540 lines
21 KiB
JavaScript
540 lines
21 KiB
JavaScript
"use strict";
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
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if (k2 === undefined) k2 = k;
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var desc = Object.getOwnPropertyDescriptor(m, k);
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if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
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desc = { enumerable: true, get: function() { return m[k]; } };
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}
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Object.defineProperty(o, k2, desc);
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}) : (function(o, m, k, k2) {
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if (k2 === undefined) k2 = k;
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o[k2] = m[k];
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}));
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var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) {
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Object.defineProperty(o, "default", { enumerable: true, value: v });
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}) : function(o, v) {
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o["default"] = v;
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});
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var __importStar = (this && this.__importStar) || function (mod) {
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if (mod && mod.__esModule) return mod;
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var result = {};
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if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k);
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__setModuleDefault(result, mod);
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return result;
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.WebGLContext = exports.linearSearchLastTrue = void 0;
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const onnxruntime_common_1 = require("onnxruntime-common");
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const DataEncoders = __importStar(require("./texture-data-encoder"));
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const utils_1 = require("./utils");
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function linearSearchLastTrue(arr) {
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let i = 0;
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for (; i < arr.length; ++i) {
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const isDone = arr[i]();
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if (!isDone) {
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break;
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}
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}
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return i - 1;
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}
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exports.linearSearchLastTrue = linearSearchLastTrue;
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/**
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* Abstraction and wrapper around WebGLRenderingContext and its operations
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*/
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class WebGLContext {
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constructor(gl, version) {
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this.frameBufferBound = false;
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this.itemsToPoll = [];
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this.gl = gl;
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this.version = version;
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this.getExtensions();
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this.vertexbuffer = this.createVertexbuffer();
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this.framebuffer = this.createFramebuffer();
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this.queryVitalParameters();
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}
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allocateTexture(width, height, encoder, data) {
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const gl = this.gl;
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// create the texture
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const texture = gl.createTexture();
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// bind the texture so the following methods effect this texture.
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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const buffer = data ? encoder.encode(data, width * height) : null;
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gl.texImage2D(gl.TEXTURE_2D, 0, // Level of detail.
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encoder.internalFormat, width, height, 0, // Always 0 in OpenGL ES.
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encoder.format, encoder.textureType, buffer);
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this.checkError();
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return texture;
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}
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updateTexture(texture, width, height, encoder, data) {
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const gl = this.gl;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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const buffer = encoder.encode(data, width * height);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, // level
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0, // xoffset
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0, // yoffset
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width, height, encoder.format, encoder.textureType, buffer);
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this.checkError();
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}
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attachFramebuffer(texture, width, height) {
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const gl = this.gl;
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// Make it the target for framebuffer operations - including rendering.
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); // 0, we aren't using MIPMAPs
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this.checkError();
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gl.viewport(0, 0, width, height);
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gl.scissor(0, 0, width, height);
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}
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readTexture(texture, width, height, dataSize, dataType, channels) {
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const gl = this.gl;
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if (!channels) {
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channels = 1;
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}
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if (!this.frameBufferBound) {
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this.attachFramebuffer(texture, width, height);
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}
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const encoder = this.getEncoder(dataType, channels);
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const buffer = encoder.allocate(width * height);
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// bind texture to framebuffer
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); // 0, we aren't using MIPMAPs
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// TODO: Check if framebuffer is ready
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gl.readPixels(0, 0, width, height, gl.RGBA, encoder.textureType, buffer);
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this.checkError();
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// unbind FB
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return encoder.decode(buffer, dataSize);
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}
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isFramebufferReady() {
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// TODO: Implement logic to check if the framebuffer is ready
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return true;
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}
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getActiveTexture() {
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const gl = this.gl;
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const n = gl.getParameter(this.gl.ACTIVE_TEXTURE);
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return `TEXTURE${(n - gl.TEXTURE0)}`;
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}
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getTextureBinding() {
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return this.gl.getParameter(this.gl.TEXTURE_BINDING_2D);
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}
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getFramebufferBinding() {
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return this.gl.getParameter(this.gl.FRAMEBUFFER_BINDING);
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}
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setVertexAttributes(positionHandle, textureCoordHandle) {
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const gl = this.gl;
