(options: LayersPassRenderOptions)
| 87 | } |
| 88 | |
| 89 | protected _render(options: LayersPassRenderOptions): RenderStats[] { |
| 90 | const canvasContext = this.device.canvasContext!; |
| 91 | const framebuffer = options.target ?? canvasContext.getCurrentFramebuffer(); |
| 92 | const [width, height] = canvasContext.getDrawingBufferSize(); |
| 93 | |
| 94 | // Explicitly specify clearColor and clearDepth, overriding render pass defaults. |
| 95 | const clearCanvas = options.clearCanvas ?? true; |
| 96 | const clearColor = options.clearColor ?? (clearCanvas ? [0, 0, 0, 0] : false); |
| 97 | const clearDepth = clearCanvas ? 1 : false; |
| 98 | const clearStencil = clearCanvas ? 0 : false; |
| 99 | const colorMask = options.colorMask ?? 0xf; |
| 100 | |
| 101 | const parameters: RenderPassParameters = {viewport: [0, 0, width, height]}; |
| 102 | if (options.colorMask) { |
| 103 | parameters.colorMask = colorMask; |
| 104 | } |
| 105 | if (options.scissorRect) { |
| 106 | parameters.scissorRect = options.scissorRect as NumberArray4; |
| 107 | } |
| 108 | |
| 109 | const renderPass = this.device.beginRenderPass({ |
| 110 | framebuffer, |
| 111 | parameters, |
| 112 | clearColor: clearColor as NumberArray4, |
| 113 | clearDepth, |
| 114 | clearStencil |
| 115 | }); |
| 116 | |
| 117 | try { |
| 118 | return this._drawLayers(renderPass, options); |
| 119 | } finally { |
| 120 | renderPass.end(); |
| 121 | // TODO(ibgreen): WebGPU - submit may not be needed here but initial port had issues with out of render loop rendering |
| 122 | this.device.submit(); |
| 123 | } |
| 124 | } |
| 125 | |
| 126 | /** Draw a list of layers in a list of viewports */ |
| 127 | private _drawLayers(renderPass: RenderPass, options: LayersPassRenderOptions) { |
no test coverage detected