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TypeScript
import type { ICanvas } from '../../environment/canvas/ICanvas';
import type { WebGLOptions, WebGLPipes, WebGLRenderer } from './gl/WebGLRenderer';
import type { WebGPUOptions, WebGPUPipes, WebGPURenderer } from './gpu/WebGPURenderer';
/**
* A generic renderer that can be either a WebGL or WebGPU renderer.
* @category rendering
* @extends WebGLRenderer
* @extends WebGPURenderer
* @standard
*/
export type Renderer<T extends ICanvas = HTMLCanvasElement> = WebGLRenderer<T> | WebGPURenderer<T>;
/**
* Generic pipes for the renderer.
* @category rendering
* @advanced
*/
export type RenderPipes = WebGLPipes | WebGPUPipes;
/**
* Options for the renderer.
* @extends WebGLOptions
* @extends WebGPUOptions
* @category rendering
* @standard
*/
export interface RendererOptions extends WebGLOptions, WebGPUOptions {
}
/**
* Ids for the different render types.
* The idea is that you can use bitwise operations to filter whether or not you want to do something
* in a certain render type.
* Filters for example can be compatible for both webGL or WebGPU but not compatible with canvas.
* So internally if it works with both we set filter.compatibleRenderers = RendererType.WEBGL | RendererType.WEBGPU
* if it only works with webgl we set filter.compatibleRenderers = RendererType.WEBGL
* @category rendering
* @internal
*/
export declare enum RendererType {
/** The WebGL renderer */
WEBGL = 1,
/** The WebGPU renderer */
WEBGPU = 2,
/** Either WebGL or WebGPU renderer */
BOTH = 3
}
/**
* The GPU power preference for the WebGPU context.
* This is an optional hint indicating what configuration of GPU is suitable for the WebGPU context,
*
* - `'high-performance'` will prioritize rendering performance over power consumption,
* - `'low-power'` will prioritize power saving over rendering performance.
* @category rendering
* @advanced
*/
export type GpuPowerPreference = 'low-power' | 'high-performance';