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Descriptor for creating a GPUBindGroupLayout. Always derived from a shader — the binding map walks shader → kind / visibility / texture metadata / native slots so callers don’t have to know any of them.

Fields

shader

Source shader. Layouts cannot be built without one.

groupIndex

WGSL @group(N) this layout describes. Valid range [0, 4).

dynamicUBOs

WGSL @binding values whose UBO entries should set hasDynamicOffset.

label