2023-08-18 17:52:53 -04:00

9.6 KiB

Framebuffer

:::caution The luma.gl v9 API is currently in public review and may be subject to change. :::

A Framebuffer holds textures that will be used as render targets for RenderPipelines together with additional information on how the RenderPipeline should use the various attached textures:

  • one or more color textures
  • optionally a depth / stencil buffer
  • clearColor, clearDepth and clearStencil etc fields on the various attachments.

The list of attachments cannot be changed after creation, however a Framebuffer can be "resized" causing the attachments to be resized.

Special Framebuffers can be obtained from CanvasContexts that enabled rendering directly into HTML canvases (i.e. onto the screen).

The use of framebuffers is described in detail in the Rendering Guide/

Usage

Creating a framebuffer and have it auto-create color and depth attachments

const framebuffer = device.createFramebuffer({
  width: window.innerWidth,
  height: window.innerHeight,
  colorAttachments: [{format: 'rgb8unorm'}],
  depthStencilAttachment: {format: 'depth24unorm-stencil8'}
});

Creating a framebuffer with supplied color and depth attachments

const size = {
  width: window.innerWidth,
  height: window.innerHeight
};
const framebuffer = device.createFramebuffer({
  ...size,
  colorAttachments: [device.createTexture({format: 'rgb8unorm', ...size})],
  depthStencilAttachment: device.createTexture({format: 'depth24unorm-stencil8', ...size})
});

Resizing a framebuffer to the size of the browser's window by resizing all attachments.

framebuffer.resize(window.innerWidth, window.innerHeight);

To render into a canvas make sure you have a CanvasContext for that HTML or offscreen canvas. You can the obtain a Framebuffer object from the CanvasContext using canvasContext.getDefaultFramebuffer().

For the

const canvasFramebuffer = canvasContext.getDefaultFramebuffer();
const canvasRenderPass = device.beginRenderPass({framebuffer: canvasFramebuffer});
model2.draw({renderPass: screenRenderPass, ...});

Alternatively can create texture based framebuffers for off-screen rendering. Specifying a separate offscreen framebuffer for rendering:

const offScreenFramebuffer = device.createFramebuffer(...);

const offScreenRenderPass = device.beginRenderPass({framebuffer: offScreenFramebuffer});
model1.draw({renderPass: offScreenRenderPass, ...});
offScreenRenderPass.endPass();

// Textures attached offscreenFramebuffer now contain the results of the first renderpass, 
// and those textures can be used as input for a second to-screen render pass

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 ColorAttachment|Texture[] Array of render target textures.
depthStencilAttachment? DepthStencilAttachment|Texture[] Depth/stencil texture.

ColorAttachment

Framebuffer attachments lets the user specify the textures that will be used for a RenderPass, together with some additional options for how to clear color textures.

Property Type Description
texture Texture Describes the texture subresource that will be output to for this color attachment.
clearValue? number[] Value to clear to prior to executing the render pass. Default: [0, 0, 0, 0]. Ignored if loadOp is not "clear".
loadOp? 'load', 'clear' Load operation to perform on texture prior to executing the render pass. Default: 'clear'.
storeOp? 'store', 'discard' The store operation to perform on texture after executing the render pass. Default: 'store'.
  • Clearing can be disabled by setting loadOp='load' however this may have a small performance cost as GPUs are optimized for clearing.
  • WebGL does not support setting storeOp: 'discard' for just some attachments, it is all or nothing.

DepthStencilAttachment

Framebuffer attachments lets the user specify the depth stencil texture that will be used for a RenderPass, together with some additional options for how to clear depth and stencil buffers.

Property Type Description
texture Texture Describes the texture subresource that will be output to and read from for this depth/stencil attachment.
depthClearValue? number Value to clear depth component to prior to executing the render pass, if depthLoadOp is "clear". 0.0-1.0.
depthLoadOp? 'load', 'clear' Load operation to perform on depth component prior to executing the render pass. Default 'clear'.
depthStoreOp? 'store', 'discard' Store operation` to perform on depth component after executing the render pass. Default 'store'.
depthReadOnly? boolean Depth component is read only.
stencilClearValue? number Value to clear stencil component to prior to executing the render pass, if stencilLoadOp is "clear".
stencilLoadOp? 'clear', 'load' Load operation to perform on stencil component prior to executing the render pass. Prefer clearing.
stencilStoreOp? 'store', 'discard' Store operation to perform on stencil component after executing the render pass.
stencilReadOnly? boolean Stencil component is read only.
  • Clearing can be disabled by setting loadOp='load' however this may have a small performance cost as GPUs are optimized for clearing.
  • WebGL does not support setting storeOp: 'discard' for just some attachments, it is all or nothing.

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: FramebufferProps - holds a copy of the FramebufferProps used to create this Buffer.

Methods

constructor

Create with device.createFramebuffer(...). (Framebuffer is an abstract class and cannot be instantiated directly with new Framebuffer().)

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 underlyingWebGLTexture / 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 and Framebuffer Object in the OpenGL Wiki.