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 the Vulkan, Direct3D 12, and Metal 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 setBlendColor().
2. Malicious use considerations
This section is non-normative. It describes the risks associated with exposing this API on the Web.
2.1. Security
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 § 20 Errors & Debugging for more information about error handling.
2.2. 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.
2.3. Uninitalized 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 threadgroup memory inside shaders.
The precise mechanism of clearing the threadgroup 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 threads, synchronize them, and continue executing developer’s code.
2.4. Out-of-bounds access in shaders
Shaders can access physical resources either directly
(for example, as a "uniform-buffer"), or via texture units,
which are fixed-function hardware blocks that handle texture coordinate conversions.
Validation on the API side can only guarantee that all the inputs to the shader are provided and
they have the correct usage and types.
The host API side can not guarantee that the data is accessed within bounds
if the texture units are not involved.
define the host API distinct from the shader API
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 minBufferBindingSize 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
2.5. 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.
2.5.1. 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.
2.5.2. Timing attacks
WebGPU is designed for multi-threaded use via Web Workers. Some of the objects,
like GPUBuffer, 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
and allows the creation of high-precision timers.
The theoretical attack vectors are a subset of those of SharedArrayBuffer.
WebGPU also specifies the "timestamp-query" extension, which
provides high precision timing of GPU operations. The extension is optional, and a WebGPU
implementation may limit its exposure only to those scenarios that are trusted. Alternatively,
the timing query results could be processed by a compute shader and aligned to a lower precision.
2.5.3. 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.
2.6. 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.
2.7. 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.
2.7.1. 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.
2.7.2. 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 fences for their completion, 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.
2.8. Privacy
2.8.1. Machine-specific 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 features or extensions that are availible.
WebGPU is designed to have a strong baseline for the limits. This makes it viable (unlike WebGL) to only expose the baseline limits, trivially reducing the fingerprinting surface. The implementations may decide to only expose the baseline even if the hardware is more capable, or to support a limited number of higher-capable feature sets.
2.8.2. Machine-specific artifacts
WebGPU doesn’t specify some of the hardware behavior down to the expected bit values, providing some leeway for the platforms to differentiate. This applies to rasterization coverage and patterns, interpolation precision of the varyings between shader stages, compute unit scheduling, and more aspects of execution.
The specification doesn’t have mitigations to hide these differences in place. However our testing has shown that these fingerprintable artifacts are generally consistent for each hardware vendor’s GPUs. For example, while it’s possible to identify rasterization differences between Intel and AMD hardware, it becomes much harder to differentiate between generations of AMD GPUs.
Privacy-critical applications and users should utilize software implementations to eliminate such artifacts.
2.8.3. 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 intractible to truly normalize.
3. Fundamentals
3.1. Conventions
3.1.1. Dot Syntax
In this specification, the . ("dot") syntax, common in programming languages, is used.
The phrasing "Foo.Bar" means "the Bar member of the value (or interface) Foo."
For example, where buffer is a GPUBuffer, buffer.[[device]].[[adapter]] means
"the [[adapter]] internal slot of the [[device]] internal slot of buffer.
3.1.2. Internal Objects
An internal object is a conceptual, non-exposed WebGPU object. Internal objects track the state of an API object and hold any underlying implementation. If the state of a particular internal object can change in parallel from multiple agents, those changes are always atomic with respect to all agents.
Note: An "agent" refers to a JavaScript "thread" (i.e. main thread, or Web Worker).
3.1.3. WebGPU Interfaces
A WebGPU interface is an exposed interface which encapsulates an internal object. It provides the interface through which the internal object's state is changed.
As a matter of convention, if a WebGPU interface is referred to as invalid, it means that the internal object it encapsulates is invalid.
Any interface which includes GPUObjectBase is a WebGPU interface.
interface mixin {GPUObjectBase attribute USVString ?label ; };
GPUObjectBase has the following attributes:
label, of type USVString, nullable-
A label which can be used by development tools (such as error/warning messages, browser developer tools, or platform debugging utilities) to identify the underlying internal object to the developer. It has no specified format, and therefore cannot be reliably machine-parsed.
In any given situation, the user agent may or may not choose to use this label.
GPUObjectBase has the following internal slots:
[[device]], of type device, readonly-
An internal slot holding the device which owns the internal object.
3.1.4. 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-
The initial value of
GPUObjectBase.label.
3.2. Invalid Internal Objects & Contagious Invalidity
If an object is successfully created, it is valid at that moment. An internal object may be invalid. It may become invalid during its lifetime, but it will never become valid again.
-
If there is an error in the creation of an object, it is immediately invalid. 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.
-
If an object is explicitly destroyed (e.g.
GPUBuffer.destroy()), it becomes invalid. -
If the device that owns an object is lost, the object becomes invalid.
3.3. Coordinate Systems
WebGPU’s coordinate systems match DirectX and Metal’s coordinate systems in a graphics pipeline.
-
Y-axis is up in normalized device coordinate (NDC): point(-1.0, -1.0) in NDC is located at the bottom-left corner of NDC. In addition, x and y in NDC should be between -1.0 and 1.0 inclusive, while z in NDC should be between 0.0 and 1.0 inclusive. Vertices out of this range in NDC will not introduce any errors, but they will be clipped.
-
Y-axis is down in framebuffer coordinate, viewport coordinate and fragment/pixel coordinate: origin(0, 0) is located at the top-left corner in these coordinate systems.
-
Window/present coordinate matches framebuffer coordinate.
-
UV of origin(0, 0) in texture coordinate represents the first texel (the lowest byte) in texture memory.
3.4. Programming Model
3.4.1. Timelines
This section is non-normative.
A computer system with a user agent at the front-end and GPU at the back-end has components working on different timelines in parallel:
- Content timeline
-
Associated with the execution of the Web script. It includes calling all methods described by this specification.
Steps executed on the content timeline look like this. - 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.
Steps executed on the device timeline look like this. - 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.
Steps executed on the queue timeline look like this.
In this specification, asynchronous operations are used when the result value depends on work that happens on any timeline other than the Content timeline. They are represented by callbacks and promises in JavaScript.
GPUComputePassEncoder.dispatch():
-
User encodes a
dispatchcommand 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 thread 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. Multi-Threading
3.4.4. Resource Usages
Buffers and textures can be used by the GPU in multiple ways, which can be split into two groups:
- Read-only usages
-
Usages like
GPUBufferUsage.VERTEXorGPUTextureUsage.SAMPLEDdon’t change the contents of a resource. - Mutating usages
-
Usages like
GPUBufferUsage.STORAGEdo change the contents of a resource.
Consider merging all read-only usages. <https://github.com/gpuweb/gpuweb/issues/296>
Textures may consist of separate mipmap levels and array layers,
which can be used differently at any given time.
Each such subresource is uniquely identified by a texture, mipmap level, and
(for 2d textures only) array layer.
The main usage rule is that any subresource at any given time can only be in either:
-
a combination of read-only usages
-
a single mutating usage
Enforcing this rule allows the API to limit when data races can occur when 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:
each subresource must not change usage within the usage scope.
For example, binding the same buffer for GPUBufferUsage.STORAGE as well as for GPUBufferUsage.VERTEX within the same GPURenderPassEncoder would put the encoder
as well as the owning GPUCommandEncoder into the error state. Since GPUBufferUsage.STORAGE is the only mutating usage for a buffer
that is valid inside a render pass, if it’s present,
this buffer can’t be used in any other way within this pass.
The subresources of textures included in the views provided to GPURenderPassColorAttachmentDescriptor.attachment and GPURenderPassColorAttachmentDescriptor.resolveTarget are considered to have OUTPUT_ATTACHMENT for the usage scope of this render pass.
The physical size of a GPUTexture subresource is the dimension of the GPUTexture subresource in texels that includes the possible extra paddings to form complete texel blocks in the subresource.
-
For pixel-based
GPUTextureFormats, the physical size is always equal to the size of the subresource used in the sampling hardwares. -
GPUTextures in block-based compressedGPUTextureFormats always have a mipmap level 0 whose[[textureSize]]is a multiple of the texel block size, but the lower mipmap levels might not be the multiple of the texel block size and can have paddings.
GPUTexture in BC format whose [[textureSize]] is {60, 60, 1}, when sampling
the GPUTexture at mipmap level 2, the sampling hardware uses {15, 15, 1} as the size of the subresource,
while its physical size is {16, 16, 1} as the block-compression algorithm can only operate on 4x4 texel blocks. Document read-only states for depth views. <https://github.com/gpuweb/gpuweb/issues/514>
3.4.5. Synchronization
For each subresource of a physical resource, its set of usage flags is tracked on the Queue timeline. Usage flags are GPUBufferUsage or GPUTextureUsage flags,
according to the type of the subresource.
This section will need to be revised to support multiple queues.
On the Queue timeline, there is an ordered sequence of usage scopes. Each item on the timeline is contained within exactly one scope. For the duration of each scope, the set of 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:
-
an individual command on a
GPUCommandEncoder, such asGPUCommandEncoder.copyBufferToTexture. -
an individual command on a
GPUComputePassEncoder, such asGPUProgrammablePassEncoder.setBindGroup. -
the whole
GPURenderPassEncoder.
Note: calling GPUProgrammablePassEncoder.setBindGroup adds the [[usedBuffers]] and [[usedTextures]] to the usage scope regardless of whether the shader or GPUPipelineLayout actually depends on these bindings.
Similarly GPURenderEncoderBase.setIndexBuffer add the index buffer to the usage scope (as GPUBufferUsage.INDEX)
regardless of whether the indexed draw calls are used afterwards.
The usage scopes are validated at GPUCommandEncoder.finish time.
The implementation performs the usage scope validation by composing
the set of all usage flags of each subresource used in the usage scope.
A GPUValidationError is generated in the current scope with an appropriate error message
if that union contains a mutating usage combined with any other usage.
3.5. Core Internal Objects
3.5.1. Adapters
An adapter represents an implementation of WebGPU on the system. Each adapter identifies both an instance of a hardware accelerator (e.g. GPU or CPU) and an instance of a browser’s implementation of WebGPU on top of that accelerator.
If an adapter becomes unavailable, it becomes invalid. Once invalid, it never becomes valid again. Any devices on the adapter, and internal objects owned by those devices, also become invalid.
Note: An adapter may be a physical display adapter (GPU), but it could also be
a software renderer.
A returned adapter could refer to different physical adapters, or to
different browser codepaths or system drivers on the same physical adapters.
Applications can hold onto multiple adapters at once (via GPUAdapter)
(even if some are invalid),
and two of these could refer to different instances of the same physical
configuration (e.g. if the GPU was reset or disconnected and reconnected).
An adapter has the following internal slots:
[[extensions]], of type sequence<GPUExtensionName>, readonly-
The extensions which can be used to create devices on this adapter.
[[limits]], of typeGPULimits, 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
GPULimits.
Adapters are exposed via GPUAdapter.
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 is lost, it and all objects created on it (directly, e.g. createTexture(), or indirectly, e.g. createView()) become invalid.
A device has the following internal slots:
[[adapter]], of type adapter, readonly-
The adapter from which this device was created.
[[extensions]], of type sequence<GPUExtensionName>, readonly-
The extensions which can be used on this device. No additional extensions can be used, even if the underlying adapter can support them.
[[limits]], of typeGPULimits, readonly-
The limits which can be used on this device. No better limits can be used, even if the underlying adapter can support them.
GPUDeviceDescriptor descriptor:
-
Set device.
[[adapter]]to adapter. -
Set device.
[[extensions]]to descriptor.extensions. -
Set device.
[[limits]]to descriptor.limits.
Devices are exposed via GPUDevice.
3.6. Optional Capabilities
3.6.1. Limits
3.6.2. Extensions
4. Initialization
4.1. Examples
Need a robust example like the one in ErrorHandling.md, which handles all situations. Possibly also include a simple example with no handling.
4.2. navigator.gpu
A GPU object is available via navigator.gpu on the Window:
[Exposed =Window ]partial interface Navigator { [SameObject ]readonly attribute GPU ; };gpu
... as well as on dedicated workers:
[Exposed =DedicatedWorker ]partial interface WorkerNavigator { [SameObject ]readonly attribute GPU ; };gpu
4.3. GPU
GPU is the entry point to WebGPU.
[Exposed =(Window ,DedicatedWorker )]interface GPU {Promise <GPUAdapter ?>requestAdapter (optional GPURequestAdapterOptions = {}); };options
GPU has the methods defined by the following sections.
4.3.1. requestAdapter(options)
-
optional
GPURequestAdapterOptionsoptions = {}
Returns: promise, of type Promise<GPUAdapter?>.
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.
Returns a new promise, promise. On the Device timeline, the following steps occur:
-
If the user agent chooses to return an adapter:
-
The user agent chooses an adapter adapter according to the rules in § 4.3.1.1 Adapter Selection.
-
promise resolves with a new
GPUAdapterencapsulating adapter.
-
-
Otherwise, promise resolves with
null.
4.3.1.1. Adapter Selection
GPURequestAdapterOptions provides hints to the user agent indicating what
configuration is suitable for the application.
dictionary GPURequestAdapterOptions {GPUPowerPreference powerPreference ; };
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.
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.
4.4. GPUAdapter
A GPUAdapter encapsulates an adapter,
and describes its capabilities (extensions and limits).
To get a GPUAdapter, use requestAdapter().
interface GPUAdapter {readonly attribute DOMString name ;readonly attribute FrozenArray <GPUExtensionName >extensions ; //readonly attribute GPULimits limits; Don’t expose higher limits for now.Promise <GPUDevice ?>requestDevice (optional GPUDeviceDescriptor descriptor = {}); };
GPUAdapter has the following attributes:
name, of type DOMString, readonly-
A human-readable name identifying the adapter. The contents are implementation-defined.
extensions, of type FrozenArray<GPUExtensionName>, readonly-
Accessor for
this.[[adapter]].[[extensions]].
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.
Called on:GPUAdapterthis.Arguments:
-
descriptor: optional
GPUDeviceDescriptordescriptor= {}
Returns: promise, of type Promise<
GPUDevice?>.-
Let promise be a new promise.
-
Issue the following steps to the Device timeline:
-
If any of the following conditions are unsatisfied, reject promise with an
OperationErrorand stop.-
The set of
GPUExtensionNamevalues in descriptor.extensionsis a subset of those in adapter.[[extensions]]. -
For each type of limit in
GPULimits, the value of that limit in descriptor.limitsis no better than the value of that limit in adapter.[[limits]].
where adapter is this.
[[adapter]]. -
-
If the user agent cannot fulfill the request, resolve promise to
nulland stop. -
Resolve promise to a new
GPUDeviceobject encapsulating a new device with the capabilities described by descriptor.
-
-
Return promise.
