1. Introduction
This section is non-normative.
Graphics Processing Units, or GPUs for short, have been essential in enabling rich rendering and computational applications in personal computing. WebGPU is an API that exposes the capabilities of GPU hardware for the Web. The API is designed from the ground up to efficiently map to (post-2014) native GPU APIs. WebGPU is not related to WebGL and does not explicitly target OpenGL ES.
WebGPU sees physical GPU hardware as GPUAdapters. It provides a connection to an adapter via GPUDevice, which manages resources, and the device’s GPUQueues, which execute commands. GPUDevice may have its own memory with high-speed access to the processing units. GPUBuffer and GPUTexture are the physical resources backed by GPU memory. GPUCommandBuffer and GPURenderBundle are containers for user-recorded commands. GPUShaderModule contains shader code. The other resources,
such as GPUSampler or GPUBindGroup, configure the way physical resources are used by the GPU.
GPUs execute commands encoded in GPUCommandBuffers by feeding data through a pipeline,
which is a mix of fixed-function and programmable stages. Programmable stages execute shaders, which are special programs designed to run on GPU hardware.
Most of the state of a pipeline is defined by
a GPURenderPipeline or a GPUComputePipeline object. The state not included
in these pipeline objects is set during encoding with commands,
such as beginRenderPass() or setBlendConstant().
2. Malicious use considerations
This section is non-normative. It describes the risks associated with exposing this API on the Web.
2.1. Security Considerations
The security requirements for WebGPU are the same as ever for the web, and are likewise non-negotiable. The general approach is strictly validating all the commands before they reach GPU, ensuring that a page can only work with its own data.
2.1.1. CPU-based undefined behavior
A WebGPU implementation translates the workloads issued by the user into API commands specific to the target platform. Native APIs specify the valid usage for the commands (for example, see vkCreateDescriptorSetLayout) and generally don’t guarantee any outcome if the valid usage rules are not followed. This is called "undefined behavior", and it can be exploited by an attacker to access memory they don’t own, or force the driver to execute arbitrary code.
In order to disallow insecure usage, the range of allowed WebGPU behaviors is defined for any input.
An implementation has to validate all the input from the user and only reach the driver
with the valid workloads. This document specifies all the error conditions and handling semantics.
For example, specifying the same buffer with intersecting ranges in both "source" and "destination"
of copyBufferToBuffer() results in GPUCommandEncoder generating an error, and no other operation occurring.
See § 22 Errors & Debugging for more information about error handling.
2.1.2. GPU-based undefined behavior
WebGPU shaders are executed by the compute units inside GPU hardware. In native APIs,
some of the shader instructions may result in undefined behavior on the GPU.
In order to address that, the shader instruction set and its defined behaviors are
strictly defined by WebGPU. When a shader is provided to createShaderModule(),
the WebGPU implementation has to validate it
before doing any translation (to platform-specific shaders) or transformation passes.
2.1.3. Uninitialized data
Generally, allocating new memory may expose the leftover data of other applications running on the system. In order to address that, WebGPU conceptually initializes all the resources to zero, although in practice an implementation may skip this step if it sees the developer initializing the contents manually. This includes variables and shared workgroup memory inside shaders.
The precise mechanism of clearing the workgroup memory can differ between platforms. If the native API does not provide facilities to clear it, the WebGPU implementation transforms the compute shader to first do a clear across all invocations, synchronize them, and continue executing developer’s code.
GPULoadOp "load" to "clear").
As a result, all implementations should issue a developer console warning about this potential performance penalty, even if there is no penalty in that implementation.
2.1.4. Out-of-bounds access in shaders
Shaders can access physical resources either directly
(for example, as a "uniform" GPUBufferBinding), or via texture units,
which are fixed-function hardware blocks that handle texture coordinate conversions.
Validation in the WebGPU API can only guarantee that all the inputs to the shader are provided and
they have the correct usage and types.
The WebGPU API can not guarantee that the data is accessed within bounds
if the texture units are not involved.
In order to prevent the shaders from accessing GPU memory an application doesn’t own, the WebGPU implementation may enable a special mode (called "robust buffer access") in the driver that guarantees that the access is limited to buffer bounds.
Alternatively, an implementation may transform the shader code by inserting manual bounds checks.
When this path is taken, the out-of-bound checks only apply to array indexing. They aren’t needed
for plain field access of shader structures due to the minBindingSize validation on the host side.
If the shader attempts to load data outside of physical resource bounds, the implementation is allowed to:
-
return a value at a different location within the resource bounds
-
return a value vector of "(0, 0, 0, X)" with any "X"
-
partially discard the draw or dispatch call
If the shader attempts to write data outside of physical resource bounds, the implementation is allowed to:
-
write the value to a different location within the resource bounds
-
discard the write operation
-
partially discard the draw or dispatch call
2.1.5. Invalid data
When uploading floating-point data from CPU to GPU, or generating it on the GPU, we may end up with a binary representation that doesn’t correspond to a valid number, such as infinity or NaN (not-a-number). The GPU behavior in this case is subject to the accuracy of the GPU hardware implementation of the IEEE-754 standard. WebGPU guarantees that introducing invalid floating-point numbers would only affect the results of arithmetic computations and will not have other side effects.
2.1.6. Driver bugs
GPU drivers are subject to bugs like any other software. If a bug occurs, an attacker could possibly exploit the incorrect behavior of the driver to get access to unprivileged data. In order to reduce the risk, the WebGPU working group will coordinate with GPU vendors to integrate the WebGPU Conformance Test Suite (CTS) as part of their driver testing process, like it was done for WebGL. WebGPU implementations are expected to have workarounds for some of the discovered bugs, and disable WebGPU on drivers with known bugs that can’t be worked around.
2.1.7. Timing attacks
2.1.7.1. Content-timeline timing
WebGPU is designed to later support multi-threaded use via Web Workers. As such, it is designed not to open
the users to modern high-precision timing attacks. Some of the objects,
like GPUBuffer or GPUQueue, have shared state which can be simultaneously accessed.
This allows race conditions to occur, similar to those of accessing a SharedArrayBuffer from multiple Web Workers, which makes the thread scheduling observable.
WebGPU addresses this by limiting the ability to deserialize (or share) objects only to
the agents inside the agent cluster, and only if
the cross-origin isolated policies are in place.
This restriction matches the mitigations against the malicious SharedArrayBuffer use. Similarly, the user agent may also
serialize the agents sharing any handles to prevent any concurrency entirely.
In the end, the attack surface for races on shared state in WebGPU will be
a small subset of the SharedArrayBuffer attacks.
2.1.7.2. Device/queue-timeline timing
Writable storage buffers and other cross-invocation communication may be usable to construct high-precision timers on the queue timeline.
The optional "timestamp-query" feature also provides high precision
timing of GPU operations. To mitigate security and privacy concerns, the timing query
values are aligned to a lower precision: see current queue timestamp. Note in particular:
-
The device timeline typically runs in a process that is shared by multiple origins, so cross-origin isolation (provided by COOP/COEP) does not provide isolation of device/queue-timeline timers.
-
Queue timeline work is issued from the device timeline, and may execute on GPU hardware that does not provide the isolation expected of CPU processes (such as Meltdown mitigations).
-
GPU hardware is not typically susceptible to Spectre-style attacks, but WebGPU may be implemented in software, and software implementations may run in a shared process, preventing isolation-based mitigations.
2.1.8. Row hammer attacks
Row hammer is a class of attacks that exploit the leaking of states in DRAM cells. It could be used on GPU. WebGPU does not have any specific mitigations in place, and relies on platform-level solutions, such as reduced memory refresh intervals.
2.1.9. Denial of service
WebGPU applications have access to GPU memory and compute units. A WebGPU implementation may limit the available GPU memory to an application, in order to keep other applications responsive. For GPU processing time, a WebGPU implementation may set up "watchdog" timer that makes sure an application doesn’t cause GPU unresponsiveness for more than a few seconds. These measures are similar to those used in WebGL.
2.1.10. Workload identification
WebGPU provides access to constrained global resources shared between different programs (and web pages) running on the same machine. An application can try to indirectly probe how constrained these global resources are, in order to reason about workloads performed by other open web pages, based on the patterns of usage of these shared resources. These issues are generally analogous to issues with Javascript, such as system memory and CPU execution throughput. WebGPU does not provide any additional mitigations for this.
2.1.11. Memory resources
WebGPU exposes fallible allocations from machine-global memory heaps, such as VRAM. This allows for probing the size of the system’s remaining available memory (for a given heap type) by attempting to allocate and watching for allocation failures.
GPUs internally have one or more (typically only two) heaps of memory shared by all running applications. When a heap is depleted, WebGPU would fail to create a resource. This is observable, which may allow a malicious application to guess what heaps are used by other applications, and how much they allocate from them.
2.1.12. Computation resources
If one site uses WebGPU at the same time as another, it may observe the increase in time it takes to process some work. For example, if a site constantly submits compute workloads and tracks completion of work on the queue, it may observe that something else also started using the GPU.
A GPU has many parts that can be tested independently, such as the arithmetic units, texture sampling units, atomic units, etc. A malicious application may sense when some of these units are stressed, and attempt to guess the workload of another application by analyzing the stress patterns. This is analogous to the realities of CPU execution of Javascript.
2.1.13. Abuse of capabilities
Malicious sites could abuse the capabilities exposed by WebGPU to run computations that don’t benefit the user or their experience and instead only benefit the site. Examples would be hidden crypto-mining, password cracking or rainbow tables computations.
It is not possible to guard against these types of uses of the API because the browser is not able to distinguish between valid workloads and abusive workloads. This is a general problem with all general-purpose computation capabilities on the Web: JavaScript, WebAssembly or WebGL. WebGPU only makes some workloads easier to implement, or slightly more efficient to run than using WebGL.
To mitigate this form of abuse, browsers can throttle operations on background tabs, could warn that a tab is using a lot of resource, and restrict which contexts are allowed to use WebGPU.
User agents can heuristically issue warnings to users about high power use, especially due to potentially malicious usage. If a user agent implements such a warning, it should include WebGPU usage in its heuristics, in addition to JavaScript, WebAssembly, WebGL, and so on.
2.2. Privacy Considerations
The privacy considerations for WebGPU are similar to those of WebGL. GPU APIs are complex and must expose various aspects of a device’s capabilities out of necessity in order to enable developers to take advantage of those capabilities effectively. The general mitigation approach involves normalizing or binning potentially identifying information and enforcing uniform behavior where possible.
A user agent must not reveal more than 32 distinguishable configurations or buckets.
2.2.1. Machine-specific features and limits
WebGPU can expose a lot of detail on the underlying GPU architecture and the device geometry. This includes available physical adapters, many limits on the GPU and CPU resources that could be used (such as the maximum texture size), and any optional hardware-specific capabilities that are available.
User agents are not obligated to expose the real hardware limits, they are in full control of how much the machine specifics are exposed. One strategy to reduce fingerprinting is binning all the target platforms into a few number of bins. In general, the privacy impact of exposing the hardware limits matches the one of WebGL.
The default limits are also deliberately high enough to allow most applications to work without requesting higher limits. All the usage of the API is validated according to the requested limits, so the actual hardware capabilities are not exposed to the users by accident.
2.2.2. Machine-specific artifacts
There are some machine-specific rasterization/precision artifacts and performance differences that can be observed roughly in the same way as in WebGL. This applies to rasterization coverage and patterns, interpolation precision of the varyings between shader stages, compute unit scheduling, and more aspects of execution.
Generally, rasterization and precision fingerprints are identical across most or all of the devices of each vendor. Performance differences are relatively intractable, but also relatively low-signal (as with JS execution performance).
Privacy-critical applications and user agents should utilize software implementations to eliminate such artifacts.
2.2.3. Machine-specific performance
Another factor for differentiating users is measuring the performance of specific operations on the GPU. Even with low precision timing, repeated execution of an operation can show if the user’s machine is fast at specific workloads. This is a fairly common vector (present in both WebGL and Javascript), but it’s also low-signal and relatively intractable to truly normalize.
WebGPU compute pipelines expose access to GPU unobstructed by the fixed-function hardware. This poses an additional risk for unique device fingerprinting. User agents can take steps to dissociate logical GPU invocations with actual compute units to reduce this risk.
2.2.4. User Agent State
This specification doesn’t define any additional user-agent state for an origin.
However it is expected that user agents will have compilation caches for the result of expensive
compilation like GPUShaderModule, GPURenderPipeline and GPUComputePipeline.
These caches are important to improve the loading time of WebGPU applications after the first
visit.
For the specification, these caches are indifferentiable from incredibly fast compilation, but
for applications it would be easy to measure how long createComputePipelineAsync() takes to resolve. This can leak information across origins (like "did the user access a site with
this specific shader") so user agents should follow the best practices in storage partitioning.
The system’s GPU driver may also have its own cache of compiled shaders and pipelines. User agents may want to disable these when at all possible, or add per-partition data to shaders in ways that will make the GPU driver consider them different.
2.2.5. Driver bugs
In addition to the concerns outlined in Security Considerations, driver bugs may introduce differences in behavior that can be observed as a method of differentiating users. The mitigations mentioned in Security Considerations apply here as well, including coordinating with GPU vendors and implementing workarounds for known issues in the user agent.
2.2.6. Adapter Identifiers
Past experience with WebGL has demonstrated that developers have a legitimate need to be able to identify the GPU their code is running on in order to create and maintain robust GPU-based content. For example, to identify adapters with known driver bugs in order to work around them or to avoid features that perform more poorly than expected on a given class of hardware.
But exposing adapter identifiers also naturally expands the amount of fingerprinting information available, so there’s a desire to limit the precision with which we identify the adapter.
There are several mitigations that can be applied to strike a balance between enabling robust content and preserving privacy. First is that user agents can reduce the burden on developers by identifying and working around known driver issues, as they have since browsers began making use of GPUs.
When adapter identifiers are exposed by default they should be as broad as possible while still being useful. Possibly identifying, for example, the adapter’s vendor and general architecture without identifying the specific adapter in use. Similarly, in some cases identifiers for an adapter that is considered a reasonable proxy for the actual adapter may be reported.
In cases where full and detailed information about the adapter is useful (for example: when filing bug reports) the user can be asked for consent to reveal additional information about their hardware to the page.
Finally, the user agent will always have the discretion to not report adapter identifiers at all if it considers it appropriate, such as in enhanced privacy modes.
3. Fundamentals
3.1. Conventions
3.1.1. Syntactic Shorthands
In this specification, the following syntactic shorthands are used:
- The
.("dot") syntax, common in programming languages. -
The phrasing "
Foo.Bar" means "theBarmember of the value (or interface)Foo." IfFoois an ordered map, asserts that the keyBarexists.Editorial note: Some phrasing in this spec may currently assume this resolves to
undefinedifBardoesn’t exist.The phrasing "
Foo.Baris provided" means "theBarmember exists in the map valueFoo" - The
?.("optional chaining") syntax, adopted from JavaScript. -
The phrasing "
Foo?.Bar" means "ifFooisnullorundefinedorBardoes not exist inFoo,undefined; otherwise,Foo.Bar".For example, where
bufferis aGPUBuffer,buffer?.\[[device]].\[[adapter]]means "ifbufferisnullorundefined, thenundefined; otherwise, the\[[adapter]]internal slot of the\[[device]]internal slot ofbuffer. - The
??("nullish coalescing") syntax, adopted from JavaScript. -
The phrasing "
x??y" means "x, ifxis not null/undefined, andyotherwise". - slot-backed attribute
-
A WebIDL attribute which is backed by an internal slot of the same name. It may or may not be mutable.
3.1.2. WebGPU Objects
A WebGPU object consists of a WebGPU Interface and an internal object.
The WebGPU interface defines the public interface and state of the WebGPU object. It can be used on the content timeline where it was created, where it is a JavaScript-exposed WebIDL interface.
Any interface which includes GPUObjectBase is a WebGPU interface.
The internal object tracks the state of the WebGPU object on the device timeline. All reads/writes to the mutable state of an internal object occur from steps executing on a single well-ordered device timeline. These steps may have been issued from a content timeline algorithm on any of multiple agents.
Note: An "agent" refers to a JavaScript "thread" (i.e. main thread, or Web Worker).
The following special property types can be defined on WebGPU objects:
- immutable property
-
A read-only slot set during initialization of the object. It can be accessed from any timeline.
Note: Since the slot is immutable, implementations may have a copy on multiple timelines, as needed. Immutable properties are defined in this way to avoid describing multiple copies in this spec.
If named
[[with brackets]], it is an internal slot.
If namedwithoutBrackets, it is areadonlyslot-backed attribute of the WebGPU interface. - content timeline property
-
A property which is only accessible from the content timeline where the object was created.
If named
[[with brackets]], it is an internal slot.
If namedwithoutBrackets, it is a slot-backed attribute of the WebGPU interface. - device timeline property
-
A property which tracks state of the internal object and is only accessible from the device timeline where the object was created. device timeline properties may be mutable.
Device timeline properties are named
[[with brackets]], and are internal slots.
interface mixin GPUObjectBase {attribute USVString label ; };
GPUObjectBase parent,
interface T, GPUObjectDescriptorBase descriptor)
(where T extends GPUObjectBase), run the following content timeline steps:
-
Let device be parent.
[[device]]. -
Let object be a new instance of T.
-
Set object.
[[device]]to device. -
Return object.
GPUObjectBase has the following immutable properties:
[[device]], of type device, readonly-
The device that owns the internal object.
Operations on the contents of this object assert they are running on the device timeline, and that the device is valid.
GPUObjectBase has the following content timeline properties:
label, of type USVString-
A developer-provided label which is used in an implementation-defined way. It can be used by the browser, OS, or other tools to help identify the underlying internal object to the developer. Examples include displaying the label in
GPUErrormessages, console warnings, browser developer tools, and platform debugging utilities.NOTE:Implementations should use labels to enhance error messages by using them to identify WebGPU objects.However, this need not be the only way of identifying objects: implementations should also use other available information, especially when no label is available. For example:
-
The label of the parent
GPUTexturewhen printing aGPUTextureView. -
The label of the parent
GPUCommandEncoderwhen printing aGPURenderPassEncoderorGPUComputePassEncoder. -
The label of the source
GPUCommandEncoderwhen printing aGPUCommandBuffer. -
The label of the source
GPURenderBundleEncoderwhen printing aGPURenderBundle.
NOTE:Thelabelis a property of theGPUObjectBase. TwoGPUObjectBase"wrapper" objects have completely separate label states, even if they refer to the same underlying object (for example returned bygetBindGroupLayout()). Thelabelproperty will not change except by being set from JavaScript.This means one underlying object could be associated with multiple labels. This specification does not define how the label is propagated to the device timeline. How labels are used is completely implementation-defined: error messages could show the most recently set label, all known labels, or no labels at all.
It is defined as a
USVStringbecause some user agents may supply it to the debug facilities of the underlying native APIs. -
GPUObjectBase has the following device timeline properties:
[[valid]], of type boolean, initiallytrue.-
If
true, indicates that the internal object is valid to use.
[[device]] that owns them, from being garbage collected. This cannot be
guaranteed, however, as holding a strong reference to a parent object may be required in some
implementations.
As a result, developers should assume that a WebGPU interface may not be garbage collected until all child objects of that interface have also been garbage collected. This may cause some resources to remain allocated longer than anticipated.
Calling the destroy method on a WebGPU interface (such as GPUDevice.destroy() or GPUBuffer.destroy()) should be
favored over relying on garbage collection if predictable release of allocated resources is
needed.
3.1.3. Object Descriptors
An object descriptor holds the information needed to create an object,
which is typically done via one of the create* methods of GPUDevice.
dictionary {GPUObjectDescriptorBase USVString label = ""; };
GPUObjectDescriptorBase has the following members:
label, of type USVString, defaulting to""-
The initial value of
GPUObjectBase.label.
3.2. Asynchrony
3.2.1. Invalid Internal Objects & Contagious Invalidity
Object creation operations in WebGPU don’t return promises, but nonetheless are internally
asynchronous. Returned objects refer to internal objects which are manipulated on a device timeline. Rather than fail with exceptions or rejections, most errors that occur on a device timeline are communicated through GPUErrors generated on the associated device.
Internal objects are either valid or invalid. An invalid object will never become valid at a later time, but some valid objects may be invalidated.
Objects are invalid from creation if it wasn’t possible to create them.
This can happen, for example, if the object descriptor doesn’t describe a valid
object, or if there is not enough memory to allocate a resource.
It can also happen if an object is created with or from another invalid object
(for example calling createView() on an invalid GPUTexture)
(for example the GPUTexture of a createView() call):
this case is referred to as contagious invalidity.
Internal objects of most types cannot become invalid after they are created, but still
may become unusable, e.g. if the owning device is lost or destroyed, or the object has a special internal state,
like buffer state "destroyed".
Internal objects of some types can become invalid after they are created; specifically, devices, adapters, GPUCommandBuffers, and command/pass/bundle encoders.
GPUObjectBase object is valid to use with a targetObject if the all of the requirements in the following device timeline steps are met:
-
object.
[[valid]]must betrue. -
object.
[[device]].[[valid]]must betrue. -
object.
[[device]]must equal targetObject.[[device]].
GPUObjectBase object, run the following device timeline steps:
-
object.
[[valid]]tofalse.
3.2.2. Promise Ordering
Several operations in WebGPU return promises.
WebGPU does not make any guarantees about the order in which these promises settle (resolve or reject), except for the following:
-
For some
GPUQueueq, if p1 = q.onSubmittedWorkDone()is called before p2 = q.onSubmittedWorkDone(), then p1 must settle before p2. -
For some
GPUQueueq andGPUBufferb on the sameGPUDevice, if p1 = b.mapAsync()is called before p2 = q.onSubmittedWorkDone(), then p1 must settle before p2.
Applications must not rely on any other promise settlement ordering.
3.3. Coordinate Systems
Rendering operations use the following coordinate systems:
-
Normalized device coordinates (or NDC) have three dimensions, where:
-
-1.0 ≤ x ≤ 1.0
-
-1.0 ≤ y ≤ 1.0
-
0.0 ≤ z ≤ 1.0
-
The bottom-left corner is at (-1.0, -1.0, z).
Normalized device coordinates. Note: Whether
z = 0orz = 1is treated as the near plane is application specific. The above diagram presentsz = 0as the near plane but the observed behavior is determined by a combination of the projection matrices used by shaders, thedepthClearValue, and thedepthComparefunction. -
-
Clip space coordinates have four dimensions: (x, y, z, w)
-
Clip space coordinates are used for the the clip position of a vertex (i.e. the position output of a vertex shader), and for the clip volume.
-
Normalized device coordinates and clip space coordinates are related as follows: If point p = (p.x, p.y, p.z, p.w) is in the clip volume, then its normalized device coordinates are (p.x ÷ p.w, p.y ÷ p.w, p.z ÷ p.w).
-
-
Framebuffer coordinates address the pixels in the framebuffer
-
They have two dimensions.
-
Each pixel extends 1 unit in x and y dimensions.
-
The top-left corner is at (0.0, 0.0).
-
x increases to the right.
-
y increases down.
-
See § 17 Render Passes and § 23.2.5 Rasterization.
Framebuffer coordinates. -
-
Viewport coordinates combine framebuffer coordinates in x and y dimensions, with depth in z.
-
Normally 0.0 ≤ z ≤ 1.0, but this can be modified by setting
[[viewport]].minDepthandmaxDepthviasetViewport()
-
-
Fragment coordinates match viewport coordinates.
-
Texture coordinates, sometimes called "UV coordinates" in 2D, are used to sample textures and have a number of components matching the
texture dimension.-
0 ≤ u ≤ 1.0
-
0 ≤ v ≤ 1.0
-
0 ≤ w ≤ 1.0
-
(0.0, 0.0, 0.0) is in the first texel in texture memory address order.
-
(1.0, 1.0, 1.0) is in the last texel texture memory address order.
2D Texture coordinates. -
-
Window coordinates, or present coordinates, match framebuffer coordinates, and are used when interacting with an external display or conceptually similar interface.
Note: WebGPU’s coordinate systems match DirectX’s coordinate systems in a graphics pipeline.
3.4. Programming Model
3.4.1. Timelines
WebGPU’s behavior is described in terms of "timelines". Each operation (defined as algorithms) occurs on a timeline. Timelines clearly define both the order of operations, and which state is available to which operations.
Note: This "timeline" model describes the constraints of the multi-process models of browser engines (typically with a "content process" and "GPU process"), as well as the GPU itself as a separate execution unit in many implementations. Implementing WebGPU does not require timelines to execute in parallel, so does not require multiple processes, or even multiple threads.
- Content timeline
-
Associated with the execution of the Web script. It includes calling all methods described by this specification.
To issue steps to the content timeline from an operation on
GPUDevicedevice, queue a global task for GPUDevicedevicewith those steps. - Device timeline
-
Associated with the GPU device operations that are issued by the user agent. It includes creation of adapters, devices, and GPU resources and state objects, which are typically synchronous operations from the point of view of the user agent part that controls the GPU, but can live in a separate OS process.
- Queue timeline
-
Associated with the execution of operations on the compute units of the GPU. It includes actual draw, copy, and compute jobs that run on the GPU.
- Timeline-agnostic
-
Associated with any of the above timelines
Steps may be issued to any timeline if they only operate on immutable properties or arguments passed from the calling steps.
- Immutable value example term definition
-
Can be used on any timeline.
- Content-timeline example term definition
-
Can only be used on the content timeline.
- Device-timeline example term definition
-
Can only be used on the device timeline.
- Queue-timeline example term definition
-
Can only be used on the queue timeline.
Immutable value example term usage.
Immutable value example term usage. Content-timeline example term usage.
Immutable value example term usage. Device-timeline example term usage.
Immutable value example term usage. Queue-timeline example term usage.
In this specification, asynchronous operations are used when the return value depends on work that happens on any timeline other than the Content timeline. They are represented by promises and events in API.
GPUComputePassEncoder.dispatchWorkgroups():
-
User encodes a
dispatchWorkgroupscommand by calling a method of theGPUComputePassEncoderwhich happens on the Content timeline. -
User issues
GPUQueue.submit()that hands over theGPUCommandBufferto the user agent, which processes it on the Device timeline by calling the OS driver to do a low-level submission. -
The submit gets dispatched by the GPU invocation scheduler onto the actual compute units for execution, which happens on the Queue timeline.
GPUDevice.createBuffer():
-
User fills out a
GPUBufferDescriptorand creates aGPUBufferwith it, which happens on the Content timeline. -
User agent creates a low-level buffer on the Device timeline.
GPUBuffer.mapAsync():
-
User requests to map a
GPUBufferon the Content timeline and gets a promise in return. -
User agent checks if the buffer is currently used by the GPU and makes a reminder to itself to check back when this usage is over.
-
After the GPU operating on Queue timeline is done using the buffer, the user agent maps it to memory and resolves the promise.
3.4.2. Memory Model
This section is non-normative.
Once a GPUDevice has been obtained during an application initialization routine,
we can describe the WebGPU platform as consisting of the following layers:
-
User agent implementing the specification.
-
Operating system with low-level native API drivers for this device.
-
Actual CPU and GPU hardware.
Each layer of the WebGPU platform may have different memory types that the user agent needs to consider when implementing the specification:
-
The script-owned memory, such as an
ArrayBuffercreated by the script, is generally not accessible by a GPU driver. -
A user agent may have different processes responsible for running the content and communication to the GPU driver. In this case, it uses inter-process shared memory to transfer data.
-
Dedicated GPUs have their own memory with high bandwidth, while integrated GPUs typically share memory with the system.
Most physical resources are allocated in the memory of type that is efficient for computation or rendering by the GPU. When the user needs to provide new data to the GPU, the data may first need to cross the process boundary in order to reach the user agent part that communicates with the GPU driver. Then it may need to be made visible to the driver, which sometimes requires a copy into driver-allocated staging memory. Finally, it may need to be transferred to the dedicated GPU memory, potentially changing the internal layout into one that is most efficient for GPUs to operate on.
All of these transitions are done by the WebGPU implementation of the user agent.
Note: This example describes the worst case, while in practice
the implementation may not need to cross the process boundary,
or may be able to expose the driver-managed memory directly to
the user behind an ArrayBuffer, thus avoiding any data copies.
3.4.3. Resource Usages
A physical resource can be used on GPU with an internal usage:
- input
-
Buffer with input data for draw or dispatch calls. Preserves the contents. Allowed by buffer
INDEX, bufferVERTEX, or bufferINDIRECT. - constant
-
Resource bindings that are constant from the shader point of view. Preserves the contents. Allowed by buffer
UNIFORMor textureTEXTURE_BINDING. - storage
-
Writable storage resource binding. Allowed by buffer
STORAGEor textureSTORAGE_BINDING. - storage-read
-
Read-only storage resource bindings. Preserves the contents. Allowed by buffer
STORAGEor textureSTORAGE_BINDING. - attachment
-
Texture used as an output attachment in a render pass. Allowed by texture
RENDER_ATTACHMENT. - attachment-read
-
Texture used as a read-only attachment in a render pass. Preserves the contents. Allowed by texture
RENDER_ATTACHMENT.
We define subresource to be either a whole buffer, or a texture subresource.
-
Each usage in U is input, constant, storage-read, or attachment-read.
-
Each usage in U is storage.
-
U contains exactly one element: attachment.
Enforcing that the usages are only combined into a compatible usage list allows the API to limit when data races can occur in working with memory. That property makes applications written against WebGPU more likely to run without modification on different platforms.
Generally, when an implementation processes an operation that uses a subresource in a different way than its current usage allows, it schedules a transition of the resource
into the new state. In some cases, like within an open GPURenderPassEncoder, such a
transition is impossible due to the hardware limitations.
We define these places as usage scopes.
The main usage rule is, for any one subresource, its list of internal usages within one usage scope must be a compatible usage list.
For example, binding the same buffer for storage as well as for input within the same GPURenderPassEncoder would put the encoder
as well as the owning GPUCommandEncoder into the error state.
This combination of usages does not make a compatible usage list.
Note: race condition of multiple writable storage buffer/texture usages in a single usage scope is allowed.
The subresources of textures included in the views provided to GPURenderPassColorAttachment.view and GPURenderPassColorAttachment.resolveTarget are considered to be used as attachment for the usage scope of this render pass.
3.4.4. Synchronization
For each subresource of a physical resource, its set of internal usage flags is tracked on the Queue timeline.
On the Queue timeline, there is an ordered sequence of usage scopes. For the duration of each scope, the set of internal usage flags of any given subresource is constant. A subresource may transition to new usages at the boundaries between usage scopes.
This specification defines the following usage scopes:
-
Outside of a pass (in
GPUCommandEncoder), each (non-state-setting) command is one usage scope (e.g.copyBufferToTexture()). -
In a compute pass, each dispatch command (
dispatchWorkgroups()ordispatchWorkgroupsIndirect()) is one usage scope. A subresource is "used" in the usage scope if it is potentially accessible by the command. Within a dispatch, for each bind group slot that is used by the currentGPUComputePipeline's[[layout]], every subresource referenced by that bind group is "used" in the usage scope. State-setting compute pass commands, like setBindGroup(), do not contribute directly to a usage scope; they instead change the state that is checked in dispatch commands. -
One render pass is one usage scope. A subresource is "used" in the usage scope if it’s referenced by any (state-setting or non-state-setting) command. For example, in setBindGroup(), every subresource in
bindGroupis "used" in the render pass’s usage scope.
The above should probably talk about GPU commands. But we don’t have a way to reference specific GPU commands (like dispatch) yet.
-
In a render pass, subresources used in any setBindGroup() call, regardless of whether the currently bound pipeline’s shader or layout actually depends on these bindings, or the bind group is shadowed by another 'set' call.
-
A buffer used in any
setVertexBuffer()call, regardless of whether any draw call depends on this buffer, or this buffer is shadowed by another 'set' call. -
A buffer used in any
setIndexBuffer()call, regardless of whether any draw call depends on this buffer, or this buffer is shadowed by another 'set' call. -
A texture subresource used as a color attachment, resolve attachment, or depth/stencil attachment in
GPURenderPassDescriptorbybeginRenderPass(), regardless of whether the shader actually depends on these attachments. -
Resources used in bind group entries with visibility 0, or visible only to the compute stage but used in a render pass (or vice versa).
During command encoding, every usage of a subresource is recorded in one of the usage scopes in the command buffer.
For each usage scope, the implementation performs usage scope validation by composing the list of all internal usage flags of each subresource used in the usage scope.
If any of those lists is not a compatible usage list, GPUCommandEncoder.finish() will generate a validation error.
3.5. Core Internal Objects
3.5.1. Adapters
An adapter identifies an implementation of WebGPU on the system: both an instance of compute/rendering functionality on the platform underlying a browser, and an instance of a browser’s implementation of WebGPU on top of that functionality.
Adapters do not uniquely represent underlying implementations:
calling requestAdapter() multiple times returns a different adapter object each time.
Each adapter object can only be used to create one device:
upon a successful requestDevice() call, the adapter expires.
Additionally, adapter objects may expire at any time.
Note: This ensures applications use the latest system state for adapter selection when creating a device.
It also encourages robustness to more scenarios by making them look similar: first initialization,
reinitialization due to an unplugged adapter, reinitialization due to a test GPUDevice.destroy() call, etc.
An adapter may be considered a fallback adapter if it has significant performance caveats in exchange for some combination of wider compatibility, more predictable behavior, or improved privacy. It is not required that a fallback adapter is available on every system.
An adapter has the following internal slots:
[[expired]], of type boolean, initiallyfalse-
If set to
trueindicates that the adapter can no longer be used to create a device. [[features]], of type ordered set<GPUFeatureName>, readonly-
The features which can be used to create devices on this adapter.
[[limits]], of type supported limits, readonly-
The best limits which can be used to create devices on this adapter.
Each adapter limit must be the same or better than its default value in supported limits.
[[fallback]], of type boolean-
If set to
trueindicates that the adapter is a fallback adapter.
Adapters are exposed via GPUAdapter.
GPUAdapter adapter, run the
following device timeline steps:
-
Set adapter.
[[adapter]].[[expired]]totrue
3.5.2. Devices
A device is the logical instantiation of an adapter, through which internal objects are created. It can be shared across multiple agents (e.g. dedicated workers).
A device is the exclusive owner of all internal objects created from it:
when the device becomes invalid (is lost or destroyed),
it and all objects created on it (directly, e.g. createTexture(), or indirectly, e.g. createView()) become
implicitly unusable.
A device has the following immutable properties:
[[adapter]], of type adapter, readonly-
The adapter from which this device was created.
[[features]], of type ordered set<GPUFeatureName>, readonly-
The features which can be used on this device. No additional features can be used, even if the underlying adapter can support them.
[[limits]], of type supported limits, readonly-
The limits which can be used on this device. No better limits can be used, even if the underlying adapter can support them.
A device also has the following content timeline property:
[[content device]], of typeGPUDevice, readonly-
The Content timeline
GPUDeviceinterface which this device is associated with.
GPUDeviceDescriptor descriptor, run the following device timeline steps:
-
Set device.
[[adapter]]to adapter. -
Set device.
[[features]]to the set of values in descriptor.requiredFeatures. -
Let device.
[[limits]]be a supported limits object with the default values. For each (key, value) pair in descriptor.requiredLimits, set the member corresponding to key in device.[[limits]]to the better value of value or the default value in supported limits.
Any time the user agent needs to revoke access to a device, it calls lose the device(device, "unknown") on the device’s device timeline,
potentially ahead of other operations currently queued on that timeline.
If an operation fails with side effects that would observably change the state of objects on the device or potentially corrupt internal implementation/driver state, the device should be lost to prevent these changes from being observable.
Note: For all device losses not initiated by the application (via destroy()),
user agents should consider issuing developer-visible warnings unconditionally,
even if the lost promise is handled.
These scenarios should be rare, and the signal is vital to developers because most of the WebGPU
API tries to behave like nothing is wrong to avoid interrupting the runtime flow of the application:
no validation errors are raised, most promises resolve normally, etc.
-
Invalidate device.
-
Issue the following steps on the content timeline of device.
[[content device]]:-
Resolve device.
lostwith a newGPUDeviceLostInfowithreasonset to reason andmessageset to an implementation-defined value.Note:
messageshould not disclose unnecessary user/system information and should never be parsed by applications.
-
-
Complete any outstanding
mapAsync()steps. -
Complete any outstanding
onSubmittedWorkDone()steps.
Note: No errors are generated after device loss. See § 22 Errors & Debugging.
Devices are exposed via GPUDevice.
3.6. Optional Capabilities
WebGPU adapters and devices have capabilities, which describe WebGPU functionality that differs between different implementations, typically due to hardware or system software constraints. A capability is either a feature or a limit.
A user agent must not reveal more than 32 distinguishable configurations or buckets.
The capabilities of an adapter must conform to § 4.2.1 Adapter Capability Guarantees.
Only supported capabilities may be requested in requestDevice();
requesting unsupported capabilities results in failure.
The capabilities of a device are exactly the ones which were requested in requestDevice(). These capabilities are enforced regardless of the
capabilities of the adapter.
For privacy considerations, see § 2.2.1 Machine-specific features and limits.
3.6.1. Features
A feature is a set of optional WebGPU functionality that is not supported on all implementations, typically due to hardware or system software constraints.
Functionality that is part of a feature may only be used if the feature was requested at device
creation (in requiredFeatures).
Otherwise, using existing API surfaces in a new way typically results in a validation error,
and using optional API surfaces results in the following:
-
Using a new method or enum value always throws a
TypeError. -
Using a new dictionary member with a (correctly-typed) non-default value typically results in a validation error.
-
Using a new WGSL
enabledirective always results in acreateShaderModule()validation error.
GPUFeatureName feature is enabled for a GPUObjectBase object if and only if object.[[device]].[[features]] contains feature. See the Feature Index for a description of the functionality each feature enables.
3.6.2. Limits
Each limit is a numeric limit on the usage of WebGPU on a device.
Each limit has a default value.
Every adapter is guaranteed to support the default value or better.
The default is used if a value is not explicitly specified in requiredLimits.
One limit value may be better than another. A better limit value always relaxes validation, enabling strictly more programs to be valid. For each limit class, "better" is defined.
Different limits have different limit classes:
- maximum
-
The limit enforces a maximum on some value passed into the API.
Higher values are better.
May only be set to values ≥ the default. Lower values are clamped to the default.
- alignment
-
The limit enforces a minimum alignment on some value passed into the API; that is, the value must be a multiple of the limit.
Lower values are better.
May only be set to powers of 2 which are ≤ the default. Values which are not powers of 2 are invalid. Higher powers of 2 are clamped to the default.
Note: Setting "better" limits may not necessarily be desirable, as they may have a performance impact. Because of this, and to improve portability across devices and implementations, applications should generally request the "worst" limits that work for their content (ideally, the default values).
A supported limits object has a value for every limit defined by WebGPU:
| Limit name | Type | Limit class | Default |
|---|---|---|---|
maxTextureDimension1D
| GPUSize32
| maximum | 8192 |
The maximum allowed value for the size.width of a texture created with dimension "1d".
| |||
maxTextureDimension2D
| GPUSize32
| maximum | 8192 |
The maximum allowed value for the size.width and size.height of a texture created with dimension "2d".
| |||
maxTextureDimension3D
| GPUSize32
| maximum | 2048 |
The maximum allowed value for the size.width, size.height and size.depthOrArrayLayers of a texture created with dimension "3d".
| |||
maxTextureArrayLayers
| GPUSize32
| maximum | 256 |
The maximum allowed value for the size.depthOrArrayLayers of a texture created with dimension "2d".
| |||
maxBindGroups
| GPUSize32
| maximum | 4 |
The maximum number of GPUBindGroupLayouts allowed in bindGroupLayouts when creating a GPUPipelineLayout.
| |||
maxBindGroupsPlusVertexBuffers
| GPUSize32
| maximum | 24 |
The maximum number of bind group and vertex buffer slots used simultaneously,
counting any empty slots below the highest index.
Validated in createRenderPipeline() and in draw calls.
| |||
maxBindingsPerBindGroup
| GPUSize32
| maximum | 1000 |
The number of binding indices available when creating a GPUBindGroupLayout.
Note: This limit is normative, but arbitrary.
With the default binding slot limits, it is impossible
to use 1000 bindings in one bind group, but this allows | |||
maxDynamicUniformBuffersPerPipelineLayout
| GPUSize32
| maximum | 8 |
The maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are uniform buffers with dynamic offsets.
See Exceeds the binding slot limits.
| |||
maxDynamicStorageBuffersPerPipelineLayout
| GPUSize32
| maximum | 4 |
The maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are storage buffers with dynamic offsets.
See Exceeds the binding slot limits.
| |||
maxSampledTexturesPerShaderStage
| GPUSize32
| maximum | 16 |
For each possible GPUShaderStage stage,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are sampled textures.
See Exceeds the binding slot limits.
| |||
maxSamplersPerShaderStage
| GPUSize32
| maximum | 16 |
For each possible GPUShaderStage stage,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are samplers.
See Exceeds the binding slot limits.
| |||
maxStorageBuffersPerShaderStage
| GPUSize32
| maximum | 8 |
For each possible GPUShaderStage stage,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are storage buffers.
See Exceeds the binding slot limits.
| |||
maxStorageTexturesPerShaderStage
| GPUSize32
| maximum | 4 |
For each possible GPUShaderStage stage,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are storage textures.
See Exceeds the binding slot limits.
| |||
maxUniformBuffersPerShaderStage
| GPUSize32
| maximum | 12 |
For each possible GPUShaderStage stage,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout which are uniform buffers.
See Exceeds the binding slot limits.
| |||
maxUniformBufferBindingSize
| GPUSize64
| maximum | 65536 bytes |
The maximum GPUBufferBinding.size for bindings with a GPUBindGroupLayoutEntry entry for which entry.buffer?.type is "uniform".
| |||
maxStorageBufferBindingSize
| GPUSize64
| maximum | 134217728 bytes (128 MiB) |
The maximum GPUBufferBinding.size for bindings with a GPUBindGroupLayoutEntry entry for which entry.buffer?.type is "storage" or "read-only-storage".
| |||
minUniformBufferOffsetAlignment
| GPUSize32
| alignment | 256 bytes |
The required alignment for GPUBufferBinding.offset and
the dynamic offsets provided in setBindGroup(),
for bindings with a GPUBindGroupLayoutEntry entry for which entry.buffer?.type is "uniform".
| |||
minStorageBufferOffsetAlignment
| GPUSize32
| alignment | 256 bytes |
The required alignment for GPUBufferBinding.offset and
the dynamic offsets provided in setBindGroup(),
for bindings with a GPUBindGroupLayoutEntry entry for which entry.buffer?.type is "storage" or "read-only-storage".
| |||
maxVertexBuffers
| GPUSize32
| maximum | 8 |
The maximum number of buffers when creating a GPURenderPipeline.
| |||
maxBufferSize
| GPUSize64
| maximum | 268435456 bytes (256 MiB) |
The maximum size of size when creating a GPUBuffer.
| |||
maxVertexAttributes
| GPUSize32
| maximum | 16 |
The maximum number of attributes in total across buffers when creating a GPURenderPipeline.
| |||
maxVertexBufferArrayStride
| GPUSize32
| maximum | 2048 bytes |
The maximum allowed arrayStride when creating a GPURenderPipeline.
| |||
maxInterStageShaderComponents
| GPUSize32
| maximum | 64 |
| The maximum allowed number of components of input or output variables for inter-stage communication (like vertex outputs or fragment inputs). | |||
maxInterStageShaderVariables
| GPUSize32
| maximum | 16 |
| The maximum allowed number of input or output variables for inter-stage communication (like vertex outputs or fragment inputs). | |||
maxColorAttachments
| GPUSize32
| maximum | 8 |
The maximum allowed number of color attachments in GPURenderPipelineDescriptor.fragment.targets, GPURenderPassDescriptor.colorAttachments,
and GPURenderPassLayout.colorFormats.
| |||
maxColorAttachmentBytesPerSample
| GPUSize32
| maximum | 32 |
| The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render pipeline output data, across all color attachments. | |||
maxComputeWorkgroupStorageSize
| GPUSize32
| maximum | 16384 bytes |
The maximum number of bytes of workgroup storage used for a compute stage GPUShaderModule entry-point.
| |||
maxComputeInvocationsPerWorkgroup
| GPUSize32
| maximum | 256 |
The maximum value of the product of the workgroup_size dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeX
| GPUSize32
| maximum | 256 |
The maximum value of the workgroup_size X dimension for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeY
| GPUSize32
| maximum | 256 |
The maximum value of the workgroup_size Y dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeZ
| GPUSize32
| maximum | 64 |
The maximum value of the workgroup_size Z dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupsPerDimension
| GPUSize32
| maximum | 65535 |
The maximum value for the arguments of dispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ).
| |||
3.6.2.1. GPUSupportedLimits
GPUSupportedLimits exposes the limits supported by an adapter or device.
See GPUAdapter.limits and GPUDevice.limits.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUSupportedLimits {readonly attribute unsigned long ;maxTextureDimension1D readonly attribute unsigned long ;maxTextureDimension2D readonly attribute unsigned long ;maxTextureDimension3D readonly attribute unsigned long ;maxTextureArrayLayers readonly attribute unsigned long ;maxBindGroups readonly attribute unsigned long ;maxBindGroupsPlusVertexBuffers readonly attribute unsigned long ;maxBindingsPerBindGroup readonly attribute unsigned long ;maxDynamicUniformBuffersPerPipelineLayout readonly attribute unsigned long ;maxDynamicStorageBuffersPerPipelineLayout readonly attribute unsigned long ;maxSampledTexturesPerShaderStage readonly attribute unsigned long ;maxSamplersPerShaderStage readonly attribute unsigned long ;maxStorageBuffersPerShaderStage readonly attribute unsigned long ;maxStorageTexturesPerShaderStage readonly attribute unsigned long ;maxUniformBuffersPerShaderStage readonly attribute unsigned long long ;maxUniformBufferBindingSize readonly attribute unsigned long long ;maxStorageBufferBindingSize readonly attribute unsigned long ;minUniformBufferOffsetAlignment readonly attribute unsigned long ;minStorageBufferOffsetAlignment readonly attribute unsigned long ;maxVertexBuffers readonly attribute unsigned long long ;maxBufferSize readonly attribute unsigned long ;maxVertexAttributes readonly attribute unsigned long ;maxVertexBufferArrayStride readonly attribute unsigned long ;maxInterStageShaderComponents readonly attribute unsigned long ;maxInterStageShaderVariables readonly attribute unsigned long ;maxColorAttachments readonly attribute unsigned long ;maxColorAttachmentBytesPerSample readonly attribute unsigned long ;maxComputeWorkgroupStorageSize readonly attribute unsigned long ;maxComputeInvocationsPerWorkgroup readonly attribute unsigned long ;maxComputeWorkgroupSizeX readonly attribute unsigned long ;maxComputeWorkgroupSizeY readonly attribute unsigned long ;maxComputeWorkgroupSizeZ readonly attribute unsigned long ; };maxComputeWorkgroupsPerDimension
3.6.2.2. GPUSupportedFeatures
GPUSupportedFeatures is a setlike interface. Its set entries are
the GPUFeatureName values of the features supported by an adapter or
device. It must only contain strings from the GPUFeatureName enum.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUSupportedFeatures {readonly setlike <DOMString >; };
GPUSupportedFeatures set entries is DOMString to allow user
agents to gracefully handle valid GPUFeatureNames which are added in later revisions of the spec
but which the user agent has not been updated to recognize yet. If the set entries type was GPUFeatureName the following code would throw an TypeError rather than reporting false:
3.6.2.3. WGSLLanguageFeatures
WGSLLanguageFeatures is the setlike interface of navigator.gpu..
Its set entries are the string names of the WGSL language extensions supported by the implementation (regardless of the adapter or device).wgslLanguageFeatures
[Exposed =(Window ,Worker ),SecureContext ]interface WGSLLanguageFeatures {readonly setlike <DOMString >; };
3.6.2.4. GPUAdapterInfo
GPUAdapterInfo exposes various identifying information about an adapter.
None of the members in GPUAdapterInfo are guaranteed to be populated with any particular value;
if no value is provided, the attribute will return the empty string "". It is at the user
agent’s discretion which values to reveal, and it is likely that on some devices none of the values
will be populated. As such, applications must be able to handle any possible GPUAdapterInfo values,
including the absence of those values.
The information exposed by a GPUAdapter is immutable: for a given adapter, each GPUAdapterInfo attribute will return the same value every time it’s accessed.
Note: Though the GPUAdapterInfo attributes are immutable once accessed, an implementation may delay the decision on
what to expose for each attribute until the first time it is accessed.
Note: Other GPUAdapter instances, even if they represent the same physical adapter, may expose
different values in GPUAdapterInfo.
However, they should expose the same values unless a specific
event has increased the amount of identifying information the page is allowed to access.
(No such events are defined by this specification.)
For privacy considerations, see § 2.2.6 Adapter Identifiers.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUAdapterInfo {readonly attribute DOMString vendor ;readonly attribute DOMString architecture ;readonly attribute DOMString device ;readonly attribute DOMString description ; };
GPUAdapterInfo has the following attributes:
vendor, of type DOMString, readonly-
The name of the vendor of the adapter, if available. Empty string otherwise.
architecture, of type DOMString, readonly-
The name of the family or class of GPUs the adapter belongs to, if available. Empty string otherwise.
device, of type DOMString, readonly-
A vendor-specific identifier for the adapter, if available. Empty string otherwise.
Note: This is a value that represents the type of adapter. For example, it may be a PCI device ID. It does not uniquely identify a given piece of hardware like a serial number.
description, of type DOMString, readonly-
A human readable string describing the adapter as reported by the driver, if available. Empty string otherwise.
Note: Because no formatting is applied to
descriptionattempting to parse this value is not recommended. Applications which change their behavior based on theGPUAdapterInfo, such as applying workarounds for known driver issues, should rely on the other fields when possible.
-
Let adapterInfo be a new
GPUAdapterInfo. -
If the vendor is known, set adapterInfo.
vendorto the name of adapter’s vendor as a normalized identifier string. To preserve privacy, the user agent may instead set adapterInfo.vendorto the empty string or a reasonable approximation of the vendor as a normalized identifier string. -
If |the architecture is known, set adapterInfo.
architectureto a normalized identifier string representing the family or class of adapters to which adapter belongs. To preserve privacy, the user agent may instead set adapterInfo.architectureto the empty string or a reasonable approximation of the architecture as a normalized identifier string. -
If the device is known, set adapterInfo.
deviceto a normalized identifier string representing a vendor-specific identifier for adapter. To preserve privacy, the user agent may instead set adapterInfo.deviceto to the empty string or a reasonable approximation of a vendor-specific identifier as a normalized identifier string. -
If a description is known, set adapterInfo.
descriptionto a description of the adapter as reported by the driver. To preserve privacy, the user agent may instead set adapterInfo.descriptionto the empty string or a reasonable approximation of a description. -
Return adapterInfo.
[a-z0-9]+(-[a-z0-9]+)*
3.7. Extension Documents
"Extension Documents" are additional documents which describe new functionality which is
non-normative and not part of the WebGPU/WGSL specifications.
They describe functionality that builds upon these specifications, often including one or more new
API feature flags and/or WGSL enable directives, or interactions with other draft
web specifications.
