pex-context
Version:
Modern WebGL state wrapper for PEX: allocate GPU resources (textures, buffers), setup state pipelines and passes, and combine them into commands.
68 lines (58 loc) • 1.73 kB
JavaScript
import { checkProps } from "./utils.js";
/**
* @typedef {import("./types.js").PexResource} PassOptions
* @property {import("./types.js").PexTexture2D[] | import("./framebuffer.js").Attachment[]} [color] render target
* @property {import("./types.js").PexTexture2D} [depth] render target
* @property {import("./types.js").Color} [clearColor]
* @property {number} [clearDepth]
*/
const allowedProps = [
"name",
"framebuffer",
"color",
"depth",
"clearColor",
"clearDepth",
];
function createPass(ctx, opts) {
checkProps(allowedProps, opts);
const pass = {
class: "pass",
opts,
clearColor: opts.clearColor,
clearDepth: opts.clearDepth,
_dispose() {
this.opts = null;
this.clearColor = null;
this.clearDepth = null;
if (this.framebuffer) {
ctx.dispose(this.framebuffer);
this.framebuffer = null;
}
},
};
// Inherits framebuffer from parent command or screen, if no target specified
if (opts.color || opts.depth) {
pass.framebuffer = ctx.framebuffer(opts);
const colorsToResolve = opts.color
? opts.color
.map((attachment, index) => {
if (attachment.resolveTarget) {
return { texture: attachment.resolveTarget, sourceIndex: index };
}
})
.filter((a) => a)
: [];
const depthToResolve = opts.depth?.resolveTarget;
if (colorsToResolve.length || depthToResolve) {
const resolveOpts = {
name: `${opts.name ? `${opts.name}_` : ""}resolve`,
color: colorsToResolve,
depth: depthToResolve,
};
pass.resolveFramebuffer = ctx.framebuffer(resolveOpts);
}
}
return pass;
}
export default createPass;