fn create_window_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
	device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
		label: Some("window_bind_group_layout"),
		entries: &[wgpu::BindGroupLayoutEntry {
			binding: 0,
			visibility: wgpu::ShaderStage::VERTEX,
			count: None,
			ty: wgpu::BindingType::Buffer {
				ty: wgpu::BufferBindingType::Uniform,
				has_dynamic_offset: false,
				min_binding_size: Some(NonZeroU64::new(std::mem::size_of::<WindowUniforms>() as u64).unwrap()),
			},
		}],
	})
}
/// Create the bind group layout for the window specific bindings.
Create the bind group layout for the window specific bindings.
Create the bind group layout for the window specific bindings .
fn create_window_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
	device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
		label: Some("window_bind_group_layout"),
		entries: &[wgpu::BindGroupLayoutEntry {
			binding: 0,
			visibility: wgpu::ShaderStage::VERTEX,
			count: None,
			ty: wgpu::BindingType::Buffer {
				ty: wgpu::BufferBindingType::Uniform,
				has_dynamic_offset: false,
				min_binding_size: Some(NonZeroU64::new(std::mem::size_of::<WindowUniforms>() as u64).unwrap()),
			},
		}],
	})
}
fn create_window_bind_group_layout ( device : & wgpu :: Device ) -> wgpu :: BindGroupLayout { device . create_bind_group_layout ( & wgpu :: BindGroupLayoutDescriptor { label : Some ( " " ) , entries : & [ wgpu :: BindGroupLayoutEntry { binding : 0 , visibility : wgpu :: ShaderStage :: VERTEX , count : None , ty : wgpu :: BindingType :: Buffer { ty : wgpu :: BufferBindingType :: Uniform , has_dynamic_offset : false , min_binding_size : Some ( NonZeroU64 :: new ( std :: mem :: size_of :: < WindowUniforms > ( ) as u64 ) . unwrap ( ) ) , } , } ] , } ) }
Create the bind group layout for the window specific bindings.
Create the bind group layout for the window specific bindings .
device
&wgpu::Device