An object defining all possible ComputePass class instancing parameters.

interface ComputePassParams {
    label?: string;
    renderOrder?: number;
    autoRender?: 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)

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?: 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.