# Framebuffer > Proposed luma.gl v9 API. Open for comments. A `Framebuffer` holds textures that will be used as render targets for `RenderPipeline`s: - one or more color textures - optionally a depth / stencil buffer A `Framebuffer` is "shallowly immutable": the list of attachments cannot be changed after creation, however a Framebuffer can be "resized" causing the attachments to be resized. The use of framebuffers is described in detail in the [Rendering Guide](../../api-guide/rendering)/ ## Usage Creating a framebuffer with default color and depth attachments ```typescript const framebuffer = device.createFramebuffer({ width: window.innerWidth, height: window.innerHeight, colorAttachments: ['rgb8unorm'], depthStencilAttachment: 'depth24unorm-stencil8' }); ``` Resizing a framebuffer to the size of a window by resizing all attachments. ```typescript framebuffer.resize(window.innerWidth, window.innerHeight); ``` Specifying a framebuffer for rendering in each render calls ```typescript const offScreenBuffer = device.createFramebuffer(...); const offScreenRenderPass = device.beginRenderPass({framebuffer: offScreenFramebuffer}); model1.draw({renderPass: offScreenRenderPass}); offScreenRenderPass.endPass(); const screenRenderPass = device.getDefaultRenderPass(); model2.draw({renderPass: screenRenderPass}); ``` ## Types ### `FramebufferProps` | Property | Type | Description | | ------------------------- | -------------------------- | ------------------------------------ | | `id?` | `string` | An optional name (id) of the buffer. | | `width? = 1` | `number` | The width of the framebuffer. | | `height? = 1` | `number` | The height of the framebuffer. | | `colorAttachments` | `TextureFormat\|Texture[]` | Array of render target textures. | | `depthStencilAttachment?` | `TextureFormat\|Texture[]` | Depth/stencil texture. | ## Members - `device`: `Device` - holds a reference to the `Device` that created this `Framebuffer`. - `handle`: `unknown` - WebGL: holds the underlying `WebGLFramebuffer`. No underlying object on WebGPU. - `props`: `BufferProps` - holds a copy of the `BufferProps` used to create this `Buffer`. ## Methods ### constructor `Framebuffer` is an abstract class and cannot be instantiated directly. Create with `device.createFramebuffer(props: FramebufferProps)`. An application can render into an (HTML or offscreen) canvas by obtaining a `Framebuffer` object from a `CanvasContext` using `canvasContext.getDefaultFramebuffer()`. Alternatively can create texture based framebuffers for off-screen rendering. ### destroy(): void Free up any GPU resources associated with this buffer immediately (instead of waiting for garbage collection). TBD - When destroying `Framebuffer` will also destroy any `Texture` that was created automatically during Framebuffer creation. Supplied textures will not be destroyed (but will eventually be garbage collected and destroyed). ### resize(width: number, height: number): void `Framebuffer.resize(width, height)` Resizes all the `Framebuffer`'s current attachments to the new `width` and `height` by calling `resize` on those attachments. - `width` - the new width of `Framebuffer` in pixels - `height` - the new height of `Framebuffer` in pixels Returns itself to enable chaining Note the `framebuffer.resize()` method has been designed so that it can be called every frame without performance concerns. While the actual resizing of attachments can be expensive, the `resize()` methods checks if `width` or `height` have changed before actually resizing any attachments. ## Remarks - WebGPU: `resize()` will destroy and recreate textures (meaning the the underlying `GPUTexture` / `GPUTextureView` handles are no longer the same after a `resize()` - WebGL: `resize()` will erase the current content of any attachments, but not actually create them (The underlying`WebGLTexture` / `WebGLRenderbuffer` handles are not changed). - WebGPU: The `Framebuffer` class is a pure luma.gl class as this concept does not exist natively in WebGPU (attachment information has to be provided through the `GPURenderPassDescriptor` `colorAttachments` and the `depthStencilAttachment` fields every frame when a render pass is created).`. - WebGL: The `Framebuffer` class wraps the `WebGLFramebuffer` object exists, see e.g. [Framebuffer](https://www.khronos.org/opengl/wiki/Framebuffer) and [Framebuffer Object](https://www.khronos.org/opengl/wiki/Framebuffer_Object) in the OpenGL Wiki.