Expand description
Binding declarations a shader makes at @group(0), read from the WGSL at build time.
The engine reads a pass’s declarations in @binding order and resolves each name itself. A name
in RESERVED is a resource the engine owns. Any other name is the BufferSpec label of one of the
model’s own buffers, with an optional _in or _out suffix. The suffix is a naming convention, and the
access mode picks the side the name resolves to.
Structs§
- Binding
Decl - One
@group(0) @binding(n)declaration. Its position in a pass’s slice isn.
Enums§
- Binding
Kind - Kind of resource a binding declares, as the engine needs it for a layout entry.
Constants§
- RESERVED
- Names that the engine resolves itself.
Functions§
- buffer_
target - Returns the buffer label that
declrefers to, and whether the pass writes it.