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The GPUBindGroup
interface of the WebGPU API is based on a GPUBindGroupLayout
and defines a set of resources to be bound together in a group and how those resources are used in shader stages.
A GPUBindGroup
object instance is created using the GPUDevice.createBindGroup()
method.
label
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
Note: The WebGPU samples feature many more examples.
Basic exampleOur basic compute demo shows an example of creating a bind group layout and then using that as a template when creating a bind group.
// â¦
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
});
const bindGroup = device.createBindGroup({
layout: bindGroupLayout,
entries: [
{
binding: 0,
resource: {
buffer: output,
},
},
],
});
// â¦
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