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    Index

    Constructors

    Properties

    bindGroupToGroupLayout: Map<GPUBindGroup, GPUBindGroupLayout> = ...

    bindGroup 对应的layout

    device: GPUDevice
    entriesToEntriesLayout: Map<T_uniformEntries, GPUBindGroupLayoutEntry> = ...

    一个bind group的entries对应的group layout

    entryLayoutOfGroup: Map<string, GPUBindGroupLayoutEntry> = ...

    保存通用的Entry GPUBindGroupLayoutEntry 1、警告 A、必须是固定位置的binding才可以使用。 B、phong、PBR的固定位置的binding,可以使用。使用者写入。 2、比如: 材质的uniform的layout,是固定的GPUBindGroupLayoutEntry,这里使用名称:"Phong Material base uniform Layout"进行缓存

    entryOfGroup: Map<string, GPUBindGroupEntry> = ...

    同entryLayoutOfGroup,只是缓存的是GPUBindGroupLayoutEntry

    indices: Map<string, I_pointerStruct> = ...

    索引资源管理器

    indicesDynamic: Map<any, GPUBuffer> = ...

    动态索引属性资源管理器

    pipeline: Map<string, GPURenderPipeline> = ...

    pipeline 对应的 descriptor

    resources: Map<any, any> = ...
    samplerOfString: Map<string | GPUSamplerDescriptor, GPUSampler> = ...

    string 可以是sampler的名称等,比如通用的 linear,nearest ,也可以是定制的,linear-mipmap

    samplerToBindGroupLayoutEntry: Map<GPUSampler, GPUSamplerBindingLayout> = ...

    1、scene.getSystemBindGroupAndBindGroupLayoutForZero() 中使用

    scene: Scene
    shaderModuleOfString: Map<string, GPUShaderModule> = ...
    shadowmapOfBindGroup2Layout: Map<GPUBindGroup, GPUBindGroupLayout> = ...

    shadowmap(light 的mergeUUID) 对应的GPUBindGroup 对应的 GPUBindGroupLayout

    shadowmapOfID2BindGroup: Map<string, GPUBindGroup> = ...

    shadowmap(light 的mergeUUID) 对应的 GPUBindGroup

    storageBuffer: Map<any, GPUBuffer> = ...

    string 可以是buffer的名称等

    systemGroup0ByID: Map<string, GPUBindGroup> = ...

    camera UUID -> GPUBindGroup

    systemGroupToGroupLayout: Map<GPUBindGroup, GPUBindGroupLayout> = ...

    systemGroup0 对应的 GPUBindGroupLayout

    textureOfString: Map<any, GPUTexture> = ...

    string 可以是URL或texture的名称等

    textureToBindGroupLayoutEntry: Map<GPUTexture, GPUTextureBindingLayout> = ...
    TT2TTP: Map<DrawCommand, DrawCommand> = ...
    TT2TTPF: Map<DrawCommand, DrawCommand> = ...
    uniformBuffer: Map<T_uniformEntries, I_pointerStruct> = ...

    单个uniform的ArrayBuffer 对应的GPUBuffer 资源管理器

    vertices: Map<string, I_pointerStruct> = ...

    顶点资源管理器

    verticesDynamic: Map<any, GPUBuffer> = ...

    动态顶点属性资源管理器

    weMaterialOfString: Map<string, BaseMaterial> = ...
    weTextureOfString: Map<string, Texture> = ...

    Methods

    • Parameters

      • bindGroup: GPUBindGroup
      • bindGroupLayout: GPUBindGroupLayout

      Returns void