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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.

fragment

Fragment Shader, when the pipeline this layout serves takes its two stages from different files. Its bindings and slots live only in its own map, so a layout built without it cannot resolve them.

groupIndex

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

dynamicUBOs

WGSL @binding values whose UBO entries should set hasDynamicOffset.

label