Struct BindlessBufferDescriptor

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pub struct BindlessBufferDescriptor {
    pub binding_number: BindingNumber,
    pub bindless_index: BindlessIndex,
    pub size: Option<usize>,
}
Expand description

Describes a bindless buffer.

Unlike samplers and textures, each buffer in a bind group gets its own unique bind group entry. That is, there isn’t any bindless_buffers binding array to go along with bindless_textures_2d, bindless_samplers_filtering, etc. Therefore, this descriptor contains two indices: the binding number and the bindless index. The binding number is the @binding number used in the shader, while the bindless index is the index of the buffer in the bindless index table (which is itself conventionally bound to binding number 0).

When declaring the buffer in a derived implementation crate::render_resource::AsBindGroup with syntax like #[uniform(BINDLESS_INDEX, StandardMaterialUniform, bindless(BINDING_NUMBER)], the bindless index is BINDLESS_INDEX, and the binding number is BINDING_NUMBER. Note the order.

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§binding_number: BindingNumber

The actual binding number of the buffer.

This is declared with @binding in WGSL. When deriving crate::render_resource::AsBindGroup, this is the BINDING_NUMBER in #[uniform(BINDLESS_INDEX, StandardMaterialUniform, bindless(BINDING_NUMBER)].

§bindless_index: BindlessIndex

The index of the buffer in the bindless index table.

In the shader, this is the index into the table bound to binding 0. When deriving crate::render_resource::AsBindGroup, this is the BINDLESS_INDEX in #[uniform(BINDLESS_INDEX, StandardMaterialUniform, bindless(BINDING_NUMBER)].

§size: Option<usize>

The size of the buffer in bytes, if known.

Trait Implementations§

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impl Clone for BindlessBufferDescriptor

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fn clone(&self) -> BindlessBufferDescriptor

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BindlessBufferDescriptor

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Copy for BindlessBufferDescriptor

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
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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🔬This is a nightly-only experimental API. (clone_to_uninit)
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