-
4.4.1. GPUDeviceDescriptor
GPUDeviceDescriptor describes a device request.
dictionary GPUDeviceDescriptor :GPUObjectDescriptorBase {sequence <GPUExtensionName >extensions = [];GPULimits limits = {}; };
GPUDeviceDescriptor has the following members:
extensions, of type sequence<GPUExtensionName>, defaulting to[]-
The set of
GPUExtensionNamevalues in this sequence defines the exact set of extensions that must be enabled on the device. limits, of type GPULimits, defaulting to{}-
Defines the exact limits that must be enabled on the device.
4.4.1.1. GPUExtensionName
Each GPUExtensionName identifies a set of functionality which, if available,
allows additional usages of WebGPU that would have otherwise been invalid.
enum GPUExtensionName {"texture-compression-bc" ,,"pipeline-statistics-query" ,"timestamp-query" };"depth-clamping"
4.4.1.2. GPULimits
GPULimits describes various limits in the usage of WebGPU on a device.
One limit value may be better than another. For each limit, "better" is defined.
Note: Setting "better" limits may not necessarily be desirable. While they enable strictly more programs to be valid, 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.
dictionary GPULimits {GPUSize32 maxBindGroups = 4;GPUSize32 maxDynamicUniformBuffersPerPipelineLayout = 8;GPUSize32 maxDynamicStorageBuffersPerPipelineLayout = 4;GPUSize32 maxSampledTexturesPerShaderStage = 16;GPUSize32 maxSamplersPerShaderStage = 16;GPUSize32 maxStorageBuffersPerShaderStage = 4;GPUSize32 maxStorageTexturesPerShaderStage = 4;GPUSize32 maxUniformBuffersPerShaderStage = 12;GPUSize32 maxUniformBufferBindingSize = 16384; };
maxBindGroups, of type GPUSize32, defaulting to4-
The maximum number of
GPUBindGroupLayoutsallowed inbindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
maxDynamicUniformBuffersPerPipelineLayout, of type GPUSize32, defaulting to8-
The maximum number of
entriesfor which:-
typeis"uniform-buffer", and -
hasDynamicOffsetis true,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxDynamicStorageBuffersPerPipelineLayout, of type GPUSize32, defaulting to4-
The maximum number of
entriesfor which:-
typeis"storage-buffer", and -
hasDynamicOffsetis true,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxSampledTexturesPerShaderStage, of type GPUSize32, defaulting to16-
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"sampled-texture", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxSamplersPerShaderStage, of type GPUSize32, defaulting to16-
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"sampler"or"comparison-sampler", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxStorageBuffersPerShaderStage, of type GPUSize32, defaulting to4-
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"storage-buffer", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxStorageTexturesPerShaderStage, of type GPUSize32, defaulting to4-
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"readonly-storage-texture"or"writeonly-storage-texture", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxUniformBuffersPerShaderStage, of type GPUSize32, defaulting to12-
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeisuniform-buffer, and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better.
-
maxUniformBufferBindingSize, of type GPUSize32, defaulting to16384-
The maximum
GPUBufferBinding.sizefor bindings of typeuniform-buffer.Higher is better.
4.5. 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 ,DedicatedWorker ),Serializable ]interface GPUDevice :EventTarget { [SameObject ]readonly attribute GPUAdapter adapter ;readonly attribute FrozenArray <GPUExtensionName >extensions ;readonly attribute object limits ; [SameObject ]readonly attribute GPUQueue ;defaultQueue GPUBuffer createBuffer (GPUBufferDescriptor );descriptor GPUTexture (createTexture GPUTextureDescriptor );descriptor GPUSampler createSampler (optional GPUSamplerDescriptor = {});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 >(createReadyComputePipeline GPUComputePipelineDescriptor );descriptor Promise <GPURenderPipeline >(createReadyRenderPipeline GPURenderPipelineDescriptor );descriptor GPUCommandEncoder (createCommandEncoder optional GPUCommandEncoderDescriptor = {});descriptor GPURenderBundleEncoder (createRenderBundleEncoder GPURenderBundleEncoderDescriptor );descriptor GPUQuerySet (createQuerySet GPUQuerySetDescriptor ); };descriptor GPUDevice includes GPUObjectBase ;
GPUDevice has:
-
These attributes:
adapter, of type GPUAdapter, readonly-
The
GPUAdapterfrom which this device was created. extensions, of type FrozenArray<GPUExtensionName>, readonly-
A sequence containing the
GPUExtensionNames of the extensions supported by the device (i.e. the ones with which it was created). limits, of type object, readonly-
A
GPULimitsobject exposing the limits supported by the device (i.e. the ones with which it was created).
-
These internal slots:
-
The methods listed in its WebIDL definition above, which are defined elsewhere in this document.
GPUDevice objects are serializable objects.
-
If forStorage is true, throw a "
DataCloneError". -
Set serialized.device to the value of value.
[[device]].
-
Set value.
[[device]]to serialized.device.
5. Buffers
5.1. GPUBuffer
define buffer (internal object)
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 GPUDevice.createBuffer(descriptor) that returns a new buffer in the mapped or unmapped state.
[Serializable ]interface GPUBuffer {Promise <void >mapAsync (GPUMapModeFlags ,mode optional GPUSize64 = 0,offset optional GPUSize64 = 0);size ArrayBuffer getMappedRange (optional GPUSize64 = 0,offset optional GPUSize64 );size void unmap ();void destroy (); };GPUBuffer includes GPUObjectBase ;
GPUBuffer has the following internal slots:
[[size]]of typeGPUSize64.-
The length of the
GPUBufferallocation in bytes. [[usage]]of typeGPUBufferUsageFlags.-
The allowed usages for this
GPUBuffer. [[state]]of type buffer state.-
The current state of the
GPUBuffer. [[mapping]]of typeArrayBufferorPromiseornull.-
The mapping for this
GPUBuffer. TheArrayBufferisn’t directly accessible and is instead accessed through views into it, called the mapped ranges, that are stored in[[mapped_ranges]]Specify
[[mapping]]in term ofDataBlocksimilarly toAllocateArrayBuffer? <https://github.com/gpuweb/gpuweb/issues/605> [[mapping_range]]of typesequence<Number>ornull.-
The range of this
GPUBufferthat is mapped. [[mapped_ranges]]of typesequence<ArrayBuffer>ornull.-
The
ArrayBuffers returned viagetMappedRangeto the application. They are tracked so they can be detached whenunmapis called. [[map_mode]]of typeGPUMapModeFlags.-
The
GPUMapModeFlagsof the last call tomapAsync()(if any).
[[usage]] is differently named from [[textureUsage]].
We should make it consistent.
Each GPUBuffer has a current buffer state on the Content timeline which is one of the following:
-
"mapped" where the
GPUBufferis available for CPU operations on its content. -
"mapped at creation" where the
GPUBufferwas just created and is available for CPU operations on its content. -
"mapping pending" where the
GPUBufferis being made available for CPU operations on its content. -
"unmapped" where the
GPUBufferis available for GPU operations. -
"destroyed" where the
GPUBufferis no longer available for any operations exceptdestroy.
Note: [[size]] and [[usage]] are immutable once the GPUBuffer has been created.
GPUBuffer has a state machine with the following states.
([[mapping]], [[mapping_range]],
and [[mapped_ranges]] are null when not specified.)
-
mapped or mapped at creation with an
ArrayBuffertyped[[mapping]], a sequence of two numbers in[[mapping_range]]and a sequence ofArrayBufferin[[mapped_ranges]] -
mapping pending with a
Promisetyped[[mapping]].
GPUBuffer is Serializable. It is a reference to an internal buffer
object, and Serializable means that the reference can be copied between
realms (threads/workers), allowing multiple realms to access it concurrently.
Since GPUBuffer has internal state (mapped, destroyed), that state is
internally-synchronized - these state changes occur atomically across realms.
5.2. Buffer Creation
5.2.1. GPUBufferDescriptor
This specifies the options to use in creating a GPUBuffer.
dictionary :GPUBufferDescriptor GPUObjectDescriptorBase {required GPUSize64 ;size required GPUBufferUsageFlags ;usage boolean =mappedAtCreation false ; };
5.3. Buffer Usage
typedef [EnforceRange ]unsigned long ;GPUBufferUsageFlags interface {GPUBufferUsage const GPUBufferUsageFlags = 0x0001;MAP_READ const GPUBufferUsageFlags = 0x0002;MAP_WRITE const GPUBufferUsageFlags = 0x0004;COPY_SRC const GPUBufferUsageFlags = 0x0008;COPY_DST const GPUBufferUsageFlags = 0x0010;INDEX const GPUBufferUsageFlags = 0x0020;VERTEX const GPUBufferUsageFlags = 0x0040;UNIFORM const GPUBufferUsageFlags = 0x0080;STORAGE const GPUBufferUsageFlags = 0x0100;INDIRECT const GPUBufferUsageFlags = 0x0200; };QUERY_RESOLVE
5.3.1. createBuffer(descriptor)
-
GPUBufferDescriptordescriptor
Returns: GPUBuffer
-
If this call doesn’t follow the createBuffer Valid Usage:
-
Retun an error buffer.
Explain that the resulting error buffer can still be mapped at creation. <https://github.com/gpuweb/gpuweb/issues/605>
-
-
Let b be a new
GPUBufferobject. -
If descriptor.
mappedAtCreationis true:-
Set b.
[[mapping]]to a newArrayBufferof size b.[[size]]. -
Set b.
[[mapping_range]]to[0, descriptor.size]. -
Set b.
[[mapped_ranges]]to[]. -
Set b.
[[state]]to mapped at creation.
-
-
Else:
-
Set b.
[[mapping]]tonull. -
Set b.
[[mapping_range]]tonull. -
Set b.
[[mapped_ranges]]tonull.
-
-
Set each byte of b’s allocation to zero.
-
Return b.
Note: it is valid to set mappedAtCreation to true without MAP_READ or MAP_WRITE in usage. This can be used to set the buffer’s
initial data.
GPUDevice this and a GPUBufferDescriptor descriptor the following validation rules apply:
-
descriptor.
usagemust be a subset of this.[[allowed buffer usages]]. -
If descriptor.
usagecontainsMAP_READthen the only other usage it may contain isCOPY_DST. -
If descriptor.
usagecontainsMAP_WRITEthen the only other usage it may contain isCOPY_SRC. -
If descriptor.
mappedAtCreationis true then descriptor.sizemust be a multiple of 4.
Explain what are a GPUDevice's [[allowed buffer usages]] <https://github.com/gpuweb/gpuweb/issues/605>
5.4. Buffer Destruction
An application that no longer requires a GPUBuffer 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 GPUBuffer once all previously submitted operations using it are complete.
5.4.1. destroy()
GPUBuffer.
-
If the this.
[[state]]is mapped or mapped at creation:-
Run the steps to unmap this
-
Handle error buffers once we have a description of the error monad.
5.5. 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.
Once the GPUBuffer is mapped the application can synchronously ask for access
to ranges of its content with getMappedRange. 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.
Add client-side validation that a mapped buffer can
only be unmapped and destroyed on the worker on which it was mapped. Likewise getMappedRange can only be called on that worker. <https://github.com/gpuweb/gpuweb/issues/605>
5.5.1. mapAsync(mode, offset, size)
typedef [EnforceRange ]unsigned long ;GPUMapModeFlags interface {GPUMapMode const GPUMapModeFlags = 0x0001;READ const GPUMapModeFlags = 0x0002; };WRITE
this: of type GPUBuffer.
Arguments:
-
GPUMapModeFlagsmode -
GPUSize64offset -
GPUSize64size
Returns: Promise
Handle error buffers once we have a description of the error monad. <https://github.com/gpuweb/gpuweb/issues/605>
-
If size is 0 and offset is less than this.
[[size]]:-
Set size to this.
[[size]]- offset
-
-
If this call doesn’t follow mapAsync Valid Usage:
-
Record a validation error on the current scope.
-
Return a promise rejected with an
AbortErroron the Device timeline.
-
-
Let p be a new
Promise. -
Set this.
[[mapping]]to p. -
Set this.
[[state]]to mapping pending. -
Set this.
[[map_mode]]to mode. -
Enqueue an operation on the default queue’s Queue timeline that will execute the following:
-
If this.
[[state]]is mapping pending:-
Let m be a new
ArrayBufferof size size. -
Set the content of m to the content of this’s allocation starting at offset offset and for size bytes.
-
Set this.
[[mapping]]to m. -
Set this.
[[mapping_range]]to[offset, offset + size]. -
Set this.
[[mapped_ranges]]to[]. -
Resolve p.
-
-
-
Return p.
Given a GPUBuffer this, a GPUMapModeFlags mode, a GPUSize64 offset and a GPUSize64 size, the following validation rules apply:
5.5.2. getMappedRange(offset, size)
GPUBuffer.
Arguments:
Returns: ArrayBuffer
-
If size is unspecified:
-
If offset ≥ this.
[[size]], throw anOperationErrorand stop. -
Let rangeSize be this.
[[size]]- offset.
Otherwise, let rangeSize be size.
-
-
If this call doesn’t follow the getMappedRange Valid Usage:
-
Throw an
OperationErrorand stop.
-
-
Let m be a new
ArrayBufferof size rangeSize pointing at the content of this.[[mapping]]at offset offset - this.[[mapping_range]][0]. -
Append m to this.
[[mapped_ranges]]. -
Return m.
Given a GPUBuffer this, a GPUSize64 offset and a GPUSize64 rangeSize the following validation rules apply:
-
this.
[[state]]must be mapped or mapped at creation. -
offset must be a multiple of 8.
-
rangeSize must be a positive multiple of 4.
-
offset must be greater than or equal to this.
[[mapping_range]][0]. -
offset + rangeSize must be less than or equal to this.
[[mapping_range]][1]. -
[offset, offset + rangeSize) must not overlap another range in this.
[[mapped_ranges]].
Note: It is always valid to get mapped ranges of a GPUBuffer that is mapped at creation, even if it is invalid, because
the Content timeline might not know it is invalid.
5.5.3. unmap()
GPUBuffer.
-
If this call doesn’t follow unmap Valid Usage:
-
Record a validation error on the current scope.
-
Return.
-
-
If this.
[[state]]is mapping pending:-
Reject
[[mapping]]with anOperationError. -
Set this.
[[mapping]]to null.
-
-
If this.
[[state]]is mapped or mapped at creation:-
If one of the two following conditions holds:
-
this.
[[state]]is mapped at creation -
this.
[[state]]is mapped and this.[[map_mode]]containsWRITE
-
-
Then:
-
Enqueue an operation on the default queue’s Queue timeline that updates the this.
[[mapping_range]]of this’s allocation to the content of this.[[mapping]].
-
-
Detach each
ArrayBufferin this.[[mapped_ranges]]from its content. -
Set this.
[[mapping]]to null. -
Set this.
[[mapping_range]]to null. -
Set this.
