Create a new UniformBuffer instance.
The graphics device used to manage this uniform buffer.
Format of the uniform buffer.
Optional
persistent: boolean = trueWhether the buffer is persistent. Defaults to true.
A render version used to track the last time the properties requiring bind group to be updated were changed.
Assign a storage to this uniform buffer.
The storage to assign to this uniform buffer.
Assign a value to the uniform specified by its format. This is the fast version of assigning a value to a uniform, avoiding any lookups.
The format of the uniform.
The value to assign to the uniform.
Optional
dynamicBindGroup: DynamicBindGroupThe function fills in the info about the dynamic bind group for this frame, which uses this uniform buffer. Only used if the uniform buffer is non-persistent. This allows the uniform buffer to be used without having to create a bind group for it. Note that the bind group can only contains this single uniform buffer, and no other resources.
A uniform buffer represents a GPU memory buffer storing the uniforms.