Used to create a PipelineEntry specifically designed to handle ComputeMaterial.

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.

The ComputePipelineEntry will then create a GPUComputePipeline (asynchronously by default).

Hierarchy (View Summary)

Constructors

Properties

Shaders to use with this ComputePipelineEntry

descriptor: GPUComputePipelineDescriptor
type: string

The type of the PipelineEntry

uuid: string

The universal unique id of the PipelineEntry.

renderer: Renderer

The Renderer used to create this PipelineEntry

index: number

Index of this PipelineEntry, i.e. creation order

Pipeline layout created based on the given bind groups

The GPU pipeline

The pipeline compilation status

Options used to create this PipelineEntry

bindGroups: AllowedBindGroups[]

bind groups used to patch the shaders and create the pipeline layout

Accessors

  • get canCompile(): boolean
  • 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

    Returns boolean

Methods