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BindGroupBuilder

Struct BindGroupBuilder 

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pub struct BindGroupBuilder<'a> { /* private fields */ }
Expand description

Builds a wgpu::BindGroup against layout one binding at a time.

The plain methods (buffer, texture_2d, sampler, dynamic_buffer, …) assign @binding(N) in call order, starting at 0 — the common case, matching a layout whose entries are numbered the same way. If your target’s bindings aren’t contiguous from 0 (e.g. looked up by name against a BindGroupTarget, as GPUBindingInstance does), use the _at variants to assign an explicit @binding(N) instead.

let bind_group = BindGroupBuilder::new(&layout)
    .label("camera_bind_group")
    .buffer(&camera_buffer)
    .build(&backend);

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impl<'a> BindGroupBuilder<'a>

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pub fn new(layout: &'a BindGroupLayout) -> Self

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pub fn label(self, label: impl Into<Option<&'a str>>) -> Self

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pub fn buffer(self, buffer: &'a Buffer) -> Self

Binds buffer in its entirety at the next @binding(N) (call order, starting at 0).

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pub fn buffer_at(self, binding: u32, buffer: &'a Buffer) -> Self

Same as buffer but at an explicit @binding(N).

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pub fn dynamic_buffer(self, buffer: &'a DynamicBuffer) -> Self

Binds buffer scoped to one element (see DynamicBuffer::element_size) at the next @binding(N).

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pub fn dynamic_buffer_at(self, binding: u32, buffer: &'a DynamicBuffer) -> Self

Same as dynamic_buffer but at an explicit @binding(N).

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pub fn texture_2d(self, texture: &'a GPUTexture) -> Self

Binds a 2D texture’s view at the next @binding(N).

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pub fn texture_2d_at(self, binding: u32, texture: &'a GPUTexture) -> Self

Same as texture_2d but at an explicit @binding(N).

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pub fn texture_array(self, texture: &'a GPUTextureArray) -> Self

Binds a texture array’s view at the next @binding(N).

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pub fn texture_array_at( self, binding: u32, texture: &'a GPUTextureArray, ) -> Self

Same as texture_array but at an explicit @binding(N).

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pub fn texture_cubemap(self, texture: &'a GPUCubemap) -> Self

Binds a cubemap’s view at the next @binding(N).

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pub fn texture_cubemap_at(self, binding: u32, texture: &'a GPUCubemap) -> Self

Same as texture_cubemap but at an explicit @binding(N).

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pub fn texture_view(self, view: &'a TextureView) -> Self

Binds an opaque TextureView — a render target built via TextureBuilder/ GPUCubemap::face_attachment — at the next @binding(N), for sampling it back in a later pass (a shadow map, a post-process input, …).

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pub fn texture_view_at(self, binding: u32, view: &'a TextureView) -> Self

Same as texture_view but at an explicit @binding(N).

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pub fn sampler(self, sampler: &'a Sampler) -> Self

Binds sampler at the next @binding(N).

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pub fn sampler_at(self, binding: u32, sampler: &'a Sampler) -> Self

Same as sampler but at an explicit @binding(N).

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pub fn build(self, backend: &WGPUBackend) -> BindGroup

Auto Trait Implementations§

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impl<'a> !RefUnwindSafe for BindGroupBuilder<'a>

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impl<'a> !UnwindSafe for BindGroupBuilder<'a>

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impl<'a> Freeze for BindGroupBuilder<'a>

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impl<'a> Send for BindGroupBuilder<'a>

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impl<'a> Sync for BindGroupBuilder<'a>

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impl<'a> Unpin for BindGroupBuilder<'a>

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impl<'a> UnsafeUnpin for BindGroupBuilder<'a>

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