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fourJS
render-webgpu
Module render-webgpu
Classes
WebgpuPickingService
WebgpuRenderer
WgpuBatching
WgpuComputeBuffer
WgpuComputeCache
WgpuGeometryCache
WgpuNodePipelineStore
WgpuParticleCache
WgpuParticleSimulation
WgpuPipelineCache
WgpuRenderTargetCache
WgpuTextureCache
Interfaces
ComputeBufferOptions
EmittedWgslNodeShader
Gpu
GpuAdapter
GpuBindGroupEntry
GpuBindGroupLayoutEntry
GpuBlendComponent
GpuBlendState
GpuBuffer
GpuBufferBinding
GpuBufferDescriptor
GpuCanvasContext
GpuCommandEncoder
GpuComputePassEncoder
GpuComputePipelineDescriptor
GpuDevice
GpuDeviceLostInfo
GpuQuerySet
GpuQueue
GpuRenderPassDescriptor
GpuRenderPassEncoder
GpuRenderPipelineDescriptor
GpuSamplerDescriptor
GpuStencilFaceState
GpuTexture
GpuTextureDescriptor
GpuTextureViewDescriptor
GpuVertexBufferLayout
ParticleSimulationFieldParams
PickingRendererHost
PickingServiceFactory
ResolvedSamplerState
SkinnedLitPipeline
SkinnedPrograms
SkinnedUnlitPipeline
SkinningPipelineFactory
SkinningPipelineHost
WebgpuCanvas
WgpuBatchStream
WgpuGeometryRecord
WgpuNodeFrameState
WgpuNodeMaterialPipelineFactory
WgpuNodeMaterialPipelines
WgpuNodePipelineHost
WgpuParticleRecord
WgpuParticleSimulationOptions
WgpuPipelineDescriptor
WgpuRenderBatching
WgpuRenderTargetRecord
WgpuSkinnedDrawDescriptor
WgpuSkinnedShadowDescriptor
WgpuStencilDescriptor
WgpuTextureRecord
Type Aliases
CacheableGeometry
GpuBindGroup
GpuBindGroupLayout
GpuCommandBuffer
GpuComputePipeline
GpuPipelineLayout
GpuRenderPipeline
GpuSampler
GpuShaderModule
GpuTextureView
WgpuCacheableRenderTarget
WgpuCacheableTexture
WgpuEffectKind
WgpuNodeItemMaterial
WgpuPipelineKind
WgpuStencilSource
Variables
CLEAR_SHADER_SOURCE
CLEAR_STENCIL
CLEAR_VERTEX_COUNT
COLOR_BUFFER_LAYOUT
COLOR_SHADER_LOCATION
DRAW_COLOR_OFFSET
DRAW_MODEL_OFFSET
DRAW_NORMAL_OFFSET
DRAW_UNIFORM_BYTES
DRAW_UNIFORM_FLOATS
DRAW_UNIFORM_WGSL
DRAW_VIEW_PROJECTION_OFFSET
EFFECT_BIND_GROUP_INDEX
EFFECT_GRADE_OFFSET
EFFECT_PASS_VERTEX_COUNT
EFFECT_UNIFORM_BYTES
EFFECT_UNIFORM_WGSL
FRAGMENT_ENTRY_POINT
GPU_BUFFER_USAGE
GPU_MAP_MODE
GPU_SHADER_STAGE
GPU_TEXTURE_USAGE
HEMISPHERE_GROUND_OFFSET
HEMISPHERE_IRRADIANCE_WGSL
HEMISPHERE_SKY_OFFSET
HEMISPHERE_UNIFORM_MEMBERS_WGSL
HEMISPHERE_UP_OFFSET
ID_MODEL_OFFSET
ID_PICK_OFFSET
ID_SHADER_SOURCE
ID_UNIFORM_BYTES
ID_VIEW_PROJECTION_OFFSET
JOINT_PALETTE_BINDING
