pub fn build_bind_group_layout(
device: &Device,
label: Option<&str>,
entries: &[BindingEntry],
) -> BindGroupLayoutExpand description
Build a wgpu::BindGroupLayout from entries, panicking if two entries
claim the same @binding(N) — this makes a shader-mismatched binding
layout fail loudly here instead of silently misbehaving at draw/dispatch
time.