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
The security requirements for WebGPU are the same as ever for the web, and are likewise non-negotiable. The general approach is strictly validating all the commands before they reach GPU, ensuring that a page can only work with its own data.
2.1.1. CPU-based undefined behavior
A WebGPU implementation translates the workloads issued by the user into API commands specific to the target platform. Native APIs specify the valid usage for the commands (for example, see vkCreateDescriptorSetLayout) and generally don’t guarantee any outcome if the valid usage rules are not followed. This is called "undefined behavior", and it can be exploited by an attacker to access memory they don’t own, or force the driver to execute arbitrary code.
In order to disallow insecure usage, the range of allowed WebGPU behaviors is defined for any input.
An implementation has to validate all the input from the user and only reach the driver
with the valid workloads. This document specifies all the error conditions and handling semantics.
For example, specifying the same buffer with intersecting ranges in both "source" and "destination"
of copyBufferToBuffer() results in GPUCommandEncoder generating an error, and no other operation occurring.
See § 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. Uninitialized data
Generally, allocating new memory may expose the leftover data of other applications running on the system. In order to address that, WebGPU conceptually initializes all the resources to zero, although in practice an implementation may skip this step if it sees the developer initializing the contents manually. This includes variables and shared workgroup memory inside shaders.
The precise mechanism of clearing the workgroup memory can differ between platforms. If the native API does not provide facilities to clear it, the WebGPU implementation transforms the compute shader to first do a clear across all invocations, synchronize them, and continue executing developer’s code.
2.4. Out-of-bounds access in shaders
Shaders can access physical resources either directly
(for example, as a "uniform" GPUBufferBinding), or via texture units,
which are fixed-function hardware blocks that handle texture coordinate conversions.
Validation 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 minBindingSize validation on the host side.
If the shader attempts to load data outside of physical resource bounds, the implementation is allowed to:
-
return a value at a different location within the resource bounds
-
return a value vector of "(0, 0, 0, X)" with any "X"
-
partially discard the draw or dispatch call
If the shader attempts to write data outside of physical resource bounds, the implementation is allowed to:
-
write the value to a different location within the resource bounds
-
discard the write operation
-
partially discard the draw or dispatch call
2.5. 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. As such, it is designed not to open
the users to modern high-precision timing attacks. Some of the objects,
like GPUBuffer or GPUQueue, have shared state which can be simultaneously accessed.
This allows race conditions to occur, similar to those of accessing a SharedArrayBuffer from multiple Web Workers, which makes the thread scheduling observable.
WebGPU addresses this by limiting the ability to deserialize (or share) objects only to
the agents inside the agent cluster, and only if
the cross-origin isolated policies are in place.
This restriction matches the mitigations against the malicious SharedArrayBuffer use. Similarly, the user agent may also
serialize the agents sharing any handles to prevent any concurrency entirely.
In the end, the attack surface for races on shared state in WebGPU will be
a small subset of the SharedArrayBuffer attacks.
WebGPU also specifies the "timestamp-query" feature, which
provides high precision timing of GPU operations. The feature 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 completion of work on the queue, it may observe that something else also started using the GPU.
A GPU has many parts that can be tested independently, such as the arithmetic units, texture sampling units, atomic units, etc. A malicious application may sense when some of these units are stressed, and attempt to guess the workload of another application by analyzing the stress patterns. This is analogous to the realities of CPU execution of Javascript.
2.8. 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 capabilities that are available.
User agents are not obligated to expose the real hardware limits, they are in full contol of how much the machine specifics are exposed. One strategy to reduce fingeprinting is binning all the target platforms into a few number of bins. In general, the privacy impact of exposing the hardware limits matches the one of WebGL.
The baseline (guaranteed) limits are also deliberately high enough to allow most application to work without requesting higher limits. All the usage of the API is validated according to the requested limits, so the actual hardware capabilities are not exposed to the users by accident.
2.8.2. Machine-specific artifacts
There are some machine-specific rasterization/precision artifacts and performance differences that can be observed roughly in the same way as in WebGL. This applies to rasterization coverage and patterns, interpolation precision of the varyings between shader stages, compute unit scheduling, and more aspects of execution.
Generally, rasterization and precision fingerprints are identical across most or all of the devices of each vendor. Performance differences are relatively intractable, but also relatively low-signal (as with JS execution performance).
Privacy-critical applications and user agents should utilize software implementations to eliminate such artifacts.
2.8.3. 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 intractable to truly normalize.
