Interface RenderShaderOptions
interface RenderShaderOptions {
bindings?: readonly ComputeBindingDecl[];
depth?: RenderShaderDepthOptions;
fragmentEntryPoint?: string;
name?: string;
primitive?: GPUPrimitiveState;
renderSource: string;
target?: RenderShaderTargetOptions;
vertexBuffers?: readonly GPUVertexBufferLayout[];
vertexEntryPoint?: string;
}
bindings?: readonly ComputeBindingDecl[];
depth?: RenderShaderDepthOptions;
fragmentEntryPoint?: string;
name?: string;
primitive?: GPUPrimitiveState;
renderSource: string;
target?: RenderShaderTargetOptions;
vertexBuffers?: readonly GPUVertexBufferLayout[];
vertexEntryPoint?: string;
}
Index
Properties
Optional Readonlybindings
Resource declarations, created with the same helpers as compute (computeUniformBufferBinding,
computeStorageBufferBinding, computeTextureBinding, computeSamplerBinding, ...).
Read-only resources are visible to both stages; writable storage is fragment-only, as WebGPU requires.
Optional Readonlydepth
Optional Readonlyfragment Entry Point
fragmentEntryPoint?: string
Optional Readonlyname
name?: string
Optional Readonlyprimitive
primitive?: GPUPrimitiveState
Readonlyrender Source
renderSource: string
Optional Readonlytarget
Color-target state; one entry for the single color attachment of a render target.
Optional Readonlyvertex Buffers
vertexBuffers?: readonly GPUVertexBufferLayout[]
Vertex-buffer layouts. Each draw supplies one StorageBuffer created with vertex: true per layout.
Optional Readonlyvertex Entry Point
vertexEntryPoint?: string
Options for createRenderShader. The source contains complete WGSL declarations and both entry points.