Binding constructor
parameters used to create our Binding.
The label of the Binding.
The name/key of the Binding.
The binding type of the Binding.
The visibility of the Binding in the shaders.
Options used to create this Binding.
Flag indicating whether we should recreate the parentMesh bind group, usually when a resource has changed.
Flag indicating whether we should recreate the parentMesh GPU bind group layout, usually when a resource layout has changed.
A cache key allowing to get / set bindings from the device manager map cache. Used for BufferBinding only at the moment.
Used as a shell to build actual bindings upon, like BufferBinding, WritableBufferBinding, TextureBinding and SamplerBinding.
Ultimately the goal of a Binding element is to provide correct resources for GPUBindGroupLayoutEntry and GPUBindGroupEntry.
WGSL
Each Binding creates its own WGSL code snippet variable declaration, using structured types or not.