pub struct BindGroupLayoutEntryBuilder { /* private fields */ }
Expand description

Helper for constructing bind group layouts.

Allows constructing the layout’s entries as:

let layout = render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &BindGroupLayoutEntries::with_indices(
        // The layout entries will only be visible in the fragment stage
        ShaderStages::FRAGMENT,
        (
            // Screen texture
            (2, texture_2d(TextureSampleType::Float { filterable: true })),
            // Sampler
            (3, sampler(SamplerBindingType::Filtering)),
        ),
    ),
);

instead of

let layout = render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &[
        // Screen texture
        BindGroupLayoutEntry {
            binding: 2,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        // Sampler
        BindGroupLayoutEntry {
            binding: 3,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
    ],
);

or

render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &BindGroupLayoutEntries::sequential(
        ShaderStages::FRAGMENT,
        (
            // Screen texture
            texture_2d(TextureSampleType::Float { filterable: true }),
            // Sampler
            sampler(SamplerBindingType::Filtering),
        ),
    ),
);

instead of

let layout = render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &[
        // Screen texture
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
        // Sampler
        BindGroupLayoutEntry {
            binding: 1,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Sampler(SamplerBindingType::Filtering),
            count: None,
        },
    ],
);

or

render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &BindGroupLayoutEntries::single(
        ShaderStages::FRAGMENT,
        texture_2d(TextureSampleType::Float { filterable: true }),
    ),
);

instead of

let layout = render_device.create_bind_group_layout(
    "my_bind_group_layout",
    &[
        BindGroupLayoutEntry {
            binding: 0,
            visibility: ShaderStages::FRAGMENT,
            ty: BindingType::Texture {
                sample_type: TextureSampleType::Float { filterable: true },
                view_dimension: TextureViewDimension::D2,
                multisampled: false,
            },
            count: None,
        },
    ],
);

Implementations§

§

impl BindGroupLayoutEntryBuilder

pub fn visibility(self, visibility: ShaderStages) -> BindGroupLayoutEntryBuilder

pub fn count(self, count: NonZero<u32>) -> BindGroupLayoutEntryBuilder

Examples found in repository?
examples/shader/texture_binding_array.rs (line 164)
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    fn bind_group_layout_entries(_: &RenderDevice) -> Vec<BindGroupLayoutEntry>
    where
        Self: Sized,
    {
        BindGroupLayoutEntries::with_indices(
            // The layout entries will only be visible in the fragment stage
            ShaderStages::FRAGMENT,
            (
                // Screen texture
                //
                // @group(2) @binding(0) var textures: binding_array<texture_2d<f32>>;
                (
                    0,
                    texture_2d(TextureSampleType::Float { filterable: true })
                        .count(NonZeroU32::new(MAX_TEXTURE_COUNT as u32).unwrap()),
                ),
                // Sampler
                //
                // @group(2) @binding(1) var nearest_sampler: sampler;
                //
                // Note: as with textures, multiple samplers can also be bound
                // onto one binding slot:
                //
                // ```
                // sampler(SamplerBindingType::Filtering)
                //     .count(NonZeroU32::new(MAX_TEXTURE_COUNT as u32).unwrap()),
                // ```
                //
                // One may need to pay attention to the limit of sampler binding
                // amount on some platforms.
                (1, sampler(SamplerBindingType::Filtering)),
            ),
        )
        .to_vec()
    }

pub fn build( &self, binding: u32, default_visibility: ShaderStages ) -> BindGroupLayoutEntry

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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