gpu-curtains
    Preparing search index...

    Define the ComputeShaderPass options

    interface ComputeShaderPassOptions {
        label: string;
        renderOrder?: number;
        autoRender?: boolean;
        active?: boolean;
        shaders: MaterialShaders;
        useAsyncPipeline?: boolean;
        texturesOptions?: SceneObjectTextureOptions;
        dispatchSize?: number | number[];
        storageTextureParams: ComputeStorageTextureParams;
        textureDispatchSize: number | number[];
        shaderPassSampler: Sampler;
    }

    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.

    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.

    storageTextureParams: ComputeStorageTextureParams

    Options used to create the storage texture used in the compute shader.

    textureDispatchSize: number | number[]

    Workgroup size of the compute shader to use. Divided internally by the storage texture [width, height]. Default to [16, 16].

    shaderPassSampler: Sampler

    Optional Sampler to use in the ShaderPass to sample the result.