[[mapped_ranges]]to null.
-
Note: When a MAP_READ buffer (not currently mapped at creation) is unmapped,
any local modifications done by the application to the mapped ranges ArrayBuffer are
discarded and will not affect the content of follow-up mappings.
Given a GPUBuffer the following validation rules apply:
Note: It is valid to unmap an error GPUBuffer that is mapped at creation because
the Content timeline might not know it is an error GPUBuffer.
6. Textures and Texture Views
define texture (internal object)
define mipmap level, array layer, slice (concepts)
6.1. GPUTexture
[Serializable ]interface GPUTexture {GPUTextureView createView (optional GPUTextureViewDescriptor = {});descriptor void (); };destroy GPUTexture includes GPUObjectBase ;
GPUTexture has the following internal slots:
[[textureSize]]of typeGPUExtent3D.-
The size of the
GPUTexturein texels in mipmap level 0. [[mipLevelCount]]of typeGPUIntegerCoordinate.-
The total number of the mipmap levels of the
GPUTexture. [[sampleCount]]of typeGPUSize32.-
The number of samples in each texel of the
GPUTexture. [[dimension]]of typeGPUTextureDimension.-
The dimension of the
GPUTexture. [[format]]of typeGPUTextureFormat.-
The format of the
GPUTexture. [[textureUsage]]of typeGPUTextureUsageFlags.-
The allowed usages for this
GPUTexture.
6.1.1. Texture Creation
dictionary :GPUTextureDescriptor GPUObjectDescriptorBase {required GPUExtent3D ;size GPUIntegerCoordinate = 1;mipLevelCount GPUSize32 = 1;sampleCount GPUTextureDimension = "2d";dimension required GPUTextureFormat ;format required GPUTextureUsageFlags ; };usage
enum {GPUTextureDimension ,"1d" ,"2d" };"3d"
typedef [EnforceRange ]unsigned long ;GPUTextureUsageFlags interface {GPUTextureUsage const GPUTextureUsageFlags = 0x01;COPY_SRC const GPUTextureUsageFlags = 0x02;COPY_DST const GPUTextureUsageFlags = 0x04;SAMPLED const GPUTextureUsageFlags = 0x08;STORAGE const GPUTextureUsageFlags = 0x10; };OUTPUT_ATTACHMENT
6.2. GPUTextureView
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.
6.2.1. Texture View Creation
dictionary :GPUTextureViewDescriptor GPUObjectDescriptorBase {GPUTextureFormat ;format GPUTextureViewDimension ;dimension GPUTextureAspect = "all";aspect GPUIntegerCoordinate = 0;baseMipLevel GPUIntegerCoordinate ;mipLevelCount GPUIntegerCoordinate = 0;baseArrayLayer GPUIntegerCoordinate ; };arrayLayerCount
Make this a standalone algorithm used in the createView algorithm.
The references to GPUTextureDescriptor here should actually refer to internal slots of a texture internal object once we have one.
-
dimension: If unspecified: -
mipLevelCount: If undefined, defaults to texture.mipLevelCount−baseMipLevel. -
arrayLayerCount: If undefined, defaults to texture.size.depth −baseArrayLayer.
enum {GPUTextureViewDimension ,"1d" ,"2d" ,"2d-array" ,"cube" ,"cube-array" };"3d"
enum {GPUTextureAspect ,"all" ,"stencil-only" };"depth-only"
6.2.2. GPUTexture.createView(descriptor)
GPUTexture.
Arguments:
-
optional
GPUTextureViewDescriptordescriptor
Returns: view, of type GPUTextureView.
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 extensions. 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.
The texel block size of a GPUTextureFormat is the number of bytes to store one texel block.
The texel block size of each GPUTextureFormat is constant except for "depth24plus" and "depth24plus-stencil8".
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" ,"rgb10a2unorm" , // 64-bit formats"rg11b10float" ,"rg32uint" ,"rg32sint" ,"rg32float" ,"rgba16uint" ,"rgba16sint" , // 128-bit formats"rgba16float" ,"rgba32uint" ,"rgba32sint" , // Depth and stencil formats"rgba32float" ,"depth32float" ,"depth24plus" , // BC compressed formats usable if "texture-compression-bc" is both // supported by the device/user agent and enabled in requestDevice."depth24plus-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-sfloat" ,"bc7-rgba-unorm" };"bc7-rgba-unorm-srgb"
-
The
depth24plusfamily of formats (depth24plusanddepth24plus-stencil8) must have a depth-component precision of 1 ULP ≤ 1 / (224).Note: This is unlike the 24-bit unsigned normalized format family typically found in native APIs, which has a precision of 1 ULP = 1 / (224 − 1).
enum {GPUTextureComponentType ,"float" ,"sint" };"uint"
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 GPUDevice.createSampler(optional descriptor) that returns a new sampler object.
interface GPUSampler { };GPUSampler includes GPUObjectBase ;
GPUSampler has the following internal slots:
[[descriptor]], of typeGPUSamplerDescriptor, readonly-
The
GPUSamplerDescriptorwith which theGPUSamplerwas created. [[compareEnable]]of typeboolean.-
Whether the
GPUSampleris used as a comparison sampler.
7.2. Sampler Creation
7.2.1. GPUSamplerDescriptor
A GPUSamplerDescriptor specifies the options to use to create a GPUSampler.
dictionary :GPUSamplerDescriptor GPUObjectDescriptorBase {GPUAddressMode = "clamp-to-edge";addressModeU GPUAddressMode = "clamp-to-edge";addressModeV GPUAddressMode = "clamp-to-edge";addressModeW GPUFilterMode = "nearest";magFilter GPUFilterMode = "nearest";minFilter GPUFilterMode = "nearest";mipmapFilter float = 0;lodMinClamp float = 0xffffffff; // TODO: What should this be? Was Number.MAX_VALUE.lodMaxClamp GPUCompareFunction ;compare unsigned short = 1; };maxAnisotropy
-
addressModeU,addressModeV, andaddressModeWspecify the address modes for the texture width, height, and depth coordinates, respectively. -
magFilterspecifies the sampling behavior when the sample footprint is smaller than or equal to one texel. -
minFilterspecifies the sampling behavior when the sample footprint is larger than one texel. -
mipmapFilterspecifies behavior for sampling between two mipmap levels. -
lodMinClampandlodMaxClampspecify the minimum and maximum levels of detail, respectively, used internally when sampling a texture. -
If
compareis provided, the sampler will be a comparison sampler with the specifiedGPUCompareFunction. -
maxAnisotropyspecifies the maximum anisotropy value clamp used by the sampler.Note: most implementations support
maxAnisotropyvalues in range between 1 and 16, inclusive.
explain how LOD is calculated and if there are differences here between platforms. Issue: explain what anisotropic sampling is
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 describes the behavior of the sampler if the sample footprint does not exactly
match one texel.
enum {GPUFilterMode "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, an input value is compared to the sampled texture value, and the result of this
comparison test (0.0f for pass, or 1.0f for fail) is used in the filtering operation.
describe how filtering interacts with comparison sampling.
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.
-
GPUDevicedevice -
GPUSamplerDescriptordescriptor
Returns: boolean
Return true if and only if all of the following conditions apply:
-
device is valid.
-
descriptor.
lodMinClampis greater than or equal to 0. -
descriptor.
lodMaxClampis greater than or equal to descriptor.lodMinClamp.
7.2.2. GPUDevice.createSampler(descriptor)
-
optional
GPUSamplerDescriptordescriptor = {}
Returns: GPUSampler
-
Let s be a new
GPUSamplerobject. -
Set s.
[[descriptor]]to descriptor. -
Set s.
[[compareEnable]]to false if thecompareattribute of s.[[descriptor]]is null or undefined. Otherwise, set it to true. -
Return s.
-
If descriptor is not null or undefined:
-
If validating GPUSamplerDescriptor(this, descriptor) returns false:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUSamplerand return the result.
-
-
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.
[Serializable ]interface { };GPUBindGroupLayout GPUBindGroupLayout includes GPUObjectBase ;
8.1.1. Creation
A GPUBindGroupLayout is created via GPUDevice.createBindGroupLayout().
dictionary :GPUBindGroupLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayoutEntry >; };entries
A GPUBindGroupLayoutEntry describes a single shader resource binding to be included in a GPUBindGroupLayout.
dictionary {GPUBindGroupLayoutEntry required GPUIndex32 binding ;required GPUShaderStageFlags visibility ;required GPUBindingType type ; // Used for uniform buffer and storage buffer bindings.boolean hasDynamicOffset =false ; // Used for uniform buffer and storage buffer bindings.GPUSize64 minBufferBindingSize ; // Used for sampled texture and storage texture bindings.GPUTextureViewDimension viewDimension ; // Used for sampled texture bindings.GPUTextureComponentType textureComponentType ;boolean multisampled =false ; // Used for storage texture bindings.GPUTextureFormat storageTextureFormat ; };
consider making textureComponentType and storageTextureFormat truly optional.
binding, of type GPUIndex32-
A unique identifier for a resource binding within a
GPUBindGroupLayoutEntry, a correspondingGPUBindGroupEntry, and theGPUShaderModules. 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. type, of type GPUBindingType-
The type of the binding. The value of this member influences the interpretation of other members.
Note: This member is used to determine compatibility between a
GPUPipelineLayoutand aGPUShaderModule. hasDynamicOffset, of type boolean, defaulting tofalse-
If the
typeis"uniform-buffer","storage-buffer", or"readonly-storage-buffer", this indicates whether a binding requires a dynamic offset.Otherwise, it must be
false. minBufferBindingSize, of type GPUSize64-
If the
typeis"uniform-buffer","storage-buffer", or"readonly-storage-buffer", this may be used to indicate the minimum buffer binding size.Otherwise, it must be 0.
viewDimension, of type GPUTextureViewDimension-
If the
typeis"sampled-texture","readonly-storage-texture", or"writeonly-storage-texture":-
This is the required
dimensionof a texture view bound to this binding. -
If
undefined, it defaults to"2d".
Otherwise, it must be
undefined. -
textureComponentType, of type GPUTextureComponentType-
If the
typeis"sampled-texture":-
This is the required component type of the
formatof a texture view bound to this binding. -
If
undefined, it defaults to"float".
Otherwise, it must be
undefined. -
multisampled, of type boolean, defaulting tofalse-
If the
typeis"sampled-texture", this indicates whether a binding must have a sample count greater than 1.Otherwise, it must be
false.Note: This member is used to determine compatibility between a
GPUPipelineLayoutand aGPUShaderModule. storageTextureFormat, of type GPUTextureFormat-
If the
typeis"readonly-storage-texture"or"writeonly-storage-texture", this is the requiredformatof a texture view bound to this binding.Otherwise, it must be
undefined.
Note: viewDimension and multisampled enable Metal-based WebGPU implementations to back the respective bind groups
with MTLArgumentBuffer objects that are more efficient to bind at run-time.
typedef [EnforceRange ]unsigned long ;GPUShaderStageFlags interface {GPUShaderStage const GPUShaderStageFlags = 0x1;VERTEX const GPUShaderStageFlags = 0x2;FRAGMENT const GPUShaderStageFlags = 0x4; };COMPUTE
-
type: A member ofGPUBindingTypethat indicates the intended usage of a resource binding in its visibleGPUShaderStages.
enum {GPUBindingType ,"uniform-buffer" ,"storage-buffer" ,"readonly-storage-buffer" ,"sampler" ,"comparison-sampler" ,"sampled-texture" ,"readonly-storage-texture" };"writeonly-storage-texture"
A GPUBindGroupLayout object has the following internal slots:
[[entryMap]]of typemap<u32, {{GPUBindGroupLayoutEntry}}>.-
The map of binding indices pointing to the
GPUBindGroupLayoutEntrys, which thisGPUBindGroupLayoutdescribes.
8.1.2. GPUDevice.createBindGroupLayout(GPUBindGroupLayoutDescriptor)
GPUDevice.
Arguments:
-
GPUBindGroupLayoutDescriptordescriptor
Returns: GPUBindGroupLayout.
The createBindGroupLayout(descriptor) method is used to create GPUBindGroupLayouts.
-
Ensure bind group layout device validation is not violated.
-
Let layout be a new valid
GPUBindGroupLayoutobject. -
For each
GPUBindGroupLayoutEntrybindingDescriptor in descriptor.entries:-
Add a step to bake the default values (e.g.
viewDimensionto "2d") into the bindingDescriptor. -
Ensure bindingDescriptor.
bindingdoes not violate binding validation. -
If bindingDescriptor.
visibilityincludesVERTEX, ensure vertex shader binding validation is not violated. -
If bindingDescriptor.
typeis not"uniform-buffer","storage-buffer", or"readonly-storage-buffer", ensure bindingDescriptor.hasDynamicOffsetisfalse, and bindingDescriptor.minBufferBindingSizeis undefined. -
If bindingDescriptor.
typeis not"sampled-texture","readonly-storage-texture", or"writeonly-storage-texture", ensure bindingDescriptor.viewDimensionisundefined. -
If bindingDescriptor.
typeis not"sampled-texture", ensure bindingDescriptor.textureComponentTypeisundefinedand bindingDescriptor.multisampledisfalse. -
If bindingDescriptor.
typeis not"readonly-storage-texture"or"writeonly-storage-texture", ensure bindingDescriptor.storageTextureFormatisundefined. -
If bindingDescriptor.
typeisuniform-buffer:-
Ensure uniform buffer validation is not violated.
-
If bindingDescriptor.
hasDynamicOffsetistrue, ensure dynamic uniform buffer validation is not violated.
-
-
If bindingDescriptor.
typeisstorage-bufferorreadonly-storage-buffer:-
Ensure storage buffer validation is not violated.
-
If bindingDescriptor.
hasDynamicOffsetistrue, ensure dynamic storage buffer validation is not violated.
-
-
If bindingDescriptor.
typeissampled-texture-
Ensure sampled texture validation is not violated.
-
If bindingDescriptor.
multisampledistrue, ensure multisample texture view dimension validation is not violated.
-
-
If bindingDescriptor.
typeisreadonly-storage-textureorwriteonly-storage-texture:-
Ensure storage texture validation is not violated.
-
Ensure storage texture format validation is not violated.
-
-
If bindingDescriptor.
typeissamplerorcomparison-sampler, ensure sampler validation is not violated. -
Insert bindingDescriptor into layout.
[[entryMap]]with the key of bindingDescriptor/binding.
-
-
Return layout.