WebGPU implementations must not expose extension functionality; doing so is a spec violation. New functionality does not become part of the WebGPU standard until it is integrated into the WebGPU specification (this document) and/or WGSL specification.
3.8. Origin Restrictions
WebGPU allows accessing image data stored in images, videos, and canvases. Restrictions are imposed on the use of cross-domain media, because shaders can be used to indirectly deduce the contents of textures which have been uploaded to the GPU.
WebGPU disallows uploading an image source if it is not origin-clean.
This also implies that the origin-clean flag for a
canvas rendered using WebGPU will never be set to false.
For more information on issuing CORS requests for image and video elements, consult:
3.9. Task Sources
3.9.1. WebGPU Task Source
WebGPU defines a new task source called the WebGPU task source.
It is used for the uncapturederror event and GPUDevice.lost.
GPUDevice device,
with a series of steps steps on the content timeline:
-
Queue a global task on the WebGPU task source, with the global object that was used to create device, and the steps steps.
3.9.2. Automatic Expiry Task Source
WebGPU defines a new task source called the automatic expiry task source. It is used for the automatic, timed expiry (destruction) of certain objects:
-
GPUTextures returned bygetCurrentTexture() -
GPUExternalTextures created fromHTMLVideoElements
GPUDevice device and a series of steps steps on the content timeline:
-
Queue a global task on the automatic expiry task source, with the global object that was used to create device, and the steps steps.
Tasks from the automatic expiry task source should be processed with high priority; in particular, once queued, they should run before user-defined (JavaScript) tasks.
Implementation note: It is valid to implement a high-priority expiry "task" by instead inserting additional steps at a fixed point inside the event loop processing model rather than running an actual task.
3.10. Color Spaces and Encoding
WebGPU does not provide color management. All values within WebGPU (such as texture elements) are raw numeric values, not color-managed color values.
WebGPU does interface with color-managed outputs (via GPUCanvasConfiguration) and inputs
(via copyExternalImageToTexture() and importExternalTexture()).
Thus, color conversion must be performed between the WebGPU numeric values and the external color values.
Each such interface point locally defines an encoding (color space, transfer function, and alpha
premultiplication) in which the WebGPU numeric values are to be interpreted.
WebGPU allows all of the color spaces in the PredefinedColorSpace enum.
Note, each color space is defined over an extended range, as defined by the referenced CSS definitions,
to represent color values outside of its space (in both chrominance and luminance).
An out-of-gamut premultiplied RGBA value is one where any of the R/G/B channel values
exceeds the alpha channel value. For example, the premultiplied sRGB RGBA value [1.0, 0, 0, 0.5]
represents the (unpremultiplied) color [2, 0, 0] with 50% alpha, written rgb(srgb 2 0 0 / 50%) in CSS.
Just like any color value outside the sRGB color gamut, this is a well defined point in the extended color space
(except when alpha is 0, in which case there is no color).
However, when such values are output to a visible canvas, the result is undefined
(see GPUCanvasAlphaMode "premultiplied").
3.10.1. Color Space Conversions
A color is converted between spaces by translating its representation in one space to a representation in another according to the definitions above.
If the source value has fewer than 4 RGBA channels, the missing green/blue/alpha channels are set to 0, 0, 1, respectively, before converting for color space/encoding and alpha premultiplication.
After conversion, if the destination needs fewer than 4 channels, the additional channels
are ignored.
Note: Grayscale images generally represent RGB values (V, V, V), or RGBA values (V, V, V, A) in their color space.
Colors are not lossily clamped during conversion: converting from one color space to another will result in values outside the range [0, 1] if the source color values were outside the range of the destination color space’s gamut. For an sRGB destination, for example, this can occur if the source is rgba16float, in a wider color space like Display-P3, or is premultiplied and contains out-of-gamut values.
Similarly, if the source value has a high bit depth (e.g. PNG with 16 bits per component) or
extended range (e.g. canvas with float16 storage), these colors are preserved through color space
conversion, with intermediate computations having at least the precision of the source.
3.10.2. Color Space Conversion Elision
If the source and destination of a color space/encoding conversion are the same, then conversion is not necessary. In general, if any given step of the conversion is an identity function (no-op), implementations should elide it, for performance.
For optimal performance, applications should set their color space and encoding
options so that the number of necessary conversions is minimized throughout the process.
For various image sources of GPUImageCopyExternalImage:
-
-
Premultiplication is controlled via
premultiplyAlpha. -
Color space is controlled via
colorSpaceConversion.
-
-
2d canvas:
-
Color space is controlled via the
colorSpacecontext creation attribute.
-
WebGL canvas:
-
Premultiplication is controlled via the
premultipliedAlphaoption inWebGLContextAttributes. -
Color space is controlled via the
WebGLRenderingContextBase'sdrawingBufferColorSpacestate.
-
Note: Check browser implementation support for these features before relying on them.
3.11. Numeric conversions from JavaScript to WGSL
Several parts of the WebGPU API (pipeline-overridable constants and
render pass clear values) take numeric values from WebIDL (double or float) and convert
them to WGSL values (bool, i32, u32, f32, f16).
double or float to WGSL type T,
possibly throwing a TypeError, run the following device timeline steps:
Note: This TypeError is generated in the device timeline and never surfaced to JavaScript.
-
Assert idlValue is a finite value, since it is not
unrestricted doubleorunrestricted float. -
Let v be the ECMAScript Number resulting from ! converting idlValue to an ECMAScript value.
-
- If T is
bool -
Return the WGSL
boolvalue corresponding to the result of ! converting v to an IDL value of typeboolean.Note: This algorithm is called after the conversion from an ECMAScript value to an IDL
doubleorfloatvalue. If the original ECMAScript value was a non-numeric, non-boolean value like[]or{}, then the WGSLboolresult may be different than if the ECMAScript value had been converted to IDLbooleandirectly. - If T is
i32 -
Return the WGSL
i32value corresponding to the result of ? converting v to an IDL value of type [EnforceRange]long. - If T is
u32 -
Return the WGSL
u32value corresponding to the result of ? converting v to an IDL value of type [EnforceRange]unsigned long. - If T is
f32 -
Return the WGSL
f32value corresponding to the result of ? converting v to an IDL value of typefloat. - If T is
f16 -
-
Let wgslF32 be the WGSL
f32value corresponding to the result of ? converting v to an IDL value of typefloat. -
Return
f16(wgslF32), the result of ! converting the WGSLf32value tof16as defined in WGSL floating point conversion.
Note: As long as the value is in-range of
f32, no error is thrown, even if the value is out-of-range off16. -
- If T is
GPUColor color to a texel value of texture format format,
possibly throwing a TypeError, run the following device timeline steps:
Note: This TypeError is generated in the device timeline and never surfaced to JavaScript.
-
If the components of format (assert they all have the same type) are:
- floating-point types or normalized types
-
Let T be
f32. - signed integer types
-
Let T be
i32. - unsigned integer types
-
Let T be
u32.
-
Let wgslColor be a WGSL value of type
vec4<T>, where the 4 components are the RGBA channels of color, each ? converted to WGSL type T. -
Convert wgslColor to format using the same conversion rules as the § 23.2.7 Output Merging step, and return the result.
Note: For non-integer types, the exact choice of value is implementation-defined. For normalized types, the value is clamped to the range of the type.
Note: In other words, the value written will be as if it was written by a WGSL shader that
outputs the value represented as a vec4 of f32, i32, or u32.
4. Initialization
4.1. navigator.gpu
A GPU object is available in the Window and WorkerGlobalScope contexts through the Navigator and WorkerNavigator interfaces respectively and is exposed via navigator.gpu:
interface mixin { [NavigatorGPU SameObject ,SecureContext ]readonly attribute GPU gpu ; };Navigator includes NavigatorGPU ;WorkerNavigator includes NavigatorGPU ;
NavigatorGPU has the following attributes:
gpu, of type GPU, readonly-
A global singleton providing top-level entry points like
requestAdapter().
4.2. GPU
GPU is the entry point to WebGPU.
[Exposed =(Window ,Worker ),SecureContext ]interface GPU {Promise <GPUAdapter ?>requestAdapter (optional GPURequestAdapterOptions options = {});GPUTextureFormat getPreferredCanvasFormat (); [SameObject ]readonly attribute WGSLLanguageFeatures wgslLanguageFeatures ; };
GPU has the following methods and attributes:
requestAdapter(options)-
Requests an adapter from the user agent. The user agent chooses whether to return an adapter, and, if so, chooses according to the provided options.
Called on:GPUthis.Arguments:
Arguments for the GPU.requestAdapter(options) method. Parameter Type Nullable Optional Description optionsGPURequestAdapterOptions✘ ✔ Criteria used to select the adapter. Returns:
Promise<GPUAdapter?>Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the initialization steps on the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
Let adapter be
null. -
If the user agent chooses to return an adapter, it should:
-
Set adapter to an adapter chosen according to the rules in § 4.2.2 Adapter Selection and the criteria in options, adhering to § 4.2.1 Adapter Capability Guarantees.
The supported limits of the adapter must adhere to the requirements defined in § 3.6.2 Limits.
-
If adapter meets the criteria of a fallback adapter set adapter.
[[fallback]]totrue.
-
-
Issue the subsequent steps on contentTimeline.
Content timeline steps:-
If adapter is not
null:-
Resolve promise with a new
GPUAdapterencapsulating adapter.
-
-
Otherwise, Resolve promise with
null.
-
getPreferredCanvasFormat()-
Returns an optimal
GPUTextureFormatfor displaying 8-bit depth, standard dynamic range content on this system. Must only return"rgba8unorm"or"bgra8unorm".The returned value can be passed as the
formattoconfigure()calls on aGPUCanvasContextto ensure the associated canvas is able to display its contents efficiently.Note: Canvases which are not displayed to the screen may or may not benefit from using this format.
Called on:GPUthis.Returns:
GPUTextureFormatContent timeline steps:
-
Return either
"rgba8unorm"or"bgra8unorm", depending on which format is optimal for displaying WebGPU canvases on this system.
-
wgslLanguageFeatures, of type WGSLLanguageFeatures, readonly-
The names of supported WGSL language extensions. Supported language extensions are automatically enabled.
Adapters may expire at any time. Upon any change in the system’s state that could affect
the result of any requestAdapter() call, the user agent should expire all
previously-returned adapters. For example:
-
A physical adapter is added/removed (via plug/unplug, driver update, hang recovery, etc.)
-
The system’s power configuration has changed (laptop unplugged, power settings changed, etc.)
Note: User agents may choose to expire adapters often, even when there has been no system
state change (e.g. seconds or minutes after the adapter was created).
This can help obfuscate real system state changes, and make developers more aware that calling requestAdapter() again is always necessary before calling requestDevice().
If an application does encounter this situation, standard device-loss recovery
handling should allow it to recover.
4.2.1. Adapter Capability Guarantees
Any GPUAdapter returned by requestAdapter() must provide the following guarantees:
-
At least one of the following must be true:
-
"texture-compression-bc"is supported. -
Both
"texture-compression-etc2"and"texture-compression-astc"are supported.
-
-
All supported limits must be either the default value or better.
-
All alignment-class limits must be powers of 2.
-
maxBindingsPerBindGroupmust be must be ≥ (max bindings per shader stage × max shader stages per pipeline), where:-
max bindings per shader stage is (
maxSampledTexturesPerShaderStage+maxSamplersPerShaderStage+maxStorageBuffersPerShaderStage+maxStorageTexturesPerShaderStage+maxUniformBuffersPerShaderStage). -
max shader stages per pipeline is
2, because aGPURenderPipelinesupports both a vertex and fragment shader.
Note:
maxBindingsPerBindGroupdoes not reflect a fundamental limit; implementations should raise it to conform to this requirement, rather than lowering the other limits. -
-
maxBindGroupsmust be ≤maxBindGroupsPlusVertexBuffers. -
maxVertexBuffersmust be ≤maxBindGroupsPlusVertexBuffers. -
minUniformBufferOffsetAlignmentandminStorageBufferOffsetAlignmentmust both be ≥ 32 bytes.Note: 32 bytes would be the alignment of
vec4<f64>. See WebGPU Shading Language § 13.4.1 Alignment and Size. -
maxUniformBufferBindingSizemust be ≤maxBufferSize. -
maxStorageBufferBindingSizemust be ≤maxBufferSize. -
maxStorageBufferBindingSizemust be a multiple of 4 bytes. -
maxVertexBufferArrayStridemust be a multiple of 4 bytes. -
maxComputeWorkgroupSizeXmust be ≤maxComputeInvocationsPerWorkgroup. -
maxComputeWorkgroupSizeYmust be ≤maxComputeInvocationsPerWorkgroup. -
maxComputeWorkgroupSizeZmust be ≤maxComputeInvocationsPerWorkgroup. -
maxComputeInvocationsPerWorkgroupmust be ≤maxComputeWorkgroupSizeX×maxComputeWorkgroupSizeY×maxComputeWorkgroupSizeZ.
4.2.2. Adapter Selection
GPURequestAdapterOptions provides hints to the user agent indicating what
configuration is suitable for the application.
dictionary GPURequestAdapterOptions {GPUPowerPreference powerPreference ;boolean forceFallbackAdapter =false ; };
enum {GPUPowerPreference "low-power" ,"high-performance" , };
GPURequestAdapterOptions has the following members:
powerPreference, of type GPUPowerPreference-
Optionally provides a hint indicating what class of adapter should be selected from the system’s available adapters.
The value of this hint may influence which adapter is chosen, but it must not influence whether an adapter is returned or not.
Note: The primary utility of this hint is to influence which GPU is used in a multi-GPU system. For instance, some laptops have a low-power integrated GPU and a high-performance discrete GPU. This hint may also affect the power configuration of the selected GPU to match the requested power preference.
Note: Depending on the exact hardware configuration, such as battery status and attached displays or removable GPUs, the user agent may select different adapters given the same power preference. Typically, given the same hardware configuration and state and
powerPreference, the user agent is likely to select the same adapter.It must be one of the following values:
undefined(or not present)-
Provides no hint to the user agent.
"low-power"-
Indicates a request to prioritize power savings over performance.
Note: Generally, content should use this if it is unlikely to be constrained by drawing performance; for example, if it renders only one frame per second, draws only relatively simple geometry with simple shaders, or uses a small HTML canvas element. Developers are encouraged to use this value if their content allows, since it may significantly improve battery life on portable devices.
"high-performance"-
Indicates a request to prioritize performance over power consumption.
Note: By choosing this value, developers should be aware that, for devices created on the resulting adapter, user agents are more likely to force device loss, in order to save power by switching to a lower-power adapter. Developers are encouraged to only specify this value if they believe it is absolutely necessary, since it may significantly decrease battery life on portable devices.
forceFallbackAdapter, of type boolean, defaulting tofalse-
When set to
trueindicates that only a fallback adapter may be returned. If the user agent does not support a fallback adapter, will causerequestAdapter()to resolve tonull.Note:
requestAdapter()may still return a fallback adapter ifforceFallbackAdapteris set tofalseand either no other appropriate adapter is available or the user agent chooses to return a fallback adapter. Developers that wish to prevent their applications from running on fallback adapters should check theGPUAdapter.isFallbackAdapterattribute prior to requesting aGPUDevice.
"high-performance" GPUAdapter:
const gpuAdapter= await navigator. gpu. requestAdapter({ powerPreference: 'high-performance' });
4.3. GPUAdapter
A GPUAdapter encapsulates an adapter,
and describes its capabilities (features and limits).
To get a GPUAdapter, use requestAdapter().
[Exposed =(Window ,Worker ),SecureContext ]interface GPUAdapter { [SameObject ]readonly attribute GPUSupportedFeatures features ; [SameObject ]readonly attribute GPUSupportedLimits limits ; [SameObject ]readonly attribute GPUAdapterInfo info ;readonly attribute boolean isFallbackAdapter ;Promise <GPUDevice >requestDevice (optional GPUDeviceDescriptor descriptor = {}); };
GPUAdapter has the following attributes:
features, of type GPUSupportedFeatures, readonly-
The set of values in
this.[[adapter]].[[features]]. limits, of type GPUSupportedLimits, readonly-
The limits in
this.[[adapter]].[[limits]]. info, of type GPUAdapterInfo, readonly-
Information about the physical adapter underlying this
GPUAdapter.For a given
GPUAdapter, theGPUAdapterInfovalues exposed are constant over time.The same object is returned each time. To create that object for the first time:
Called on:GPUAdapterthis.Returns:
GPUAdapterInfoContent timeline steps:
-
Return a new adapter info for this.
[[adapter]].
-
isFallbackAdapter, of type boolean, readonly-
Returns the value of
[[adapter]].[[fallback]].
GPUAdapter has the following internal slots:
[[adapter]], of type adapter, readonly-
The adapter to which this
GPUAdapterrefers.
GPUAdapter has the following methods:
requestDevice(descriptor)-
Requests a device from the adapter.
This is a one-time action: if a device is returned successfully, the adapter expires.
Called on:GPUAdapterthis.Arguments:
Arguments for the GPUAdapter.requestDevice(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUDeviceDescriptor✘ ✔ Description of the GPUDeviceto request.Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Let adapter be this.
[[adapter]]. -
Issue the initialization steps to the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
If any of the following requirements are unmet:
-
The set of values in descriptor.
requiredFeaturesmust be a subset of those in adapter.[[features]].
Then issue the following steps on contentTimeline and return:
Content timeline steps:Note: This is the same error that is produced if a feature name isn’t known by the browser at all (in its
GPUFeatureNamedefinition). This converges the behavior when the browser doesn’t support a feature with the behavior when a particular adapter doesn’t support a feature. -
-
If any of the following requirements are unmet:
-
Each key in descriptor.
requiredLimitsmust be the name of a member of supported limits. -
For each limit name key in the keys of supported limits: Let value be descriptor.
requiredLimits[key].-
value must be no better than the value of that limit in adapter.
[[limits]]. -
If the limit’s class is alignment, value must be a power of 2 less than 232.
-
Then issue the following steps on contentTimeline and return:
Content timeline steps:-
Reject promise with an
OperationError.
-
-
If adapter is expired, or the user agent otherwise cannot fulfill the request:
-
Let device be a new device.
-
Lose the device(device,
"unknown").Note: This expires adapter, if it wasn’t already expired.
Note: User agents should consider issuing developer-visible warnings in most or all cases when this occurs. Applications should perform reinitialization logic starting with
requestAdapter().
Otherwise:
-
Let device be a new device with the capabilities described by descriptor.
-
Expire adapter.
-
-
Issue the subsequent steps on contentTimeline.
Content timeline steps:-
Let gpuDevice be a new
GPUDeviceinstance. -
Set gpuDevice.
[[device]]to device. -
Set device.
[[content device]]to gpuDevice. -
Resolve promise with gpuDevice.
Note: If the device is already lost because the adapter could not fulfill the request, device.
losthas already resolved before promise resolves.
-
GPUDevice with default features and limits:
const gpuAdapter= await navigator. gpu. requestAdapter(); const gpuDevice= await gpuAdapter. requestDevice();
4.3.1. GPUDeviceDescriptor
GPUDeviceDescriptor describes a device request.
dictionary GPUDeviceDescriptor :GPUObjectDescriptorBase {sequence <GPUFeatureName >requiredFeatures = [];record <DOMString ,GPUSize64 >requiredLimits = {};GPUQueueDescriptor defaultQueue = {}; };
GPUDeviceDescriptor has the following members:
requiredFeatures, of type sequence<GPUFeatureName>, defaulting to[]-
Specifies the features that are required by the device request. The request will fail if the adapter cannot provide these features.
Exactly the specified set of features, and no more or less, will be allowed in validation of API calls on the resulting device.
requiredLimits, of type record<DOMString, GPUSize64>, defaulting to{}-
Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
Each key must be the name of a member of supported limits. Exactly the specified limits, and no better or worse, will be allowed in validation of API calls on the resulting device.
defaultQueue, of type GPUQueueDescriptor, defaulting to{}-
The descriptor for the default
GPUQueue.
GPUDevice with the "texture-compression-astc" feature if supported:
const gpuAdapter= await navigator. gpu. requestAdapter(); const requiredFeatures= []; if ( gpuAdapter. features. has( 'texture-compression-astc' )) { requiredFeatures. push( 'texture-compression-astc' ) } const gpuDevice= await gpuAdapter. requestDevice({ requiredFeatures});
GPUDevice with a higher maxColorAttachmentBytesPerSample limit:
const gpuAdapter= await navigator. gpu. requestAdapter(); if ( gpuAdapter. limits. maxColorAttachmentBytesPerSample< 64 ) { // When the desired limit isn’t supported, take action to either fall back to a code // path that does not require the higher limit or notify the user that their device // does not meet minimum requirements. } // Request higher limit of max color attachments bytes per sample. const gpuDevice= await gpuAdapter. requestDevice({ requiredLimits: { maxColorAttachmentBytesPerSample: 64 }, });
4.3.1.1. GPUFeatureName
Each GPUFeatureName identifies a set of functionality which, if available,
allows additional usages of WebGPU that would have otherwise been invalid.
enum GPUFeatureName {"depth-clip-control" ,"depth32float-stencil8" ,"texture-compression-bc" ,"texture-compression-etc2" ,"texture-compression-astc" ,"timestamp-query" ,"indirect-first-instance" ,"shader-f16" ,"rg11b10ufloat-renderable" ,"bgra8unorm-storage" ,"float32-filterable" ,"clip-distances" ,"dual-source-blending" , };
4.4. GPUDevice
A GPUDevice encapsulates a device and exposes
the functionality of that device.
GPUDevice is the top-level interface through which WebGPU interfaces are created.
To get a GPUDevice, use requestDevice().
[Exposed =(Window ,Worker ),SecureContext ]interface GPUDevice :EventTarget { [SameObject ]readonly attribute GPUSupportedFeatures features ; [SameObject ]readonly attribute GPUSupportedLimits limits ; [SameObject ]readonly attribute GPUQueue queue ;undefined destroy ();GPUBuffer createBuffer (GPUBufferDescriptor descriptor );GPUTexture createTexture (GPUTextureDescriptor descriptor );GPUSampler createSampler (optional GPUSamplerDescriptor descriptor = {});GPUExternalTexture importExternalTexture (GPUExternalTextureDescriptor descriptor );GPUBindGroupLayout createBindGroupLayout (GPUBindGroupLayoutDescriptor descriptor );GPUPipelineLayout createPipelineLayout (GPUPipelineLayoutDescriptor descriptor );GPUBindGroup createBindGroup (GPUBindGroupDescriptor descriptor );GPUShaderModule createShaderModule (GPUShaderModuleDescriptor descriptor );GPUComputePipeline createComputePipeline (GPUComputePipelineDescriptor descriptor );GPURenderPipeline createRenderPipeline (GPURenderPipelineDescriptor descriptor );Promise <GPUComputePipeline >createComputePipelineAsync (GPUComputePipelineDescriptor descriptor );Promise <GPURenderPipeline >createRenderPipelineAsync (GPURenderPipelineDescriptor descriptor );GPUCommandEncoder createCommandEncoder (optional GPUCommandEncoderDescriptor descriptor = {});GPURenderBundleEncoder createRenderBundleEncoder (GPURenderBundleEncoderDescriptor descriptor );GPUQuerySet createQuerySet (GPUQuerySetDescriptor descriptor ); };GPUDevice includes GPUObjectBase ;
GPUDevice has the following attributes:
features, of type GPUSupportedFeatures, readonly-
A set containing the
GPUFeatureNamevalues of the features supported by the device (i.e. the ones with which it was created). limits, of type GPUSupportedLimits, readonly-
Exposes the limits supported by the device (which are exactly the ones with which it was created).
queue, of type GPUQueue, readonly-
The primary
GPUQueuefor this device.
The [[device]] for a GPUDevice is the device that the GPUDevice refers
to.
GPUDevice has the methods listed in its WebIDL definition above.
Those not defined here are defined elsewhere in this document.
destroy()-
Destroys the device, preventing further operations on it. Outstanding asynchronous operations will fail.
Note: It is valid to destroy a device multiple times.
Called on:GPUDevicethis.Content timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
Device timeline steps:-
Once all currently-enqueued operations on any queue on this device are completed, issue the subsequent steps on the current timeline.
-
Lose the device(this.
[[device]],"destroyed").
Note: Since no further operations can be enqueued on this device, implementations can abort outstanding asynchronous operations immediately and free resource allocations, including mapped memory that was just unmapped.
GPUDevice's allowed buffer usages are:
GPUDevice's allowed texture usages are:
-
Always allowed:
COPY_SRC,COPY_DST,TEXTURE_BINDING,STORAGE_BINDING,RENDER_ATTACHMENT
4.5. Example
GPUAdapter and GPUDevice with error handling:
let gpuDevice= null ; async function initializeWebGPU() { // Check to ensure the user agent supports WebGPU. if ( ! ( 'gpu' in navigator)) { console. error( "User agent doesn’t support WebGPU." ); return false ; } // Request an adapter. const gpuAdapter= await navigator. gpu. requestAdapter(); // requestAdapter may resolve with null if no suitable adapters are found. if ( ! gpuAdapter) { console. error( 'No WebGPU adapters found.' ); return false ; } // Request a device. // Note that the promise will reject if invalid options are passed to the optional // dictionary. To avoid the promise rejecting always check any features and limits // against the adapters features and limits prior to calling requestDevice(). gpuDevice= await gpuAdapter. requestDevice(); // requestDevice will never return null, but if a valid device request can’t be // fulfilled for some reason it may resolve to a device which has already been lost. // Additionally, devices can be lost at any time after creation for a variety of reasons // (ie: browser resource management, driver updates), so it’s a good idea to always // handle lost devices gracefully. gpuDevice. lost. then(( info) => { console. error( `WebGPU device was lost: ${ info. message} ` ); gpuDevice= null ; // Many causes for lost devices are transient, so applications should try getting a // new device once a previous one has been lost unless the loss was caused by the // application intentionally destroying the device. Note that any WebGPU resources // created with the previous device (buffers, textures, etc) will need to be // re-created with the new one. if ( info. reason!= 'destroyed' ) { initializeWebGPU(); } }); onWebGPUInitialized(); return true ; } function onWebGPUInitialized() { // Begin creating WebGPU resources here... } initializeWebGPU();
5. Buffers
5.1. GPUBuffer
A GPUBuffer represents a block of memory that can be used in GPU operations.
Data is stored in linear layout, meaning that each byte of the allocation can be
addressed by its offset from the start of the GPUBuffer, subject to alignment
restrictions depending on the operation. Some GPUBuffers can be
mapped which makes the block of memory accessible via an ArrayBuffer called
its mapping.
GPUBuffers are created via createBuffer().
Buffers may be mappedAtCreation.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUBuffer {readonly attribute GPUSize64Out size ;readonly attribute GPUFlagsConstant usage ;readonly attribute GPUBufferMapState mapState ;Promise <undefined >mapAsync (GPUMapModeFlags mode ,optional GPUSize64 offset = 0,optional GPUSize64 size );ArrayBuffer getMappedRange (optional GPUSize64 offset = 0,optional GPUSize64 size );undefined unmap ();undefined destroy (); };GPUBuffer includes GPUObjectBase ;enum GPUBufferMapState {"unmapped" ,"pending" ,"mapped" , };
GPUBuffer has the following immutable properties:
size, of type GPUSize64Out, readonly-
The length of the
GPUBufferallocation in bytes. usage, of type GPUFlagsConstant, readonly-
The allowed usages for this
GPUBuffer.
GPUBuffer has the following content timeline properties:
mapState, of type GPUBufferMapState, readonly-
The current
GPUBufferMapStateof the buffer:"unmapped"-
The buffer is not mapped for use by
this.getMappedRange(). "pending"-
A mapping of the buffer has been requested, but is pending. It may succeed, or fail validation in
mapAsync(). "mapped"-
The buffer is mapped and
this.getMappedRange()may be used.
The getter steps are:
Content timeline steps:-
If this.
[[mapping]]is notnull, return"mapped". -
If this.
[[pending_map]]is notnull, return"pending". -
Return
"unmapped".
[[pending_map]], of typePromise<void> ornull, initiallynull-
The
Promisereturned by the currently-pendingmapAsync()call.There is never more than one pending map, because
mapAsync()will refuse immediately if a request is already in flight. [[mapping]], of type active buffer mapping ornull, initiallynull-
Set if and only if the buffer is currently mapped for use by
getMappedRange(). Null otherwise (even if there is a[[pending_map]]).An active buffer mapping is a structure with the following fields:
- data, of type Data Block
-
The mapping for this
GPUBuffer. This data is accessed throughArrayBuffers which are views onto this data, returned bygetMappedRange()and stored in views. - mode, of type
GPUMapModeFlags -
The
GPUMapModeFlagsof the map, as specified in the corresponding call tomapAsync()orcreateBuffer(). - range, of type tuple [
unsigned long long,unsigned long long] -
The range of this
GPUBufferthat is mapped. - views, of type list<
ArrayBuffer> -
The
ArrayBuffers returned viagetMappedRange()to the application. They are tracked so they can be detached whenunmap()is called.
To initialize an active buffer mapping with mode mode and range range, run the following content timeline steps:-
Let size be range[1] - range[0].
-
Let data be ? CreateByteDataBlock(size).
NOTE:This may result in aRangeErrorbeing thrown. For consistency and predictability:-
For any size at which
new ArrayBuffer()would succeed at a given moment, this allocation should succeed at that moment. -
For any size at which
new ArrayBuffer()deterministically throws aRangeError, this allocation should as well.
-
-
Return an active buffer mapping with:
GPUBuffer has the following device timeline properties:
[[internal state]]-
The current internal state of the buffer:
5.1.1. GPUBufferDescriptor
dictionary GPUBufferDescriptor :GPUObjectDescriptorBase {required GPUSize64 size ;required GPUBufferUsageFlags usage ;boolean mappedAtCreation =false ; };
GPUBufferDescriptor has the following members:
size, of type GPUSize64-
The size of the buffer in bytes.
usage, of type GPUBufferUsageFlags-
The allowed usages for the buffer.
mappedAtCreation, of type boolean, defaulting tofalse-
If
truecreates the buffer in an already mapped state, allowinggetMappedRange()to be called immediately. It is valid to setmappedAtCreationtotrueeven ifusagedoes not containMAP_READorMAP_WRITE. This can be used to set the buffer’s initial data.Guarantees that even if the buffer creation eventually fails, it will still appear as if the mapped range can be written/read to until it is unmapped.
5.1.2. Buffer Usages
typedef [EnforceRange ]unsigned long ; [GPUBufferUsageFlags Exposed =(Window ,Worker ),SecureContext ]namespace {GPUBufferUsage const GPUFlagsConstant MAP_READ = 0x0001;const GPUFlagsConstant MAP_WRITE = 0x0002;const GPUFlagsConstant COPY_SRC = 0x0004;const GPUFlagsConstant COPY_DST = 0x0008;const GPUFlagsConstant INDEX = 0x0010;const GPUFlagsConstant VERTEX = 0x0020;const GPUFlagsConstant UNIFORM = 0x0040;const GPUFlagsConstant STORAGE = 0x0080;const GPUFlagsConstant INDIRECT = 0x0100;const GPUFlagsConstant QUERY_RESOLVE = 0x0200; };
The GPUBufferUsage flags determine how a GPUBuffer may be used after its creation:
MAP_READ-
The buffer can be mapped for reading. (Example: calling
mapAsync()withGPUMapMode.READ)May only be combined with
COPY_DST. MAP_WRITE-
The buffer can be mapped for writing. (Example: calling
mapAsync()withGPUMapMode.WRITE)May only be combined with
COPY_SRC. COPY_SRC-
The buffer can be used as the source of a copy operation. (Examples: as the
sourceargument of acopyBufferToBuffer()orcopyBufferToTexture()call.) COPY_DST-
The buffer can be used as the destination of a copy or write operation. (Examples: as the
destinationargument of acopyBufferToBuffer()orcopyTextureToBuffer()call, or as the target of awriteBuffer()call.) INDEX-
The buffer can be used as an index buffer. (Example: passed to
setIndexBuffer().) VERTEX-
The buffer can be used as a vertex buffer. (Example: passed to
setVertexBuffer().) UNIFORM-
The buffer can be used as a uniform buffer. (Example: as a bind group entry for a
GPUBufferBindingLayoutwith abuffer.typeof"uniform".) STORAGE-
The buffer can be used as a storage buffer. (Example: as a bind group entry for a
GPUBufferBindingLayoutwith abuffer.typeof"storage"or"read-only-storage".) INDIRECT-
The buffer can be used as to store indirect command arguments. (Examples: as the
indirectBufferargument of adrawIndirect()ordispatchWorkgroupsIndirect()call.) QUERY_RESOLVE-
The buffer can be used to capture query results. (Example: as the
destinationargument of aresolveQuerySet()call.)
5.1.3. Buffer Creation
createBuffer(descriptor)-
Creates a
GPUBuffer.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBuffer(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBufferDescriptor✘ ✘ Description of the GPUBufferto create.Returns:
GPUBufferContent timeline steps:
-
Let b be ! create a new WebGPU object(this,
GPUBuffer, descriptor). -
If descriptor.
mappedAtCreationistrue:-
Set b.
[[mapping]]to ? initialize an active buffer mapping with modeWRITEand range[0, descriptor..size]
-
-
Issue the initialization steps on the Device timeline of this.
-
Return b.
Device timeline initialization steps:-
If any of the following requirements are unmet, generate a validation error, invalidate b, and stop.
-
this must not be lost.
-
descriptor.
usagemust not be 0. -
descriptor.
usagemust be a subset of the allowed buffer usages for this. -
If descriptor.
sizemust be ≤ this.[[device]].[[limits]].maxBufferSize. -
If descriptor.
mappedAtCreationistrue:-
descriptor.
sizemust be a multiple of 4.
-
-
Note: If buffer creation fails, and descriptor.
mappedAtCreationisfalse, any calls tomapAsync()will reject, so any resources allocated to enable mapping can and may be discarded or recycled.-
If descriptor.
mappedAtCreationistrue:-
Set b.
[[internal state]]to "unavailable".
Else:
-
Set b.
[[internal state]]to "available".
-
-
Create a device allocation for b where each byte is zero.
If the allocation fails without side-effects, generate an out-of-memory error, make invalidate b, and return.
-
const buffer= gpuDevice. createBuffer({ size: 128 , usage: GPUBufferUsage. UNIFORM| GPUBufferUsage. COPY_DST});
5.1.4. Buffer Destruction
An application that no longer requires a GPUBuffer can choose to lose
access to it before garbage collection by calling destroy(). Destroying a buffer also
unmaps it, freeing any memory allocated for the mapping.
Note: This allows the user agent to reclaim the GPU memory associated with the GPUBuffer once all previously submitted operations using it are complete.
destroy()-
Destroys the
GPUBuffer.Note: It is valid to destroy a buffer multiple times.
Called on:GPUBufferthis.Returns:
undefinedContent timeline steps:
-
Call this.
unmap(). -
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Set this.
[[internal state]]to "destroyed".
Note: Since no further operations can be enqueued using this buffer, implementations can free resource allocations, including mapped memory that was just unmapped.
-
5.2. Buffer Mapping
An application can request to map a GPUBuffer so that they can access its
content via ArrayBuffers that represent part of the GPUBuffer's
allocations. Mapping a GPUBuffer is requested asynchronously with mapAsync() so that the user agent can ensure the GPU
finished using the GPUBuffer before the application can access its content.
A mapped GPUBuffer cannot be used by the GPU and must be unmapped using unmap() before
work using it can be submitted to the Queue timeline.
Once the GPUBuffer is mapped, the application can synchronously ask for access
to ranges of its content with getMappedRange().
The returned ArrayBuffer can only be detached by unmap() (directly, or via GPUBuffer.destroy() or GPUDevice.destroy()),
and cannot be transferred.
A TypeError is thrown by any other operation that attempts to do so.
typedef [EnforceRange ]unsigned long ; [GPUMapModeFlags Exposed =(Window ,Worker ),SecureContext ]namespace {GPUMapMode const GPUFlagsConstant READ = 0x0001;const GPUFlagsConstant WRITE = 0x0002; };
The GPUMapMode flags determine how a GPUBuffer is mapped when calling mapAsync():
READ-
Only valid with buffers created with the
MAP_READusage.Once the buffer is mapped, calls to
getMappedRange()will return anArrayBuffercontaining the buffer’s current values. Changes to the returnedArrayBufferwill be discarded afterunmap()is called. WRITE-
Only valid with buffers created with the
MAP_WRITEusage.Once the buffer is mapped, calls to
getMappedRange()will return anArrayBuffercontaining the buffer’s current values. Changes to the returnedArrayBufferwill be stored in theGPUBufferafterunmap()is called.Note: Since the
MAP_WRITEbuffer usage may only be combined with theCOPY_SRCbuffer usage, mapping for writing can never return values produced by the GPU, and the returnedArrayBufferwill only ever contain the default initialized data (zeros) or data written by the webpage during a previous mapping.
mapAsync(mode, offset, size)-
Maps the given range of the
GPUBufferand resolves the returnedPromisewhen theGPUBuffer's content is ready to be accessed withgetMappedRange().The resolution of the returned
Promiseonly indicates that the buffer has been mapped. It does not guarantee the completion of any other operations visible to the content timeline, and in particular does not imply that any otherPromisereturned fromonSubmittedWorkDone()ormapAsync()on otherGPUBuffers have resolved.The resolution of the
Promisereturned fromonSubmittedWorkDone()does imply the completion ofmapAsync()calls made prior to that call, onGPUBuffers last used exclusively on that queue.Called on:GPUBufferthis.Arguments:
Arguments for the GPUBuffer.mapAsync(mode, offset, size) method. Parameter Type Nullable Optional Description modeGPUMapModeFlags✘ ✘ Whether the buffer should be mapped for reading or writing. offsetGPUSize64✘ ✔ Offset in bytes into the buffer to the start of the range to map. sizeGPUSize64✘ ✔ Size in bytes of the range to map. Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
If this.
[[pending_map]]is notnull: -
Let p be a new
Promise. -
Set this.
[[pending_map]]to p. -
Issue the validation steps on the Device timeline of this.
[[device]]. -
Return p.
Device timeline validation steps:-
If size is
undefined:-
Let rangeSize be max(0, this.
size- offset).
Otherwise:
-
Let rangeSize be size.
-
-
If any of the following conditions are unsatisfied:
-
this must be valid.
-
this.
[[internal state]]is "available". -
offset is a multiple of 8.
-
rangeSize is a multiple of 4.
-
offset + rangeSize ≤ this.
size -
mode contains only bits defined in
GPUMapMode. -
If mode contains
READthen this.usagemust containMAP_READ. -
If mode contains
WRITEthen this.usagemust containMAP_WRITE.
Then:
-
Issue the map failure steps on contentTimeline.
-
Return.
-
-
Set this.
[[internal state]]to "unavailable".Note: Since the buffer is mapped, its contents cannot change between this completion and
unmap(). -
If this.
[[device]]is lost, or when it becomes lost:-
Issue the map failure steps on contentTimeline.
Otherwise, at an unspecified point:
-
after the completion of currently-enqueued operations that use this,
-
and no later than the next device timeline operation after the device timeline becomes informed of the completion of all currently-enqueued operations (regardless of whether they use this),
run the following steps:
-
Let internalStateAtCompletion be this.
[[internal state]].Note: If, and only if, at this point the buffer has become "available" again due to an
unmap()call, then[[pending_map]]!= p below, so mapping will not succeed in the steps below. -
Let dataForMappedRegion be the contents of this starting at offset offset, for rangeSize bytes.
-
Issue the map success steps on the contentTimeline.
-
Content timeline map success steps:-
If this.
[[pending_map]]!= p:Note: The map has been cancelled by
unmap().-
Assert p is rejected.
-
Return.
-
-
Assert p is pending.
-
Assert internalStateAtCompletion is "unavailable".
-
Let mapping be initialize an active buffer mapping with mode mode and range
[offset, offset + rangeSize].If this allocation fails:
-
Set this.
[[pending_map]]tonull, and reject p with aRangeError. -
Return.
-
-
Set the content of mapping.data to dataForMappedRegion.
-
Set this.
[[mapping]]to mapping. -
Set this.
[[pending_map]]tonull, and resolve p.
Content timeline map failure steps:-
If this.
[[pending_map]]!= p:Note: The map has been cancelled by
unmap().-
Assert p is already rejected.
-
Return.
-
-
Assert p is still pending.
-
Set this.
[[pending_map]]tonull, and reject p with anOperationError.
-
getMappedRange(offset, size)-
Returns an
ArrayBufferwith the contents of theGPUBufferin the given mapped range.Called on:GPUBufferthis.Arguments:
Arguments for the GPUBuffer.getMappedRange(offset, size) method. Parameter Type Nullable Optional Description offsetGPUSize64✘ ✔ Offset in bytes into the buffer to return buffer contents from. sizeGPUSize64✘ ✔ Size in bytes of the ArrayBufferto return.Returns:
ArrayBufferContent timeline steps:
-
If size is missing:
-
Let rangeSize be max(0, this.
size- offset).
Otherwise, let rangeSize be size.
-
-
If any of the following conditions are unsatisfied, throw an
OperationErrorand stop.-
this.
[[mapping]]is notnull. -
offset is a multiple of 8.
-
rangeSize is a multiple of 4.
-
offset ≥ this.
[[mapping]].range[0]. -
offset + rangeSize ≤ this.
[[mapping]].range[1]. -
[offset, offset + rangeSize) does not overlap another range in this.
[[mapping]].views.
Note: It is always valid to get mapped ranges of a
GPUBufferthat ismappedAtCreation, even if it is invalid, because the Content timeline might not know it is invalid. -
-
Let data be this.
[[mapping]].data. -
Let view be ! create an ArrayBuffer of size rangeSize, but with its pointer mutably referencing the content of data at offset (offset -
[[mapping]].range[0]).Note: A
RangeErrormay not be thrown here, because the data has already been allocated duringmapAsync()orcreateBuffer(). -
Set view.
[[ArrayBufferDetachKey]]to "WebGPUBufferMapping".Note: This causes a
TypeErrorto be thrown if an attempt is made to DetachArrayBuffer, except byunmap(). -
Append view to this.
[[mapping]].views. -
Return view.
Note: User agents should consider issuing a developer-visible warning if
getMappedRange()succeeds without having checked the status of the map, by waiting formapAsync()to succeed, querying amapStateof"mapped", or waiting for a lateronSubmittedWorkDone()call to succeed. -
unmap()-
Unmaps the mapped range of the
GPUBufferand makes it’s contents available for use by the GPU again.Called on:GPUBufferthis.Returns:
undefinedContent timeline steps:
-
If this.
[[pending_map]]is notnull:-
Reject this.
[[pending_map]]with anAbortError. -
Set this.
[[pending_map]]tonull.
-
-
If this.
[[mapping]]isnull:-
Return.
-
-
For each
ArrayBufferab in this.[[mapping]].views:-
Perform DetachArrayBuffer(ab, "WebGPUBufferMapping").
-
-
Let bufferUpdate be
null. -
If this.
[[mapping]].mode containsWRITE:-
Set bufferUpdate to {
data: this.[[mapping]].data,offset: this.[[mapping]].range[0] }.
Note: When a buffer is mapped without the
WRITEmode, then unmapped, any local modifications done by the application to the mapped rangesArrayBufferare discarded and will not affect the content of later mappings. -
-
Set this.
[[mapping]]tonull. -
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
If any of the following conditions are unsatisfied, return.
-
this is valid to use with this.
[[device]].
-
-
Assert this.
[[internal state]]is "unavailable". -
If bufferUpdate is not
null:-
Issue the following steps on the Queue timeline of this.
[[device]].queue:Queue timeline steps:-
Update the contents of this at offset bufferUpdate.
offsetwith the data bufferUpdate.data.
-
-
-
Set this.
[[internal state]]to "available".
-
6. Textures and Texture Views
6.1. GPUTexture
A texture is made up of 1d, 2d,
or 3d arrays of data which can contain multiple values per-element to
represent things like colors. Textures can be read and written in many ways, depending on the GPUTextureUsage they are created with. For example, textures can be sampled, read, and written
from render and compute pipeline shaders, and they can be written by render pass outputs.
Internally, textures are often stored in GPU memory with a layout optimized for
multidimensional access rather than linear access.
One texture consists of one or more texture subresources,
each uniquely identified by a mipmap level and,
for 2d textures only, array layer and aspect.
A texture subresource is a subresource: each can be used in different internal usages within a single usage scope.
Each subresource in a mipmap level is approximately half the size,
in each spatial dimension, of the corresponding resource in the lesser level
(see logical miplevel-specific texture extent).
The subresource in level 0 has the dimensions of the texture itself.
These are typically used to represent levels of detail of a texture. GPUSampler and WGSL provide facilities for selecting and interpolating between levels of
detail, explicitly or automatically.
A "2d" texture may be an array of array layers.
Each subresource in a layer is the same size as the corresponding resources in other layers.
For non-2d textures, all subresources have an array layer index of 0.
Each subresource has an aspect.
Color textures have just one aspect: color. Depth-or-stencil format textures may have multiple aspects:
a depth aspect,
a stencil aspect, or both, and may be used in special ways, such as in depthStencilAttachment and in "depth" bindings.
A "3d" texture may have multiple slices, each being the
two-dimensional image at a particular z value in the texture.
Slices are not separate subresources.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUTexture {GPUTextureView createView (optional GPUTextureViewDescriptor descriptor = {});undefined destroy ();readonly attribute GPUIntegerCoordinateOut width ;readonly attribute GPUIntegerCoordinateOut height ;readonly attribute GPUIntegerCoordinateOut depthOrArrayLayers ;readonly attribute GPUIntegerCoordinateOut mipLevelCount ;readonly attribute GPUSize32Out sampleCount ;readonly attribute GPUTextureDimension dimension ;readonly attribute GPUTextureFormat format ;readonly attribute GPUFlagsConstant usage ; };GPUTexture includes GPUObjectBase ;
GPUTexture has the following attributes:
width, of type GPUIntegerCoordinateOut, readonly-
The width of this
GPUTexture. height, of type GPUIntegerCoordinateOut, readonly-
The height of this
GPUTexture. depthOrArrayLayers, of type GPUIntegerCoordinateOut, readonly-
The depth or layer count of this
GPUTexture. mipLevelCount, of type GPUIntegerCoordinateOut, readonly-
The number of mip levels of this
GPUTexture. sampleCount, of type GPUSize32Out, readonly-
The number of sample count of this
GPUTexture. dimension, of type GPUTextureDimension, readonly-
The dimension of the set of texel for each of this
GPUTexture's subresources. format, of type GPUTextureFormat, readonly-
The format of this
GPUTexture. usage, of type GPUFlagsConstant, readonly-
The allowed usages for this
GPUTexture.
GPUTexture has the following internal slots:
[[size]], of typeGPUExtent3D-
The size of the texture (same as the
width,height, anddepthOrArrayLayersattributes). [[viewFormats]], of type sequence<GPUTextureFormat>-
The set of
GPUTextureFormats that can be usedGPUTextureViewDescriptor.formatwhen creating views on thisGPUTexture. [[destroyed]], of typeboolean, initially false-
If the texture is destroyed, it can no longer be used in any operation, and its underlying memory can be freed.
Arguments:
-
GPUExtent3DbaseSize -
GPUSize32mipLevel
Returns: GPUExtent3DDict
Device timeline steps:
-
Let extent be a new
GPUExtent3DDictobject. -
Set extent.
depthOrArrayLayersto 1. -
Return extent.
The logical miplevel-specific texture extent of a texture is the size of the texture in texels at a specific miplevel. It is calculated by this procedure:
Arguments:
-
GPUTextureDescriptordescriptor -
GPUSize32mipLevel
Returns: GPUExtent3DDict
-
Let extent be a new
GPUExtent3DDictobject. -
If descriptor.
dimensionis:"1d"-
-
Set extent.
widthto max(1, descriptor.size.width ≫ mipLevel). -
Set extent.
heightto 1. -
Set extent.
depthOrArrayLayersto 1.
-
"2d"-
-
Set extent.
widthto max(1, descriptor.size.width ≫ mipLevel). -
Set extent.
heightto max(1, descriptor.size.height ≫ mipLevel). -
Set extent.
depthOrArrayLayersto descriptor.size.depthOrArrayLayers.
-
"3d"-
-
Set extent.
widthto max(1, descriptor.size.width ≫ mipLevel). -
Set extent.
heightto max(1, descriptor.size.height ≫ mipLevel). -
Set extent.
depthOrArrayLayersto max(1, descriptor.size.depthOrArrayLayers ≫ mipLevel).
-
-
Return extent.
The physical miplevel-specific texture extent of a texture is the size of the texture in texels at a specific miplevel that includes the possible extra padding to form complete texel blocks in the texture. It is calculated by this procedure:
Arguments:
-
GPUTextureDescriptordescriptor -
GPUSize32mipLevel
Returns: GPUExtent3DDict
-
Let extent be a new
GPUExtent3DDictobject. -
Let logicalExtent be logical miplevel-specific texture extent(descriptor, mipLevel).
-
If descriptor.
dimensionis:"1d"-
-
Set extent.
widthto logicalExtent.width rounded up to the nearest multiple of descriptor’s texel block width. -
Set extent.
heightto 1. -
Set extent.
depthOrArrayLayersto 1.
-
"2d"-
-
Set extent.
widthto logicalExtent.width rounded up to the nearest multiple of descriptor’s texel block width. -
Set extent.
heightto logicalExtent.height rounded up to the nearest multiple of descriptor’s texel block height. -
Set extent.
depthOrArrayLayersto logicalExtent.depthOrArrayLayers.
-
"3d"-
-
Set extent.
widthto logicalExtent.width rounded up to the nearest multiple of descriptor’s texel block width. -
Set extent.
heightto logicalExtent.height rounded up to the nearest multiple of descriptor’s texel block height. -
Set extent.
depthOrArrayLayersto logicalExtent.depthOrArrayLayers.
-
-
Return extent.
6.1.1. GPUTextureDescriptor
dictionary GPUTextureDescriptor :GPUObjectDescriptorBase {required GPUExtent3D size ;GPUIntegerCoordinate mipLevelCount = 1;GPUSize32 sampleCount = 1;GPUTextureDimension dimension = "2d";required GPUTextureFormat format ;required GPUTextureUsageFlags usage ;sequence <GPUTextureFormat >viewFormats = []; };
GPUTextureDescriptor has the following members:
size, of type GPUExtent3D-
The width, height, and depth or layer count of the texture.
mipLevelCount, of type GPUIntegerCoordinate, defaulting to1-
The number of mip levels the texture will contain.
sampleCount, of type GPUSize32, defaulting to1-
The sample count of the texture. A
sampleCount>1indicates a multisampled texture. dimension, of type GPUTextureDimension, defaulting to"2d"-
Whether the texture is one-dimensional, an array of two-dimensional layers, or three-dimensional.
format, of type GPUTextureFormat-
The format of the texture.
usage, of type GPUTextureUsageFlags-
The allowed usages for the texture.
viewFormats, of type sequence<GPUTextureFormat>, defaulting to[]-
Specifies what view
formatvalues will be allowed when callingcreateView()on this texture (in addition to the texture’s actualformat).NOTE:Adding a format to this list may have a significant performance impact, so it is best to avoid adding formats unnecessarily.The actual performance impact is highly dependent on the target system; developers must test various systems to find out the impact on their particular application. For example, on some systems any texture with a
formatorviewFormatsentry including"rgba8unorm-srgb"will perform less optimally than a"rgba8unorm"texture which does not. Similar caveats exist for other formats and pairs of formats on other systems.Formats in this list must be texture view format compatible with the texture format.
