Create a new instance.
The name of the storage buffer.
Optional
format: number = PIXELFORMAT_RGBA8The pixel format of the texture. Note that not all formats can be used. Defaults to PIXELFORMAT_RGBA8.
Optional
textureDimension: string = TEXTUREDIMENSION_2DThe dimension of the texture. Defaults to TEXTUREDIMENSION_2D. Can be:
Optional
write: boolean = trueWhether the storage texture is writeable. Defaults to true.
Optional
read: boolean = falseWhether the storage texture is readable. Defaults to false. Note that storage texture reads are only supported if GraphicsDevice#supportsStorageTextureRead is true. Also note that only a subset of pixel formats can be used for storage texture reads - as an example, PIXELFORMAT_RGBA8 is not compatible, but PIXELFORMAT_R32U is.
A class to describe the format of the storage texture for BindGroupFormat. Storage texture is a texture created with the storage flag set to true, which allows it to be used as an output of a compute shader. Note: At the current time, storage textures are only supported in compute shaders in a write-only mode.