
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* @classdesc
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* This class is intended to provide low-level functions related to WebGL rendering, so that accessing
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@@ -248,13 +321,19 @@ class WebGLHelper extends Disposable {
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this.boundHandleWebGLContextRestored_ =
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this.handleWebGLContextRestored.bind(this);
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/**
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* @private
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* @type {string}
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*/
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this.canvasCacheKey_ = options.canvasCacheKey
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? getSharedCanvasCacheKey(options.canvasCacheKey)
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: getUniqueCanvasCacheKey();
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/**
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* @private
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* @type {HTMLCanvasElement}
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*/
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this.canvas_ = document.createElement('canvas');
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this.canvas_.style.position = 'absolute';
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this.canvas_.style.left = '0';
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this.canvas_ = getCanvas(this.canvasCacheKey_);
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/**
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* @private
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@@ -368,6 +447,14 @@ class WebGLHelper extends Disposable {
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this.startTime_ = Date.now();
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}
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/**
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* @param {string} canvasCacheKey The canvas cache key.
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* @return {boolean} The provided key matches the one this helper was constructed with.
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*/
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canvasCacheKeyMatches(canvasCacheKey) {
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return this.canvasCacheKey_ === getSharedCanvasCacheKey(canvasCacheKey);
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}
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/**
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* Get a WebGL extension. If the extension is not supported, null is returned.
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* Extensions are cached after they are enabled for the first time.
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@@ -443,10 +530,8 @@ class WebGLHelper extends Disposable {
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this.boundHandleWebGLContextRestored_
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);
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const extension = this.gl_.getExtension('WEBGL_lose_context');
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if (extension) {
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extension.loseContext();
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}
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releaseCanvas(this.canvasCacheKey_);
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delete this.gl_;
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delete this.canvas_;
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}
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@@ -481,6 +566,7 @@ class WebGLHelper extends Disposable {
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.enable(gl.BLEND);
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gl.blendFunc(
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gl.ONE,
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@@ -22,11 +22,12 @@ const DEFAULT_FRAGMENT_SHADER = `
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precision mediump float;
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uniform sampler2D u_image;
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uniform float u_opacity;
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varying vec2 v_texCoord;
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void main() {
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gl_FragColor = texture2D(u_image, v_texCoord);
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gl_FragColor = texture2D(u_image, v_texCoord) * u_opacity;
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}
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`;
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@@ -86,11 +87,12 @@ const DEFAULT_FRAGMENT_SHADER = `
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* precision mediump float;
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*
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* uniform sampler2D u_image;
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* uniform float u_opacity;
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*
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* varying vec2 v_texCoord;
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*
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* void main() {
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* gl_FragColor = texture2D(u_image, v_texCoord);
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* gl_FragColor = texture2D(u_image, v_texCoord) * u_opacity;
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* }
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* ```
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*
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@@ -148,6 +150,10 @@ class WebGLPostProcessingPass {
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this.renderTargetProgram_,
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'u_screenSize'
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);
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this.renderTargetOpacityLocation_ = gl.getUniformLocation(
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this.renderTargetProgram_,
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'u_opacity'
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);
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this.renderTargetTextureLocation_ = gl.getUniformLocation(
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this.renderTargetProgram_,
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'u_image'
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@@ -258,8 +264,6 @@ class WebGLPostProcessingPass {
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gl.bindTexture(gl.TEXTURE_2D, this.renderTargetTexture_);
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// render the frame buffer to the canvas
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gl.clearColor(0.0, 0.0, 0.0, 0.0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.enable(gl.BLEND);
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gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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@@ -279,6 +283,9 @@ class WebGLPostProcessingPass {
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gl.uniform2f(this.renderTargetUniformLocation_, size[0], size[1]);
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gl.uniform1i(this.renderTargetTextureLocation_, 0);
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const opacity = frameState.layerStatesArray[frameState.layerIndex].opacity;
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gl.uniform1f(this.renderTargetOpacityLocation_, opacity);
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this.applyUniforms(frameState);
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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