TwoGPUTextureFormats format and viewFormat are texture view format compatible if:-
format equals viewFormat, or
-
format and viewFormat differ only in whether they are
srgbformats (have the-srgbsuffix).
-
enum {GPUTextureDimension "1d" ,"2d" ,"3d" , };
"1d"-
Specifies a texture that has one dimension, width.
"1d"textures cannot have mipmaps, be multisampled, use compressed or depth/stencil formats, or be used as a render target. "2d"-
Specifies a texture that has a width and height, and may have layers.
"3d"-
Specifies a texture that has a width, height, and depth.
"3d"textures cannot be multisampled, and their format must support 3d textures (all plain color formats and some packed/compressed formats).
6.1.2. Texture Usages
typedef [EnforceRange ]unsigned long ; [GPUTextureUsageFlags Exposed =(Window ,Worker ),SecureContext ]namespace {GPUTextureUsage const GPUFlagsConstant COPY_SRC = 0x01;const GPUFlagsConstant COPY_DST = 0x02;const GPUFlagsConstant TEXTURE_BINDING = 0x04;const GPUFlagsConstant STORAGE_BINDING = 0x08;const GPUFlagsConstant RENDER_ATTACHMENT = 0x10; };
The GPUTextureUsage flags determine how a GPUTexture may be used after its creation:
COPY_SRC-
The texture can be used as the source of a copy operation. (Examples: as the
sourceargument of acopyTextureToTexture()orcopyTextureToBuffer()call.) COPY_DST-
The texture can be used as the destination of a copy or write operation. (Examples: as the
destinationargument of acopyTextureToTexture()orcopyBufferToTexture()call, or as the target of awriteTexture()call.) TEXTURE_BINDING-
The texture can be bound for use as a sampled texture in a shader (Example: as a bind group entry for a
GPUTextureBindingLayout.) STORAGE_BINDING-
The texture can be bound for use as a storage texture in a shader (Example: as a bind group entry for a
GPUStorageTextureBindingLayout.) RENDER_ATTACHMENT-
The texture can be used as a color or depth/stencil attachment in a render pass. (Example: as a
GPURenderPassColorAttachment.vieworGPURenderPassDepthStencilAttachment.view.)
Arguments:
-
GPUTextureDimensiondimension -
GPUTextureDimensionsize
6.1.3. Texture Creation
createTexture(descriptor)-
Creates a
GPUTexture.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createTexture(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUTextureDescriptor✘ ✘ Description of the GPUTextureto create.Returns:
GPUTextureContent timeline steps:
-
? validate GPUExtent3D shape(descriptor.
size). -
? Validate texture format required features of descriptor.
formatwith this.[[device]]. -
? Validate texture format required features of each element of descriptor.
viewFormatswith this.[[device]]. -
Let t be ! create a new WebGPU object(this,
GPUTexture, descriptor). -
Set t.
depthOrArrayLayersto descriptor.size.depthOrArrayLayers. -
Set t.
mipLevelCountto descriptor.mipLevelCount. -
Set t.
sampleCountto descriptor.sampleCount. -
Issue the initialization steps on the Device timeline of this.
-
Return t.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate t, and stop.
-
validating GPUTextureDescriptor(this, descriptor) returns
true.
-
-
Set t.
[[viewFormats]]to descriptor.viewFormats.
-
Arguments:
-
GPUDevicethis -
GPUTextureDescriptordescriptor
Device timeline steps:
-
Return
trueif all of the following requirements are met, andfalseotherwise:-
this must not be lost.
-
descriptor.
usagemust not be 0. -
descriptor.
usagemust contain only bits present in this’s allowed texture usages. -
descriptor.
size.width, descriptor.size.height, and descriptor.size.depthOrArrayLayers must be > zero. -
descriptor.
mipLevelCountmust be > zero. -
descriptor.
sampleCountmust be either 1 or 4. -
If descriptor.
dimensionis:"1d"-
-
descriptor.
size.width must be ≤ this.limits.maxTextureDimension1D. -
descriptor.
size.depthOrArrayLayers must be 1. -
descriptor.
sampleCountmust be 1. -
descriptor.
formatmust not be a compressed format or depth-or-stencil format.
-
"2d"-
-
descriptor.
size.width must be ≤ this.limits.maxTextureDimension2D. -
descriptor.
size.height must be ≤ this.limits.maxTextureDimension2D. -
descriptor.
size.depthOrArrayLayers must be ≤ this.limits.maxTextureArrayLayers.
-
"3d"-
-
descriptor.
size.width must be ≤ this.limits.maxTextureDimension3D. -
descriptor.
size.height must be ≤ this.limits.maxTextureDimension3D. -
descriptor.
size.depthOrArrayLayers must be ≤ this.limits.maxTextureDimension3D. -
descriptor.
sampleCountmust be 1. -
descriptor.
formatmust support"3d"textures according to § 26.1 Texture Format Capabilities.
-
-
descriptor.
size.width must be multiple of texel block width. -
descriptor.
size.height must be multiple of texel block height. -
If descriptor.
sampleCount> 1:-
descriptor.
mipLevelCountmust be 1. -
descriptor.
size.depthOrArrayLayers must be 1. -
descriptor.
usagemust not include theSTORAGE_BINDINGbit. -
descriptor.
usagemust include theRENDER_ATTACHMENTbit. -
descriptor.
formatmust support multisampling according to § 26.1 Texture Format Capabilities.
-
-
descriptor.
mipLevelCountmust be ≤ maximum mipLevel count(descriptor.dimension, descriptor.size). -
If descriptor.
usageincludes theRENDER_ATTACHMENTbit:-
descriptor.
formatmust be a renderable format.
-
-
If descriptor.
usageincludes theSTORAGE_BINDINGbit:-
descriptor.
formatmust be listed in § 26.1.1 Plain color formats table withSTORAGE_BINDINGcapability for the appropriate access mode.
-
-
For each viewFormat in descriptor.
viewFormats, descriptor.formatand viewFormat must be texture view format compatible.
-
const texture= gpuDevice. createTexture({ size: { width: 16 , height: 16 }, format: 'rgba8unorm' , usage: GPUTextureUsage. TEXTURE_BINDING, });
6.1.4. Texture Destruction
An application that no longer requires a GPUTexture can choose to lose access to it before
garbage collection by calling destroy().
Note: This allows the user agent to reclaim the GPU memory associated with the GPUTexture once
all previously submitted operations using it are complete.
destroy()-
Destroys the
GPUTexture.Called on:GPUTexturethis.Returns:
undefinedContent timeline steps:
-
Set this.
[[destroyed]]to true.
-
6.2. GPUTextureView
A GPUTextureView is a view onto some subset of the texture subresources defined by
a particular GPUTexture.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUTextureView { };GPUTextureView includes GPUObjectBase ;
GPUTextureView has the following internal slots:
[[texture]]-
The
GPUTextureinto which this is a view. [[descriptor]]-
The
GPUTextureViewDescriptordescribing this texture view.All optional fields of
GPUTextureViewDescriptorare defined. [[renderExtent]]-
For renderable views, this is the effective
GPUExtent3DDictfor rendering.Note: this extent depends on the
baseMipLevel.
[[descriptor]] desc,
is the subset of the subresources of view.[[texture]] for which each subresource s satisfies the following:
-
The mipmap level of s is ≥ desc.
baseMipLeveland < desc.baseMipLevel+ desc.mipLevelCount. -
The array layer of s is ≥ desc.
baseArrayLayerand < desc.baseArrayLayer+ desc.arrayLayerCount. -
The aspect of s is in the set of aspects of desc.
aspect.
Two GPUTextureView objects are texture-view-aliasing if and only if
their sets of subresources intersect.
6.2.1. Texture View Creation
dictionary :GPUTextureViewDescriptor GPUObjectDescriptorBase {GPUTextureFormat format ;GPUTextureViewDimension dimension ;GPUTextureAspect aspect = "all";GPUIntegerCoordinate baseMipLevel = 0;GPUIntegerCoordinate mipLevelCount ;GPUIntegerCoordinate baseArrayLayer = 0;GPUIntegerCoordinate arrayLayerCount ; };
GPUTextureViewDescriptor has the following members:
format, of type GPUTextureFormat-
The format of the texture view. Must be either the
formatof the texture or one of theviewFormatsspecified during its creation. dimension, of type GPUTextureViewDimension-
The dimension to view the texture as.
aspect, of type GPUTextureAspect, defaulting to"all"-
Which
aspect(s)of the texture are accessible to the texture view. baseMipLevel, of type GPUIntegerCoordinate, defaulting to0-
The first (most detailed) mipmap level accessible to the texture view.
mipLevelCount, of type GPUIntegerCoordinate-
How many mipmap levels, starting with
baseMipLevel, are accessible to the texture view. baseArrayLayer, of type GPUIntegerCoordinate, defaulting to0-
The index of the first array layer accessible to the texture view.
arrayLayerCount, of type GPUIntegerCoordinate-
How many array layers, starting with
baseArrayLayer, are accessible to the texture view.
enum {GPUTextureViewDimension "1d" ,"2d" ,"2d-array" ,"cube" ,"cube-array" ,"3d" , };
"1d"-
The texture is viewed as a 1-dimensional image.
Corresponding WGSL types:
-
texture_1d -
texture_storage_1d
-
"2d"-
The texture is viewed as a single 2-dimensional image.
Corresponding WGSL types:
-
texture_2d -
texture_storage_2d -
texture_multisampled_2d -
texture_depth_2d -
texture_depth_multisampled_2d
-
"2d-array"-
The texture view is viewed as an array of 2-dimensional images.
Corresponding WGSL types:
-
texture_2d_array -
texture_storage_2d_array -
texture_depth_2d_array
-
"cube"-
The texture is viewed as a cubemap.
The view has 6 array layers, each corresponding to a face of the cube in the order
[+X, -X, +Y, -Y, +Z, -Z]and the following orientations:Cubemap faces. The +U/+V axes indicate the individual faces' texture coordinates, and thus the image copy memory layout of each face. Note: When viewed from the inside, this results in a left-handed coordinate system where +X is right, +Y is up, and +Z is forward.
Sampling is done seamlessly across the faces of the cubemap.
Corresponding WGSL types:
-
texture_cube -
texture_depth_cube
-
"cube-array"-
The texture is viewed as a packed array of n cubemaps, each with 6 array layers behaving like one
"cube"view, for 6n array layers in total.Corresponding WGSL types:
-
texture_cube_array -
texture_depth_cube_array
-
"3d"-
The texture is viewed as a 3-dimensional image.
Corresponding WGSL types:
-
texture_3d -
texture_storage_3d
-
Each GPUTextureAspect value corresponds to a set of aspects.
The set of aspects are defined for each value below.
enum GPUTextureAspect {"all" ,"stencil-only" ,"depth-only" , };
"all"-
All available aspects of the texture format will be accessible to the texture view. For color formats the color aspect will be accessible. For combined depth-stencil formats both the depth and stencil aspects will be accessible. Depth-or-stencil formats with a single aspect will only make that aspect accessible.
The set of aspects is [color, depth, stencil].
"stencil-only"-
Only the stencil aspect of a depth-or-stencil format format will be accessible to the texture view.
The set of aspects is [stencil].
"depth-only"-
Only the depth aspect of a depth-or-stencil format format will be accessible to the texture view.
The set of aspects is [depth].
createView(descriptor)-
Creates a
GPUTextureView.NOTE:By defaultcreateView()will create a view with a dimension that can represent the entire texture. For example, callingcreateView()without specifying adimensionon a"2d"texture with more than one layer will create a"2d-array"GPUTextureView, even if anarrayLayerCountof 1 is specified.For textures created from sources where the layer count is unknown at the time of development it is recommended that calls to
createView()are provided with an explicitdimensionto ensure shader compatibility.Called on:GPUTexturethis.Arguments:
Arguments for the GPUTexture.createView(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUTextureViewDescriptor✘ ✔ Description of the GPUTextureViewto create.Returns: view, of type
GPUTextureView.Content timeline steps:
-
? Validate texture format required features of descriptor.
formatwith this.[[device]]. -
Let view be ! create a new WebGPU object(this,
GPUTextureView, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return view.
Device timeline initialization steps:-
Set descriptor to the result of resolving GPUTextureViewDescriptor defaults for this with descriptor.
-
If any of the following conditions are unsatisfied generate a validation error, invalidate view, and stop.
-
this is valid to use with this.
[[device]]. -
If the descriptor.
aspectis"all":-
descriptor.
formatmust equal either this.formator one of the formats in this.[[viewFormats]].
Otherwise:
-
descriptor.
formatmust equal the result of resolving GPUTextureAspect( this.format, descriptor.aspect).
-
-
descriptor.
mipLevelCountmust be > 0. -
descriptor.
baseMipLevel+ descriptor.mipLevelCountmust be ≤ this.mipLevelCount. -
descriptor.
arrayLayerCountmust be > 0. -
descriptor.
baseArrayLayer+ descriptor.arrayLayerCountmust be ≤ the array layer count of this. -
If this.
sampleCount> 1, descriptor.dimensionmust be"2d". -
If descriptor.
dimensionis:"1d"-
-
descriptor.
arrayLayerCountmust be1.
"2d"-
-
descriptor.
arrayLayerCountmust be1.
"2d-array""cube"-
-
descriptor.
arrayLayerCountmust be6.
"cube-array"-
-
descriptor.
arrayLayerCountmust be a multiple of6.
"3d"-
-
descriptor.
arrayLayerCountmust be1.
-
-
Let view be a new
GPUTextureViewobject. -
Set view.
[[texture]]to this. -
Set view.
[[descriptor]]to descriptor. -
If this.
usagecontainsRENDER_ATTACHMENT:-
Let renderExtent be compute render extent(this.
[[size]], descriptor.baseMipLevel). -
Set view.
[[renderExtent]]to renderExtent.
-
-
GPUTextureView texture with a GPUTextureViewDescriptor descriptor, run the following device timeline steps:
-
Let resolved be a copy of descriptor.
-
If resolved.
mipLevelCountis not provided: set resolved.mipLevelCountto texture.mipLevelCount− resolved.baseMipLevel. -
If resolved.
dimensionis not provided and texture.dimensionis: -
If resolved.
arrayLayerCountis not provided and resolved.dimensionis:"1d","2d", or"3d"-
Set resolved.
arrayLayerCountto1. "cube"-
Set resolved.
arrayLayerCountto6. "2d-array"or"cube-array"-
Set resolved.
arrayLayerCountto the array layer count of texture − resolved.baseArrayLayer.
-
Return resolved.
GPUTexture texture, run the
following steps:
-
If texture.
dimensionis:"1d"or"3d"-
Return
1. "2d"-
Return texture.
depthOrArrayLayers.
6.3. Texture Formats
The name of the format specifies the order of components, bits per component, and data type for the component.
-
r,g,b,a= red, green, blue, alpha -
unorm= unsigned normalized -
snorm= signed normalized -
uint= unsigned int -
sint= signed int -
float= floating point
If the format has the -srgb suffix, then sRGB conversions from gamma to linear
and vice versa are applied during the reading and writing of color values in the
shader. Compressed texture formats are provided by features. Their naming
should follow the convention here, with the texture name as a prefix. e.g. etc2-rgba8unorm.
The texel block is a single addressable element of the textures in pixel-based GPUTextureFormats,
and a single compressed block of the textures in block-based compressed GPUTextureFormats.
The texel block width and texel block height specifies the dimension of one texel block.
-
For pixel-based
GPUTextureFormats, the texel block width and texel block height are always 1. -
For block-based compressed
GPUTextureFormats, the texel block width is the number of texels in each row of one texel block, and the texel block height is the number of texel rows in one texel block. See § 26.1 Texture Format Capabilities for an exhaustive list of values for every texture format.
The texel block copy footprint of an aspect of a GPUTextureFormat is the number of
bytes one texel block occupies during an image copy, if applicable.
Note: The texel block memory cost of a GPUTextureFormat is the number of
bytes needed to store one texel block. It is not fully defined for all formats. This value is informative and non-normative.
enum { // 8-bit formatsGPUTextureFormat ,"r8unorm" ,"r8snorm" ,"r8uint" , // 16-bit formats"r8sint" ,"r16uint" ,"r16sint" ,"r16float" ,"rg8unorm" ,"rg8snorm" ,"rg8uint" , // 32-bit formats"rg8sint" ,"r32uint" ,"r32sint" ,"r32float" ,"rg16uint" ,"rg16sint" ,"rg16float" ,"rgba8unorm" ,"rgba8unorm-srgb" ,"rgba8snorm" ,"rgba8uint" ,"rgba8sint" ,"bgra8unorm" , // Packed 32-bit formats"bgra8unorm-srgb" ,"rgb9e5ufloat" ,"rgb10a2uint" ,"rgb10a2unorm" , // 64-bit formats"rg11b10ufloat" ,"rg32uint" ,"rg32sint" ,"rg32float" ,"rgba16uint" ,"rgba16sint" , // 128-bit formats"rgba16float" ,"rgba32uint" ,"rgba32sint" , // Depth/stencil formats"rgba32float" ,"stencil8" ,"depth16unorm" ,"depth24plus" ,"depth24plus-stencil8" , // "depth32float-stencil8" feature"depth32float" , // BC compressed formats usable if "texture-compression-bc" is both // supported by the device/user agent and enabled in requestDevice."depth32float-stencil8" ,"bc1-rgba-unorm" ,"bc1-rgba-unorm-srgb" ,"bc2-rgba-unorm" ,"bc2-rgba-unorm-srgb" ,"bc3-rgba-unorm" ,"bc3-rgba-unorm-srgb" ,"bc4-r-unorm" ,"bc4-r-snorm" ,"bc5-rg-unorm" ,"bc5-rg-snorm" ,"bc6h-rgb-ufloat" ,"bc6h-rgb-float" ,"bc7-rgba-unorm" , // ETC2 compressed formats usable if "texture-compression-etc2" is both // supported by the device/user agent and enabled in requestDevice."bc7-rgba-unorm-srgb" ,"etc2-rgb8unorm" ,"etc2-rgb8unorm-srgb" ,"etc2-rgb8a1unorm" ,"etc2-rgb8a1unorm-srgb" ,"etc2-rgba8unorm" ,"etc2-rgba8unorm-srgb" ,"eac-r11unorm" ,"eac-r11snorm" ,"eac-rg11unorm" , // ASTC compressed formats usable if "texture-compression-astc" is both // supported by the device/user agent and enabled in requestDevice."eac-rg11snorm" ,"astc-4x4-unorm" ,"astc-4x4-unorm-srgb" ,"astc-5x4-unorm" ,"astc-5x4-unorm-srgb" ,"astc-5x5-unorm" ,"astc-5x5-unorm-srgb" ,"astc-6x5-unorm" ,"astc-6x5-unorm-srgb" ,"astc-6x6-unorm" ,"astc-6x6-unorm-srgb" ,"astc-8x5-unorm" ,"astc-8x5-unorm-srgb" ,"astc-8x6-unorm" ,"astc-8x6-unorm-srgb" ,"astc-8x8-unorm" ,"astc-8x8-unorm-srgb" ,"astc-10x5-unorm" ,"astc-10x5-unorm-srgb" ,"astc-10x6-unorm" ,"astc-10x6-unorm-srgb" ,"astc-10x8-unorm" ,"astc-10x8-unorm-srgb" ,"astc-10x10-unorm" ,"astc-10x10-unorm-srgb" ,"astc-12x10-unorm" ,"astc-12x10-unorm-srgb" ,"astc-12x12-unorm" , };"astc-12x12-unorm-srgb"
The depth component of the "depth24plus" and "depth24plus-stencil8" formats may be implemented as either a 24-bit depth value or a "depth32float" value.
The stencil8 format may be implemented as
either a real "stencil8", or "depth24stencil8", where the depth aspect is
hidden and inaccessible.
-
For 24-bit depth, 1 ULP has a constant value of 1 / (224 − 1).
-
For depth32float, 1 ULP has a variable value no greater than 1 / (224).
A format is renderable if it is either a color renderable format, or a depth-or-stencil format.
If a format is listed in § 26.1.1 Plain color formats with RENDER_ATTACHMENT capability, it is a
color renderable format. Any other format is not a color renderable format.
All depth-or-stencil formats are renderable.
A renderable format is also blendable if it can be used with render pipeline blending. See § 26.1 Texture Format Capabilities.
A format is filterable if it supports the GPUTextureSampleType "float" (not just "unfilterable-float");
that is, it can be used with "filtering" GPUSamplers.
See § 26.1 Texture Format Capabilities.
Arguments:
-
GPUTextureFormatformat -
GPUTextureAspectaspect
Returns: GPUTextureFormat or null
-
If aspect is:
"all"-
Return format.
"depth-only""stencil-only"-
If format is a depth-stencil-format: Return the aspect-specific format of format according to § 26.1.2 Depth-stencil formats or
nullif the aspect is not present in format.
-
Return
null.
Use of some texture formats require a feature to be enabled on the GPUDevice. Because new
formats can be added to the specification, those enum values may not be known by the implementation.
In order to normalize behavior across implementations, attempting to use a format that requires a
feature will throw an exception if the associated feature is not enabled on the device. This makes
the behavior the same as when the format is unknown to the implementation.
See § 26.1 Texture Format Capabilities for information about which GPUTextureFormats require features.
GPUTextureFormat formatwith logical device device, run the following content timeline steps:
-
If format requires a feature and device.
[[features]]does not contain the feature:-
Throw a
TypeError.
-
6.4. GPUExternalTexture
A GPUExternalTexture is a sampleable 2D texture wrapping an external video object.
The contents of a GPUExternalTexture object are a snapshot and may not change, either from inside WebGPU
(it is only sampleable) or from outside WebGPU (e.g. due to video frame advancement).
They are bound into bind group layouts using the externalTexture bind group layout entry member.
External textures use several binding slots: see Exceeds the binding slot limits.
The underlying representation of an external texture is unobservable (except for sampling behavior) but typically may include
-
Up to three 2D planes of data (e.g. RGBA, Y+UV, Y+U+V).
-
Metadata for converting coordinates before reading from those planes (crop and rotation).
-
Metadata for converting values into the specified output color space (matrices, gammas, 3D LUT).
The configuration used may not be stable across time, systems, user agents, media sources, or frames within a single video source. In order to account for many possible representations, the binding conservatively uses the following, for each external texture:
-
three sampled texture bindings (for up to 3 planes),
-
one sampled texture binding for a 3D LUT,
-
one sampler binding to sample the 3D LUT, and
-
one uniform buffer binding for metadata.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUExternalTexture { };GPUExternalTexture includes GPUObjectBase ;
GPUExternalTexture has the following internal slots:
[[expired]], of typeboolean-
Indicates whether the object has expired (can no longer be used). Initially set to
false.Note: Unlike similar
\[[destroyed]]slots, this can change fromtrueback tofalse. [[descriptor]], of typeGPUExternalTextureDescriptor-
The descriptor with which the texture was created.
6.4.1. Importing External Textures
An external texture is created from an external video object
using importExternalTexture().
An external texture created from an HTMLVideoElement expires (is destroyed) automatically in a
task after it is imported, instead of manually or upon garbage collection like other resources.
When an external texture expires, its [[expired]] slot changes to true.
An external texture created from a VideoFrame expires (is destroyed) when, and only when,
the source VideoFrame is closed,
either explicitly by close(), or by other means.
Note: As noted in decode(), authors should call close() on output VideoFrames to avoid decoder stalls.
If an imported VideoFrame is dropped without being closed, the imported GPUExternalTexture object will keep it alive until it is also dropped.
The VideoFrame cannot be garbage collected until both objects are dropped.
Garbage collection is unpredictable, so this may still stall the video decoder.
Once the GPUExternalTexture expires, importExternalTexture() must be called again.
However, the user agent may un-expire and return the same GPUExternalTexture again, instead of
creating a new one. This will commonly happen unless the execution of the application is scheduled
to match the video’s frame rate (e.g. using requestVideoFrameCallback()).
If the same object is returned again, it will compare equal, and GPUBindGroups, GPURenderBundles, etc. referencing the previous object can still be used.
dictionary :GPUExternalTextureDescriptor GPUObjectDescriptorBase {required (HTMLVideoElement or VideoFrame )source ;PredefinedColorSpace colorSpace = "srgb"; };
GPUExternalTextureDescriptor dictionaries have the following members:
source, of type(HTMLVideoElement or VideoFrame)-
The video source to import the external texture from.
colorSpace, of type PredefinedColorSpace, defaulting to"srgb"-
The color space the image contents of
sourcewill be converted into when reading.
importExternalTexture(descriptor)-
Creates a
GPUExternalTexturewrapping the provided image source.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.importExternalTexture(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUExternalTextureDescriptor✘ ✘ Provides the external image source object (and any creation options). Returns:
GPUExternalTextureContent timeline steps:
-
Let source be descriptor.
source. -
If the current image contents of source are the same as the most recent
importExternalTexture()call with the same descriptor (ignoringlabel), and the user agent chooses to reuse it:-
Let previousResult be the
GPUExternalTexturereturned previously. -
Set previousResult.
[[expired]]tofalse, renewing ownership of the underlying resource. -
Let result be previousResult.
Note: This allows the application to detect duplicate imports and avoid re-creating dependent objects (such as
GPUBindGroups). Implementations still need to be able to handle a single frame being wrapped by multipleGPUExternalTexture, since import metadata likecolorSpacecan change even for the same frame.Otherwise:
-
If source is not origin-clean, throw a
SecurityErrorand stop. -
Let usability be ? check the usability of the image argument(source).
-
If usability is not
good:-
Return an invalidated
GPUExternalTexture.
-
Let data be the result of converting the current image contents of source into the color space descriptor.
colorSpacewith unpremultiplied alpha.This may result in values outside of the range [0, 1]. If clamping is desired, it may be performed after sampling.
Note: This is described like a copy, but may be implemented as a reference to read-only underlying data plus appropriate metadata to perform conversion later.
-
Let result be a new
GPUExternalTextureobject wrapping data.
-
-
If source is an
HTMLVideoElement, queue an automatic expiry task with device this and the following steps:-
Set result.
[[expired]]totrue, releasing ownership of the underlying resource.
Note: An
HTMLVideoElementshould be imported in the same task that samples the texture (which should generally be scheduled usingrequestVideoFrameCallbackorrequestAnimationFrame()depending on the application). Otherwise, a texture could get destroyed by these steps before the application is finished using it. -
-
If source is a
VideoFrame, then when source is closed, run the following steps:-
Set result.
[[expired]]totrue.
-
-
Return result.
-
const videoElement= document. createElement( 'video' ); // ... set up videoElement, wait for it to be ready... function frame() { requestAnimationFrame( frame); // Always re-import the video on every animation frame, because the // import is likely to have expired. // The browser may cache and reuse a past frame, and if it does it // may return the same GPUExternalTexture object again. // In this case, old bind groups are still valid. const externalTexture= gpuDevice. importExternalTexture({ source: videoElement}); // ... render using externalTexture... } requestAnimationFrame( frame);
requestVideoFrameCallback is available:
const videoElement= document. createElement( 'video' ); // ... set up videoElement... function frame() { videoElement. requestVideoFrameCallback( frame); // Always re-import, because we know the video frame has advanced const externalTexture= gpuDevice. importExternalTexture({ source: videoElement}); // ... render using externalTexture... } videoElement. requestVideoFrameCallback( frame);
6.4.2. Sampling External Textures
External textures are represented in WGSL with texture_external and may be read using textureLoad and textureSampleBaseClampToEdge.
The sampler provided to textureSampleBaseClampToEdge is used to sample the underlying textures.
The result is in the color space set by colorSpace.
It is implementation-dependent whether, for any given external texture, the sampler (and filtering)
is applied before or after conversion from underlying values into the specified color space.
Note: If the internal representation is an RGBA plane, sampling behaves as on a regular 2D texture. If there are several underlying planes (e.g. Y+UV), the sampler is used to sample each underlying texture separately, prior to conversion from YUV to the specified color space.
7. Samplers
7.1. GPUSampler
A GPUSampler encodes transformations and filtering information that can
be used in a shader to interpret texture resource data.
GPUSamplers are created via createSampler().
[Exposed =(Window ,Worker ),SecureContext ]interface GPUSampler { };GPUSampler includes GPUObjectBase ;
GPUSampler has the following internal slots:
[[descriptor]], of typeGPUSamplerDescriptor, readonly-
The
GPUSamplerDescriptorwith which theGPUSamplerwas created. [[isComparison]], of typeboolean-
Whether the
GPUSampleris used as a comparison sampler. [[isFiltering]], of typeboolean-
Whether the
GPUSamplerweights multiple samples of a texture.
7.1.1. GPUSamplerDescriptor
A GPUSamplerDescriptor specifies the options to use to create a GPUSampler.
dictionary :GPUSamplerDescriptor GPUObjectDescriptorBase {GPUAddressMode addressModeU = "clamp-to-edge";GPUAddressMode addressModeV = "clamp-to-edge";GPUAddressMode addressModeW = "clamp-to-edge";GPUFilterMode magFilter = "nearest";GPUFilterMode minFilter = "nearest";GPUMipmapFilterMode mipmapFilter = "nearest";float lodMinClamp = 0;float lodMaxClamp = 32;GPUCompareFunction compare ; [Clamp ]unsigned short maxAnisotropy = 1; };
addressModeU, of type GPUAddressMode, defaulting to"clamp-to-edge"addressModeV, of type GPUAddressMode, defaulting to"clamp-to-edge"addressModeW, of type GPUAddressMode, defaulting to"clamp-to-edge"-
Specifies the
address modesfor the texture width, height, and depth coordinates, respectively. magFilter, of type GPUFilterMode, defaulting to"nearest"-
Specifies the sampling behavior when the sample footprint is smaller than or equal to one texel.
minFilter, of type GPUFilterMode, defaulting to"nearest"-
Specifies the sampling behavior when the sample footprint is larger than one texel.
mipmapFilter, of type GPUMipmapFilterMode, defaulting to"nearest"-
Specifies behavior for sampling between mipmap levels.
lodMinClamp, of type float, defaulting to0lodMaxClamp, of type float, defaulting to32-
Specifies the minimum and maximum levels of detail, respectively, used internally when sampling a texture.
compare, of type GPUCompareFunction-
When provided the sampler will be a comparison sampler with the specified
GPUCompareFunction.Note: Comparison samplers may use filtering, but the sampling results will be implementation-dependent and may differ from the normal filtering rules.
maxAnisotropy, of type unsigned short, defaulting to1-
Specifies the maximum anisotropy value clamp used by the sampler. Anisotropic filtering is enabled when
maxAnisotropyis > 1 and the implementation supports it.Anisotropic filtering improves the image quality of textures sampled at oblique viewing angles. Higher
maxAnisotropyvalues indicate the maximum ratio of anisotropy supported when filtering.NOTE:Most implementations supportmaxAnisotropyvalues in range between 1 and 16, inclusive. The used value ofmaxAnisotropywill be clamped to the maximum value that the platform supports.The precise filtering behavior is implementation-dependent.
explain how LOD is calculated and if there are differences here between platforms.
GPUAddressMode describes the behavior of the sampler if the sample footprint extends beyond
the bounds of the sampled texture.
Describe a "sample footprint" in greater detail.
enum {GPUAddressMode "clamp-to-edge" ,"repeat" ,"mirror-repeat" , };
"clamp-to-edge"-
Texture coordinates are clamped between 0.0 and 1.0, inclusive.
"repeat"-
Texture coordinates wrap to the other side of the texture.
"mirror-repeat"-
Texture coordinates wrap to the other side of the texture, but the texture is flipped when the integer part of the coordinate is odd.
GPUFilterMode and GPUMipmapFilterMode describe the behavior of the sampler if the sample footprint does not exactly
match one texel.
enum {GPUFilterMode "nearest" ,"linear" , };enum {GPUMipmapFilterMode ,"nearest" , };"linear"
"nearest"-
Return the value of the texel nearest to the texture coordinates.
"linear"-
Select two texels in each dimension and return a linear interpolation between their values.
GPUCompareFunction specifies the behavior of a comparison sampler. If a comparison sampler is
used in a shader, the depth_ref is compared to the fetched texel value, and the result of this
comparison test is generated (1.0f for pass, or 0.0f for fail).
After comparison, if texture filtering is enabled, the filtering step occurs, so that comparison
results are mixed together resulting in values in the range [0, 1]. Filtering should behave
as usual, however it may be computed with lower precision or not mix results at all.
enum {GPUCompareFunction "never" ,"less" ,"equal" ,"less-equal" ,"greater" ,"not-equal" ,"greater-equal" ,"always" , };
"never"-
Comparison tests never pass.
"less"-
A provided value passes the comparison test if it is less than the sampled value.
"equal"-
A provided value passes the comparison test if it is equal to the sampled value.
"less-equal"-
A provided value passes the comparison test if it is less than or equal to the sampled value.
"greater"-
A provided value passes the comparison test if it is greater than the sampled value.
"not-equal"-
A provided value passes the comparison test if it is not equal to the sampled value.
"greater-equal"-
A provided value passes the comparison test if it is greater than or equal to the sampled value.
"always"-
Comparison tests always pass.
7.1.2. Sampler Creation
createSampler(descriptor)-
Creates a
GPUSampler.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createSampler(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUSamplerDescriptor✘ ✔ Description of the GPUSamplerto create.Returns:
GPUSamplerContent timeline steps:
-
Let s be ! create a new WebGPU object(this,
GPUSampler, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return s.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate s, and stop.
-
this must not be lost.
-
descriptor.
lodMinClamp≥ 0. -
descriptor.
lodMaxClamp≥ descriptor.lodMinClamp. -
descriptor.
maxAnisotropy≥ 1.Note: Most implementations support
maxAnisotropyvalues in range between 1 and 16, inclusive. The providedmaxAnisotropyvalue will be clamped to the maximum value that the platform supports. -
If descriptor.
maxAnisotropy> 1:-
descriptor.
magFilter, descriptor.minFilter, and descriptor.mipmapFiltermust be"linear".
-
-
-
Set s.
[[descriptor]]to descriptor. -
Set s.
[[isComparison]]tofalseif thecompareattribute of s.[[descriptor]]isnullor undefined. Otherwise, set it totrue. -
Set s.
[[isFiltering]]tofalseif none ofminFilter,magFilter, ormipmapFilterhas the value of"linear". Otherwise, set it totrue.
-
GPUSampler that does trilinear filtering and repeats texture coordinates:
const sampler= gpuDevice. createSampler({ addressModeU: 'repeat' , addressModeV: 'repeat' , magFilter: 'linear' , minFilter: 'linear' , mipmapFilter: 'linear' , });
8. Resource Binding
8.1. GPUBindGroupLayout
A GPUBindGroupLayout defines the interface between a set of resources bound in a GPUBindGroup and their accessibility in shader stages.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUBindGroupLayout { };GPUBindGroupLayout includes GPUObjectBase ;
GPUBindGroupLayout has the following internal slots:
[[descriptor]], of typeGPUBindGroupLayoutDescriptor
8.1.1. Bind Group Layout Creation
A GPUBindGroupLayout is created via GPUDevice.createBindGroupLayout().
dictionary :GPUBindGroupLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayoutEntry >entries ; };
GPUBindGroupLayoutDescriptor dictionaries have the following members:
entries, of type sequence<GPUBindGroupLayoutEntry>-
A list of entries describing the shader resource bindings for a bind group.
A GPUBindGroupLayoutEntry describes a single shader resource binding to be included in a GPUBindGroupLayout.
dictionary {GPUBindGroupLayoutEntry required GPUIndex32 binding ;required GPUShaderStageFlags visibility ;GPUBufferBindingLayout buffer ;GPUSamplerBindingLayout sampler ;GPUTextureBindingLayout texture ;GPUStorageTextureBindingLayout storageTexture ;GPUExternalTextureBindingLayout externalTexture ; };
GPUBindGroupLayoutEntry dictionaries have the following members:
binding, of type GPUIndex32-
A unique identifier for a resource binding within the
GPUBindGroupLayout, corresponding to aGPUBindGroupEntry.bindingand a @binding attribute in theGPUShaderModule. visibility, of type GPUShaderStageFlags-
A bitset of the members of
GPUShaderStage. Each set bit indicates that aGPUBindGroupLayoutEntry's resource will be accessible from the associated shader stage. buffer, of type GPUBufferBindingLayout-
When provided, indicates the binding resource type for this
GPUBindGroupLayoutEntryisGPUBufferBinding. sampler, of type GPUSamplerBindingLayout-
When provided, indicates the binding resource type for this
GPUBindGroupLayoutEntryisGPUSampler. texture, of type GPUTextureBindingLayout-
When provided, indicates the binding resource type for this
GPUBindGroupLayoutEntryisGPUTextureView. storageTexture, of type GPUStorageTextureBindingLayout-
When provided, indicates the binding resource type for this
GPUBindGroupLayoutEntryisGPUTextureView. externalTexture, of type GPUExternalTextureBindingLayout-
When provided, indicates the binding resource type for this
GPUBindGroupLayoutEntryisGPUExternalTexture.
typedef [EnforceRange ]unsigned long ; [GPUShaderStageFlags Exposed =(Window ,Worker ),SecureContext ]namespace {GPUShaderStage const GPUFlagsConstant VERTEX = 0x1;const GPUFlagsConstant FRAGMENT = 0x2;const GPUFlagsConstant COMPUTE = 0x4; };
GPUShaderStage contains the following flags, which describe which shader stages a
corresponding GPUBindGroupEntry for this GPUBindGroupLayoutEntry will be visible to:
VERTEX-
The bind group entry will be accessible to vertex shaders.
FRAGMENT-
The bind group entry will be accessible to fragment shaders.
COMPUTE-
The bind group entry will be accessible to compute shaders.
The binding member of a GPUBindGroupLayoutEntry is determined by which member of the GPUBindGroupLayoutEntry is defined: buffer, sampler, texture, storageTexture, or externalTexture.
Only one may be defined for any given GPUBindGroupLayoutEntry.
Each member has an associated GPUBindingResource type and each binding type has an associated internal usage, given by this table:
| Binding member | Resource type | Binding type | Binding usage |
|---|---|---|---|
buffer
| GPUBufferBinding
| "uniform"
| constant |
"storage"
| storage | ||
"read-only-storage"
| storage-read | ||
sampler
| GPUSampler
| "filtering"
| constant |
"non-filtering"
| |||
"comparison"
| |||
texture
| GPUTextureView
| "float"
| constant |
"unfilterable-float"
| |||
"depth"
| |||
"sint"
| |||
"uint"
| |||
storageTexture
| GPUTextureView
| "write-only"
| storage |
"read-write"
| |||
"read-only"
| storage-read | ||
externalTexture
| GPUExternalTexture
| constant |
GPUBindGroupLayoutEntry values entries exceeds the binding slot limits of supported limits limits if the number of slots used toward a limit exceeds the supported value in limits.
Each entry may use multiple slots toward multiple limits.
Device timeline steps:
-
For each entry in entries, if:
- entry.
buffer?.typeis"uniform"and entry.buffer?.hasDynamicOffsetistrue -
Consider 1
maxDynamicUniformBuffersPerPipelineLayoutslot to be used. - entry.
buffer?.typeis"storage"and entry.buffer?.hasDynamicOffsetistrue -
Consider 1
maxDynamicStorageBuffersPerPipelineLayoutslot to be used.
- entry.
-
For each shader stage stage in «
VERTEX,FRAGMENT,COMPUTE»:-
For each entry in entries for which entry.
visibilitycontains stage, if:- entry.
buffer?.typeis"uniform" -
Consider 1
maxUniformBuffersPerShaderStageslot to be used. - entry.
buffer?.typeis"storage"or"read-only-storage" -
Consider 1
maxStorageBuffersPerShaderStageslot to be used. - entry.
sampleris provided -
Consider 1
maxSamplersPerShaderStageslot to be used. - entry.
textureis provided -
Consider 1
maxSampledTexturesPerShaderStageslot to be used. - entry.
storageTextureis provided -
Consider 1
maxStorageTexturesPerShaderStageslot to be used. - entry.
externalTextureis provided -
Consider 4
maxSampledTexturesPerShaderStageslot, 1maxSamplersPerShaderStageslot, and 1maxUniformBuffersPerShaderStageslot to be used.
- entry.
-
enum {GPUBufferBindingType ,"uniform" ,"storage" , };"read-only-storage" dictionary {GPUBufferBindingLayout GPUBufferBindingType type = "uniform";boolean hasDynamicOffset =false ;GPUSize64 minBindingSize = 0; };
GPUBufferBindingLayout dictionaries have the following members:
type, of type GPUBufferBindingType, defaulting to"uniform"-
Indicates the type required for buffers bound to this bindings.
hasDynamicOffset, of type boolean, defaulting tofalse-
Indicates whether this binding requires a dynamic offset.
minBindingSize, of type GPUSize64, defaulting to0-
Indicates the minimum
sizeof a buffer binding used with this bind point.Bindings are always validated against this size in
createBindGroup().If this is not
0, pipeline creation additionally validates that this value ≥ the minimum buffer binding size of the variable.If this is
0, it is ignored by pipeline creation, and instead draw/dispatch commands validate that each binding in theGPUBindGroupsatisfies the minimum buffer binding size of the variable.Note: Similar execution-time validation is theoretically possible for other binding-related fields specified for early validation, like
sampleTypeandformat, which currently can only be validated in pipeline creation. However, such execution-time validation could be costly or unnecessarily complex, so it is available only forminBindingSizewhich is expected to have the most ergonomic impact.
enum {GPUSamplerBindingType ,"filtering" ,"non-filtering" , };"comparison" dictionary {GPUSamplerBindingLayout GPUSamplerBindingType type = "filtering"; };
GPUSamplerBindingLayout dictionaries have the following members:
type, of type GPUSamplerBindingType, defaulting to"filtering"-
Indicates the required type of a sampler bound to this bindings.
enum {GPUTextureSampleType ,"float" ,"unfilterable-float" ,"depth" ,"sint" , };"uint" dictionary {GPUTextureBindingLayout GPUTextureSampleType sampleType = "float";GPUTextureViewDimension viewDimension = "2d";boolean multisampled =false ; };
GPUTextureBindingLayout dictionaries have the following members:
sampleType, of type GPUTextureSampleType, defaulting to"float"-
Indicates the type required for texture views bound to this binding.
viewDimension, of type GPUTextureViewDimension, defaulting to"2d"-
Indicates the required
dimensionfor texture views bound to this binding. multisampled, of type boolean, defaulting tofalse-
Indicates whether or not texture views bound to this binding must be multisampled.
enum {GPUStorageTextureAccess ,"write-only" ,"read-only" , };"read-write" dictionary {GPUStorageTextureBindingLayout GPUStorageTextureAccess access = "write-only";required GPUTextureFormat format ;GPUTextureViewDimension viewDimension = "2d"; };
GPUStorageTextureBindingLayout dictionaries have the following members:
access, of type GPUStorageTextureAccess, defaulting to"write-only"-
The access mode for this binding, indicating readability and writability.
format, of type GPUTextureFormat-
The required
formatof texture views bound to this binding. viewDimension, of type GPUTextureViewDimension, defaulting to"2d"-
Indicates the required
dimensionfor texture views bound to this binding.
dictionary { };GPUExternalTextureBindingLayout
A GPUBindGroupLayout object has the following internal slots:
[[entryMap]], of type ordered map<GPUSize32,GPUBindGroupLayoutEntry>-
The map of binding indices pointing to the
GPUBindGroupLayoutEntrys, which thisGPUBindGroupLayoutdescribes. [[dynamicOffsetCount]], of typeGPUSize32-
The number of buffer bindings with dynamic offsets in this
GPUBindGroupLayout. [[exclusivePipeline]], of typeGPUPipelineBase?, initiallynull-
The pipeline that created this
GPUBindGroupLayout, if it was created as part of a default pipeline layout. If notnull,GPUBindGroups created with thisGPUBindGroupLayoutcan only be used with the specifiedGPUPipelineBase.
createBindGroupLayout(descriptor)-
Creates a
GPUBindGroupLayout.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBindGroupLayout(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBindGroupLayoutDescriptor✘ ✘ Description of the GPUBindGroupLayoutto create.Returns:
GPUBindGroupLayoutContent timeline steps:
-
For each
GPUBindGroupLayoutEntryentry in descriptor.entries:-
If entry.
storageTextureis provided:-
? Validate texture format required features for entry.
storageTexture.formatwith this.[[device]].
-
-
-
Let layout be ! create a new WebGPU object(this,
GPUBindGroupLayout, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return layout.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate layout, and stop.
-
this must not be lost.
-
Let limits be this.
[[device]].[[limits]]. -
The
bindingof each entry in descriptor is unique. -
The
bindingof each entry in descriptor must be < limits.maxBindingsPerBindGroup. -
descriptor.
entriesmust not exceed the binding slot limits of limits. -
For each
GPUBindGroupLayoutEntryentry in descriptor.entries:-
Exactly one of entry.
buffer, entry.sampler, entry.texture, and entry.storageTextureis provided. -
entry.
visibilitycontains only bits defined inGPUShaderStage. -
If entry.
visibilityincludesVERTEX:-
entry.
buffer?.typemust not be"storage". Note that"read-only-storage"is allowed. -
entry.
storageTexture?.accessmust be"read-only".
-
-
If entry.
texture?.multisampledistrue:-
entry.
texture.viewDimensionis"2d". -
entry.
texture.sampleTypeis not"float".
-
-
If entry.
storageTextureis provided:-
entry.
storageTexture.viewDimensionis not"cube"or"cube-array". -
entry.
storageTexture.formatmust be a format which can support storage usage for the given entry.storageTexture.accessaccording to the § 26.1.1 Plain color formats table.
-
-
-
-
Set layout.
[[descriptor]]to descriptor. -
Set layout.
[[dynamicOffsetCount]]to the number of entries in descriptor wherebufferis provided andbuffer.hasDynamicOffsetistrue. -
For each
GPUBindGroupLayoutEntryentry in descriptor.entries:-
Insert entry into layout.
[[entryMap]]with the key of entry.binding.
-
-
8.1.2. Compatibility
GPUBindGroupLayout objects a and b are considered group-equivalent if and only if all of the following conditions are satisfied:
-
for any binding number binding, one of the following conditions is satisfied:
-
it’s missing from both a.
[[entryMap]]and b.[[entryMap]]. -
a.
[[entryMap]][binding] == b.[[entryMap]][binding]
-
If bind groups layouts are group-equivalent they can be interchangeably used in all contents.
8.2. GPUBindGroup
A GPUBindGroup defines a set of resources to be bound together in a group
and how the resources are used in shader stages.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUBindGroup { };GPUBindGroup includes GPUObjectBase ;
A GPUBindGroup object has the following internal slots:
[[layout]], of typeGPUBindGroupLayout, readonly-
The
GPUBindGroupLayoutassociated with thisGPUBindGroup. [[entries]], of type sequence<GPUBindGroupEntry>, readonly-
The set of
GPUBindGroupEntrys thisGPUBindGroupdescribes. [[usedResources]], of type ordered map<subresource, list<internal usage>>, readonly-
The set of buffer and texture subresources used by this bind group, associated with lists of the internal usage flags.
GPUBindGroup bindGroup,
given list<GPUBufferDynamicOffset> dynamicOffsets, are computed as follows:
-
Let result be a new set<(
GPUBindGroupLayoutEntry,GPUBufferBinding)>. -
Let dynamicOffsetIndex be 0.
-
For each
GPUBindGroupEntrybindGroupEntry in bindGroup.[[entries]], sorted by bindGroupEntry.binding:-
Let bindGroupLayoutEntry be bindGroup.
[[layout]].[[entryMap]][bindGroupEntry.binding]. -
Let bound be a copy of bindGroupEntry.
resource. -
Assert bound is a
GPUBufferBinding. -
If bindGroupLayoutEntry.
buffer.hasDynamicOffset:-
Increment bound.
offsetby dynamicOffsets[dynamicOffsetIndex]. -
Increment dynamicOffsetIndex by 1.
-
-
Append (bindGroupLayoutEntry, bound) to result.
-
-
Return result.
8.2.1. Bind Group Creation
A GPUBindGroup is created via GPUDevice.createBindGroup().
dictionary :GPUBindGroupDescriptor GPUObjectDescriptorBase {required GPUBindGroupLayout layout ;required sequence <GPUBindGroupEntry >entries ; };
GPUBindGroupDescriptor dictionaries have the following members:
layout, of type GPUBindGroupLayout-
The
GPUBindGroupLayoutthe entries of this bind group will conform to. entries, of type sequence<GPUBindGroupEntry>-
A list of entries describing the resources to expose to the shader for each binding described by the
layout.
typedef (GPUSampler or GPUTextureView or GPUBufferBinding or GPUExternalTexture );GPUBindingResource dictionary {GPUBindGroupEntry required GPUIndex32 binding ;required GPUBindingResource resource ; };
A GPUBindGroupEntry describes a single resource to be bound in a GPUBindGroup, and has the
following members:
binding, of type GPUIndex32-
A unique identifier for a resource binding within the
GPUBindGroup, corresponding to aGPUBindGroupLayoutEntry.bindingand a @binding attribute in theGPUShaderModule. resource, of type GPUBindingResource-
The resource to bind, which may be a
GPUSampler,GPUTextureView,GPUExternalTexture, orGPUBufferBinding.
A GPUBindGroupEntry object also has the following internal slots:
[[prevalidatedSize]], of type boolean-
Whether or not this binding entry had it’s buffer size validated at time of creation.
dictionary {GPUBufferBinding required GPUBuffer buffer ;GPUSize64 offset = 0;GPUSize64 size ; };
A GPUBufferBinding describes a buffer and optional range to bind as a resource, and has the
following members:
buffer, of type GPUBuffer-
The
GPUBufferto bind. offset, of type GPUSize64, defaulting to0-
The offset, in bytes, from the beginning of
bufferto the beginning of the range exposed to the shader by the buffer binding. size, of type GPUSize64-
The size, in bytes, of the buffer binding. If not provided, specifies the range starting at
offsetand ending at the end ofbuffer.
createBindGroup(descriptor)-
Creates a
GPUBindGroup.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBindGroup(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBindGroupDescriptor✘ ✘ Description of the GPUBindGroupto create.Returns:
GPUBindGroupContent timeline steps:
-
Let bindGroup be ! create a new WebGPU object(this,
GPUBindGroup, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return bindGroup.
Device timeline initialization steps:-
Let limits be this.
[[device]].[[limits]]. -
If any of the following conditions are unsatisfied generate a validation error, invalidate bindGroup, and stop.
-
descriptor.
layoutis valid to use with this. -
The number of
entriesof descriptor.layoutis exactly equal to the number of descriptor.entries.
For each
GPUBindGroupEntrybindingDescriptor in descriptor.entries:-
Let resource be bindingDescriptor.
resource. -
There is exactly one
GPUBindGroupLayoutEntrylayoutBinding in descriptor.layout.entriessuch that layoutBinding.bindingequals to bindingDescriptor.binding. -
If the defined binding member for layoutBinding is
sampler-
-
resource is a
GPUSampler. -
resource is valid to use with this.
-
If layoutBinding.
sampler.typeis:"filtering"-
resource.
[[isComparison]]isfalse. "non-filtering"-
resource.
