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[rs] Merge #271
271: Improve docs for BindingType r=kvark a=HalfVoxel I think everything should be correct. The readonly flags seem obvious at face value, but I couldn't find anything in the specifications about them (other than some unrelated validation), so I didn't add any documentation for those fields. Co-authored-by: Aron Granberg <aron.granberg@gmail.com>
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@@ -242,28 +242,96 @@ pub struct Binding<'a> {
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pub resource: BindingResource<'a>,
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}
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/// Specific type of a binding..
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/// Specific type of a binding.
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/// WebGPU spec: https://gpuweb.github.io/gpuweb/#dictdef-gpubindgrouplayoutentry
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#[derive(Copy, Clone, Debug, Hash, Eq, PartialEq)]
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pub enum BindingType {
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/// A buffer for uniform values.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout(std140, binding = 0)
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/// uniform Globals {
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/// vec2 aUniform;
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/// vec2 anotherUniform;
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/// };
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/// ```
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UniformBuffer {
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/// Indicates that the binding has a dynamic offset.
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/// One offset must be passed to [RenderPass::set_bind_group] for each dynamic binding in increasing order of binding number.
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dynamic: bool,
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},
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/// A storage buffer.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout (set=0, binding=0) buffer myStorageBuffer {
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/// vec4 myElement[];
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/// };
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/// ```
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StorageBuffer {
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/// Indicates that the binding has a dynamic offset.
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/// One offset must be passed to [RenderPass::set_bind_group] for each dynamic binding in increasing order of binding number.
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dynamic: bool,
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/// The buffer can only be read in the shader and it must be annotated with `readonly`.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout (set=0, binding=0) readonly buffer myStorageBuffer {
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/// vec4 myElement[];
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/// };
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/// ```
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readonly: bool,
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},
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/// A sampler that can be used to sample a texture.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout(binding = 0)
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/// uniform sampler s;
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/// ```
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Sampler {
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/// Use as a comparison sampler instead of a normal sampler.
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/// For more info take a look at the analogous functionality in OpenGL: https://www.khronos.org/opengl/wiki/Sampler_Object#Comparison_mode.
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comparison: bool,
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},
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/// A texture.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout(binding = 0)
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/// uniform texture2D t;
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/// ```
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SampledTexture {
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/// Dimension of the texture view that is going to be sampled.
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dimension: TextureViewDimension,
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/// Component type of the texture.
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/// This must be compatible with the format of the texture.
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component_type: TextureComponentType,
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/// True if the texture has a sample count greater than 1.
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multisampled: bool,
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},
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/// A storage texture.
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/// Example GLSL syntax:
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/// ```
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/// layout(set=0, binding=0, r32f) uniform image2D myStorageImage;
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/// ```
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/// Note that the texture format must be specified in the shader as well.
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/// A list of valid formats can be found in the specification here: https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.html#layout-qualifiers
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StorageTexture {
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/// Dimension of the texture view that is going to be sampled.
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dimension: TextureViewDimension,
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/// Component type of the texture.
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/// This must be compatible with the format of the texture.
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component_type: TextureComponentType,
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/// Format of the texture.
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format: TextureFormat,
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/// The texture can only be read in the shader and it must be annotated with `readonly`.
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///
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/// Example GLSL syntax:
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/// ```
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/// layout(set=0, binding=0, r32f) readonly uniform image2D myStorageImage;
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/// ```
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readonly: bool,
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},
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}
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