Group of uniforms and buffers that are binded to the GPU. If location or binder type does not match with the binded shader it will panic.
Used to tell the GPU how to draw the shapes provided.
Representation of camera to simplify matrices calculation
RGBA representation of colors. Each value goes from 0 to 1.
Represents basic information for a given windows rendering frame.
Handle to a GPU buffer.
Holds GPU context, devices, surfaces, etc. for a window. Must be used on most GPU related
functions.
Projection representation using field of view and aspect ratio.
Rendering configuration on how to create and represent the given frame.
Manages the current frame being drawn.
Representation on how a texture will be drawn into a shape.
GPU texture handle.
Specifies how the texture will be used for optimizations.
Representation for position, rotation and scale.
Root struct which initializes WGPU, starts window management and handles application loop.
Desktop window representation. Stores it’s own GPU context and render loop.