GPUBufferBindingLayout constructor
type is "uniform", "storage" or "read-only-storage".
hasDynamicOffset is what lets one buffer hold every object's uniform
block and one bind group serve the whole frame, with
GPURenderPassEncoder.setBindGroup's offsets choosing between them — and
minBindingSize is the size the shader will read, checked once here
rather than on every draw.
Implementation
external factory GPUBufferBindingLayout({
String type,
bool hasDynamicOffset,
int minBindingSize,
});