JOINT_PALETTE_BYTES
JOINT_PALETTE_FLOATS
JOINTS_BUFFER_LAYOUT
JOINTS_SHADER_LOCATION
LIGHT_AMBIENT_OFFSET
LIGHT_BINDING_BYTES
LIGHT_CAMERA_OFFSET
LIGHT_COLOR_OFFSET
LIGHT_COUNTS_OFFSET
LIGHT_DIRECTION_OFFSET
LIGHT_PUNCTUAL_COLOR_OFFSET
LIGHT_PUNCTUAL_DIRECTION_OFFSET
LIGHT_PUNCTUAL_PARAMS_OFFSET
LIGHT_PUNCTUAL_POSITION_OFFSET
LIGHT_UNIFORM_BYTES
LIGHT_UNIFORM_FLOATS
LIGHT_UNIFORM_MEMBERS_WGSL
LIGHT_UNIFORM_STRIDE_BYTES
LIGHT_UNIFORM_STRIDE_FLOATS
LIGHT_UNIFORM_WGSL
LIGHTS_BIND_GROUP_INDEX
MAP_BIND_GROUP_INDEX
MAP_BINDING_WGSL
MAP_SAMPLER_BINDING
MAP_TEXTURE_BINDING
MIPMAP_SHADER_SOURCE
NODE_SCREEN_BLOCK_BASE_BYTES
NODE_SCREEN_TEXTURE_GROUP
NODE_SURFACE_BLOCK_BASE_BYTES
NODE_SURFACE_BLOCK_GROUP
NODE_SURFACE_TEXTURE_GROUP
NORMAL_BUFFER_LAYOUT
NORMAL_MATRIX_WGSL
NORMAL_SHADER_LOCATION
PACKAGE_NAME
PARTICLE_APPEARANCE_SHADER_SOURCE
PARTICLE_GPU_INSTANCE_BUFFER_LAYOUT
PARTICLE_GPU_POSITION_BUFFER_LAYOUT
PARTICLE_GPU_VERTEX_BUFFER_LAYOUTS
PARTICLE_ID_MODEL_OFFSET
PARTICLE_ID_PICK_OFFSET
PARTICLE_ID_PROJECTION_OFFSET
PARTICLE_ID_SHADER_SOURCE
PARTICLE_ID_UNIFORM_BYTES
PARTICLE_ID_VIEW_OFFSET
PARTICLE_INSTANCE_BUFFER_LAYOUT
PARTICLE_INSTANCE_STRIDE_BYTES
PARTICLE_INTEGRATOR_SHADER_SOURCE
PARTICLE_INTEGRATOR_WORKGROUP_SIZE
PARTICLE_MODEL_OFFSET
PARTICLE_PROJECTION_OFFSET
PARTICLE_SHADER_SOURCE
PARTICLE_SIMULATION_PARAMS_FLOATS
PARTICLE_SIMULATION_SCRATCH_BYTES
PARTICLE_SIMULATION_VECTOR_BYTES
PARTICLE_UNIFORM_BYTES
PARTICLE_UNIFORM_WGSL
PARTICLE_VERTEX_BUFFER_LAYOUTS
PARTICLE_VIEW_OFFSET
PARTICLE_WIDE_INSTANCE_BUFFER_LAYOUT
PARTICLE_WIDE_INSTANCE_STRIDE_BYTES
POSITION_BUFFER_LAYOUT
POSITION_SHADER_LOCATION
PUNCTUAL_LIGHT_WGSL
READBACK_ROW_ALIGNMENT
RENDER_TARGET_COLOR_FORMAT
RENDER_TARGET_DEPTH_FORMAT
RENDER_TARGET_DEPTH_STENCIL_FORMAT
RENDER_TARGET_DEPTH_TEXTURE_FORMAT
SHADED_MAP_BIND_GROUP_INDEX
SHADED_MAP_BINDING_WGSL
SHADED_MR_BIND_GROUP_INDEX
SHADED_MR_BINDING_WGSL
SHADOW_FACTOR_WGSL
SHADOW_LIGHT_UNIFORM_BYTES
SHADOW_LIGHT_UNIFORM_WGSL
SHADOW_MAP_BINDING
SHADOW_MATRIX_OFFSET
SHADOW_PARAMS_OFFSET
SHADOW_SAMPLER_BINDING
SHADOW_SHADER_SOURCE
SHADOW_UNIFORM_SPARE_BYTES
SKINNED_ID_PALETTE_BYTES
SKINNED_ID_SHADER_SOURCE
SKINNED_SHADOW_SHADER_SOURCE
SKINNED_SHADOW_VERTEX_BUFFER_LAYOUTS
SPRITE_MODEL_OFFSET
SPRITE_SHADER_SOURCE
SPRITE_TINT_OFFSET
SPRITE_UNIFORM_BYTES
SPRITE_UNIFORM_WGSL
SPRITE_VIEW_PROJECTION_OFFSET
