pixi.js
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TypeScript
import { ExtensionType } from '../../../../extensions/Extensions';
import { GlBuffer } from './GlBuffer';
import type { Buffer } from '../../shared/buffer/Buffer';
import type { System } from '../../shared/system/System';
import type { WebGLRenderer } from '../WebGLRenderer';
/**
* System plugin to the renderer to manage buffers.
*
* WebGL uses Buffers as a way to store objects to the GPU.
* This system makes working with them a lot easier.
*
* Buffers are used in three main places in WebGL
* - geometry information
* - Uniform information (via uniform buffer objects - a WebGL 2 only feature)
* - Transform feedback information. (WebGL 2 only feature)
*
* This system will handle the binding of buffers to the GPU as well as uploading
* them. With this system, you never need to work directly with GPU buffers, but instead work with
* the Buffer class.
* @class
* @category rendering
* @advanced
*/
export declare class GlBufferSystem implements System {
/** @ignore */
static extension: {
readonly type: readonly [ExtensionType.WebGLSystem];
readonly name: "buffer";
};
private _gl;
private _gpuBuffers;
/** Cache keeping track of the base bound buffer bases */
private _boundBufferBases;
private _renderer;
private _minBaseLocation;
private _maxBindings;
private _nextBindBaseIndex;
private _bindCallId;
/**
* @param {Renderer} renderer - The renderer this System works for.
*/
constructor(renderer: WebGLRenderer);
/** @ignore */
destroy(): void;
/** Sets up the renderer context and necessary buffers. */
protected contextChange(): void;
getGlBuffer(buffer: Buffer): GlBuffer;
/**
* This binds specified buffer. On first run, it will create the webGL buffers for the context too
* @param buffer - the buffer to bind to the renderer
*/
bind(buffer: Buffer): void;
/**
* Binds an uniform buffer to at the given index.
*
* A cache is used so a buffer will not be bound again if already bound.
* @param glBuffer - the buffer to bind
* @param index - the base index to bind it to.
*/
bindBufferBase(glBuffer: GlBuffer, index: number): void;
nextBindBase(hasTransformFeedback: boolean): void;
freeLocationForBufferBase(glBuffer: GlBuffer): number;
getLastBindBaseLocation(glBuffer: GlBuffer): number;
/**
* Binds a buffer whilst also binding its range.
* This will make the buffer start from the offset supplied rather than 0 when it is read.
* @param glBuffer - the buffer to bind
* @param index - the base index to bind at, defaults to 0
* @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc
* @param size - the size to bind at (this is blocks of 256).
*/
bindBufferRange(glBuffer: GlBuffer, index?: number, offset?: number, size?: number): void;
/**
* Will ensure the data in the buffer is uploaded to the GPU.
* @param {Buffer} buffer - the buffer to update
*/
updateBuffer(buffer: Buffer): GlBuffer;
/** dispose all WebGL resources of all managed buffers */
destroyAll(): void;
/**
* Disposes buffer
* @param {Buffer} buffer - buffer with data
* @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray
*/
protected onBufferDestroy(buffer: Buffer, contextLost?: boolean): void;
/**
* creates and attaches a GLBuffer object tied to the current context.
* @param buffer
* @protected
*/
protected createGLBuffer(buffer: Buffer): GlBuffer;
resetState(): void;
}