WebGPU compute pipelines expose access to GPU unobstructed by the fixed-function hardware. This poses an additional risk for unique device fingerprinting. User agents can take steps to dissociate logical GPU invocations with actual compute units to reduce this risk.
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.
GPUObjectBase object is valid to use with a targetObject, run the following steps:
-
If any of the following conditions are unsatisfied return
false:-
object is valid
-
If targetObject is a
GPUDeviceobject.[[device]]is targetObject. -
Otherwise object.
[[device]]is targetObject.[[device]].
-
-
Return
true.
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 invocation scheduler onto the actual compute units for execution, which happens on the Queue timeline.
GPUDevice.createBuffer():
-
User fills out a
GPUBufferDescriptorand creates aGPUBufferwith it, which happens on the Content timeline. -
User agent creates a low-level buffer on the Device timeline.
GPUBuffer.mapAsync():
-
User requests to map a
GPUBufferon the Content timeline and gets a promise in return. -
User agent checks if the buffer is currently used by the GPU and makes a reminder to itself to check back when this usage is over.
-
After the GPU operating on Queue timeline is done using the buffer, the user agent maps it to memory and resolves the promise.
3.4.2. Memory Model
This section is non-normative.
Once a GPUDevice has been obtained during an application initialization routine,
we can describe the WebGPU platform as consisting of the following layers:
-
User agent implementing the specification.
-
Operating system with low-level native API drivers for this device.
-
Actual CPU and GPU hardware.
Each layer of the WebGPU platform may have different memory types that the user agent needs to consider when implementing the specification:
-
The script-owned memory, such as an
ArrayBuffercreated by the script, is generally not accessible by a GPU driver. -
A user agent may have different processes responsible for running the content and communication to the GPU driver. In this case, it uses inter-process shared memory to transfer data.
-
Dedicated GPUs have their own memory with high bandwidth, while integrated GPUs typically share memory with the system.
Most physical resources are allocated in the memory of type that is efficient for computation or rendering by the GPU. When the user needs to provide new data to the GPU, the data may first need to cross the process boundary in order to reach the user agent part that communicates with the GPU driver. Then it may need to be made visible to the driver, which sometimes requires a copy into driver-allocated staging memory. Finally, it may need to be transferred to the dedicated GPU memory, potentially changing the internal layout into one that is most efficient for GPUs to operate on.
All of these transitions are done by the WebGPU implementation of the user agent.
Note: This example describes the worst case, while in practice
the implementation may not need to cross the process boundary,
or may be able to expose the driver-managed memory directly to
the user behind an ArrayBuffer, thus avoiding any data copies.
3.4.3. Multi-Threading
3.4.4. Resource Usages
A physical resource can be used on GPU with an internal usage:
- input
-
Buffer with input data for draw or dispatch calls. Preserves the contents. Allowed by buffer
INDEX, bufferVERTEX, or bufferINDIRECT. - constant
-
Resource bindings that are constant from the shader point of view. Preserves the contents. Allowed by buffer
UNIFORMor textureSAMPLED. - storage
-
Read-write storage resource binding. Allowed by buffer
STORAGE. - storage-read
-
Read-only storage resource bindings. Preserves the contents. Allowed by buffer
STORAGEor textureSTORAGE. - storage-write
-
Write-only storage resource bindings. Allowed by texture
STORAGE. - attachment
-
Texture used as an output attachment in a render pass. Allowed by texture
RENDER_ATTACHMENT. - attachment-read
-
Texture used as a read-only attachment in a render pass. Preserves the contents. Allowed by texture
RENDER_ATTACHMENT.
Textures may consist of separate mipmap levels and array layers,
which can be used differently at any given time.
Each such texture subresource is uniquely identified by a texture, mipmap level, and
(for 2d textures only) array layer,
and aspect.
We define subresource to be either a whole buffer, or a texture subresource.
-
Each usage in U is input, constant, storage-read, or attachment-read.
-
Each usage in U is storage.
-
Each usage in U is storage-write.
-
U contains exactly one element: attachment.
Enforcing that the usages are only combined into a compatible usage list allows the API to limit when data races can occur in working with memory. That property makes applications written against WebGPU more likely to run without modification on different platforms.
Generally, when an implementation processes an operation that uses a subresource in a different way than its current usage allows, it schedules a transition of the resource
into the new state. In some cases, like within an open GPURenderPassEncoder, such a
transition is impossible due to the hardware limitations.
We define these places as usage scopes.
