Create a new instance.
The graphics device used to manage this vertex format.
An array of bind formats. Note that each entry in the array uses up one slot. The exception is a texture format that has a sampler, which uses up two slots. The slots are allocated sequentially, starting from 0.
BindGroupFormat is a data structure that defines the layout of resources (buffers, textures, samplers) used by rendering or compute shaders. It describes the binding points for each resource type, and the visibility of these resources in the shader stages. Currently this class is only used on WebGPU platform to specify the input and output resources for vertex, fragment and compute shaders written in SHADERLANGUAGE_WGSL language.