fn create_user_warp_bind_group(
device: &Device,
layout: &BindGroupLayout,
uniforms_buffer: &Buffer,
prev_view: &TextureView,
sampler: &Sampler,
aux: &WarpAuxViews<'_>,
sampler_fw: &Sampler,
sampler_fc: &Sampler,
sampler_pw: &Sampler,
sampler_pc: &Sampler,
user_textures: &[&TextureView; 8],
) -> BindGroupExpand description
Build the 25-entry bind group for the user warp pass.
prev_view is bound to everywhere the wrapper expects a “main”
texture (1, 3, 4, 5, 23). Blur slots fall back to prev_view because
the warp pass runs before this frame’s blur pipeline — a one-frame
delayed blur pyramid would be more accurate but is deferred work.