_getDefaultRenderPassDescriptor() {

		let descriptor = this.defaultRenderPassdescriptor;

		if ( descriptor === null ) {

			const renderer = this.renderer;

			descriptor = {
				colorAttachments: [ {
					view: null
				} ],
			};

			if ( this.renderer.depth === true || this.renderer.stencil === true ) {

				descriptor.depthStencilAttachment = {
					view: this.textureUtils.getDepthBuffer( renderer.depth, renderer.stencil ).createView()
				};

			}

			const colorAttachment = descriptor.colorAttachments[ 0 ];

			if ( this.renderer.samples > 0 ) {

				colorAttachment.view = this.colorBuffer.createView();

			} else {

				colorAttachment.resolveTarget = undefined;

			}

			this.defaultRenderPassdescriptor = descriptor;

		}

		const colorAttachment = descriptor.colorAttachments[ 0 ];

		if ( this.renderer.samples > 0 ) {

			colorAttachment.resolveTarget = this.context.getCurrentTexture().createView();

		} else {

			colorAttachment.view = this.context.getCurrentTexture().createView();

		}

		return descriptor;

	}
Returns the default render pass descriptor.

In WebGPU, the default framebuffer must be configured
like custom framebuffers so the backend needs a render
pass descriptor even when rendering directly to screen.

@private
@return {Object} The render pass descriptor.