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.