If any of the following conditions are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUBindGroupLayoutand return the result.
bind group layout device validation: The GPUDevice must not be lost.
binding validation: Each bindingDescriptor.binding in descriptor must be unique.
vertex shader binding validation: storage-buffer is not allowed.
uniform buffer validation: There must be GPULimits.maxUniformBuffersPerShaderStage or
fewer bindingDescriptors of type uniform-buffer visible on each shader stage in descriptor.
dynamic uniform buffer validation: There must be GPULimits.maxDynamicUniformBuffersPerPipelineLayout or
fewer bindingDescriptors of type uniform-buffer with hasDynamicOffset set to true in descriptor that are visible to any shader stage.
storage buffer validation: There must be GPULimits.maxStorageBuffersPerShaderStage or
fewer bindingDescriptors of type storage-buffer visible on each shader stage in descriptor.
dynamic storage buffer validation: There must be GPULimits.maxDynamicStorageBuffersPerPipelineLayout or
fewer bindingDescriptors of type storage-buffer with hasDynamicOffset set to true in descriptor that are visible to any shader stage.
sampled texture validation: There must be GPULimits.maxSampledTexturesPerShaderStage or
fewer bindingDescriptors of type sampled-texture visible on each shader stage in descriptor.
multisample texture view dimension validation: bindingDescriptor.viewDimension must be 2d.
storage texture validation: There must be GPULimits.maxStorageTexturesPerShaderStage or
fewer bindingDescriptors of type readonly-storage-texture and writeonly-storage-texture visible on each shader stage in descriptor. bindingDescriptor.viewDimension must not be cube or cube-array.
storage texture format validation: bindingDescriptor.storageTextureFormat must be a format which can support storage usage.
sampler validation: There must be GPULimits.maxSamplersPerShaderStage or
fewer bindingDescriptors of type sampler visible on each shader stage in descriptor.
8.1.3. Compatibility
GPUBindGroupLayout objects a and b are considered group-equivalent if and only if, for any binding number binding, one of the following is true:
-
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.
interface { };GPUBindGroup GPUBindGroup includes GPUObjectBase ;
8.2.1. Bind Group Creation
A GPUBindGroup is created via GPUDevice.createBindGroup().
dictionary :GPUBindGroupDescriptor GPUObjectDescriptorBase {required GPUBindGroupLayout ;layout required sequence <GPUBindGroupEntry >; };entries
A GPUBindGroupEntry describes a single resource to be bound in a GPUBindGroup.
typedef (GPUSampler or GPUTextureView or GPUBufferBinding );GPUBindingResource dictionary {GPUBindGroupEntry required GPUIndex32 ;binding required GPUBindingResource ; };resource
dictionary {GPUBufferBinding required GPUBuffer ;buffer GPUSize64 = 0;offset GPUSize64 ; };size
A GPUBindGroup object has the following internal slots:
[[layout]]of typeGPUBindGroupLayout.-
The
GPUBindGroupLayoutassociated with thisGPUBindGroup. [[entries]]of type sequence<GPUBindGroupEntry>.-
The set of
GPUBindGroupEntrys thisGPUBindGroupdescribes. [[usedBuffers]]of type maplike<GPUBuffer,GPUBufferUsageFlags>.-
The set of buffers used by this bind group and the corresponding usage flags.
[[usedTextures]]of type maplike<GPUTexturesubresource,GPUTextureUsageFlags>.-
The set of texure subresources used by this bind group. Each subresource is stored with the union of usage flags that apply to it.
8.2.2. GPUDevice.createBindGroup(GPUBindGroupDescriptor)
-
GPUBindGroupDescriptordescriptor
Returns: GPUBindGroup.
The createBindGroup(descriptor) method is used to create GPUBindGroups.
If any of the conditions below are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUBindGroupand return the result.
-
Ensure bind group device validation is not violated.
-
Ensure descriptor.
layoutis a validGPUBindGroupLayout. -
Ensure the number of
entriesof descriptor.layoutexactly equals to the number of descriptor.entries. -
For each
GPUBindGroupEntrybindingDescriptor in descriptor.entries:-
Let resource be bindingDescriptor.
resource. -
Ensure there is exactly one
GPUBindGroupLayoutEntrylayoutBinding inentriesof descriptor.layoutsuch that layoutBinding.bindingequals to bindingDescriptor.binding. -
If layoutBinding.
typeis"sampler":-
Ensure resource is a valid
GPUSamplerobject. -
Ensure resource.
[[compareEnable]]is false.
-
-
If layoutBinding.
typeis"comparison-sampler":-
Ensure resource is a valid
GPUSamplerobject. -
Ensure resource.
[[compareEnable]]is true.
-
-
If layoutBinding.
typeis"sampled-texture"or"readonly-storage-texture"or"writeonly-storage-texture".-
Ensure resource is a valid
GPUTextureViewobject. -
Ensure texture view binding validation is not violated.
-
If layoutBinding.
typeis"readonly-storage-texture"or"writeonly-storage-texture".-
Ensure resource.
[[descriptor]].formatis equal to layoutBinding.storageTextureFormat.
-
-
-
If layoutBinding.
typeis"uniform-buffer"or"storage-buffer"or"readonly-storage-buffer".-
Ensure resource is a
GPUBufferBinding. -
Ensure buffer binding validation is not violated.
-
-
-
Return a new
GPUBindGroupobject with:-
[[layout]]= descriptor.layout -
[[entries]]= descriptor.entries -
[[usedBuffers]]= union of the buffer usages across all entries -
[[usedTextures]]= union of the texture subresource usages across all entries
-
bind group device validation: The GPUDevice must not be lost.
texture view binding validation: Let view be bindingDescriptor.resource, a GPUTextureView.
This layoutBinding must be compatible with this view. This requires:
-
Its layoutBinding.
viewDimensionmust equal view’sdimension. -
Its layoutBinding.
textureComponentTypemust be compatible with view’sformat. -
If layoutBinding.
multisampledistrue, view’s texture’ssampleCountmust be greater than 1. Otherwise, if bindingDescriptor.multisampledisfalse, view’s texture’ssampleCountmust be 1. -
If layoutBinding.
typeis"sampled-texture", view’s texture’susagemust includeSAMPLED. Each texture subresource seen by view is added to[[usedTextures]]withSAMPLEDflag. -
If layoutBinding.
typeis"readonly-storage-texture"or"writeonly-storage-texture", view’s texture’susagemust includeSTORAGE. Each texture subresource seen by view is added to[[usedTextures]]withSTORAGEflag.
buffer binding validation: Let bufferBinding be bindingDescriptor.resource, a GPUBufferBinding.
This layoutBinding must be compatible with this bufferBinding. This requires:
-
If layoutBinding.
typeis"uniform-buffer", the bufferBinding.buffer'susagemust includeUNIFORMand bufferBinding.sizemust be less than or equalmaxUniformBufferBindingSize. The buffer is added to the[[usedBuffers]]map withUNIFORMflag.This validation should take into account the default when
sizeis not set. Also shouldsizedefault to thebuffer.byteLength - offsetormin(buffer.byteLength - offset, limits.maxUniformBufferBindingSize)? -
If layoutBinding.
typeis"storage-buffer"or"readonly-storage-buffer", the bufferBinding.buffer'susagemust includeSTORAGE. The buffer is added to the[[usedBuffers]]map withSTORAGEflag. -
The bound part designated by bufferBinding.
offsetand bufferBinding.sizemust reside inside the buffer. -
If layoutBinding.
GPUBindGroupLayoutEntry.minBufferBindingSizeis not undefined:-
The effective binding size, that is either explict in bufferBinding.
sizeor derived from bufferBinding.offsetand the full size of the buffer, is greater than or equal to layoutBinding.GPUBindGroupLayoutEntry.minBufferBindingSize.
-
define the "effective buffer binding size" separately.
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 GPURenderEncoderBase.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.
[Serializable ]interface { };GPUPipelineLayout GPUPipelineLayout includes GPUObjectBase ;
GPUPipelineLayout has the following internal slots:
[[bindGroupLayouts]]of type sequence<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:
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.
should this example and the note be moved to some "best practices" document?
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. Creation
A GPUPipelineLayout is created via GPUDevice.createPipelineLayout().
dictionary :GPUPipelineLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayout >; };bindGroupLayouts
8.3.2. GPUDevice.createPipelineLayout(descriptor)
-
GPUPipelineLayoutDescriptordescriptor
Returns: GPUPipelineLayout.
-
Ensure pipeline layout device validation is not violated.
-
Ensure pipeline layout entries validation is not violated.
-
Let pl be a new
GPUPipelineLayoutobject. -
Set the pl.
[[bindGroupLayouts]]to descriptor.bindGroupLayouts. -
Return pl.
If any of the following conditions are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUPipelineLayoutand return the result.
pipeline layout device validation: The GPUDevice must not be lost.
pipeline layout entries validation:
There must be GPULimits.maxBindGroups or fewer
elements in descriptor.bindGroupLayouts.
All these GPUBindGroupLayout entries have to be valid.
there will be more limits applicable to the whole pipeline layout.
Note: two GPUPipelineLayout objects are considered equivalent for any usage
if their internal [[bindGroupLayouts]] sequences contain GPUBindGroupLayout objects that are group-equivalent.
9. Shader Modules
9.1. GPUShaderModule
enum {GPUCompilationMessageType ,"error" ,"warning" }; ["info" Serializable ]interface {GPUCompilationMessage readonly attribute DOMString ;message readonly attribute GPUCompilationMessageType ;type readonly attribute unsigned long long ;lineNum readonly attribute unsigned long long ; }; [linePos Serializable ]interface {GPUCompilationInfo readonly attribute FrozenArray <GPUCompilationMessage >; }; [messages Serializable ]interface {GPUShaderModule Promise <GPUCompilationInfo >(); };compilationInfo GPUShaderModule includes GPUObjectBase ;
GPUShaderModule is Serializable. It is a reference to an internal
shader module object, and Serializable means that the reference can be copied between realms (threads/workers), allowing multiple realms to access
it concurrently. Since GPUShaderModule is immutable, there are no race
conditions.
9.1.1. Shader Module Creation
dictionary :GPUShaderModuleDescriptor GPUObjectDescriptorBase {required USVString ;code object ; };sourceMap
sourceMap, if defined, MAY be interpreted as a
source-map-v3 format. (https://sourcemaps.info/spec.html)
Source maps are optional, but serve as a standardized way to support dev-tool
integration such as source-language debugging.
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
(by GPUDevice.createComputePipeline() or GPUDevice.createRenderPipeline()),
and switched as one
(by GPUComputePassEncoder.setPipeline or GPURenderEncoderBase.setPipeline correspondingly).
10.1. Base pipelines
dictionary :GPUPipelineDescriptorBase GPUObjectDescriptorBase {GPUPipelineLayout ; };layout interface mixin {GPUPipelineBase 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.
10.1.1. getBindGroupLayout(index)
-
unsigned longindex
Returns: GPUBindGroupLayout
-
If index is greater or equal to
maxBindGroups:-
Throw a
RangeError.
-
-
If this is not valid:
-
Return a new error
GPUBindGroupLayout.
-
-
Return a new
GPUBindGroupLayoutobject that references the same internal object as this.[[layout]].[[bindGroupLayouts]][index].
Specify this more properly once we have internal objects for GPUBindGroupLayout.
Alternatively only spec is as a new internal objects that’s group-equivalent
Note: Only returning new GPUBindGroupLayout objects ensures no synchronization is necessary
between the Content timeline and the Device timeline.
10.1.2. Default pipeline layout
A GPUPipelineBase object that was created without a layout has a default layout created and used instead.
-
Let groupDescs be a sequence of device.
[[limits]].maxBindGroupsnewGPUBindGroupLayoutDescriptorobjects. -
For each groupDesc in groupDescs:
-
Set groupDesc.
entriesto an empty sequence.
-
-
For each
GPUProgrammableStageDescriptorstageDesc in the descriptor used to create the pipeline:-
Let stageInfo be the "reflection information" for stageDesc.
Define the reflection information concept so that this spec can interface with the WGSL spec and get information what the interface is for a
GPUShaderModulefor a specific entrypoint. -
Let shaderStage be the
GPUShaderStageFlagsfor stageDesc.entryPointin stageDesc.module. -
For each resource resource in stageInfo’s resource interface:
-
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:
-
If resource is for a comparison sampler binding:
-
Set entry.
typetocomparison-sampler.
-
-
If resource is for a buffer binding:
-
Set entry.
hasDynamicOffsetto false. -
If resource is for a uniform buffer:
-
Set entry.
typetouniform-buffer.
-
-
If resource is for a read-only storage buffer:
-
Set entry.
typetoreadonly-storage-buffer.
-
-
If resource is for a storage buffer:
-
Set entry.
typetostorage-buffer.
-
-
-
If resource is for a texture binding:
-
Set entry.
textureComponentTypeto resource’s component type. -
Set entry.
viewDimensionto resource’s dimension. -
If resource is multisampled:
-
Set entry.
multisampledto true.
-
-
If resource is for a sampled texture:
-
Set entry.
typetosampled-texture.
-
-
If resource is for a read-only storage texture:
-
Set entry.
typetoreadonly-storage-texture. -
Set entry.
storageTextureFormatto resource’s format.
-
-
If resource is for a write-only storage texture:
-
Set entry.
typetowriteonly-storage-texture. -
Set entry.
storageTextureFormatto resource’s format.
-
-
-
If groupDescs[group] has an entry previousEntry with
bindingequal to binding:-
If previousEntry is equal to entry up to
visibility:-
Add the bits set in entry.
visibilityinto previousEntry.visibility
-
-
Else
-
Return null (which will cause the creation of the pipeline to fail).
-
-
-
Else
-
Append entry to groupDescs[group].
-
-
-
-
Let groupLayouts be a new sequence.
-
For each groupDesc in groupDescs:
-
Append device.
createBindGroupLayout()(groupDesc) to groupLayouts.
-
-
Let desc be a new
GPUPipelineLayoutDescriptor. -
Set desc.
bindGroupLayoutsto groupLayouts. -
Return device.
createPipelineLayout()(desc).
This fills the pipeline layout with empty bindgroups. Revisit once the behavior of empty bindgroups is specified.
10.1.3. GPUProgrammableStageDescriptor
dictionary {GPUProgrammableStageDescriptor required GPUShaderModule ;module required USVString ; };entryPoint
A GPUProgrammableStageDescriptor describes the entry point in the user-provided GPUShaderModule that controls one of the programmable stages of a pipeline.
-
GPUShaderStagestage -
GPUProgrammableStageDescriptordescriptor -
GPUPipelineLayoutlayout
-
If the descriptor.
moduleis not a validGPUShaderModulereturn false. -
If the descriptor.
moduledoesn’t contain an entry point at stage named descriptor.entryPointreturn false. -
For each binding that is statically used by the shader entry point, if the result of validating shader binding(binding, layout) is false, return false.
-
Return true.
-
shader binding, reflected from the shader module
-
GPUPipelineLayoutlayout
Consider the shader binding annotation of bindIndex for the binding index and bindGroup for the bind group index.
Return true if all of the following conditions are satisfied:
-
layout.