STANDARD_BASE_COLOR_OFFSET
STANDARD_EMISSIVE_OFFSET
STANDARD_MODEL_OFFSET
STANDARD_NORMAL_OFFSET
STANDARD_SURFACE_OFFSET
STANDARD_UNIFORM_BYTES
STANDARD_UNIFORM_WGSL
STANDARD_VIEW_PROJECTION_OFFSET
STENCIL_ALL_BITS
UNIFORM_STRIDE_BYTES
UV_BUFFER_LAYOUT
UV_SHADER_LOCATION
VERTEX_ENTRY_POINT
WEIGHTS_BUFFER_LAYOUT
WEIGHTS_SHADER_LOCATION
Functions
applyStencilReference
batchVertexBufferLayout
blendStateFor
clearRegisteredPickingPipeline
clearRegisteredSkinningPipeline
clearRegisteredWebgpuNodeMaterialPipeline
createComputeBuffer
createDrawBindGroupLayout
createEffectBindGroupLayout
createJointPaletteBindGroupLayout
createLightsBindGroupLayout
createParticleBindGroupLayout
createShadowLightsBindGroupLayout
createShadowSampler
createSpriteBindGroupLayout
createStandardBindGroupLayout
createTextureBindGroupLayout
createWgpuBatching
effectShaderSource
emitShaderGraphWgsl
frameWantsStencil
hostGpu
isWebgpuSupported
litFragmentStageWgsl
litShaderSource
mipLevelCount
particleIntegratorWorkgroups
pipelineKey
readbackBytesPerRow
readComputeBufferBytes
readTexturePixels
registerPickingPipeline
registerSkinningPipeline
registerWebgpuNodeMaterialPipeline
registerWebgpuRenderer
renderTargetDepthFormat
resolvePickingServiceFactory
resolveSkinningPipelineFactory
resolveWebgpuNodeMaterialPipelineFactory
samplerKey
setWebgpuNodeMaterialPipelineFactory
shadedMrBindingWgsl
shadedVertexBufferLayouts
shadedVertexStageWgsl
skinnedLitShaderSource
skinnedLitVertexBufferLayouts
skinnedPaletteBindGroupIndex
skinnedShadowShaderSource
skinnedUnlitShaderSource
skinnedUnlitVertexBufferLayouts
skinningWgsl
standardShaderSource
stencilDescriptor
stencilStateFor
textureByteLength
unlitFragmentStageWgsl
unlitShaderSource
unlitVertexBufferLayouts
writeComputeBuffer
writeLightUniforms
writeParticleSimulationParams
writeShadowUniforms
References
COMPUTE_ENTRY_POINT
→
COMPUTE_ENTRY_POINT
ComputeBinding
→
ComputeBinding
ComputeBindingAccess
→
ComputeBindingAccess
ComputePassDescriptor
→
ComputePassDescriptor
Settings
Member Visibility
Protected
Inherited
External
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Classes
Webgpu
Picking
Service
Webgpu
Renderer
Wgpu
Batching
Wgpu
Compute
Buffer
Wgpu
Compute
Cache
Wgpu
Geometry
Cache
Wgpu
Node
Pipeline
Store
Wgpu
Particle
Cache
Wgpu
Particle
Simulation
Wgpu
Pipeline
Cache
Wgpu
Render
Target
Cache
Wgpu
Texture
Cache
