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Class Pass

渲染 pass,储存实际描述绘制过程的各项资源。

Hierarchy

  • Pass

Index

Constructors

constructor

Properties

Protected _bindings

_bindings: IGFXBinding[] = []

Protected _blocks

_blocks: IBlock[] = []

Protected _bs

_bs: GFXBlendState = new GFXBlendState()

Protected _buffers

_buffers: Record<number, GFXBuffer>

Protected _customizations

_customizations: string[] = []

Protected _defines

_defines: IDefineMap

Protected _device

_device: GFXDevice

Protected _dss

_dss: GFXDepthStencilState = new GFXDepthStencilState()

Protected _dynamicStates

_dynamicStates: GFXDynamicState[] = []

Protected _dynamics

_dynamics: IPassDynamics

Protected _handleMap

_handleMap: Record<string, number>

Protected _idxInTech

_idxInTech: number = 0

Protected _phase

_phase: number = 0

Protected _primitive

_primitive: GFXPrimitiveMode = GFXPrimitiveMode.TRIANGLE_LIST

Protected _priority

_priority: RenderPriority = RenderPriority.DEFAULT

Protected _programName

_programName: string = ""

Protected _properties

_properties: Record<string, IPropertyInfo>

Protected _renderPass

_renderPass: GFXRenderPass | null = null

Protected _resources

_resources: IPassResources[] = []

Protected _rs

_rs: GFXRasterizerState = new GFXRasterizerState()

Protected _samplers

_samplers: Record<number, GFXSampler>

Protected _shader

_shader: GFXShader | null = null

Protected _shaderInfo

_shaderInfo: IShaderInfo = null!

Protected _stage

_stage: RenderPassStage = RenderPassStage.DEFAULT

Protected _textureViews

_textureViews: Record<number, GFXTextureView>

Static getBindingFromHandle

getBindingFromHandle: getBindingFromHandle = getBindingFromHandle

根据 handle 获取 binding。

Static getBindingTypeFromHandle

getBindingTypeFromHandle: getBindingTypeFromHandle = getBindingTypeFromHandle

根据 handle 获取 unform 的绑定类型(UBO 或贴图等)。

Static Protected getIndexFromHandle

getIndexFromHandle: getIndexFromHandle = getIndexFromHandle

Static getTypeFromHandle

getTypeFromHandle: getTypeFromHandle = getTypeFromHandle

根据 handle 获取 UBO member 的具体类型。

Accessors

bindings

blendState

customizations

  • get customizations(): string[]

depthStencilState

dynamics

idxInTech

  • get idxInTech(): number

phase

  • get phase(): number

primitive

priority

programName

  • get programName(): string

rasterizerState

shader

stage

Methods

Protected fillinPipelineInfo

bindBuffer

  • bindBuffer(binding: number, value: GFXBuffer): void

bindSampler

  • bindSampler(binding: number, value: GFXSampler): void

bindTextureView

createPipelineState

destroy

  • destroy(): void

destroyPipelineState

getBinding

  • getBinding(name: string): undefined | number

getHandle

  • getHandle(name: string): number | undefined

initialize

overridePipelineStates

resetTextures

  • resetTextures(): void

resetUBOs

  • resetUBOs(): void

serializePipelineStates

  • serializePipelineStates(): string

setDynamicState

setUniform

  • setUniform(handle: number, value: any): void
  • 设置指定普通向量类 uniform 的值,如果需要频繁更新请尽量使用此接口。

    Parameters

    • handle: number

      目标 uniform 的 handle。

    • value: any

      目标值。

    Returns void

setUniformArray

  • setUniformArray(handle: number, value: any[]): void
  • 设置指定数组类 uniform 的值,如果需要频繁更新请尽量使用此接口。

    Parameters

    • handle: number

      目标 uniform 的 handle。

    • value: any[]

      目标值。

    Returns void

tryCompile

  • tryCompile(defineOverrides?: IDefineMap): boolean

update

  • update(): void

Static createPasses

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