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gl.vertexAttribPointer(positionHandle, 3, gl.FLOAT, false, 20, 0);
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gl.enableVertexAttribArray(positionHandle);
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if (textureCoordHandle !== -1) {
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gl.vertexAttribPointer(textureCoordHandle, 2, gl.FLOAT, false, 20, 12);
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gl.enableVertexAttribArray(textureCoordHandle);
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}
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this.checkError();
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}
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createProgram(vertexShader, fragShader) {
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const gl = this.gl;
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const program = gl.createProgram();
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// the program consists of our shaders
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragShader);
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gl.linkProgram(program);
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return program;
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}
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compileShader(shaderSource, shaderType) {
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const gl = this.gl;
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const shader = gl.createShader(shaderType);
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if (!shader) {
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throw new Error(`createShader() returned null with type ${shaderType}`);
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}
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gl.shaderSource(shader, shaderSource);
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gl.compileShader(shader);
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if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) === false) {
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throw new Error(`Failed to compile shader: ${gl.getShaderInfoLog(shader)}
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Shader source:
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${shaderSource}`);
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}
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return shader;
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}
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deleteShader(shader) {
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this.gl.deleteShader(shader);
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}
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bindTextureToUniform(texture, position, uniformHandle) {
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const gl = this.gl;
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gl.activeTexture(gl.TEXTURE0 + position);
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this.checkError();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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this.checkError();
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gl.uniform1i(uniformHandle, position);
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this.checkError();
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}
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draw() {
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this.gl.drawArrays(this.gl.TRIANGLE_STRIP, 0, 4);
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this.checkError();
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}
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checkError() {
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if (onnxruntime_common_1.env.debug) {
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const gl = this.gl;
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const error = gl.getError();
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let label = '';
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switch (error) {
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case (gl.NO_ERROR):
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return;
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case (gl.INVALID_ENUM):
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label = 'INVALID_ENUM';
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break;
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case (gl.INVALID_VALUE):
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label = 'INVALID_VALUE';
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break;
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case (gl.INVALID_OPERATION):
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label = 'INVALID_OPERATION';
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break;
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case (gl.INVALID_FRAMEBUFFER_OPERATION):
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label = 'INVALID_FRAMEBUFFER_OPERATION';
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break;
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case (gl.OUT_OF_MEMORY):
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label = 'OUT_OF_MEMORY';
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break;
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case (gl.CONTEXT_LOST_WEBGL):
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label = 'CONTEXT_LOST_WEBGL';
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break;
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default:
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label = `Unknown WebGL Error: ${error.toString(16)}`;
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}
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throw new Error(label);
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}
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}
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deleteTexture(texture) {
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this.gl.deleteTexture(texture);
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}
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deleteProgram(program) {
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this.gl.deleteProgram(program);
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}
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getEncoder(dataType, channels, usage = 0 /* Encoder.Usage.Default */) {
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if (this.version === 2) {
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return new DataEncoders.RedFloat32DataEncoder(this.gl, channels);
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}
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switch (dataType) {
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case 'float':
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if (usage === 1 /* Encoder.Usage.UploadOnly */ || this.isRenderFloat32Supported) {
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return new DataEncoders.RGBAFloatDataEncoder(this.gl, channels);
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}
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else {
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return new DataEncoders.RGBAFloatDataEncoder(this.gl, channels, this.textureHalfFloatExtension.HALF_FLOAT_OES);
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}
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case 'int':
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throw new Error('not implemented');
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case 'byte':
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return new DataEncoders.Uint8DataEncoder(this.gl, channels);
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default:
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throw new Error(`Invalid dataType: ${dataType}`);
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}
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}
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clearActiveTextures() {
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const gl = this.gl;
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for (let unit = 0; unit < this.maxTextureImageUnits; ++unit) {
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gl.activeTexture(gl.TEXTURE0 + unit);
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gl.bindTexture(gl.TEXTURE_2D, null);
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}
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}
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dispose() {
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if (this.disposed) {
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return;
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}
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const gl = this.gl;
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.deleteFramebuffer(this.framebuffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, null);
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gl.deleteBuffer(this.vertexbuffer);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
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gl.finish();
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this.disposed = true;
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}
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createDefaultGeometry() {
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// Sets of x,y,z(=0),s,t coordinates.
