pub struct BindGroupLayoutBuilder<'a> { /* private fields */ }Expand description
Builds a wgpu::BindGroupLayout one BindingEntry at a time.
ⓘ
let layout = BindGroupLayoutBuilder::new()
.label("camera_layout")
.entry("camera", 0, BindingKind::uniform_buffer(wgpu::ShaderStages::VERTEX))
.build(&device);build panics if two entries claim the same @binding(N)
— this makes a shader-mismatched binding layout fail loudly here instead
of silently misbehaving at draw/dispatch time.
Implementations§
Source§impl<'a> BindGroupLayoutBuilder<'a>
impl<'a> BindGroupLayoutBuilder<'a>
pub fn new() -> Self
pub fn label(self, label: impl Into<Option<&'a str>>) -> Self
Sourcepub fn entry(self, name: &'static str, binding: u32, kind: BindingKind) -> Self
pub fn entry(self, name: &'static str, binding: u32, kind: BindingKind) -> Self
Appends one entry. Call repeatedly for a multi-entry layout.
Sourcepub fn entries(self, entries: impl IntoIterator<Item = BindingEntry>) -> Self
pub fn entries(self, entries: impl IntoIterator<Item = BindingEntry>) -> Self
Appends every entry from entries — for building from an
already-collected Vec<BindingEntry> (e.g.
MaterialDescriptor::entries) rather than one at a time.
pub fn build(self, device: &Device) -> BindGroupLayout
Trait Implementations§
Source§impl<'a> Default for BindGroupLayoutBuilder<'a>
impl<'a> Default for BindGroupLayoutBuilder<'a>
Source§fn default() -> BindGroupLayoutBuilder<'a>
fn default() -> BindGroupLayoutBuilder<'a>
Returns the “default value” for a type. Read more
Auto Trait Implementations§
impl<'a> Freeze for BindGroupLayoutBuilder<'a>
impl<'a> RefUnwindSafe for BindGroupLayoutBuilder<'a>
impl<'a> Send for BindGroupLayoutBuilder<'a>
impl<'a> Sync for BindGroupLayoutBuilder<'a>
impl<'a> Unpin for BindGroupLayoutBuilder<'a>
impl<'a> UnsafeUnpin for BindGroupLayoutBuilder<'a>
impl<'a> UnwindSafe for BindGroupLayoutBuilder<'a>
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