gpu-curtains
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    Parameters used to create a BufferBinding

    interface BufferBindingParams {
        label?: string;
        name?: string;
        visibility?: MaterialShadersType[];
        useStruct?: boolean;
        access?: BufferBindingMemoryAccessType;
        struct?: Record<string, Input>;
        usage?: BufferUsageKeys[];
        bindingType?: BufferBindingType;
        childrenBindings?: BufferBindingChildrenBinding[];
        minOffset?: number;
        offset?: number;
        parent?: BufferBinding;
        buffer?: Buffer;
    }

    Hierarchy (View Summary)

    Index

    Properties

    label?: string

    Binding label.

    name?: string

    Binding name/key.

    visibility?: MaterialShadersType[]

    Binding variables shaders visibility as an array of shaders types names.

    useStruct?: boolean

    Whether this BufferBinding should use structured WGSL variables

    BufferBinding memory access types (read only or read/write)

    struct?: Record<string, Input>

    Object containing one or multiple inputs describing the structure of the BufferBinding

    usage?: BufferUsageKeys[]

    Allowed usages for the BufferBinding#buffer as an array of buffer usages names

    bindingType?: BufferBindingType

    The binding type of the BufferBinding

    childrenBindings?: BufferBindingChildrenBinding[]

    Optional array of BufferBindingChildrenBinding to add to this BufferBinding to create complex Struct objects containing Struct BufferBinding children.

    minOffset?: number

    The minimum GPUDevice buffer offset alignment.

    offset?: number

    Optional offset of the BufferBinding in the parent BufferBinding (as an index - not in bytes).

    parent?: BufferBinding

    The optional parent BufferBinding that will actually handle the GPUBuffer.

    buffer?: Buffer

    Optional already existing Buffer to use instead of creating a new one. Allow to reuse an already created Buffer but with different read or visibility values, or with a different WGSL struct.