The WGSL a render system's shaders include: its bind group at shader.group (the heap and its table record), and a
function per accessor returning that component of a row, such as fn position(row: u32) -> vec3<f32>, plus
ecs_count(). For a system with order, row is an instance's position in its order and ecs_count() the number
of instances. Depends only on registered schemas, so pipelines can be built before any world exists.
Throws if the system isn't a render system or a component can't be read on the GPU.
The WGSL a render system's shaders include: its bind group at
shader.group(the heap and its table record), and a function per accessor returning that component of a row, such asfn position(row: u32) -> vec3<f32>, plusecs_count(). For a system withorder,rowis an instance's position in its order andecs_count()the number of instances. Depends only on registered schemas, so pipelines can be built before any world exists. Throws if the system isn't a render system or a component can't be read on the GPU.