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BindingKind

Enum BindingKind 

Source
pub enum BindingKind {
    Texture {
        visibility: ShaderStages,
        sample_type: TextureSampleType,
        view_dimension: TextureViewDimension,
        multisampled: bool,
    },
    StorageTexture {
        visibility: ShaderStages,
        format: TextureFormat,
        access: StorageTextureAccess,
        view_dimension: TextureViewDimension,
    },
    Sampler {
        visibility: ShaderStages,
    },
    ComparisonSampler {
        visibility: ShaderStages,
    },
    UniformBuffer {
        visibility: ShaderStages,
        has_dynamic_offset: bool,
        min_binding_size: Option<BufferSize>,
    },
    StorageBufferReadOnly {
        visibility: ShaderStages,
        has_dynamic_offset: bool,
        min_binding_size: Option<BufferSize>,
    },
    StorageBufferReadWrite {
        visibility: ShaderStages,
        has_dynamic_offset: bool,
        min_binding_size: Option<BufferSize>,
    },
}
Expand description

What kind of resource a single BindingEntry binds, the wgpu binding parameters that go with it, and which shader stage(s) can see it. Construct via the texture_*/*_buffer/sampler/storage_texture associated functions rather than the variants directly — they fill in the usual defaults (filterable float textures, non-dynamic buffers) so only the cases that actually differ need spelling out.

Variants§

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Texture

A sampled texture (texture_2d<f32> and friends in WGSL).

Fields

§visibility: ShaderStages
§sample_type: TextureSampleType
§view_dimension: TextureViewDimension
§multisampled: bool
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StorageTexture

A texture bound for direct read/write access (textureStore/ textureLoad in WGSL) rather than sampling.

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§visibility: ShaderStages
§view_dimension: TextureViewDimension
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Sampler

A filtering sampler.

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§visibility: ShaderStages
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ComparisonSampler

A comparison sampler (e.g. for shadow-map textureSampleCompare).

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§visibility: ShaderStages
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UniformBuffer

A uniform buffer.

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§visibility: ShaderStages
§has_dynamic_offset: bool
§min_binding_size: Option<BufferSize>
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StorageBufferReadOnly

A read-only storage buffer.

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§visibility: ShaderStages
§has_dynamic_offset: bool
§min_binding_size: Option<BufferSize>
§

StorageBufferReadWrite

A read-write storage buffer.

Fields

§visibility: ShaderStages
§has_dynamic_offset: bool
§min_binding_size: Option<BufferSize>

Implementations§

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impl BindingKind

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pub fn texture_2d(visibility: ShaderStages) -> Self

A filterable, non-multisampled 2D texture — the common case.

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pub fn texture_2d_array(visibility: ShaderStages) -> Self

Same as texture_2d but for a 2D texture array (see GPUTextureArray).

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pub fn texture_cubemap(visibility: ShaderStages) -> Self

Same as texture_2d but for a cubemap (see GPUCubemap).

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pub fn storage_texture( visibility: ShaderStages, format: TextureFormat, access: StorageTextureAccess, view_dimension: TextureViewDimension, ) -> Self

A storage texture bound for direct read/write/read-write access (per access) rather than sampling.

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pub fn sampler(visibility: ShaderStages) -> Self

A filtering sampler.

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pub fn comparison_sampler(visibility: ShaderStages) -> Self

A comparison sampler (e.g. for shadow-map textureSampleCompare).

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pub fn uniform_buffer(visibility: ShaderStages) -> Self

A uniform buffer, bound as a whole (no dynamic offset) — the common case. See dynamic_uniform_buffer for the per-draw/per-dispatch-offset variant.

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pub fn dynamic_uniform_buffer( visibility: ShaderStages, element_size: u64, ) -> Self

A uniform buffer bound with a dynamic offset, e.g. one large buffer holding many objects’/elements’ data, rebound at a different offset via set_bind_group’s dynamic offsets slice instead of a bind group per object/dispatch. element_size is the size in bytes of a single element (before alignment padding). Use crate::wgpu::buffers::build_dynamic_uniform_buffer to allocate the backing buffer and crate::wgpu::buffers::dynamic_buffer_binding (not buffer.as_entire_binding()) to build the bind group entry for it — the entry must be scoped to one element’s size, not the whole buffer, or dynamic offsets will fail validation.

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pub fn storage_buffer_read_only(visibility: ShaderStages) -> Self

A read-only storage buffer, bound as a whole (no dynamic offset).

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pub fn storage_buffer_read_write(visibility: ShaderStages) -> Self

A read-write storage buffer, bound as a whole (no dynamic offset).

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pub fn dynamic_storage_buffer( visibility: ShaderStages, element_size: u64, read_only: bool, ) -> Self

A storage buffer bound with a dynamic offset. See Self::dynamic_uniform_buffer.

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pub fn visibility(&self) -> ShaderStages

Which shader stage(s) this binding is visible to.

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pub fn layout_entry(&self, binding: u32) -> BindGroupLayoutEntry

Trait Implementations§

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impl Clone for BindingKind

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fn clone(&self) -> BindingKind

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for BindingKind

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impl Eq for BindingKind

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impl Hash for BindingKind

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for BindingKind

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fn eq(&self, other: &BindingKind) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for BindingKind

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Gets the TypeId of self. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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