[[isFiltering]]isfalse. resource.[[isComparison]]isfalse. "comparison"-
resource.
[[isComparison]]istrue.
-
texture-
-
resource is a
GPUTextureView. -
resource is valid to use with this.
-
Let texture be resource.
[[texture]]. -
layoutBinding.
texture.viewDimensionis equal to resource’sdimension. -
layoutBinding.
texture.sampleTypeis compatible with resource’sformat. -
texture’s
usageincludesTEXTURE_BINDING. -
If layoutBinding.
texture.multisampledistrue, texture’ssampleCount>1, Otherwise texture’ssampleCountis1.
-
storageTexture-
-
resource is a
GPUTextureView. -
resource is valid to use with this.
-
Let texture be resource.
[[texture]]. -
layoutBinding.
storageTexture.viewDimensionis equal to resource’sdimension. -
layoutBinding.
storageTexture.formatis equal to resource.[[descriptor]].format. -
texture’s
usageincludesSTORAGE_BINDING. -
resource.
[[descriptor]].mipLevelCountmust be 1.
-
buffer-
-
resource is a
GPUBufferBinding. -
resource.
bufferis valid to use with this. -
The bound part designated by resource.
offsetand resource.sizeresides inside the buffer and has non-zero size. -
effective buffer binding size(resource) ≥ layoutBinding.
buffer.minBindingSize. -
If layoutBinding.
buffer.typeis"uniform"-
-
effective buffer binding size(resource) ≤ limits.
maxUniformBufferBindingSize. -
resource.
offsetis a multiple of limits.minUniformBufferOffsetAlignment.
"storage"or"read-only-storage"-
-
effective buffer binding size(resource) ≤ limits.
maxStorageBufferBindingSize. -
effective buffer binding size(resource) is a multiple of 4.
-
resource.
offsetis a multiple of limits.minStorageBufferOffsetAlignment.
-
externalTexture-
-
resource is a
GPUExternalTexture. -
resource is valid to use with this.
-
-
-
Let bindGroup.
[[layout]]= descriptor.layout. -
Let bindGroup.
[[entries]]= descriptor.entries. -
Let bindGroup.
[[usedResources]]= {}. -
For each
GPUBindGroupEntrybindingDescriptor in descriptor.entries:-
Let internalUsage be the binding usage for layoutBinding.
-
Each subresource seen by resource is added to
[[usedResources]]as internalUsage. -
Let bindingDescriptor.
[[prevalidatedSize]]befalseif the defined binding member for layoutBinding isbufferand layoutBinding.buffer.minBindingSizeis0, andtrueotherwise.
-
-
GPUBufferBinding objects a and b are considered buffer-binding-aliasing if and only if all of the following are true:
-
The range formed by a.
offsetand a.sizeintersects the range formed by b.offsetand b.size, where if asizeis unspecified, the range goes to the end of the buffer.
Note: When doing this calculation, any dynamic offsets have already been applied to the ranges.
8.3. GPUPipelineLayout
A GPUPipelineLayout defines the mapping between resources of all GPUBindGroup objects set up during command encoding in setBindGroup(), and the shaders of the pipeline set by GPURenderCommandsMixin.setPipeline or GPUComputePassEncoder.setPipeline.
The full binding address of a resource can be defined as a trio of:
-
shader stage mask, to which the resource is visible
-
bind group index
-
binding number
The components of this address can also be seen as the binding space of a pipeline. A GPUBindGroup (with the corresponding GPUBindGroupLayout) covers that space for a fixed bind group index. The contained bindings need to be a superset of the resources used by the shader at this bind group index.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUPipelineLayout { };GPUPipelineLayout includes GPUObjectBase ;
GPUPipelineLayout has the following internal slots:
[[bindGroupLayouts]], of type list<GPUBindGroupLayout>-
The
GPUBindGroupLayoutobjects provided at creation inGPUPipelineLayoutDescriptor.bindGroupLayouts.
Note: using the same GPUPipelineLayout for many GPURenderPipeline or GPUComputePipeline pipelines guarantees that the user agent doesn’t need to rebind any resources internally when there is a switch between these pipelines.
GPUComputePipeline object X was created with GPUPipelineLayout.bindGroupLayouts A, B, C. GPUComputePipeline object Y was created with GPUPipelineLayout.bindGroupLayouts A, D, C. Supposing the command encoding sequence has two dispatches:
-
setBindGroup(0, ...)
-
setBindGroup(1, ...)
-
setBindGroup(2, ...)
-
setPipeline(X) -
setBindGroup(1, ...)
-
setPipeline(Y)
In this scenario, the user agent would have to re-bind the group slot 2 for the second dispatch, even though neither the GPUBindGroupLayout at index 2 of GPUPipelineLayout.bindGroupLayouts, or the GPUBindGroup at slot 2, change.
Note: the expected usage of the GPUPipelineLayout is placing the most common and the least frequently changing bind groups at the "bottom" of the layout, meaning lower bind group slot numbers, like 0 or 1. The more frequently a bind group needs to change between draw calls, the higher its index should be. This general guideline allows the user agent to minimize state changes between draw calls, and consequently lower the CPU overhead.
8.3.1. Pipeline Layout Creation
A GPUPipelineLayout is created via GPUDevice.createPipelineLayout().
dictionary :GPUPipelineLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayout >bindGroupLayouts ; };
GPUPipelineLayoutDescriptor dictionaries define all the GPUBindGroupLayouts used by a
pipeline, and have the following members:
bindGroupLayouts, of type sequence<GPUBindGroupLayout>-
A list of
GPUBindGroupLayouts the pipeline will use. Each element corresponds to a @group attribute in theGPUShaderModule, with theNth element corresponding with@group(N).
createPipelineLayout(descriptor)-
Creates a
GPUPipelineLayout.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createPipelineLayout(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUPipelineLayoutDescriptor✘ ✘ Description of the GPUPipelineLayoutto create.Returns:
GPUPipelineLayoutContent timeline steps:
-
Let pl be ! create a new WebGPU object(this,
GPUPipelineLayout, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return pl.
Device timeline initialization steps:-
Let limits be this.
[[device]].[[limits]]. -
Let allEntries be the result of concatenating bgl.
[[descriptor]].entriesfor all bgl in descriptor.bindGroupLayouts. -
If any of the following conditions are unsatisfied generate a validation error, invalidate pl, and stop.
-
Every
GPUBindGroupLayoutin descriptor.bindGroupLayoutsmust be valid to use with this and have a[[exclusivePipeline]]ofnull. -
The size of descriptor.
bindGroupLayoutsmust be ≤ limits.maxBindGroups. -
allEntries must not exceed the binding slot limits of limits.
-
-
Set the pl.
[[bindGroupLayouts]]to descriptor.bindGroupLayouts.
-
Note: two GPUPipelineLayout objects are considered equivalent for any usage
if their internal [[bindGroupLayouts]] sequences contain GPUBindGroupLayout objects that are group-equivalent.
8.4. Example
GPUBindGroupLayout that describes a binding with a uniform buffer, a texture, and a sampler.
Then create a GPUBindGroup and a GPUPipelineLayout using the GPUBindGroupLayout.
const bindGroupLayout= gpuDevice. createBindGroupLayout({ entries: [{ binding: 0 , visibility: GPUShaderStage. VERTEX| GPUShaderStage. FRAGMENT, buffer: {} }, { binding: 1 , visibility: GPUShaderStage. FRAGMENT, texture: {} }, { binding: 2 , visibility: GPUShaderStage. FRAGMENT, sampler: {} }] }); const bindGroup= gpuDevice. createBindGroup({ layout: bindGroupLayout, entries: [{ binding: 0 , resource: { buffer: buffer}, }, { binding: 1 , resource: texture}, { binding: 2 , resource: sampler}] }); const pipelineLayout= gpuDevice. createPipelineLayout({ bindGroupLayouts: [ bindGroupLayout] });
9. Shader Modules
9.1. GPUShaderModule
[Exposed =(Window ,Worker ),SecureContext ]interface GPUShaderModule {Promise <GPUCompilationInfo >getCompilationInfo (); };GPUShaderModule includes GPUObjectBase ;
GPUShaderModule is a reference to an internal shader module object.
9.1.1. Shader Module Creation
dictionary :GPUShaderModuleDescriptor GPUObjectDescriptorBase {required USVString code ;object sourceMap ;sequence <GPUShaderModuleCompilationHint >compilationHints = []; };
code, of type USVString-
The WGSL source code for the shader module.
sourceMap, of type object-
If defined, may be interpreted in the [SourceMap] v3 format.
If an implementation supports this option but is unable to process the provided value, it should show a developer-visible warning but must not produce any application-observable error.
Note: Source map support is optional, but serves as a semi-standardized way to support dev-tool integration such as source-language debugging.
WGSL names (identifiers) in source maps follow the rules defined in WGSL identifier comparison.
compilationHints, of type sequence<GPUShaderModuleCompilationHint>, defaulting to[]-
A list of
GPUShaderModuleCompilationHints.Any hint provided by an application should contain information about one entry point of a pipeline that will eventually be created from the entry point.
Implementations should use any information present in the
GPUShaderModuleCompilationHintto perform as much compilation as is possible withincreateShaderModule().Aside from type-checking, these hints are not validated in any way.
NOTE:Supplying information incompilationHintsdoes not have any observable effect, other than performance. It may be detrimental to performance to provide hints for pipelines that never end up being created.Because a single shader module can hold multiple entry points, and multiple pipelines can be created from a single shader module, it can be more performant for an implementation to do as much compilation as possible once in
createShaderModule()rather than multiple times in the multiple calls tocreateComputePipeline()orcreateRenderPipeline().Hints are only applied to the entry points they explicitly name. Unlike
GPUProgrammableStage.entryPoint, there is no default, even if only one entry point is present in the module.Note: Hints are not validated in an observable way, but user agents may surface identifiable errors (like unknown entry point names or incompatible pipeline layouts) to developers, for example in the browser developer console.
createShaderModule(descriptor)-
Creates a
GPUShaderModule.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createShaderModule(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUShaderModuleDescriptor✘ ✘ Description of the GPUShaderModuleto create.Returns:
GPUShaderModuleContent timeline steps:
-
Let sm be ! create a new WebGPU object(this,
GPUShaderModule, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return sm.
Device timeline initialization steps:-
Let error be any error that results from shader module creation with the WGSL source descriptor.
code, ornullif no errors occured. -
If any of the following requirements are unmet, generate a validation error, invalidate sm, and return.
-
this must not be lost.
-
error must not be a shader-creation program error.
Note: Uncategorized errors cannot arise from shader module creation. Implementations which detect such errors during shader module creation must behave as if the shader module is valid, and defer surfacing the error until pipeline creation.
-
NOTE:User agents should not include detailed compiler error messages or shader text in themessagetext of validation errors arising here: these details are accessible viagetCompilationInfo(). User agents should surface human-readable, formatted error details to developers for easier debugging (for example as a warning in the browser developer console, expandable to show full shader source).As shader compilation errors should be rare in production applications, user agents could choose to surface them to developers regardless of error handling (GPU error scopes or
uncapturederrorevent handlers), e.g. as an expandable warning. If not, they should provide and document another way for developers to access human-readable error details, for example by adding a checkbox to show errors unconditionally, or by showing human-readable details when logging aGPUCompilationInfoobject to the console. -
GPUShaderModule from WGSL code:
// A simple vertex and fragment shader pair that will fill the viewport with red. const shaderSource= ` var<private> pos : array<vec2<f32>, 3> = array<vec2<f32>, 3>( vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0)); @vertex fn vertexMain(@builtin(vertex_index) vertexIndex : u32) -> @builtin(position) vec4<f32> { return vec4(pos[vertexIndex], 1.0, 1.0); } @fragment fn fragmentMain() -> @location(0) vec4<f32> { return vec4(1.0, 0.0, 0.0, 1.0); } ` ; const shaderModule= gpuDevice. createShaderModule({ code: shaderSource, });
9.1.1.1. Shader Module Compilation Hints
Shader module compilation hints are optional, additional information indicating how a given GPUShaderModule entry point is intended to be used in the future. For some implementations this
information may aid in compiling the shader module earlier, potentially increasing performance.
dictionary {GPUShaderModuleCompilationHint required USVString ; (entryPoint GPUPipelineLayout or GPUAutoLayoutMode )layout ; };
layout, of type(GPUPipelineLayout or GPUAutoLayoutMode)-
A
GPUPipelineLayoutthat theGPUShaderModulemay be used with in a futurecreateComputePipeline()orcreateRenderPipeline()call. If set to"auto"the layout will be the default pipeline layout for the entry point associated with this hint will be used.
createShaderModule() and createComputePipeline() / createRenderPipeline().
If an application is unable to provide hint information at the time of calling createShaderModule(), it should usually not delay calling createShaderModule(), but instead just omit the unknown information from
the compilationHints sequence or the individual members of GPUShaderModuleCompilationHint. Omitting this information
may cause compilation to be deferred to createComputePipeline() / createRenderPipeline().
If an author is not confident that the hint information passed to createShaderModule() will match the information later passed to createComputePipeline() / createRenderPipeline() with that same module, they should avoid passing that
information to createShaderModule(), as passing mismatched information to createShaderModule() may cause unnecessary compilations to occur.
9.1.2. Shader Module Compilation Information
enum {GPUCompilationMessageType ,"error" ,"warning" , }; ["info" Exposed =(Window ,Worker ),Serializable ,SecureContext ]interface {GPUCompilationMessage readonly attribute DOMString message ;readonly attribute GPUCompilationMessageType type ;readonly attribute unsigned long long lineNum ;readonly attribute unsigned long long linePos ;readonly attribute unsigned long long offset ;readonly attribute unsigned long long length ; }; [Exposed =(Window ,Worker ),Serializable ,SecureContext ]interface {GPUCompilationInfo readonly attribute FrozenArray <GPUCompilationMessage >; };messages
A GPUCompilationMessage is an informational, warning, or error message generated by the GPUShaderModule compiler. The messages are intended to be human readable to help developers
diagnose issues with their shader code. Each message may correspond to
either a single point in the shader code, a substring of the shader code, or may not correspond to
any specific point in the code at all.
GPUCompilationMessage has the following attributes:
message, of type DOMString, readonly-
The human-readable, localizable text for this compilation message.
Note: The
messageshould follow the best practices for language and direction information. This includes making use of any future standards which may emerge regarding the reporting of string language and direction metadata.Editorial note: At the time of this writing, no language/direction recommendation is available that provides compatibility and consistency with legacy APIs, but when there is, adopt it formally.
type, of type GPUCompilationMessageType, readonly-
The severity level of the message.
If the
typeis"error", it corresponds to a shader-creation error. lineNum, of type unsigned long long, readonly-
The line number in the shader
codethemessagecorresponds to. Value is one-based, such that a lineNum of1indicates the first line of the shadercode. Lines are delimited by line breaks.If the
messagecorresponds to a substring this points to the line on which the substring begins. Must be0if themessagedoes not correspond to any specific point in the shadercode. linePos, of type unsigned long long, readonly-
The offset, in UTF-16 code units, from the beginning of line
lineNumof the shadercodeto the point or beginning of the substring that themessagecorresponds to. Value is one-based, such that alinePosof1indicates the first code unit of the line.If
messagecorresponds to a substring this points to the first UTF-16 code unit of the substring. Must be0if themessagedoes not correspond to any specific point in the shadercode. offset, of type unsigned long long, readonly-
The offset from the beginning of the shader
codein UTF-16 code units to the point or beginning of the substring thatmessagecorresponds to. Must reference the same position aslineNumandlinePos. Must be0if themessagedoes not correspond to any specific point in the shadercode. length, of type unsigned long long, readonly-
The number of UTF-16 code units in the substring that
messagecorresponds to. If the message does not correspond with a substring thenlengthmust be 0.
Note: GPUCompilationMessage.lineNum and GPUCompilationMessage.linePos are one-based since the most common use
for them is expected to be printing human readable messages that can be correlated with the line and
column numbers shown in many text editors.
Note: GPUCompilationMessage.offset and GPUCompilationMessage.length are appropriate to pass to substr() in order to retrieve the substring of the shader code the message corresponds to.
getCompilationInfo()-
Returns any messages generated during the
GPUShaderModule's compilation.The locations, order, and contents of messages are implementation-defined. In particular, messages may not be ordered by
lineNum.Called on:GPUShaderModulethisReturns:
Promise<GPUCompilationInfo>Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the synchronization steps on the Device timeline of this.
-
Return promise.
Device timeline synchronization steps:-
When the device timeline becomes informed that shader module creation has completed for this:
-
Let messages be a list of any errors, warnings, or informational messages generated during shader module creation for this.
-
Issue the subsequent steps on contentTimeline.
-
Content timeline steps:-
Let info be a new
GPUCompilationInfo. -
For each message in messages:
-
Let m be a new
GPUCompilationMessage. -
Set m.
messageto be the text of message. -
- If message is associated with a specific substring or position
within the shader
code: -
-
Set m.
lineNumto the one-based number of the first line that the message refers to. -
Set m.
linePosto the one-based number of the first UTF-16 code units on m.lineNumthat the message refers to, or1if the message refers to the entire line. -
Set m.
offsetto the number of UTF-16 code units from the beginning of the shader to beginning of the substring or position that message refers to. -
Set m.
lengththe length of the substring in UTF-16 code units that message refers to, or 0 if message refers to a position
-
- Otherwise:
- If message is associated with a specific substring or position
within the shader
-
-
Resolve promise with info.
-
10. Pipelines
A pipeline, be it GPUComputePipeline or GPURenderPipeline,
represents the complete function done by a combination of the GPU hardware, the driver,
and the user agent, that process the input data in the shape of bindings and vertex buffers,
and produces some output, like the colors in the output render targets.
Structurally, the pipeline consists of a sequence of programmable stages (shaders) and fixed-function states, such as the blending modes.
Note: Internally, depending on the target platform, the driver may convert some of the fixed-function states into shader code, and link it together with the shaders provided by the user. This linking is one of the reason the object is created as a whole.
This combination state is created as a single object
(a GPUComputePipeline or GPURenderPipeline)
and switched using one command
(GPUComputePassEncoder.setPipeline() or GPURenderCommandsMixin.setPipeline() respectively).
There are two ways to create pipelines:
- immediate pipeline creation
-
createComputePipeline()andcreateRenderPipeline()return a pipeline object which can be used immediately in a pass encoder.When this fails, the pipeline object will be invalid and the call will generate either a validation error or an internal error.
Note: A handle object is returned immediately, but actual pipeline creation is not synchronous. If pipeline creation takes a long time, this can incur a stall in the device timeline at some point between the creation call and execution of the
submit()in which it is first used. The point is unspecified, but most likely to be one of: at creation, at the first usage of the pipeline insetPipeline(), at the correspondingfinish()of thatGPUCommandEncoderorGPURenderBundleEncoder, or atsubmit()of thatGPUCommandBuffer. - async pipeline creation
-
createComputePipelineAsync()andcreateRenderPipelineAsync()return aPromisewhich resolves to a pipeline object when creation of the pipeline has completed.When this fails, the
Promiserejects with aGPUPipelineError.
GPUPipelineError describes a pipeline creation failure.
[Exposed =(Window ,Worker ),SecureContext ,Serializable ]interface GPUPipelineError :DOMException {constructor (optional DOMString message = "",GPUPipelineErrorInit options );readonly attribute GPUPipelineErrorReason reason ; };dictionary {GPUPipelineErrorInit required GPUPipelineErrorReason ; };reason enum GPUPipelineErrorReason {"validation" ,"internal" , };
GPUPipelineError constructor:
constructor()-
Arguments:
Arguments for the GPUPipelineError.constructor() method. Parameter Type Nullable Optional Description messageDOMString✘ ✔ Error message of the base DOMException.optionsGPUPipelineErrorInit✘ ✘ Options specific to GPUPipelineError.Content timeline steps:
GPUPipelineError has the following attributes:
reason, of type GPUPipelineErrorReason, readonly-
A read-only slot-backed attribute exposing the type of error encountered in pipeline creation as a
GPUPipelineErrorReason:-
"validation": A validation error. -
"internal": An internal error.
-
GPUPipelineError objects are serializable objects.
-
Run the
DOMExceptionserialization steps given value and serialized.
-
Run the
DOMExceptiondeserialization steps given value and serialized.
10.1. Base pipelines
enum {GPUAutoLayoutMode , };"auto" dictionary :GPUPipelineDescriptorBase GPUObjectDescriptorBase {required (GPUPipelineLayout or GPUAutoLayoutMode )layout ; };
layout, of type(GPUPipelineLayout or GPUAutoLayoutMode)-
The
GPUPipelineLayoutfor this pipeline, or"auto"to generate the pipeline layout automatically.Note: If
"auto"is used the pipeline cannot shareGPUBindGroups with any other pipelines.
interface mixin { [GPUPipelineBase NewObject ]GPUBindGroupLayout getBindGroupLayout (unsigned long index ); };
GPUPipelineBase has the following internal slots:
[[layout]], of typeGPUPipelineLayout-
The definition of the layout of resources which can be used with
this.
GPUPipelineBase has the following methods:
getBindGroupLayout(index)-
Gets a
GPUBindGroupLayoutthat is compatible with theGPUPipelineBase'sGPUBindGroupLayoutatindex.Called on:GPUPipelineBasethisArguments:
Arguments for the GPUPipelineBase.getBindGroupLayout(index) method. Parameter Type Nullable Optional Description indexunsigned long✘ ✘ Index into the pipeline layout’s [[bindGroupLayouts]]sequence.Returns:
GPUBindGroupLayoutContent timeline steps:
-
Let layout be a new
GPUBindGroupLayoutobject. -
Issue the initialization steps on the Device timeline of this.
-
Return layout.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate layout, and stop.
-
this must be valid.
-
index < the size of this.
[[layout]].[[bindGroupLayouts]]
-
-
Initialize layout so it is a copy of this.
[[layout]].[[bindGroupLayouts]][index].Note:
GPUBindGroupLayoutis only ever used by-value, not by-reference, so this is equivalent to returning the same internal object with a new WebGPU interface. A newGPUBindGroupLayoutWebGPU interface is returned each time to avoid a round-trip between the Content timeline and the Device timeline.
-
10.1.1. Default pipeline layout
A GPUPipelineBase object that was created with a layout set to "auto" has a default layout created and used instead.
Note: Default layouts are provided as a convenience for simple pipelines, but use of explicit layouts is recommended in most cases. Bind groups created from default layouts cannot be used with other pipelines, and the structure of the default layout may change when altering shaders, causing unexpected bind group creation errors.
To create a default pipeline layout for GPUPipelineBase pipeline,
run the following device timeline steps:
-
Let groupCount be 0.
-
Let groupDescs be a sequence of device.
[[limits]].maxBindGroupsnewGPUBindGroupLayoutDescriptorobjects. -
For each groupDesc in groupDescs:
-
For each
GPUProgrammableStagestageDesc in the descriptor used to create pipeline:-
Let shaderStage be the
GPUShaderStageFlagsfor the shader stage at which stageDesc is used in pipeline. -
Let entryPoint be get the entry point(shaderStage, stageDesc). Assert entryPoint is not
null. -
For each resource resource statically used by entryPoint:
-
Let group be resource’s "group" decoration.
-
Let binding be resource’s "binding" decoration.
-
Let entry be a new
GPUBindGroupLayoutEntry. -
Set entry.
bindingto binding. -
Set entry.
visibilityto shaderStage. -
If resource is for a sampler binding:
-
Let samplerLayout be a new
GPUSamplerBindingLayout. -
Set entry.
samplerto samplerLayout.
-
-
If resource is for a comparison sampler binding:
-
Let samplerLayout be a new
GPUSamplerBindingLayout. -
Set samplerLayout.
typeto"comparison". -
Set entry.
samplerto samplerLayout.
-
-
If resource is for a buffer binding:
-
Let bufferLayout be a new
GPUBufferBindingLayout. -
Set bufferLayout.
minBindingSizeto resource’s minimum buffer binding size. -
If resource is for a read-only storage buffer:
-
Set bufferLayout.
typeto"read-only-storage".
-
-
If resource is for a storage buffer:
-
Set entry.
bufferto bufferLayout.
-
-
If resource is for a sampled texture binding:
-
Let textureLayout be a new
GPUTextureBindingLayout. -
If resource is a depth texture binding:
-
Set textureLayout.
sampleTypeto"depth"
Else if the sampled type of resource is:
f32and there exists a static use of resource by stageDesc with atextureSample*builtin-
Set textureLayout.
sampleTypeto"float" f32otherwise-
Set textureLayout.
sampleTypeto"unfilterable-float" i32-
Set textureLayout.
sampleTypeto"sint" u32-
Set textureLayout.
sampleTypeto"uint"
-
-
Set textureLayout.
viewDimensionto resource’s dimension. -
If resource is for a multisampled texture:
-
Set textureLayout.
multisampledtotrue.
-
-
Set entry.
textureto textureLayout.
-
-
If resource is for a storage texture binding:
-
Let storageTextureLayout be a new
GPUStorageTextureBindingLayout. -
Set storageTextureLayout.
formatto resource’s format. -
Set storageTextureLayout.
viewDimensionto resource’s dimension. -
If the access mode is:
read-
Set textureLayout.
accessto"read-only". write-
Set textureLayout.
accessto"write-only". read_write-
Set textureLayout.
accessto"read-write".
-
Set entry.
storageTextureto storageTextureLayout.
-
-
Set groupCount to max(groupCount, group + 1).
-
If groupDescs[group] has an entry previousEntry with
bindingequal to binding:-
If entry has different
visibilitythan previousEntry:-
Add the bits set in entry.
visibilityinto previousEntry.visibility
-
-
If resource is for a buffer binding and entry has greater
buffer.minBindingSizethan previousEntry:-
Set previousEntry.
buffer.minBindingSizeto entry.buffer.minBindingSize.
-
-
If resource is a sampled texture binding and entry has different
texture.sampleTypethan previousEntry and both entry and previousEntry havetexture.sampleTypeof either"float"or"unfilterable-float":-
Set previousEntry.
texture.sampleTypeto"float".
-
-
If any other property is unequal between entry and previousEntry:
-
Return
null(which will cause the creation of the pipeline to fail).
-
-
If resource is a storage texture binding, entry.storageTexture.
accessis"read-write", previousEntry.storageTexture.accessis"write-only", and previousEntry.storageTexture.formatis compatible withSTORAGE_BINDINGand"read-write"according to the § 26.1.1 Plain color formats table:-
Set previousEntry.storageTexture.
accessto"read-write".
-
-
-
Else
-
Append entry to groupDescs[group].
-
-
-
-
Let groupLayouts be a new list.
-
For each i from 0 to groupCount - 1, inclusive:
-
Let groupDesc be groupDescs[i].
-
Let bindGroupLayout be the result of calling device.
createBindGroupLayout()(groupDesc). -
Set bindGroupLayout.
[[exclusivePipeline]]to pipeline. -
Append bindGroupLayout to groupLayouts.
-
-
Let desc be a new
GPUPipelineLayoutDescriptor. -
Set desc.
bindGroupLayoutsto groupLayouts. -
Return device.
createPipelineLayout()(desc).
10.1.2. GPUProgrammableStage
A GPUProgrammableStage describes the entry point in the user-provided GPUShaderModule that controls one of the programmable stages of a pipeline.
Entry point names follow the rules defined in WGSL identifier comparison.
dictionary GPUProgrammableStage {required GPUShaderModule module ;USVString entryPoint ;record <USVString ,GPUPipelineConstantValue >constants ; };typedef double GPUPipelineConstantValue ; // May represent WGSL's bool, f32, i32, u32, and f16 if enabled.
GPUProgrammableStage has the following members:
module, of type GPUShaderModule-
The
GPUShaderModulecontaining the code that this programmable stage will execute. entryPoint, of type USVString-
The name of the function in
modulethat this stage will use to perform its work.NOTE: Since the
entryPointdictionary member is not required, methods which consume aGPUProgrammableStagemust use the "get the entry point" algorithm to determine which entry point it refers to. constants, of type record<USVString, GPUPipelineConstantValue>-
Specifies the values of pipeline-overridable constants in the shader module
module.Each such pipeline-overridable constant is uniquely identified by a single pipeline-overridable constant identifier string, representing the pipeline constant ID of the constant if its declaration specifies one, and otherwise the constant’s identifier name.
The key of each key-value pair must equal the identifier string of one such constant, with the comparison performed according to the rules for WGSL identifier comparison. When the pipeline is executed, that constant will have the specified value.
Values are specified as
GPUPipelineConstantValue, which is adouble. They are converted to WGSL type of the pipeline-overridable constant (bool/i32/u32/f32/f16). If conversion fails, a validation error is generated.Pipeline-overridable constants defined in WGSL:@id ( 0 ) override has_point_light : bool= true ; // Algorithmic control. @id ( 1200 ) override specular_param : f32= 2.3 ; // Numeric control. @id ( 1300 ) override gain : f32; // Must be overridden. override width : f32= 0.0 ; // Specifed at the API level // using the name "width". override depth : f32; // Specifed at the API level // using the name "depth". // Must be overridden. override height = 2 * depth ; // The default value // (if not set at the API level), // depends on another // overridable constant. Corresponding JavaScript code, providing only the overrides which are required (have no defaults):
{ // ... constants: { 1300 : 2.0 , // "gain" depth: - 1 , // "depth" } } Corresponding JavaScript code, overriding all constants:
{ // ... constants: { 0 : false , // "has_point_light" 1200 : 3.0 , // "specular_param" 1300 : 2.0 , // "gain" width: 20 , // "width" depth: - 1 , // "depth" height: 15 , // "height" } }
GPUShaderStage stage, GPUProgrammableStage descriptor), run the following device timeline steps:
-
If descriptor.
entryPointis provided:-
If descriptor.
modulecontains an entry point whose name equals descriptor.entryPoint, and whose shader stage equals stage, return that entry point.Otherwise, return
null.
Otherwise:
-
If there is exactly one entry point in descriptor.
modulewhose shader stage equals stage, return that entry point.Otherwise, return
null.
-
Arguments:
-
GPUShaderStagestage -
GPUProgrammableStagedescriptor -
GPUPipelineLayoutlayout
All of the requirements in the following steps must be met.
If any are unmet, return false; otherwise, return true.
-
Let entryPoint be get the entry point(stage, descriptor).
-
entryPoint must not be
null. -
For each binding that is statically used by entryPoint:
-
validating shader binding(binding, layout) must return
true.
-
-
For each texture and sampler statically used together by entryPoint in texture sampling calls:
-
Let texture be the
GPUBindGroupLayoutEntrycorresponding to the sampled texture in the call. -
Let sampler be the
GPUBindGroupLayoutEntrycorresponding to the used sampler in the call. -
If sampler.
typeis"filtering", then texture.sampleTypemust be"float".
Note:
"comparison"samplers can also only be used with"depth"textures, because they are the only texture type that can be bound to WGSLtexture_depth_*bindings. -
-
For each key → value in descriptor.
constants:-
key must equal the pipeline-overridable constant identifier string of some pipeline-overridable constant defined in the shader module descriptor.
moduleby the rules defined in WGSL identifier comparison. The pipeline-overridable constant is not required to be statically used by entryPoint. Let the type of that constant be T. -
Converting the IDL value value to WGSL type T must not throw a
TypeError.
-
-
For each pipeline-overridable constant identifier string key which is statically used by entryPoint:
-
If the pipeline-overridable constant identified by key does not have a default value, descriptor.
constantsmust contain key.
-
-
Pipeline-creation program errors must not result from the rules of the [WGSL] specification.
Arguments:
-
shader binding declaration variable, a module-scope variable declaration reflected from a shader module
-
GPUPipelineLayoutlayout
Let bindGroup be the bind group index, and bindIndex be the binding index, of the shader binding declaration variable.
Return true if all of the following conditions are satisfied:
-
layout.
[[bindGroupLayouts]][bindGroup] contains aGPUBindGroupLayoutEntryentry whose entry.binding== bindIndex. -
If the defined binding member for entry is:
buffer-
"uniform"-
variable is declared with address space
uniform. "storage"-
variable is declared with address space
storageand access moderead_write. "read-only-storage"-
variable is declared with address space
storageand access moderead.
If entry.
buffer.minBindingSizeis not0, then it must be at least the minimum buffer binding size for the associated buffer binding variable in the shader. sampler-
"filtering"or"non-filtering"-
variable has type
sampler. "comparison"-
variable has type
sampler_comparison.
texture-
If, and only if, entry.
texture.multisampledistrue, variable has typetexture_multisampled_2d<T>ortexture_depth_multisampled_2d<T>.If entry.
texture.sampleTypeis:"float","unfilterable-float","sint"or"uint"-
variable has one of the types:
-
texture_1d<T> -
texture_2d<T> -
texture_2d_array<T> -
texture_cube<T> -
texture_cube_array<T> -
texture_3d<T> -
texture_multisampled_2d<T>
If entry.
texture.sampleTypeis:"float"or"unfilterable-float"-
The sampled type
Tisf32. "sint"-
The sampled type
Tisi32. "uint"-
The sampled type
Tisu32.
-
"depth"-
variable has one of the types:
-
texture_2d<T> -
texture_2d_array<T> -
texture_cube<T> -
texture_cube_array<T> -
texture_multisampled_2d<T> -
texture_depth_2d -
texture_depth_2d_array -
texture_depth_cube -
texture_depth_cube_array -
texture_depth_multisampled_2d
where the sampled type
Tisf32. -
If entry.
texture.viewDimensionis:"1d"-
variable has type
texture_1d<T>. "2d"-
variable has type
texture_2d<T>ortexture_multisampled_2d<T>. "2d-array"-
variable has type
texture_2d_array<T>. "cube"-
variable has type
texture_cube<T>. "cube-array"-
variable has type
texture_cube_array<T>. "3d"-
variable has type
texture_3d<T>.
storageTexture-
If entry.
storageTexture.viewDimensionis:"1d"-
variable has type
texture_storage_1d<T, A>. "2d"-
variable has type
texture_storage_2d<T, A>. "2d-array"-
variable has type
texture_storage_2d_array<T, A>. "3d"-
variable has type
texture_storage_3d<T, A>.
If entry.
storageTexture.accessis:"write-only"-
The access mode
Aiswrite. "read-only"-
The access mode
Aisread. "read-write"-
The access mode
Aisread_writeorwrite.
The texel format
Tequals entry.storageTexture.format.
-
Let T be the store type of var.
-
If T is a runtime-sized array, or contains a runtime-sized array, replace that
array<E>witharray<E, 1>.Note: This ensures there’s always enough memory for one element, which allows array indices to be clamped to the length of the array resulting in an in-memory access.
-
Return SizeOf(T).
Note: Enforcing this lower bound ensures reads and writes via the buffer variable only access memory locations within the bound region of the buffer.
10.2. GPUComputePipeline
A GPUComputePipeline is a kind of pipeline that controls the compute shader stage,
and can be used in GPUComputePassEncoder.
Compute inputs and outputs are all contained in the bindings,
according to the given GPUPipelineLayout.
The outputs correspond to buffer bindings with a type of "storage" and storageTexture bindings with a type of "write-only" or "read-write".
Stages of a compute pipeline:
-
Compute shader
[Exposed =(Window ,Worker ),SecureContext ]interface GPUComputePipeline { };GPUComputePipeline includes GPUObjectBase ;GPUComputePipeline includes GPUPipelineBase ;
10.2.1. Compute Pipeline Creation
A GPUComputePipelineDescriptor describes a compute pipeline. See § 23.1 Computing for additional details.
dictionary :GPUComputePipelineDescriptor GPUPipelineDescriptorBase {required GPUProgrammableStage compute ; };
GPUComputePipelineDescriptor has the following members:
compute, of type GPUProgrammableStage-
Describes the compute shader entry point of the pipeline.
createComputePipeline(descriptor)-
Creates a
GPUComputePipelineusing immediate pipeline creation.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createComputePipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePipelineDescriptor✘ ✘ Description of the GPUComputePipelineto create.Returns:
GPUComputePipelineContent timeline steps:
-
Let pipeline be ! create a new WebGPU object(this,
GPUComputePipeline, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return pipeline.
Device timeline initialization steps:-
Let layout be a new default pipeline layout for pipeline if descriptor.
layoutis"auto", and descriptor.layoutotherwise. -
All of the requirements in the following steps must be met. If any are unmet, generate a validation error, invalidate pipeline, and stop.
-
layout must be valid to use with this.
-
validating GPUProgrammableStage(
COMPUTE, descriptor.compute, layout) must succeed. -
Let entryPoint be get the entry point(
COMPUTE, descriptor.compute).Assert entryPoint is not
null. -
Let workgroupStorageUsed be the sum of roundUp(16, SizeOf(T)) over each type T of all variables with address space "workgroup" statically used by entryPoint.
workgroupStorageUsed must be ≤ device.limits.
maxComputeWorkgroupStorageSize. -
entryPoint must use ≤ device.limits.
maxComputeInvocationsPerWorkgroupper workgroup. -
Each component of entryPoint’s
workgroup_sizeattribute must be ≤ the corresponding component in [device.limits.maxComputeWorkgroupSizeX, device.limits.maxComputeWorkgroupSizeY, device.limits.maxComputeWorkgroupSizeZ].
-
-
If any pipeline-creation uncategorized errors result from the implementation of pipeline creation, generate an internal error, invalidate pipeline, and stop.
Note: Even if the implementation detected uncategorized errors in shader module creation, the error is surfaced here.
-
Set pipeline.
[[layout]]to layout.
-
createComputePipelineAsync(descriptor)-
Creates a
GPUComputePipelineusing async pipeline creation. The returnedPromiseresolves when the created pipeline is ready to be used without additional delay.If pipeline creation fails, the returned
Promiserejects with anGPUPipelineError.Note: Use of this method is preferred whenever possible, as it prevents blocking the queue timeline work on pipeline compilation.
Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createComputePipelineAsync(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePipelineDescriptor✘ ✘ Description of the GPUComputePipelineto create.Returns:
Promise<GPUComputePipeline>Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the initialization steps on the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
Let pipeline be a new
GPUComputePipelinecreated as if this.createComputePipeline()was called with descriptor; -
When pipeline is ready to be used or has been invalidated:
-
Let valid be pipeline’s valid state.
-
Issue the subsequent steps on contentTimeline.
-
Content timeline steps:-
If valid is...
true-
Resolve promise with pipeline.
falsedue to an internal error-
Reject promise with a
GPUPipelineErrorwithreason"internal". falsedue to a validation error-
Reject promise with a
GPUPipelineErrorwithreason"validation".
-
GPUComputePipeline:
const computePipeline= gpuDevice. createComputePipeline({ layout: pipelineLayout, compute: { module: computeShaderModule, entryPoint: 'computeMain' , } });
10.3. GPURenderPipeline
A GPURenderPipeline is a kind of pipeline that controls the vertex
and fragment shader stages, and can be used in GPURenderPassEncoder as well as GPURenderBundleEncoder.
Render pipeline inputs are:
-
bindings, according to the given
GPUPipelineLayout -
vertex and index buffers, described by
GPUVertexState -
the color attachments, described by
GPUColorTargetState -
optionally, the depth-stencil attachment, described by
GPUDepthStencilState
Render pipeline outputs are:
-
storageTexturebindings with aaccessof"write-only"or"read-write" -
the color attachments, described by
GPUColorTargetState -
optionally, depth-stencil attachment, described by
GPUDepthStencilState
A render pipeline is comprised of the following render stages:
-
Vertex fetch, controlled by
GPUVertexState.buffers -
Vertex shader, controlled by
GPUVertexState -
Primitive assembly, controlled by
GPUPrimitiveState -
Rasterization, controlled by
GPUPrimitiveState,GPUDepthStencilState, andGPUMultisampleState -
Fragment shader, controlled by
GPUFragmentState -
Stencil test and operation, controlled by
GPUDepthStencilState -
Depth test and write, controlled by
GPUDepthStencilState -
Output merging, controlled by
GPUFragmentState.targets
[Exposed =(Window ,Worker ),SecureContext ]interface GPURenderPipeline { };GPURenderPipeline includes GPUObjectBase ;GPURenderPipeline includes GPUPipelineBase ;
GPURenderPipeline has the following internal slots:
[[descriptor]], of typeGPURenderPipelineDescriptor-
The
GPURenderPipelineDescriptordescribing this pipeline.All optional fields of
GPURenderPipelineDescriptorare defined. [[writesDepth]], of type boolean-
True if the pipeline writes to the depth component of the depth/stencil attachment
[[writesStencil]], of type boolean-
True if the pipeline writes to the stencil component of the depth/stencil attachment
10.3.1. Render Pipeline Creation
A GPURenderPipelineDescriptor describes a render pipeline by configuring each
of the render stages. See § 23.2 Rendering for additional details.
dictionary :GPURenderPipelineDescriptor GPUPipelineDescriptorBase {required GPUVertexState vertex ;GPUPrimitiveState primitive = {};GPUDepthStencilState depthStencil ;GPUMultisampleState multisample = {};GPUFragmentState fragment ; };
GPURenderPipelineDescriptor has the following members:
vertex, of type GPUVertexState-
Describes the vertex shader entry point of the pipeline and its input buffer layouts.
primitive, of type GPUPrimitiveState, defaulting to{}-
Describes the primitive-related properties of the pipeline.
depthStencil, of type GPUDepthStencilState-
Describes the optional depth-stencil properties, including the testing, operations, and bias.
multisample, of type GPUMultisampleState, defaulting to{}-
Describes the multi-sampling properties of the pipeline.
fragment, of type GPUFragmentState-
Describes the fragment shader entry point of the pipeline and its output colors. If not provided, the § 23.2.8 No Color Output mode is enabled.
createRenderPipeline(descriptor)-
Creates a
GPURenderPipelineusing immediate pipeline creation.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createRenderPipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPipelineDescriptor✘ ✘ Description of the GPURenderPipelineto create.Returns:
GPURenderPipelineContent timeline steps:
-
If descriptor.
fragmentis provided:-
For each non-
nullcolorState of descriptor.fragment.targets:-
? Validate texture format required features of colorState.
formatwith this.[[device]].
-
-
-
If descriptor.
depthStencilis provided:-
? Validate texture format required features of descriptor.
depthStencil.formatwith this.[[device]].
-
-
Let pipeline be ! create a new WebGPU object(this,
GPURenderPipeline, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return pipeline.
Device timeline initialization steps:-
Let layout be a new default pipeline layout for pipeline if descriptor.
layoutis"auto", and descriptor.layoutotherwise. -
If any of the following conditions are unsatisfied: generate a validation error, invalidate pipeline, and stop.
-
layout is valid to use with this.
-
validating GPURenderPipelineDescriptor(descriptor, layout, this) succeeds.
-
layout.
[[bindGroupLayouts]].length + vertexBufferCount is ≤ this.[[device]].[[limits]].maxBindGroupsPlusVertexBuffers, where vertexBufferCount is the maximum index in descriptor.vertex.buffersthat is notundefined.
-
-
If any pipeline-creation uncategorized errors result from the implementation of pipeline creation, generate an internal error, invalidate pipeline, and stop.
Note: Even if the implementation detected uncategorized errors in shader module creation, the error is surfaced here.
-
Set pipeline.
[[descriptor]]to descriptor. -
Set pipeline.
[[writesDepth]]to false. -
Set pipeline.
[[writesStencil]]to false. -
Let depthStencil be descriptor.
depthStencil. -
If depthStencil is not null:
-
If depthStencil.
depthWriteEnabledis provided:-
Set pipeline.
[[writesDepth]]to depthStencil.depthWriteEnabled.
-
-
If depthStencil.
stencilWriteMaskis not 0:-
Let stencilFront be depthStencil.
stencilFront. -
Let stencilBack be depthStencil.
stencilBack. -
If cullMode is not
"front", and any of stencilFront.passOp, stencilFront.depthFailOp, or stencilFront.failOpis not"keep":-
Set pipeline.
[[writesStencil]]to true.
-
-
If cullMode is not
"back", and any of stencilBack.passOp, stencilBack.depthFailOp, or stencilBack.failOpis not"keep":-
Set pipeline.
[[writesStencil]]to true.
-
-
-
-
Set pipeline.
[[layout]]to layout.
-
createRenderPipelineAsync(descriptor)-
Creates a
GPURenderPipelineusing async pipeline creation. The returnedPromiseresolves when the created pipeline is ready to be used without additional delay.If pipeline creation fails, the returned
Promiserejects with anGPUPipelineError.Note: Use of this method is preferred whenever possible, as it prevents blocking the queue timeline work on pipeline compilation.
Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createRenderPipelineAsync(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPipelineDescriptor✘ ✘ Description of the GPURenderPipelineto create.Returns:
Promise<GPURenderPipeline>Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the initialization steps on the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
Let pipeline be a new
GPURenderPipelinecreated as if this.createRenderPipeline()was called with descriptor; -
When pipeline is ready to be used or has been invalidated:
-
Let valid be pipeline’s valid state.
-
Issue the subsequent steps on contentTimeline.
-
Content timeline steps:-
If valid is...
true-
Resolve promise with pipeline.
falsedue to an internal error-
Reject promise with a
GPUPipelineErrorwithreason"internal". falsedue to a validation error-
Reject promise with a
GPUPipelineErrorwithreason"validation".
-
Arguments:
-
GPURenderPipelineDescriptordescriptor -
GPUPipelineLayoutlayout -
GPUDevicedevice
Device timeline steps:
-
Return
trueif all of the following conditions are satisfied:-
validating GPUVertexState(device, descriptor.
vertex, layout) succeeds. -
If descriptor.
fragmentis provided:-
validating GPUFragmentState(device, descriptor.
fragment, layout) succeeds. -
If the sample_mask builtin is a shader stage output of descriptor.
fragment:-
descriptor.
multisample.alphaToCoverageEnabledisfalse.
-
-
If the frag_depth builtin is a shader stage output of descriptor.
fragment:-
descriptor.
depthStencilmust be provided, and descriptor.depthStencil.formatmust have a depth aspect.
-
-
-
validating GPUPrimitiveState(descriptor.
primitive, device) succeeds. -
If descriptor.
depthStencilis provided:-
validating GPUDepthStencilState(descriptor.
depthStencil) succeeds.
-
-
validating GPUMultisampleState(descriptor.
multisample) succeeds. -
If descriptor.
multisample.alphaToCoverageEnabledis true: -
There must exist at least one attachment, either:
-
A descriptor.
depthStencil.
-
validating inter-stage interfaces(device, descriptor) returns
true.
-
Arguments:
-
GPUDevicedevice -
GPURenderPipelineDescriptordescriptor
Returns: boolean
Device timeline steps:
-
Let maxVertexShaderOutputComponents be device.limits.
maxInterStageShaderComponents. -
Let maxVertexShaderOutputVariables be device.limits.
maxInterStageShaderVariables. -
If descriptor.
primitive.topologyis"point-list":-
Decrement maxVertexShaderOutputComponents by 1.
-
-
If clip_distances is declared in the output of descriptor.
vertex:-
Let clipDistancesSize be the array size of clip_distances.
-
-
Return
falseif any of the following requirements are unmet:-
There must be no more than maxVertexShaderOutputComponents scalar components across all user-defined outputs for descriptor.
vertex. Each user-defined output of descriptor.vertexconsumes 4 scalar components. -
The location of each user-defined output of descriptor.
vertexmust be < maxVertexShaderOutputVariables.
-
-
If descriptor.
fragmentis provided:-
Let maxFragmentShaderInputComponents be device.limits.
maxInterStageShaderComponents.-
If the
front_facingbuiltin is an input of descriptor.fragment:-
Decrement maxFragmentShaderInputComponents by 1.
-
-
If the
sample_indexbuiltin is an input of descriptor.fragment:-
Decrement maxFragmentShaderInputComponents by 1.
-
-
If the
sample_maskbuiltin is an input of descriptor.fragment:-
Decrement maxFragmentShaderInputComponents by 1.
-
-
-
Return
falseif any of the following requirements are unmet:-
There must be no more than maxFragmentShaderInputComponents scalar components across all user-defined inputs for descriptor.
fragment. Each user-defined input of descriptor.fragmentconsumes 4 scalar components. -
For each user-defined input of descriptor.
fragmentthere must be a user-defined output of descriptor.vertexthat location, type, and interpolation of the input.Note: Vertex-only pipelines can have user-defined outputs in the vertex stage; their values will be discarded.
-
-
Assert that the location of each user-defined input of descriptor.
fragmentis less than device.limits.maxInterStageShaderVariables(resulting from the above rules).
-
-
Return
true.
GPURenderPipeline:
const renderPipeline= gpuDevice. createRenderPipeline({ layout: pipelineLayout, vertex: { module: shaderModule, entryPoint: 'vertexMain' }, fragment: { module: shaderModule, entryPoint: 'fragmentMain' , targets: [{ format: 'bgra8unorm' , }], } });
10.3.2. Primitive State
dictionary {GPUPrimitiveState GPUPrimitiveTopology topology = "triangle-list";GPUIndexFormat stripIndexFormat ;GPUFrontFace frontFace = "ccw";GPUCullMode cullMode = "none"; // Requires "depth-clip-control" feature.boolean unclippedDepth =false ; };
GPUPrimitiveState has the following members, which describe how a GPURenderPipeline constructs and rasterizes primitives from its vertex inputs:
topology, of type GPUPrimitiveTopology, defaulting to"triangle-list"-
The type of primitive to be constructed from the vertex inputs.
stripIndexFormat, of type GPUIndexFormat-
For pipelines with strip topologies (
"line-strip"or"triangle-strip"), this determines the index buffer format and primitive restart value ("uint16"/0xFFFFor"uint32"/0xFFFFFFFF). It is not allowed on pipelines with non-strip topologies.Note: Some implementations require knowledge of the primitive restart value to compile pipeline state objects.
To use a strip-topology pipeline with an indexed draw call (
drawIndexed()ordrawIndexedIndirect()), this must be set, and it must match the index buffer format used with the draw call (set insetIndexBuffer()).See § 23.2.3 Primitive Assembly for additional details.
frontFace, of type GPUFrontFace, defaulting to"ccw"-
Defines which polygons are considered front-facing.
cullMode, of type GPUCullMode, defaulting to"none"-
Defines which polygon orientation will be culled, if any.
unclippedDepth, of type boolean, defaulting tofalse-
If true, indicates that depth clipping is disabled.
Requires the
"depth-clip-control"feature to be enabled.
-
GPUPrimitiveStatedescriptor -
GPUDevicedevice
Device timeline steps:
-
Return
trueif all of the following conditions are satisfied:-
If descriptor.
topologyis not"line-strip"or"triangle-strip":-
descriptor.
stripIndexFormatmust not be provided.
-
-
If descriptor.
unclippedDepthistrue:-
"depth-clip-control"must be enabled for device.
-
-
enum {GPUPrimitiveTopology "point-list" ,"line-list" ,"line-strip" ,"triangle-list" ,"triangle-strip" , };
GPUPrimitiveTopology defines the primitive type draw calls made with a GPURenderPipeline will use. See § 23.2.5 Rasterization for additional details:
"point-list"-
Each vertex defines a point primitive.
"line-list"-
Each consecutive pair of two vertices defines a line primitive.
"line-strip"-
Each vertex after the first defines a line primitive between it and the previous vertex.
"triangle-list"-
Each consecutive triplet of three vertices defines a triangle primitive.
