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@tensorflow/tfjs-core

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Hardware-accelerated JavaScript library for machine intelligence

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/** * @license * Copyright 2017 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * ============================================================================= */ export declare function callAndCheck<T>(gl: WebGLRenderingContext, debugMode: boolean, func: () => T): T; export declare function canBeRepresented(num: number): boolean; export declare function getWebGLErrorMessage(gl: WebGLRenderingContext, status: number): string; export declare function getExtensionOrThrow(gl: WebGLRenderingContext, debug: boolean, extensionName: string): {}; export declare function createVertexShader(gl: WebGLRenderingContext, debug: boolean, vertexShaderSource: string): WebGLShader; export declare function createFragmentShader(gl: WebGLRenderingContext, debug: boolean, fragmentShaderSource: string): WebGLShader; export declare function createProgram(gl: WebGLRenderingContext, debug: boolean): WebGLProgram; export declare function linkProgram(gl: WebGLRenderingContext, debug: boolean, program: WebGLProgram): void; export declare function validateProgram(gl: WebGLRenderingContext, debug: boolean, program: WebGLProgram): void; export declare function createStaticVertexBuffer(gl: WebGLRenderingContext, debug: boolean, data: Float32Array): WebGLBuffer; export declare function createStaticIndexBuffer(gl: WebGLRenderingContext, debug: boolean, data: Uint16Array): WebGLBuffer; export declare function getNumChannels(): number; export declare function createTexture(gl: WebGLRenderingContext, debug: boolean): WebGLTexture; export declare function validateTextureSize(width: number, height: number): void; export declare function createFramebuffer(gl: WebGLRenderingContext, debug: boolean): WebGLFramebuffer; export declare function bindVertexBufferToProgramAttribute(gl: WebGLRenderingContext, debug: boolean, program: WebGLProgram, attribute: string, buffer: WebGLBuffer, arrayEntriesPerItem: number, itemStrideInBytes: number, itemOffsetInBytes: number): boolean; export declare function bindTextureUnit(gl: WebGLRenderingContext, debug: boolean, texture: WebGLTexture, textureUnit: number): void; export declare function unbindTextureUnit(gl: WebGLRenderingContext, debug: boolean, textureUnit: number): void; export declare function getProgramUniformLocationOrThrow(gl: WebGLRenderingContext, debug: boolean, program: WebGLProgram, uniformName: string): WebGLUniformLocation; export declare function getProgramUniformLocation(gl: WebGLRenderingContext, program: WebGLProgram, uniformName: string): WebGLUniformLocation; export declare function bindTextureToProgramUniformSampler(gl: WebGLRenderingContext, debug: boolean, program: WebGLProgram, texture: WebGLTexture, uniformSamplerLocation: WebGLUniformLocation, textureUnit: number): void; export declare function bindCanvasToFramebuffer(gl: WebGLRenderingContext, debug: boolean): void; export declare function bindColorTextureToFramebuffer(gl: WebGLRenderingContext, debug: boolean, texture: WebGLTexture, framebuffer: WebGLFramebuffer): void; export declare function unbindColorTextureFromFramebuffer(gl: WebGLRenderingContext, debug: boolean, framebuffer: WebGLFramebuffer): void; export declare function validateFramebuffer(gl: WebGLRenderingContext): void; export declare function getFramebufferErrorMessage(gl: WebGLRenderingContext, status: number): string; export declare function getBatchDim(shape: number[], dimsToSkip?: number): number; export declare function getRowsCols(shape: number[]): [number, number]; export declare function getShapeAs3D(shape: number[]): [number, number, number]; export declare function getTextureShapeFromLogicalShape(logShape: number[], isPacked?: boolean): [number, number]; /** * This determines whether reshaping a packed texture requires rearranging * the data within the texture, assuming 2x2 packing. */ export declare function isReshapeFree(shape1: number[], shape2: number[]): boolean; export declare function getWebGLMaxTextureSize(webGLVersion: number): number; export declare function resetMaxTextureSize(): void; export declare function resetMaxTexturesInShader(): void; export declare function getMaxTexturesInShader(webGLVersion: number): number; export declare function getWebGLDisjointQueryTimerVersion(webGLVersion: number): number; export declare function hasExtension(gl: WebGLRenderingContext, extensionName: string): boolean; export declare function isWebGLVersionEnabled(webGLVersion: 1 | 2): boolean; export declare function isCapableOfRenderingToFloatTexture(webGLVersion: number): boolean; /** * Check if we can download values from a float/half-float texture. * * Note that for performance reasons we use binding a texture to a framebuffer * as a proxy for ability to download float values later using readPixels. The * texture params of this texture will not match those in readPixels exactly * but if we are unable to bind some kind of float texture to the frameBuffer * then we definitely will not be able to read float values from it. */ export declare function isDownloadFloatTextureEnabled(webGLVersion: number): boolean; export declare function isWebGLFenceEnabled(webGLVersion: number): boolean;