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    An object defining all possible ComputePass class instancing parameters.

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

    Hierarchy (View Summary)

    Index

    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.

    active?: boolean

    Flag indicating whether this ComputePass should run or not, much like the Mesh visible flag. Default to true.

    shaders?: MaterialShaders

    Compute shader passed to the ComputePass following the shader object notation.

    useAsyncPipeline?: boolean

    whether the compute pipeline should be compiled asynchronously.

    texturesOptions?: SceneObjectTextureOptions

    Parameters used by this ComputePass to create a MediaTexture.

    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?: MaterialTexture[]

    Array of already created Texture or MediaTexture to be used by this Material.