pex-context
Version:
Modern WebGL state wrapper for PEX: allocate GPU resources (textures, buffers), setup state pipelines and passes, and combine them into commands.
75 lines (62 loc) • 1.69 kB
JavaScript
import { checkProps } from "./utils.js";
/**
* @typedef {import("./types.js").PexResource} QueryOptions
* @property {ctx.QueryTarget} [target=ctx.QueryTarget.TimeElapsed] query type
*/
/**
* @typedef {QueryOptions} PexQuery
* @property {ctx.QueryState} [state=ctx.QueryState.Ready]
* @property {number} [result] result of the measurement
*/
const allowedProps = ["target"];
function createQuery(ctx, opts = {}) {
checkProps(allowedProps, opts);
const gl = ctx.gl;
const query = Object.assign(
{
class: "query",
handle: gl.createQuery(),
target: null,
state: ctx.QueryState.Ready,
result: null,
_begin: begin,
_end: end,
_available: available,
_dispose() {
gl.deleteQuery(this.handle);
this.handle = null;
},
},
opts,
);
if (!query.target) {
query.target = ctx.capabilities.disjointTimerQuery
? ctx.QueryTarget.TimeElapsed
: ctx.QueryTarget.AnySamplesPassed;
}
return query;
}
function begin({ QueryState, gl }, q) {
if (q.state !== QueryState.Ready) return false;
gl.beginQuery(q.target, q.handle);
q.state = QueryState.Active;
q.result = null;
return true;
}
function end({ QueryState, gl }, q) {
if (q.state !== QueryState.Active) return false;
gl.endQuery(q.target);
q.state = QueryState.Pending;
return true;
}
function available({ gl, QueryState }, q) {
const available = gl.getQueryParameter(q.handle, gl.QUERY_RESULT_AVAILABLE);
if (available) {
q.result = gl.getQueryParameter(q.handle, gl.QUERY_RESULT);
q.state = QueryState.Ready;
return true;
} else {
return false;
}
}
export default createQuery;