4.6 KiB
Framebuffer
Proposed luma.gl v9 API. Open for comments.
A Framebuffer holds textures that will be used as render targets for RenderPipelines:
- 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/
Usage
Creating a framebuffer with default color and depth attachments
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.
framebuffer.resize(window.innerWidth, window.innerHeight);
Specifying a framebuffer for rendering in each render calls
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 theDevicethat created thisFramebuffer.handle:unknown- WebGL: holds the underlyingWebGLFramebuffer. No underlying object on WebGPU.props:BufferProps- holds a copy of theBufferPropsused to create thisBuffer.
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 ofFramebufferin pixelsheight- the new height ofFramebufferin 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 underlyingGPUTexture/GPUTextureViewhandles are no longer the same after aresize() - WebGL:
resize()will erase the current content of any attachments, but not actually create them (The underlyingWebGLTexture/WebGLRenderbufferhandles are not changed). - WebGPU: The
Framebufferclass is a pure luma.gl class as this concept does not exist natively in WebGPU (attachment information has to be provided through theGPURenderPassDescriptorcolorAttachmentsand thedepthStencilAttachmentfields every frame when a render pass is created).`. - WebGL: The
Framebufferclass wraps theWebGLFramebufferobject exists, see e.g. Framebuffer and Framebuffer Object in the OpenGL Wiki.