Interfaces
Compute
Buffer
Options
Emitted
Wgsl
Node
Shader
Gpu
Gpu
Adapter
Gpu
Bind
Group
Entry
Gpu
Bind
Group
Layout
Entry
Gpu
Blend
Component
Gpu
Blend
State
Gpu
Buffer
Gpu
Buffer
Binding
Gpu
Buffer
Descriptor
Gpu
Canvas
Context
Gpu
Command
Encoder
Gpu
Compute
Pass
Encoder
Gpu
Compute
Pipeline
Descriptor
Gpu
Device
Gpu
Device
Lost
Info
Gpu
Query
Set
Gpu
Queue
Gpu
Render
Pass
Descriptor
Gpu
Render
Pass
Encoder
Gpu
Render
Pipeline
Descriptor
Gpu
Sampler
Descriptor
Gpu
Stencil
Face
State
Gpu
Texture
Gpu
Texture
Descriptor
Gpu
Texture
View
Descriptor
Gpu
Vertex
Buffer
Layout
Particle
Simulation
Field
Params
Picking
Renderer
Host
Picking
Service
Factory
Resolved
Sampler
State
Skinned
Lit
Pipeline
Skinned
Programs
Skinned
Unlit
Pipeline
Skinning
Pipeline
Factory
Skinning
Pipeline
Host
Webgpu
Canvas
Wgpu
Batch
Stream
Wgpu
Geometry
Record
Wgpu
Node
Frame
State
Wgpu
Node
Material
Pipeline
Factory
Wgpu
Node
Material
Pipelines
Wgpu
Node
Pipeline
Host
Wgpu
Particle
Record
Wgpu
Particle
Simulation
Options
Wgpu
Pipeline
Descriptor
Wgpu
Render
Batching
Wgpu
Render
Target
Record
Wgpu
Skinned
Draw
Descriptor
Wgpu
Skinned
Shadow
Descriptor
Wgpu
Stencil
Descriptor
Wgpu
Texture
Record
Type Aliases
Cacheable
Geometry
Gpu
Bind
Group
Gpu
Bind
Group
Layout
Gpu
Command
Buffer
Gpu
Compute
Pipeline
Gpu
Pipeline
Layout
Gpu
Render
Pipeline
Gpu
Sampler
Gpu
Shader
Module
Gpu
Texture
View
Wgpu
Cacheable
Render
Target
Wgpu
Cacheable
Texture
Wgpu
Effect
Kind
Wgpu
Node
Item
Material
Wgpu
Pipeline
Kind
Wgpu
Stencil
Source
Variables
CLEAR_
SHADER_
SOURCE
CLEAR_
STENCIL
CLEAR_
VERTEX_
COUNT
COLOR_
BUFFER_
LAYOUT
COLOR_
SHADER_
LOCATION
DRAW_
COLOR_
OFFSET
DRAW_
MODEL_
OFFSET
DRAW_
NORMAL_
OFFSET
DRAW_
UNIFORM_
BYTES
DRAW_
UNIFORM_
FLOATS
DRAW_
UNIFORM_
WGSL
DRAW_
VIEW_
PROJECTION_
OFFSET
EFFECT_
BIND_
GROUP_
INDEX
EFFECT_
GRADE_
OFFSET
EFFECT_
PASS_
VERTEX_
COUNT
EFFECT_
UNIFORM_
BYTES
EFFECT_
UNIFORM_
WGSL
FRAGMENT_
ENTRY_
POINT
GPU_
BUFFER_
USAGE
GPU_
MAP_
MODE
GPU_
SHADER_
STAGE
GPU_
TEXTURE_
USAGE
HEMISPHERE_
GROUND_
OFFSET
HEMISPHERE_
IRRADIANCE_
WGSL
HEMISPHERE_
SKY_
OFFSET
HEMISPHERE_
UNIFORM_
MEMBERS_
WGSL
HEMISPHERE_
UP_
OFFSET
ID_
MODEL_
OFFSET
ID_
PICK_
OFFSET
ID_
SHADER_
SOURCE
ID_
UNIFORM_
BYTES
ID_
VIEW_
PROJECTION_
OFFSET
JOINT_
PALETTE_
BINDING
JOINT_
PALETTE_
BYTES
JOINT_
PALETTE_
FLOATS
JOINTS_
BUFFER_
LAYOUT
JOINTS_
SHADER_
LOCATION
LIGHT_
