shader-edsl-binding-and-typed-container

Community

Bind typed GPU resources safely and fast

Authormikialex
Version1.0.0
Installs0

System Documentation

What problem does it solve?

This Skill helps you correctly wire strongly-typed GPU resource containers into both the shader graph and the GPU render/compute pass, preventing mismatched binding indices and resource types that cause hard-to-debug rendering failures.

Core Features & Use Cases

  • Dual binding pipeline (shader side + pass side): use bind_by to produce typed shader nodes and bind to flush the actual GPU resources during the pass, while keeping bind group assignment consistent.
  • Strongly-typed GPU containers: use typed wrappers for uniforms, storage buffers, textures, storage textures, and samplers (e.g., UniformBufferDataView<T>, StorageBufferDataView<T>, GPUTypedTextureView<D,F>, GPUSamplerView, StorageTextureView<A,D,F>).
  • Typed WGSL-facing semantics via EDSL: bind container types to corresponding shader-side node aliases like ShaderReadonlyPtrOf<T>, ShaderPtrOf<T>, ShaderTexture2D, and ShaderStorageTextureRW2D.
  • Correct ordering contract: ensure the shader-side and pass-side binding calls follow the same order for each container so indices match.

Quick Start

Use the shader-edsl-binding-and-typed-container Skill when creating a uniform, storage buffer, texture, or sampler container, then bind it first in the shader provider with bind_by and later in the pass setup with the matching .bind() call in the same order.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: shader-edsl-binding-and-typed-container
Download link: https://github.com/mikialex/rendiation/archive/main.zip#shader-edsl-binding-and-typed-container

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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