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WebGLUniforms: Assign compareFunction lazily to retain tree-shaking. #28670

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Jun 17, 2024
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10 changes: 8 additions & 2 deletions src/renderers/webgl/WebGLUniforms.js
Original file line number Diff line number Diff line change
Expand Up @@ -50,8 +50,7 @@ import { LessEqualCompare } from '../../constants.js';

const emptyTexture = /*@__PURE__*/ new Texture();

const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );
emptyShadowTexture.compareFunction = LessEqualCompare;
let emptyShadowTexture = null;

const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
const empty3dTexture = /*@__PURE__*/ new Data3DTexture();
Expand Down Expand Up @@ -569,6 +568,13 @@ function setValueT1( gl, v, textures ) {

}

if ( this.type === gl.SAMPLER_2D_SHADOW && emptyShadowTexture === null ) {
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Would it also fix the tree shaking issue if we do the following?

let emptyTexture2D;

if ( this.type === gl.SAMPLER_2D_SHADOW ) {

    emptyShadowTexture.compareFunction = LessEqualCompare;
    emptyTexture2D = emptyShadowTexture;

} else {

    emptyTexture2D = emptyTexture;

}

I suspect tree-shaking breaks since the code accesses compareFunction right away. If we just move this bit to setValueT1(), we don't need an additional if check.

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Yes, anything were we don't do a mutation in the top-level scope.


emptyShadowTexture = new DepthTexture( 1, 1 );
emptyShadowTexture.compareFunction = LessEqualCompare;

}

const emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture;

textures.setTexture2D( v || emptyTexture2D, unit );
Expand Down