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The createComputePipeline()
method of the GPUDevice
interface creates a GPUComputePipeline
that can control the compute shader stage and be used in a GPUComputePassEncoder
.
createComputePipeline(descriptor)
Parameters
descriptor
An object containing the following properties:
compute
An object describing the compute shader entry point of the pipeline. This object can contain the following properties:
constants
Optional
A sequence of record types, with the structure (id, value)
, representing override values for WGSL constants that can be overridden in the pipeline. These behave like ordered maps. In each case, the id
is a key used to identify or select the record, and the constant
is an enumerated value representing a WGSL.
Depending on which constant you want to override, the id
may take the form of the numeric ID of the constant, if one is specified, or otherwise the constant's identifier name.
A code snippet providing override values for several overridable constants might look like this:
({
// â¦
constants: {
0: false,
1200: 3.0,
1300: 2.0,
width: 20,
depth: -1,
height: 15,
},
});
entryPoint
Optional
The name of the function in the module
that this stage will use to perform its work. The corresponding shader function must have the @compute
attribute to be identified as this entry point. See Entry Point Declaration for more information.
You can omit the entryPoint
property if your shader code contains a single function with the @compute
attribute set â the browser will use this as the default entry point. If entryPoint
is omitted and the browser cannot determine a default entry point, a GPUValidationError
is generated and the resulting GPUComputePipeline
will be invalid.
module
A GPUShaderModule
object containing the WGSL code that this programmable stage will execute.
label
Optional
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
layout
Defines the layout (structure, purpose, and type) of all the GPU resources (buffers, textures, etc.) used during the execution of the pipeline. Possible values are:
GPUPipelineLayout
object, created using GPUDevice.createPipelineLayout()
, which allows the GPU to figure out how to run the pipeline most efficiently ahead of time."auto"
, which causes the pipeline to generate an implicit bind group layout based on any bindings defined in the shader code. If "auto"
is used, the generated bind group layouts may only be used with the current pipeline.A GPUComputePipeline
object instance.
The following criteria must be met when calling createComputePipeline()
, otherwise a GPUValidationError
is generated and an invalid GPUComputePipeline
object is returned:
module
referenced inside the compute
property is less than or equal to the GPUDevice
's maxComputeWorkgroupStorageSize
limit.module
uses a number of compute invocations per workgroup less than or equal to the GPUDevice
's maxComputeInvocationsPerWorkgroup
limit.module
's workgroup size is less than or equal to the GPUDevice
's corresponding maxComputeWorkgroupSizeX
, maxComputeWorkgroupSizeY
, or maxComputeWorkgroupSizeZ
limit.entryPoint
property is omitted, the shader code contains a single compute shader entry point function for the browser to use as the default entry point.Note: The WebGPU samples feature many more examples.
Basic exampleOur basic compute demo shows a process of:
GPUDevice.createBindGroupLayout()
.bindGroupLayout
into GPUDevice.createPipelineLayout()
to create a GPUPipelineLayout
.createComputePipeline()
call to create a GPUComputePipeline
.// â¦
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
});
const computePipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
// â¦
Specifications Browser compatibility See also
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