The main usage rule is, for any one subresource, its list of internal usages within one usage scope must be a compatible usage list.
For example, binding the same buffer for storage as well as for input within the same GPURenderPassEncoder would put the encoder
as well as the owning GPUCommandEncoder into the error state.
This combination of usages does not make a compatible usage list.
Note: race condition of multiple writable storage buffer/texture usages in a single usage scope is allowed.
The subresources of textures included in the views provided to GPURenderPassColorAttachmentDescriptor.attachment and GPURenderPassColorAttachmentDescriptor.resolveTarget are considered to be used as attachment for the usage scope of this render pass.
The physical size of a texture subresource is the dimension of the texture 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 texture subresource used in the sampling hardwares. -
Textures in block-based compressed
GPUTextureFormatsalways 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 texture subresource,
while its physical size is {16, 16, 1} as the block-compression algorithm can only operate on 4x4 texel blocks. 3.4.5. Synchronization
For each subresource of a physical resource, its set of internal usage flags is tracked on the Queue timeline.
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 internal usage flags of any given subresource is constant. A subresource may transition to new usages at the boundaries between usage scopes.
This specification defines the following usage scopes:
-
an individual command on a
GPUCommandEncoder, such asGPUCommandEncoder.copyBufferToTexture. -
an individual command on a
GPUComputePassEncoder, such asGPUProgrammablePassEncoder.setBindGroup. -
the whole
GPURenderPassEncoder.
-
Resources used in every
GPUProgrammablePassEncoder.setBindGroupregardless of whether the shader orGPUPipelineLayoutactually depends on these bindings, or the bind group is shadowed by another 'set' call. -
Vertex buffer used in every
GPURenderEncoderBase.setVertexBufferregardless of whether draw call depends on this buffer, or this buffer is shadowed by another 'set' call. -
Index buffer used in every
GPURenderEncoderBase.setIndexBufferregardless of whether draw call depends on this buffer, or this buffer is shadowed by another 'set' call. -
Textures used as color attachments, resolve attachments or depth/stencil attachment in
GPURenderPassDescriptorbyGPUCommandEncoder.beginRenderPass()regardless of whether the shader actually depends on these attachments. -
Resources used in bind group entries with visibility 0, or visible only to the the compute stage but used in a render pass or vice versa.
The usage scopes are validated at GPUCommandEncoder.finish time.
The implementation performs the usage scope validation by composing
the list of all internal 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 list is not a compatible usage list.
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:
[[features]], of type list<GPUFeatureName>, readonly-
The features 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.
[[features]], of type list<GPUFeatureName>, readonly-
The features which can be used on this device. No additional features can be used, even if the underlying adapter can support them.
[[limits]], of 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.
[[features]]to descriptor.features. -
Set device.
[[limits]]to descriptor.limits.
Devices are exposed via GPUDevice.
3.6. Optional Capabilities
WebGPU adapters and devices have capabilities, which describe WebGPU functionality that differs between different implementations, typically due to hardware or system software constraints. A capability is either a feature or a limit.
3.6.1. Features
A feature is a set of optional WebGPU functionality that is not supported on all implementations, typically due to hardware or system software constraints.
Each GPUAdapter exposes a set of available features.
Only those features may be requested in requestDevice().
Functionality that is part of an feature may only be used if the feature was requested at device creation. See the Feature Index for a description of the functionality each feature enables.
3.6.2. Limits
Each limit is a numeric limit on the usage of WebGPU on a device. Each adapter has a set of supported limits, and devices are created with specific limits in place. The device limits are enforced regardless of the adapter’s limits.
One limit value may be better than another. A better limit value always relaxes validation, enabling strictly more programs to be valid. For each limit, "better" is defined.
Note: Setting "better" limits may not necessarily be desirable, as they may have a performance impact. Because of this, and to improve portability across devices and implementations, applications should generally request the "worst" limits that work for their content (ideally, the default values).
Each limit also has a baseline value.
Every adapter is guaranteed to support the baseline value or better.
The baseline value is also the default value for the limit in GPULimits if
a better limit is not specified.
