Limited availability
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
Note: This feature is available in Web Workers.
The GPUBuffer
interface of the WebGPU API represents a block of memory that can be used to store raw data to use in GPU operations.
A GPUBuffer
object instance is created using the GPUDevice.createBuffer()
method.
label
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
mapState
Read only
An enumerated value representing the mapped state of the GPUBuffer
.
size
Read only
A number representing the length of the GPUBuffer
's memory allocation, in bytes.
usage
Read only
The bitwise flags representing the allowed usages of the GPUBuffer
.
destroy()
Destroys the GPUBuffer
.
getMappedRange()
Returns an ArrayBuffer
containing the mapped contents of the GPUBuffer
in the specified range.
mapAsync()
Maps the specified range of the GPUBuffer
. Returns a Promise
that resolves when the GPUBuffer
's content is ready to be accessed with GPUBuffer.getMappedRange()
.
unmap()
Unmaps the mapped range of the GPUBuffer
, making its contents available for use by the GPU again.
In our basic compute demo, we create an output buffer to read GPU calculations to, and a staging buffer to be mapped for JavaScript access.
const output = device.createBuffer({
size: BUFFER_SIZE,
usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
});
const stagingBuffer = device.createBuffer({
size: BUFFER_SIZE,
usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
});
Later on, once the stagingBuffer
contains the results of the GPU computation, a combination of GPUBuffer
methods are used to read the data back to JavaScript so that it can then be logged to the console:
GPUBuffer.mapAsync()
is used to map the GPUBuffer
for reading.GPUBuffer.getMappedRange()
is used to return an ArrayBuffer
containing the GPUBuffer
's contents.GPUBuffer.unmap()
is used to unmap the GPUBuffer
again, once we have read the content into JavaScript as needed.// map staging buffer to read results back to JS
await stagingBuffer.mapAsync(
GPUMapMode.READ,
0, // Offset
BUFFER_SIZE, // Length
);
const copyArrayBuffer = stagingBuffer.getMappedRange(0, BUFFER_SIZE);
const data = copyArrayBuffer.slice(0);
stagingBuffer.unmap();
console.log(new Float32Array(data));
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