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LayaAir3引擎API
LayaAir3引擎API
laya/RenderDriver/OpenGLESDriver/RenderDevice/GLESRenderDeviceFactory
GLESRenderDeviceFactory
类 GLESRenderDeviceFactory
实现
IRenderDeviceFactory
索引
构造函数
constructor
方法
after
Init
create
Buffer
State
create
Compute
Context
create
Compute
Shader
create
Device
Buffer
create
Engine
create
Global
Uniform
Map
create
Index
Buffer
create
Render
Geometry
Element
create
Shader
Data
create
Shader
Instance
create
Vertex
Buffer
构造函数
constructor
new GLESRender
Device
Factory
(
)
:
GLESRenderDeviceFactory
返回
GLESRenderDeviceFactory
方法
after
Init
after
Init
(
)
:
void
返回
void
create
Buffer
State
create
Buffer
State
(
)
:
IBufferState
返回
IBufferState
create
Compute
Context
create
Compute
Context
(
)
:
GLESComputeContext
返回
GLESComputeContext
create
Compute
Shader
create
Compute
Shader
(
info
)
:
GLESComputeShaderInstance
参数
info
:
ComputeShaderProcessInfo
返回
GLESComputeShaderInstance
create
Device
Buffer
create
Device
Buffer
(
type
)
:
IDeviceBuffer
参数
type
:
EDeviceBufferUsage
返回
IDeviceBuffer
create
Engine
create
Engine
(
config
,
canvas
)
:
Promise
<
void
>
参数
config
:
Config
canvas
:
HTMLCanvas
返回
Promise
<
void
>
create
Global
Uniform
Map
create
Global
Uniform
Map
(
blockName
)
:
GLESCommandUniformMap
参数
blockName
:
string
返回
GLESCommandUniformMap
create
Index
Buffer
create
Index
Buffer
(
bufferUsage
)
:
IIndexBuffer
参数
bufferUsage
:
BufferUsage
返回
IIndexBuffer
create
Render
Geometry
Element
create
Render
Geometry
Element
(
mode
,
drawType
)
:
IRenderGeometryElement
参数
mode
:
MeshTopology
drawType
:
DrawType
返回
IRenderGeometryElement
create
Shader
Data
create
Shader
Data
(
ownerResource
)
:
ShaderData
参数
ownerResource
:
Resource
返回
ShaderData
create
Shader
Instance
create
Shader
Instance
(
shaderProcessInfo
,
shaderPass
)
:
IShaderInstance
参数
shaderProcessInfo
:
ShaderProcessInfo
shaderPass
:
ShaderPass
返回
IShaderInstance
create
Vertex
Buffer
create
Vertex
Buffer
(
bufferUsageType
)
:
IVertexBuffer
参数
bufferUsageType
:
BufferUsage
返回
IVertexBuffer
Version
显示设置
成员可见性
继承
外部
配色
自动
浅色
深色
目录
构造函数
constructor
方法
after
Init
create
Buffer
State
create
Compute
Context
create
Compute
Shader
create
Device
Buffer
create
Engine
create
Global
Uniform
Map
create
Index
Buffer
create
Render
Geometry
Element
create
Shader
Data
create
Shader
Instance
create
Vertex
Buffer
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