[[bindGroupLayouts]][bindGroup] contains aGPUBindGroupLayoutEntryentry whose entry.binding== bindIndex. -
If entry.
typeis"sampler", the binding has to be a non-comparison sampler. -
If entry.
typeis"comparison-sampler", the binding has to be a comparison sampler. -
If entry.
typeis"sampled-texture", the binding has to be a sampled texture with the component type of entry.textureComponentType, and it must be multisampled if and only if entry.multisampledis true. -
If entry.
typeis"readonly-storage-texture", the binding has to be a read-only storage texture with format of entry.storageTextureFormat. -
If entry.
typeis"writeonly-storage-texture", the binding has to be a writable storage texture with format of entry.storageTextureFormat. -
If entry.
typeis"uniform-buffer", the binding has to be a uniform buffer. -
If entry.
typeis"storage-buffer", the binding has to be a storage buffer. -
If entry.
typeis"readonly-storage-buffer", the binding has to be a read-only storage buffer. -
If entry.
typeis"sampled-texture","readonly-storage-texture", or"writeonly-storage-texture", the shader view dimension of the texture has to match entry.viewDimension. -
If entry.
minBufferBindingSizeis not undefined:-
If the last field of the corresponding structure defined in the shader has an unbounded array type, then the value of entry.
minBufferBindingSizemust be greater than or equal to the byte offset of that field plus the stride of the unbounded array. -
If the corresponding shader structure doesn’t end with an unbounded array type, then the value of entry.
minBufferBindingSizemust be greater than or equal to the size of the structure.
-
is there a match/switch statement in bikeshed?
A resource binding is considered to be statically used by a shader entry point if and only if it’s reachable by the control flow graph of the shader module, starting at the entry point.
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 "storage-buffer" and "writeonly-storage-texture" binding types.
Stages of a compute pipeline:
-
Compute shader
[Serializable ]interface { };GPUComputePipeline GPUComputePipeline includes GPUObjectBase ;GPUComputePipeline includes GPUPipelineBase ;
10.2.1. Creation
dictionary :GPUComputePipelineDescriptor GPUPipelineDescriptorBase {required GPUProgrammableStageDescriptor ; };computeStage
10.2.2. createComputePipeline()
-
GPUComputePipelineDescriptordescriptor
Returns: GPUComputePipeline.
The createComputePipeline(descriptor) method is used to create GPUComputePipelines.
If any of the conditions below are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUComputePipelineand return the result.
Then perform the following steps:
-
Ensure the
GPUDeviceis not lost. -
Ensure the descriptor.
layoutis a validGPUPipelineLayout. -
Ensure the validating GPUProgrammableStageDescriptor(
COMPUTE, descriptor.computeStage, descriptor.layout) succeeds.
10.2.3. createReadyComputePipeline()
Same as createComputePipeline(), but returns its result as a
promise which doesn’t resolve until the pipeline is ready to be used without
additional delay.
If pipeline creation fails, this resolves to an invalid GPUComputePipeline object.
Define fully. (Probably by just calling directly into createComputePipeline.)
Note: Use of this method is preferred whenever possible, as it prevents blocking queue timeline work on pipeline compilation.
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
GPUVertexStateDescriptor -
the color attachments, described by
GPUColorStateDescriptor -
optionally, the depth-stencil attachment, described by
GPUDepthStencilStateDescriptor
Render pipeline outputs are:
-
bindings of types
"storage-buffer"and"writeonly-storage-texture" -
the color attachments, described by
GPUColorStateDescriptor -
optionally, depth-stencil attachment, described by
GPUDepthStencilStateDescriptor
Stages of a render pipeline:
-
Vertex fetch, controlled by
GPUVertexStateDescriptor -
Vertex shader
-
Primitive assembly, controlled by
GPUPrimitiveTopology -
Rasterization, controlled by
GPURasterizationStateDescriptor -
Fragment shader
-
Stencil test and operation, controlled by
GPUDepthStencilStateDescriptor -
Depth test and write, controlled by
GPUDepthStencilStateDescriptor -
Output merging, controlled by
GPUColorStateDescriptor
we need a deeper description of these stages
[Serializable ]interface { };GPURenderPipeline GPURenderPipeline includes GPUObjectBase ;GPURenderPipeline includes GPUPipelineBase ;
10.3.1. Creation
dictionary :GPURenderPipelineDescriptor GPUPipelineDescriptorBase {required GPUProgrammableStageDescriptor ;vertexStage GPUProgrammableStageDescriptor ;fragmentStage required GPUPrimitiveTopology ;primitiveTopology GPURasterizationStateDescriptor = {};rasterizationState required sequence <GPUColorStateDescriptor >;colorStates GPUDepthStencilStateDescriptor ;depthStencilState GPUVertexStateDescriptor = {};vertexState GPUSize32 = 1;sampleCount GPUSampleMask = 0xFFFFFFFF;sampleMask boolean =alphaToCoverageEnabled false ; };
-
vertexStagedescribes the vertex shader entry point of the pipeline -
fragmentStagedescribes the fragment shader entry point of the pipeline. If it’s "null", the § 10.3.2 No Color Output mode is enabled. -
primitiveTopologyconfigures the primitive assembly stage of the pipeline. -
rasterizationStateconfigures the rasterization stage of the pipeline. -
colorStatesdescribes the color attachments that are written by the pipeline. -
depthStencilStatedescribes the optional depth-stencil attachment that is written by the pipeline. -
vertexStateconfigures the vertex fetch stage of the pipeline.-
If
primitiveTopologyis"line-strip"or"triangle-strip",vertexState.indexFormatmust be specified.Otherwise, it must be unspecified.
-
-
sampleCountis the number of MSAA samples that each attachment has to have. -
sampleMaskis a binary mask of MSAA samples, according to § 10.3.4 Sample Masking. -
alphaToCoverageEnabledenables the § 10.3.3 Alpha to Coverage mode.
Refactor the shape of the render pipeline descriptor to clearly enumerate the (ordered) list of pipeline stages. And start formalizing the spec text.
10.3.2. No Color Output
In no-color-output mode, pipeline does not produce any color attachment outputs,
and the colorStates is expected to be empty.
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.
10.3.3. 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 of the colorStates[0].
The algorithm of producing the extra mask is platform-dependent. It guarantees that:
-
if alpha is 0.0 or less, the result is 0x0
-
if alpha is 1.0 or greater, 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
10.3.4. Sample Masking
The final sample mask for a pixel is computed as: rasterization mask & sampleMask & shader-output mask.
Only the lower sampleCount 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 incuded in the shape get the relevant bits 1 in the mask.
The shader-output mask takes the output value of SV_Coverage semantics in the fragment shader.
If the semantics is not statically used by the shader, and alphaToCoverageEnabled is enabled, the shader-output mask becomes the alpha-to-coverage mask. Otherwise, it defaults to 0xFFFFFFFF.
link to the semantics of SV_SampleIndex and SV_Coverage in WGSL spec.
10.3.5. createRenderPipeline()
-
GPURenderPipelineDescriptordescriptor
Returns: GPURenderPipeline.
The createRenderPipeline(descriptor) method is used to create GPURenderPipelines.
If any of the conditions below are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPURenderPipelineand return the result.
Then perform the following steps:
-
Ensure the
GPUDeviceis not lost. -
Ensure the descriptor.
layoutis a validGPUPipelineLayout. -
Ensure the validating GPUProgrammableStageDescriptor(
VERTEX, descriptor.vertexStage, descriptor.layout) succeeds. -
If descriptor.
fragmentStageis not "null", ensure the validating GPUProgrammableStageDescriptor(FRAGMENT, descriptor.fragmentStage, descriptor.layout) succeeds. -
Ensure the descriptor.
colorStates.length is less than or equal to 4. -
Ensure validating GPUVertexStateDescriptor(descriptor.
vertexState, descriptor.vertexStage) passes. -
If descriptor.
alphaToCoverageEnabledis true, ensure descriptor.sampleCountis greater than 1. -
If the output SV_Coverage semantics is statically used by descriptor.
fragmentStage, ensure descriptor.alphaToCoverageEnabledis false.
need a proper limit for the maximum number of color targets.
need a more detailed validation of the render states.
need description of the render states.
10.3.6. createReadyRenderPipeline()
Same as createRenderPipeline(), but returns its result as a
promise which doesn’t resolve until the pipeline is ready to be used without
additional delay.
If pipeline creation fails, this resolves to an invalid GPURenderPipeline object.
Define fully. (Probably by just calling directly into createRenderPipeline.)
Note: Use of this method is preferred whenever possible, as it prevents blocking queue timeline work on pipeline compilation.
10.3.7. Primitive Topology
enum {GPUPrimitiveTopology ,"point-list" ,"line-list" ,"line-strip" ,"triangle-list" };"triangle-strip"
10.3.8. Rasterization State
dictionary {GPURasterizationStateDescriptor GPUFrontFace = "ccw";frontFace GPUCullMode = "none"; // Enable depth clamping (requires "depth-clamping" extension)cullMode boolean =clampDepth false ;GPUDepthBias = 0;depthBias float = 0;depthBiasSlopeScale float = 0; };depthBiasClamp
-
If device is lost return false.
-
If descriptor.
clampDepthis true and device.[[extensions]]doesn’t contain"depth-clamping", return false. -
Return true.
enum {GPUFrontFace ,"ccw" };"cw"
enum {GPUCullMode ,"none" ,"front" };"back"
10.3.9. Color State
dictionary {GPUColorStateDescriptor required GPUTextureFormat ;format GPUBlendDescriptor = {};alphaBlend GPUBlendDescriptor = {};colorBlend GPUColorWriteFlags = 0xF; // GPUColorWrite.ALL };writeMask
typedef [EnforceRange ]unsigned long ;GPUColorWriteFlags interface {GPUColorWrite const GPUColorWriteFlags = 0x1;RED const GPUColorWriteFlags = 0x2;GREEN const GPUColorWriteFlags = 0x4;BLUE const GPUColorWriteFlags = 0x8;ALPHA const GPUColorWriteFlags = 0xF; };ALL
10.3.9.1. Blend State
dictionary {GPUBlendDescriptor GPUBlendFactor = "one";srcFactor GPUBlendFactor = "zero";dstFactor GPUBlendOperation = "add"; };operation
enum {GPUBlendFactor ,"zero" ,"one" ,"src-color" ,"one-minus-src-color" ,"src-alpha" ,"one-minus-src-alpha" ,"dst-color" ,"one-minus-dst-color" ,"dst-alpha" ,"one-minus-dst-alpha" ,"src-alpha-saturated" ,"blend-color" };"one-minus-blend-color"
enum {GPUBlendOperation ,"add" ,"subtract" ,"reverse-subtract" ,"min" };"max"
10.3.10. Depth/Stencil State
dictionary {GPUDepthStencilStateDescriptor required GPUTextureFormat ;format boolean =depthWriteEnabled false ;GPUCompareFunction = "always";depthCompare GPUStencilStateFaceDescriptor = {};stencilFront GPUStencilStateFaceDescriptor = {};stencilBack GPUStencilValue = 0xFFFFFFFF;stencilReadMask GPUStencilValue = 0xFFFFFFFF; };stencilWriteMask
dictionary {GPUStencilStateFaceDescriptor GPUCompareFunction = "always";compare GPUStencilOperation = "keep";failOp GPUStencilOperation = "keep";depthFailOp GPUStencilOperation = "keep"; };passOp
enum {GPUStencilOperation ,"keep" ,"zero" ,"replace" ,"invert" ,"increment-clamp" ,"decrement-clamp" ,"increment-wrap" };"decrement-wrap"
10.3.11. Vertex State
enum {GPUIndexFormat ,"uint16" };"uint32"
10.3.11.1. Vertex Formats
The name of the format specifies the data type of the component, the number of values, and whether the data is normalized.
-
uchar= unsigned 8-bit value -
char= signed 8-bit value -
ushort= unsigned 16-bit value -
short= signed 16-bit value -
half= half-precision 16-bit floating point value -
float= 32-bit floating point value -
uint= unsigned 32-bit integer value -
int= signed 32-bit integer value
If no number of values is given in the name, a single value is provided.
If the format has the -bgra suffix, it means the values are arranged as
blue, green, red and alpha values.
enum {GPUVertexFormat ,"uchar2" ,"uchar4" ,"char2" ,"char4" ,"uchar2norm" ,"uchar4norm" ,"char2norm" ,"char4norm" ,"ushort2" ,"ushort4" ,"short2" ,"short4" ,"ushort2norm" ,"ushort4norm" ,"short2norm" ,"short4norm" ,"half2" ,"half4" ,"float" ,"float2" ,"float3" ,"float4" ,"uint" ,"uint2" ,"uint3" ,"uint4" ,"int" ,"int2" ,"int3" };"int4"
enum {GPUInputStepMode ,"vertex" };"instance"
dictionary {GPUVertexStateDescriptor GPUIndexFormat = "uint32";indexFormat sequence <GPUVertexBufferLayoutDescriptor ?>= []; };vertexBuffers
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 GPUVertexAttributeDescriptor 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 GPUVertexStateDescriptor.
dictionary {GPUVertexBufferLayoutDescriptor required GPUSize64 ;arrayStride GPUInputStepMode = "vertex";stepMode required sequence <GPUVertexAttributeDescriptor >; };attributes
dictionary {GPUVertexAttributeDescriptor required GPUVertexFormat ;format required GPUSize64 ;offset required GPUIndex32 ; };shaderLocation
-
GPUVertexBufferLayoutDescriptordescriptor -
GPUProgrammableStageDescriptorvertexStage
Return true, if and only if, all of the following conditions are true:
-
descriptor.
attributes.length is less than or equal to 16. -
descriptor.
arrayStrideis less then or equal to 2048. -
Any attribute at in the list descriptor.
attributeshas at.{{GPUVertexAttributeDescriptor/offset} + sizeOf(at.formatless or equal to descriptor.arrayStride. -
For every vertex attribute in the shader reflection of vertexStage.
modulethat is know to be statically used by vertexStage.entryPoint, there is a corresponding at element of descriptor.attributesthat:-
The shader format is at.
format. -
The shader location is at.
shaderLocation.
-
add a limit to the number of vertex attributes
-
GPUVertexStateDescriptordescriptor -
GPUProgrammableStageDescriptorvertexStage
Return true, if and only if, all of the following conditions are true:
-
descriptor.
vertexBuffers.length is less than or equal to 8 -
Each vertexBuffer layout descriptor in the list descriptor.
vertexBufferspasses validating GPUVertexBufferLayoutDescriptor(vertexBuffer, vertexStage) -
Each at in the union of all
GPUVertexAttributeDescriptoracross descriptor.vertexBuffershas a distinct at.shaderLocationvalue.
add a limit to the number of vertex buffers
11. Command Buffers
11.1. GPUCommandBuffer
interface {GPUCommandBuffer readonly attribute Promise <double >executionTime ; };GPUCommandBuffer includes GPUObjectBase ;
GPUCommandBuffer has the following attributes:
executionTimeof type Promise<, of type Promise<double>, readonlydouble>, readonly-
The total time, in seconds, that the GPU took to execute this command buffer.
