BindingSet class base
An immutable group of uniform and texture bindings, resolved against shader reflection once at creation and reusable across draws and passes.
Create one with GpuContext.createBindingSet and bind it with RenderPass.bindSet. Binding costs one slot assignment no matter how many resources the set holds, so a renderer that draws one material across many nodes stops paying per-resource bind work on every draw.
A set references its resources rather than copying them, so it stays valid for as long as the bound buffers and textures do. Data that changes from frame to frame produces a new BufferView each frame (see HostBuffer.emplace) and belongs in a per-draw RenderPass.bindUniform instead.
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited