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capture webgl parameters #27
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enhancement
New feature or request
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concept inspired by https://github.com/CesiumGS/webglreport/blob/master/webglreport.js const attempt = (fn) => {
try {
return fn()
} catch (error) {
return undefined
}
}
const canvas = document.createElement('canvas')
const webgl = canvas.getContext('webgl')
const canvas2 = document.createElement('canvas')
const webgl2 = canvas2.getContext('webgl2')
if (webgl2) {
const debugRendererExtension = webgl2.getExtension('WEBGL_debug_renderer_info')
const vendor = webgl2.getParameter(debugRendererExtension.UNMASKED_VENDOR_WEBGL)
const renderer = webgl2.getParameter(debugRendererExtension.UNMASKED_RENDERER_WEBGL)
}
const getShaderPrecisionFormat = (gl, shaderType) => {
const low = gl.getShaderPrecisionFormat(gl[shaderType], gl.LOW_FLOAT)
const medium = gl.getShaderPrecisionFormat(gl[shaderType], gl.MEDIUM_FLOAT)
const high = gl.getShaderPrecisionFormat(gl[shaderType], gl.HIGH_FLOAT)
const highInt = gl.getShaderPrecisionFormat(gl[shaderType], gl.HIGH_INT)
return {
low,
medium,
high,
highInt
}
}
const getDebugInfo = gl => {
const ext = gl.getExtension('WEBGL_debug_renderer_info')
const renderer = gl.getParameter(ext.UNMASKED_RENDERER_WEBGL)
const vendor = gl.getParameter(ext.UNMASKED_VENDOR_WEBGL)
return {
renderer,
vendor
}
}
const getMaxAnisotropy = gl => {
const ext = (
gl.getExtension('EXT_texture_filter_anisotropic') ||
gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') ||
gl.getExtension('MOZ_EXT_texture_filter_anisotropic')
)
return gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT)
}
const getData = gl => {
const debugInfo = getDebugInfo(gl)
return {
VERSION: attempt(() => gl.getParameter(gl.VERSION)),
SHADING_LANGUAGE_VERSION: attempt(() => gl.getParameter(gl.SHADING_LANGUAGE_VERSION)),
VENDOR: attempt(() => gl.getParameter(gl.VENDOR)),
UNMASKED_VENDOR: attempt(() => debugInfo.vendor),
UNMASKED_RENDERER: attempt(() => gl.getParameter(gl.RENDERER)),
RENDERER: attempt(() => debugInfo.renderer),
ANTIALIAS: attempt(() => gl.getContextAttributes().antialias),
RED_BITS: attempt(() => gl.getParameter(gl.RED_BITS)),
GREEN_BITS: attempt(() => gl.getParameter(gl.GREEN_BITS)),
BLUE_BITS: attempt(() => gl.getParameter(gl.BLUE_BITS)),
ALPHA_BITS: attempt(() => gl.getParameter(gl.ALPHA_BITS)),
DEPTH_BITS: attempt(() => gl.getParameter(gl.DEPTH_BITS)),
STENCIL_BITS: attempt(() => gl.getParameter(gl.STENCIL_BITS)),
MAX_RENDERBUFFER_SIZE: attempt(() => gl.getParameter(gl.MAX_RENDERBUFFER_SIZE)),
MAX_COMBINED_TEXTURE_IMAGE_UNITS: attempt(() => gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS)),
MAX_CUBE_MAP_TEXTURE_SIZE: attempt(() => gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE)),
MAX_FRAGMENT_UNIFORM_VECTORS: attempt(() => gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS)),
MAX_TEXTURE_IMAGE_UNITS: attempt(() => gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)),
MAX_TEXTURE_SIZE: attempt(() => gl.getParameter(gl.MAX_TEXTURE_SIZE)),
MAX_VARYING_VECTORS: attempt(() => gl.getParameter(gl.MAX_VARYING_VECTORS)),
MAX_VERTEX_ATTRIBS: attempt(() => gl.getParameter(gl.MAX_VERTEX_ATTRIBS)),
MAX_VERTEX_TEXTURE_IMAGE_UNITS: attempt(() => gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS)),