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return new Float32Array([
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-1.0, 1.0, 0.0, 0.0, 1.0,
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-1.0, -1.0, 0.0, 0.0, 0.0,
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1.0, 1.0, 0.0, 1.0, 1.0,
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1.0, -1.0, 0.0, 1.0, 0.0 // lower right
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]);
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}
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createVertexbuffer() {
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const gl = this.gl;
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const buffer = gl.createBuffer();
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if (!buffer) {
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throw new Error('createBuffer() returned null');
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}
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const geometry = this.createDefaultGeometry();
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bufferData(gl.ARRAY_BUFFER, geometry, gl.STATIC_DRAW);
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this.checkError();
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return buffer;
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}
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createFramebuffer() {
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const fb = this.gl.createFramebuffer();
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if (!fb) {
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throw new Error('createFramebuffer returned null');
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}
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return fb;
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}
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queryVitalParameters() {
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const gl = this.gl;
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this.isFloatTextureAttachableToFrameBuffer = this.checkFloatTextureAttachableToFrameBuffer();
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this.isRenderFloat32Supported = this.checkRenderFloat32();
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this.isFloat32DownloadSupported = this.checkFloat32Download();
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if (this.version === 1 && !this.textureHalfFloatExtension && !this.isRenderFloat32Supported) {
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throw new Error('both float32 and float16 TextureType are not supported');
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}
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this.isBlendSupported = !this.isRenderFloat32Supported || this.checkFloat32Blend();
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// this.maxCombinedTextureImageUnits = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
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this.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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this.maxTextureImageUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
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// this.maxCubeMapTextureSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
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// this.shadingLanguageVersion = gl.getParameter(gl.SHADING_LANGUAGE_VERSION);
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// this.webglVendor = gl.getParameter(gl.VENDOR);
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// this.webglVersion = gl.getParameter(gl.VERSION);
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if (this.version === 2) {
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// this.max3DTextureSize = gl.getParameter(WebGL2RenderingContext.MAX_3D_TEXTURE_SIZE);
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// this.maxArrayTextureLayers = gl.getParameter(WebGL2RenderingContext.MAX_ARRAY_TEXTURE_LAYERS);
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// this.maxColorAttachments = gl.getParameter(WebGL2RenderingContext.MAX_COLOR_ATTACHMENTS);
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// this.maxDrawBuffers = gl.getParameter(WebGL2RenderingContext.MAX_DRAW_BUFFERS);
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}
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}
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getExtensions() {
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if (this.version === 2) {
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this.colorBufferFloatExtension = this.gl.getExtension('EXT_color_buffer_float');
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this.disjointTimerQueryWebgl2Extension = this.gl.getExtension('EXT_disjoint_timer_query_webgl2');
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}
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else {
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this.textureFloatExtension = this.gl.getExtension('OES_texture_float');
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this.textureHalfFloatExtension = this.gl.getExtension('OES_texture_half_float');
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}
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}
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checkFloatTextureAttachableToFrameBuffer() {
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// test whether Float32 texture is supported:
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// STEP.1 create a float texture
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const gl = this.gl;
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// eslint-disable-next-line @typescript-eslint/naming-convention
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const internalFormat = this.version === 2 ? gl.RGBA32F : gl.RGBA;
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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 1, 1, 0, gl.RGBA, gl.FLOAT, null);
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// STEP.2 bind a frame buffer
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const frameBuffer = gl.createFramebuffer();
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
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// STEP.3 attach texture to framebuffer
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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// STEP.4 test whether framebuffer is complete
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const isComplete = gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE;
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.deleteTexture(texture);
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gl.deleteFramebuffer(frameBuffer);
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return isComplete;
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}
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checkRenderFloat32() {
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if (this.version === 2) {
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if (!this.colorBufferFloatExtension) {
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return false;
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}
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}
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else {
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if (!this.textureFloatExtension) {
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return false;
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}
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}
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return this.isFloatTextureAttachableToFrameBuffer;
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}
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checkFloat32Download() {
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if (this.version === 2) {
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if (!this.colorBufferFloatExtension) {
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return false;
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}
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}
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else {
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if (!this.textureFloatExtension) {
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return false;
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}
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if (!this.gl.getExtension('WEBGL_color_buffer_float')) {
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return false;
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}
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}
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return this.isFloatTextureAttachableToFrameBuffer;
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}
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/**
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* Check whether GL_BLEND is supported
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*/
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checkFloat32Blend() {
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// it looks like currently (2019-05-08) there is no easy way to detect whether BLEND is supported
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// https://github.com/microsoft/onnxjs/issues/145
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const gl = this.gl;
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let texture;
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let frameBuffer;
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let vertexShader;
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let fragmentShader;
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let program;
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try {
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texture = gl.createTexture();
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frameBuffer = gl.createFramebuffer();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// eslint-disable-next-line @typescript-eslint/naming-convention
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const internalFormat = this.version === 2 ? gl.RGBA32F : gl.RGBA;
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gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, 1, 1, 0, gl.RGBA, gl.FLOAT, null);
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gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
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gl.enable(gl.BLEND);
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vertexShader = gl.createShader(gl.VERTEX_SHADER);
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if (!vertexShader) {
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return false;
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}
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gl.shaderSource(vertexShader, 'void main(){}');
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gl.compileShader(vertexShader);
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fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
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if (!fragmentShader) {
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return false;
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}
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gl.shaderSource(fragmentShader, 'precision highp float;void main(){gl_FragColor=vec4(0.5);}');
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gl.compileShader(fragmentShader);
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program = gl.createProgram();
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if (!program) {
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return false;
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}
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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gl.useProgram(program);
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gl.drawArrays(gl.POINTS, 0, 1);
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return gl.getError() === gl.NO_ERROR;
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}
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finally {
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gl.disable(gl.BLEND);
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if (program) {
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gl.deleteProgram(program);
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}
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if (vertexShader) {
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gl.deleteShader(vertexShader);
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}
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if (fragmentShader) {
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gl.deleteShader(fragmentShader);
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}
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if (frameBuffer) {
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gl.bindFramebuffer(gl.FRAMEBUFFER, null);
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gl.deleteFramebuffer(frameBuffer);
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}
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if (texture) {
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gl.bindTexture(gl.TEXTURE_2D, null);
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gl.deleteTexture(texture);
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}
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}
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}
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beginTimer() {
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if (this.version === 2 && this.disjointTimerQueryWebgl2Extension) {
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const gl2 = this.gl;
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const ext = this.disjointTimerQueryWebgl2Extension;
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const query = gl2.createQuery();
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gl2.beginQuery(ext.TIME_ELAPSED_EXT, query);
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return query;
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}
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else {
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// TODO: add webgl 1 handling.
