interface IRenderDeviceFactory {
    createBufferState(): IBufferState;
    createComputeContext?(): IComputeContext;
    createComputeShader?(info: ComputeShaderProcessInfo): IComputeShader;
    createDeviceBuffer?(type: EDeviceBufferUsage): IDeviceBuffer;
    createEngine(config: Config, canvas: HTMLCanvas): Promise<void>;
    createGlobalUniformMap(blockName: string): CommandUniformMap;
    createIndexBuffer(bufferUsage: BufferUsage): IIndexBuffer;
    createRenderGeometryElement(mode: MeshTopology, drawType: DrawType): IRenderGeometryElement;
    createShaderData(ownerResource?: Resource): ShaderData;
    createShaderInstance(shaderProcessInfo: ShaderProcessInfo, shaderPass: ShaderCompileDefineBase): IShaderInstance;
    createVertexBuffer(bufferUsageType: BufferUsage): IVertexBuffer;
}

实现于

方法