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@luma.gl/webgl

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@luma.gl/webgl - npm Package Compare versions

Comparing version 9.1.0-beta.11 to 9.1.0-beta.12

3

dist/adapter/webgl-adapter.d.ts

@@ -13,3 +13,4 @@ import { Adapter, Device, DeviceProps } from '@luma.gl/core';

* Get a device instance from a GL context
* Creates and instruments the device if not already created
* Creates a WebGLCanvasContext against the contexts canvas
* @note autoResize will be disabled, assuming that whoever created the external context will be handling resizes.
* @param gl

@@ -16,0 +17,0 @@ * @returns

@@ -30,3 +30,4 @@ // luma.gl

* Get a device instance from a GL context
* Creates and instruments the device if not already created
* Creates a WebGLCanvasContext against the contexts canvas
* @note autoResize will be disabled, assuming that whoever created the external context will be handling resizes.
* @param gl

@@ -47,3 +48,8 @@ * @returns

}
return new WebGLDevice({ _handle: gl });
// We create a new device using the provided WebGL context and its canvas
// Assume that whoever created the external context will be handling resizes.
return new WebGLDevice({
_handle: gl,
createCanvasContext: { canvas: gl.canvas, autoResize: false }
});
}

@@ -50,0 +56,0 @@ async create(props = {}) {

@@ -84,10 +84,13 @@ // luma.gl

}
const gl = createBrowserContext(this.canvasContext.canvas, {
onContextLost: (event) => this._resolveContextLost?.({
reason: 'destroyed',
message: 'Entered sleep mode, or too many apps or browser tabs are using the GPU.'
}),
// eslint-disable-next-line no-console
onContextRestored: (event) => console.log('WebGL context restored')
}, webglContextAttributes);
// Check if we should attach to an externally created context or create a new context
const externalGLContext = this.props._handle;
const gl = externalGLContext ||
createBrowserContext(this.canvasContext.canvas, {
onContextLost: (event) => this._resolveContextLost?.({
reason: 'destroyed',
message: 'Entered sleep mode, or too many apps or browser tabs are using the GPU.'
}),
// eslint-disable-next-line no-console
onContextRestored: (event) => console.log('WebGL context restored')
}, webglContextAttributes);
if (!gl) {

@@ -117,3 +120,5 @@ throw new Error('WebGL context creation failed');

}
this.canvasContext.resize();
if (canvasContextProps.autoResize !== false) {
this.canvasContext.resize();
}
// Install context state tracking

@@ -120,0 +125,0 @@ const glState = new WebGLStateTracker(this.gl, {

{
"name": "@luma.gl/webgl",
"version": "9.1.0-beta.11",
"version": "9.1.0-beta.12",
"description": "WebGL2 adapter for the luma.gl core API",

@@ -46,7 +46,7 @@ "type": "module",

"dependencies": {
"@luma.gl/constants": "9.1.0-beta.11",
"@luma.gl/constants": "9.1.0-beta.12",
"@math.gl/types": "^4.1.0",
"@probe.gl/env": "^4.0.8"
},
"gitHead": "aab3748ab83360e6ee611f9b4a2d805e5f17fb01"
"gitHead": "7559423456495eeac8828002f48ddbe3d8ceeff0"
}

@@ -39,3 +39,4 @@ // luma.gl

* Get a device instance from a GL context
* Creates and instruments the device if not already created
* Creates a WebGLCanvasContext against the contexts canvas
* @note autoResize will be disabled, assuming that whoever created the external context will be handling resizes.
* @param gl

@@ -56,3 +57,9 @@ * @returns

}
return new WebGLDevice({_handle: gl as WebGL2RenderingContext});
// We create a new device using the provided WebGL context and its canvas
// Assume that whoever created the external context will be handling resizes.
return new WebGLDevice({
_handle: gl,
createCanvasContext: {canvas: gl.canvas, autoResize: false}
});
}

@@ -99,3 +106,3 @@

/** Check if supplied parameter is a WebGL2RenderingContext */
function isWebGL(gl: any): boolean {
function isWebGL(gl: any): gl is WebGL2RenderingContext {
if (typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext) {

@@ -102,0 +109,0 @@ return true;

@@ -143,16 +143,21 @@ // luma.gl

const gl = createBrowserContext(
this.canvasContext.canvas,
{
onContextLost: (event: Event) =>
this._resolveContextLost?.({
reason: 'destroyed',
message: 'Entered sleep mode, or too many apps or browser tabs are using the GPU.'
}),
// eslint-disable-next-line no-console
onContextRestored: (event: Event) => console.log('WebGL context restored')
},
webglContextAttributes
);
// Check if we should attach to an externally created context or create a new context
const externalGLContext = this.props._handle as WebGL2RenderingContext | null;
const gl =
externalGLContext ||
createBrowserContext(
this.canvasContext.canvas,
{
onContextLost: (event: Event) =>
this._resolveContextLost?.({
reason: 'destroyed',
message: 'Entered sleep mode, or too many apps or browser tabs are using the GPU.'
}),
// eslint-disable-next-line no-console
onContextRestored: (event: Event) => console.log('WebGL context restored')
},
webglContextAttributes
);
if (!gl) {

@@ -192,3 +197,5 @@ throw new Error('WebGL context creation failed');

this.canvasContext.resize();
if (canvasContextProps.autoResize !== false) {
this.canvasContext.resize();
}

@@ -195,0 +202,0 @@ // Install context state tracking

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