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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> */ import { __assign } from "tslib"; import { createProgram } from './program'; import { createShader } from './shader'; import { createFramebuffer } from './framebuffer'; import { createAttributeBuffer, createElementsBuffer } from './buffer'; import { createReferenceCache } from '../../mol-util/reference-cache'; import { hashString, hashFnv32a } from '../../mol-data/util'; import { createRenderbuffer } from './renderbuffer'; import { createTexture } from './texture'; import { createVertexArray } from './vertex-array'; function defineValueHash(v) { return typeof v === 'boolean' ? (v ? 1 : 0) : typeof v === 'number' ? (v * 10000) : hashString(v); } function wrapCached(resourceItem) { var wrapped = __assign(__assign({}, resourceItem.value), { destroy: function () { resourceItem.free(); } }); return wrapped; } export function createResources(gl, state, stats, extensions) { var sets = { attribute: new Set(), elements: new Set(), framebuffer: new Set(), program: new Set(), renderbuffer: new Set(), shader: new Set(), texture: new Set(), vertexArray: new Set(), }; function wrap(name, resource) { sets[name].add(resource); stats.resourceCounts[name] += 1; return __assign(__assign({}, resource), { destroy: function () { resource.destroy(); sets[name].delete(resource); stats.resourceCounts[name] -= 1; } }); } var shaderCache = createReferenceCache(function (props) { return JSON.stringify(props); }, function (props) { return wrap('shader', createShader(gl, props)); }, function (shader) { shader.destroy(); }); function getShader(type, source) { return wrapCached(shaderCache.get({ type: type, source: source })); } var programCache = createReferenceCache(function (props) { var array = [props.shaderCode.id]; Object.keys(props.defineValues).forEach(function (k) { return array.push(hashString(k), defineValueHash(props.defineValues[k].ref.value)); }); return hashFnv32a(array).toString(); }, function (props) { return wrap('program', createProgram(gl, state, extensions, getShader, props)); }, function (program) { program.destroy(); }); return { attribute: function (array, itemSize, divisor, usageHint) { return wrap('attribute', createAttributeBuffer(gl, extensions, array, itemSize, divisor, usageHint)); }, elements: function (array, usageHint) { return wrap('elements', createElementsBuffer(gl, array, usageHint)); }, framebuffer: function () { return wrap('framebuffer', createFramebuffer(gl)); }, program: function (defineValues, shaderCode, schema) { return wrapCached(programCache.get({ defineValues: defineValues, shaderCode: shaderCode, schema: schema })); }, renderbuffer: function (format, attachment, width, height) { return wrap('renderbuffer', createRenderbuffer(gl, format, attachment, width, height)); }, shader: getShader, texture: function (kind, format, type, filter) { return wrap('texture', createTexture(gl, extensions, kind, format, type, filter)); }, vertexArray: function (program, attributeBuffers, elementsBuffer) { return wrap('vertexArray', createVertexArray(extensions, program, attributeBuffers, elementsBuffer)); }, getByteCounts: function () { var texture = 0; sets.texture.forEach(function (r) { texture += r.getByteCount(); }); var attribute = 0; sets.attribute.forEach(function (r) { attribute += r.length * 4; }); var elements = 0; sets.elements.forEach(function (r) { elements += r.length * 4; }); return { texture: texture, attribute: attribute, elements: elements }; }, reset: function () { sets.attribute.forEach(function (r) { return r.reset(); }); sets.elements.forEach(function (r) { return r.reset(); }); sets.framebuffer.forEach(function (r) { return r.reset(); }); sets.renderbuffer.forEach(function (r) { return r.reset(); }); sets.shader.forEach(function (r) { return r.reset(); }); sets.program.forEach(function (r) { return r.reset(); }); sets.vertexArray.forEach(function (r) { return r.reset(); }); sets.texture.forEach(function (r) { return r.reset(); }); }, destroy: function () { sets.attribute.forEach(function (r) { return r.destroy(); }); sets.elements.forEach(function (r) { return r.destroy(); }); sets.framebuffer.forEach(function (r) { return r.destroy(); }); sets.renderbuffer.forEach(function (r) { return r.destroy(); }); sets.shader.forEach(function (r) { return r.destroy(); }); sets.program.forEach(function (r) { return r.destroy(); }); sets.vertexArray.forEach(function (r) { return r.destroy(); }); sets.texture.forEach(function (r) { return r.destroy(); }); shaderCache.clear(); programCache.clear(); } }; } //# sourceMappingURL=resources.js.map