An object defining all possible ComputePass class instancing parameters

interface ComputePassParams {
    label?: string;
    renderOrder?: number;
    autoRender?: boolean;
    shaders?: MaterialShaders;
    useAsyncPipeline?: boolean;
    texturesOptions?: ExternalTextureParams;
    dispatchSize?: number | number[];
    uniforms?: ReadOnlyInputBindings;
    storages?: ReadWriteInputBindings;
    bindings?: BindGroupBindingElement[];
    bindGroups?: BindGroup[];
    samplers?: Sampler[];
    textures?: Texture[];
    domTextures?: DOMTexture[];
}

Hierarchy (view full)

Properties

label?: string

The label of the ComputePass

renderOrder?: number

Controls the order in which this ComputePass should be rendered by our Scene

autoRender?: boolean

Whether the ComputePass should be added to our Scene to let it handle the rendering process automatically

shaders?: MaterialShaders

Compute shader passed to the ComputePass following the shader object notation

useAsyncPipeline?: boolean

whether the compute pipeline should be compiled asynchronously

texturesOptions?: ExternalTextureParams

Parameters used by this ComputePass to create a DOMTexture

dispatchSize?: number | number[]

Default ComputeMaterial work group dispatch size to use with this ComputePass

uniforms input to pass to a BindGroup

read only or read/write storages input to pass to a BindGroup

array of already created bindings (buffers, texture, etc.) to pass to this BindGroup

bindGroups?: BindGroup[]

Array of already created bind groups to be used by this Material

samplers?: Sampler[]

Array of already created samplers to be used by this Material

textures?: Texture[]

Array of already created Texture to be used by this Material

domTextures?: DOMTexture[]

Array of already created DOMTexture to be used by this Material