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Resource management

Buffers, textures and samplers hold the data your shaders work with. This guide covers their life from creation to the point where a shader accesses them:

  • Buffers, textures and samplers


    Create resources, choose where their memory lives, and get data into and out of them.

    Read the guide

  • Descriptor bindings


    Make resources available to shaders: describing bindings, distributing buffer elements across descriptors, and the rules for each kind of descriptor.

    Read the guide

How to order accesses to resources on the GPU, for example between an upload and a draw call, is covered by the synchronization guide.