logo
pub enum BindingType {
    Buffer {
        ty: BufferBindingType,
        has_dynamic_offset: bool,
        min_binding_size: Option<NonZeroU64>,
    },
    Sampler(SamplerBindingType),
    Texture {
        sample_type: TextureSampleType,
        view_dimension: TextureViewDimension,
        multisampled: bool,
    },
    StorageTexture {
        access: StorageTextureAccess,
        format: TextureFormat,
        view_dimension: TextureViewDimension,
    },
}
Expand description

Specific type of a binding.

For use in BindGroupLayoutEntry.

Corresponds to WebGPU’s mutually exclusive fields within GPUBindGroupLayoutEntry.

Variants

Buffer

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<NonZeroU64>

Minimum size of the corresponding BufferBinding required to match this entry. When pipeline is created, the size has to cover at least the corresponding structure in the shader plus one element of the unbound array, which can only be last in the structure. If None, the check is performed at draw call time instead of pipeline and bind group creation.

A buffer binding.

Corresponds to WebGPU GPUBufferBindingLayout.

Sampler(SamplerBindingType)

A sampler that can be used to sample a texture.

Example GLSL syntax:

layout(binding = 0)
uniform sampler s;

Corresponds to WebGPU GPUSamplerBindingLayout.

Texture

Fields

sample_type: TextureSampleType

Sample type of the texture binding.

view_dimension: TextureViewDimension

Dimension of the texture view that is going to be sampled.

multisampled: bool

True if the texture has a sample count greater than 1. If this is true, the texture must be read from shaders with texture1DMS, texture2DMS, or texture3DMS, depending on dimension.

A texture binding.

Example GLSL syntax:

layout(binding = 0)
uniform texture2D t;

Corresponds to WebGPU GPUTextureBindingLayout.

StorageTexture

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.

A storage texture.

Example GLSL syntax:

layout(set=0, binding=0, r32f) uniform image2D myStorageImage;

Note that the texture format must be specified in the shader as well. A list of valid formats can be found in the specification here: https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers

Corresponds to WebGPU GPUStorageTextureBindingLayout.

Implementations

Returns true for buffer bindings with dynamic offset enabled.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Compare self to key and return true if they are equal.

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.