An API for GL resources.
Function to set up a GL buffer.
Function to clear GL view or framebuffer.
Function to create a GL render pass,
given options, to be called later with options; api if not given.
The gpgpu state to use. See toData and mapGroups.
How values are grouped per-texture per-pass
per-step. See mapGroups.
Any merged state texture; uses separate state
textures if not given.
The namespace prefix; preDef by default.
The step vertex shader GLSL; a
simple flat screen shader if not given.
The step fragment shader GLSL.
The step uniforms;
modifies any given. See toUniforms.
The step position
attributes; 3 points of a large flat triangle if not given.
The number of
elements/attributes to draw.
Any GL command properties to mix in
overriding those ones added here; all passed to api.command.
Preprocesses and caches vertex GLSL
code per-pass if given, otherwise processes just-in-time before each pass.
Preprocesses and caches fragment GLSL
code per-pass, otherwise processes just-in-time before each pass.
Optionalto: any = stateThe object to set up. Modifies the given state
object by default.
to The given to object; set up with a gpgpu step
function and related properties, to use with the gpgpu state.
Make this fully and consistently extensible; improve pipeline.
Example.
Creates a
gpgpuupdate step function, for use with agpgpustate object.