Note: If
measureExecutionTimeis true, this resolves after the command buffer executes. Otherwise, this rejects with anOperationError.Specify the creation and resolution of the promise.In
finish(), it should be specified that a new promise is created and stored in this attribute. The promise starts rejected if measureExecutionTime is false. If the finish() fails, then the promise resolves to 0.In
submit(), it should be specified that (if measureExecutionTime is set), work is issued to read back the execution time, and, when that completes, the promise is resolved with that value. If the submit() fails, then the promise resolves to 0.
11.1.1. Creation
dictionary :GPUCommandBufferDescriptor GPUObjectDescriptorBase { };
12. Command Encoding
12.1. GPUCommandEncoder
interface {GPUCommandEncoder GPURenderPassEncoder beginRenderPass (GPURenderPassDescriptor );descriptor GPUComputePassEncoder beginComputePass (optional GPUComputePassDescriptor = {});descriptor void copyBufferToBuffer (GPUBuffer ,source GPUSize64 ,sourceOffset GPUBuffer ,destination GPUSize64 ,destinationOffset GPUSize64 );size void copyBufferToTexture (GPUBufferCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void copyTextureToBuffer (GPUTextureCopyView ,source GPUBufferCopyView ,destination GPUExtent3D );copySize void copyTextureToTexture (GPUTextureCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void pushDebugGroup (USVString );groupLabel void popDebugGroup ();void insertDebugMarker (USVString );markerLabel void (writeTimestamp GPUQuerySet ,querySet GPUSize32 );queryIndex void (resolveQuerySet GPUQuerySet ,querySet GPUSize32 ,firstQuery GPUSize32 ,queryCount GPUBuffer ,destination GPUSize64 );destinationOffset GPUCommandBuffer finish (optional GPUCommandBufferDescriptor = {}); };descriptor GPUCommandEncoder includes GPUObjectBase ;
GPUCommandEncoder has the following internal slots:
[[state]]of typeencoder state.-
The current state of the
GPUCommandEncoder, initially set toopen. [[debug_group_stack]]of typesequence<USVString>.-
A stack of active debug group labels.
Each GPUCommandEncoder has a current encoder state on the Content timeline which may be one of the following:
- "
open" -
Indicates the
GPUCommandEncoderis available to begin new operations. The[[state]]isopenany time theGPUCommandEncoderis valid and has no activeGPURenderPassEncoderorGPUComputePassEncoder. - "
encoding a render pass" -
Indicates the
GPUCommandEncoderhas an activeGPURenderPassEncoder. The[[state]]becomesencoding a render passoncebeginRenderPass()is called sucessfully untilendPass()is called on the returnedGPURenderPassEncoder, at which point the[[state]](if the encoder is still valid) reverts toopen. - "
encoding a compute pass" -
Indicates the
GPUCommandEncoderhas an activeGPUComputePassEncoder. The[[state]]becomesencoding a compute passoncebeginComputePass()is called sucessfully untilendPass()is called on the returnedGPUComputePassEncoder, at which point the[[state]](if the encoder is still valid) reverts toopen. - "
closed" -
Indicates the
GPUCommandEncoderis no longer available for any operations. The[[state]]becomesclosedoncefinish()is called or theGPUCommandEncoderotherwise becomes invalid.
12.1.1. Creation
dictionary :GPUCommandEncoderDescriptor GPUObjectDescriptorBase {boolean measureExecutionTime =false ; // TODO: reusability flag? };
measureExecutionTime, of type boolean, defaulting tofalse-
Enable measurement of the GPU execution time of the entire command buffer.
12.2. Pass Encoding
12.2.1. beginRenderPass(descriptor)
GPUCommandEncoder.
Arguments:
-
GPURenderPassDescriptordescriptor
Returns: GPURenderPassEncoder
Begins encoding a render pass described by descriptor.
On the Device timeline, the following steps occur:
-
If the beginRenderPass Valid Usage rules are met:
-
Set this.
[[state]]toencoding a render pass. -
For each colorAttachment in descriptor.
colorAttachments:-
The texture subresource seen by colorAttachment.
attachmentis considered to be used asOUTPUT_ATTACHMENTfor the duration of the render pass.
-
-
Let depthStencilAttachment be descriptor.
depthStencilAttachment. -
If depthStencilAttachment is not
null:-
The texture subresource seen by depthStencilAttachment.
attachmentis considered to be used asOUTPUT_ATTACHMENTfor the duration of the render pass.
-
-
specify the behavior of read-only depth/stencil
Given the argument GPURenderPassDescriptor descriptor, the following validation rules apply:
-
descriptor must meet the GPURenderPassDescriptor Valid Usage rules.
12.2.2. beginComputePass(descriptor)
GPUCommandEncoder.
Arguments:
-
GPUComputePassDescriptordescriptor
Returns: GPUComputePassEncoder
Begins encoding a compute pass described by descriptor.
On the Device timeline, the following steps occur:
-
If the beginComputePass Valid Usage rules are met:
-
Set this.
[[state]]toencoding a compute pass.
-
Given the argument GPUComputePassDescriptor descriptor, the following validation rules apply:
12.3. Copy Commands
12.3.1. GPUTextureDataLayout
dictionary GPUTextureDataLayout {GPUSize64 = 0;offset required GPUSize32 bytesPerRow ;GPUSize32 rowsPerImage = 0; };
A GPUTextureDataLayout is a layout of images within some linear memory.
It’s used when copying data between a texture and a buffer, or when scheduling a
write into a texture from the GPUQueue.
-
For
2dtextures, data is copied between one or multiple contiguous images and array layers. -
For
3dtextures, data is copied between one or multiple contiguous images and depth slices.
Define images more precisely. In particular, define them as being comprised of texel blocks.
Define the exact copy semantics, by reference to common algorithms shared by the copy methods.
bytesPerRow, of type GPUSize32-
The stride, in bytes, between the beginning of each row of texel blocks and the subsequent row.
rowsPerImage, of type GPUSize32, defaulting to0-
rowsPerImage÷ texel block height ×bytesPerRowis the stride, in bytes, between the beginning of each image of data and the subsequent image.
12.3.2. GPUBufferCopyView
dictionary GPUBufferCopyView :GPUTextureDataLayout {required GPUBuffer ; };buffer
A GPUBufferCopyView contains the actual texture data placed in a buffer according to GPUTextureDataLayout.
Arguments:
-
GPUBufferCopyViewbufferCopyView
Returns: boolean
Return true if and only if all of the following conditions apply:
-
bufferCopyView.
bytesPerRowmust be a multiple of 256.
12.3.3. GPUTextureCopyView
dictionary GPUTextureCopyView {required GPUTexture ;texture GPUIntegerCoordinate = 0;mipLevel GPUOrigin3D = {}; };origin
A GPUTextureCopyView is a view of a sub-region of one or multiple contiguous texture subresources with the initial
offset GPUOrigin3D in texels, used when copying data from or to a GPUTexture.
-
origin: If unspecified, defaults to[0, 0, 0].
Arguments:
-
GPUTextureCopyViewtextureCopyView
Returns: boolean
Let:
-
blockWidth be the texel block width of textureCopyView.
texture.[[format]]. -
blockHeight be the texel block height of textureCopyView.
texture.[[format]].
Return true if and only if all of the following conditions apply:
-
textureCopyView.
texturemust be a validGPUTexture. -
textureCopyView.
mipLevelmust be less than the[[mipLevelCount]]of textureCopyView.texture.
Define the copies with 1d and 3d textures. <https://github.com/gpuweb/gpuweb/issues/69>
12.3.4. GPUImageBitmapCopyView
dictionary GPUImageBitmapCopyView {required ImageBitmap ;imageBitmap GPUOrigin2D = {}; };origin
-
origin: If unspecified, defaults to[0, 0].
12.3.5. copyBufferToBuffer(source, sourceOffset, destination, destinationOffset, size)
Arguments:
-
GPUBuffersource -
GPUSize64sourceOffset -
GPUBufferdestination -
GPUSize64destinationOffset -
GPUSize64size
Returns: void
Encode a command into the GPUCommandEncoder that copies size bytes of data from the sourceOffset of a GPUBuffer source to the destinationOffset of another GPUBuffer destination.
Given a GPUCommandEncoder encoder and the arguments GPUBuffer source, GPUSize64 sourceOffset, GPUBuffer destination, GPUSize64 destinationOffset, GPUSize64 size, the following validation rules apply:
-
size must be a multiple of 4.
-
sourceOffset must be a multiple of 4.
-
destinationOffset must be a multiple of 4.
-
(sourceOffset + size) must not overflow a
GPUSize64. -
(destinationOffset + size) must not overflow a
GPUSize64. -
The
[[size]]of source must be greater than or equal to (sourceOffset + size). -
The
[[size]]of destination must be greater than or equal to (destinationOffset + size). -
source and destination must not be the same
GPUBuffer.
Define the state machine for GPUCommandEncoder. <https://github.com/gpuweb/gpuweb/issues/21>
figure out how to handle overflows in the spec. <https://github.com/gpuweb/gpuweb/issues/69>
12.3.6. Copy Between Buffer and Texture
WebGPU provides copyBufferToTexture() for buffer-to-texture copies and copyTextureToBuffer() for texture-to-buffer copies.
The following definitions and validation rules apply to both copyBufferToTexture() and copyTextureToBuffer().
textureCopyView subresource size and Valid Texture Copy Range also applies to copyTextureToTexture().
textureCopyView subresource size
Arguments:
-
GPUTextureCopyViewtextureCopyView
Returns:
The textureCopyView subresource size of textureCopyView is calculated as follows:
Its width, height and depth are the width, height, and depth, respectively,
of the physical size of textureCopyView.texture subresource at mipmap level textureCopyView.mipLevel.
define this as an algorithm with (texture, mipmapLevel) parameters and use the call syntax instead of referring to the definition by label.
Arguments:
-
GPUTextureDataLayoutlayout of the linear texture data -
GPUSize64byteSize - total size of the linear data, in bytes -
GPUTextureFormatformat of the texture -
GPUExtent3DcopyExtent - extent of the texture to copy
Let:
-
blockWidth be the texel block width of format.
-
blockHeight be the texel block height of format.
-
blockSize be the texel block size of format.
-
bytesInACompleteRow be blockSize × copyExtent.width ÷ blockWidth.
-
requiredBytesInCopy be calculated with the following algorithm assuming all the parameters are valid:
if (copyExtent.width == 0 || copyExtent.height == 0 || copyExtent.depth == 0) { requiredBytesInCopy = 0; } else { GPUSize64 texelBlockRowsPerImage = layout.rowsPerImage / blockHeight; GPUSize64 bytesPerImage = layout.bytesPerRow * texelBlockRowsPerImage; GPUSize64 bytesInLastSlice = layout.bytesPerRow * (copyExtent.height / blockHeight - 1) + (copyExtent.width / blockWidth * blockSize); requiredBytesInCopy = bytesPerImage * (copyExtent.depth - 1) + bytesInLastSlice; }
The following validation rules apply:
For the copy being in-bounds:
-
If layout.
rowsPerImageis not 0, it must be greater than or equal to copyExtent.height. -
(layout.
offset+ requiredBytesInCopy) must not overflow aGPUSize64. -
(layout.
offset+ requiredBytesInCopy) must be smaller than or equal to byteSize.
For the texel block alignments:
-
layout.
rowsPerImagemust be a multiple of blockHeight. -
layout.
offsetmust be a multiple of blockSize.
For other members in layout:
-
If copyExtent.height is greater than 1 or copyExtent.depth is greater than 1:
-
layout.
bytesPerRowmust be greater than or equal to the number of bytesInACompleteRow.
-
-
If copyExtent.depth is greater than 1:
-
layout.
rowsPerImagemust be greater than or equal to copyExtent.height.
-
Valid Texture Copy Range
Given a GPUTextureCopyView textureCopyView and a GPUExtent3D copySize, let
-
blockWidth be the texel block width of textureCopyView.
texture.[[format]]. -
blockHeight be the texel block height of textureCopyView.
texture.[[format]].
The following validation rules apply:
-
If the
[[dimension]]of textureCopyView.textureis1d: -
If the
[[dimension]]of textureCopyView.textureis2d: -
copySize.width must be a multiple of blockWidth.
-
copySize.height must be a multiple of blockHeight.
Define the copies with 1d and 3d textures. <https://github.com/gpuweb/gpuweb/issues/69>
Additional restrictions on rowsPerImage if needed. <https://github.com/gpuweb/gpuweb/issues/537>
Define the copies with "depth24plus" and "depth24plus-stencil8". <https://github.com/gpuweb/gpuweb/issues/652>
convert "Valid Texture Copy Range" into an algorithm with parameters, similar to "validating linear texture data"
12.3.6.1. copyBufferToTexture(source, destination, copySize)
Arguments:
-
GPUBufferCopyViewsource -
GPUTextureCopyViewdestination -
GPUExtent3DcopySize
Returns: void
Encode a command into the GPUCommandEncoder that copies data from a sub-region of a GPUBuffer to a sub-region of one or multiple continuous GPUTexture subresources.
source and copySize define the region of the source buffer.
destination and copySize define the region of the destination texture subresource.
copyBufferToTexture Valid Usage
Given a GPUCommandEncoder encoder and the arguments GPUBufferCopyView source, GPUTextureCopyView destination and GPUExtent3D copySize, the following validation rules apply:
For encoder:
For source:
-
validating GPUBufferCopyView(source) returns true.
For destination:
-
validating GPUTextureCopyView(destination) returns true.
-
destination.
texture.[[textureUsage]]must containCOPY_DST. -
destination.
texture.[[sampleCount]]must be 1.
For the copy ranges:
-
validating linear texture data(source, source.
buffer.[[size]], destination.texture.[[format]], copySize) succeeds. -
Valid Texture Copy Range applies to destination and copySize.
12.3.6.2. copyTextureToBuffer(source, destination, copySize)
Arguments:
-
GPUTextureCopyViewsource -
GPUBufferCopyViewdestination -
GPUExtent3DcopySize
Returns: void
Encode a command into the GPUCommandEncoder that copies data from a sub-region of one or multiple continuous GPUTexture subresourcesto a sub-region of a GPUBuffer.
source and copySize define the region of the source texture subresource.
destination and copySize define the region of the destination buffer.
copyTextureToBuffer Valid Usage
Given a GPUCommandEncoder encoder and the arguments GPUTextureCopyView source, GPUBufferCopyView destination, GPUExtent3D copySize, the following validation rules apply:
For encoder:
For source:
-
validating GPUTextureCopyView(source) returns true.
