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Typically created once on startup, one each.
Created with set of Features & Limits, enforced independently of actual capabilities (E.g. texture size/formats, number of bound resources, native extensions, …)
Relationship of RenderPipelines & Resources Binding
A slightly simplified overview of what you need to set up before rendering a frame.
Round boxes: Temporary desc structs Cornered boxes: Resources created from a wgpu::Device Bold: What you deal with on a per-frame basis
BindGroupLayoutEntry have (mostly) corresponding types to BindingResources.
Compute Pipelines follow a similar pattern.
Drawing a "Frame"
A simplified overview of what you need to do to draw a frame.
Full lines: Needed for creation Dashed lines: Providing provided as "information"
Finish consumes a CommandEncoder
Submit consumes a CommandBuffer
The TextureView on RenderPassColorAttachment could be from a Surface, a special target for the final output!