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    • Bind-group entry exposing buffer's bytes as an array<vec4<f32>> view — the twin binding that lets a shader issue 16-byte vector loads alongside scalar access of the same storage (bind the same GPUBuffer twice: once as array<f32>, once through this). The view's size is rounded down to a multiple of 16 because some backends reject non-multiple-of-16 ranges for vec4 arrays; whenever a kernel's vector path is usable (stride % 4 == 0) the buffer size is itself a multiple of 16, so the rounding never truncates a component the vector path would actually read. Buffers smaller than one vec4 element get a shared dummy storage buffer bound instead — the shader never dereferences it on those shapes.

      Parameters

      • device: any
      • entry: GPUBuffer | { buffer: GPUBuffer; offset?: number; size?: number }

        whole buffer or sub-range, matching what the scalar slot binds

      Returns { buffer: GPUBuffer; offset: number; size: number }