MAX_VERTEX_UNIFORM_VECTORS: attempt(() => gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS)),
ALIASED_LINE_WIDTH_RANGE: attempt(() => [...gl.getParameter(gl.ALIASED_LINE_WIDTH_RANGE)]),
ALIASED_POINT_SIZE_RANGE: attempt(() => [...gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE)]),
MAX_VIEWPORT_DIMS: attempt(() => [...gl.getParameter(gl.MAX_VIEWPORT_DIMS)]),
MAX_TEXTURE_MAX_ANISOTROPY_EXT: attempt(() => getMaxAnisotropy(gl)),
VERTEX_SHADER: attempt(() => getShaderPrecisionFormat(gl, 'VERTEX_SHADER')),
FRAGMENT_SHADER: attempt(() => getShaderPrecisionFormat(gl, 'FRAGMENT_SHADER')),
MAX_DRAW_BUFFERS_WEBGL: attempt(() => gl.getParameter(
gl.getExtension('WEBGL_draw_buffers').MAX_DRAW_BUFFERS_WEBGL
))
}
}
const getData2 = gl => {
const debugInfo = getDebugInfo(gl)
return {
MAX_VERTEX_UNIFORM_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_VERTEX_UNIFORM_COMPONENTS)),
MAX_VERTEX_UNIFORM_BLOCKS: attempt(() => gl.getParameter(gl.MAX_VERTEX_UNIFORM_BLOCKS)),
MAX_VERTEX_OUTPUT_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_VERTEX_OUTPUT_COMPONENTS)),
MAX_VARYING_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_VARYING_COMPONENTS)),
MAX_FRAGMENT_UNIFORM_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_COMPONENTS)),
MAX_FRAGMENT_UNIFORM_BLOCKS: attempt(() => gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_BLOCKS)),
MAX_FRAGMENT_INPUT_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_FRAGMENT_INPUT_COMPONENTS)),
MIN_PROGRAM_TEXEL_OFFSET: attempt(() => gl.getParameter(gl.MIN_PROGRAM_TEXEL_OFFSET)),
MAX_PROGRAM_TEXEL_OFFSET: attempt(() => gl.getParameter(gl.MAX_PROGRAM_TEXEL_OFFSET)),
MAX_DRAW_BUFFERS: attempt(() => gl.getParameter(gl.MAX_DRAW_BUFFERS)),
MAX_COLOR_ATTACHMENTS: attempt(() => gl.getParameter(gl.MAX_COLOR_ATTACHMENTS)),
MAX_SAMPLES: attempt(() => gl.getParameter(gl.MAX_SAMPLES)),
MAX_3D_TEXTURE_SIZE: attempt(() => gl.getParameter(gl.MAX_3D_TEXTURE_SIZE)),
MAX_ARRAY_TEXTURE_LAYERS: attempt(() => gl.getParameter(gl.MAX_ARRAY_TEXTURE_LAYERS)),
MAX_TEXTURE_LOD_BIAS: attempt(() => gl.getParameter(gl.MAX_TEXTURE_LOD_BIAS)),
MAX_UNIFORM_BUFFER_BINDINGS: attempt(() => gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS)),
MAX_UNIFORM_BLOCK_SIZE: attempt(() => gl.getParameter(gl.MAX_UNIFORM_BLOCK_SIZE)),
UNIFORM_BUFFER_OFFSET_ALIGNMENT: attempt(() => gl.getParameter(gl.UNIFORM_BUFFER_OFFSET_ALIGNMENT)),
MAX_COMBINED_UNIFORM_BLOCKS: attempt(() => gl.getParameter(gl.MAX_COMBINED_UNIFORM_BLOCKS)),
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS)),
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS)),
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS)),
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: attempt(() => gl.getParameter(gl.MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS)),
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: attempt(() => gl.getParameter(gl.MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS)),
MAX_ELEMENT_INDEX: attempt(() => gl.getParameter(gl.MAX_ELEMENT_INDEX)),
MAX_SERVER_WAIT_TIMEOUT: attempt(() => gl.getParameter(gl.MAX_SERVER_WAIT_TIMEOUT))
}
}
console.log(getData2(webgl2)) |
updated: https://es6console.com/kctt5tpf/ |
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https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParameter
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