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hub / github.com/microsoft/SandDance / getDebugTableForVertexArray

Function getDebugTableForVertexArray

docs/tests/v2/es6/js/sanddance.js:27979–28016  ·  view source on GitHub ↗
()

Source from the content-addressed store, hash-verified

27977
27978// Creates object suitable as input for console.table
27979function getDebugTableForVertexArray() {
27980 var _ref = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {},
27981 vertexArray = _ref.vertexArray,
27982 _ref$header = _ref.header,
27983 header = _ref$header === void 0 ? 'Attributes' : _ref$header;
27984
27985 if (!vertexArray.configuration) {
27986 return {};
27987 }
27988
27989 var table = {}; // {[header]: {}};
27990 // Add index (elements) if available
27991
27992 if (vertexArray.elements) {
27993 // const elements = Object.assign({size: 1}, vertexArray.elements);
27994 table.ELEMENT_ARRAY_BUFFER = getDebugTableRow(vertexArray, vertexArray.elements, null, header);
27995 } // Add used attributes
27996
27997
27998 var attributes = vertexArray.values;
27999
28000 for (var attributeLocation in attributes) {
28001 var info = vertexArray._getAttributeInfo(attributeLocation);
28002
28003 if (info) {
28004 var rowHeader = "".concat(attributeLocation, ": ").concat(info.name);
28005 var accessor = vertexArray.accessors[info.location];
28006
28007 if (accessor) {
28008 rowHeader = "".concat(attributeLocation, ": ").concat(getGLSLDeclaration(info.name, accessor));
28009 }
28010
28011 table[rowHeader] = getDebugTableRow(vertexArray, attributes[attributeLocation], accessor, header);
28012 }
28013 }
28014
28015 return table;
28016}
28017/* eslint-disable max-statements */
28018
28019

Callers

nothing calls this directly

Calls 2

getDebugTableRowFunction · 0.70
getGLSLDeclarationFunction · 0.70

Tested by

no test coverage detected