AMBIENT_
OFFSET
LIGHT_
BINDING_
BYTES
LIGHT_
CAMERA_
OFFSET
LIGHT_
COLOR_
OFFSET
LIGHT_
COUNTS_
OFFSET
LIGHT_
DIRECTION_
OFFSET
LIGHT_
PUNCTUAL_
COLOR_
OFFSET
LIGHT_
PUNCTUAL_
DIRECTION_
OFFSET
LIGHT_
PUNCTUAL_
PARAMS_
OFFSET
LIGHT_
PUNCTUAL_
POSITION_
OFFSET
LIGHT_
UNIFORM_
BYTES
LIGHT_
UNIFORM_
FLOATS
LIGHT_
UNIFORM_
MEMBERS_
WGSL
LIGHT_
UNIFORM_
STRIDE_
BYTES
LIGHT_
UNIFORM_
STRIDE_
FLOATS
LIGHT_
UNIFORM_
WGSL
LIGHTS_
BIND_
GROUP_
INDEX
MAP_
BIND_
GROUP_
INDEX
MAP_
BINDING_
WGSL
MAP_
SAMPLER_
BINDING
MAP_
TEXTURE_
BINDING
MIPMAP_
SHADER_
SOURCE
NODE_
SCREEN_
BLOCK_
BASE_
BYTES
NODE_
SCREEN_
TEXTURE_
GROUP
NODE_
SURFACE_
BLOCK_
BASE_
BYTES
NODE_
SURFACE_
BLOCK_
GROUP
NODE_
SURFACE_
TEXTURE_
GROUP
NORMAL_
BUFFER_
LAYOUT
NORMAL_
MATRIX_
WGSL
NORMAL_
SHADER_
LOCATION
PACKAGE_
NAME
PARTICLE_
APPEARANCE_
SHADER_
SOURCE
PARTICLE_
GPU_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
GPU_
POSITION_
BUFFER_
LAYOUT
PARTICLE_
GPU_
VERTEX_
BUFFER_
LAYOUTS
PARTICLE_
ID_
MODEL_
OFFSET
PARTICLE_
ID_
PICK_
OFFSET
PARTICLE_
ID_
PROJECTION_
OFFSET
PARTICLE_
ID_
SHADER_
SOURCE
PARTICLE_
ID_
UNIFORM_
BYTES
PARTICLE_
ID_
VIEW_
OFFSET
PARTICLE_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
INSTANCE_
STRIDE_
BYTES
PARTICLE_
INTEGRATOR_
SHADER_
SOURCE
PARTICLE_
INTEGRATOR_
WORKGROUP_
SIZE
PARTICLE_
MODEL_
OFFSET
PARTICLE_
PROJECTION_
OFFSET
PARTICLE_
SHADER_
SOURCE
PARTICLE_
SIMULATION_
PARAMS_
FLOATS
PARTICLE_
SIMULATION_
SCRATCH_
BYTES
PARTICLE_
SIMULATION_
VECTOR_
BYTES
PARTICLE_
UNIFORM_
BYTES
PARTICLE_
UNIFORM_
WGSL
PARTICLE_
VERTEX_
BUFFER_
LAYOUTS
PARTICLE_
VIEW_
OFFSET
PARTICLE_
WIDE_
INSTANCE_
BUFFER_
LAYOUT
PARTICLE_
WIDE_
INSTANCE_
STRIDE_
BYTES
POSITION_
BUFFER_
LAYOUT
POSITION_
SHADER_
LOCATION
PUNCTUAL_
LIGHT_
WGSL
READBACK_
ROW_
ALIGNMENT
RENDER_
TARGET_
COLOR_
FORMAT
RENDER_
TARGET_
DEPTH_
FORMAT
RENDER_
TARGET_
DEPTH_
STENCIL_
FORMAT
RENDER_
TARGET_
DEPTH_
TEXTURE_
FORMAT
SHADED_
MAP_
BIND_
GROUP_
INDEX
SHADED_
MAP_
BINDING_
WGSL
SHADED_
MR_
BIND_
GROUP_
INDEX
SHADED_
MR_
BINDING_
WGSL
SHADOW_
FACTOR_
WGSL
SHADOW_
LIGHT_
UNIFORM_
BYTES
SHADOW_
LIGHT_
UNIFORM_
WGSL
SHADOW_
MAP_
BINDING
SHADOW_
MATRIX_
OFFSET
SHADOW_
PARAMS_
OFFSET
SHADOW_
SAMPLER_
BINDING
SHADOW_
SHADER_
SOURCE
SHADOW_
UNIFORM_
SPARE_
BYTES
SKINNED_
ID_
PALETTE_
BYTES
SKINNED_
ID_
SHADER_
SOURCE
SKINNED_
SHADOW_
SHADER_
SOURCE
SKINNED_
SHADOW_
VERTEX_
