Function Buffer.bindingLayout
__C .WGPUBindGroupLayoutEntry bindingLayout
(
uint location,
ShaderStage visibility,
BufferBindingType type = BufferBindingType .uniform,
std .typecons .Flag!("hasDynamicOffset") hasDynamicOffset = Flag .no,
uint minBindingSize = 0u
);
Parameters
Name | Description |
---|---|
location | Unique binding location, equal to that of the corresponding BindGroupEntry and shader location. |
visibility | Bitset of ShaderStage members. Each set bit indicates that a resource is accessible from the associated shader stage. |
type | Required type of the buffer bound to the binding. Defaults to BufferBindingType . |
hasDynamicOffset | Whether the binding has a dynamic offset. |
minBindingSize | Minimum size of the binding, validated during Device . Defaults to 0 .
If this is not 0 , pipeline creation validates that this value is large enough for the bindings declared in the shader.
If this is 0 , draw/dispatch commands validate that each binding in the group is large enough for the bindings declared in the shader. |