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@babylonjs/core

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import type { InternalTexture } from "../../Materials/Textures/internalTexture.js"; import type { IHardwareTextureWrapper } from "../../Materials/Textures/hardwareTextureWrapper.js"; /** @internal */ export declare class WebGPUTextureHelper { static ComputeNumMipmapLevels(width: number, height: number): number; static GetTextureTypeFromFormat(format: GPUTextureFormat): number; static GetBlockInformationFromFormat(format: GPUTextureFormat): { width: number; height: number; length: number; }; static IsHardwareTexture(texture: IHardwareTextureWrapper | GPUTexture): texture is IHardwareTextureWrapper; static IsInternalTexture(texture: InternalTexture | GPUTexture): texture is InternalTexture; static IsImageBitmap(imageBitmap: ImageBitmap | { width: number; height: number; }): imageBitmap is ImageBitmap; static IsImageBitmapArray(imageBitmap: ImageBitmap[] | { width: number; height: number; }): imageBitmap is ImageBitmap[]; static IsCompressedFormat(format: GPUTextureFormat): boolean; static GetWebGPUTextureFormat(type: number, format: number, useSRGBBuffer?: boolean): GPUTextureFormat; static GetNumChannelsFromWebGPUTextureFormat(format: GPUTextureFormat): number; static HasStencilAspect(format: GPUTextureFormat): boolean; static HasDepthAndStencilAspects(format: GPUTextureFormat): boolean; static GetDepthFormatOnly(format: GPUTextureFormat): GPUTextureFormat; static GetSample(sampleCount: number): 1 | 4; }