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GpuPipelineBinding
import { GpuPipelineBinding } from "destack:gpu/binding";
Pipeline binding family.
1export interface GpuPipelineBinding {2 createShader(device: GpuDeviceHandle, descriptor: &'a readonly GpuShaderDescriptor, bytes: &'b readonly [uint8]): Result<GpuShaderHandle, HostError>;3 destroyShader(shader: GpuShaderHandle): Result<void, HostError>;4 readShaderCompilation(shader: GpuShaderHandle, timeoutNs: uint64): Result<GpuCompilationInfo, HostError>;5 createComputePipeline(device: GpuDeviceHandle, descriptor: &'a readonly GpuComputePipelineDescriptor): Result<GpuPipelineHandle, HostError>;6 createRenderPipeline(device: GpuDeviceHandle, descriptor: &'a readonly GpuRenderPipelineDescriptor): Result<GpuPipelineHandle, HostError>;7 pipelineBindGroupLayout(pipeline: GpuPipelineHandle, groupIndex: uint32): Result<GpuBindGroupLayoutHandle, HostError>;8 destroyPipeline(pipeline: GpuPipelineHandle): Result<void, HostError>;9}Members
createShader(device: GpuDeviceHandle, descriptor: &'a readonly GpuShaderDescriptor, bytes: &'b readonly [uint8]): Result<GpuShaderHandle, HostError>Create a shader module.
destroyShader(shader: GpuShaderHandle): Result<void, HostError>Destroy a shader module.
readShaderCompilation(shader: GpuShaderHandle, timeoutNs: uint64): Result<GpuCompilationInfo, HostError>Read a shader-compilation diagnostics snapshot.
createComputePipeline(device: GpuDeviceHandle, descriptor: &'a readonly GpuComputePipelineDescriptor): Result<GpuPipelineHandle, HostError>Create a compute pipeline.
createRenderPipeline(device: GpuDeviceHandle, descriptor: &'a readonly GpuRenderPipelineDescriptor): Result<GpuPipelineHandle, HostError>Create a render pipeline.
pipelineBindGroupLayout(pipeline: GpuPipelineHandle, groupIndex: uint32): Result<GpuBindGroupLayoutHandle, HostError>Resolve one bind-group layout from one pipeline.
destroyPipeline(pipeline: GpuPipelineHandle): Result<void, HostError>Destroy a pipeline object.