-
source.
texture.[[textureUsage]]must containCOPY_SRC. -
source.
texture.[[sampleCount]]must be 1.
For destination:
-
validating GPUBufferCopyView(destination) returns true.
For the copy ranges:
-
validating linear texture data(destination, destination.
buffer.[[size]], source.texture.[[format]], copySize) succeeds. -
Valid Texture Copy Range applies to source and copySize.
12.3.7. copyTextureToTexture(source, destination, copySize)
Arguments:
-
GPUTextureCopyViewsource -
GPUTextureCopyViewdestination -
GPUExtent3DcopySize
Returns: void
Encode a command into the GPUCommandEncoder that copies data from a sub-region of one
or multiple contiguous GPUTexture subresources to another sub-region of one or
multiple continuous GPUTexture subresources.
source and copySize define the region of the source texture subresources.
destination and copySize define the region of the destination texture subresources.
copyTextureToTexture Valid Usage
Given a GPUCommandEncoder encoder and the arguments GPUTextureCopyView source, GPUTextureCopyView destination, GPUExtent3D copySize, let:
-
A copy of the whole subresource be the command encoder.
copyTextureToTexture()whose parameters source, destination and copySize meet the following conditions:-
The textureCopyView subresource size of source must be equal to copySize.
-
The textureCopyView subresource size of destination must be equal to copySize.
-
The following validation rules apply:
For encoder:
For source:
-
validating GPUTextureCopyView(source) returns true.
-
source.
texture.[[textureUsage]]must containCOPY_SRC.
For destination:
-
validating GPUTextureCopyView(destination) returns true.
-
destination.
texture.[[textureUsage]]must containCOPY_DST.
For the texture [[sampleCount]]:
-
source.
texture.[[sampleCount]]must be equal to destination.texture.[[sampleCount]]. -
If source.
texture.[[sampleCount]]is greater than 1:-
The copy with source, destination and copySize must be a copy of the whole subresource.
-
For the texture [[format]]:
-
source.
texture.[[format]]must be equal to destination.texture.[[format]]. -
If source.
texture.[[format]]is a depth-stencil format:-
The copy with source, destination and copySize must be a copy of the whole subresource.
-
For the copy ranges:
-
Valid Texture Copy Range applies to source and copySize.
-
Valid Texture Copy Range applies to destination and copySize.
-
The set of subresources for texture copy(source, copySize) and the set of subresources for texture copy(destination, copySize) must be disjoint.
-
If textureCopyView.
texture.[[dimension]]is"2d":-
For each arrayLayer of the copySize.depth array layers starting at textureCopyView.
origin.z:-
The subresource of textureCopyView.
textureat mipmap level textureCopyView.mipLeveland array layer arrayLayer.
-
-
-
Otherwise:
-
The subresource of textureCopyView.
textureat mipmap level textureCopyView.mipLevel.
-
12.4. Debug Markers
Both command encoders and programmable pass encoders provide 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. These labels may be passed to the native API backends for tooling, may be used by the user agent’s internal tooling, or may be a no-op when such tooling is not available or applicable.
Debug groups in a GPUCommandEncoder or GPUProgrammablePassEncoder must be well nested.
12.4.1. pushDebugGroup(groupLabel)
GPUCommandEncoder.
Arguments:
-
USVStringgroupLabel
Returns: void
Marks the beginning of a labeled group of commands for the GPUCommandEncoder.
groupLabel defines the label for the command group.
On the Device timeline, the following steps occur:
-
If the Valid Usage rules are met:
-
push groupLabel onto then end of this.
[[debug_group_stack]].
-
12.4.2. popDebugGroup()
GPUCommandEncoder.
Returns: void
Marks the end of a labeled group of commands for the GPUCommandEncoder.
On the Device timeline, the following steps occur:
-
If the Valid Usage rules are met:
-
pop an entry off the end of this.
[[debug_group_stack]].
-
-
this.
[[debug_group_stack]].length must be greater than 0.
12.4.3. insertDebugMarker(markerLabel)
GPUCommandEncoder.
Arguments:
-
USVStringmarkerLabel
Returns: void
Inserts a single debug marker label into the GPUCommandEncoder's commands sequence .
markerLabel defines the label to insert.
12.5. 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.
12.5.1. finish(descriptor)
GPUCommandEncoder.
Arguments:
-
optional
GPUCommandBufferDescriptordescriptor = {}
Returns: GPUCommandBuffer
Completes recording of the commands sequence and returns a corresponding GPUCommandBuffer.
13. Programmable Passes
interface mixin {GPUProgrammablePassEncoder void (setBindGroup GPUIndex32 ,index GPUBindGroup ,bindGroup optional sequence <GPUBufferDynamicOffset >= []);dynamicOffsets void (setBindGroup GPUIndex32 ,index GPUBindGroup ,bindGroup Uint32Array ,dynamicOffsetsData GPUSize64 ,dynamicOffsetsDataStart GPUSize32 );dynamicOffsetsDataLength void pushDebugGroup (USVString );groupLabel void popDebugGroup ();void insertDebugMarker (USVString ); };markerLabel
-
One offset must be passed to
setBindGroup(index, bindGroup, dynamicOffsets)orsetBindGroup(index, bindGroup, dynamicOffsetsData, dynamicOffsetsDataStart, dynamicOffsetsDataLength)for each dynamic binding in a bind group, in increasing order ofbindingnumber.
GPUProgrammablePassEncoder has the following internal slots:
[[debug_group_stack]]of typesequence<USVString>.-
A stack of active debug group labels.
13.1. Debug Markers
Debug marker methods for programmable pass encoders provide the same functionality as command encoder debug markers while recording a programmable pass.
13.1.1. pushDebugGroup(groupLabel)
GPUProgrammablePassEncoder.
Arguments:
-
USVStringgroupLabel
Returns: void
Marks the beginning of a labeled group of commands for the GPUProgrammablePassEncoder.
groupLabel defines the label for the command group.
On the Device timeline, the following steps occur:
-
push groupLabel onto then end of this.
[[debug_group_stack]].
13.1.2. popDebugGroup()
GPUProgrammablePassEncoder.
Returns: void
Marks the end of a labeled group of commands for the GPUProgrammablePassEncoder.
On the Device timeline, the following steps occur:
-
If the Valid Usage rules are met:
-
pop an entry off the end of this.
[[debug_group_stack]].
-
-
this.
[[debug_group_stack]].length must be greater than 0.
13.1.3. insertDebugMarker(markerLabel)
Arguments:
-
USVStringmarkerLabel
Returns: void
Inserts a single debug marker label into the GPUProgrammablePassEncoder's commands sequence .
markerLabel defines the label to insert.
14. Compute Passes
14.1. GPUComputePassEncoder
interface {GPUComputePassEncoder void (setPipeline GPUComputePipeline );pipeline void (dispatch GPUSize32 ,x optional GPUSize32 = 1,y optional GPUSize32 = 1);z void (dispatchIndirect GPUBuffer ,indirectBuffer GPUSize64 );indirectOffset void (beginPipelineStatisticsQuery GPUQuerySet ,querySet GPUSize32 );queryIndex void ();endPipelineStatisticsQuery void (writeTimestamp GPUQuerySet ,querySet GPUSize32 );queryIndex void endPass (); };GPUComputePassEncoder includes GPUObjectBase ;GPUComputePassEncoder includes GPUProgrammablePassEncoder ;
14.1.1. Creation
dictionary :GPUComputePassDescriptor GPUObjectDescriptorBase { };
14.2. Finalization
The compute pass encoder can be ended by calling endPass() once the user
has finished recording commands for the pass. Once endPass() has been
called the compute pass encoder can no longer be used.
14.2.1. endPass()
GPUComputePassEncoder.
Returns: void
Completes recording of the compute pass commands sequence.
15. Render Passes
15.1. GPURenderPassEncoder
interface mixin {GPURenderEncoderBase void (setPipeline GPURenderPipeline );pipeline void (setIndexBuffer GPUBuffer ,buffer GPUIndexFormat ,indexFormat optional GPUSize64 = 0,offset optional GPUSize64 = 0);size void (setVertexBuffer GPUIndex32 ,slot GPUBuffer ,buffer optional GPUSize64 = 0,offset optional GPUSize64 = 0);size void (draw GPUSize32 ,vertexCount optional GPUSize32 = 1,instanceCount optional GPUSize32 = 0,firstVertex optional GPUSize32 = 0);firstInstance void (drawIndexed GPUSize32 ,indexCount optional GPUSize32 = 1,instanceCount optional GPUSize32 = 0,firstIndex optional GPUSignedOffset32 = 0,baseVertex optional GPUSize32 = 0);firstInstance void (drawIndirect GPUBuffer ,indirectBuffer GPUSize64 );indirectOffset void (drawIndexedIndirect GPUBuffer ,indirectBuffer GPUSize64 ); };indirectOffset interface {GPURenderPassEncoder void setViewport (float ,x float ,y float ,width float ,height float ,minDepth float );maxDepth void setScissorRect (GPUIntegerCoordinate ,x GPUIntegerCoordinate ,y GPUIntegerCoordinate ,width GPUIntegerCoordinate );height void setBlendColor (GPUColor );color void setStencilReference (GPUStencilValue );reference void (beginOcclusionQuery GPUSize32 );queryIndex void ();endOcclusionQuery void (beginPipelineStatisticsQuery GPUQuerySet ,querySet GPUSize32 );queryIndex void ();endPipelineStatisticsQuery void (writeTimestamp GPUQuerySet ,querySet GPUSize32 );queryIndex void (executeBundles sequence <GPURenderBundle >);bundles void endPass (); };GPURenderPassEncoder includes GPUObjectBase ;GPURenderPassEncoder includes GPUProgrammablePassEncoder ;GPURenderPassEncoder includes GPURenderEncoderBase ;
-
setIndexBuffer()/setVertexBuffer():-
If
sizeis zero, the remaining size (afteroffset) of theGPUBufferis used.
-
-
In indirect draw calls, the base instance field (inside the indirect buffer data) must be set to zero.
GPURenderPassEncoder has the following internal slots:
[[attachment_size]]-
Set to the following extents:
-
width, height= the dimensions of the pass’s render attachments
-
When a GPURenderPassEncoder is created, it has the following default state:
-
Viewport:
-
x, y=0.0, 0.0 -
width, height= the dimensions of the pass’s render targets -
minDepth, maxDepth=0.0, 1.0
-
-
Scissor rectangle:
-
x, y=0, 0 -
width, height= the dimensions of the pass’s render targets
-
When a GPURenderBundle is executed, it does not inherit the pass’s pipeline,
bind groups, or vertex or index buffers. After a GPURenderBundle has executed,
the pass’s pipeline, bind groups, and vertex and index buffers are cleared. If zero GPURenderBundles are executed, the command buffer state is unchanged.
15.1.1. Creation
dictionary :GPURenderPassDescriptor GPUObjectDescriptorBase {required sequence <GPURenderPassColorAttachmentDescriptor >colorAttachments ;GPURenderPassDepthStencilAttachmentDescriptor depthStencilAttachment ;GPUQuerySet occlusionQuerySet ; };
colorAttachments, of type sequence<GPURenderPassColorAttachmentDescriptor>-
The set of
GPURenderPassColorAttachmentDescriptorvalues in this sequence defines which color attachments will be output to when executing this render pass. depthStencilAttachment, of type GPURenderPassDepthStencilAttachmentDescriptor-
The
GPURenderPassDepthStencilAttachmentDescriptorvalue that defines the depth/stencil attachment that will be output to and tested against when executing this render pass. occlusionQuerySet, of type GPUQuerySet
Given a GPURenderPassDescriptor this the following validation rules apply:
-
this.
colorAttachments.length must be less than or equal to the maximum color attachments. -
this.
colorAttachments.length must greater than0or this.depthStencilAttachmentmust not benull. -
For each colorAttachment in this.
colorAttachments:-
colorAttachment must meet the GPURenderPassColorAttachmentDescriptor Valid Usage rules.
-
-
If this.
depthStencilAttachmentis notnull:-
this.
depthStencilAttachmentmust meet the GPURenderPassDepthStencilAttachmentDescriptor Valid Usage rules.
-
-
Each
attachmentin this.colorAttachmentsand this.depthStencilAttachment.attachment, if present, must have all have the same[[sampleCount]]. -
The dimensions of the subresources seen by each
attachmentin this.colorAttachmentsand this.depthStencilAttachment.attachment, if present, must match.
Define maximum color attachments
support for no attachments <https://github.com/gpuweb/gpuweb/issues/503>
15.1.1.1. Color Attachments
dictionary {GPURenderPassColorAttachmentDescriptor required GPUTextureView attachment ;GPUTextureView resolveTarget ;required (GPULoadOp or GPUColor )loadValue ;GPUStoreOp storeOp = "store"; };
attachment, of type GPUTextureView-
A
GPUTextureViewdescribing the texture subresource that 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 ifattachmentis multisampled. loadValue, of type(GPULoadOp or GPUColor)-
If a
GPULoadOp, indicates the load operation to perform onattachmentprior to executing the render pass. If aGPUColor, indicates the value to clearattachmentto prior to executing the render pass. storeOp, of type GPUStoreOp, defaulting to"store"-
The store operation to perform on
attachmentafter executing the render pass.
Given a GPURenderPassColorAttachmentDescriptor this the following validation rules
apply:
-
this.
attachmentmust have a renderable color format. -
this.
attachment.[[texture]].[[textureUsage]]must containOUTPUT_ATTACHMENT. -
this.
attachmentmust be a view of a single subresource. -
If this.
resolveTargetis notnull:-
this.
attachmentmust be multisampled. -
this.
resolveTargetmust not be multisampled. -
this.
resolveTarget.[[texture]].[[textureUsage]]must containOUTPUT_ATTACHMENT. -
this.
resolveTargetmust be a view of a single subresource. -
The dimensions of the subresources seen by this.
resolveTargetand this.attachmentmust match. -
this.
resolveTarget.[[texture]].[[format]]must match this.attachment.[[texture]].[[format]].
