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    Index

    Constructors

    Properties

    clock: Clock
    device: GPUDevice
    inputDC: IV_DC[] = []

    DrawCommand的输入参数数组

    MSAA: boolean
    parent: any
    pointers: Pointers
    scene: Scene

    Methods

    • Parameters

      • values: IV_DC
      • vertex: { name: string; vs: GPUVertexState }
      • fragment: { fs: undefined | GPUFragmentState; name: string }
      • DC_bindGroupLayouts: GPUBindGroupLayout[]

      Returns GPURenderPipeline

    • shaderModule 编译 1、反射顶点名称到shader code的顶点属性的占位符中 2、编译VS shader code 到 shader module 3、如果有fragment shader,编译shader module 4、创建GPURenderPipelineDescriptor的vertex部分和fragment部分

      Parameters

      • values: IV_DC
      • DC_vertexNames: string[]
      • DC_localtions: string[]
      • DC_verticesBufferLayout: GPUVertexBufferLayout[]

      Returns {
          fragment: undefined | GPUFragmentState;
          fragmentName: string;
          vertex: GPUVertexState;
          vertexName: string;
      }

    • 初始化uniform部分

      Parameters

      Returns {
          DC_bindGroupLayouts: GPUBindGroupLayout[];
          DC_bindGroups: (undefined | GPUBindGroup)[];
      }

      GPUBindGroup[] and GPUBindGroupLayout[]