pub fn global_bind_group_layout(
device: &Device,
bindings: GlobalBindings,
texel_arrays: bool,
) -> BindGroupLayoutExpand description
Build the global bind-group layout a pipeline with bindings declares.
The camera, frame-globals and view uniforms are always present; the arrays
are present exactly when bindings names them. The array path is the
device’s answer rather than the pipeline’s, so texel_arrays is passed in: a
device with storage buffers binds each array as one, a device without them —
WebGL2 — binds the same bytes as a texture.
The built-in lit variants build their global layout here, so a caller’s own pipeline declares the same group by the same rules.