bindVertexBuffer method
Binds geometry the device already holds — a mesh, or the one triangle every full-screen pass draws.
slot is which of the pipeline's VertexLayoutSpec.buffers this fills.
Zero is the only slot anything used before instancing, and slots must be
filled densely — see the note on VertexLayoutSpec.
Implementation
@override
void bindVertexBuffer(
GeometryBuffer buffer,
int vertexCount, {
int slot = 0,
}) {
final geometry = buffer.backend as WebGpuGeometry;
_vertexBuffers[slot] = (
buffer: geometry.buffer,
offset: buffer.offsetInBytes,
length: buffer.lengthInBytes,
);
}