ComputePipelineEntry constructor
parameters used to create this ComputePipelineEntry
Shaders to use with this ComputePipelineEntry
The type of the PipelineEntry
The Renderer used to create this PipelineEntry
Readonly
indexIndex of this PipelineEntry, i.e. creation order
GPUPipelineLayout | Pipeline layout created based on the given bind groups
The GPU pipeline
The pipeline compilation status
Options used to create this PipelineEntry
bind groups used to patch the shaders and create the pipeline layout
Get whether the pipeline is ready, i.e. successfully compiled
Get whether the pipeline is ready to be compiled, i.e. we have not already tried to compile it, and it's not currently compiling neither
Patch the shaders by appending all the bind groups) WGSL code fragments to the given parameter shader code
Create the shaders: patch them and create the GPUShaderModule
Create the compute pipeline descriptor
Create the compute pipeline
Asynchronously create the compute pipeline
Call PipelineEntry compilePipelineEntry method, then create our compute pipeline
Create a GPUShaderModule
Parameters used
patched WGSL code string
Create the pipeline entry layout
Flush a PipelineEntry, i.e. reset its bind groups, layout and descriptor and recompile the pipeline Used when one of the bind group or rendering property has changed
new bind groups in case they have changed
Used to create a PipelineEntry specifically designed to handle ComputeMaterial.
Shaders patching
The ComputePipelineEntry uses each of its bind groups Binding to patch the given compute shader before creating the GPUShaderModule.
It will prepend every Binding WGSL code snippets (or fragments) with the correct bind group and bindings indices.
Pipeline compilation
The ComputePipelineEntry will then create a GPUComputePipeline (asynchronously by default).