RenderPass constructor
Renderer object or GPUCurtains class object used to create this RenderPass
parameters used to create this RenderPass.
Renderer used by this RenderPass.
The type of the RenderPass.
Readonly
uuidThe universal unique id of this RenderPass.
Options used to create this RenderPass.
Depth Texture to use with this RenderPass if it should handle depth .
Array of Texture used for this RenderPass color attachments view textures.
Array of Texture used for this RenderPass color attachments resolve textures.
Viewport to set to the GPURenderPassEncoder if any.
Scissor RectBBox to use for scissors if any.
Get the textures outputted by this RenderPass, which means the viewTextures if not multisampled, or their resolveTargets else (beware that the first resolve target might be null
if this RenderPass should render to the swap chain).
Get the descriptor depthStencilAttachment settings, except for the depthTexture view.
Initialize the RenderPass textures and descriptor.
Reset this RenderPass renderer.
New Renderer or GPUCurtains instance to use.
Create and set our depth texture.
Create and set our view textures.
Create and set our resolve targets in case the viewTextures are multisampled.
Note that if this RenderPass should render to the swap chain, the first resolve target will be set to null
as the current swap chain texture will be used anyway in the render loop (see updateView).
Set our render pass descriptor.
Set the viewport to use if any.
RenderPassViewport settings to use. Can be set to null
to cancel the viewport.
Set the scissorRect to use if any.
RectBBox size to use for scissors. Can be set to null
to cancel the scissorRect.
Begin the GPURenderPassEncoder and eventually set the viewport and scissorRect.
GPUCommandEncoder to use.
Custom GPURenderPassDescriptor to use if any. Default to descriptor.
Resize our RenderPass: reset its Texture.
Set the descriptor load operation.
new load operation to use.
index of the color attachment for which to use this load operation.
Set the descriptor depth load operation.
new depth load operation to use.
Set the new depthReadOnly setting.
Whether the depth buffer should be read-only or not.
Set the new stencilReadOnly setting.
Whether the stencil buffer should be read-only or not.
Set our clear colors value.
Beware that if the renderer is using premultiplied alpha mode, your R
, G
and B
channels should be premultiplied by your alpha channel.
new clear colors value to use.
index of the color attachment for which to use this clear value.
Set the current descriptor texture view and ().resolveTarget | resolveTarget (depending on whether we're using multisampling).
GPUTexture to use, or the context current texture if null.
Destroy our RenderPass.
Used by RenderTarget and the Renderer to render to one or multiple view textures (and optionally a depth texture), using a specific GPURenderPassDescriptor.