Description
TL;DR: I pass a BufferSlice
in a bunch of places, but I can't use it to bind a buffer, since BufferBinding
needs a Buffer
reference.
Is your feature request related to a problem? Please describe.
While implementing a more opinionated graphics API wrapper around wgpu
for my game engine, I've started using wgpu's BufferSlice
to pass different buffers without giving up the ownership in a generic way.
It works fine for passing vertex and index buffers, but a problem occurred when I tried to use it to pass uniform buffers: AFAIU,
the only way to bind a uniform buffer is to construct a BufferBinding
struct and pass it to the bind group descriptor.
BufferBinding
, however, wants a reference to a Buffer
, not BufferSlice
. With BufferSlice
not providing an API to get to its internally stored buffer reference, offset and size (the exact three things BufferBinding
wants!), I have no good option to do it this way.
Implementation-wise they seem to be exactly the same: they store a reference to a buffer, start offset and an optional size. They just provide different APIs to use them with.
Describe the solution you'd like
I'd like any solution allowing me use BufferSlice
to bind a uniform buffer without me having to refer back to the Buffer
it originated from.
The easiest & non-backcompat breaking solution would be to expose the innards of the BufferSlice
, allowing to construct a BufferBinding
from them. Not sure it the best design, though.
An IMO better solution is replacing the usage of BufferBinding
with BufferSlice
. This would be a breaking change, but the expressiveness of API wouldn't be changed (instead of providing the offset and size directly, you would have to slice the buffer before passing it to the descriptor). If BufferBinding
is to be removed, there will be no rust equivalent to WebGPU's GPUBufferBinding
, so not sure if it will work for you.
Describe alternatives you've considered
Implementing a BufferSlice
myself and adding conversion operations to wgpu BufferSlice
and BufferBinding
where needed.