"triangle-strip"-
Each vertex after the first two defines a triangle primitive between it and the previous two vertices.
enum {GPUFrontFace "ccw" ,"cw" , };
GPUFrontFace defines which polygons are considered front-facing by a GPURenderPipeline.
See § 23.2.5.4 Polygon Rasterization for additional details:
"ccw"-
Polygons with vertices whose framebuffer coordinates are given in counter-clockwise order are considered front-facing.
"cw"-
Polygons with vertices whose framebuffer coordinates are given in clockwise order are considered front-facing.
enum {GPUCullMode "none" ,"front" ,"back" , };
GPUPrimitiveTopology defines which polygons will be culled by draw calls made with a GPURenderPipeline. See § 23.2.5.4 Polygon Rasterization for additional details:
"none"-
No polygons are discarded.
"front"-
Front-facing polygons are discarded.
"back"-
Back-facing polygons are discarded.
Note: GPUFrontFace and GPUCullMode have no effect on "point-list", "line-list", or "line-strip" topologies.
10.3.3. Multisample State
dictionary {GPUMultisampleState GPUSize32 count = 1;GPUSampleMask mask = 0xFFFFFFFF;boolean alphaToCoverageEnabled =false ; };
GPUMultisampleState has the following members, which describe how a GPURenderPipeline interacts with a render pass’s multisampled attachments.
count, of type GPUSize32, defaulting to1-
Number of samples per pixel. This
GPURenderPipelinewill be compatible only with attachment textures (colorAttachmentsanddepthStencilAttachment) with matchingsampleCounts. mask, of type GPUSampleMask, defaulting to0xFFFFFFFF-
Mask determining which samples are written to.
alphaToCoverageEnabled, of type boolean, defaulting tofalse-
When
trueindicates that a fragment’s alpha channel should be used to generate a sample coverage mask.
-
GPUMultisampleStatedescriptor
Device timeline steps:
-
Return
trueif all of the following conditions are satisfied:-
descriptor.
countmust be either 1 or 4. -
If descriptor.
alphaToCoverageEnabledistrue:-
descriptor.
count> 1.
-
-
10.3.4. Fragment State
dictionary :GPUFragmentState GPUProgrammableStage {required sequence <GPUColorTargetState ?>targets ; };
targets, of typesequence<GPUColorTargetState?>-
A list of
GPUColorTargetStatedefining the formats and behaviors of the color targets this pipeline writes to.
Arguments:
-
GPUDevicedevice -
GPUFragmentStatedescriptor -
GPUPipelineLayoutlayout
Device timeline steps:
-
Return
trueif all of the following requirements are met:-
validating GPUProgrammableStage(
FRAGMENT, descriptor, layout) succeeds. -
descriptor.
targets.length must be ≤ device.[[limits]].maxColorAttachments. -
Let entryPoint be get the entry point(
FRAGMENT, descriptor). -
Let usesDualSourceBlending be
false. -
For each index of the indices of descriptor.
targetscontaining a non-nullvalue colorState:-
colorState.
formatmust be listed in § 26.1.1 Plain color formats withRENDER_ATTACHMENTcapability. -
colorState.
writeMaskmust be < 16. -
If colorState.
blendis provided:-
colorState.
blend.colormust be a valid GPUBlendComponent. -
colorState.
blend.alphamust be a valid GPUBlendComponent.
-
If colorState.
blend.color.srcFactoror colorState.blend.color.dstFactoror colorState.blend.alpha.srcFactoror colorState.blend.alpha.dstFactoruses the second input of the corresponding blending unit (is any of"src1","one-minus-src1","src1-alpha","one-minus-src1-alpha"), then:-
Set usesDualSourceBlending to
true.
-
-
For each shader stage output value output with location attribute equal to index in entryPoint:
-
For each component in colorState.
format, there must be a corresponding component in output. (That is, RGBA requires vec4, RGB requires vec3 or vec4, RG requires vec2 or vec3 or vec4.) -
If the
GPUTextureSampleTypes for colorState.format(defined in § 26.1 Texture Format Capabilities) are:"float"and/or"unfilterable-float"-
output must have a floating-point scalar type.
"sint"-
output must have a signed integer scalar type.
"uint"-
output must have an unsigned integer scalar type.
-
If colorState.
blendis provided and colorState.blend.color.srcFactoror .dstFactoruses the source alpha (is any of"src-alpha","one-minus-src-alpha","src-alpha-saturated","src1-alpha"or"one-minus-src1-alpha"), then:-
output must have an alpha channel (that is, it must be a vec4).
-
-
-
If colorState.
writeMaskis not 0:-
entryPoint must have a shader stage output with location equal to index and blend_src omitted or equal to 0.
-
-
-
If usesDualSourceBlending is
true:-
All the shader stage output values of entryPoint must have a blend_src attribute.
-
descriptor.
targets.length must be 1. -
Let colorState be descriptor.
targets[0]. -
If colorState.
writeMaskis not 0:-
entryPoint must have a shader stage output with location equal to 0 and blend_src equal to 1.
-
-
-
Validating GPUFragmentState’s color attachment bytes per sample(device, descriptor.
targets) succeeds.
-
Arguments:
-
GPUDevicedevice -
sequence<
GPUColorTargetState?> targets
Device timeline steps:
-
Let formats be an empty list<
GPUTextureFormat?> -
For each target in targets:
-
Calculating color attachment bytes per sample(formats) must be ≤ device.
[[limits]].maxColorAttachmentBytesPerSample.
Note: The fragment shader may output more values than what the pipeline uses. If that is the case the values are ignored.
GPUBlendComponent component is a valid GPUBlendComponent if it meetsthe following requirements:
10.3.5. Color Target State
dictionary {GPUColorTargetState required GPUTextureFormat format ;GPUBlendState blend ;GPUColorWriteFlags writeMask = 0xF; // GPUColorWrite.ALL };
format, of type GPUTextureFormat-
The
GPUTextureFormatof this color target. The pipeline will only be compatible withGPURenderPassEncoders which use aGPUTextureViewof this format in the corresponding color attachment. blend, of type GPUBlendState-
The blending behavior for this color target. If left undefined, disables blending for this color target.
writeMask, of type GPUColorWriteFlags, defaulting to0xF-
Bitmask controlling which channels are are written to when drawing to this color target.
dictionary {GPUBlendState required GPUBlendComponent color ;required GPUBlendComponent alpha ; };
color, of type GPUBlendComponent-
Defines the blending behavior of the corresponding render target for color channels.
alpha, of type GPUBlendComponent-
Defines the blending behavior of the corresponding render target for the alpha channel.
typedef [EnforceRange ]unsigned long ; [GPUColorWriteFlags Exposed =(Window ,Worker ),SecureContext ]namespace {GPUColorWrite const GPUFlagsConstant = 0x1;RED const GPUFlagsConstant = 0x2;GREEN const GPUFlagsConstant = 0x4;BLUE const GPUFlagsConstant = 0x8;ALPHA const GPUFlagsConstant = 0xF; };ALL
10.3.5.1. Blend State
dictionary {GPUBlendComponent GPUBlendOperation operation = "add";GPUBlendFactor srcFactor = "one";GPUBlendFactor dstFactor = "zero"; };
GPUBlendComponent has the following members, which describe how the color or alpha components
of a fragment are blended:
operation, of type GPUBlendOperation, defaulting to"add"-
Defines the
GPUBlendOperationused to calculate the values written to the target attachment components. srcFactor, of type GPUBlendFactor, defaulting to"one"-
Defines the
GPUBlendFactoroperation to be performed on values from the fragment shader. dstFactor, of type GPUBlendFactor, defaulting to"zero"-
Defines the
GPUBlendFactoroperation to be performed on values from the target attachment.
The following tables use this notation to describe color components for a given fragment location:
RGBAsrc
| Color output by the fragment shader for the color attachment. If the shader doesn’t return an alpha channel, src-alpha blend factors cannot be used. |
RGBAsrc1
| Color output by the fragment shader for the color attachment with "@blend_src" attribute equal to 1.
If the shader doesn’t return an alpha channel, src1-alpha blend factors cannot be used.
|
RGBAdst
| Color currently in the color attachment.
Missing green/blue/alpha channels default to 0, 0, 1, respectively.
|
RGBAconst
| The current [[blendConstant]].
|
RGBAsrcFactor
| The source blend factor components, as defined by srcFactor.
|
RGBAdstFactor
| The destination blend factor components, as defined by dstFactor.
|
enum {GPUBlendFactor "zero" ,"one" ,"src" ,"one-minus-src" ,"src-alpha" ,"one-minus-src-alpha" ,"dst" ,"one-minus-dst" ,"dst-alpha" ,"one-minus-dst-alpha" ,"src-alpha-saturated" ,"constant" ,"one-minus-constant" ,"src1" ,"one-minus-src1" ,"src1-alpha" ,"one-minus-src1-alpha" , };
GPUBlendFactor defines how either a source or destination blend factors is calculated:
| GPUBlendFactor | Blend factor RGBA components | Feature |
|---|---|---|
"zero"
| (0, 0, 0, 0)
| |
"one"
| (1, 1, 1, 1)
| |
"src"
| (Rsrc, Gsrc, Bsrc, Asrc)
| |
"one-minus-src"
| (1 - Rsrc, 1 - Gsrc, 1 - Bsrc, 1 - Asrc)
| |
"src-alpha"
| (Asrc, Asrc, Asrc, Asrc)
| |
"one-minus-src-alpha"
| (1 - Asrc, 1 - Asrc, 1 - Asrc, 1 - Asrc)
| |
"dst"
| (Rdst, Gdst, Bdst, Adst)
| |
"one-minus-dst"
| (1 - Rdst, 1 - Gdst, 1 - Bdst, 1 - Adst)
| |
"dst-alpha"
| (Adst, Adst, Adst, Adst)
| |
"one-minus-dst-alpha"
| (1 - Adst, 1 - Adst, 1 - Adst, 1 - Adst)
| |
"src-alpha-saturated"
| (min(Asrc, 1 - Adst), min(Asrc, 1 - Adst), min(Asrc, 1 - Adst), 1)
| |
"constant"
| (Rconst, Gconst, Bconst, Aconst)
| |
"one-minus-constant"
| (1 - Rconst, 1 - Gconst, 1 - Bconst, 1 - Aconst)
| |
"src1"
| (Rsrc1, Gsrc1, Bsrc1, Asrc1)
| dual-source-blending
|
"one-minus-src1"
| (1 - Rsrc1, 1 - Gsrc1, 1 - Bsrc1, 1 - Asrc1)
| |
"src1-alpha"
| (Asrc1, Asrc1, Asrc1, Asrc1)
| |
"one-minus-src1-alpha"
| (1 - Asrc1, 1 - Asrc1, 1 - Asrc1, 1 - Asrc1)
|
enum {GPUBlendOperation "add" ,"subtract" ,"reverse-subtract" ,"min" ,"max" , };
GPUBlendOperation defines the algorithm used to combine source and destination blend factors:
| GPUBlendOperation | RGBA Components |
|---|---|
"add"
| RGBAsrc × RGBAsrcFactor + RGBAdst × RGBAdstFactor
|
"subtract"
| RGBAsrc × RGBAsrcFactor - RGBAdst × RGBAdstFactor
|
"reverse-subtract"
| RGBAdst × RGBAdstFactor - RGBAsrc × RGBAsrcFactor
|
"min"
| min(RGBAsrc, RGBAdst)
|
"max"
| max(RGBAsrc, RGBAdst)
|
10.3.6. Depth/Stencil State
dictionary {GPUDepthStencilState required GPUTextureFormat format ;boolean depthWriteEnabled ;GPUCompareFunction depthCompare ;GPUStencilFaceState stencilFront = {};GPUStencilFaceState stencilBack = {};GPUStencilValue stencilReadMask = 0xFFFFFFFF;GPUStencilValue stencilWriteMask = 0xFFFFFFFF;GPUDepthBias depthBias = 0;float depthBiasSlopeScale = 0;float depthBiasClamp = 0; };
GPUDepthStencilState has the following members, which describe how a GPURenderPipeline will affect a render pass’s depthStencilAttachment:
format, of type GPUTextureFormat-
The
formatofdepthStencilAttachmentthisGPURenderPipelinewill be compatible with. depthWriteEnabled, of type boolean-
Indicates if this
GPURenderPipelinecan modifydepthStencilAttachmentdepth values. depthCompare, of type GPUCompareFunction-
The comparison operation used to test fragment depths against
depthStencilAttachmentdepth values. stencilFront, of type GPUStencilFaceState, defaulting to{}-
Defines how stencil comparisons and operations are performed for front-facing primitives.
stencilBack, of type GPUStencilFaceState, defaulting to{}-
Defines how stencil comparisons and operations are performed for back-facing primitives.
stencilReadMask, of type GPUStencilValue, defaulting to0xFFFFFFFF-
Bitmask controlling which
depthStencilAttachmentstencil value bits are read when performing stencil comparison tests. stencilWriteMask, of type GPUStencilValue, defaulting to0xFFFFFFFF-
Bitmask controlling which
depthStencilAttachmentstencil value bits are written to when performing stencil operations. depthBias, of type GPUDepthBias, defaulting to0-
Constant depth bias added to each fragment. See biased fragment depth for details.
depthBiasSlopeScale, of type float, defaulting to0-
Depth bias that scales with the fragment’s slope. See biased fragment depth for details.
depthBiasClamp, of type float, defaulting to0-
The maximum depth bias of a fragment. See biased fragment depth for details.
depthStencilAttachment attachment when drawing using GPUDepthStencilState state is calculated by running the following queue timeline steps:
-
Let r be the minimum positive representable value >
0in the format converted to a 32-bit float. -
Let maxDepthSlope be the maximum of the horizontal and vertical slopes of the fragment’s depth value.
-
If format is a unorm format:
-
Let bias be
(float)state..depthBias* r + state.depthBiasSlopeScale* maxDepthSlope
-
-
Otherwise, if format is a float format:
-
Let bias be
(float)state..depthBias* 2^(exp(max depth in primitive) - r) + state.depthBiasSlopeScale* maxDepthSlope
-
-
If state.
depthBiasClamp>0:-
Set bias to
min(state..depthBiasClamp, bias)
-
-
Otherwise if state.
depthBiasClamp<0:-
Set bias to
max(state..depthBiasClamp, bias)
-
-
If state.
depthBias≠0or state.depthBiasSlopeScale≠0:-
Set the fragment depth value to
fragment depth value + bias
-
Arguments:
-
GPUDepthStencilStatedescriptor
Device timeline steps:
-
Return
trueif, and only if, all of the following conditions are satisfied:-
descriptor.
formatis a depth-or-stencil format. -
If descriptor.
depthWriteEnabledistrueor descriptor.depthCompareis provided and not"always":-
descriptor.
formatmust have a depth component.
-
-
If descriptor.
stencilFrontor descriptor.stencilBackare not the default values:-
descriptor.
formatmust have a stencil component.
-
-
If descriptor.
formathas a depth component:-
descriptor.
depthWriteEnabledmust be provided. -
descriptor.
depthComparemust be provided if:-
descriptor.
depthWriteEnabledistrue, or -
descriptor.
stencilFront.depthFailOpis not"keep", or -
descriptor.
stencilBack.depthFailOpis not"keep".
-
-
-
dictionary {GPUStencilFaceState GPUCompareFunction compare = "always";GPUStencilOperation failOp = "keep";GPUStencilOperation depthFailOp = "keep";GPUStencilOperation passOp = "keep"; };
GPUStencilFaceState has the following members, which describe how stencil comparisons and
operations are performed:
compare, of type GPUCompareFunction, defaulting to"always"-
The
GPUCompareFunctionused when testing fragments againstdepthStencilAttachmentstencil values. failOp, of type GPUStencilOperation, defaulting to"keep"-
The
GPUStencilOperationperformed if the fragment stencil comparison test described bycomparefails. depthFailOp, of type GPUStencilOperation, defaulting to"keep"-
The
GPUStencilOperationperformed if the fragment depth comparison described bydepthComparefails. passOp, of type GPUStencilOperation, defaulting to"keep"-
The
GPUStencilOperationperformed if the fragment stencil comparison test described bycomparepasses.
enum {GPUStencilOperation "keep" ,"zero" ,"replace" ,"invert" ,"increment-clamp" ,"decrement-clamp" ,"increment-wrap" ,"decrement-wrap" , };
GPUStencilOperation defines the following operations:
"keep"-
Keep the current stencil value.
"zero"-
Set the stencil value to
0. "replace"-
Set the stencil value to
[[stencilReference]]. "invert"-
Bitwise-invert the current stencil value.
"increment-clamp"-
Increments the current stencil value, clamping to the maximum representable value of the
depthStencilAttachment's stencil aspect. "decrement-clamp"-
Decrement the current stencil value, clamping to
0. "increment-wrap"-
Increments the current stencil value, wrapping to zero if the value exceeds the maximum representable value of the
depthStencilAttachment's stencil aspect. "decrement-wrap"-
Decrement the current stencil value, wrapping to the maximum representable value of the
depthStencilAttachment's stencil aspect if the value goes below0.
10.3.7. Vertex State
enum {GPUIndexFormat "uint16" ,"uint32" , };
The index format determines both the data type of index values in a buffer and, when used with
strip primitive topologies ("line-strip" or "triangle-strip") also specifies the primitive restart value. The primitive restart value indicates which index value indicates that a new primitive
should be started rather than continuing to construct the triangle strip with the prior indexed
vertices.
GPUPrimitiveStates that specify a strip primitive topology must specify a stripIndexFormat if they are used for indexed draws
so that the primitive restart value that will be used is known at pipeline
creation time. GPUPrimitiveStates that specify a list primitive
topology will use the index format passed to setIndexBuffer() when doing indexed rendering.
| Index format | Byte size | Primitive restart value |
|---|---|---|
"uint16"
| 2 | 0xFFFF |
"uint32"
| 4 | 0xFFFFFFFF |
10.3.7.1. Vertex Formats
The GPUVertexFormat of a vertex attribute indicates how data from a vertex buffer will
be interpreted and exposed to the shader. The name of the format specifies the order of components,
bits per component, and vertex data type for the component.
Each vertex data type can map to any WGSL scalar type of the same base type, regardless of the bits per component:
| Vertex format prefix | Vertex data type | Compatible WGSL types |
|---|---|---|
uint
| unsigned int | u32
|
sint
| signed int | i32
|
unorm
| unsigned normalized | f16, f32
|
snorm
| signed normalized | |
float
| floating point |
The multi-component formats specify the number of components after "x". Mismatches in the number of components between the vertex format and shader type are allowed, with components being either dropped or filled with default values to compensate.
"unorm8x2" and byte values [0x7F, 0xFF] can be accessed in the shader with the following types:
| Shader type | Shader value |
|---|---|
f16
| 0.5h
|
f32
| 0.5f
|
vec2<f16>
| vec2(0.5h, 1.0h)
|
vec2<f32>
| vec2(0.5f, 1.0f)
|
vec3<f16>
| vec2(0.5h, 1.0h, 0.0h)
|
vec3<f32>
| vec2(0.5f, 1.0f, 0.0f)
|
vec4<f16>
| vec2(0.5h, 1.0h, 0.0h, 1.0h)
|
vec4<f32>
| vec2(0.5f, 1.0f, 0.0f, 1.0f)
|
See § 23.2.2 Vertex Processing for additional information about how vertex formats are exposed in the shader.
enum {GPUVertexFormat "uint8x2" ,"uint8x4" ,"sint8x2" ,"sint8x4" ,"unorm8x2" ,"unorm8x4" ,"snorm8x2" ,"snorm8x4" ,"uint16x2" ,"uint16x4" ,"sint16x2" ,"sint16x4" ,"unorm16x2" ,"unorm16x4" ,"snorm16x2" ,"snorm16x4" ,"float16x2" ,"float16x4" ,"float32" ,"float32x2" ,"float32x3" ,"float32x4" ,"uint32" ,"uint32x2" ,"uint32x3" ,"uint32x4" ,"sint32" ,"sint32x2" ,"sint32x3" ,"sint32x4" ,"unorm10-10-10-2" , };
| Vertex format | Data type | Components | Byte size | Example WGSL type |
|---|---|---|---|---|
"uint8x2"
| unsigned int | 2 | 2 | vec2<u32>
|
"uint8x4"
| unsigned int | 4 | 4 | vec4<u32>
|
"sint8x2"
| signed int | 2 | 2 | vec2<i32>
|
"sint8x4"
| signed int | 4 | 4 | vec4<i32>
|
"unorm8x2"
| unsigned normalized | 2 | 2 | vec2<f32>
|
"unorm8x4"
| unsigned normalized | 4 | 4 | vec4<f32>
|
"snorm8x2"
| signed normalized | 2 | 2 | vec2<f32>
|
"snorm8x4"
| signed normalized | 4 | 4 | vec4<f32>
|
"uint16x2"
| unsigned int | 2 | 4 | vec2<u32>
|
"uint16x4"
| unsigned int | 4 | 8 | vec4<u32>
|
"sint16x2"
| signed int | 2 | 4 | vec2<i32>
|
"sint16x4"
| signed int | 4 | 8 | vec4<i32>
|
"unorm16x2"
| unsigned normalized | 2 | 4 | vec2<f32>
|
"unorm16x4"
| unsigned normalized | 4 | 8 | vec4<f32>
|
"snorm16x2"
| signed normalized | 2 | 4 | vec2<f32>
|
"snorm16x4"
| signed normalized | 4 | 8 | vec4<f32>
|
"float16x2"
| float | 2 | 4 | vec2<f16>
|
"float16x4"
| float | 4 | 8 | vec4<f16>
|
"float32"
| float | 1 | 4 | f32
|
"float32x2"
| float | 2 | 8 | vec2<f32>
|
"float32x3"
| float | 3 | 12 | vec3<f32>
|
"float32x4"
| float | 4 | 16 | vec4<f32>
|
"uint32"
| unsigned int | 1 | 4 | u32
|
"uint32x2"
| unsigned int | 2 | 8 | vec2<u32>
|
"uint32x3"
| unsigned int | 3 | 12 | vec3<u32>
|
"uint32x4"
| unsigned int | 4 | 16 | vec4<u32>
|
"sint32"
| signed int | 1 | 4 | i32
|
"sint32x2"
| signed int | 2 | 8 | vec2<i32>
|
"sint32x3"
| signed int | 3 | 12 | vec3<i32>
|
"sint32x4"
| signed int | 4 | 16 | vec4<i32>
|
"unorm10-10-10-2"
| unsigned normalized | 4 | 4 | vec4<f32>
|
enum {GPUVertexStepMode "vertex" ,"instance" , };
The step mode configures how an address for vertex buffer data is computed, based on the current vertex or instance index:
"vertex"-
The address is advanced by
arrayStridefor each vertex, and reset between instances. "instance"-
The address is advanced by
arrayStridefor each instance.
dictionary :GPUVertexState GPUProgrammableStage {sequence <GPUVertexBufferLayout ?>buffers = []; };
buffers, of typesequence<GPUVertexBufferLayout?>, defaulting to[]-
A list of
GPUVertexBufferLayouts, each defining the layout of vertex attribute data in a vertex buffer used by this pipeline.
A vertex buffer is, conceptually, a view into buffer memory as an array of structures. arrayStride is the stride, in bytes, between elements of that array.
Each element of a vertex buffer is like a structure with a memory layout defined by its attributes, which describe the members of the structure.
Each GPUVertexAttribute describes its format and its offset, in bytes, within the structure.
Each attribute appears as a separate input in a vertex shader, each bound by a numeric location,
which is specified by shaderLocation.
Every location must be unique within the GPUVertexState.
dictionary {GPUVertexBufferLayout required GPUSize64 arrayStride ;GPUVertexStepMode stepMode = "vertex";required sequence <GPUVertexAttribute >attributes ; };
arrayStride, of type GPUSize64-
The stride, in bytes, between elements of this array.
stepMode, of type GPUVertexStepMode, defaulting to"vertex"-
Whether each element of this array represents per-vertex data or per-instance data
attributes, of type sequence<GPUVertexAttribute>-
An array defining the layout of the vertex attributes within each element.
dictionary {GPUVertexAttribute required GPUVertexFormat format ;required GPUSize64 offset ;required GPUIndex32 shaderLocation ; };
format, of type GPUVertexFormat-
The
GPUVertexFormatof the attribute. offset, of type GPUSize64-
The offset, in bytes, from the beginning of the element to the data for the attribute.
shaderLocation, of type GPUIndex32-
The numeric location associated with this attribute, which will correspond with a "@location" attribute declared in the
vertex.module.
Arguments:
-
GPUDevicedevice -
GPUVertexBufferLayoutdescriptor -
GPUProgrammableStagevertexStage
Device timeline steps:
-
Return
true, if and only if, all of the following conditions are satisfied:-
descriptor.
arrayStride≤ device.[[device]].[[limits]].maxVertexBufferArrayStride. -
descriptor.
arrayStrideis a multiple of 4. -
For each attribute attrib in the list descriptor.
attributes:-
If descriptor.
arrayStrideis zero:-
attrib.
offset+ sizeof(attrib.format) ≤ device.[[device]].[[limits]].maxVertexBufferArrayStride.
Otherwise:
-
attrib.
offset+ sizeof(attrib.format) ≤ descriptor.arrayStride.
-
-
attrib.
offsetis a multiple of the minimum of 4 and sizeof(attrib.format). -
attrib.
shaderLocationis < device.[[device]].[[limits]].maxVertexAttributes.
-
-
Let entryPoint be get the entry point(
VERTEX, vertexStage). Assert it is notnull. For every vertex attribute var statically used by entryPoint, there is a corresponding attrib element of descriptor.attributesfor which all of the following are true:-
The type T of var is compatible with attrib.
format's vertex data type:- "unorm", "snorm", or "float"
-
T must be
f32orvecN<f32>. - "uint"
-
T must be
u32orvecN<u32>. - "sint"
-
T must be
i32orvecN<i32>.
-
The shader location is attrib.
shaderLocation.
-
-
Arguments:
-
GPUDevicedevice -
GPUVertexStatedescriptor -
GPUPipelineLayoutlayout
Device timeline steps:
-
Return
true, if and only if, all of the following conditions are satisfied:-
validating GPUProgrammableStage(
VERTEX, descriptor, layout) succeeds. -
descriptor.
buffers.length is ≤ device.[[device]].[[limits]].maxVertexBuffers. -
Each vertexBuffer layout descriptor in the list descriptor.
bufferspasses validating GPUVertexBufferLayout(device, vertexBuffer, descriptor) -
The sum of vertexBuffer.
attributes.length, over every vertexBuffer in descriptor.buffers, is ≤ device.[[device]].[[limits]].maxVertexAttributes. -
Each attrib in the union of all
GPUVertexAttributeacross descriptor.buffershas a distinct attrib.shaderLocationvalue.
-
11. Copies
11.1. Buffer Copies
Buffer copy operations operate on raw bytes.
WebGPU provides "buffered" GPUCommandEncoder commands:
and "immediate" GPUQueue operations:
-
writeBuffer(), forArrayBuffer-to-GPUBufferwrites
11.2. Image Copies
Image copy operations operate on texture/"image" data, rather than bytes.
WebGPU provides "buffered" GPUCommandEncoder commands:
and "immediate" GPUQueue operations:
-
writeTexture(), forArrayBuffer-to-GPUTexturewrites -
copyExternalImageToTexture(), for copies from Web Platform image sources to textures
Some texel values have multiple possible representations of some values, e.g. as r8snorm, -1.0 can be represented as either -127 or -128.
Copy commands are not guaranteed to preserve the source’s bit-representation.
The following definitions are used by these methods:
11.2.1. GPUImageDataLayout
dictionary GPUImageDataLayout {GPUSize64 offset = 0;GPUSize32 bytesPerRow ;GPUSize32 rowsPerImage ; };
A texel image is comprised of one or more rows of texel blocks, referred to here
as texel block rows. Each texel block row of a texel image must contain the
same number of texel blocks, and all texel blocks in a texel image are of the same GPUTextureFormat.
A GPUImageDataLayout is a layout of texel images within some linear memory.
It’s used when copying data between a texture and a GPUBuffer, or when scheduling a
write into a texture from the GPUQueue.
-
For
2dtextures, data is copied between one or multiple contiguous texel images and array layers. -
For
3dtextures, data is copied between one or multiple contiguous texel images and depth slices.
Operations that copy between byte arrays and textures always operate on whole texel block. It’s not possible to update only a part of a texel block.
Texel blocks are tightly packed within each texel block row in the linear memory layout of an image copy, with each subsequent texel block immediately following the previous texel block, with no padding. This includes copies to/from specific aspects of depth-or-stencil format textures: stencil values are tightly packed in an array of bytes; depth values are tightly packed in an array of the appropriate type ("depth16unorm" or "depth32float").
offset, of type GPUSize64, defaulting to0-
The offset, in bytes, from the beginning of the image data source (such as a
GPUImageCopyBuffer.buffer) to the start of the image data within that source. bytesPerRow, of type GPUSize32-
The stride, in bytes, between the beginning of each texel block row and the subsequent texel block row.
Required if there are multiple texel block rows (i.e. the copy height or depth is more than one block).
rowsPerImage, of type GPUSize32-
Number of texel block rows per single texel image of the texture.
rowsPerImage×bytesPerRowis the stride, in bytes, between the beginning of each texel image of data and the subsequent texel image.Required if there are multiple texel images (i.e. the copy depth is more than one).
11.2.2. GPUImageCopyBuffer
In an image copy operation, GPUImageCopyBuffer defines a GPUBuffer and, together with
the copySize, how image data is laid out in the buffer’s memory (see GPUImageDataLayout).
dictionary GPUImageCopyBuffer :GPUImageDataLayout {required GPUBuffer buffer ; };
buffer, of type GPUBuffer-
A buffer which either contains image data to be copied or will store the image data being copied, depending on the method it is being passed to.
Arguments:
-
GPUImageCopyBufferimageCopyBuffer
Returns: boolean
Device timeline steps:
-
Return
trueif and only if all of the following conditions are satisfied:-
imageCopyBuffer.
bytesPerRowmust be a multiple of 256.
11.2.3. GPUImageCopyTexture
In an image copy operation, a GPUImageCopyTexture defines a GPUTexture and, together with
the copySize, the sub-region of the texture (spanning one or more contiguous texture subresources at the same mip-map level).
dictionary GPUImageCopyTexture {required GPUTexture texture ;GPUIntegerCoordinate mipLevel = 0;GPUOrigin3D origin = {};GPUTextureAspect aspect = "all"; };
texture, of type GPUTexture-
Texture to copy to/from.
mipLevel, of type GPUIntegerCoordinate, defaulting to0-
Mip-map level of the
textureto copy to/from. origin, of type GPUOrigin3D, defaulting to{}-
Defines the origin of the copy - the minimum corner of the texture sub-region to copy to/from. Together with
copySize, defines the full copy sub-region. aspect, of type GPUTextureAspect, defaulting to"all"-
Defines which aspects of the
textureto copy to/from.
GPUImageCopyTexture copyTexture is determined by running the following steps:
GPUImageDataLayout dataLayout corresponding to texel block x, y of depth slice or array layer z of a GPUTexture texture is
determined by running the following steps:
-
Let blockBytes be the texel block copy footprint of texture.
format. -
Let imageOffset be (z × dataLayout.
rowsPerImage× dataLayout.bytesPerRow) + dataLayout.offset. -
Let rowOffset be (y × dataLayout.
bytesPerRow) + imageOffset. -
Let blockOffset be (x × blockBytes) + rowOffset.
-
Return blockOffset.
Arguments:
-
GPUImageCopyTextureimageCopyTexture -
GPUExtent3DcopySize
Returns: boolean
Device timeline steps:
-
Let blockWidth be the texel block width of imageCopyTexture.
texture.format. -
Let blockHeight be the texel block height of imageCopyTexture.
texture.format. -
Return
trueif and only if all of the following conditions apply:-
validating texture copy range(imageCopyTexture, copySize) returns
true. -
imageCopyTexture.
texturemust be a validGPUTexture. -
imageCopyTexture.
mipLevelmust be < imageCopyTexture.texture.mipLevelCount. -
imageCopyTexture.
origin.y must be a multiple of blockHeight. -
The imageCopyTexture physical subresource size of imageCopyTexture is equal to copySize if either of the following conditions is true:
-
imageCopyTexture.
texture.sampleCount> 1.
-
Arguments:
-
GPUImageCopyTextureimageCopyTexture -
GPUImageDataLayoutdataLayout -
GPUSize64OutdataLength -
GPUExtent3DcopySize -
GPUTextureUsagetextureUsage -
booleanaligned
Returns: boolean
Device timeline steps:
-
Let texture be imageCopyTexture.
texture -
Let aspectSpecificFormat = texture.
format. -
Let offsetAlignment = texel block copy footprint of texture.
format. -
Return
trueif and only if all of the following conditions apply:-
validating GPUImageCopyTexture(imageCopyTexture, copySize) returns
true. -
texture.
sampleCountis 1. -
texture.
usagecontains textureUsage. -
If texture.
formatis a depth-or-stencil format format:-
imageCopyTexture.
aspectmust refer to a single aspect of texture.format. -
If textureUsage is:
COPY_SRC-
That aspect must be a valid image copy source according to § 26.1.2 Depth-stencil formats.
COPY_DST-
That aspect must be a valid image copy destination according to § 26.1.2 Depth-stencil formats.
-
Set aspectSpecificFormat to the aspect-specific format according to § 26.1.2 Depth-stencil formats.
-
Set offsetAlignment to 4.
-
-
If aligned is
true:-
dataLayout.
offsetis a multiple of offsetAlignment.
-
-
validating linear texture data(dataLayout, dataLength, aspectSpecificFormat, copySize) succeeds.
-
11.2.4. GPUImageCopyTextureTagged
WebGPU textures hold raw numeric data, and are not tagged with semantic metadata describing colors.
However, copyExternalImageToTexture() copies from sources that describe colors.
A GPUImageCopyTextureTagged is a GPUImageCopyTexture which is additionally tagged with
color space/encoding and alpha-premultiplication metadata, so that semantic color data may be
preserved during copies.
This metadata affects only the semantics of the copyExternalImageToTexture() operation, not the semantics of the destination texture.
dictionary GPUImageCopyTextureTagged :GPUImageCopyTexture {PredefinedColorSpace colorSpace = "srgb";boolean premultipliedAlpha =false ; };
colorSpace, of type PredefinedColorSpace, defaulting to"srgb"-
Describes the color space and encoding used to encode data into the destination texture.
This may result in values outside of the range [0, 1] being written to the target texture, if its format can represent them. Otherwise, the results are clamped to the target texture format’s range.
Note: If
colorSpacematches the source image, conversion may not be necessary. See § 3.10.2 Color Space Conversion Elision. premultipliedAlpha, of type boolean, defaulting tofalse-
Describes whether the data written into the texture should have its RGB channels premultiplied by the alpha channel, or not.
If this option is set to
trueand thesourceis also premultiplied, the source RGB values must be preserved even if they exceed their corresponding alpha values.Note: If
premultipliedAlphamatches the source image, conversion may not be necessary. See § 3.10.2 Color Space Conversion Elision.
11.2.5. GPUImageCopyExternalImage
typedef (ImageBitmap or ImageData or HTMLImageElement or HTMLVideoElement or VideoFrame or HTMLCanvasElement or OffscreenCanvas );GPUImageCopyExternalImageSource dictionary GPUImageCopyExternalImage {required GPUImageCopyExternalImageSource source ;GPUOrigin2D origin = {};boolean flipY =false ; };
GPUImageCopyExternalImage has the following members:
source, of type GPUImageCopyExternalImageSource-
The source of the image copy. The copy source data is captured at the moment that
copyExternalImageToTexture()is issued. Source size is defined by source type, given by this table: origin, of type GPUOrigin2D, defaulting to{}-
Defines the origin of the copy - the minimum (top-left) corner of the source sub-region to copy from. Together with
copySize, defines the full copy sub-region. flipY, of type boolean, defaulting tofalse-
Describes whether the source image is vertically flipped, or not.
If this option is set to
true, the copy is flipped vertically: the bottom row of the source region is copied into the first row of the destination region, and so on. Theoriginoption is still relative to the top-left corner of the source image, increasing downward.
11.2.6. Subroutines
Arguments:
-
GPUImageCopyTextureimageCopyTexture
Returns: GPUExtent3D
The imageCopyTexture physical subresource size of imageCopyTexture is calculated as follows:
Its width, height and depthOrArrayLayers are the width, height, and depth, respectively,
of the physical miplevel-specific texture extent of imageCopyTexture.texture subresource at mipmap level imageCopyTexture.mipLevel.
Arguments:
GPUImageDataLayoutlayout-
Layout of the linear texture data.
GPUSize64byteSize-
Total size of the linear data, in bytes.
GPUTextureFormatformat-
Format of the texture.
GPUExtent3DcopyExtent-
Extent of the texture to copy.
Device timeline steps:
-
Let:
-
widthInBlocks be copyExtent.width ÷ the texel block width of format. Assert this is an integer.
-
heightInBlocks be copyExtent.height ÷ the texel block height of format. Assert this is an integer.
-
bytesInLastRow be widthInBlocks × the texel block copy footprint of format.
-
-
Fail if the following input validation requirements are not met:
-
If heightInBlocks > 1, layout.
bytesPerRowmust be specified. -
If copyExtent.depthOrArrayLayers > 1, layout.
bytesPerRowand layout.rowsPerImagemust be specified. -
If specified, layout.
bytesPerRowmust be ≥ bytesInLastRow. -
If specified, layout.
rowsPerImagemust be ≥ heightInBlocks.
-
-
Let:
-
bytesPerRow be layout.
bytesPerRow?? 0. -
rowsPerImage be layout.
rowsPerImage?? 0.
Note: These default values have no effect, as they’re always multiplied by 0.
-
-
Let requiredBytesInCopy be 0.
-
If copyExtent.depthOrArrayLayers > 0:
-
Increment requiredBytesInCopy by bytesPerRow × rowsPerImage × (copyExtent.depthOrArrayLayers − 1).
-
If heightInBlocks > 0:
-
Increment requiredBytesInCopy by bytesPerRow × (heightInBlocks − 1) + bytesInLastRow.
-
-
-
Fail if the following condition is not satisfied:
-
The layout fits inside the linear data: layout.
offset+ requiredBytesInCopy ≤ byteSize.
-
Arguments:
GPUImageCopyTextureimageCopyTexture-
The texture subresource being copied into and copy origin.
GPUExtent3DcopySize-
The size of the texture.
Device timeline steps:
-
Let blockWidth be the texel block width of imageCopyTexture.
texture.format. -
Let blockHeight be the texel block height of imageCopyTexture.
texture.format. -
Let subresourceSize be the imageCopyTexture physical subresource size of imageCopyTexture.
-
Return whether all the conditions below are satisfied:
-
(imageCopyTexture.
origin.x + copySize.width) ≤ subresourceSize.width -
(imageCopyTexture.
origin.y + copySize.height) ≤ subresourceSize.height -
(imageCopyTexture.
origin.z + copySize.depthOrArrayLayers) ≤ subresourceSize.depthOrArrayLayers -
copySize.width must be a multiple of blockWidth.
-
copySize.height must be a multiple of blockHeight.
Note: The texture copy range is validated against the physical (rounded-up) size for compressed formats, allowing copies to access texture blocks which are not fully inside the texture.
-
GPUTextureFormats format1 and format2 are copy-compatible if:
-
format1 equals format2, or
-
format1 and format2 differ only in whether they are
srgbformats (have the-srgbsuffix).
texture for which each subresource s satisfies the following:
-
The mipmap level of s equals imageCopyTexture.
mipLevel. -
The aspect of s is in the set of aspects of imageCopyTexture.
aspect. -
-
The array layer of s is ≥ imageCopyTexture.
origin.z and < imageCopyTexture.origin.z + copySize.depthOrArrayLayers.
-
12. Command Buffers
Command buffers are pre-recorded lists of GPU commands that can be submitted to a GPUQueue for execution. Each GPU command represents a task to be performed on the GPU, such as
setting state, drawing, copying resources, etc.
A GPUCommandBuffer can only be submitted once, at which point it becomes invalidated.
To reuse rendering commands across multiple submissions, use GPURenderBundle.
12.1. GPUCommandBuffer
[Exposed =(Window ,Worker ),SecureContext ]interface GPUCommandBuffer { };GPUCommandBuffer includes GPUObjectBase ;
GPUCommandBuffer has the following internal slots:
[[command_list]], of type list<GPU command>-
A list of GPU commands to be executed on the Queue timeline when this command buffer is submitted.
[[renderState]], of type RenderState-
The current state used by any render pass commands being executed, initially
null.
12.1.1. Command Buffer Creation
dictionary :GPUCommandBufferDescriptor GPUObjectDescriptorBase { };
13. Command Encoding
13.1. GPUCommandsMixin
GPUCommandsMixin defines state common to all interfaces which encode commands.
It has no methods.
interface mixin GPUCommandsMixin { };
GPUCommandsMixin adds the following internal slots to interfaces which include it:
[[state]], of type encoder state, initially "open"-
The current state of the encoder.
[[commands]], of type list<GPU command>, initially[]-
A list of GPU commands to be executed on the Queue timeline when a
GPUCommandBuffercontaining these commands is submitted.
The encoder state may be one of the following:
- "open"
-
The encoder is available to encode new commands.
- "locked"
-
The encoder cannot be used, because it is locked by a child encoder: it is a
GPUCommandEncoder, and aGPURenderPassEncoderorGPUComputePassEncoderis active. The encoder becomes "open" again when the pass is ended.Any command issued in this state invalidates the encoder.
- "ended"
-
The encoder has been ended and new commands can no longer be encoded.
Any command issued in this state will generate a validation error.
GPUCommandsMixin encoder run the following device timeline steps:
-
If encoder.
[[state]]is:- "open"
-
Return
true. - "locked"
-
Invalidate encoder and return
false. - "ended"
-
Generate a validation error, and return
false.
GPUCommandsMixin encoder which issues the steps of a GPU Command command, run the following device timeline steps:
-
Append command to encoder.
[[commands]]. -
When command is executed as part of a
GPUCommandBuffer:-
Issue the steps of command.
-
13.2. GPUCommandEncoder
[Exposed =(Window ,Worker ),SecureContext ]interface GPUCommandEncoder {GPURenderPassEncoder beginRenderPass (GPURenderPassDescriptor descriptor );GPUComputePassEncoder beginComputePass (optional GPUComputePassDescriptor descriptor = {});undefined copyBufferToBuffer (GPUBuffer source ,GPUSize64 sourceOffset ,GPUBuffer destination ,GPUSize64 destinationOffset ,GPUSize64 size );undefined copyBufferToTexture (GPUImageCopyBuffer source ,GPUImageCopyTexture destination ,GPUExtent3D copySize );undefined copyTextureToBuffer (GPUImageCopyTexture source ,GPUImageCopyBuffer destination ,GPUExtent3D copySize );undefined copyTextureToTexture (GPUImageCopyTexture source ,GPUImageCopyTexture destination ,GPUExtent3D copySize );undefined clearBuffer (GPUBuffer buffer ,optional GPUSize64 offset = 0,optional GPUSize64 size );undefined resolveQuerySet (GPUQuerySet querySet ,GPUSize32 firstQuery ,GPUSize32 queryCount ,GPUBuffer destination ,GPUSize64 destinationOffset );GPUCommandBuffer finish (optional GPUCommandBufferDescriptor descriptor = {}); };GPUCommandEncoder includes GPUObjectBase ;GPUCommandEncoder includes GPUCommandsMixin ;GPUCommandEncoder includes GPUDebugCommandsMixin ;
13.2.1. Command Encoder Creation
dictionary :GPUCommandEncoderDescriptor GPUObjectDescriptorBase { };
createCommandEncoder(descriptor)-
Creates a
GPUCommandEncoder.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createCommandEncoder(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUCommandEncoderDescriptor✘ ✔ Description of the GPUCommandEncoderto create.Returns:
GPUCommandEncoderContent timeline steps:
-
Let e be ! create a new WebGPU object(this,
GPUCommandEncoder, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return e.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate e, and stop.
-
this must not be lost.
-
-
GPUCommandEncoder, encoding a command to clear a buffer, finishing the
encoder to get a GPUCommandBuffer, then submitting it to the GPUQueue.
const commandEncoder= gpuDevice. createCommandEncoder(); commandEncoder. clearBuffer( buffer); const commandBuffer= commandEncoder. finish(); gpuDevice. queue. submit([ commandBuffer]);
13.3. Pass Encoding
beginRenderPass(descriptor)-
Begins encoding a render pass described by descriptor.
Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.beginRenderPass(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPassDescriptor✘ ✘ Description of the GPURenderPassEncoderto create.Returns:
GPURenderPassEncoderContent timeline steps:
-
For each non-
nullcolorAttachment in descriptor.colorAttachments:-
If colorAttachment.
clearValueis notnull.-
? validate GPUColor shape(colorAttachment.
clearValue).
-
-
-
Let pass be a new
GPURenderPassEncoderobject. -
Issue the initialization steps on the Device timeline of this.
-
Return pass.
Device timeline initialization steps:-
Validate the encoder state of this. If it returns false, invalidate pass and return.
-
Let attachmentRegions be a list of [texture subresource,
depthSlice?] pairs, initially empty. Each pair describes the region of the texture to be rendered to, which includes a single depth slice for"3d"textures only. -
For each non-
nullcolorAttachment in descriptor.colorAttachments:-
Add [colorAttachment.
view, colorAttachment.depthSlice] to attachmentRegions. -
If colorAttachment.{GPURenderPassColorAttachment/resolveTarget}} is not
null:-
Add [colorAttachment.
resolveTarget,undefined] to attachmentRegions.
-
-
-
If any of the following requirements are unmet, invalidate pass and return.
-
descriptor must meet the Valid Usage rules given device this.
[[device]]. -
The set of texture regions in attachmentRegions must be pairwise disjoint. That is, no two texture regions may overlap.
-
-
Consider each texture subresource in attachmentRegions to be used as an attachment for the duration of the render pass.
If a subresource is seen more than once, consider it used only once. (Attachments are already checked for overlaps in the validation rules above.)
-
Let depthStencilAttachment be descriptor.
depthStencilAttachment, ornullif not provided. -
If depthStencilAttachment is not
null:-
Let depthStencilView be depthStencilAttachment.
view. -
Consider the depth subresource of depthStencilView (if any) used for the duration of the render pass, as attachment-read if depthStencilAttachment.
depthReadOnlyis true, or as attachment otherwise. -
Consider the stencil subresource of depthStencilView (if any) used for the duration of the render pass, as attachment-read if depthStencilAttachment.
stencilReadOnlyis true, or as attachment otherwise. -
Set pass.
[[depthReadOnly]]to depthStencilAttachment.depthReadOnly. -
Set pass.
[[stencilReadOnly]]to depthStencilAttachment.stencilReadOnly.
-
-
Set pass.
[[layout]]to derive render targets layout from pass(descriptor). -
If descriptor.
timestampWritesis provided:-
Let timestampWrites be descriptor.
timestampWrites. -
If timestampWrites.
beginningOfPassWriteIndexis provided, append a GPU command to this.[[commands]]with the following steps:-
Before the pass commands begin executing, write the current queue timestamp into index timestampWrites.
beginningOfPassWriteIndexof timestampWrites.querySet.
-
-
If timestampWrites.
endOfPassWriteIndexis provided, set pass.[[endTimestampWrite]]to a GPU command with the following steps:-
After the pass commands finish executing, write the current queue timestamp into index timestampWrites.
endOfPassWriteIndexof timestampWrites.querySet.
-
-
-
Set pass.
[[drawCount]]to 0. -
Set pass.
[[maxDrawCount]]to descriptor.maxDrawCount. -
Set pass.
[[maxDrawCount]]to descriptor.maxDrawCount. -
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Let the
[[renderState]]of the currently executingGPUCommandBufferbe a new RenderState. -
Set
[[renderState]].[[colorAttachments]]to descriptor.colorAttachments. -
Set
[[renderState]].[[depthStencilAttachment]]to descriptor.depthStencilAttachment. -
For each non-
nullcolorAttachment in descriptor.colorAttachments:-
Let colorView be colorAttachment.
view. -
If colorView.
[[descriptor]].dimensionis:"3d"-
Let colorSubregion be colorAttachment.
depthSliceof colorView. - Otherwise
-
Let colorSubregion be colorView.
-
If colorAttachment.
loadOpis:"load"-
Ensure the contents of colorSubregion are loaded into the framebuffer memory associated with colorSubregion.
"clear"-
Set every texel of the framebuffer memory associated with colorSubregion to colorAttachment.
clearValue.
-
-
If depthStencilAttachment is not
null:-
If depthStencilAttachment.
depthLoadOpis:"load"-
Ensure the contents of the depth subresource of depthStencilView are loaded into the framebuffer memory associated with depthStencilView.
"clear"-
Set every texel of the framebuffer memory associated with the depth subresource of depthStencilView to depthStencilAttachment.
depthClearValue.
-
If depthStencilAttachment.
stencilLoadOpis:"load"-
Ensure the contents of the stencil subresource of depthStencilView are loaded into the framebuffer memory associated with depthStencilView.
"clear"-
Set every texel of the framebuffer memory associated with the stencil subresource depthStencilView to depthStencilAttachment.
stencilClearValue.
-
-
beginComputePass(descriptor)-
Begins encoding a compute pass described by descriptor.
Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.beginComputePass(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePassDescriptor✘ ✔ Returns:
GPUComputePassEncoderContent timeline steps:
-
Let pass be a new
GPUComputePassEncoderobject. -
Issue the initialization steps on the Device timeline of this.
-
Return pass.
Device timeline initialization steps:-
Validate the encoder state of this. If it returns false, invalidate pass and return.
-
If any of the following requirements are unmet, invalidate pass and return.
-
If descriptor.
timestampWritesis provided:-
Validate timestampWrites(this.
[[device]], descriptor.timestampWrites) must return true.
-
-
-
If descriptor.
timestampWritesis provided:-
Let timestampWrites be descriptor.
timestampWrites. -
If timestampWrites.
beginningOfPassWriteIndexis provided, append a GPU command to this.[[commands]]with the following steps:-
Before the pass commands begin executing, write the current queue timestamp into index timestampWrites.
beginningOfPassWriteIndexof timestampWrites.querySet.
-
-
If timestampWrites.
endOfPassWriteIndexis provided, set pass.[[endTimestampWrite]]to a GPU command with the following steps:-
After the pass commands finish executing, write the current queue timestamp into index timestampWrites.
endOfPassWriteIndexof timestampWrites.querySet.
-
-
-
13.4. Buffer Copy Commands
copyBufferToBuffer(source, sourceOffset, destination, destinationOffset, size)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of aGPUBufferto a sub-region of anotherGPUBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyBufferToBuffer(source, sourceOffset, destination, destinationOffset, size) method. Parameter Type Nullable Optional Description sourceGPUBuffer✘ ✘ The GPUBufferto copy from.sourceOffsetGPUSize64✘ ✘ Offset in bytes into source to begin copying from. destinationGPUBuffer✘ ✘ The GPUBufferto copy to.destinationOffsetGPUSize64✘ ✘ Offset in bytes into destination to place the copied data. sizeGPUSize64✘ ✘ Bytes to copy. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied invalidate this and stop.
-
source is valid to use with this.
-
destination is valid to use with this.
-
size is a multiple of 4.
-
sourceOffset is a multiple of 4.
