Interface IWebGPURenderPipelineAsyncCreationOptions
alphaMode?: number;
colorFormat?: GPUTextureFormat;
cullEnabled?: boolean;
cullFace?: number;
depthCompare?: number;
depthStencilFormat?: GPUTextureFormat;
depthTest?: boolean;
depthWrite?: boolean;
effect: Effect;
fillMode?: number;
frontFace?: number;
mesh: AbstractMesh;
sampleCount?: number;
stencilEnabled?: boolean;
subMesh?: SubMesh;
textures?: { [name: string]: Nullable<InternalTexture> };
writeMask?: number;
}
Properties
Optionalalpha Mode
The alpha blending mode (e.g. Constants.ALPHA_DISABLE, Constants.ALPHA_COMBINE). Defaults to Constants.ALPHA_DISABLE.
Optionalcolor Format
The color render target format. Defaults to the engine's current canvas color format.
Optionalcull Enabled
Whether back-face culling is enabled. Defaults to true.
Optionalcull Face
Which face to cull (1 = back, 2 = front). Defaults to 1 (back).
Optionaldepth Compare
The depth comparison function (e.g. Constants.LEQUAL). Defaults to Constants.LEQUAL.
Optionaldepth Stencil Format
The depth-stencil render target format. Defaults to the engine's current depth format.
Optionaldepth Test
Whether depth testing is enabled. Defaults to true.
Optionaldepth Write
Whether depth writing is enabled. Defaults to true.
effect
The compiled effect (shader stages) for the pipeline.
Optionalfill Mode
The fill mode / primitive topology. Defaults to Constants.MATERIAL_TriangleFillMode.
Optionalfront Face
Front face winding order (1 = CCW, 2 = CW). Defaults to the one the draws of the mesh with the effect use in the current pass (the canvas outside of a render pass), with the material their sub mesh draws with (the scene's default one when the mesh has none, a render pass's, a multi-material's): from the side orientation of the material, or else of the mesh (of its source for an instance), reversed when the world matrix of the mesh mirrors, and in a render target, which is drawn Y-flipped, reversed again.
mesh
The mesh whose vertex buffer layout to use.
Optionalsample Count
The MSAA sample count. Defaults to the engine's current sample count.
Optionalstencil Enabled
Whether stencil testing is enabled. Defaults to false.
Optionalsub Mesh
The sub mesh of the mesh whose draws use the pipeline, for the default front face (default: its sub mesh drawn with the effect, or else its first one). Sub meshes drawn with one effect can have materials of different side orientations.
Optionaltextures
The textures the draws bind, by the name the effect binds them with, e.g. { shadowTexture0: shadowGenerator.getShadowMap()!.depthStencilTexture }
for the shadows of the first light with PCF or PCSS filtering. A draw that binds a depth texture, or a float texture the device can't filter
linearly, uses a pipeline of its own: the pipeline created is the one of a draw that binds these textures, and other textures can be left out.
Defaults to none: the pipeline of a draw that binds no such texture.
Optionalwrite Mask
Color channel write mask (bitmask of RGBA channels). Defaults to 0xF (all channels).
Options for pre-warming a render pipeline asynchronously. All render state properties are optional and default to the most common opaque rendering state.