pub enum GroupEntry {
Own(Vec<BindingEntry>),
Layout(BindGroupLayout),
}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.
Variants§
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.
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.
Auto Trait Implementations§
impl !RefUnwindSafe for GroupEntry
impl !UnwindSafe for GroupEntry
impl Freeze for GroupEntry
impl Send for GroupEntry
impl Sync for GroupEntry
impl Unpin for GroupEntry
impl UnsafeUnpin for GroupEntry
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