gpu-curtains
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    Responsible for the WebGPU adapter and device creations, losing and restoration.

    It will create all the GPU objects that need a device to do so, as well as a PipelineManager. It will also keep a track of all the Renderer, bind groups, Sampler, MediaTexture and GPU buffers created.

    The GPUDeviceManager is also responsible for creating the GPUCommandBuffer, rendering all the Renderer and then submitting the GPUCommandBuffer at each render calls.

    Index

    Constructors

    Properties

    index: number

    Number of times a GPUDevice has been created.

    gpu: GPU

    The navigator GPU object.

    adapter: void | GPUAdapter

    The WebGPU adapter used.

    device: GPUDevice

    The WebGPU device used.

    ready: boolean

    Flag indicating whether the GPUDeviceManager is ready, i.e. its adapter and device have been successfully created.

    Options used to create this GPUDeviceManager.

    pipelineManager: PipelineManager

    The PipelineManager used to cache GPURenderPipeline and GPUComputePipeline and set them only when appropriate.

    renderers: Renderer[]

    Array of renderers using that GPUDeviceManager.

    bindGroups: Map<string, AllowedBindGroups>

    A Map containing all our created AllowedBindGroups.

    buffers: Map<string, Buffer>

    An array containing all our created GPUBuffer.

    indirectBuffers: Map<string, IndirectBuffer>

    A Map containing all our created IndirectBuffer.

    bindGroupLayouts: Map<string, GPUBindGroupLayout>

    A Map containing all our created GPUBindGroupLayout indexed by cache keys.

    bufferBindings: Map<string, BufferBinding>

    A Map containing all our created BufferBinding indexed by cache keys.

    samplers: Sampler[]

    An array containing all our created Sampler.

    texturesQueue: { sourceIndex: number; texture: MediaTexture }[]

    An array to keep track of the newly uploaded MediaTexture and set their sourceUploaded property.

    Type Declaration

    animationFrameID: number

    Request animation frame callback returned id if used.

    _onBeforeRenderCallback: () => void = ...

    function assigned to the onBeforeRender callback.

    _onAfterRenderCallback: () => void = ...

    function assigned to the onAfterRender callback.

    onError: () => void

    Callback to run if there's any error while trying to set up the adapter or device

    onDeviceLost: (info?: GPUDeviceLostInfo) => void

    Callback to run whenever the device is lost.

    onDeviceDestroyed: (info?: GPUDeviceLostInfo) => void

    Callback to run whenever the device has been intentionally destroyed.

    Accessors

    Methods