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:
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Buffers, textures and samplers
Create resources, choose where their memory lives, and get data into and out of them.
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Descriptor bindings
Make resources available to shaders: describing bindings, distributing buffer elements across descriptors, and the rules for each kind of descriptor.
How to order accesses to resources on the GPU, for example between an upload and a draw call, is covered by the synchronization guide.