@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
66 lines (65 loc) • 1.76 kB
TypeScript
/** This file must only contain pure code and pure imports */
/**
* Type used to locate a resource in a compute shader.
* TODO: remove this when browsers support reflection for wgsl shaders
*/
export type ComputeBindingLocation = {
group: number;
binding: number;
};
/**
* Type used to lookup a resource and retrieve its binding location
* TODO: remove this when browsers support reflection for wgsl shaders
*/
export type ComputeBindingMapping = {
[key: string]: ComputeBindingLocation;
};
/**
* Types of messages that can be generated during compilation
*/
export type ComputeCompilationMessageType = "error" | "warning" | "info";
/**
* Messages generated during compilation
*/
export interface ComputeCompilationMessages {
/**
* Number of errors generated during compilation
*/
numErrors: number;
/**
* List of messages generated during compilation
*/
messages: {
type: ComputeCompilationMessageType;
text: string;
line?: number;
column?: number;
length?: number;
offset?: number;
}[];
}
/** @internal */
export declare enum ComputeBindingType {
Texture = 0,
StorageTexture = 1,
UniformBuffer = 2,
StorageBuffer = 3,
TextureWithoutSampler = 4,
Sampler = 5,
ExternalTexture = 6,
DataBuffer = 7,
InternalTexture = 8
}
/** @internal */
export type ComputeBindingList = {
[key: string]: {
type: ComputeBindingType;
object: any;
indexInGroupEntries?: number;
};
};
/**
* Register side effects for enginesExtensionsEngineComputeShader.
* Safe to call multiple times; only the first call has an effect.
*/
export declare function RegisterEnginesExtensionsEngineComputeShader(): void;