pub enum BindingType {
Buffer {
ty: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<NonZero<u64>>,
},
Sampler(SamplerBindingType),
Texture {
sample_type: TextureSampleType,
view_dimension: TextureViewDimension,
multisampled: bool,
},
StorageTexture {
access: StorageTextureAccess,
format: TextureFormat,
view_dimension: TextureViewDimension,
},
AccelerationStructure {
vertex_return: bool,
},
ExternalTexture,
}Expand description
Type of a binding in a bind group layout.
For each binding in a layout, a BindGroup must provide a BindingResource of the
corresponding type.
Corresponds to WebGPU’s mutually exclusive fields within GPUBindGroupLayoutEntry.
Variants§
Buffer
A buffer binding.
Corresponds to WebGPU GPUBufferBindingLayout.
Fields
ty: BufferBindingTypeSub-type of the buffer binding.
has_dynamic_offset: boolIndicates that the binding has a dynamic offset.
One offset must be passed to RenderPass::set_bind_group
for each dynamic binding in increasing order of binding number.
min_binding_size: Option<NonZero<u64>>The minimum size for a BufferBinding matching this entry, in bytes.
If this is Some(size):
-
When calling
create_bind_group, the resource at this bind point must be aBindingResource::Bufferwhose effective size is at leastsize. -
When calling
create_render_pipelineorcreate_compute_pipeline,sizemust be at least the minimum buffer binding size for the shader module global at this bind point: large enough to hold the global’s value, along with one element of a trailing runtime-sized array, if present.
If this is None:
- Each draw or dispatch command checks that the buffer range at this bind point satisfies the minimum buffer binding size.
Sampler(SamplerBindingType)
A sampler that can be used to sample a texture.
Example WGSL syntax:
@group(0) @binding(0)
var s: sampler;Example GLSL syntax:
layout(binding = 0)
uniform sampler s;Corresponds to WebGPU GPUSamplerBindingLayout.
Texture
A texture binding.
Example WGSL syntax:
@group(0) @binding(0)
var t: texture_2d<f32>;Example GLSL syntax:
layout(binding = 0)
uniform texture2D t;Corresponds to WebGPU GPUTextureBindingLayout.
Fields
sample_type: TextureSampleTypeSample type of the texture binding.
view_dimension: TextureViewDimensionDimension of the texture view that is going to be sampled.
StorageTexture
A storage texture.
Example WGSL syntax:
@group(0) @binding(0)
var my_storage_image: texture_storage_2d<r32float, write>;Example GLSL syntax:
layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage;Note that the texture format must be specified in the shader, along with the access mode. For WGSL, the format must be one of the enumerants in the list of storage texel formats.
Corresponds to WebGPU GPUStorageTextureBindingLayout.
Fields
access: StorageTextureAccessAllowed access to this texture.
format: TextureFormatFormat of the texture.
view_dimension: TextureViewDimensionDimension of the texture view that is going to be sampled.
AccelerationStructure
A ray-tracing acceleration structure binding.
Example WGSL syntax:
@group(0) @binding(0)
var as: acceleration_structure;or with vertex return enabled
@group(0) @binding(0)
var as: acceleration_structure<vertex_return>;Example GLSL syntax:
layout(binding = 0)
uniform accelerationStructureEXT as;Fields
vertex_return: boolWhether this acceleration structure can be used to create a ray query that has flag vertex return in the shader
If enabled requires Features::EXPERIMENTAL_RAY_HIT_VERTEX_RETURN
ExternalTexture
An external texture binding.
Example WGSL syntax:
@group(0) @binding(0)
var t: texture_external;Corresponds to WebGPU GPUExternalTextureBindingLayout.
Requires Features::EXTERNAL_TEXTURE
Implementations§
Source§impl BindingType
impl BindingType
Sourcepub fn has_dynamic_offset(&self) -> bool
pub fn has_dynamic_offset(&self) -> bool
Returns true for buffer bindings with dynamic offset enabled.
Trait Implementations§
Source§impl Clone for BindingType
impl Clone for BindingType
Source§fn clone(&self) -> BindingType
fn clone(&self) -> BindingType
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for BindingType
impl Debug for BindingType
Source§impl Hash for BindingType
impl Hash for BindingType
Source§impl PartialEq for BindingType
impl PartialEq for BindingType
impl Copy for BindingType
impl Eq for BindingType
impl StructuralPartialEq for BindingType
Auto Trait Implementations§
impl Freeze for BindingType
impl RefUnwindSafe for BindingType
impl Send for BindingType
impl Sync for BindingType
impl Unpin for BindingType
impl UnwindSafe for BindingType
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
T ShaderType for self. When used in AsBindGroup
derives, it is safe to assume that all images in self exist.Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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T: Any,
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