Search across packages, versions, files, declarations, and comments. Use multiple terms to narrow results (AND), and add @vertex, @fragment, or @compute to filter by shader stage.

Bindings

in

#
@group(0)
@binding(0)
var<storage> in: B

out

#
@group(0)
@binding(1)
var<storage, read_write> out: B

Structures

A

#
struct A {
u: u32,
v: u32,
w: vec2<u32>,
@size(16)
@align(8)
x: u32,
xx: u32,
}

B

#
struct B {
a: vec2<u32>,
b: vec3<u32>,
c: u32,
d: u32,
@align(16)
e: A,
f: vec3<u32>,
g: array<A, 3>,
h: i32,
@align(32)
i: array<A>,
}

Functions

main

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(1, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn main ()
Contents