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GroupEntry

Enum GroupEntry 

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pub enum GroupEntry {
    Own(Vec<BindingEntry>),
    Layout(BindGroupLayout),
    Global(&'static str),
}
Expand description

One @group(N) slot in a material/compute pipeline layout — position in the Material::entries/ Compute::entries list is its @group(N) index, so there’s no separate group number to keep in sync with the shader by hand: the first element occupies @group(0), the second @group(1), and so on.

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Own(Vec<BindingEntry>)

This material/compute’s own bind group entries — built into a fresh layout internally, and the one group GPUMaterial/ GPUCompute hand to a GPUBindingInstance to bind concrete resources against at draw/dispatch time. At most one Own entry is allowed in a single .entries(...) list — build_material/build_compute panic on a second one, since there’s only one instance-bindable group per material/compute.

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Layout(BindGroupLayout)

An already-built layout occupying this position directly — a camera, lights, or any other external bind group layout, e.g. pulled from a GlobalLayoutPool via GlobalLayoutPool::get.

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Global(&'static str)

A layout looked up by name in the GlobalLayoutPool resource, resolved lazily at upload time rather than when .entries(...) is called — so the material/compute doesn’t need name to already be registered while it’s being described, only by the time it actually uploads. If name isn’t registered yet, upload quietly returns None and retries next tick, the same “not ready” convention as any other Deps. Prefer this over resolving GlobalLayoutPool::get yourself and wrapping the result in Layout — that requires the pool to already have name at the point you build the descriptor, which is a race the setup system authoring a material has no natural way to wait out on its own.

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