Hilo3d API - v2.0.0
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    Interface GPUDrivenRenderPassParameters

    Frame-scoped graph resources consumed by one GPU-driven draw.

    interface GPUDrivenRenderPassParameters {
        buffers: readonly ComputeBufferBinding[];
        colorAttachments: readonly Readonly<RenderPipelineColorAttachment>[];
        depthStencilAttachment?: Readonly<RenderPipelineDepthStencilAttachment>;
        draw: GPUDrivenDraw;
        indexBuffer?: ComputeBufferBinding;
        samplers?: readonly ComputeSampler[];
        scissor?: RendererViewport;
        stencilReference?: number;
        textures?: readonly ComputeTextureBinding[];
        uniformBuffers?: readonly (
            | UniformBuffer<
                Readonly<Record<string, Std140Type | Std140FieldDefinition>>,
            >
            | UniformBufferRange
        )[];
        vertexBuffers?: readonly ComputeBufferBinding[];
        viewport?: RendererViewport;
    }
    Index
    buffers: readonly ComputeBufferBinding[]

    Readonly storage resources in sorted storage-buffer ABI order.

    colorAttachments: readonly Readonly<RenderPipelineColorAttachment>[]

    One or more color attachments matching continuous fragment output locations.

    depthStencilAttachment?: Readonly<RenderPipelineDepthStencilAttachment>

    Optional depth/stencil attachment and load/store policy.

    Direct or GPU-authored indirect draw command.

    indexBuffer?: ComputeBufferBinding

    Required only by draw-indexed-indirect.

    samplers?: readonly ComputeSampler[]

    Immutable samplers in sorted sampler ABI order.

    Optional dynamic scissor in physical attachment pixels.

    stencilReference?: number

    Optional unsigned dynamic stencil reference.

    textures?: readonly ComputeTextureBinding[]

    Sampled graph textures in sorted sampled-texture ABI order.

    uniformBuffers?: readonly (
        | UniformBuffer<
            Readonly<Record<string, Std140Type | Std140FieldDefinition>>,
        >
        | UniformBufferRange
    )[]

    std140 resources in sorted uniform-buffer ABI order.

    vertexBuffers?: readonly ComputeBufferBinding[]

    Graph vertex buffers in the same order as vertexLayouts.

    viewport?: RendererViewport

    Optional dynamic viewport in physical attachment pixels.