DataMaterial.createBindGroupLayout¶
Summary¶
DataMaterial.createBindGroupLayout operates on a DataMaterial runtime object to update state, query data, or manage lifecycle.
Syntax¶
DataMaterial.createBindGroupLayout(device: GPUDevice): GPUBindGroupLayout
const result = material.createBindGroupLayout(device);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
device |
GPUDevice |
Yes | GPUDevice used to allocate pipelines, buffers, layouts, or textures. |
Returns¶
GPUBindGroupLayout - GPU bind-group layout describing required shader bindings for this object.
Type Details¶
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const material = wgpu.material.data({ data: new Float32Array([0.2, 0.4, 0.7, 1.0]), scaleTransform: { mode: "linear", domainMin: 0, domainMax: 1 }, colormap: "viridis" });
const device = wgpu.gpu.device;
const result = material.createBindGroupLayout(device);
console.log(result);
See Also¶
- DataMaterial.colormap
- DataMaterial.destroy
- DataMaterial.dropCPUData
- DataMaterial.getColormapForBinding
- DataMaterial.getColormapKey
- DataMaterial.getScaleSourceDescriptor
- DataMaterial.getShaderCode
- DataMaterial.getUniformBufferSize
- DataMaterial.getUniformData
- DataMaterial.onVisualChange
- DataMaterial.opacity
- DataMaterial.scaleTransform