-
destinationOffset is a multiple of 4.
-
source.
size≥ (sourceOffset + size). -
destination.
size≥ (destinationOffset + size). -
source and destination are not the same
GPUBuffer.
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Copy size bytes of source, beginning at sourceOffset, into destination, beginning at destinationOffset.
-
clearBuffer(buffer, offset, size)-
Encode a command into the
GPUCommandEncoderthat fills a sub-region of aGPUBufferwith zeros.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.clearBuffer(buffer, offset, size) method. Parameter Type Nullable Optional Description bufferGPUBuffer✘ ✘ The GPUBufferto clear.offsetGPUSize64✘ ✔ Offset in bytes into buffer where the sub-region to clear begins. sizeGPUSize64✘ ✔ Size in bytes of the sub-region to clear. Defaults to the size of the buffer minus offset. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If size is missing, set size to
max(0, |buffer|.{{GPUBuffer/size}} - |offset|). -
If any of the following conditions are unsatisfied invalidate this and stop.
-
buffer is valid to use with this.
-
size is a multiple of 4.
-
offset is a multiple of 4.
-
buffer.
size≥ (offset + size).
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Set size bytes of buffer to
0starting at offset.
-
13.5. Image Copy Commands
copyBufferToTexture(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of aGPUBufferto a sub-region of one or multiple continuous texture subresources.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyBufferToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUImageCopyBuffer✘ ✘ Combined with copySize, defines the region of the source buffer. destinationGPUImageCopyTexture✘ ✘ Combined with copySize, defines the region of the destination texture subresource. copySizeGPUExtent3D✘ ✘ Returns:
undefinedContent timeline steps:
-
? validate GPUOrigin3D shape(destination.
origin). -
? validate GPUExtent3D shape(copySize).
-
Issue the subsequent steps on the Device timeline of this.
[[device]]:
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Let aligned be
true. -
If any of the following conditions are unsatisfied, invalidate this and stop.
-
validating GPUImageCopyBuffer(source) returns
true. -
validating texture buffer copy(destination, source, dataLength, copySize,
COPY_DST, aligned) returnstrue.
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Let blockWidth be the texel block width of destination.
texture. -
Let blockHeight be the texel block height of destination.
texture. -
Let dstOrigin be destination.
origin; -
Let dstBlockOriginX be (dstOrigin.x ÷ blockWidth).
-
Let dstBlockOriginY be (dstOrigin.y ÷ blockHeight).
-
Let blockColumns be (copySize.width ÷ blockWidth).
-
Let blockRows be (copySize.height ÷ blockHeight).
-
Assert that dstBlockOriginX, dstBlockOriginY, blockColumns, and blockRows are integers.
-
For each z in the range [0, copySize.depthOrArrayLayers − 1]:
-
Let dstSubregion be texture copy sub-region (z + dstOrigin.z) of destination.
-
For each y in the range [0, blockRows − 1]:
-
For each x in the range [0, blockColumns − 1]:
-
Let blockOffset be the texel block byte offset of source for (x, y, z) of destination.
texture. -
Set texel block (dstBlockOriginX + x, dstBlockOriginY + y) of dstSubregion to be an equivalent texel representation to the texel block described by source.
bufferat offset blockOffset.
-
-
-
-
copyTextureToBuffer(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of one or multiple continuous texture subresources to a sub-region of aGPUBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyTextureToBuffer(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUImageCopyTexture✘ ✘ Combined with copySize, defines the region of the source texture subresources. destinationGPUImageCopyBuffer✘ ✘ Combined with copySize, defines the region of the destination buffer. copySizeGPUExtent3D✘ ✘ Returns:
undefinedContent timeline steps:
-
? validate GPUOrigin3D shape(source.
origin). -
? validate GPUExtent3D shape(copySize).
-
Issue the subsequent steps on the Device timeline of this.
[[device]]:
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Let aligned be
true. -
If any of the following conditions are unsatisfied, invalidate this and stop.
-
validating GPUImageCopyBuffer(destination) returns
true. -
validating texture buffer copy(source, destination, dataLength, copySize,
COPY_SRC, aligned) returnstrue.
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Let blockWidth be the texel block width of source.
texture. -
Let blockHeight be the texel block height of source.
texture. -
Let srcOrigin be source.
origin; -
Let srcBlockOriginX be (srcOrigin.x ÷ blockWidth).
-
Let srcBlockOriginY be (srcOrigin.y ÷ blockHeight).
-
Let blockColumns be (copySize.width ÷ blockWidth).
-
Let blockRows be (copySize.height ÷ blockHeight).
-
Assert that srcBlockOriginX, srcBlockOriginY, blockColumns, and blockRows are integers.
-
For each z in the range [0, copySize.depthOrArrayLayers − 1]:
-
Let srcSubregion be texture copy sub-region (z + srcOrigin.z) of source.
-
For each y in the range [0, blockRows − 1]:
-
For each x in the range [0, blockColumns − 1]:
-
Let blockOffset be the texel block byte offset of destination for (x, y, z) of source.
texture. -
Set destination.
bufferat offset blockOffset to be an equivalent texel representation to texel block (srcBlockOriginX + x, srcBlockOriginY + y) of srcSubregion.
-
-
-
-
copyTextureToTexture(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of one or multiple contiguous texture subresources to another sub-region of one or multiple continuous texture subresources.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyTextureToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUImageCopyTexture✘ ✘ Combined with copySize, defines the region of the source texture subresources. destinationGPUImageCopyTexture✘ ✘ Combined with copySize, defines the region of the destination texture subresources. copySizeGPUExtent3D✘ ✘ Returns:
undefinedContent timeline steps:
-
? validate GPUOrigin3D shape(source.
origin). -
? validate GPUOrigin3D shape(destination.
origin). -
? validate GPUExtent3D shape(copySize).
-
Issue the subsequent steps on the Device timeline of this.
[[device]]:
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
Let srcTexture be source.
texture. -
Let dstTexture be destination.
texture. -
validating GPUImageCopyTexture(source, copySize) returns
true. -
validating GPUImageCopyTexture(destination, copySize) returns
true. -
srcTexture.
sampleCountis equal to dstTexture.sampleCount. -
srcTexture.
formatand dstTexture.formatmust be copy-compatible. -
If srcTexture.
formatis a depth-stencil format: -
The set of subresources for texture copy(source, copySize) and the set of subresources for texture copy(destination, copySize) are disjoint.
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Let blockWidth be the texel block width of source.
texture. -
Let blockHeight be the texel block height of source.
texture. -
Let srcOrigin be source.
origin; -
Let srcBlockOriginX be (srcOrigin.x ÷ blockWidth).
-
Let srcBlockOriginY be (srcOrigin.y ÷ blockHeight).
-
Let dstOrigin be destination.
origin; -
Let dstBlockOriginX be (dstOrigin.x ÷ blockWidth).
-
Let dstBlockOriginY be (dstOrigin.y ÷ blockHeight).
-
Let blockColumns be (copySize.width ÷ blockWidth).
-
Let blockRows be (copySize.height ÷ blockHeight).
-
Assert that srcBlockOriginX, srcBlockOriginY, dstBlockOriginX, dstBlockOriginY, blockColumns, and blockRows are integers.
-
For each z in the range [0, copySize.depthOrArrayLayers − 1]:
-
Let srcSubregion be texture copy sub-region (z + srcOrigin.z) of source.
-
Let dstSubregion be texture copy sub-region (z + dstOrigin.z) of destination.
-
For each y in the range [0, blockRows − 1]:
-
For each x in the range [0, blockColumns − 1]:
-
Set texel block (dstBlockOriginX + x, dstBlockOriginY + y) of dstSubregion to be an equivalent texel representation to texel block (srcBlockOriginX + x, srcBlockOriginY + y) of srcSubregion.
-
-
-
-
13.6. Queries
resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset)-
Resolves query results from a
GPUQuerySetout into a range of aGPUBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset) method. Parameter Type Nullable Optional Description querySetGPUQuerySet✘ ✘ firstQueryGPUSize32✘ ✘ queryCountGPUSize32✘ ✘ destinationGPUBuffer✘ ✘ destinationOffsetGPUSize64✘ ✘ Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
querySet is valid to use with this.
-
destination is valid to use with this.
-
destination.
usagecontainsQUERY_RESOLVE. -
firstQuery < the number of queries in querySet.
-
(firstQuery + queryCount) ≤ the number of queries in querySet.
-
destinationOffset is a multiple of 256.
-
destinationOffset + 8 × queryCount ≤ destination.
size.
-
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline when executed.
Queue timeline steps:-
Let queryIndex be firstQuery.
-
Let offset be destinationOffset.
-
While queryIndex < firstQuery + queryCount:
-
Set 8 bytes of destination, beginning at offset, to be the value of querySet at queryIndex.
-
Set queryIndex to be queryIndex + 1.
-
Set offset to be offset + 8.
-
-
13.7. Finalization
A GPUCommandBuffer containing the commands recorded by the GPUCommandEncoder can be created
by calling finish(). Once finish() has been called the
command encoder can no longer be used.
finish(descriptor)-
Completes recording of the commands sequence and returns a corresponding
GPUCommandBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.finish(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUCommandBufferDescriptor✘ ✔ Returns:
GPUCommandBufferContent timeline steps:
-
Let commandBuffer be a new
GPUCommandBuffer. -
Issue the finish steps on the Device timeline of this.
[[device]]. -
Return commandBuffer.
Device timeline finish steps:-
Let validationSucceeded be
trueif all of the following requirements are met, andfalseotherwise.-
this must be valid.
-
this.
[[debug_group_stack]]must be empty. -
Every usage scope contained in this must satisfy the usage scope validation.
-
-
If validationSucceeded is
false, then:-
Return an invalidated
GPUCommandBuffer.
-
Set commandBuffer.
[[command_list]]to this.[[commands]].
-
14. Programmable Passes
interface mixin {GPUBindingCommandsMixin undefined setBindGroup (GPUIndex32 index ,GPUBindGroup ?bindGroup ,optional sequence <GPUBufferDynamicOffset >dynamicOffsets = []);undefined setBindGroup (GPUIndex32 index ,GPUBindGroup ?bindGroup ,Uint32Array dynamicOffsetsData ,GPUSize64 dynamicOffsetsDataStart ,GPUSize32 dynamicOffsetsDataLength ); };
GPUBindingCommandsMixin assumes the presence of GPUObjectBase and GPUCommandsMixin members on the same object.
It must only be included by interfaces which also include those mixins.
GPUBindingCommandsMixin has the following internal slots:
[[bind_groups]], of type ordered map<GPUIndex32,GPUBindGroup>-
The current
GPUBindGroupfor each index, initially empty. [[dynamic_offsets]], of type ordered map<GPUIndex32, list<GPUBufferDynamicOffset> >-
The current dynamic offsets for each
[[bind_groups]]entry, initially empty.
14.1. Bind Groups
setBindGroup() has two overloads:
setBindGroup(index, bindGroup, dynamicOffsets)-
Sets the current
GPUBindGroupfor the given index.Called on:GPUBindingCommandsMixinthis.Arguments:
index, of typeGPUIndex32, non-nullable, required-
The index to set the bind group at.
bindGroup, of typeGPUBindGroup, nullable, required-
Bind group to use for subsequent render or compute commands.
dynamicOffsets, of type sequence<GPUBufferDynamicOffset>, non-nullable, defaulting to[]-
Array containing buffer offsets in bytes for each entry in bindGroup marked as
buffer.hasDynamicOffset.
Returns:
undefinedNote: dynamicOffsets[i] is used for the i-th dynamic buffer binding in the bind group, when bindings are ordered by
GPUBindGroupLayoutEntry.binding. Said differently dynamicOffsets are in the same order as dynamic buffer binding’sGPUBindGroupLayoutEntry.binding.Content timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Let dynamicOffsetCount be 0 if
bindGroupisnull, or bindGroup.[[layout]].[[dynamicOffsetCount]]if not. -
If any of the following requirements are unmet, invalidate this and stop.
-
index must be < this.
[[device]].[[limits]].maxBindGroups. -
dynamicOffsets.length must equal dynamicOffsetCount.
-
-
If bindGroup is
null:-
Remove this.
[[bind_groups]][index]. -
Remove this.
[[dynamic_offsets]][index].
Otherwise:
-
If any of the following requirements are unmet, invalidate this and stop.
-
bindGroup must be valid to use with this.
-
For each dynamic binding (bufferBinding, bufferLayout, dynamicOffsetIndex) in bindGroup:
-
bufferBinding.
offset+ dynamicOffsets[dynamicOffsetIndex] + bufferLayout.minBindingSizemust be ≤ bufferBinding.buffer.size. -
If bufferLayout.
typeis"uniform":-
dynamicOffset must be a multiple of
minUniformBufferOffsetAlignment.
-
-
If bufferLayout.
typeis"storage"or"read-only-storage":-
dynamicOffset must be a multiple of
minStorageBufferOffsetAlignment.
-
-
-
-
Set this.
[[bind_groups]][index] to be bindGroup. -
Set this.
[[dynamic_offsets]][index] to be a copy of dynamicOffsets.
-
setBindGroup(index, bindGroup, dynamicOffsetsData, dynamicOffsetsDataStart, dynamicOffsetsDataLength)-
Sets the current
GPUBindGroupfor the given index, specifying dynamic offsets as a subset of aUint32Array.Called on:GPUBindingCommandsMixinthis.Arguments:
Arguments for the GPUBindingCommandsMixin.setBindGroup(index, bindGroup, dynamicOffsetsData, dynamicOffsetsDataStart, dynamicOffsetsDataLength) method. Parameter Type Nullable Optional Description indexGPUIndex32✘ ✘ The index to set the bind group at. bindGroupGPUBindGroup?✔ ✘ Bind group to use for subsequent render or compute commands. dynamicOffsetsDataUint32Array✘ ✘ Array containing buffer offsets in bytes for each entry in bindGroup marked as buffer.hasDynamicOffset.dynamicOffsetsDataStartGPUSize64✘ ✘ Offset in elements into dynamicOffsetsData where the buffer offset data begins. dynamicOffsetsDataLengthGPUSize32✘ ✘ Number of buffer offsets to read from dynamicOffsetsData. Returns:
undefinedContent timeline steps:
-
If any of the following requirements are unmet, throw a
RangeErrorand stop.-
dynamicOffsetsDataStart must be ≥ 0.
-
dynamicOffsetsDataStart + dynamicOffsetsDataLength must be ≤ dynamicOffsetsData.
length.
-
-
Let dynamicOffsets be a list containing the range, starting at index dynamicOffsetsDataStart, of dynamicOffsetsDataLength elements of a copy of dynamicOffsetsData.
-
Call this.
setBindGroup(index, bindGroup, dynamicOffsets).
-
GPUBindGroup bindGroup with a given list of steps to be executed for each dynamic offset, run the following device timeline steps:
-
Let dynamicOffsetIndex be
0. -
Let layout be bindGroup.
[[layout]]. -
For each
GPUBindGroupEntryentry in bindGroup.[[entries]]ordered in increasing values of entry.binding:-
Let bindingDescriptor be the
GPUBindGroupLayoutEntryat layout.[[entryMap]][entry.binding]: -
If bindingDescriptor.
buffer?.hasDynamicOffsetistrue:
-
Arguments:
GPUBindingCommandsMixinencoder-
Encoder whose bind groups are being validated.
GPUPipelineBasepipeline-
Pipeline to validate encoders bind groups are compatible with.
Device timeline steps:
-
If any of the following conditions are unsatisfied, return
false:-
pipeline must not be
null. -
All bind groups used by the pipeline must be set and compatible with the pipeline layout: For each pair of (
GPUIndex32index,GPUBindGroupLayoutbindGroupLayout) in pipeline.[[layout]].[[bindGroupLayouts]]:-
Let bindGroup be encoder.
[[bind_groups]][index]. -
bindGroup must not be
null. -
bindGroup.
[[layout]]must be group-equivalent with bindGroupLayout. -
For each entry of bindGroup.
[[entries]]:-
If entry.
[[prevalidatedSize]]isfalse:-
effective buffer binding size(entry.
resource) must be ≥ minimum buffer binding size of the binding variable in pipeline’s shader that corresponds to entry.
-
-
-
-
Encoder bind groups alias a writable resource(encoder, pipeline) must be
false.
-
Otherwise return true.
GPUTextureView object).
Arguments:
GPUBindingCommandsMixinencoder-
Encoder whose bind groups are being validated.
GPUPipelineBasepipeline-
Pipeline to validate encoders bind groups are compatible with.
Device timeline steps:
-
For each stage in [
VERTEX,FRAGMENT,COMPUTE]:-
Let bufferBindings be a list of (
GPUBufferBinding,boolean) pairs, where the latter indicates whether the resource was used as writable. -
Let textureViews be a list of (
GPUTextureView,boolean) pairs, where the latter indicates whether the resource was used as writable. -
For each pair of (
GPUIndex32bindGroupIndex,GPUBindGroupLayoutbindGroupLayout) in pipeline.[[layout]].[[bindGroupLayouts]]:-
Let bindGroup be encoder.
[[bind_groups]][bindGroupIndex]. -
Let bindGroupLayoutEntries be bindGroupLayout.
[[descriptor]].entries. -
Let bufferRanges be the bound buffer ranges of bindGroup, given dynamic offsets encoder.
[[dynamic_offsets]][bindGroupIndex] -
For each (
GPUBindGroupLayoutEntrybindGroupLayoutEntry,GPUBufferBindingresource) in bufferRanges, in which bindGroupLayoutEntry.visibilitycontains stage:-
Let resourceWritable be (bindGroupLayoutEntry.
buffer.type=="storage"). -
For each pair (
GPUBufferBindingpastResource,booleanpastResourceWritable) in bufferBindings:-
If (resourceWritable or pastResourceWritable) is true, and pastResource and resource are buffer-binding-aliasing, return
true.
-
-
Append (resource, resourceWritable) to bufferBindings.
-
-
For each
GPUBindGroupLayoutEntrybindGroupLayoutEntry in bindGroupLayoutEntries, and correspondingGPUTextureViewresource in bindGroup, in which bindGroupLayoutEntry.visibilitycontains stage:-
Let resourceWritable be whether bindGroupLayoutEntry.
storageTexture.accessis a writable access mode. -
If bindGroupLayoutEntry.
storageTextureis not provided, continue. -
For each pair (
GPUTextureViewpastResource,booleanpastResourceWritable) in textureViews,-
If (resourceWritable or pastResourceWritable) is true, and pastResource and resource is texture-view-aliasing, return
true.
-
-
Append (resource, resourceWritable) to textureViews.
-
-
-
-
Return
false.
Note: Implementations are strongly encouraged to optimize this algorithm.
15. Debug Markers
GPUDebugCommandsMixin provides methods to apply debug labels to groups
of commands or insert a single label into the command sequence.
Debug groups can be nested to create a hierarchy of labeled commands, and must be well-balanced.
Like object labels, these labels have no required behavior, but may be shown
in error messages and browser developer tools, and may be passed to native API backends.
interface mixin GPUDebugCommandsMixin {undefined pushDebugGroup (USVString groupLabel );undefined popDebugGroup ();undefined insertDebugMarker (USVString markerLabel ); };
GPUDebugCommandsMixin assumes the presence of GPUObjectBase and GPUCommandsMixin members on the same object.
It must only be included by interfaces which also include those mixins.
GPUDebugCommandsMixin adds the following internal slots to interfaces which include it:
[[debug_group_stack]], of type stack<USVString>-
A stack of active debug group labels.
GPUDebugCommandsMixin adds the following methods to interfaces which include it:
pushDebugGroup(groupLabel)-
Begins a labeled debug group containing subsequent commands.
Called on:GPUDebugCommandsMixinthis.Arguments:
Arguments for the GPUDebugCommandsMixin.pushDebugGroup(groupLabel) method. Parameter Type Nullable Optional Description groupLabelUSVString✘ ✘ The label for the command group. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Push groupLabel onto this.
[[debug_group_stack]].
-
popDebugGroup()-
Ends the labeled debug group most recently started by
pushDebugGroup().Called on:GPUDebugCommandsMixinthis.Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following requirements are unmet, invalidate this, and stop.
-
this.
[[debug_group_stack]]must not be empty.
-
-
Pop an entry off of this.
[[debug_group_stack]].
-
insertDebugMarker(markerLabel)-
Marks a point in a stream of commands with a label.
Called on:GPUDebugCommandsMixinthis.Arguments:
Arguments for the GPUDebugCommandsMixin.insertDebugMarker(markerLabel) method. Parameter Type Nullable Optional Description markerLabelUSVString✘ ✘ The label to insert. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
16. Compute Passes
16.1. GPUComputePassEncoder
[Exposed =(Window ,Worker ),SecureContext ]interface GPUComputePassEncoder {undefined setPipeline (GPUComputePipeline pipeline );undefined dispatchWorkgroups (GPUSize32 workgroupCountX ,optional GPUSize32 workgroupCountY = 1,optional GPUSize32 workgroupCountZ = 1);undefined dispatchWorkgroupsIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset );undefined end (); };GPUComputePassEncoder includes GPUObjectBase ;GPUComputePassEncoder includes GPUCommandsMixin ;GPUComputePassEncoder includes GPUDebugCommandsMixin ;GPUComputePassEncoder includes GPUBindingCommandsMixin ;
GPUComputePassEncoder has the following internal slots:
[[command_encoder]], of typeGPUCommandEncoder, readonly-
The
GPUCommandEncoderthat created this compute pass encoder. [[pipeline]], of typeGPUComputePipeline, readonly-
The current
GPUComputePipeline, initiallynull. [[endTimestampWrite]], of type GPU command?, readonly, defaulting tonull-
GPU command, if any, writing a timestamp when the pass ends.
16.1.1. Compute Pass Encoder Creation
dictionary {GPUComputePassTimestampWrites required GPUQuerySet querySet ;GPUSize32 beginningOfPassWriteIndex ;GPUSize32 endOfPassWriteIndex ; };
querySet, of type GPUQuerySet-
The
GPUQuerySet, of type"timestamp", that the query results will be written to. beginningOfPassWriteIndex, of type GPUSize32-
If defined, indicates the query index in
querySetinto which the timestamp at the beginning of the compute pass will be written. endOfPassWriteIndex, of type GPUSize32-
If defined, indicates the query index in
querySetinto which the timestamp at the end of the compute pass will be written.
Note: Timestamp query values are written in nanoseconds, but how the value is determined is implementation-defined and may not increase monotonically. See § 20.4 Timestamp Query for details.
dictionary :GPUComputePassDescriptor GPUObjectDescriptorBase {GPUComputePassTimestampWrites timestampWrites ; };
timestampWrites, of type GPUComputePassTimestampWrites-
Defines which timestamp values will be written for this pass, and where to write them to.
16.1.2. Dispatch
setPipeline(pipeline)-
Sets the current
GPUComputePipeline.Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.setPipeline(pipeline) method. Parameter Type Nullable Optional Description pipelineGPUComputePipeline✘ ✘ The compute pipeline to use for subsequent dispatch commands. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
pipeline is valid to use with this.
-
-
Set this.
[[pipeline]]to be pipeline.
-
dispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ)-
Dispatch work to be performed with the current
GPUComputePipeline. See § 23.1 Computing for the detailed specification.Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.dispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ) method. Parameter Type Nullable Optional Description workgroupCountXGPUSize32✘ ✘ X dimension of the grid of workgroups to dispatch. workgroupCountYGPUSize32✘ ✔ Y dimension of the grid of workgroups to dispatch. workgroupCountZGPUSize32✘ ✔ Z dimension of the grid of workgroups to dispatch. NOTE:Thex,y, andzvalues passed todispatchWorkgroups()anddispatchWorkgroupsIndirect()are the number of workgroups to dispatch for each dimension, not the number of shader invocations to perform across each dimension. This matches the behavior of modern native GPU APIs, but differs from the behavior of OpenCL.This means that if a
GPUShaderModuledefines an entry point with@workgroup_size(4, 4), and work is dispatched to it with the callcomputePass.dispatchWorkgroups(8, 8);the entry point will be invoked 1024 times total: Dispatching a 4x4 workgroup 8 times along both the X and Y axes. (4*4*8*8=1024)Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
Validate encoder bind groups(this, this.
[[pipeline]]) istrue. -
all of workgroupCountX, workgroupCountY and workgroupCountZ are ≤ this.device.limits.
maxComputeWorkgroupsPerDimension.
-
-
Let bindingState be a snapshot of this’s current state.
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline.
Queue timeline steps:-
Execute a grid of workgroups with dimensions [workgroupCountX, workgroupCountY, workgroupCountZ] with bindingState.
[[pipeline]]using bindingState.[[bind_groups]].
-
dispatchWorkgroupsIndirect(indirectBuffer, indirectOffset)-
Dispatch work to be performed with the current
GPUComputePipelineusing parameters read from aGPUBuffer. See § 23.1 Computing for the detailed specification.The indirect dispatch parameters encoded in the buffer must be a tightly packed block of three 32-bit unsigned integer values (12 bytes total), given in the same order as the arguments for
dispatchWorkgroups(). For example:let dispatchIndirectParameters= new Uint32Array( 3 ); dispatchIndirectParameters[ 0 ] = workgroupCountX; dispatchIndirectParameters[ 1 ] = workgroupCountY; dispatchIndirectParameters[ 2 ] = workgroupCountZ; Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.dispatchWorkgroupsIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer✘ ✘ Buffer containing the indirect dispatch parameters. indirectOffsetGPUSize64✘ ✘ Offset in bytes into indirectBuffer where the dispatch data begins. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
Validate encoder bind groups(this, this.
[[pipeline]]) istrue. -
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect dispatch parameters) ≤ indirectBuffer.
size. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as input.
-
Let bindingState be a snapshot of this’s current state.
-
Enqueue a command on this which issues the subsequent steps on the Queue timeline.
Queue timeline steps:-
Let workgroupCountX be an unsigned 32-bit integer read from indirectBuffer at indirectOffset bytes.
-
Let workgroupCountY be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 4) bytes.
-
Let workgroupCountZ be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 8) bytes.
-
If workgroupCountX, workgroupCountY, or workgroupCountZ is greater than this.device.limits.
maxComputeWorkgroupsPerDimension, stop. -
Execute a grid of workgroups with dimensions [workgroupCountX, workgroupCountY, workgroupCountZ] with bindingState.
[[pipeline]]using bindingState.[[bind_groups]].
-
16.1.3. Finalization
The compute pass encoder can be ended by calling end() once the user
has finished recording commands for the pass. Once end() has been
called the compute pass encoder can no longer be used.
end()-
Completes recording of the compute pass commands sequence.
Called on:GPUComputePassEncoderthis.Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Let parentEncoder be this.
[[command_encoder]]. -
If any of the following requirements are unmet, generate a validation error and stop.
-
If any of the following requirements are unmet, invalidate parentEncoder and stop.
-
this must be valid.
-
this.
[[debug_group_stack]]must be empty.
-
-
Extend parentEncoder.
[[commands]]with this.[[commands]]. -
If this.
[[endTimestampWrite]]is notnull:-
Extend parentEncoder.
[[commands]]with this.[[endTimestampWrite]].
-
-
17. Render Passes
17.1. GPURenderPassEncoder
[Exposed =(Window ,Worker ),SecureContext ]interface GPURenderPassEncoder {undefined setViewport (float x ,float y ,float width ,float height ,float minDepth ,float maxDepth );undefined setScissorRect (GPUIntegerCoordinate x ,GPUIntegerCoordinate y ,GPUIntegerCoordinate width ,GPUIntegerCoordinate height );undefined setBlendConstant (GPUColor color );undefined setStencilReference (GPUStencilValue reference );undefined beginOcclusionQuery (GPUSize32 queryIndex );undefined endOcclusionQuery ();undefined executeBundles (sequence <GPURenderBundle >bundles );undefined end (); };GPURenderPassEncoder includes GPUObjectBase ;GPURenderPassEncoder includes GPUCommandsMixin ;GPURenderPassEncoder includes GPUDebugCommandsMixin ;GPURenderPassEncoder includes GPUBindingCommandsMixin ;GPURenderPassEncoder includes GPURenderCommandsMixin ;
GPURenderPassEncoder has the following internal slots used for validation while encoding:
[[command_encoder]], of typeGPUCommandEncoder, readonly-
The
GPUCommandEncoderthat created this render pass encoder. [[attachment_size]], readonly-
Set to the following extents:
-
width, height= the dimensions of the pass’s render attachments
-
[[occlusion_query_set]], of typeGPUQuerySet, readonly-
The
GPUQuerySetto store occlusion query results for the pass, which is initialized withGPURenderPassDescriptor.occlusionQuerySetat pass creation time. [[occlusion_query_active]], of typeboolean-
Whether the pass’s
[[occlusion_query_set]]is being written. [[endTimestampWrite]], of type GPU command?, readonly, defaulting tonull-
GPU command, if any, writing a timestamp when the pass ends.
[[maxDrawCount]]of typeGPUSize64, readonly-
The maximum number of draws allowed in this pass.
When executing encoded render pass commands as part of a GPUCommandBuffer, an internal RenderState object is used to track the current state required for rendering.
RenderState contains the following internal slots used for execution of rendering commands:
[[occlusionQueryIndex]], of typeGPUSize32-
The index into
[[occlusion_query_set]]at which to store the occlusion query results. [[viewport]]-
Current viewport rectangle and depth range. Initially set to the following values:
-
x, y=0.0, 0.0 -
width, height= the dimensions of the pass’s render targets -
minDepth, maxDepth=0.0, 1.0
-
[[scissorRect]]-
Current scissor rectangle. Initially set to the following values:
-
x, y=0, 0 -
width, height= the dimensions of the pass’s render targets
-
[[blendConstant]], of typeGPUColor-
Current blend constant value, initially
[0, 0, 0, 0]. [[stencilReference]], of typeGPUStencilValue-
Current stencil reference value, initially
0. [[colorAttachments]], of type sequence<GPURenderPassColorAttachment?>-
The color attachments and state for this render pass.
[[depthStencilAttachment]], of typeGPURenderPassDepthStencilAttachment?-
The depth/stencil attachment and state for this render pass.
Render passes also have framebuffer memory, which contains the texel data associated with each attachment that is written into by draw commands and read from for blending and depth/stencil testing.
Note: Depending on the GPU hardware, framebuffer memory may be the memory allocated by the attachment textures or may be a separate area of memory that the texture data is copied to and from, such as with tile-based architectures.
17.1.1. Render Pass Encoder Creation
dictionary {GPURenderPassTimestampWrites required GPUQuerySet querySet ;GPUSize32 beginningOfPassWriteIndex ;GPUSize32 endOfPassWriteIndex ; };
querySet, of type GPUQuerySet-
The
GPUQuerySet, of type"timestamp", that the query results will be written to. beginningOfPassWriteIndex, of type GPUSize32-
If defined, indicates the query index in
querySetinto which the timestamp at the beginning of the render pass will be written. endOfPassWriteIndex, of type GPUSize32-
If defined, indicates the query index in
querySetinto which the timestamp at the end of the render pass will be written.
Note: Timestamp query values are written in nanoseconds, but how the value is determined is implementation-defined and may not increase monotonically. See § 20.4 Timestamp Query for details.
dictionary :GPURenderPassDescriptor GPUObjectDescriptorBase {required sequence <GPURenderPassColorAttachment ?>colorAttachments ;GPURenderPassDepthStencilAttachment depthStencilAttachment ;GPUQuerySet occlusionQuerySet ;GPURenderPassTimestampWrites timestampWrites ;GPUSize64 maxDrawCount = 50000000; };
colorAttachments, of typesequence<GPURenderPassColorAttachment?>-
The set of
GPURenderPassColorAttachmentvalues in this sequence defines which color attachments will be output to when executing this render pass.Due to usage compatibility, no color attachment may alias another attachment or any resource used inside the render pass.
depthStencilAttachment, of type GPURenderPassDepthStencilAttachment-
The
GPURenderPassDepthStencilAttachmentvalue that defines the depth/stencil attachment that will be output to and tested against when executing this render pass.Due to usage compatibility, no writable depth/stencil attachment may alias another attachment or any resource used inside the render pass.
occlusionQuerySet, of type GPUQuerySet-
The
GPUQuerySetvalue defines where the occlusion query results will be stored for this pass. timestampWrites, of type GPURenderPassTimestampWrites-
Defines which timestamp values will be written for this pass, and where to write them to.
maxDrawCount, of type GPUSize64, defaulting to50000000-
The maximum number of draw calls that will be done in the render pass. Used by some implementations to size work injected before the render pass. Keeping the default value is a good default, unless it is known that more draw calls will be done.
Given a GPUDevice device and GPURenderPassDescriptor this, the following validation rules apply:
-
this.
colorAttachments.length must be ≤ device.[[limits]].maxColorAttachments. -
For each non-
nullcolorAttachment in this.colorAttachments:-
colorAttachment must meet the GPURenderPassColorAttachment Valid Usage rules.
-
-
If this.
depthStencilAttachmentis provided:-
this.
depthStencilAttachmentmust meet the GPURenderPassDepthStencilAttachment Valid Usage rules.
-
-
There must exist at least one attachment, either:
-
A non-
nullvalue in this.colorAttachments, or -
A this.
depthStencilAttachment.
-
-
Validating GPURenderPassDescriptor’s color attachment bytes per sample(device, this.
colorAttachments) succeeds. -
All
views in non-nullmembers of this.colorAttachments, and this.depthStencilAttachment.viewif present, must have equalsampleCounts. -
For each
viewin non-nullmembers of this.colorAttachmentsand this.depthStencilAttachment.view, if present, the[[renderExtent]]must match. -
If this.
occlusionQuerySetis notnull:-
this.
occlusionQuerySet.typemust beocclusion.
-
-
If this.
timestampWritesis provided:-
Validate timestampWrites(device, this.
timestampWrites) must return true.
-
Arguments:
-
GPUDevicedevice -
sequence<
GPURenderPassColorAttachment?> colorAttachments
Device timeline steps:
-
Let formats be an empty list<
GPUTextureFormat?> -
For each colorAttachment in colorAttachments:
-
If colorAttachment is
undefined, continue. -
Append colorAttachment.
view.[[descriptor]].formatto formats.
-
-
Calculating color attachment bytes per sample(formats) must be ≤ device.
[[limits]].maxColorAttachmentBytesPerSample.
17.1.1.1. Color Attachments
dictionary {GPURenderPassColorAttachment required GPUTextureView view ;GPUIntegerCoordinate depthSlice ;GPUTextureView resolveTarget ;GPUColor clearValue ;required GPULoadOp loadOp ;required GPUStoreOp storeOp ; };
view, of type GPUTextureView-
A
GPUTextureViewdescribing the texture subresource that will be output to for this color attachment. depthSlice, of type GPUIntegerCoordinate-
Indicates the depth slice index of
"3d"viewthat will be output to for this color attachment. resolveTarget, of type GPUTextureView-
A
GPUTextureViewdescribing the texture subresource that will receive the resolved output for this color attachment ifviewis multisampled. clearValue, of type GPUColor-
Indicates the value to clear
viewto prior to executing the render pass. If not provided, defaults to{r: 0, g: 0, b: 0, a: 0}. Ignored ifloadOpis not"clear".The components of
clearValueare all double values. They are converted to a texel value of texture format matching the render attachment. If conversion fails, a validation error is generated. loadOp, of type GPULoadOp-
Indicates the load operation to perform on
viewprior to executing the render pass.Note: It is recommended to prefer clearing; see
"clear"for details. storeOp, of type GPUStoreOp-
The store operation to perform on
viewafter executing the render pass.
Given a GPURenderPassColorAttachment this:
-
Let renderViewDescriptor be this.
view.[[descriptor]]. -
Let resolveViewDescriptor be this.
resolveTarget.[[descriptor]]. -
Let renderTexture be this.
view.[[texture]]. -
Let resolveTexture be this.
resolveTarget.[[texture]]. -
The following validation rules apply:
-
renderViewDescriptor.
formatmust be a color renderable format. -
this.
viewmust be a renderable texture view. -
If renderViewDescriptor.
dimensionis"3d":-
this.
depthSlicemust be provided and must be < the depthOrArrayLayers of the logical miplevel-specific texture extent of the renderTexture subresource at mipmap level renderViewDescriptor.baseMipLevel.
Otherwise:
-
this.
depthSlicemust not be provided.
-
-
-
Converting the IDL value this.
clearValueto a texel value of texture format renderViewDescriptor.formatmust not throw aTypeError.Note: An error is not thrown if the value is out-of-range for the format but in-range for the corresponding WGSL primitive type (
f32,i32, oru32).
-
-
If this.
resolveTargetis provided:-
renderTexture.
sampleCountmust be > 1. -
resolveTexture.
sampleCountmust be 1. -
this.
resolveTargetmust be a non-3d renderable texture view. -
this.
resolveTarget.[[renderExtent]]and this.view.[[renderExtent]]must match. -
resolveViewDescriptor.
formatmust equal renderViewDescriptor.format. -
resolveViewDescriptor.
formatmust support resolve according to § 26.1.1 Plain color formats.
-
-
GPUTextureView view is a renderable texture view if the all of the requirements in the following device timeline steps are met:
-
Let descriptor be view.
[[descriptor]]. -
view.
[[texture]].usagemust containRENDER_ATTACHMENT. -
descriptor.
dimensionmust be"2d"or"2d-array"or"3d". -
descriptor.
mipLevelCountmust be 1. -
descriptor.
arrayLayerCountmust be 1. -
descriptor.
aspectmust refer to all aspects of view.[[texture]].
Arguments:
-
sequence<
GPUTextureFormat?> formats
Returns: GPUSize32
-
Let total be 0.
-
For each non-null format in formats
-
Assert: format is a color renderable format.
-
Let renderTargetPixelByteCost be the render target pixel byte cost of format.
-
Let renderTargetComponentAlignment be the render target component alignment of format.
-
Round total up to the smallest multiple of renderTargetComponentAlignment greater than or equal to total.
-
Add renderTargetPixelByteCost to total.
-
-
Return total.
17.1.1.2. Depth/Stencil Attachments
dictionary {GPURenderPassDepthStencilAttachment required GPUTextureView view ;float depthClearValue ;GPULoadOp depthLoadOp ;GPUStoreOp depthStoreOp ;boolean depthReadOnly =false ;GPUStencilValue stencilClearValue = 0;GPULoadOp stencilLoadOp ;GPUStoreOp stencilStoreOp ;boolean stencilReadOnly =false ; };
view, of type GPUTextureView-
A
GPUTextureViewdescribing the texture subresource that will be output to and read from for this depth/stencil attachment. depthClearValue, of type float-
Indicates the value to clear
view's depth component to prior to executing the render pass. Ignored ifdepthLoadOpis not"clear". Must be between 0.0 and 1.0, inclusive. depthLoadOp, of type GPULoadOp-
Indicates the load operation to perform on
view's depth component prior to executing the render pass.Note: It is recommended to prefer clearing; see
"clear"for details. depthStoreOp, of type GPUStoreOp-
The store operation to perform on
view's depth component after executing the render pass. depthReadOnly, of type boolean, defaulting tofalse-
Indicates that the depth component of
viewis read only. stencilClearValue, of type GPUStencilValue, defaulting to0-
Indicates the value to clear
view's stencil component to prior to executing the render pass. Ignored ifstencilLoadOpis not"clear".The value will be converted to the type of the stencil aspect of view by taking the same number of LSBs as the number of bits in the stencil aspect of one texel of view.
stencilLoadOp, of type GPULoadOp-
Indicates the load operation to perform on
view's stencil component prior to executing the render pass.Note: It is recommended to prefer clearing; see
"clear"for details. stencilStoreOp, of type GPUStoreOp-
The store operation to perform on
view's stencil component after executing the render pass. stencilReadOnly, of type boolean, defaulting tofalse-
Indicates that the stencil component of
viewis read only.
Given a GPURenderPassDepthStencilAttachment this, the following validation
rules apply:
-
this.
viewmust have a depth-or-stencil format. -
this.
viewmust be a renderable texture view. -
Let format be this.
view.[[descriptor]].format. -
If this.
depthLoadOpis"clear", this.depthClearValuemust be provided and must be between 0.0 and 1.0, inclusive. -
If format has a depth aspect and this.
depthReadOnlyisfalse:-
this.
depthLoadOpmust be provided. -
this.
depthStoreOpmust be provided.
Otherwise:
-
this.
depthLoadOpmust not be provided. -
this.
depthStoreOpmust not be provided.
-
-
If format has a stencil aspect and this.
stencilReadOnlyisfalse:-
this.
stencilLoadOpmust be provided. -
this.
stencilStoreOpmust be provided.
Otherwise:
-
this.
stencilLoadOpmust not be provided. -
this.
stencilStoreOpmust not be provided.
-
17.1.1.3. Load & Store Operations
enum {GPULoadOp "load" ,"clear" , };
"load"-
Loads the existing value for this attachment into the render pass.
"clear"-
Loads a clear value for this attachment into the render pass.
Note: On some GPU hardware (primarily mobile),
"clear"is significantly cheaper because it avoids loading data from main memory into tile-local memory. On other GPU hardware, there isn’t a significant difference. As a result, it is recommended to use"clear"rather than"load"in cases where the initial value doesn’t matter (e.g. the render target will be cleared using a skybox).
enum {GPUStoreOp "store" ,"discard" , };
"store"-
Stores the resulting value of the render pass for this attachment.
"discard"-
Discards the resulting value of the render pass for this attachment.
Note: Discarded attachments behave as if they are cleared to zero, but implementations are not required to perform a clear at the end of the render pass. Implementations which do not explicitly clear discarded attachments at the end of a pass must lazily clear them prior to the reading the attachment contents, which occurs via sampling, copies, attaching to a later render pass with
"load", displaying or reading back the canvas (get a copy of the image contents of a context), etc.
17.1.1.4. Render Pass Layout
GPURenderPassLayout declares the layout of the render targets of a GPURenderBundle.
It is also used internally to describe GPURenderPassEncoder layouts and GPURenderPipeline layouts.
It determines compatibility between render passes, render bundles, and render pipelines.
dictionary :GPURenderPassLayout GPUObjectDescriptorBase {required sequence <GPUTextureFormat ?>colorFormats ;GPUTextureFormat depthStencilFormat ;GPUSize32 sampleCount = 1; };
colorFormats, of typesequence<GPUTextureFormat?>-
A list of the
GPUTextureFormats of the color attachments for this pass or bundle. depthStencilFormat, of type GPUTextureFormat-
The
GPUTextureFormatof the depth/stencil attachment for this pass or bundle. sampleCount, of type GPUSize32, defaulting to1-
Number of samples per pixel in the attachments for this pass or bundle.
GPURenderPassLayout values are equal if:
-
Their
depthStencilFormatandsampleCountare equal, and -
Their
colorFormatsare equal ignoring any trailingnulls.
Arguments:
-
GPURenderPassDescriptordescriptor
Returns: GPURenderPassLayout
Device timeline steps:
-
Let layout be a new
GPURenderPassLayoutobject. -
For each colorAttachment in descriptor.
colorAttachments:-
If colorAttachment is not
null:-
Set layout.
sampleCountto colorAttachment.view.[[texture]].sampleCount. -
Append colorAttachment.
view.[[descriptor]].formatto layout.colorFormats.
-
-
Otherwise:
-
Append
nullto layout.colorFormats.
-
-
-
Let depthStencilAttachment be descriptor.
depthStencilAttachment, ornullif not provided. -
If depthStencilAttachment is not
null:-
Let view be depthStencilAttachment.
view. -
Set layout.
sampleCountto view.[[texture]].sampleCount. -
Set layout.
depthStencilFormatto view.[[descriptor]].format.
-
-
Return layout.
Arguments:
-
GPURenderPipelineDescriptordescriptor
Returns: GPURenderPassLayout
Device timeline steps:
-
Let layout be a new
GPURenderPassLayoutobject. -
Set layout.
sampleCountto descriptor.multisample.count. -
If descriptor.
depthStencilis provided:-
Set layout.
depthStencilFormatto descriptor.depthStencil.format.
-
-
If descriptor.
fragmentis provided:-
For each colorTarget in descriptor.
fragment.targets:-
Append colorTarget.
formatto layout.colorFormatsif colorTarget is notnull, or appendnullotherwise.
-
-
-
Return layout.
17.1.2. Finalization
The render pass encoder can be ended by calling end() once the user
has finished recording commands for the pass. Once end() has been
called the render pass encoder can no longer be used.
end()-
Completes recording of the render pass commands sequence.
Called on:GPURenderPassEncoderthis.Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Let parentEncoder be this.
[[command_encoder]]. -
If any of the following requirements are unmet, generate a validation error and stop.
-
If any of the following requirements are unmet, invalidate parentEncoder and stop.
-
this must be valid.
-
this.
[[debug_group_stack]]must be empty. -
this.
[[occlusion_query_active]]must befalse. -
this.
[[drawCount]]must be ≤ this.[[maxDrawCount]].
-
-
Extend parentEncoder.
[[commands]]with this.[[commands]]. -
If this.
[[endTimestampWrite]]is notnull:-
Extend parentEncoder.
[[commands]]with this.[[endTimestampWrite]].
-
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
For each non-
nullcolorAttachment in renderState.[[colorAttachments]]:-
Let colorView be colorAttachment.
view. -
If colorView.
[[descriptor]].dimensionis:"3d"-
Let colorSubregion be colorAttachment.
depthSliceof colorView. - Otherwise
-
Let colorSubregion be colorView.
-
If colorAttachment.
resolveTargetis notnull:-
Resolve the multiple samples of every texel of colorSubregion to a single sample and copy to colorAttachment.
resolveTarget.
-
-
If colorAttachment.
loadOpis:"store"-
Ensure the contents of the framebuffer memory associated with colorSubregion are stored in colorSubregion.
"discard"-
Set every texel of colorSubregion to zero.
-
-
Let depthStencilAttachment be renderState.
[[depthStencilAttachment]]. -
If depthStencilAttachment is not
null:-
If depthStencilAttachment.
depthLoadOpis:"store"-
Ensure the contents of the framebuffer memory associated with the depth subresource of depthStencilView are stored in depthStencilView.
"discard"-
Set every texel in the depth subresource of depthStencilView to zero.
-
If depthStencilAttachment.
stencilLoadOpis:"store"-
Ensure the contents of the framebuffer memory associated with the stencil subresource of depthStencilView are stored in depthStencilView.
"discard"-
Set every texel in the stencil subresource depthStencilView to zero.
-
-
Let renderState be
null.
Note: Discarded attachments behave as if they are cleared to zero, but implementations are not required to perform a clear at the end of the render pass. See the note on
"discard"for additional details. -
17.2. GPURenderCommandsMixin
GPURenderCommandsMixin defines rendering commands common to GPURenderPassEncoder and GPURenderBundleEncoder.
interface mixin GPURenderCommandsMixin {undefined setPipeline (GPURenderPipeline pipeline );undefined setIndexBuffer (GPUBuffer buffer ,GPUIndexFormat indexFormat ,optional GPUSize64 offset = 0,optional GPUSize64 size );undefined setVertexBuffer (GPUIndex32 slot ,GPUBuffer ?buffer ,optional GPUSize64 offset = 0,optional GPUSize64 size );undefined draw (GPUSize32 vertexCount ,optional GPUSize32 instanceCount = 1,optional GPUSize32 firstVertex = 0,optional GPUSize32 firstInstance = 0);undefined drawIndexed (GPUSize32 indexCount ,optional GPUSize32 instanceCount = 1,optional GPUSize32 firstIndex = 0,optional GPUSignedOffset32 baseVertex = 0,optional GPUSize32 firstInstance = 0);undefined drawIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset );undefined drawIndexedIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset ); };
GPURenderCommandsMixin assumes the presence of GPUObjectBase, GPUCommandsMixin, and GPUBindingCommandsMixin members on the same object.
It must only be included by interfaces which also include those mixins.
GPURenderCommandsMixin has the following internal slots:
[[layout]], of typeGPURenderPassLayout, readonly-
The layout of the render pass.
[[depthReadOnly]], of type boolean, readonly-
If
true, indicates that the depth component is not modified. [[stencilReadOnly]], of type boolean, readonly-
If
true, indicates that the stencil component is not modified. [[pipeline]], of typeGPURenderPipeline-
The current
GPURenderPipeline, initiallynull. [[index_buffer]], of typeGPUBuffer-
The current buffer to read index data from, initially
null. [[index_format]], of typeGPUIndexFormat-
The format of the index data in
[[index_buffer]]. [[index_buffer_offset]], of typeGPUSize64-
The offset in bytes of the section of
[[index_buffer]]currently set. [[index_buffer_size]], of typeGPUSize64-
The size in bytes of the section of
[[index_buffer]]currently set, initially0. [[vertex_buffers]], of type ordered map<slot,GPUBuffer>-
The current
GPUBuffers to read vertex data from for each slot, initially empty. [[vertex_buffer_sizes]], of type ordered map<slot,GPUSize64>-
The size in bytes of the section of
GPUBuffercurrently set for each slot, initially empty. [[drawCount]], of typeGPUSize64-
The number of draw commands recorded in this encoder.
GPURenderCommandsMixin encoder which
issues the steps of a GPU Command command with RenderState renderState, run the
following device timeline steps:
-
Append command to encoder.
[[commands]]. -
When command is executed as part of a
GPUCommandBuffercommandBuffer:-
Issue the steps of command with commandBuffer.
[[renderState]]as renderState.
-
17.2.1. Drawing
setPipeline(pipeline)-
Sets the current
GPURenderPipeline.Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.setPipeline(pipeline) method. Parameter Type Nullable Optional Description pipelineGPURenderPipeline✘ ✘ The render pipeline to use for subsequent drawing commands. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Let pipelineTargetsLayout be derive render targets layout from pipeline(pipeline.
[[descriptor]]). -
If any of the following conditions are unsatisfied, invalidate this and stop.
-
pipeline is valid to use with this.
-
this.
[[layout]]equals pipelineTargetsLayout. -
If pipeline.
[[writesDepth]]: this.[[depthReadOnly]]must befalse. -
If pipeline.
[[writesStencil]]: this.[[stencilReadOnly]]must befalse.
-
-
Set this.
[[pipeline]]to be pipeline.
-
setIndexBuffer(buffer, indexFormat, offset, size)-
Sets the current index buffer.
Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.setIndexBuffer(buffer, indexFormat, offset, size) method. Parameter Type Nullable Optional Description bufferGPUBuffer✘ ✘ Buffer containing index data to use for subsequent drawing commands. indexFormatGPUIndexFormat✘ ✘ Format of the index data contained in buffer. offsetGPUSize64✘ ✔ Offset in bytes into buffer where the index data begins. Defaults to 0.sizeGPUSize64✘ ✔ Size in bytes of the index data in buffer. Defaults to the size of the buffer minus the offset. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If size is missing, set size to max(0, buffer.
size- offset). -
If any of the following conditions are unsatisfied, invalidate this and stop.
-
buffer is valid to use with this.
-
offset is a multiple of indexFormat’s byte size.
-
offset + size ≤ buffer.
size.
-
-
Add buffer to the usage scope as input.
-
Set this.
[[index_buffer]]to be buffer. -
Set this.
[[index_format]]to be indexFormat. -
Set this.
[[index_buffer_offset]]to be offset. -
Set this.
[[index_buffer_size]]to be size.
-
setVertexBuffer(slot, buffer, offset, size)-
Sets the current vertex buffer for the given slot.
Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.setVertexBuffer(slot, buffer, offset, size) method. Parameter Type Nullable Optional Description slotGPUIndex32✘ ✘ The vertex buffer slot to set the vertex buffer for. bufferGPUBuffer?✔ ✘ Buffer containing vertex data to use for subsequent drawing commands. offsetGPUSize64✘ ✔ Offset in bytes into buffer where the vertex data begins. Defaults to 0.sizeGPUSize64✘ ✔ Size in bytes of the vertex data in buffer. Defaults to the size of the buffer minus the offset. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Let bufferSize be 0 if buffer is
null, or buffer.sizeif not. -
If size is missing, set size to max(0, bufferSize - offset).
-
If any of the following requirements are unmet, invalidate this and stop.
-
slot must be < this.
[[device]].[[limits]].maxVertexBuffers. -
offset must be a multiple of 4.
-
offset + size must be ≤ bufferSize.
-
-
If buffer is
null:-
Remove this.
[[vertex_buffers]][slot]. -
Remove this.
[[vertex_buffer_sizes]][slot].
Otherwise:
-
If any of the following requirements are unmet, invalidate this and stop.
-
buffer must be valid to use with this.
-
-
Add buffer to the usage scope as input.
-
Set this.
[[vertex_buffers]][slot] to be buffer. -
Set this.
[[vertex_buffer_sizes]][slot] to be size.
-
-
draw(vertexCount, instanceCount, firstVertex, firstInstance)-
Draws primitives. See § 23.2 Rendering for the detailed specification.
Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.draw(vertexCount, instanceCount, firstVertex, firstInstance) method. Parameter Type Nullable Optional Description vertexCountGPUSize32✘ ✘ The number of vertices to draw. instanceCountGPUSize32✘ ✔ The number of instances to draw. firstVertexGPUSize32✘ ✔ Offset into the vertex buffers, in vertices, to begin drawing from. firstInstanceGPUSize32✘ ✔ First instance to draw. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
All of the requirements in the following steps must be met. If any are unmet, invalidate this and stop.
-
It must be valid to draw with this.
-
Let buffers be this.
[[pipeline]].[[descriptor]].vertex.buffers. -
For each
GPUIndex32slot from0to buffers.length (non-inclusive):-
If buffers[slot] is
null, continue. -
Let bufferSize be this.
[[vertex_buffer_sizes]][slot]. -
Let stride be buffers[slot].
arrayStride. -
Let attributes be buffers[slot].
attributes -
Let lastStride be the maximum value of (attribute.
offset+ sizeof(attribute.format)) over each attribute in attributes, or 0 if attributes is empty. -
Let strideCount be computed based on buffers[slot].
stepMode:"vertex"-
firstVertex + vertexCount
"instance"-
firstInstance + instanceCount
-
If strideCount ≠
0:-
(strideCount −
1) × stride + lastStride must be ≤ bufferSize.
-
-
-
-
Increment this.
[[drawCount]]by 1. -
Let bindingState be a snapshot of this’s current state.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Draw instanceCount instances, starting with instance firstInstance, of primitives consisting of vertexCount verticies, starting with vertex firstVertex, with the states from bindingState and renderState.
-
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance)-
Draws indexed primitives. See § 23.2 Rendering for the detailed specification.
Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance) method. Parameter Type Nullable Optional Description indexCountGPUSize32✘ ✘ The number of indices to draw. instanceCountGPUSize32✘ ✔ The number of instances to draw. firstIndexGPUSize32✘ ✔ Offset into the index buffer, in indices, begin drawing from. baseVertexGPUSignedOffset32✘ ✔ Added to each index value before indexing into the vertex buffers. firstInstanceGPUSize32✘ ✔ First instance to draw. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
It is valid to draw indexed with this.
-
firstIndex + indexCount ≤ this.
[[index_buffer_size]]÷ this.[[index_format]]'s byte size; -
Let buffers be this.
[[pipeline]].[[descriptor]].vertex.buffers. -
For each
GPUIndex32slot from0to buffers.length (non-inclusive):-
If buffers[slot] is
null, continue. -
Let bufferSize be this.
[[vertex_buffer_sizes]][slot]. -
Let stride be buffers[slot].
arrayStride. -
Let lastStride be max(attribute.
offset+ sizeof(attribute.format)) for each attribute in buffers[slot].attributes. -
Let strideCount be firstInstance + instanceCount.
-
If buffers[slot].
stepModeis"instance"and strideCount ≠0:-
Ensure (strideCount −
1) × stride + lastStride ≤ bufferSize.
-
-
-
-
Increment this.
[[drawCount]]by 1. -
Let bindingState be a snapshot of this’s current state.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Draw instanceCount instances, starting with instance firstInstance, of primitives consisting of indexCount indexed verticies, starting with index firstIndex from vertex baseVertex, with the states from bindingState and renderState.
Note: a valid program should also never use vertex indices with
GPUVertexStepMode."vertex"that are out of bounds. WebGPU implementations have different ways of handling this, and therefore a range of behaviors is allowed. Either the whole draw call is discarded, or the access to those attributes out of bounds is described by WGSL’s invalid memory reference. -
drawIndirect(indirectBuffer, indirectOffset)-
Draws primitives using parameters read from a
GPUBuffer. See § 23.2 Rendering for the detailed specification.The indirect draw parameters encoded in the buffer must be a tightly packed block of four 32-bit unsigned integer values (16 bytes total), given in the same order as the arguments for
draw(). For example:let drawIndirectParameters= new Uint32Array( 4 ); drawIndirectParameters[ 0 ] = vertexCount; drawIndirectParameters[ 1 ] = instanceCount; drawIndirectParameters[ 2 ] = firstVertex; drawIndirectParameters[ 3 ] = firstInstance; The value corresponding to
firstInstancemust be 0, unless the"indirect-first-instance"feature is enabled. If the"indirect-first-instance"feature is not enabled andfirstInstanceis not zero thedrawIndirect()call will be treated as a no-op.Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.drawIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer✘ ✘ Buffer containing the indirect draw parameters. indirectOffsetGPUSize64✘ ✘ Offset in bytes into indirectBuffer where the drawing data begins. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
It is valid to draw with this.
-
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect draw parameters) ≤ indirectBuffer.
size. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as input.
-
Increment this.
[[drawCount]]by 1. -
Let bindingState be a snapshot of this’s current state.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Let vertexCount be an unsigned 32-bit integer read from indirectBuffer at indirectOffset bytes.
-
Let instanceCount be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 4) bytes.
-
Let firstVertex be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 8) bytes.
-
Let firstInstance be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 12) bytes.
-
Draw instanceCount instances, starting with instance firstInstance, of primitives consisting of vertexCount verticies, starting with vertex firstVertex, with the states from bindingState and renderState.
-
drawIndexedIndirect(indirectBuffer, indirectOffset)-
Draws indexed primitives using parameters read from a
GPUBuffer. See § 23.2 Rendering for the detailed specification.The indirect drawIndexed parameters encoded in the buffer must be a tightly packed block of five 32-bit values (20 bytes total), given in the same order as the arguments for
drawIndexed(). The value corresponding tobaseVertexis a signed 32-bit integer, and all others are unsigned 32-bit integers. For example:let drawIndexedIndirectParameters= new Uint32Array( 5 ); let drawIndexedIndirectParametersSigned= new Int32Array( drawIndexedIndirectParameters. buffer); drawIndexedIndirectParameters[ 0 ] = indexCount; drawIndexedIndirectParameters[ 1 ] = instanceCount; drawIndexedIndirectParameters[ 2 ] = firstIndex; // baseVertex is a signed value. drawIndexedIndirectParametersSigned[ 3 ] = baseVertex; drawIndexedIndirectParameters[ 4 ] = firstInstance; The value corresponding to
firstInstancemust be 0, unless the"indirect-first-instance"feature is enabled. If the"indirect-first-instance"feature is not enabled andfirstInstanceis not zero thedrawIndexedIndirect()call will be treated as a no-op.Called on:GPURenderCommandsMixinthis.Arguments:
Arguments for the GPURenderCommandsMixin.drawIndexedIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer✘ ✘ Buffer containing the indirect drawIndexed parameters. indirectOffsetGPUSize64✘ ✘ Offset in bytes into indirectBuffer where the drawing data begins. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
It is valid to draw indexed with this.
-
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect drawIndexed parameters) ≤ indirectBuffer.
size. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as input.
-
Increment this.
[[drawCount]]by 1. -
Let bindingState be a snapshot of this’s current state.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Let indexCount be an unsigned 32-bit integer read from indirectBuffer at indirectOffset bytes.
-
Let instanceCount be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 4) bytes.
-
Let firstIndex be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 8) bytes.
-
Let baseVertex be a signed 32-bit integer read from indirectBuffer at (indirectOffset + 12) bytes.
-
Let firstInstance be an unsigned 32-bit integer read from indirectBuffer at (indirectOffset + 16) bytes.
-
Draw instanceCount instances, starting with instance firstInstance, of primitives consisting of indexCount indexed verticies, starting with index firstIndex from vertex baseVertex, with the states from bindingState and renderState.
-
GPURenderCommandsMixin encoder,
run the following device timeline steps:
-
If any of the following conditions are unsatisfied, return
false:-
Validate encoder bind groups(encoder, encoder.
[[pipeline]]) must betrue. -
Let pipelineDescriptor be encoder.
[[pipeline]].[[descriptor]]. -
For each
GPUIndex32slot0to pipelineDescriptor.vertex.buffers.length:-
If pipelineDescriptor.
vertex.buffers[slot] is notnull, encoder.[[vertex_buffers]]must contain slot.
-
-
Validate
maxBindGroupsPlusVertexBuffers:-
Let bindGroupSpaceUsed be (the maximum key in encoder.
[[bind_groups]]) + 1. -
Let vertexBufferSpaceUsed be (the maximum key in encoder.
[[vertex_buffers]]) + 1. -
bindGroupSpaceUsed + vertexBufferSpaceUsed must be ≤ encoder.
[[device]].[[limits]].maxBindGroupsPlusVertexBuffers.
-
-
-
Otherwise return
true.
GPURenderCommandsMixin encoder,
run the following device timeline steps:
-
If any of the following conditions are unsatisfied, return
false:-
It must be valid to draw with encoder.
-
encoder.
[[index_buffer]]must not benull. -
Let topology be encoder.
[[pipeline]].[[descriptor]].primitive.topology. -
If topology is
"line-strip"or"triangle-strip":-
encoder.
[[index_format]]must equal encoder.[[pipeline]].[[descriptor]].primitive.stripIndexFormat.
-
-
-
Otherwise return
true.
17.2.2. Rasterization state
The GPURenderPassEncoder has several methods which affect how draw commands are rasterized to
attachments used by this encoder.
setViewport(x, y, width, height, minDepth, maxDepth)-
Sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.
Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setViewport(x, y, width, height, minDepth, maxDepth) method. Parameter Type Nullable Optional Description xfloat✘ ✘ Minimum X value of the viewport in pixels. yfloat✘ ✘ Minimum Y value of the viewport in pixels. widthfloat✘ ✘ Width of the viewport in pixels. heightfloat✘ ✘ Height of the viewport in pixels. minDepthfloat✘ ✘ Minimum depth value of the viewport. maxDepthfloat✘ ✘ Maximum depth value of the viewport. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
x ≥
0 -
y ≥
0 -
width ≥
0 -
height ≥
0 -
x + width ≤ this.
[[attachment_size]].width -
y + height ≤ this.
[[attachment_size]].height -
0.0 ≤ minDepth ≤ 1.0
-
0.0 ≤ maxDepth ≤ 1.0
-
minDepth < maxDepth
-
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Round x, y, width, and height to some uniform precision, no less precise than integer rounding.
-
Set renderState.
[[viewport]]to the extents x, y, width, height, minDepth, and maxDepth.
-
setScissorRect(x, y, width, height)-
Sets the scissor rectangle used during the rasterization stage. After transformation into viewport coordinates any fragments which fall outside the scissor rectangle will be discarded.
Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setScissorRect(x, y, width, height) method. Parameter Type Nullable Optional Description xGPUIntegerCoordinate✘ ✘ Minimum X value of the scissor rectangle in pixels. yGPUIntegerCoordinate✘ ✘ Minimum Y value of the scissor rectangle in pixels. widthGPUIntegerCoordinate✘ ✘ Width of the scissor rectangle in pixels. heightGPUIntegerCoordinate✘ ✘ Height of the scissor rectangle in pixels. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
x+width ≤ this.
[[attachment_size]].width. -
y+height ≤ this.
[[attachment_size]].height.
-
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Set renderState.
[[scissorRect]]to the extents x, y, width, and height.
-
setBlendConstant(color)-
Sets the constant blend color and alpha values used with
"constant"and"one-minus-constant"GPUBlendFactors.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setBlendConstant(color) method. Parameter Type Nullable Optional Description colorGPUColor✘ ✘ The color to use when blending. Returns:
undefinedContent timeline steps:
-
? validate GPUColor shape(color).
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Set renderState.
[[blendConstant]]to color.
-
setStencilReference(reference)-
Sets the
[[stencilReference]]value used during stencil tests with the"replace"GPUStencilOperation.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setStencilReference(reference) method. Parameter Type Nullable Optional Description referenceGPUStencilValue✘ ✘ The new stencil reference value. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Set renderState.
[[stencilReference]]to reference.
-
17.2.3. Queries
beginOcclusionQuery(queryIndex)-
Called on:
GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.beginOcclusionQuery(queryIndex) method. Parameter Type Nullable Optional Description queryIndexGPUSize32✘ ✘ The index of the query in the query set. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
this.
[[occlusion_query_set]]is notnull. -
queryIndex < this.
[[occlusion_query_set]].count. -
The query at same queryIndex must not have been previously written to in this pass.
-
this.
[[occlusion_query_active]]isfalse.
-
-
Set this.
[[occlusion_query_active]]totrue. -
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Set renderState.
[[occlusionQueryIndex]]to queryIndex.
-
endOcclusionQuery()-
Called on:
GPURenderPassEncoderthis.Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
this.
[[occlusion_query_active]]istrue.
-
-
Set this.
[[occlusion_query_active]]tofalse. -
Enqueue a render command on this which issues the subsequent steps on the Queue timeline with renderState when executed.
Queue timeline steps:-
Let passingFragments be non-zero if any fragment samples passed all per-fragment tests since the corresponding
beginOcclusionQuery()command was executed, and zero otherwise.Note: If no draw calls occurred, passingFragments is zero.
-
Write passingFragments into this.
[[occlusion_query_set]]at index renderState.[[occlusionQueryIndex]].
-
17.2.4. Bundles
executeBundles(bundles)-
Executes the commands previously recorded into the given
GPURenderBundles as part of this render pass.When a
GPURenderBundleis executed, it does not inherit the render pass’s pipeline, bind groups, or vertex and index buffers. After aGPURenderBundlehas executed, the render pass’s pipeline, bind group, and vertex/index buffer state is cleared (to the initial, empty values).Note: The state is cleared, not restored to the previous state. This occurs even if zero
GPURenderBundlesare executed.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.executeBundles(bundles) method. Parameter Type Nullable Optional Description bundlessequence<GPURenderBundle>✘ ✘ List of render bundles to execute. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
[[device]].
Device timeline steps:-
Validate the encoder state of this. If it returns false, stop.
-
If any of the following conditions are unsatisfied, invalidate this and stop.
-
For each bundle in bundles:
-
bundle must be valid to use with this.
-
this.
[[layout]]must equal bundle.[[layout]]. -
If this.
[[depthReadOnly]]is true, bundle.[[depthReadOnly]]must be true. -
If this.
[[stencilReadOnly]]is true, bundle.[[stencilReadOnly]]must be true.
-
-
-
For each bundle in bundles:
-
Increment this.
[[drawCount]]by bundle.[[drawCount]]. -
Enqueue a render command on this which issues the following steps on the Queue timeline with renderState when executed:
Queue timeline steps:-
Execute each command in bundle.
[[command_list]]with renderState.Note: renderState cannot be changed by executing render bundles. Binding state was already captured at bundle encoding time, and so isn’t used when executing bundles.
-
-
-
Reset the render pass binding state of this.
-
GPURenderPassEncoder encoder run
the following device timeline steps:
-
Clear encoder.
[[bind_groups]]. -
Set encoder.
[[pipeline]]tonull. -
Set encoder.
[[index_buffer]]tonull. -
Clear encoder.
[[vertex_buffers]].
18. Bundles
A bundle is a partial, limited pass that is encoded once and can then be executed multiple times as part of future pass encoders without expiring after use like typical command buffers. This can reduce the overhead of encoding and submission of commands which are issued repeatedly without changing.
18.1. GPURenderBundle
[Exposed =(Window ,Worker ),SecureContext ]interface GPURenderBundle { };GPURenderBundle includes GPUObjectBase ;
[[command_list]], of type list<GPU command>-
A list of GPU commands to be submitted to the
GPURenderPassEncoderwhen theGPURenderBundleis executed. [[layout]], of typeGPURenderPassLayout-
The layout of the render bundle.
[[depthReadOnly]], of type boolean-
If
true, indicates that the depth component is not modified by executing this render bundle. [[stencilReadOnly]], of type boolean-
If
true, indicates that the stencil component is not modified by executing this render bundle. [[drawCount]], of typeGPUSize64-
The number of draw commands in this
GPURenderBundle.
18.1.1. Render Bundle Creation
dictionary :GPURenderBundleDescriptor GPUObjectDescriptorBase { };
[Exposed =(Window ,Worker ),SecureContext ]interface {GPURenderBundleEncoder GPURenderBundle finish (optional GPURenderBundleDescriptor descriptor = {}); };GPURenderBundleEncoder includes GPUObjectBase ;GPURenderBundleEncoder includes GPUCommandsMixin ;GPURenderBundleEncoder includes GPUDebugCommandsMixin ;GPURenderBundleEncoder includes GPUBindingCommandsMixin ;GPURenderBundleEncoder includes GPURenderCommandsMixin ;
createRenderBundleEncoder(descriptor)-
Creates a
GPURenderBundleEncoder.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createRenderBundleEncoder(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderBundleEncoderDescriptor✘ ✘ Description of the GPURenderBundleEncoderto create.Returns:
GPURenderBundleEncoderContent timeline steps:
-
? Validate texture format required features of each non-
nullelement of descriptor.colorFormatswith this.[[device]]. -
? Validate texture format required features of descriptor.
depthStencilFormatwith this.[[device]]. -
Let e be ! create a new WebGPU object(this,
GPURenderBundleEncoder, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return e.
Device timeline initialization steps:-
If any of the following conditions are unsatisfied generate a validation error, invalidate e, and stop.
-
this must not be lost.
-
descriptor.
colorFormats.length must be ≤ this.[[limits]].maxColorAttachments. -
For each non-
nullcolorFormat in descriptor.colorFormats:-
colorFormat must be a color renderable format.
-
-
Calculating color attachment bytes per sample(descriptor.
colorFormats) must be ≤ this.[[limits]].maxColorAttachmentBytesPerSample. -
If descriptor.
depthStencilFormatis provided:-
descriptor.
depthStencilFormatmust be a depth-or-stencil format.
-
-
There must exist at least one attachment, either:
-
A non-
nullvalue in descriptor.colorFormats, or -
A descriptor.
depthStencilFormat.
-
-
-
Set e.
[[layout]]to a copy of descriptor’s includedGPURenderPassLayoutinterface. -
Set e.
[[depthReadOnly]]to descriptor.depthReadOnly. -
Set e.
[[stencilReadOnly]]to descriptor.stencilReadOnly. -
Set e.
[[drawCount]]to 0.
-
18.1.2. Encoding
dictionary :GPURenderBundleEncoderDescriptor GPURenderPassLayout {boolean depthReadOnly =false ;boolean stencilReadOnly =false ; };
depthReadOnly, of type boolean, defaulting tofalse-
If
true, indicates that the render bundle does not modify the depth component of theGPURenderPassDepthStencilAttachmentof any render pass the render bundle is executed in. stencilReadOnly, of type boolean, defaulting tofalse-
If
true, indicates that the render bundle does not modify the stencil component of theGPURenderPassDepthStencilAttachmentof any render pass the render bundle is executed in.
18.1.3. Finalization
finish(descriptor)-
Completes recording of the render bundle commands sequence.
Called on:GPURenderBundleEncoderthis.Arguments:
Arguments for the GPURenderBundleEncoder.finish(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderBundleDescriptor✘ ✔ Returns:
GPURenderBundleContent timeline steps:
-
Let renderBundle be a new
GPURenderBundle. -
Issue the finish steps on the Device timeline of this.
[[device]]. -
Return renderBundle.
Device timeline finish steps:-
Let validationSucceeded be
trueif all of the following requirements are met, andfalseotherwise.-
this must be valid.
-
this.
[[debug_group_stack]]must be empty. -
Every usage scope contained in this must satisfy the usage scope validation.
-
-
If validationSucceeded is
false, then:-
Return an invalidated
GPURenderBundle.
-
Set renderBundle.
[[command_list]]to this.[[commands]]. -
Set renderBundle.
[[drawCount]]to this.[[drawCount]].
-
19. Queues
19.1. GPUQueueDescriptor
GPUQueueDescriptor describes a queue request.
dictionary GPUQueueDescriptor :GPUObjectDescriptorBase { };
19.2. GPUQueue
[Exposed =(Window ,Worker ),SecureContext ]interface GPUQueue {undefined submit (sequence <GPUCommandBuffer >commandBuffers );Promise <undefined >onSubmittedWorkDone ();undefined writeBuffer (GPUBuffer buffer ,GPUSize64 bufferOffset ,AllowSharedBufferSource data ,optional GPUSize64 dataOffset = 0,optional GPUSize64 size );undefined writeTexture (GPUImageCopyTexture destination ,AllowSharedBufferSource data ,GPUImageDataLayout dataLayout ,GPUExtent3D size );undefined copyExternalImageToTexture (GPUImageCopyExternalImage source ,GPUImageCopyTextureTagged destination ,GPUExtent3D copySize ); };GPUQueue includes GPUObjectBase ;
GPUQueue has the following methods:
writeBuffer(buffer, bufferOffset, data, dataOffset, size)-
Issues a write operation of the provided data into a
GPUBuffer.Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.writeBuffer(buffer, bufferOffset, data, dataOffset, size) method. Parameter Type Nullable Optional Description bufferGPUBuffer✘ ✘ The buffer to write to. bufferOffsetGPUSize64✘ ✘ Offset in bytes into buffer to begin writing at. dataAllowSharedBufferSource✘ ✘ Data to write into buffer. dataOffsetGPUSize64✘ ✔ Offset in into data to begin writing from. Given in elements if data is a TypedArrayand bytes otherwise.sizeGPUSize64✘ ✔ Size of content to write from data to buffer. Given in elements if data is a TypedArrayand bytes otherwise.Returns:
undefinedContent timeline steps:
-
If data is an
ArrayBufferorDataView, let the element type be "byte". Otherwise, data is a TypedArray; let the element type be the type of the TypedArray. -
Let dataSize be the size of data, in elements.
-
If size is missing, let contentsSize be dataSize − dataOffset. Otherwise, let contentsSize be size.
-
If any of the following conditions are unsatisfied, throw
OperationErrorand stop.-
contentsSize ≥ 0.
-
dataOffset + contentsSize ≤ dataSize.
-
contentsSize, converted to bytes, is a multiple of 4 bytes.
-
-
Let dataContents be a copy of the bytes held by the buffer source data.
-
Let contents be the contentsSize elements of dataContents starting at an offset of dataOffset elements.
-
Issue the subsequent steps on the Device timeline of this.
Device timeline steps:-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
buffer is valid to use with this.
-
buffer.
[[internal state]]is "available". -
bufferOffset, converted to bytes, is a multiple of 4 bytes.
-
bufferOffset + contentsSize, converted to bytes, ≤ buffer.
sizebytes.
-
-
Issue the subsequent steps on the Queue timeline of this.
Queue timeline steps:-
Write contents into buffer starting at bufferOffset.
-
writeTexture(destination, data, dataLayout, size)-
Issues a write operation of the provided data into a
GPUTexture.Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.writeTexture(destination, data, dataLayout, size) method. Parameter Type Nullable Optional Description destinationGPUImageCopyTexture✘ ✘ The texture subresource and origin to write to. dataAllowSharedBufferSource✘ ✘ Data to write into destination. dataLayoutGPUImageDataLayout✘ ✘ Layout of the content in data. sizeGPUExtent3D✘ ✘ Extents of the content to write from data to destination. Returns:
undefinedContent timeline steps:
-
? validate GPUOrigin3D shape(destination.
origin). -
? validate GPUExtent3D shape(size).
-
Let dataBytes be a copy of the bytes held by the buffer source data.
Note: This is described as copying all of data to the device timeline, but in practice data could be much larger than necessary. Implementations should optimize by copying only the necessary bytes.
-
Issue the subsequent steps on the Device timeline of this.
Device timeline steps:-
Let aligned be
false. -
Let dataLength be dataBytes.length.
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
destination.
texture.[[destroyed]]isfalse. -
validating texture buffer copy(destination, dataLayout, dataLength, size,
COPY_DST, aligned) returnstrue.
Note: unlike
GPUCommandEncoder.copyBufferToTexture(), there is no alignment requirement on either dataLayout.bytesPerRowor dataLayout.offset. -
-
Issue the subsequent steps on the Queue timeline of this.
Queue timeline steps:-
Let blockWidth be the texel block width of destination.
texture. -
Let blockHeight be the texel block height of destination.
texture. -
Let dstOrigin be destination.
origin; -
Let dstBlockOriginX be (dstOrigin.x ÷ blockWidth).
-
Let dstBlockOriginY be (dstOrigin.y ÷ blockHeight).
-
Let blockColumns be (copySize.width ÷ blockWidth).
-
Let blockRows be (copySize.height ÷ blockHeight).
-
Assert that dstBlockOriginX, dstBlockOriginY, blockColumns, and blockRows are integers.
-
For each z in the range [0, copySize.depthOrArrayLayers − 1]:
-
Let dstSubregion be texture copy sub-region (z + dstOrigin.z) of destination.
-
For each y in the range [0, blockRows − 1]:
-
For each x in the range [0, blockColumns − 1]:
-
Let blockOffset be the texel block byte offset of dataLayout for (x, y, z) of destination.
texture. -
Set texel block (dstBlockOriginX + x, dstBlockOriginY + y) of dstSubregion to be an equivalent texel representation to the texel block described by dataBytes at offset blockOffset.
-
-
-
-
copyExternalImageToTexture(source, destination, copySize)-
Issues a copy operation of the contents of a platform image/canvas into the destination texture.
This operation performs color encoding into the destination encoding according to the parameters of
GPUImageCopyTextureTagged.Copying into a
-srgbtexture results in the same texture bytes, not the same decoded values, as copying into the corresponding non--srgbformat. Thus, after a copy operation, sampling the destination texture has different results depending on whether its format is-srgb, all else unchanged.NOTE:When copying from a"webgl"/"webgl2"context canvas, the WebGL Drawing Buffer may be not exist during certain points in the frame presentation cycle (after the image has been moved to the compositor for display). To avoid this, either:-
Issue
copyExternalImageToTexture()in the same task with WebGL rendering operation, to ensure the copy occurs before the WebGL canvas is presented. -
If not possible, set the
preserveDrawingBufferoption inWebGLContextAttributestotrue, so that the drawing buffer will still contain a copy of the frame contents after they’ve been presented. Note, this extra copy may have a performance cost.
Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.copyExternalImageToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUImageCopyExternalImage✘ ✘ source image and origin to copy to destination. destinationGPUImageCopyTextureTagged✘ ✘ The texture subresource and origin to write to, and its encoding metadata. copySizeGPUExtent3D✘ ✘ Extents of the content to write from source to destination. Returns:
undefinedContent timeline steps:
-
? validate GPUOrigin2D shape(source.
origin). -
? validate GPUOrigin3D shape(destination.
origin). -
? validate GPUExtent3D shape(copySize).
-
Let sourceImage be source.
source -
If sourceImage is not origin-clean, throw a
SecurityErrorand stop. -
If any of the following requirements are unmet, throw an
OperationErrorand stop.-
source.origin.x + copySize.width must be ≤ the width of sourceImage.
-
source.origin.y + copySize.height must be ≤ the height of sourceImage.
-
copySize.depthOrArrayLayers must be ≤ 1.
-
-
Let usability be ? check the usability of the image argument(source).
-
Issue the subsequent steps on the Device timeline of this.
Device timeline steps:-
Let texture be destination.
texture. -
If any of the following requirements are unmet, generate a validation error and stop.
-
usability must be
good. -
texture.
[[destroyed]]must befalse. -
texture must be valid to use with this.
-
validating GPUImageCopyTexture(destination, copySize) must return
true. -
texture.
usagemust include bothRENDER_ATTACHMENTandCOPY_DST. -
texture.
sampleCountmust be 1. -
texture.
formatmust be one of the following formats (which all supportRENDER_ATTACHMENTusage):
-
-
If copySize.depthOrArrayLayers is > 0, issue the subsequent steps on the Queue timeline of this.
Queue timeline steps:-
Assert that the texel block width of destination.
textureis 1, the texel block height of destination.textureis 1, and that copySize.depthOrArrayLayers is 1. -
Let srcOrigin be source.
origin. -
Let dstOrigin be destination.
origin. -
Let dstSubregion be texture copy sub-region (dstOrigin.z) of destination.
-
For each y in the range [0, copySize.height − 1]:
-
Let srcY be y if source.
flipYisfalseand (copySize.height − 1 − y) otherwise. -
For each x in the range [0, copySize.width − 1]:
-
Set texel block (dstOrigin.x + x, dstOrigin.y + y) of dstSubregion to be an equivalent texel representation of the pixel at (srcOrigin.x + x, srcOrigin.y + srcY) of source.
sourceafter applying any color encoding required by destination.colorSpaceand destination.premultipliedAlpha.
-
-
-
submit(commandBuffers)-
Schedules the execution of the command buffers by the GPU on this queue.
Submitted command buffers cannot be used again.
Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.submit(commandBuffers) method. Parameter Type Nullable Optional Description commandBufferssequence<GPUCommandBuffer>✘ ✘ Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this:
Device timeline steps:-
If any of the following requirements are unmet, generate a validation error, invalidate each
GPUCommandBufferin commandBuffers and stop.-
Every
GPUCommandBufferin commandBuffers must be valid to use with this. -
Every
GPUCommandBufferin commandBuffers must be unique. -
For each of the following types of resources used by any command in any element of commandBuffers:
GPUBufferb-
b.
[[internal state]]must be "available". GPUTexturet-
t.
[[destroyed]]must befalse. GPUExternalTextureet-
et.
[[expired]]must befalse. GPUQuerySetqs-
qs must be in the available state. For occlusion queries, the
occlusionQuerySetinbeginRenderPass()is not "used" unless it is also used bybeginOcclusionQuery().
-
-
For each commandBuffer in commandBuffers:
-
Invalidate commandBuffer.
-
-
Issue the subsequent steps on the Queue timeline of this:
Queue timeline steps:-
For each commandBuffer in commandBuffers:
-
Execute each command in commandBuffer.
[[command_list]].
-
-
onSubmittedWorkDone()-
Returns a
Promisethat resolves once this queue finishes processing all the work submitted up to this moment.Resolution of this
Promiseimplies the completion ofmapAsync()calls made prior to that call, onGPUBuffers last used exclusively on that queue.Called on:GPUQueuethis.Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the synchronization steps on the Device timeline of this.
-
Return promise.
Device timeline synchronization steps:-
When the device timeline becomes informed of the completion of all currently-enqueued operations on this, or if this is lost, or when this becomes lost:
-
Issue the subsequent steps on contentTimeline.
-
Content timeline steps:-
Resolve promise.
-
20. Queries
20.1. GPUQuerySet
[Exposed =(Window ,Worker ),SecureContext ]interface GPUQuerySet {undefined destroy ();readonly attribute GPUQueryType type ;readonly attribute GPUSize32Out count ; };GPUQuerySet includes GPUObjectBase ;
GPUQuerySet has the following attributes:
type, of type GPUQueryType, readonly-
The type of the queries managed by this
GPUQuerySet. count, of type GPUSize32Out, readonly-
The number of queries managed by this
GPUQuerySet.
GPUQuerySet has the following internal slots:
[[state]], of type query set state-
The current state of the
GPUQuerySet.
Each GPUQuerySet has a current query set state on the Device timeline which is one of the following:
- "available"
-
The
GPUQuerySetis available for GPU operations on its content. - "destroyed"
-
The
GPUQuerySetis no longer available for any operations exceptdestroy.
20.1.1. QuerySet Creation
A GPUQuerySetDescriptor specifies the options to use in creating a GPUQuerySet.
dictionary :GPUQuerySetDescriptor GPUObjectDescriptorBase {required GPUQueryType type ;required GPUSize32 count ; };
type, of type GPUQueryType-
The type of queries managed by
GPUQuerySet. count, of type GPUSize32-
The number of queries managed by
GPUQuerySet.
createQuerySet(descriptor)-
Creates a
GPUQuerySet.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createQuerySet(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUQuerySetDescriptor✘ ✘ Description of the GPUQuerySetto create.Returns:
GPUQuerySetContent timeline steps:
-
If descriptor.
typeis"timestamp", but"timestamp-query"is not enabled for this:-
Throw a
TypeError.
-
-
Let q be ! create a new WebGPU object(this,
GPUQuerySet, descriptor). -
Issue the initialization steps on the Device timeline of this.
-
Return q.
Device timeline initialization steps:-
If any of the following requirements are unmet, generate a validation error, invalidate q, and stop.
-
GPUQuerySet which holds 32 occlusion query results.
const querySet= gpuDevice. createQuerySet({ type: 'occlusion' , count: 32 });
20.1.2. QuerySet Destruction
An application that no longer requires a GPUQuerySet can choose to lose access to it before
garbage collection by calling destroy().
destroy()-
Destroys the
GPUQuerySet.
20.2. QueryType
enum {GPUQueryType ,"occlusion" , };"timestamp"
20.3. Occlusion Query
Occlusion query is only available on render passes, to query the number of fragment samples that pass all the per-fragment tests for a set of drawing commands, including scissor, sample mask, alpha to coverage, stencil, and depth tests. Any non-zero result value for the query indicates that at least one sample passed the tests and reached the output merging stage of the render pipeline, 0 indicates that no samples passed the tests.
When beginning a render pass, GPURenderPassDescriptor.occlusionQuerySet must be set to be able to use occlusion queries during the pass. An occlusion query is begun
and ended by calling beginOcclusionQuery() and endOcclusionQuery() in pairs that cannot be nested, and resolved into a GPUBuffer as a 64-bit unsigned integer by GPUCommandEncoder.resolveQuerySet().
20.4. Timestamp Query
Timestamp queries allow applications to write timestamps to a GPUQuerySet, using:
and then resolve timestamp values (in nanoseconds as a 64-bit unsigned integer) into
a GPUBuffer, using GPUCommandEncoder.resolveQuerySet().
Timestamp values are implementation defined and may not increase monotonically. The physical device may reset the timestamp counter occasionally, which can result in unexpected values such as negative deltas between timestamps that logically should be monotonically increasing. These instances should be rare and can safely be ignored. Applications should not be written in such a way that unexpected timestamps cause an application failure.
Timestamp queries are implemented using high-resolution timers (see § 2.1.7.2 Device/queue-timeline timing). To mitigate security and privacy concerns, their precision must be reduced:
-
Let fineTimestamp be the current timestamp value of the current queue timeline, in nanoseconds, relative to an implementation-defined point in the past.
-
Return the result of calling coarsen time on fineTimestamp.
Note: Since cross-origin isolation may not apply to the device timeline or queue timeline, crossOriginIsolatedCapability is never set to true.
Arguments:
-
GPUDevicedevice -
(timestampWritesGPUComputePassTimestampWritesorGPURenderPassTimestampWrites)
Device timeline steps:
-
Return
trueif the following requirements are met, andfalseif not:-
"timestamp-query"must be enabled for device. -
timestampWrites.
querySetmust be valid to use with device. -
timestampWrites.
querySet.typemust be"timestamp". -
Of the write index members in timestampWrites (
beginningOfPassWriteIndex,endOfPassWriteIndex):
-
21. Canvas Rendering
21.1. HTMLCanvasElement.getContext()
A GPUCanvasContext object is created via the getContext() method of an HTMLCanvasElement instance by passing the string literal 'webgpu' as its contextType argument.
GPUCanvasContext from an offscreen HTMLCanvasElement:
const canvas= document. createElement( 'canvas' ); const context= canvas. getContext( 'webgpu' );
Unlike WebGL or 2D context creation, the second argument of HTMLCanvasElement.getContext() or OffscreenCanvas.getContext(),
the context creation attribute dictionary options, is ignored.
Instead, use GPUCanvasContext.configure(),
which allows changing the canvas configuration without replacing the canvas.
HTMLCanvasElement or OffscreenCanvas) canvas, run the following content timeline steps:
-
Let context be a new
GPUCanvasContext. -
Set context.
canvasto canvas. -
Replace the drawing buffer of context.
-
Return context.
Note: User agents should consider issuing developer-visible warnings when
an ignored options argument is provided when calling getContext() to get a WebGPU canvas context.
21.2. GPUCanvasContext
[Exposed =(Window ,Worker ),SecureContext ]interface {GPUCanvasContext readonly attribute (HTMLCanvasElement or OffscreenCanvas )canvas ;undefined configure (GPUCanvasConfiguration configuration );undefined unconfigure ();GPUTexture getCurrentTexture (); };
GPUCanvasContext has the following attributes:
canvas, of type(HTMLCanvasElement or OffscreenCanvas), readonly-
The canvas this context was created from.
GPUCanvasContext has the following internal slots:
[[configuration]], of typeGPUCanvasConfiguration?, initiallynull-
The options this context is currently configured with.
nullif the context has not been configured or has beenunconfigured. [[textureDescriptor]], of typeGPUTextureDescriptor?, initiallynull-
The currently configured texture descriptor, derived from the
[[configuration]]and canvas.nullif the context has not been configured or has beenunconfigured. [[drawingBuffer]], an image, initially a transparent black image with the same size as the canvas-
The drawing buffer is the working-copy image data of the canvas. It is exposed as writable by
[[currentTexture]](returned bygetCurrentTexture()).The drawing buffer is used to get a copy of the image contents of a context, which occurs when the canvas is displayed or otherwise read. It may be transparent, even if
[[configuration]].alphaModeis"opaque". ThealphaModeonly affects the result of the "get a copy of the image contents of a context" algorithm.The drawing buffer outlives the
[[currentTexture]]and contains the previously-rendered contents even after the canvas has been presented. It is only cleared in Replace the drawing buffer.Any time the drawing buffer is read, implementations must ensure that all previously submitted work (e.g. queue submissions) have completed writing to it via
[[currentTexture]]. [[currentTexture]], of typeGPUTexture?, initiallynull-
The
GPUTextureto draw into for the current frame. It exposes a writable view onto the underlying[[drawingBuffer]].getCurrentTexture()populates this slot ifnull, then returns it.In the steady-state of a visible canvas, any changes to the drawing buffer made through the currentTexture get presented when updating the rendering of a WebGPU canvas. At or before that point, the texture is also destroyed and
[[currentTexture]]is set to tonull, signalling that a new one is to be created by the next call togetCurrentTexture().Destroyingthe currentTexture has no effect on the drawing buffer contents; it only terminates write-access to the drawing buffer early. During the same frame,getCurrentTexture()continues returning the same destroyed texture.Expire the current texture sets the currentTexture to
null. It is called byconfigure(), resizing the canvas, presentation,transferToImageBitmap(), and others.
GPUCanvasContext has the following methods:
configure(configuration)-
Configures the context for this canvas. This clears the drawing buffer to transparent black (in Replace the drawing buffer).
Called on:GPUCanvasContextthis.Arguments:
Arguments for the GPUCanvasContext.configure(configuration) method. Parameter Type Nullable Optional Description configurationGPUCanvasConfiguration✘ ✘ Desired configuration for the context. Returns: undefined
Content timeline steps:
-
Let device be configuration.
device. -
? Validate texture format required features of configuration.
formatwith device.[[device]]. -
? Validate texture format required features of each element of configuration.
viewFormatswith device.[[device]]. -
Let descriptor be the GPUTextureDescriptor for the canvas and configuration(this.
canvas, configuration). -
Set this.
[[configuration]]to configuration. -
Set this.
[[textureDescriptor]]to descriptor. -
Replace the drawing buffer of this, which resets this.
[[drawingBuffer]]with a bitmap with the new format and tags. -
Issue the subsequent steps on the Device timeline of device.
Device timeline steps:-
If any of the following requirements are unmet, generate a validation error and stop.
-
validating GPUTextureDescriptor(device, descriptor) must return true.
-
Supported context formats must contain configuration.
format.
Note: This early validation remains valid until the next
configure()call, except for validation of thesize, which changes when the canvas is resized. -
-
unconfigure()-
Removes the context configuration. Destroys any textures produced while configured.
Called on:GPUCanvasContextthis.Returns: undefined
Content timeline steps:
-
Set this.
[[configuration]]tonull. -
Set this.
[[textureDescriptor]]tonull. -
Replace the drawing buffer of this.
-
getCurrentTexture()-
Get the
GPUTexturethat will be composited to the document by theGPUCanvasContextnext.NOTE:An application should callgetCurrentTexture()in the same task that renders to the canvas texture. Otherwise, the texture could get destroyed by these steps before the application is finished rendering to it.The expiry task (defined below) is optional to implement. Even if implemented, task source priority is not normatively defined, so may happen as early as the next task, or as late as after all other task sources are empty (see automatic expiry task source). Expiry is only guaranteed when a visible canvas is displayed (updating the rendering of a WebGPU canvas) and in other callers of Replace the drawing buffer.
Called on:GPUCanvasContextthis.Returns:
GPUTextureContent timeline steps:
-
If this.
[[configuration]]isnull:-
Throw an
InvalidStateErrorand stop.
-
-
Assert this.
[[textureDescriptor]]is notnull. -
Let device be this.
[[configuration]].device. -
If this.
[[currentTexture]]isnull:-
Replace the drawing buffer of this.
-
Set this.
[[currentTexture]]to the result of calling device.createTexture()with this.[[textureDescriptor]], except with theGPUTexture's underlying storage pointing to this.[[drawingBuffer]].Note: If the texture can’t be created (e.g. due to validation failure or out-of-memory), this generates and error and returns an invalidated
GPUTexture. Some validation here is redundant with that done inconfigure(). Implementations must not skip this redundant validation.
-
-
Optionally, queue an automatic expiry task with device device and the following steps:
-
Expire the current texture of this.
Note: If this already happened when updating the rendering of a WebGPU canvas, it has no effect.
-
-
Return this.
[[currentTexture]].
Note: The same
GPUTextureobject will be returned by every call togetCurrentTexture()until "Expire the current texture" runs, even if thatGPUTextureis destroyed, failed validation, or failed to allocate. -
Arguments:
-
context: the
GPUCanvasContext
Returns: image contents
Content timeline steps:
-
Ensure that all submitted work items (e.g. queue submissions) have completed writing to the image (via context.
[[currentTexture]]). -
Let snapshot be a copy of context.
[[drawingBuffer]]. -
Let alphaMode be context.
[[configuration]].alphaMode. -
- If alphaMode is
"opaque": -
-
Clear the alpha channel of snapshot to 1.0.
-
Tag snapshot as being opaque.
Note: If the
[[currentTexture]], if any, has been destroyed (for example in Replace the drawing buffer), the alpha channel is unobservable, and implementations may clear the alpha channel in-place. -
- Otherwise:
-
Tag snapshot with alphaMode.
- If alphaMode is
-
Return snapshot.
GPUCanvasContext context, run
the following content timeline steps:
-
Expire the current texture of context.
-
Let configuration be context.
[[configuration]]. -
Set context.
[[drawingBuffer]]to a transparent black image of the same size as context.canvas.-
If configuration is null, the drawing buffer is tagged with the color space
"srgb". In this case, the drawing buffer will remain blank until the context is configured. -
If not, the drawing buffer has the specified configuration.
formatand is tagged with the specified configuration.colorSpace.
Note: configuration.
alphaModeis ignored until "get a copy of the image contents of a context".NOTE:A newly replaced drawing buffer image behaves as if it is cleared to transparent black, but, like after"discard", an implementation can clear it lazily only if it becomes necessary.Note: This will often be a no-op, if the drawing buffer is already cleared and has the correct configuration.
-
GPUCanvasContext context, run
the following content timeline steps:
-
If context.
[[currentTexture]]is notnull:-
Call context.
[[currentTexture]].destroy()(without destroying context.[[drawingBuffer]]) to terminate write access to the image. -
Set context.
[[currentTexture]]tonull.
-
21.3. HTML Specification Hooks
The following algorithms "hook" into algorithms in the HTML specification, and must run at the specified points.
HTMLCanvasElement or OffscreenCanvas with a GPUCanvasContext context, run the following content timeline steps:
-
Return a copy of the image contents of context.
-
When an
HTMLCanvasElementhas its rendering updated. -
When an
OffscreenCanvaswith a placeholder canvas element has its rendering updated. -
When
transferToImageBitmap()creates anImageBitmapfrom the bitmap. -
When WebGPU canvas contents are read using other Web APIs, like
drawImage(),texImage2D(),texSubImage2D(),toDataURL(),toBlob(), and so on.
If alphaMode is "opaque",
this incurs a clear of the alpha channel. Implementations may skip this step when
they are able to read or display images in a way that ignores the alpha channel.
If an application needs a canvas only for interop (not presentation), avoid "opaque" if it is not needed.
HTMLCanvasElement or an OffscreenCanvas with a placeholder canvas element)
with a GPUCanvasContext context, which occurs in the following sub-steps of the event loop processing model, run the following content timeline steps:
-
"update the rendering or user interface of that
Document" -
"update the rendering of that dedicated worker"
Note: Service and Shared workers do not have "update the rendering" steps
because they cannot render to user-visible canvases. requestAnimationFrame() is not exposed in ServiceWorkerGlobalScope and SharedWorkerGlobalScope, and OffscreenCanvases from transferControlToOffscreen() cannot be sent to these workers.
Run the following steps:
-
Expire the current texture of context.
Note: If this already happened in the task queued by
getCurrentTexture(), it has no effect.
Note: This does not happen for standalone OffscreenCanvases (created by new OffscreenCanvas()).
transferToImageBitmap() is called on a canvas with GPUCanvasContext context, after creating an ImageBitmap from the canvas’s bitmap,
run the following content timeline steps:
-
Replace the drawing buffer of context.
Note: This is equivalent to "moving" the (possibly alpha-cleared) image contents into the ImageBitmap, without a copy.
21.4. GPUCanvasConfiguration
The supported context formats are the set of GPUTextureFormats:
«"bgra8unorm", "rgba8unorm", "rgba16float"». These formats must be supported when specified as a GPUCanvasConfiguration.format regardless of the given GPUCanvasConfiguration.device.
Note: Canvas configuration cannot use srgb formats like "bgra8unorm-srgb".
Instead, use the non-srgb equivalent ("bgra8unorm"), specify the srgb format in the viewFormats, and use createView() to create
a view with an srgb format.
enum GPUCanvasAlphaMode {"opaque" ,"premultiplied" , };enum GPUCanvasToneMappingMode {"standard" ,"extended" , };dictionary {GPUCanvasToneMapping GPUCanvasToneMappingMode = "standard"; };mode dictionary {GPUCanvasConfiguration required GPUDevice device ;required GPUTextureFormat format ;GPUTextureUsageFlags usage = 0x10; // GPUTextureUsage.RENDER_ATTACHMENTsequence <GPUTextureFormat >viewFormats = [];PredefinedColorSpace colorSpace = "srgb";GPUCanvasToneMapping toneMapping = {};GPUCanvasAlphaMode alphaMode = "opaque"; };
GPUCanvasConfiguration has the following members:
device, of type GPUDevice-
The
GPUDevicethat textures returned bygetCurrentTexture()will be compatible with. format, of type GPUTextureFormat-
The format that textures returned by
getCurrentTexture()will have. Must be one of the Supported context formats. usage, of type GPUTextureUsageFlags, defaulting to0x10-
The usage that textures returned by
getCurrentTexture()will have.RENDER_ATTACHMENTis the default, but is not automatically included if the usage is explicitly set. Be sure to includeRENDER_ATTACHMENTwhen setting a custom usage if you wish to use textures returned bygetCurrentTexture()as color targets for a render pass. viewFormats, of type sequence<GPUTextureFormat>, defaulting to[]-
The formats that views created from textures returned by
getCurrentTexture()may use. colorSpace, of type PredefinedColorSpace, defaulting to"srgb"-
The color space that values written into textures returned by
getCurrentTexture()should be displayed with. toneMapping, of type GPUCanvasToneMapping, defaulting to{}-
The tone mapping determines how the content of textures returned by
getCurrentTexture()are to be displayed. alphaMode, of type GPUCanvasAlphaMode, defaulting to"opaque"-
Determines the effect that alpha values will have on the content of textures returned by
getCurrentTexture()when read, displayed, or used as an image source.
GPUCanvasContext to be used with a specific GPUDevice, using the preferred
format for this context:
const canvas= document. createElement( 'canvas' ); const context= canvas. getContext( 'webgpu' ); context. configure({ device: gpuDevice, format: navigator. gpu. getPreferredCanvasFormat(), });
HTMLCanvasElement or OffscreenCanvas) canvas, GPUCanvasConfiguration configuration)
is a GPUTextureDescriptor with the following members:
-
size: [canvas.width, canvas.height, 1]. -
viewFormats: configuration.viewFormats.
and other members set to their defaults.
canvas.width refers to HTMLCanvasElement.width or OffscreenCanvas.width. canvas.height refers to HTMLCanvasElement.height or OffscreenCanvas.height.
21.4.1. Canvas Color Space
During presentation, the color values in the canvas are converted to the color space of the screen.
The toneMapping determines the handling of values
outside of the [0, 1] interval in the color space of the screen.
21.4.2. Canvas Context sizing
All canvas configuration is set in configure() except for the resolution
of the canvas, which is set by the canvas’s width and height.
Note: Like WebGL and 2d canvas, resizing a WebGPU canvas loses the current contents of the drawing buffer. In WebGPU, it does so by replacing the drawing buffer.
HTMLCanvasElement or OffscreenCanvas canvas with a GPUCanvasContext context has its width or height attributes set, update the canvas size by running the following content timeline steps:
-
Replace the drawing buffer of context.
-
Let configuration be context.
[[configuration]] -
If configuration is not
null:-
Set context.
[[textureDescriptor]]to the GPUTextureDescriptor for the canvas and configuration(canvas, configuration).
-
Note: This may result in a GPUTextureDescriptor which exceeds the maxTextureDimension2D of the device. In this case,
validation will fail inside getCurrentTexture().
Note: This algorithm is run any time the canvas width or height attributes are set, even
if their value is not changed.
21.5. GPUCanvasToneMappingMode
This enum specifies how color values are displayed to the screen.
"standard"-
Color values within the standard dynamic range of the screen are unchanged, and all other color values are projected to the standard dynamic range of the screen.
