Given a WGSL shader, returns data definitions for structures, uniforms, and storage buffers
Example:
const code = `struct MyStruct { color: vec4f, brightness: f32, kernel: array<f32, 9>,};@group(0) @binding(0) var<uniform> myUniforms: MyUniforms;`;const defs = makeShaderDataDefinitions(code);const myUniformValues = makeStructuredView(defs.uniforms.myUniforms);myUniformValues.set({ color: [1, 0, 1, 1], brightness: 0.8, kernel: [ 1, 0, -1, 2, 0, -2, 1, 0, -1, ],});device.queue.writeBuffer(uniformBuffer, 0, myUniformValues.arrayBuffer); Copy
const code = `struct MyStruct { color: vec4f, brightness: f32, kernel: array<f32, 9>,};@group(0) @binding(0) var<uniform> myUniforms: MyUniforms;`;const defs = makeShaderDataDefinitions(code);const myUniformValues = makeStructuredView(defs.uniforms.myUniforms);myUniformValues.set({ color: [1, 0, 1, 1], brightness: 0.8, kernel: [ 1, 0, -1, 2, 0, -2, 1, 0, -1, ],});device.queue.writeBuffer(uniformBuffer, 0, myUniformValues.arrayBuffer);
WGSL shader. Note: it is not required for this to be a complete shader
definitions of the structures by name. Useful for passing to makeStructuredView
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Given a WGSL shader, returns data definitions for structures, uniforms, and storage buffers
Example: