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Gfx3StaticGroup
jay19240 edited this page Jul 18, 2025
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6 revisions
Interface to bind the uniform buffer and textures to the GPU pipeline. Note: Used for one bind group.
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new Gfx3StaticGroup(device: GPUDevice, pipeline: GPURenderPipeline, groupIndex: number, usage: number): Gfx3StaticGroup
- device: The GPU device.
- pipeline: The graphics pipeline.
- groupIndex: The shader group index.
- usage: The buffer usage type (uniform, storage etc...).
- allocate(): void
- beginWrite(): void
- delete(): void
- endWrite(): void
- getBindGroup(): GPUBindGroup
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setFloat(binding: number, name: string, length: number): Float32Array
- binding: The binding index of the uniform in the shader program.
- name: The name of the uniform.
- length: The number of float.
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setInteger(binding: number, name: string, length: number): Uint32Array
- binding: The binding index of the uniform in the shader program.
- name: The name of the uniform.
- length: The number of integer.
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setRenderingSampler(binding: number, name: string, texture: Gfx3RenderingTexture): Gfx3RenderingTexture
- binding
- name
- texture
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setRenderingTexture(binding: number, name: string, texture: Gfx3RenderingTexture): Gfx3RenderingTexture
- binding
- name
- texture
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setSampler(binding: number, name: string, texture: Gfx3Texture): Gfx3Texture
- binding: The binding index of the uniform in the shader program.
- name: The name of the uniform.
- texture: The texture.
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setStorageFloat(binding: number, name: string, length: number): Float32Array
- binding
- name
- length
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setStorageInteger(binding: number, name: string, length: number): Uint32Array
- binding
- name
- length
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setTexture(binding: number, name: string, texture: Gfx3Texture, createViewDescriptor: GPUTextureViewDescriptor): Gfx3Texture
- binding: The binding index of the uniform in the shader program.
- name: The name of the uniform.
- texture: The texture.
- createViewDescriptor: Specify how the texture view should be created, such as the format, dimension, and mip level range of the view.
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write(binding: number, data): void
- binding: The binding index of the uniform in the shader program.
- data: The data buffer.
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writeStorage(binding: number, data): void
- binding
- data