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    Interface ComputePassDescriptor

    §82's ComputePass, backend-independent: a compute kernel's source, the workgroup grid to dispatch, and the storage buffers it reads and writes — bound at @group(0), @binding(i) for array index i (module header on the ordered-array shape).

    The shader string is in the dispatching backend's kernel language — WGSL on the one backend that declares Renderer.compute?() today. The descriptor does not name the language, exactly as ScreenEffect does not name GLSL: a future compute-capable backend declares what it compiles.

    interface ComputePassDescriptor {
        bindings: readonly (ComputeBuffer | ComputeBinding)[];
        entryPoint?: string;
        label?: string;
        shader: string;
        workgroups: readonly [number, number, number];
    }
    Index
    bindings: readonly (ComputeBuffer | ComputeBinding)[]

    The storage buffers, in binding order. A bare buffer binds read-write.

    entryPoint?: string

    The kernel's entry point; COMPUTE_ENTRY_POINT when omitted.

    label?: string

    Diagnostic name, echoed on the pass and pipeline labels.

    shader: string

    The compute kernel, as shader source.

    workgroups: readonly [number, number, number]

    Workgroup counts along x, y, z — §82's workgroups: [1024, 1, 1]. Non-negative integers; a zero count is a defined no-op dispatch.