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.

Hierarchy (view full)

Constructors

Properties

label: string

The label of the Binding

name: string

The name/key of the Binding

bindingType: BindingType

The binding type of the Binding

visibility: number

The visibility of the Binding in the shaders

options: BindingParams

Options used to create this Binding

shouldResetBindGroup: boolean

Flag indicating whether we should recreate the parentMesh bind group, usually when a resource has changed

shouldResetBindGroupLayout: boolean

Flag indicating whether we should recreate the parentMesh GPU bind group layout, usually when a resource layout has changed

cacheKey: string

A cache key allowing to get / set bindings from the device manager map cache. Used for BufferBinding only at the moment.