Class: ShaderPassRenderer
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:89
Runs one or more shader passes against a source texture.
The renderer owns:
- a shared ping-pong pair for the logical
previouschain - any named render targets declared by
CompositeShaderPass - a fullscreen model used both to seed the chain and to present to the screen
Per-draw uniforms and bindings passed to renderToTexture() or renderToScreen() are
merged on top of the renderer's shaderInputs, which lets callers reuse one renderer instance
while varying pass inputs frame to frame.
Constructors
Constructor
new ShaderPassRenderer(
device,props):ShaderPassRenderer
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:96
Parameters
device
Device
props
Returns
ShaderPassRenderer
Properties
device
device:
Device
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:90
passRenderers
passRenderers:
PassRenderer[]
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:92
shaderInputs
shaderInputs:
ShaderInputs
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:91
swapFramebuffers
swapFramebuffers:
SwapFramebuffers
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:93
textureModel
textureModel:
BackgroundTextureModel
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:94
Methods
destroy()
destroy():
void
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:127
Destroys resources created by this ShaderPassRenderer
Returns
void
encodeToScreen()
encodeToScreen(
commandEncoder,options):boolean
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:159
Records the shader-pass chain and presentation into a caller-owned command encoder. The encoder must belong to this renderer's device and have no active pass. This method does not finish or submit the encoder.
Parameters
commandEncoder
CommandEncoder
options
ShaderPassRendererRenderOptions
Returns
boolean
encodeToTexture()
encodeToTexture(
commandEncoder,options):Texture|null
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:197
Records the shader-pass chain into a caller-owned command encoder. The encoder must belong to this renderer's device and have no active pass. This method does not finish or submit the encoder.
Parameters
commandEncoder
CommandEncoder
options
ShaderPassRendererRenderOptions
Returns
Texture | null
renderToScreen()
renderToScreen(
options):boolean
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:150
Parameters
options
ShaderPassRendererRenderOptions
Returns
boolean
renderToTexture()
renderToTexture(
options):Texture|null
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:188
Runs the shaderPasses in sequence on the sourceTexture and returns a texture with the results.
Parameters
options
ShaderPassRendererRenderOptions
Returns
Texture | null
null if the the sourceTexture has not yet been loaded
resetHistory()
resetHistory():
void
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:144
Invalidates persistent composite-pass targets without destroying their allocations.
Returns
void
resize()
resize(
size?):void
Defined in: modules/engine/src/passes/shader-pass-renderer.ts:135
Parameters
size?
[number, number]
Returns
void