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throw new Error('WebGL1 profiling currently not supported.');
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}
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}
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endTimer() {
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if (this.version === 2 && this.disjointTimerQueryWebgl2Extension) {
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const gl2 = this.gl;
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const ext = this.disjointTimerQueryWebgl2Extension;
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gl2.endQuery(ext.TIME_ELAPSED_EXT);
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return;
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}
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else {
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// TODO: add webgl 1 handling.
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throw new Error('WebGL1 profiling currently not supported');
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}
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}
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isTimerResultAvailable(query) {
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let available = false, disjoint = false;
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if (this.version === 2 && this.disjointTimerQueryWebgl2Extension) {
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const gl2 = this.gl;
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const ext = this.disjointTimerQueryWebgl2Extension;
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available = gl2.getQueryParameter(query, gl2.QUERY_RESULT_AVAILABLE);
|
|
disjoint = gl2.getParameter(ext.GPU_DISJOINT_EXT);
|
|
}
|
|
else {
|
|
// TODO: add webgl 1 handling.
|
|
throw new Error('WebGL1 profiling currently not supported');
|
|
}
|
|
return available && !disjoint;
|
|
}
|
|
getTimerResult(query) {
|
|
let timeElapsed = 0;
|
|
if (this.version === 2) {
|
|
const gl2 = this.gl;
|
|
timeElapsed = gl2.getQueryParameter(query, gl2.QUERY_RESULT);
|
|
gl2.deleteQuery(query);
|
|
}
|
|
else {
|
|
// TODO: add webgl 1 handling.
|
|
throw new Error('WebGL1 profiling currently not supported');
|
|
}
|
|
// return miliseconds
|
|
return timeElapsed / 1000000;
|
|
}
|
|
async waitForQueryAndGetTime(query) {
|
|
await (0, utils_1.repeatedTry)(() => this.isTimerResultAvailable(query));
|
|
return this.getTimerResult(query);
|
|
}
|
|
async createAndWaitForFence() {
|
|
const fenceContext = this.createFence(this.gl);
|
|
return this.pollFence(fenceContext);
|
|
}
|
|
createFence(gl) {
|
|
let isFencePassed;
|
|
const gl2 = gl;
|
|
const query = gl2.fenceSync(gl2.SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
gl.flush();
|
|
if (query === null) {
|
|
isFencePassed = () => true;
|
|
}
|
|
else {
|
|
isFencePassed = () => {
|
|
const status = gl2.clientWaitSync(query, 0, 0);
|
|
return status === gl2.ALREADY_SIGNALED || status === gl2.CONDITION_SATISFIED;
|
|
};
|
|
}
|
|
return { query, isFencePassed };
|
|
}
|
|
async pollFence(fenceContext) {
|
|
return new Promise(resolve => {
|
|
void this.addItemToPoll(() => fenceContext.isFencePassed(), () => resolve());
|
|
});
|
|
}
|
|
pollItems() {
|
|
// Find the last query that has finished.
|
|
const index = linearSearchLastTrue(this.itemsToPoll.map(x => x.isDoneFn));
|
|
for (let i = 0; i <= index; ++i) {
|
|
const { resolveFn } = this.itemsToPoll[i];
|
|
resolveFn();
|
|
}
|
|
this.itemsToPoll = this.itemsToPoll.slice(index + 1);
|
|
}
|
|
async addItemToPoll(isDoneFn, resolveFn) {
|
|
this.itemsToPoll.push({ isDoneFn, resolveFn });
|
|
if (this.itemsToPoll.length > 1) {
|
|
// We already have a running loop that polls.
|
|
return;
|
|
}
|
|
// Start a new loop that polls.
|
|
await (0, utils_1.repeatedTry)(() => {
|
|
this.pollItems();
|
|
// End the loop if no more items to poll.
|
|
return this.itemsToPoll.length === 0;
|
|
});
|
|
}
|
|
}
|
|
exports.WebGLContext = WebGLContext;
|
|
//# sourceMappingURL=webgl-context.js.map
|