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