BUFFER_
LAYOUTS
SPRITE_
MODEL_
OFFSET
SPRITE_
SHADER_
SOURCE
SPRITE_
TINT_
OFFSET
SPRITE_
UNIFORM_
BYTES
SPRITE_
UNIFORM_
WGSL
SPRITE_
VIEW_
PROJECTION_
OFFSET
STANDARD_
BASE_
COLOR_
OFFSET
STANDARD_
EMISSIVE_
OFFSET
STANDARD_
MODEL_
OFFSET
STANDARD_
NORMAL_
OFFSET
STANDARD_
SURFACE_
OFFSET
STANDARD_
UNIFORM_
BYTES
STANDARD_
UNIFORM_
WGSL
STANDARD_
VIEW_
PROJECTION_
OFFSET
STENCIL_
ALL_
BITS
UNIFORM_
STRIDE_
BYTES
UV_
BUFFER_
LAYOUT
UV_
SHADER_
LOCATION
VERTEX_
ENTRY_
POINT
WEIGHTS_
BUFFER_
LAYOUT
WEIGHTS_
SHADER_
LOCATION
Functions
apply
Stencil
Reference
batch
Vertex
Buffer
Layout
blend
State
For
clear
Registered
Picking
Pipeline
clear
Registered
Skinning
Pipeline
clear
Registered
Webgpu
Node
Material
Pipeline
create
Compute
Buffer
create
Draw
Bind
Group
Layout
create
Effect
Bind
Group
Layout
create
Joint
Palette
Bind
Group
Layout
create
Lights
Bind
Group
Layout
create
Particle
Bind
Group
Layout
create
Shadow
Lights
Bind
Group
Layout
create
Shadow
Sampler
create
Sprite
Bind
Group
Layout
create
Standard
Bind
Group
Layout
create
Texture
Bind
Group
Layout
create
Wgpu
Batching
effect
Shader
Source
emit
Shader
Graph
Wgsl
frame
Wants
Stencil
host
Gpu
is
Webgpu
Supported
lit
Fragment
Stage
Wgsl
lit
Shader
Source
mip
Level
Count
particle
Integrator
Workgroups
pipeline
Key
readback
Bytes
Per
Row
read
Compute
Buffer
Bytes
read
Texture
Pixels
register
Picking
Pipeline
register
Skinning
Pipeline
register
Webgpu
Node
Material
Pipeline
register
Webgpu
Renderer
render
Target
Depth
Format
resolve
Picking
Service
Factory
resolve
Skinning
Pipeline
Factory
resolve
Webgpu
Node
Material
Pipeline
Factory
sampler
Key
set
Webgpu
Node
Material
Pipeline
Factory
shaded
Mr
Binding
Wgsl
shaded
Vertex
Buffer
Layouts
shaded
Vertex
Stage
Wgsl
skinned
Lit
Shader
Source
skinned
Lit
Vertex
Buffer
Layouts
skinned
Palette
Bind
Group
Index
skinned
Shadow
Shader
Source
skinned
Unlit
Shader
Source
skinned
Unlit
Vertex
Buffer
Layouts
skinning
Wgsl
standard
Shader
Source
stencil
Descriptor
stencil
State
For
texture
Byte
Length
unlit
Fragment
Stage
Wgsl
unlit
Shader
Source
unlit
Vertex
Buffer
Layouts
write
Compute
Buffer
write
Light
Uniforms
write
Particle
Simulation
Params
write
Shadow
Uniforms
References
COMPUTE_
ENTRY_
POINT
Compute
Binding
Compute
Binding
Access
Compute
Pass
Descriptor
Documentation
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