True if the back buffer should use anti-aliasing.
ReadonlyboneThe maximum number of supported bones using uniform buffers.
ReadonlycanvasThe canvas DOM element that provides the underlying WebGL context used by the graphics device.
The GPU profiler.
ReadonlyisTrue if the deviceType is WebGL1
ReadonlyisTrue if the deviceType is WebGL2
ReadonlyisTrue if the deviceType is WebGPU
ReadonlymaxThe maximum supported texture anisotropy setting.
ReadonlymaxThe maximum supported number of color buffers attached to a render target.
ReadonlymaxThe maximum supported dimension of a cube map.
ReadonlymaxThe maximum supported dimension of a texture.
ReadonlymaxThe maximum supported dimension of a 3D texture (any axis).
ReadonlyprecisionThe highest shader precision supported by this graphics device. Can be 'hiphp', 'mediump' or 'lowp'.
ReadonlysamplesThe number of hardware anti-aliasing samples used by the frame buffer.
ReadonlyscopeThe scope namespace for shader attributes and variables.
ReadonlysupportsTrue if the device supports compute shaders.
ReadonlysupportsTrue if hardware instancing is supported.
ReadonlysupportsTrue if Multiple Render Targets feature is supported. This refers to the ability to render to multiple color textures with a single draw call.
ReadonlysupportsTrue 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;
ReadonlysupportsTrue if the device supports volume textures.
ReadonlytextureTrue if filtering can be applied when sampling float textures.
ReadonlytextureTrue if 32-bit floating-point textures can be used as a frame buffer.
ReadonlytextureTrue if filtering can be applied when sampling 16-bit float textures.
ReadonlytextureTrue if 16-bit floating-point textures can be used as a frame buffer.
Gets the type of the device. Can be:
Gets whether the device is currently in fullscreen mode.
Sets whether the device is currently in fullscreen mode.
Height of the back buffer in pixels.
Gets the maximum pixel ratio.
Sets the maximum pixel ratio.
Width of the back buffer in pixels.
Dispatch multiple compute shaders inside a single compute shader pass.
An array of compute shaders to dispatch.
Destroy the graphics device.
Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optionalarg1: anyFirst argument that is passed to the event handler.
Optionalarg2: anySecond argument that is passed to the event handler.
Optionalarg3: anyThird argument that is passed to the event handler.
Optionalarg4: anyFourth argument that is passed to the event handler.
Optionalarg5: anyFifth argument that is passed to the event handler.
Optionalarg6: anySixth argument that is passed to the event handler.
Optionalarg7: anySeventh argument that is passed to the event handler.
Optionalarg8: anyEighth argument that is passed to the event handler.
Self for chaining.
Get a renderable HDR pixel format supported by the graphics device.
Optionalformats: number[] = ...An array of pixel formats to check for support. Can contain:
Optionalfilterable: boolean = trueIf true, the format also needs to be filterable. Defaults to true.
The first supported renderable HDR format or undefined if none is supported.
Queries the currently set render target on the device.
The current render target.
Test if there are any handlers bound to an event name.
The name of the event to test.
True if the object has handlers bound to the specified event name.
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.
Optionalname: stringName of the event to unbind.
Optionalcallback: HandleEventCallbackFunction to be unbound.
Optionalscope: anyScope that was used as the this when the event is fired.
Self for chaining.
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.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optionalscope: any = ...Object to use as 'this' when the event is fired, defaults to current this.
Function that executes after the device has been created.
Sets the constant blend color and alpha values used with BLENDMODE_CONSTANT and BLENDMODE_ONE_MINUS_CONSTANT factors specified in BlendState. Defaults to [0, 0, 0, 0].
The value for red.
The value for green.
The value for blue.
The value for alpha.
Controls how triangles are culled based on their face direction. The default cull mode is CULLFACE_BACK.
The cull mode to set. Can be:
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.
The index buffer to assign to the device.
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.
The render target to activate.
Sets the specified stencil state. If both stencilFront and stencilBack are null, stencil operation is disabled.
OptionalstencilFront: StencilParametersThe front stencil parameters. Defaults to StencilParameters.DEFAULT if not specified.
OptionalstencilBack: StencilParametersThe back stencil parameters. Defaults to StencilParameters.DEFAULT if not specified.
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.
The vertex buffer to assign to the device.
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.