Enum wgpu_types::BindingType
source · pub enum BindingType {
Buffer {
ty: BufferBindingType,
has_dynamic_offset: bool,
min_binding_size: Option<BufferSize>,
},
Sampler(SamplerBindingType),
Texture {
sample_type: TextureSampleType,
view_dimension: TextureViewDimension,
multisampled: bool,
},
StorageTexture {
access: StorageTextureAccess,
format: TextureFormat,
view_dimension: TextureViewDimension,
},
AccelerationStructure,
}
Expand description
Specific type of a binding.
For use in BindGroupLayoutEntry
.
Corresponds to WebGPU’s mutually exclusive fields within GPUBindGroupLayoutEntry
.
Variants§
Buffer
A buffer binding.
Corresponds to WebGPU GPUBufferBindingLayout
.
Fields
ty: BufferBindingType
Sub-type of the buffer binding.
has_dynamic_offset: bool
Indicates that the binding has a dynamic offset.
One offset must be passed to RenderPass::set_bind_group
for each dynamic binding in increasing order of binding number.
min_binding_size: Option<BufferSize>
The minimum size for a BufferBinding
matching this entry, in bytes.
If this is Some(size)
:
-
When calling
create_bind_group
, the resource at this bind point must be aBindingResource::Buffer
whose effective size is at leastsize
. -
When calling
create_render_pipeline
orcreate_compute_pipeline
,size
must be at least the minimum buffer binding size for the shader module global at this bind point: large enough to hold the global’s value, along with one element of a trailing runtime-sized array, if present.
If this is None
:
- Each draw or dispatch command checks that the buffer range at this bind point satisfies the minimum buffer binding size.
Sampler(SamplerBindingType)
A sampler that can be used to sample a texture.
Example WGSL syntax:
@group(0) @binding(0)
var s: sampler;
Example GLSL syntax:
layout(binding = 0)
uniform sampler s;
Corresponds to WebGPU GPUSamplerBindingLayout
.
Texture
A texture binding.
Example WGSL syntax:
@group(0) @binding(0)
var t: texture_2d<f32>;
Example GLSL syntax:
layout(binding = 0)
uniform texture2D t;
Corresponds to WebGPU GPUTextureBindingLayout
.
Fields
sample_type: TextureSampleType
Sample type of the texture binding.
view_dimension: TextureViewDimension
Dimension of the texture view that is going to be sampled.
StorageTexture
A storage texture.
Example WGSL syntax:
@group(0) @binding(0)
var my_storage_image: texture_storage_2d<r32float, write>;
Example GLSL syntax:
layout(set=0, binding=0, r32f) writeonly uniform image2D myStorageImage;
Note that the texture format must be specified in the shader, along with the access mode. For WGSL, the format must be one of the enumerants in the list of storage texel formats.
Corresponds to WebGPU GPUStorageTextureBindingLayout
.
Fields
access: StorageTextureAccess
Allowed access to this texture.
format: TextureFormat
Format of the texture.
view_dimension: TextureViewDimension
Dimension of the texture view that is going to be sampled.
AccelerationStructure
A ray-tracing acceleration structure binding.
Example WGSL syntax:
@group(0) @binding(0)
var as: acceleration_structure;
Example GLSL syntax:
layout(binding = 0)
uniform accelerationStructureEXT as;
Implementations§
source§impl BindingType
impl BindingType
sourcepub fn has_dynamic_offset(&self) -> bool
pub fn has_dynamic_offset(&self) -> bool
Returns true for buffer bindings with dynamic offset enabled.
Trait Implementations§
source§impl Clone for BindingType
impl Clone for BindingType
source§fn clone(&self) -> BindingType
fn clone(&self) -> BindingType
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl Debug for BindingType
impl Debug for BindingType
source§impl<'de> Deserialize<'de> for BindingType
impl<'de> Deserialize<'de> for BindingType
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl Hash for BindingType
impl Hash for BindingType
source§impl PartialEq for BindingType
impl PartialEq for BindingType
source§fn eq(&self, other: &BindingType) -> bool
fn eq(&self, other: &BindingType) -> bool
self
and other
values to be equal, and is used
by ==
.