The graphics device manages the underlying graphics context. It is responsible for submitting render state changes and graphics primitives to the hardware. A graphics device is tied to a specific canvas HTML element. It is valid to have more than one canvas element per page and create a new graphics device against each.

Hierarchy (view full)

Properties

backBufferAntialias: boolean = false

True if the back buffer should use anti-aliasing.

The canvas DOM element that provides the underlying WebGL context used by the graphics device.

gpuProfiler: GpuProfiler

The GPU profiler.

insideRenderPass: boolean = false
isWebGL2: boolean = false

True if the deviceType is WebGL2

isWebGPU: boolean = false

True if the deviceType is WebGPU

maxAnisotropy: number

The maximum supported texture anisotropy setting.

maxColorAttachments: number = 1

The maximum supported number of color buffers attached to a render target.

maxCubeMapSize: number

The maximum supported dimension of a cube map.

maxTextureSize: number

The maximum supported dimension of a texture.

maxVolumeSize: number

The maximum supported dimension of a 3D texture (any axis).

precision: string

The highest shader precision supported by this graphics device. Can be 'hiphp', 'mediump' or 'lowp'.

samples: number

The number of hardware anti-aliasing samples used by the frame buffer.

scope: ScopeSpace

The scope namespace for shader attributes and variables.

supportsCompute: boolean = false

True if the device supports compute shaders.

supportsMrt: boolean = false

True if Multiple Render Targets feature is supported. This refers to the ability to render to multiple color textures with a single draw call.

supportsStorageTextureRead: boolean = false

True if the device can read from StorageTexture in the compute shader. By default, the storage texture can be only used with the write operation. When a shader uses this feature, it's recommended to use a requires directive to signal the potential for non-portability at the top of the WGSL shader code:

requires readonly_and_readwrite_storage_textures;
supportsVolumeTextures: boolean = false

True if the device supports volume textures.

textureFloatFilterable: boolean = false

True if filtering can be applied when sampling float textures.

textureFloatRenderable: boolean

True if 32-bit floating-point textures can be used as a frame buffer.

textureHalfFloatFilterable: boolean = false

True if filtering can be applied when sampling 16-bit float textures.

textureHalfFloatRenderable: boolean

True if 16-bit floating-point textures can be used as a frame buffer.

Accessors

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optional arg1: any

      First argument that is passed to the event handler.

    • Optional arg2: any

      Second argument that is passed to the event handler.

    • Optional arg3: any

      Third argument that is passed to the event handler.

    • Optional arg4: any

      Fourth argument that is passed to the event handler.

    • Optional arg5: any

      Fifth argument that is passed to the event handler.

    • Optional arg6: any

      Sixth argument that is passed to the event handler.

    • Optional arg7: any

      Seventh argument that is passed to the event handler.

    • Optional arg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    Example

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    Example

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optional name: string

      Name of the event to unbind.

    • Optional callback: HandleEventCallback

      Function to be unbound.

    • Optional scope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    Example

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optional scope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    Example

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console

    Example

    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optional scope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.

    Example

    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Sets the current index buffer on the graphics device. On subsequent calls to GraphicsDevice#draw, the specified index buffer will be used to provide index data for any indexed primitives.

    Parameters

    • indexBuffer: IndexBuffer

      The index buffer to assign to the device.

    Returns void

  • Sets the specified render target on the device. If null is passed as a parameter, the back buffer becomes the current target for all rendering operations.

    Parameters

    Returns void

    Example

    // Set a render target to receive all rendering output
    device.setRenderTarget(renderTarget);

    // Set the back buffer to receive all rendering output
    device.setRenderTarget(null);
  • Sets the current vertex buffer on the graphics device. On subsequent calls to GraphicsDevice#draw, the specified vertex buffer(s) will be used to provide vertex data for any primitives.

    Parameters

    • vertexBuffer: VertexBuffer

      The vertex buffer to assign to the device.

    Returns void