pub struct ComputeDescriptor<'a> {
pub label: Option<&'a str>,
pub shader_source: &'a str,
pub entry_point: Option<&'a str>,
pub entries: Vec<ComputeBindingEntry>,
pub own_group: Option<u32>,
pub extra_layouts: Vec<OwnedGroupLayout>,
}Fields§
§label: Option<&'a str>§shader_source: &'a str§entry_point: Option<&'a str>§entries: Vec<ComputeBindingEntry>§own_group: Option<u32>Which @group(N) the layout built from entries occupies in the pipeline, or
None if this compute pass has no entries of its own (e.g. it only uses extra_layouts).
extra_layouts: Vec<OwnedGroupLayout>Additional bind group layouts, each tagged with the @group(N) it occupies.
Every index from 0 up to the highest one used (including own_group, if set) must
be covered exactly once, or build_compute panics — this makes group assignment
explicit instead of inferred from field order.
Trait Implementations§
Auto Trait Implementations§
impl<'a> !RefUnwindSafe for ComputeDescriptor<'a>
impl<'a> !UnwindSafe for ComputeDescriptor<'a>
impl<'a> Freeze for ComputeDescriptor<'a>
impl<'a> Send for ComputeDescriptor<'a>
impl<'a> Sync for ComputeDescriptor<'a>
impl<'a> Unpin for ComputeDescriptor<'a>
impl<'a> UnsafeUnpin for ComputeDescriptor<'a>
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