-
15.1.1.2. Depth/Stencil Attachments
dictionary {GPURenderPassDepthStencilAttachmentDescriptor required GPUTextureView attachment ;required (GPULoadOp or float )depthLoadValue ;required GPUStoreOp depthStoreOp ;boolean depthReadOnly =false ;required (GPULoadOp or GPUStencilValue )stencilLoadValue ;required GPUStoreOp stencilStoreOp ;boolean stencilReadOnly =false ; };
attachment, of type GPUTextureView-
A
GPUTextureViewdescribing the texture subresource that will be output to and read from for this depth/stencil attachment. depthLoadValue, of type(GPULoadOp or float)-
If a
GPULoadOp, indicates the load operation to perform onattachment's depth component prior to executing the render pass. If afloat, indicates the value to clearattachment's depth component to prior to executing the render pass. depthStoreOp, of type GPUStoreOp-
The store operation to perform on
attachment's depth component after executing the render pass. depthReadOnly, of type boolean, defaulting tofalse-
Indicates that the depth component of
attachmentis read only. stencilLoadValue, of type(GPULoadOp or GPUStencilValue)-
If a
GPULoadOp, indicates the load operation to perform onattachment's stencil component prior to executing the render pass. If aGPUStencilValue, indicates the value to clearattachment's stencil component to prior to executing the render pass. stencilStoreOp, of type GPUStoreOp-
The store operation to perform on
attachment's stencil component after executing the render pass. stencilReadOnly, of type boolean, defaulting tofalse-
Indicates that the stencil component of
attachmentis read only.
Given a GPURenderPassDepthStencilAttachmentDescriptor this the following validation
rules apply:
-
this.
attachmentmust have a renderable depth-and/or-stencil format. -
this.
attachmentmust be a view of a single subresource. -
this.
attachment.[[textureUsage]]must containOUTPUT_ATTACHMENT. -
this.
depthReadOnlyistrue, this.depthLoadValuemust be"load"and this.depthStoreOpmust be"store". -
this.
stencilReadOnlyistrue, this.stencilLoadValuemust be"load"and this.stencilStoreOpmust be"store".
15.1.1.3. Load & Store Operations
enum {GPULoadOp };"load"
enum {GPUStoreOp ,"store" };"clear"
15.2. Rasterization state
The render pass encoder has several methods which affect how draw commands are rasterized to the attachments used by this encoder.
15.2.1. setViewport(x, y, width, height, minDepth, maxDepth)
GPURenderPassEncoder.
Arguments:
-
floatx - minimum X value of the viewport in pixels -
floaty - minimum Y value of the viewport in pixels -
floatwidth of the viewport in pixels -
floatheight of the viewport in pixels -
floatminDepth - Minimum depth value of the viewport -
floatmaxDepth - Maximum depth value of the viewport.
Are flipped depth ranges supported on all backends?
Returns: void
Sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.
On the Device timeline, the following steps occur:
-
If the setViewport Valid Usage rules are met:
-
Set the viewport to the extents x, y, width, height, minDepth, and maxDepth.
-
-
width must be greater than
0. -
height must be greater than
0. -
minDepth must be greater than or equal to
0.0and less than or equal to1.0. -
maxDepth must be greater than or equal to
0.0and less than or equal to1.0.
Allowed for GPUs to use fixed point or rounded viewport coordinates
15.2.2. setScissorRect(x, y, width, height)
GPURenderPassEncoder.
Arguments:
-
GPUIntegerCoordinatex - minimum X value of the scissor rectangle in pixels -
GPUIntegerCoordinatey - minimum Y value of the scissor rectangle in pixels -
GPUIntegerCoordinatewidth of the scissor rectangle in pixels -
GPUIntegerCoordinateheight of the scissor rectangle in pixels
Returns: void
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.
On the Device timeline, the following steps occur:
-
If the setScissorRect Valid Usage rules are met:
-
Set the scissor rectangle to the extents x, y, width, and height.
-
-
x must be greater than or equal to
0. -
y must be greater than or equal to
0. -
width must be greater than
0. -
height must be greater than
0. -
x+width must be less than or equal to this.
[[attachment_size]].width. -
y+height must be less than or equal to this.
[[attachment_size]].height.
15.2.3. setBlendColor(color)
GPURenderPassEncoder.
Arguments:
-
GPUColorcolor
Returns: void
Sets the constant blend color and alpha values used with "blend-color" and "one-minus-blend-color" GPUBlendFactors.
15.2.4. setStencilReference(reference)
GPURenderPassEncoder.
Arguments:
-
GPUStencilValuereference
Returns: void
Sets the stencil reference value used during stencil tests with the the "replace" GPUStencilOperation.
15.3. Finalization
The render pass encoder can be ended by calling endPass() once the user
has finished recording commands for the pass. Once endPass() has been
called the render pass encoder can no longer be used.
15.3.1. endPass()
GPURenderPassEncoder.
Returns: void
Completes recording of the compute pass commands sequence.
16. Bundles
16.1. GPURenderBundle
interface { };GPURenderBundle GPURenderBundle includes GPUObjectBase ;
16.1.1. Creation
dictionary :GPURenderBundleDescriptor GPUObjectDescriptorBase { };
interface {GPURenderBundleEncoder GPURenderBundle (finish optional GPURenderBundleDescriptor = {}); };descriptor GPURenderBundleEncoder includes GPUObjectBase ;GPURenderBundleEncoder includes GPUProgrammablePassEncoder ;GPURenderBundleEncoder includes GPURenderEncoderBase ;
16.1.2. Encoding
dictionary :GPURenderBundleEncoderDescriptor GPUObjectDescriptorBase {required sequence <GPUTextureFormat >;colorFormats GPUTextureFormat ;depthStencilFormat GPUSize32 = 1; };sampleCount
17. Queues
interface {GPUQueue void submit (sequence <GPUCommandBuffer >);commandBuffers GPUFence (createFence optional GPUFenceDescriptor = {});descriptor void (signal GPUFence ,fence GPUFenceValue );signalValue void writeBuffer (GPUBuffer buffer ,GPUSize64 bufferOffset , [AllowShared ]ArrayBuffer data ,optional GPUSize64 dataOffset = 0,optional GPUSize64 size );void writeTexture (GPUTextureCopyView destination , [AllowShared ]ArrayBuffer data ,GPUTextureDataLayout dataLayout ,GPUExtent3D size );void copyImageBitmapToTexture (GPUImageBitmapCopyView ,source GPUTextureCopyView ,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:
-
buffer:
GPUBufferbuffer -
bufferOffset:
GPUSize64bufferOffset -
data:
[AllowShared]ArrayBufferdata -
dataOffset: optional
GPUSize64dataOffset= 0 -
size: optional
GPUSize64size
Returns:
void-
If size is unspecified, let contentsSize be data.
byteLength− dataOffset. Otherwise, let contentsSize be size. -
If any of the following conditions are unsatisfied, throw
OperationErrorand stop. -
Let contents be the contents of the contentsSize bytes in data starting from the byte offset dataOffset.
-
Issue the following steps on the Queue timeline of this:
-
writeTexture(destination, data, dataLayout, size)-
Issues a write operation of the provided data into a
GPUTexture.Called on:GPUQueuethis.Arguments:
-
destination:
GPUTextureCopyViewdestination -
data:
[AllowShared]ArrayBufferdata -
dataLayout:
GPUTextureDataLayoutdataLayout -
size:
GPUExtent3Dsize
Returns:
void-
If any of the following conditions are unsatisfied, throw
OperationErrorand stop.-
dataLayout.
offset<= data.byteLength.
-
-
Let contents be the contents of the images seen by viewing data with dataLayout.
-
Issue the following steps on the Queue timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
validating GPUTextureCopyView(destination) returns true.
-
destination.
texture.[[textureUsage]]includesCOPY_DST. -
destination.
texture.[[sampleCount]]is 1. -
validating linear texture data(dataLayout, data.byteLength, destination.
texture.[[format]], size) succeeds. -
Valid Texture Copy Range(destination, size) is satisfied.
Note: unlike
GPUCommandEncoder.copyBufferToTexture(), there is no alignment requirement on dataLayout.bytesPerRow. -
-
Write contents into destination.
-
-
copyImageBitmapToTexture(source, destination, copySize)-
Schedules a copy operation of the contents of an image bitmap into the destination texture.
The operation throws
OperationErrorif any of the following any of the following requirements are unmet:-
destination.texture.[[format]]must be one of the following:
submit(commandBuffers)-
Schedules the execution of the command buffers by the GPU on this queue.
Does nothing and produces an error if any of the following is true:
-
Any
GPUBufferreferenced in any element ofcommandBuffersisn’t in the"unmapped"buffer state. -
Any of the usage scopes contained in the command buffers fail the usage scope validation.
-
17.1. GPUFence
interface {GPUFence GPUFenceValue ();getCompletedValue Promise <void >(onCompletion GPUFenceValue ); };completionValue GPUFence includes GPUObjectBase ;
17.1.1. Creation
dictionary :GPUFenceDescriptor GPUObjectDescriptorBase {GPUFenceValue = 0; };initialValue
18. Queries
18.1. QuerySet
interface {GPUQuerySet void (); };destroy GPUQuerySet includes GPUObjectBase ;
18.1.1. Creation
dictionary :GPUQuerySetDescriptor GPUObjectDescriptorBase {required GPUQueryType ;type required GPUSize32 ;count sequence <GPUPipelineStatisticName >pipelineStatistics = []; };
pipelineStatistics, of type sequence<GPUPipelineStatisticName>, defaulting to[]-
The set of
GPUPipelineStatisticNamevalues in this sequence defines which pipeline statistics will be returned in the new query set.Valid Usage-
pipelineStatistics is ignored if type is not
pipeline-statistics. -
If
pipeline-statistics-queryis not available, type must not bepipeline-statistics. -
If type is
pipeline-statistics, pipelineStatistics must be a sequence ofGPUPipelineStatisticNamevalues which cannot be duplicated.
-
18.2. QueryType
enum {GPUQueryType ,"occlusion" ,"pipeline-statistics" };"timestamp"
18.3. Pipeline Statistics Query
enum {GPUPipelineStatisticName ,"vertex-shader-invocations" ,"clipper-invocations" ,"clipper-primitives-out" ,"fragment-shader-invocations" };"compute-shader-invocations"
When resolving pipeline statistics query, each result is written into GPUSize64, and the number and order of the results written to GPU buffer matches the number and order of GPUPipelineStatisticName specified in pipelineStatistics.
The beginPipelineStatisticsQuery() and endPipelineStatisticsQuery() (on both GPUComputePassEncoder and GPURenderPassEncoder) cannot be nested. A pipeline statistics query must be ended before beginning another one.
Pipeline statistics query requires pipeline-statistics-query is available on the device.
18.4. Timestamp Query
Timestamp query allows application to write timestamp values to a GPUQuerySet by calling writeTimestamp() on GPUComputePassEncoder or GPURenderPassEncoder or GPUCommandEncoder, and then resolve timestamp values in nanoseconds (type of GPUSize64) to a GPUBuffer (using resolveQuerySet()).
Timestamp query requires timestamp-query is available on the device.
Note: The timestamp values may be zero if the physical device reset timestamp counter, please ignore it and the following values.
Write normative text about timestamp value resets.
Because timestamp query provides high-resolution GPU timestamp, we need to decide what constraints, if any, are on its availability.
19. Canvas Rendering & Swap Chains
interface {GPUCanvasContext GPUSwapChain (configureSwapChain GPUSwapChainDescriptor );descriptor Promise <GPUTextureFormat >(getSwapChainPreferredFormat GPUDevice ); };device
-
configureSwapChain(): Configures the swap chain for this canvas, and returns a newGPUSwapChainobject representing it. Destroys any swapchain previously returned byconfigureSwapChain, including all of the textures it has produced.
dictionary :GPUSwapChainDescriptor GPUObjectDescriptorBase {required GPUDevice ;device required GPUTextureFormat ;format GPUTextureUsageFlags = 0x10; // GPUTextureUsage.OUTPUT_ATTACHMENT };usage
interface {GPUSwapChain GPUTexture (); };getCurrentTexture GPUSwapChain includes GPUObjectBase ;
In the "update the rendering [of the] Document" step of the "Update the rendering" HTML processing
model, the contents of the GPUTexture most recently returned by getCurrentTexture() are used to update the rendering for the canvas, and it is as
if destroy() were called on it (making it unusable elsewhere in WebGPU).
Before this drawing buffer is presented for compositing, the implementation shall ensure that all rendering operations have been flushed to the drawing buffer.
20. Errors & Debugging
20.1. Fatal Errors
interface {GPUDeviceLostInfo readonly attribute DOMString ; };message partial interface GPUDevice {readonly attribute Promise <GPUDeviceLostInfo >; };lost
20.2. Error Scopes
enum {GPUErrorFilter ,"out-of-memory" };"validation"
interface {GPUOutOfMemoryError (); };constructor interface {GPUValidationError (constructor DOMString );message readonly attribute DOMString ; };message typedef (GPUOutOfMemoryError or GPUValidationError );GPUError
partial interface GPUDevice {void (pushErrorScope GPUErrorFilter );filter Promise <GPUError ?>(); };popErrorScope
popErrorScope() throws OperationError if there are no error scopes on the stack. popErrorScope() rejects with OperationError if the device is lost.
20.3. Telemetry
[
Exposed =(Window , DedicatedWorker )
]
interface GPUUncapturedErrorEvent : Event {
constructor (
DOMString type ,
GPUUncapturedErrorEventInit gpuUncapturedErrorEventInitDict
);
[SameObject ] readonly attribute GPUError error ;
};
dictionary GPUUncapturedErrorEventInit : EventInit {
required GPUError error ;
};
partial interface GPUDevice { [Exposed =(Window ,DedicatedWorker )]attribute EventHandler ; };onuncapturederror
21. Type Definitions
typedef [EnforceRange ]unsigned long ;GPUBufferDynamicOffset typedef [EnforceRange ]unsigned long long ;GPUFenceValue 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
21.1. 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.
dictionary {GPUOrigin2DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0; };y typedef (sequence <GPUIntegerCoordinate >or GPUOrigin2DDict );GPUOrigin2D
dictionary {GPUOrigin3DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0;y GPUIntegerCoordinate = 0; };z typedef (sequence <GPUIntegerCoordinate >or GPUOrigin3DDict );GPUOrigin3D
An Origin3D is a GPUOrigin3D. Origin3D is a spec namespace for the following definitions:
GPUOrigin3D value origin, depending on its type, the syntax:
-
origin.x refers to either
GPUOrigin3DDict.xor the first item of the sequence. -
origin.y refers to either
GPUOrigin3DDict.yor the second item of the sequence. -
origin.z refers to either
GPUOrigin3DDict.zor the third item of the sequence.
dictionary {GPUExtent3DDict required GPUIntegerCoordinate ;width required GPUIntegerCoordinate ;height required GPUIntegerCoordinate ; };depth typedef (sequence <GPUIntegerCoordinate >or GPUExtent3DDict );GPUExtent3D
An Extent3D is a GPUExtent3D. Extent3D is a spec namespace for the following definitions:
GPUExtent3D value extent, depending on its type, the syntax:
-
extent.width refers to either
GPUExtent3DDict.widthor the first item of the sequence. -
extent.height refers to either
GPUExtent3DDict.heightor the second item of the sequence. -
extent.depth refers to either
GPUExtent3DDict.depthor the third item of the sequence.
22. Temporary usages of non-exported dfns
Eventually all of these should disappear but they are useful to avoid warning while building the specification.