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Gfx3StaticGroup

jay19240 edited this page Jul 18, 2025 · 6 revisions

Gfx3StaticGroup

Interface to bind the uniform buffer and textures to the GPU pipeline. Note: Used for one bind group.

Constructors

  • 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...).

Methods

  • allocate(): void
  • beginWrite(): void
  • delete(): void
  • endWrite(): void
  • getBindGroup(): GPUBindGroup
  • 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.
  • 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.
  • setRenderingSampler(binding: number, name: string, texture: Gfx3RenderingTexture): Gfx3RenderingTexture
    • binding
    • name
    • texture
  • setRenderingTexture(binding: number, name: string, texture: Gfx3RenderingTexture): Gfx3RenderingTexture
    • binding
    • name
    • texture
  • 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.
  • setStorageFloat(binding: number, name: string, length: number): Float32Array
    • binding
    • name
    • length
  • setStorageInteger(binding: number, name: string, length: number): Uint32Array
    • binding
    • name
    • length
  • 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.
  • write(binding: number, data): void
    • binding: The binding index of the uniform in the shader program.
    • data: The data buffer.
  • writeStorage(binding: number, data): void
    • binding
    • data
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