Note: This projection is often accomplished by clamping color values in the color space of the screen to the
[0, 1]interval.For example, suppose that the value(1.035, -0.175, -0.140)is written to an'srgb'canvas.If this is presented to an sRGB screen, then this will be converted to sRGB (which is a no-op, because the canvas is sRGB), then projected into the display’s space. Using component-wise clamping, this results in the sRGB value
(1.0, 0.0, 0.0).If this is presented to a Display P3 screen, then this will be converted to the value
(0.948, 0.106, 0.01)in the Display P3 color space, and no clamping will be needed. "extended"-
Color values in the extended dynamic range of the screen are unchanged, and all other color values are projected to the extended dynamic range of the screen.
Note: This projection is often accomplished by clamping color values in the color space of the screen to the interval of values that the screen is capable of displaying, which may include values greater than
1.For example, suppose that the value(2.5, -0.15, -0.15)is written to an'srgb'canvas.If this is presented to an sRGB screen that is capable of displaying values in the
[0, 4]interval in sRGB space, then this will be converted to sRGB (which is a no-op, because the canvas is sRGB), then projected into the display’s space. If using component-wise clamping, this results in the sRGB value(2.5, 0.0, 0.0).If this is presented to a Display P3 screen that is capable of displaying values in the
[0, 2]interval in Display P3 space, then this will be converted to the value(2.3, 0.545, 0.386)in the Display P3 color space, then projected into the display’s space. If using component-wise clamping, this results in the Display P3 value(2.0, 0.545, 0.386).
21.6. GPUCanvasAlphaMode
This enum selects how the contents of the canvas will be interpreted when read, when displayed to the screen or used as an image source (in drawImage, toDataURL, etc.)
Below, src is a value in the canvas texture, and dst is an image that the canvas
is being composited into (e.g. an HTML page rendering, or a 2D canvas).
"opaque"-
Read RGB as opaque and ignore alpha values. If the content is not already opaque, the alpha channel is cleared to 1.0 in "get a copy of the image contents of a context".
"premultiplied"-
Read RGBA as premultiplied: color values are premultiplied by their alpha value. 100% red at 50% alpha is
[0.5, 0, 0, 0.5].If the canvas texture contains out-of-gamut premultiplied RGBA values at the time the canvas contents are read, the behavior depends on whether the canvas is:
- used as an image source
-
Values are preserved, as described in color space conversion.
- displayed to the screen
-
Compositing results are undefined.
Note: This is true even if color space conversion would produce in-gamut values before compositing, because the intermediate format for compositing is not specified.
22. Errors & Debugging
During the normal course of operation of WebGPU, errors are raised via dispatch error.
After a device is lost (described below), errors are no longer surfaced.
At this point, implementations do not need to run validation or error tracking: popErrorScope() and uncapturederror stop reporting errors,
and the validity of objects on the device becomes unobservable.
Additionally, no errors are generated by the device loss itself.
Instead, the GPUDevice.lost promise resolves to indicate the device is lost.
22.1. Fatal Errors
enum {GPUDeviceLostReason ,"unknown" , }; ["destroyed" Exposed =(Window ,Worker ),SecureContext ]interface {GPUDeviceLostInfo readonly attribute GPUDeviceLostReason ;reason readonly attribute DOMString ; };message partial interface GPUDevice {readonly attribute Promise <GPUDeviceLostInfo >lost ; };
GPUDevice has the following additional attributes:
lost, of type Promise<GPUDeviceLostInfo>, readonly-
A slot-backed attribute holding a promise which is created with the device, remains pending for the lifetime of the device, then resolves when the device is lost.
Upon initialization, it is set to a new promise.
22.2. GPUError
[Exposed =(Window ,Worker ),SecureContext ]interface GPUError {readonly attribute DOMString message ; };
GPUError is the base interface for all errors surfaced from popErrorScope() and the uncapturederror event.
Errors must only be generated for operations that explicitly state the conditions one may be generated under in their respective algorithms, and the subtype of error that is generated.
No errors are generated after device loss. See § 22 Errors & Debugging.
Note: GPUError may gain new subtypes in future versions of this spec. Applications should handle
this possibility, using only the error’s message when possible, and specializing using instanceof. Use error.constructor.name when it’s necessary to serialize an error (e.g. into
JSON, for a debug report).
GPUError has the following attributes:
message, of type DOMString, readonly-
A human-readable, localizable text message providing information about the error that occurred.
Note: This message is generally intended for application developers to debug their applications and capture information for debug reports, not to be surfaced to end-users.
Note: User agents should not include potentially machine-parsable details in this message, such as free system memory on
"out-of-memory"or other details about the conditions under which memory was exhausted.Note: The
messageshould follow the best practices for language and direction information. This includes making use of any future standards which may emerge regarding the reporting of string language and direction metadata.Editorial note: At the time of this writing, no language/direction recommendation is available that provides compatibility and consistency with legacy APIs, but when there is, adopt it formally.
[Exposed =(Window ,Worker ),SecureContext ]interface :GPUValidationError GPUError {(constructor DOMString ); };message
GPUValidationError is a subtype of GPUError which indicates that an operation did not
satisfy all validation requirements. Validation errors are always indicative of an application
error, and is expected to fail the same way across all devices assuming the same [[features]] and [[limits]] are in use.
GPUDevice device, run the following steps:
Device timeline steps:
-
Let error be a new
GPUValidationErrorwith an appropriate error message. -
Dispatch error error to device.
[Exposed =(Window ,Worker ),SecureContext ]interface :GPUOutOfMemoryError GPUError {(constructor DOMString ); };message
GPUOutOfMemoryError is a subtype of GPUError which indicates that there was not enough free
memory to complete the requested operation. The operation may succeed if attempted again with a
lower memory requirement (like using smaller texture dimensions), or if memory used by other
resources is released first.
GPUDevice device, run the following steps:
Device timeline steps:
-
Let error be a new
GPUOutOfMemoryErrorwith an appropriate error message. -
Dispatch error error to device.
[Exposed =(Window ,Worker ),SecureContext ]interface :GPUInternalError GPUError {(constructor DOMString ); };message
GPUInternalError is a subtype of GPUError which indicates than an operation failed for a
system or implementation-specific reason even when all validation requirements have been satisfied.
For example, the operation may exceed the capabilities of the implementation in a way not easily
captured by the supported limits. The same operation may succeed on other devices or under
difference circumstances.
GPUDevice device, run the following steps:
Device timeline steps:
-
Let error be a new
GPUInternalErrorwith an appropriate error message. -
Dispatch error error to device.
22.3. Error Scopes
A GPU error scope captures GPUErrors that were generated while the GPU error scope was current. Error scopes are used to isolate errors that occur within a set
of WebGPU calls, typically for debugging purposes or to make an operation more fault tolerant.
GPU error scope has the following internal slots:
[[errors]], of type list<GPUError>, initially []-
The
GPUErrors, if any, observed while the GPU error scope was current. [[filter]], of typeGPUErrorFilter-
Determines what type of
GPUErrorthis GPU error scope observes.
enum {GPUErrorFilter "validation" ,"out-of-memory" ,"internal" , };partial interface GPUDevice {undefined pushErrorScope (GPUErrorFilter filter );Promise <GPUError ?>popErrorScope (); };
GPUErrorFilter defines the type of errors that should be caught when calling pushErrorScope():
"validation"-
Indicates that the error scope will catch a
GPUValidationError. "out-of-memory"-
Indicates that the error scope will catch a
GPUOutOfMemoryError. "internal"-
Indicates that the error scope will catch a
GPUInternalError.
GPUDevice has the following internal slots:
[[errorScopeStack]], of type stack<GPU error scope>-
A stack of GPU error scopes that have been pushed to the
GPUDevice.
GPUError error and GPUDevice device is determined by issuing the following steps to the device timeline of device:
Device timeline steps:
-
If error is an instance of:
GPUValidationError-
Let type be "validation".
GPUOutOfMemoryError-
Let type be "out-of-memory".
GPUInternalError-
Let type be "internal".
-
Let scope be the last item of device.
[[errorScopeStack]]. -
While scope is not
undefined:-
If scope.
[[filter]]is type, return scope. -
Set scope to the previous item of device.
[[errorScopeStack]].
-
-
Return
undefined.
GPUError error on GPUDevice device, run the following device timeline steps:
-
If device is lost, return.
Note: No errors are generated after device loss. See § 22 Errors & Debugging.
-
Let scope be the current error scope for error and device.
-
If scope is not
undefined:-
Append error to scope.
[[errors]]. -
Return.
-
-
Otherwise issue the following steps to the content timeline:
-
If the user agent chooses, queue a global task for GPUDevice device with the following steps:
-
Fire a
GPUUncapturedErrorEventnamed "uncapturederror" on device, with anerrorof error.
-
Note: If (and only if) there are no uncapturederror handlers are
registered, user agents should surface uncaptured errors to developers,
for example as warnings in the browser’s developer console.
Note: The user agent may choose to throttle or limit the number of GPUUncapturedErrorEvents
that a GPUDevice can raise to prevent an excessive amount of error handling or logging from
impacting performance.
pushErrorScope(filter)-
Pushes a new GPU error scope onto the
[[errorScopeStack]]for this.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.pushErrorScope(filter) method. Parameter Type Nullable Optional Description filterGPUErrorFilter✘ ✘ Which class of errors this error scope observes. Returns:
undefinedContent timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
Device timeline steps:-
Let scope be a new GPU error scope.
-
Set scope.
[[filter]]to filter. -
Push scope onto this.
[[errorScopeStack]].
-
popErrorScope()-
Pops a GPU error scope off the
[[errorScopeStack]]for this and resolves to anyGPUErrorobserved by the error scope, ornullif none.There is no guarantee of the ordering of promise resolution.
Called on:GPUDevicethis.Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the check steps on the Device timeline of this.
-
Return promise.
Device timeline check steps:-
If this is lost, issue the following steps on contentTimeline and return:
Content timeline steps:-
Resolve promise with
null.
Note: No errors are generated after device loss. See § 22 Errors & Debugging.
-
-
If any of the following requirements are unmet:
-
this.
[[errorScopeStack]].size must be > 0.
Then issue the following steps on contentTimeline and return:
Content timeline steps:-
Reject promise with an
OperationError.
-
-
Let scope be the result of popping an item off of this.
[[errorScopeStack]]. -
Let error be any one of the items in scope.
[[errors]], ornullif there are none.For any two errors E1 and E2 in the list, if E2 was caused by E1, E2 should not be the one selected.
Note: For example, if E1 comes from
t=createTexture(), and E2 comes fromt.createView()becausetwas invalid, E1 should be be preferred since it will be easier for a developer to understand what went wrong. Since both of these areGPUValidationErrors, the only difference will be in themessagefield, which is meant only to be read by humans anyway. -
At an unspecified point now or in the future, issue the subsequent steps on contentTimeline.
Note: By allowing
popErrorScope()calls to resolve in any order, with any of the errors observed by the scope, this spec allows validation to complete out of order, as long as any state observations are made at the appropriate point in adherence to this spec. For example, this allows implementations to perform shader compilation, which depends only on non-stateful inputs, to be completed on a background thread in parallel with other device-timeline work, and report any resulting errors later.
Content timeline steps:-
Resolve promise with error.
-
GPUDevice operation that may fail:
gpuDevice. pushErrorScope( 'validation' ); let sampler= gpuDevice. createSampler({ maxAnisotropy: 0 , // Invalid, maxAnisotropy must be at least 1. }); gpuDevice. popErrorScope(). then(( error) => { if ( error) { // There was an error creating the sampler, so discard it. sampler= null ; console. error( `An error occured while creating sampler: ${ error. message} ` ); } });
For example: An error scope that only contains the creation of a single resource, such as a texture or buffer, can be used to detect failures such as out of memory conditions, in which case the application may try freeing some resources and trying the allocation again.
Error scopes do not identify which command failed, however. So, for instance, wrapping all the commands executed while loading a model in a single error scope will not offer enough granularity to determine if the issue was due to memory constraints. As a result freeing resources would usually not be a productive response to a failure of that scope. A more appropriate response would be to allow the application to fall back to a different model or produce a warning that the model could not be loaded. If responding to memory constraints is desired, the operations allocating memory can always be wrapped in a smaller nested error scope.
22.4. Telemetry
When a GPUError is generated that is not observed by any GPU error scope, the user agent may fire an event named uncapturederror at a GPUDevice using GPUUncapturedErrorEvent.
Note: uncapturederror events are intended to be used for telemetry and reporting
unexpected errors. They may not be dispatched for all uncaptured errors (for example, there may be a limit on the number of errors surfaced), and should not be used for handling known error cases that may occur during
normal operation of an application. Prefer using pushErrorScope() and popErrorScope() in those cases.
[Exposed =(Window ,Worker ),SecureContext ]interface :GPUUncapturedErrorEvent Event {(constructor DOMString ,type GPUUncapturedErrorEventInit ); [gpuUncapturedErrorEventInitDict SameObject ]readonly attribute GPUError error ; };dictionary :GPUUncapturedErrorEventInit EventInit {required GPUError ; };error
GPUUncapturedErrorEvent has the following attributes:
error, of type GPUError, readonly-
A slot-backed attribute holding an object representing the error that was uncaptured. This has the same type as errors returned by
popErrorScope().
partial interface GPUDevice { [Exposed =(Window ,Worker )]attribute EventHandler onuncapturederror ; };
GPUDevice has the following attributes:
onuncapturederror, of type EventHandler-
An event handler IDL attribute for the
uncapturederrorevent type.
GPUDevice:
gpuDevice. addEventListener( 'uncapturederror' , ( event) => { // Re-surface the error, because adding an event listener may silence console logs. console. error( 'A WebGPU error was not captured:' , event. error); myEngineDebugReport. uncapturedErrors. push({ type: event. error. constructor . name, message: event. error. message, }); });
23. Detailed Operations
This section describes the details of various GPU operations.
23.1. Computing
Computing operations provide direct access to GPU’s programmable hardware.
Compute shaders do not have shader stage inputs or outputs, their results are
side effects from writing data into storage bindings bound as GPUBufferBindingType."storage" and GPUStorageTextureBindingLayout.
These operations are encoded within GPUComputePassEncoder as:
The main compute algorithm:
Arguments:
-
descriptor: Description of the current
GPUComputePipeline. -
dispatchCall: The dispatch call parameters. May come from function arguments or an
INDIRECTbuffer.
-
Let computeStage be descriptor.
compute. -
Let workgroupSize be the computed workgroup size for computeStage.
entryPointafter applying computeStage.constantsto computeStage.module. -
For workgroupX in range
[0, dispatchCall.:workgroupCountX]-
For workgroupY in range
[0, dispatchCall.:workgroupCountY]-
For workgroupZ in range
[0, dispatchCall.:workgroupCountZ]-
For localX in range
[0, workgroupSize.:x]-
For localY in range
[0, workgroupSize.:y]-
For localZ in range
[0, workgroupSize.:y]-
Let invocation be
{ computeStage, workgroupX, workgroupY, workgroupZ, localX, localY, localZ } -
Append invocation to computeInvocations.
-
-
-
-
-
-
-
For every invocation in computeInvocations, in any order the device chooses, including in parallel:
-
Set the shader builtins:
-
Set the num_workgroups builtin, if any, to
(
dispatchCall.workgroupCountX,
dispatchCall.workgroupCountY,
dispatchCall.workgroupCountZ
) -
Set the workgroup_id builtin, if any, to
(
invocation.workgroupX,
invocation.workgroupY,
invocation.workgroupZ
) -
Set the local_invocation_id builtin, if any, to
(
invocation.localX,
invocation.localY,
invocation.localZ
) -
Set the global_invocation_id builtin, if any, to
(.
invocation.workgroupX * workgroupSize.x+ invocation.localX,
invocation.workgroupY * workgroupSize.y+ invocation.localY,
invocation.workgroupZ * workgroupSize.z+ invocation.localZ
) -
Set the local_invocation_index builtin, if any, to
invocation.localX + (invocation.localY * workgroupSize.x) + (invocation.localZ * workgroupSize.x* workgroupSize.y)
-
-
Invoke the compute shader entry point described by invocation.computeStage.
-
Note: Shader invocations have no guaranteed order, and will generally run in parallel according to device capabilities. Developers should not assume that any given invocation or workgroup will complete before any other one is started. Some devices may appear to execute in a consistent order, but this behavior should not be relied on as it will not perform identically across all devices. Shaders that require synchronization across invocations must use Synchronization Built-in Functions to coordinate execution.
The device may become lost if shader execution does not end in a reasonable amount of time, as determined by the user agent.
23.2. Rendering
Rendering is done by a set of GPU operations that are executed within GPURenderPassEncoder,
and result in modifications of the texture data, viewed by the render pass attachments.
These operations are encoded with:
Note: rendering is the traditional use of GPUs, and is supported by multiple fixed-function blocks in hardware.
The main rendering algorithm:
Arguments:
-
descriptor: Description of the current
GPURenderPipeline. -
drawCall: The draw call parameters. May come from function arguments or an
INDIRECTbuffer. -
state: RenderState of the
GPURenderCommandsMixinwhere the draw call is issued.
-
Resolve indices. See § 23.2.1 Index Resolution.
Let vertexList be the result of resolve indices(drawCall, state).
-
Process vertices. See § 23.2.2 Vertex Processing.
Execute process vertices(vertexList, drawCall, descriptor.
vertex, state). -
Assemble primitives. See § 23.2.3 Primitive Assembly.
Execute assemble primitives(vertexList, drawCall, descriptor.
primitive). -
Clip primitives. See § 23.2.4 Primitive Clipping.
Let primitiveList be the result of this stage.
-
Rasterize. See § 23.2.5 Rasterization.
Let rasterizationList be the result of rasterize(primitiveList, state).
-
Process fragments. See § 23.2.6 Fragment Processing.
Gather a list of fragments, resulting from executing process fragment(rasterPoint, descriptor.
fragment, state) for each rasterPoint in rasterizationList. -
Process depth/stencil.
Editorial note: fill out the section, using fragments
-
Write pixels.
Editorial note: fill out the section
23.2.1. Index Resolution
At the first stage of rendering, the pipeline builds a list of vertices to process for each instance.
Arguments:
-
drawCall: The draw call parameters. May come from function arguments or an
INDIRECTbuffer. -
state: The snapshot of the
GPURenderCommandsMixinstate at the time of the draw call.
Returns: list of integer indices.
-
Let vertexIndexList be an empty list of indices.
-
If drawCall is an indexed draw call:
-
Initialize the vertexIndexList with drawCall.indexCount integers.
-
For i in range 0 .. drawCall.indexCount (non-inclusive):
-
Let relativeVertexIndex be fetch index(i + drawCall.
firstIndex, state.[[index_buffer]]). -
If relativeVertexIndex has the special value
"out of bounds", stop and return the empty list.Note: Implementations may choose to display a warning when this occurs, especially when it is easy to detect (like in non-indirect indexed draw calls).
-
Append drawCall.
baseVertex+ relativeVertexIndex to the vertexIndexList.
-
-
-
Otherwise:
-
Initialize the vertexIndexList with drawCall.vertexCount integers.
-
Set each vertexIndexList item i to the value drawCall.firstVertex + i.
-
-
Return vertexIndexList.
Note: in the case of indirect draw calls, the indexCount, vertexCount,
and other properties of drawCall are read from the indirect buffer
instead of the draw command itself.
Arguments:
-
i: Index of a vertex index to fetch.
-
state: The snapshot of the
GPURenderCommandsMixinstate at the time of the draw call.
Returns: unsigned integer or "out of bounds"
-
Let indexSize be defined by the state.
[[index_format]]: -
If state.
[[index_buffer_offset]]+ |i + 1| × indexSize > state.[[index_buffer_size]], return the special value"out of bounds". -
Interpret the data in state.
[[index_buffer]], starting at offset state.[[index_buffer_offset]]+ i × indexSize, of size indexSize bytes, as an unsigned integer and return it.
23.2.2. Vertex Processing
Vertex processing stage is a programmable stage of the render pipeline that processes the vertex attribute data, and produces clip space positions for § 23.2.4 Primitive Clipping, as well as other data for the § 23.2.6 Fragment Processing.
Arguments:
-
vertexIndexList: List of vertex indices to process (mutable, passed by reference).
-
drawCall: The draw call parameters. May come from function arguments or an
INDIRECTbuffer. -
desc: The descriptor of type
GPUVertexState. -
state: The snapshot of the
GPURenderCommandsMixinstate at the time of the draw call.
Each vertex vertexIndex in the vertexIndexList,
in each instance of index rawInstanceIndex, is processed independently.
The rawInstanceIndex is in range from 0 to drawCall.instanceCount - 1, inclusive.
This processing happens in parallel, and any side effects, such as
writes into GPUBufferBindingType."storage" bindings,
may happen in any order.
-
Let instanceIndex be rawInstanceIndex + drawCall.firstInstance.
-
For each non-
nullvertexBufferLayout in the list of desc.buffers:-
Let i be the index of the buffer layout in this list.
-
Let vertexBuffer, vertexBufferOffset, and vertexBufferBindingSize be the buffer, offset, and size at slot i of state.
[[vertex_buffers]]. -
Let vertexElementIndex be dependent on vertexBufferLayout.
stepMode:"vertex"-
vertexIndex
"instance"-
instanceIndex
-
For each attributeDesc in vertexBufferLayout.
attributes:-
Let attributeOffset be vertexBufferOffset + vertexElementIndex * vertexBufferLayout.
arrayStride+ attributeDesc.offset. -
Load the attribute data of format attributeDesc.
formatfrom vertexBuffer starting at offset attributeOffset. The components are loaded in the orderx,y,z,wfrom buffer memory.If this results in an out-of-bounds access, the resulting value is determined according to WGSL’s invalid memory reference behavior.
-
Optionally (implementation-defined): If attributeOffset + sizeof(attributeDesc.
format) > vertexBufferOffset + vertexBufferBindingSize, empty vertexIndexList and stop, cancelling the draw call.Note: This allows implementations to detect out-of-bounds values in the index buffer before issuing a draw call, instead of using invalid memory reference behavior.
-
Convert the data into a shader-visible format, according to channel formats rules.
An attribute of type"snorm8x2"and byte values of[0x70, 0xD0]will be converted tovec2<f32>(0.88, -0.38)in WGSL. -
Adjust the data size to the shader type:
-
if both are scalar, or both are vectors of the same dimensionality, no adjustment is needed.
-
if data is vector but the shader type is scalar, then only the first component is extracted.
-
if both are vectors, and data has a higher dimension, the extra components are dropped.
An attribute of type"float32x3"and valuevec3<f32>(1.0, 2.0, 3.0)will exposed to the shader asvec2<f32>(1.0, 2.0)if a 2-component vector is expected. -
if the shader type is a vector of higher dimensionality, or the data is a scalar, then the missing components are filled from
vec4<*>(0, 0, 0, 1)value.An attribute of type"sint32"and value5will be exposed to the shader asvec4<i32>(5, 0, 0, 1)if a 4-component vector is expected.
-
-
Bind the data to vertex shader input location attributeDesc.
shaderLocation.
-
-
-
For each
GPUBindGroupgroup at index in state.[[bind_groups]]:-
For each resource
GPUBindingResourcein the bind group:-
Let entry be the corresponding
GPUBindGroupLayoutEntryfor this resource. -
If entry.
visibilityincludesVERTEX:-
Bind the resource to the shader under group index and binding
GPUBindGroupLayoutEntry.binding.
-
-
-
-
Set the shader builtins:
-
Set the
vertex_indexbuiltin, if any, to vertexIndex. -
Set the
instance_indexbuiltin, if any, to instanceIndex.
-
-
Invoke the vertex shader entry point described by desc.
Note: The target platform caches the results of vertex shader invocations. There is no guarantee that any vertexIndex that repeats more than once will result in multiple invocations. Similarly, there is no guarantee that a single vertexIndex will only be processed once.
The device may become lost if shader execution does not end in a reasonable amount of time, as determined by the user agent.
23.2.3. Primitive Assembly
Primitives are assembled by a fixed-function stage of GPUs.
Arguments:
-
vertexIndexList: List of vertex indices to process.
-
drawCall: The draw call parameters. May come from function arguments or an
INDIRECTbuffer. -
desc: The descriptor of type
GPUPrimitiveState.
For each instance, the primitives get assembled from the vertices that have been processed by the shaders, based on the vertexIndexList.
-
First, if the primitive topology is a strip, (which means that desc.
stripIndexFormatis not undefined) and the drawCall is indexed, the vertexIndexList is split into sub-lists using the maximum value of desc.stripIndexFormatas a separator.Example: a vertexIndexList with values
[1, 2, 65535, 4, 5, 6]of type"uint16"will be split in sub-lists[1, 2]and[4, 5, 6]. -
For each of the sub-lists vl, primitive generation is done according to the desc.
topology:"line-list"-
Line primitives are composed from (vl.0, vl.1), then (vl.2, vl.3), then (vl.4 to vl.5), etc. Each subsequent primitive takes 2 vertices.
"line-strip"-
Line primitives are composed from (vl.0, vl.1), then (vl.1, vl.2), then (vl.2, vl.3), etc. Each subsequent primitive takes 1 vertex.
"triangle-list"-
Triangle primitives are composed from (vl.0, vl.1, vl.2), then (vl.3, vl.4, vl.5), then (vl.6, vl.7, vl.8), etc. Each subsequent primitive takes 3 vertices.
"triangle-strip"-
Triangle primitives are composed from (vl.0, vl.1, vl.2), then (vl.2, vl.1, vl.3), then (vl.2, vl.3, vl.4), then (vl.4, vl.3, vl.5), etc. Each subsequent primitive takes 1 vertices.
Any incomplete primitives are dropped.
23.2.4. Primitive Clipping
Vertex shaders have to produce a built-in position (of type vec4<f32>),
which denotes the clip position of a vertex in clip space coordinates.
Primitives are clipped to the clip volume, which, for any clip position p inside a primitive, is defined by the following inequalities:
-
−p.w ≤ p.x ≤ p.w
-
−p.w ≤ p.y ≤ p.w
-
0 ≤ p.z ≤ p.w (depth clipping)
When the "clip-distances" feature is enabled, this clip volume can
be further restricted by user-defined half-spaces by declaring clip_distances in the
output of vertex stage. Each value in the clip_distances array will be linearly
interpolated across the primitive, and the portion of the primitive with interpolated distances less
than 0 will be clipped.
If descriptor.primitive.unclippedDepth is true, depth clipping is not applied: the clip volume is not bounded in the z dimension.
A primitive passes through this stage unchanged if every one of its edges
lie entirely inside the clip volume.
If the edges of a primitives intersect the boundary of the clip volume,
the intersecting edges are reconnected by new edges that lie along the boundary of the clip volume.
For triangular primitives (descriptor.primitive.topology is "triangle-list" or "triangle-strip"), this reconnection
may result in introduction of new vertices into the polygon, internally.
If a primitive intersects an edge of the clip volume’s boundary, the clipped polygon must include a point on this boundary edge.
If the vertex shader outputs other floating-point values (scalars and vectors), qualified with "perspective" interpolation, they also get clipped. The output values associated with a vertex that lies within the clip volume are unaffected by clipping. If a primitive is clipped, however, the output values assigned to vertices produced by clipping are clipped.
Considering an edge between vertices a and b that got clipped, resulting in the vertex c, let’s define t to be the ratio between the edge vertices: c.p = t × a.p + (1 − t) × b.p, where x.p is the output clip position of a vertex x.
For each vertex output value "v" with a corresponding fragment input, a.v and b.v would be the outputs for a and b vertices respectively. The clipped shader output c.v is produced based on the interpolation qualifier:
- flat
-
Flat interpolation is unaffected, and is based on the provoking vertex, which is determined by the interpolation sampling mode declared in the shader. The output value is the same for the whole primitive, and matches the vertex output of the provoking vertex.
- linear
-
The interpolation ratio gets adjusted against the perspective coordinates of the clip positions, so that the result of interpolation is linear in screen space.
- perspective
-
The value is linearly interpolated in clip space, producing perspective-correct values.
The result of primitive clipping is a new set of primitives, which are contained within the clip volume.
23.2.5. Rasterization
Rasterization is the hardware processing stage that maps the generated primitives
to the 2-dimensional rendering area of the framebuffer -
the set of render attachments in the current GPURenderPassEncoder.
This rendering area is split into an even grid of pixels.
The framebuffer coordinates start from the top-left corner of the render targets. Each unit corresponds exactly to one pixel. See § 3.3 Coordinate Systems for more information.
Rasterization determines the set of pixels affected by a primitive. In case of multi-sampling,
each pixel is further split into descriptor.multisample.count samples.
The standard sample patterns are as follows,
with positions in framebuffer coordinates relative to the top-left corner of the pixel,
such that the pixel ranges from (0, 0) to (1, 1):
multisample.count
| Sample positions |
|---|---|
| 1 | Sample 0: (0.5, 0.5) |
| 4 | Sample 0: (0.375, 0.125) Sample 1: (0.875, 0.375) Sample 2: (0.125, 0.625) Sample 3: (0.625, 0.875) |
Implementations must use the standard sample pattern for the given multisample.count when performing rasterization.
Let’s define a FragmentDestination to contain:
- position
-
the 2D pixel position using framebuffer coordinates
- sampleIndex
-
an integer in case § 23.2.10 Sample frequency shading is active, or
nullotherwise
We’ll also use a notion of normalized device coordinates, or NDC. In this coordinate system, the viewport bounds range in X and Y from -1 to 1, and in Z from 0 to 1.
Rasterization produces a list of RasterizationPoints, each containing the following data:
- destination
-
refers to FragmentDestination
- coverageMask
-
refers to multisample coverage mask (see § 23.2.11 Sample Masking)
- frontFacing
-
is true if it’s a point on the front face of a primitive
- perspectiveDivisor
-
refers to interpolated 1.0 ÷ W across the primitive
- depth
-
refers to the depth in viewport coordinates, i.e. between the
[[viewport]]minDepthandmaxDepth. - primitiveVertices
-
refers to the list of vertex outputs forming the primitive
- barycentricCoordinates
-
refers to § 23.2.5.3 Barycentric coordinates
Arguments:
-
primitiveList: List of primitives to rasterize.
-
state: The active RenderState.
Returns: list of RasterizationPoint.
Each primitive in primitiveList is processed independently. However, the order of primitives affects later stages, such as depth/stencil operations and pixel writes.
-
First, the clipped vertices are transformed into NDC - normalized device coordinates. Given the output position p, the NDC position and perspective divisor are:
ndc(p) = vector(p.x ÷ p.w, p.y ÷ p.w, p.z ÷ p.w)
divisor(p) = 1.0 ÷ p.w
-
Let vp be state.
[[viewport]]. Map the NDC position n into viewport coordinates:-
Compute framebuffer coordinates from the render target offset and size:
framebufferCoords(n) = vector(vp.
x+ 0.5 × (n.x + 1) × vp.width, vp.y+ 0.5 × (−n.y + 1) × vp.height) -
Compute depth by linearly mapping [0,1] to the viewport depth range:
depth(n) = vp.
minDepth+ n.z× ( vp.maxDepth- vp.minDepth)
-
-
Let rasterizationPoints be an empty list.
Editorial note: specify that each rasterization point gets assigned an interpolated
divisor(p),framebufferCoords(n),depth(n), as well as the other attributes. -
Proceed with a specific rasterization algorithm, depending on
primitive.topology:"point-list"-
The point, if not filtered by § 23.2.4 Primitive Clipping, goes into § 23.2.5.1 Point Rasterization.
"line-list"or"line-strip"-
The line cut by § 23.2.4 Primitive Clipping goes into § 23.2.5.2 Line Rasterization.
"triangle-list"or"triangle-strip"-
The polygon produced in § 23.2.4 Primitive Clipping goes into § 23.2.5.4 Polygon Rasterization.
-
Remove all the points rp from rasterizationPoints that have rp.destination.position outside of state.
[[scissorRect]]. -
Return rasterizationPoints.
23.2.5.1. Point Rasterization
A single FragmentDestination is selected within the pixel containing the framebuffer coordinates of the point.
The coverage mask depends on multi-sampling mode:
- sample-frequency
-
coverageMask = 1 ≪
sampleIndex - pixel-frequency multi-sampling
-
coverageMask = 1 ≪ descriptor.
multisample.count− 1 - no multi-sampling
-
coverageMask = 1
23.2.5.2. Line Rasterization
Editorial note: fill out this section
23.2.5.3. Barycentric coordinates
Barycentric coordinates is a list of n numbers bi, defined for a point p inside a convex polygon with n vertices vi in framebuffer space. Each bi is in range 0 to 1, inclusive, and represents the proximity to vertex vi. Their sum is always constant:
∑ (bi) = 1
These coordinates uniquely specify any point p within the polygon (or on its boundary) as:
p = ∑ (bi × pi)
For a polygon with 3 vertices - a triangle, barycentric coordinates of any point p can be computed as follows:
Apolygon = A(v1, v2, v3) b1 = A(p, b2, b3) ÷ Apolygon b2 = A(b1, p, b3) ÷ Apolygon b3 = A(b1, b2, p) ÷ Apolygon
Where A(list of points) is the area of the polygon with the given set of vertices.
For polygons with more than 3 vertices, the exact algorithm is implementation-dependent. One of the possible implementations is to triangulate the polygon and compute the barycentrics of a point based on the triangle it falls into.
23.2.5.4. Polygon Rasterization
A polygon is front-facing if it’s oriented towards the projection. Otherwise, the polygon is back-facing.
Arguments:
Returns: list of RasterizationPoint.
-
Let rasterizationPoints be an empty list.
-
Let v(i) be the framebuffer coordinates for the clipped vertex number i (starting with 1) in a rasterized polygon of n vertices.
Note: this section uses the term "polygon" instead of a "triangle", since § 23.2.4 Primitive Clipping stage may have introduced additional vertices. This is non-observable by the application.
-
Determine if the polygon is front-facing, which depends on the sign of the area occupied by the polygon in framebuffer coordinates:
area = 0.5 × ((v1.x × vn.y − vn.x × v1.y) + ∑ (vi+1.x × vi.y − vi.x × vi+1.y))
The sign of area is interpreted based on the
primitive.frontFace:"ccw"-
area > 0 is considered front-facing, otherwise back-facing
"cw"-
area < 0 is considered front-facing, otherwise back-facing
-
Cull based on
primitive.cullMode:"none"-
All polygons pass this test.
"front"-
The front-facing polygons are discarded, and do not process in later stages of the render pipeline.
"back"-
The back-facing polygons are discarded.
-
Determine a set of fragments inside the polygon in framebuffer space - these are locations scheduled for the per-fragment operations. This operation is known as "point sampling". The logic is based on descriptor.
multisample:- disabled
-
Fragments are associated with pixel centers. That is, all the points with coordinates C, where fract(C) = vector2(0.5, 0.5) in the framebuffer space, enclosed into the polygon, are included. If a pixel center is on the edge of the polygon, whether or not it’s included is not defined.
Note: this becomes a subject of precision for the rasterizer.
- enabled
-
Each pixel is associated with descriptor.
multisample.countlocations, which are implementation-defined. The locations are ordered, and the list is the same for each pixel of the framebuffer. Each location corresponds to one fragment in the multisampled framebuffer.The rasterizer builds a mask of locations being hit inside each pixel and provides is as "sample-mask" built-in to the fragment shader.
-
For each produced fragment of type FragmentDestination:
-
Let rp be a new RasterizationPoint object
-
Compute the list b as § 23.2.5.3 Barycentric coordinates of that fragment. Set rp.barycentricCoordinates to b.
-
Let di be the depth value of vi.
-
Set rp.depth to ∑ (bi × di)
-
Append rp to rasterizationPoints.
-
-
Return rasterizationPoints.
23.2.6. Fragment Processing
The fragment processing stage is a programmable stage of the render pipeline that computes the fragment data (often a color) to be written into render targets.
This stage produces a Fragment for each RasterizationPoint:
-
destination refers to FragmentDestination.
-
coverageMask refers to multisample coverage mask (see § 23.2.11 Sample Masking).
-
depth refers to the depth in viewport coordinates, i.e. between the
[[viewport]]minDepthandmaxDepth. -
colors refers to the list of color values, one for each target in
colorAttachments.
Arguments:
-
rp: The RasterizationPoint, produced by § 23.2.5 Rasterization.
-
desc: The descriptor of type
GPUFragmentState. -
state: The active RenderState.
Returns: Fragment or null.
-
Let fragment be a new Fragment object.
-
Set fragment.destination to rp.destination.
-
Set fragment.coverageMask to rp.coverageMask.
-
If desc is not
null:-
Set the shader input builtins. For each non-composite argument of the entry point, annotated as a builtin, set its value based on the annotation:
position-
vec4<f32>(rp.destination.position, rp.depth, rp.perspectiveDivisor) front_facing-
rp.frontFacing
sample_indexsample_mask-
rp.coverageMask
-
For each user-specified shader stage input of the fragment stage:
-
Let value be the interpolated fragment input, based on rp.barycentricCoordinates, rp.primitiveVertices, and the interpolation qualifier on the input.
-
Set the corresponding fragment shader location input to value.
-
-
Invoke the fragment shader entry point described by desc.
The device may become lost if shader execution does not end in a reasonable amount of time, as determined by the user agent.
-
If the fragment issued
discard, returnnull. -
Set fragment.colors to the user-specified shader stage output values from the shader.
-
Take the shader output builtins:
-
If
frag_depthbuiltin is produced by the shader as value:-
Let vp be state.
[[viewport]]. -
Set fragment.depth to clamp(value, vp.
minDepth, vp.maxDepth).
-
-
-
If
sample_maskbuiltin is produced by the shader as value:-
Set fragment.coverageMask to fragment.coverageMask ∧ value.
-
Otherwise we are in § 23.2.8 No Color Output mode, and fragment.colors is empty.
-
-
Return fragment.
Processing of fragments happens in parallel, while any side effects,
such as writes into GPUBufferBindingType."storage" bindings,
may happen in any order.
23.2.7. Output Merging
Editorial note: fill out this section
The depth input to this stage, if any, is clamped to the current [[viewport]] depth range
(regardless of whether the fragment shader stage writes the frag_depth builtin).
23.2.8. No Color Output
In no-color-output mode, pipeline does not produce any color attachment outputs.
The pipeline still performs rasterization and produces depth values based on the vertex position output. The depth testing and stencil operations can still be used.
23.2.9. Alpha to Coverage
In alpha-to-coverage mode, an additional alpha-to-coverage mask of MSAA samples is generated based on the alpha component of the
fragment shader output value at @location(0).
The algorithm of producing the extra mask is platform-dependent and can vary for different pixels. It guarantees that:
-
if alpha ≤ 0.0, the result is 0x0
-
if alpha ≥ 1.0, the result is 0xFFFFFFFF
-
if alpha is greater than some other alpha1, then the produced sample mask has at least as many bits set to 1 as the mask for alpha1
23.2.10. Sample frequency shading
Editorial note: fill out the section
23.2.11. Sample Masking
The final sample mask for a pixel is computed as: rasterization mask & mask & shader-output mask.
Only the lower count bits of the mask are considered.
If the least-significant bit at position N of the final sample mask has value of "0", the sample color outputs (corresponding to sample N) to all attachments of the fragment shader are discarded. Also, no depth test or stencil operations are executed on the relevant samples of the depth-stencil attachment.
Note: the color output for sample N is produced by the fragment shader execution with SV_SampleIndex == N for the current pixel. If the fragment shader doesn’t use this semantics, it’s only executed once per pixel.
The rasterization mask is produced by the rasterization stage, based on the shape of the rasterized polygon. The samples included in the shape get the relevant bits 1 in the mask.
The shader-output mask takes the output value of "sample_mask" builtin in the fragment shader.
If the builtin is not output from the fragment shader, and alphaToCoverageEnabled is enabled, the shader-output mask becomes the alpha-to-coverage mask. Otherwise, it defaults to 0xFFFFFFFF.
24. Type Definitions
typedef [EnforceRange ]unsigned long ;GPUBufferDynamicOffset typedef [EnforceRange ]unsigned long ;GPUStencilValue typedef [EnforceRange ]unsigned long ;GPUSampleMask typedef [EnforceRange ]long ;GPUDepthBias typedef [EnforceRange ]unsigned long long ;GPUSize64 typedef [EnforceRange ]unsigned long ;GPUIntegerCoordinate typedef [EnforceRange ]unsigned long ;GPUIndex32 typedef [EnforceRange ]unsigned long ;GPUSize32 typedef [EnforceRange ]long ;GPUSignedOffset32 typedef unsigned long long ;GPUSize64Out typedef unsigned long ;GPUIntegerCoordinateOut typedef unsigned long ;GPUSize32Out typedef unsigned long ;GPUFlagsConstant
24.1. Colors & Vectors
dictionary {GPUColorDict required double r ;required double g ;required double b ;required double a ; };typedef (sequence <double >or GPUColorDict );GPUColor
Note: double is large enough to precisely hold 32-bit signed/unsigned
integers and single-precision floats.
r, of type double-
The red channel value.
g, of type double-
The green channel value.
b, of type double-
The blue channel value.
a, of type double-
The alpha channel value.
GPUColor value color, depending on its type, the syntax:
-
color.r refers to either
GPUColorDict.ror the first item of the sequence (asserting there is such an item). -
color.g refers to either
GPUColorDict.gor the second item of the sequence (asserting there is such an item). -
color.b refers to either
GPUColorDict.bor the third item of the sequence (asserting there is such an item). -
color.a refers to either
GPUColorDict.aor the fourth item of the sequence (asserting there is such an item).
Arguments:
-
color: The
GPUColorto validate.
Returns: undefined
Content timeline steps:
-
Throw a
TypeErrorif color is a sequence and color.length ≠ 4.
dictionary {GPUOrigin2DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0; };y typedef (sequence <GPUIntegerCoordinate >or GPUOrigin2DDict );GPUOrigin2D
GPUOrigin2D value origin, depending on its type, the syntax:
-
origin.x refers to either
GPUOrigin2DDict.xor the first item of the sequence (0 if not present). -
origin.y refers to either
GPUOrigin2DDict.yor the second item of the sequence (0 if not present).
Arguments:
-
origin: The
GPUOrigin2Dto validate.
Returns: undefined
Content timeline steps:
-
Throw a
TypeErrorif origin is a sequence and origin.length > 2.
dictionary {GPUOrigin3DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0;y GPUIntegerCoordinate = 0; };z typedef (sequence <GPUIntegerCoordinate >or GPUOrigin3DDict );GPUOrigin3D
GPUOrigin3D value origin, depending on its type, the syntax:
-
origin.x refers to either
GPUOrigin3DDict.xor the first item of the sequence (0 if not present). -
origin.y refers to either
GPUOrigin3DDict.yor the second item of the sequence (0 if not present). -
origin.z refers to either
GPUOrigin3DDict.zor the third item of the sequence (0 if not present).
Arguments:
-
origin: The
GPUOrigin3Dto validate.
Returns: undefined
Content timeline steps:
-
Throw a
TypeErrorif origin is a sequence and origin.length > 3.
dictionary {GPUExtent3DDict required GPUIntegerCoordinate width ;GPUIntegerCoordinate height = 1;GPUIntegerCoordinate depthOrArrayLayers = 1; };typedef (sequence <GPUIntegerCoordinate >or GPUExtent3DDict );GPUExtent3D
width, of type GPUIntegerCoordinate-
The width of the extent.
height, of type GPUIntegerCoordinate, defaulting to1-
The height of the extent.
depthOrArrayLayers, of type GPUIntegerCoordinate, defaulting to1-
The depth of the extent or the number of array layers it contains. If used with a
GPUTexturewith aGPUTextureDimensionof"3d"defines the depth of the texture. If used with aGPUTexturewith aGPUTextureDimensionof"2d"defines the number of array layers in the texture.
GPUExtent3D value extent, depending on its type, the syntax:
-
extent.width refers to either
GPUExtent3DDict.widthor the first item of the sequence (asserting there is such an item). -
extent.height refers to either
GPUExtent3DDict.heightor the second item of the sequence (1 if not present). -
extent.depthOrArrayLayers refers to either
GPUExtent3DDict.depthOrArrayLayersor the third item of the sequence (1 if not present).
Arguments:
-
extent: The
GPUExtent3Dto validate.
Returns: undefined
Content timeline steps:
-
Throw a
TypeErrorif:
-
extent is a sequence, and
-
extent.length < 1 or extent.length > 3.
25. Feature Index
25.1. "depth-clip-control"
Allows depth clipping to be disabled.
This feature adds the following optional API surfaces:
-
New
GPUPrimitiveStatedictionary members:
25.2. "depth32float-stencil8"
Allows for explicit creation of textures of format "depth32float-stencil8".
This feature adds the following optional API surfaces:
-
New
GPUTextureFormatenum values:
25.3. "texture-compression-bc"
Allows for explicit creation of textures of BC compressed formats. Supports both 2D and 3D textures.
This feature adds the following optional API surfaces:
-
New
GPUTextureFormatenum values:
25.4. "texture-compression-etc2"
Allows for explicit creation of textures of ETC2 compressed formats. Only supports 2D textures.
This feature adds the following optional API surfaces:
-
New
GPUTextureFormatenum values:
25.5. "texture-compression-astc"
Allows for explicit creation of textures of ASTC compressed formats. Only supports 2D textures.
This feature adds the following optional API surfaces:
-
New
GPUTextureFormatenum values:
25.6. "timestamp-query"
Adds the ability to query timestamps from GPU command buffers. See § 20.4 Timestamp Query.
This feature adds the following optional API surfaces:
-
New
GPUQueryTypevalues: -
New
GPUComputePassDescriptormembers: -
New
GPURenderPassDescriptormembers:
25.7. "indirect-first-instance"
Allows the use of non-zero firstInstance values in indirect draw parameters and indirect drawIndexed parameters.
This feature adds no optional API surfaces.
25.8. "shader-f16"
Allows the use of the half-precision floating-point type f16 in WGSL.
This feature adds the following optional API surfaces:
-
New WGSL extensions:
25.9. "rg11b10ufloat-renderable"
Allows the RENDER_ATTACHMENT usage on textures with format "rg11b10ufloat",
and also allows textures of that format to be blended and multisampled.
This feature adds no optional API surfaces.
25.10. "bgra8unorm-storage"
Allows the STORAGE_BINDING usage on textures with format "bgra8unorm".
This feature adds no optional API surfaces.
25.11. "float32-filterable"
Makes textures with formats "r32float", "rg32float", and "rgba32float" filterable.
25.12. "clip-distances"
Allows the use of clip_distances in WGSL.
This feature adds the following optional API surfaces:
-
New WGSL extensions:
25.13. "dual-source-blending"
Allows the use of blend_src in WGSL and simultaneously using both pixel shader outputs
(@blend_src(0) and @blend_src(1)) as inputs to a blending operation with the single color
attachment at location 0.
This feature adds the following optional API surfaces:
-
Allows the use of the below
GPUBlendFactors: -
New WGSL extensions:
26. Appendices
26.1. Texture Format Capabilities
26.1.1. Plain color formats
All plain color formats support COPY_SRC, COPY_DST,
and TEXTURE_BINDING usage. Additionally, all plain color formats support
textures with "3d" dimension.
The RENDER_ATTACHMENT and STORAGE_BINDING columns
specify support for GPUTextureUsage.RENDER_ATTACHMENT and GPUTextureUsage.STORAGE_BINDING usage respectively.
The render target pixel byte cost and render target component alignment are used to validate the maxColorAttachmentBytesPerSample limit.
Note: The texel block memory cost of each of these formats is the same as its texel block copy footprint.
26.1.2. Depth-stencil formats
A depth-or-stencil format is any format with depth and/or stencil aspects. A combined depth-stencil format is a depth-or-stencil format that has both depth and stencil aspects.
All depth-or-stencil formats support the COPY_SRC, COPY_DST, TEXTURE_BINDING, and RENDER_ATTACHMENT usages.
All of these formats support multisampling.
However, certain copy operations also restrict the source and destination formats, and none of
these formats support textures with "3d" dimension.
Depth textures cannot be used with "filtering" samplers, but can always
be used with "comparison" samplers even if they use filtering.
| Format |
NOTE:
Texel block memory cost (Bytes)
| Aspect | GPUTextureSampleType
| Valid image copy source | Valid image copy destination | Texel block copy footprint (Bytes) | Aspect-specific format |
|---|---|---|---|---|---|---|---|
stencil8
| 1 − 4 | stencil | "uint"
| ✓ | 1 | stencil8
| |
depth16unorm
| 2 | depth | "depth", "unfilterable-float"
| ✓ | 2 | depth16unorm
| |
depth24plus
| 4 | depth | "depth", "unfilterable-float"
| ✗ | – | depth24plus
| |
depth24plus-stencil8
| 4 − 8 | depth | "depth", "unfilterable-float"
| ✗ | – | depth24plus
| |
| stencil | "uint"
| ✓ | 1 | stencil8
| |||
depth32float
| 4 | depth | "depth", "unfilterable-float"
| ✓ | ✗ | 4 | depth32float
|
depth32float-stencil8
| 5 − 8 | depth | "depth", "unfilterable-float"
| ✓ | ✗ | 4 | depth32float
|
| stencil | "uint"
| ✓ | 1 | stencil8
| |||
24-bit depth refers to a 24-bit unsigned normalized depth format with a range from 0.0 to 1.0, which would be spelled "depth24unorm" if exposed.
26.1.2.1. Reading and Sampling Depth/Stencil Textures
It is possible to bind a depth-aspect GPUTextureView to either a texture_depth_* binding or a binding with other non-depth 2d/cube texture types.
A stencil-aspect GPUTextureView must be bound to a normal texture binding type.
The sampleType in the GPUBindGroupLayout must be "uint".
Reading or sampling the depth or stencil aspect of a texture behaves as if the texture contains
the values (V, X, X, X), where V is the actual depth or stencil value,
and each X is an implementation-defined unspecified value.
For depth-aspect bindings, the unspecified values are not visible through bindings with texture_depth_* types.
tex with type texture_2d<f32>:
-
textureSample(tex, ...)will returnvec4<f32>(D, X, X, X). -
textureGather(0, tex, ...)will returnvec4<f32>(D1, D2, D3, D4). -
textureGather(2, tex, ...)will returnvec4<f32>(X1, X2, X3, X4)(a completely unspecified value).
Note: Short of adding a new more constrained stencil sampler type (like depth), it’s infeasible for
implementations to efficiently paper over the driver differences for depth/stencil reads.
As this was not a portability pain point for WebGL, it’s not expected to be problematic in WebGPU.
In practice, expect either (V, V, V, V) or (V, 0, 0, 1) (where V is the depth or stencil
value), depending on hardware.
26.1.2.2. Copying Depth/Stencil Textures
The depth aspects of depth32float formats
("depth32float" and "depth32float-stencil8" have a limited range.
As a result, copies into such textures are only valid from other textures of the same format.
The depth aspects of depth24plus formats
("depth24plus" and "depth24plus-stencil8")
have opaque representations (implemented as either 24-bit depth or "depth32float").
As a result, depth-aspect image copies are not allowed with these formats.
-
All of these formats can be written in a render pass using a fragment shader that outputs depth values via the
frag_depthoutput. -
Textures with "depth24plus" formats can be read as shader textures, and written to a texture (as a render pass attachment) or buffer (via a storage buffer binding in a compute shader).
26.1.3. Packed formats
All packed texture formats support COPY_SRC, COPY_DST,
and TEXTURE_BINDING usages.
All of these formats are filterable.
None of these formats are renderable or support multisampling.
A compressed format is any format with a block size greater than 1×1.
Note: The texel block memory cost of each of these formats is the same as its texel block copy footprint.