GPULimits member
| Type | Better | Baseline |
|---|---|---|---|
maxBindGroups
| GPUSize32
| Higher | 4 |
The maximum number of GPUBindGroupLayouts allowed in bindGroupLayouts when creating a GPUPipelineLayout.
| |||
maxDynamicUniformBuffersPerPipelineLayout
| GPUSize32
| Higher | 8 |
The maximum number of entries for which:
across all | |||
maxDynamicStorageBuffersPerPipelineLayout
| GPUSize32
| Higher | 4 |
The maximum number of entries for which:
across all | |||
maxSampledTexturesPerShaderStage
| GPUSize32
| Higher | 16 |
For each possible GPUShaderStage stage,
the maximum number of entries for which:
across all | |||
maxSamplersPerShaderStage
| GPUSize32
| Higher | 16 |
For each possible GPUShaderStage stage,
the maximum number of entries for which:
across all | |||
maxStorageBuffersPerShaderStage
| GPUSize32
| Higher | 4 |
For each possible GPUShaderStage stage,
the maximum number of entries for which:
across all | |||
maxStorageTexturesPerShaderStage
| GPUSize32
| Higher | 4 |
For each possible GPUShaderStage stage,
the maximum number of entries for which:
across all | |||
maxUniformBuffersPerShaderStage
| GPUSize32
| Higher | 12 |
For each possible GPUShaderStage stage,
the maximum number of entries for which:
across all | |||
maxUniformBufferBindingSize
| GPUSize32
| Higher | 16384 |
The maximum GPUBufferBinding.size for bindings for which the layout entry binding type is "uniform".
| |||
maxStorageBufferBindingSize
| GPUSize32
| Higher | 134217728 (128 MiB) |
The maximum GPUBufferBinding.size for bindings for which the layout entry binding type is "storage" or "readonly-storage".
| |||
maxVertexBuffers
| GPUSize32
| Higher | 8 |
The maximum number of vertexBuffers when creating a GPURenderPipeline.
| |||
maxVertexAttributes
| GPUSize32
| Higher | 16 |
The maximum number of attributes in total across vertexBuffers when creating a GPURenderPipeline.
| |||
maxVertexArrayStride
| GPUSize32
| Higher | 2048 |
The maximum allowed arrayStride when creating a GPURenderPipeline.
| |||
3.6.2.1. GPULimits
GPULimits describes the limits with which a device should be created.
See GPUDeviceDescriptor.limits.
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;GPUSize32 maxStorageBufferBindingSize = 134217728;GPUSize32 maxVertexBuffers = 8;GPUSize32 maxVertexAttributes = 16;GPUSize32 maxVertexArrayStride = 2048; };
3.6.2.2. GPUAdapterFeatures
GPUAdapterFeatures is a setlike interface. Its set entries are
the GPUFeatureName values of the features supported by an adapter.
interface GPUAdapterFeatures {readonly setlike <GPUFeatureName >; };
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 following methods:
requestAdapter(options)-
Requests an adapter from the user agent. The user agent chooses whether to return an adapter, and, if so, chooses according to the provided options.
Called on:GPUthis.Arguments:
Arguments for the GPU.requestAdapter(options) method. Parameter Type Nullable Optional Description optionsGPURequestAdapterOptions ✘ ✔ Criteria used to select the adapter. Returns:
Promise<GPUAdapter?>-
Let promise be a new promise.
-
Issue the following steps on the Device timeline of this:
-
If the user agent chooses to return an adapter:
-
The user agent chooses an adapter adapter according to the rules in § 4.3.1 Adapter Selection and the criteria in options.
-
promise resolves with a new
GPUAdapterencapsulating adapter.
-
-
Otherwise, promise resolves with
null.
-
-
Return promise.
-
4.3.1. 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 (features and limits).
To get a GPUAdapter, use requestAdapter().
interface GPUAdapter {readonly attribute DOMString name ; [SameObject ]readonly attribute GPUAdapterFeatures features ; //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.
features, of type GPUAdapterFeatures, readonly-
Accessor for
this.[[adapter]].[[features]].
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:
Arguments for the GPUAdapter.requestDevice(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUDeviceDescriptor ✘ ✔ Description of the GPUDeviceto request.-
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
GPUFeatureNamevalues in descriptor.featuresis a subset of those in adapter.[[features]]. -
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 <GPUFeatureName >features = [];GPULimits limits = {}; };
GPUDeviceDescriptor has the following members:
features, of type sequence<GPUFeatureName>, defaulting to[]-
The set of
GPUFeatureNamevalues in this sequence defines the exact set of features 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. GPUFeatureName
Each GPUFeatureName identifies a set of functionality which, if available,
allows additional usages of WebGPU that would have otherwise been invalid.
enum GPUFeatureName {"depth-clamping" ,"depth24unorm-stencil8" ,"depth32float-stencil8" ,"pipeline-statistics-query" ,"texture-compression-bc" ,"timestamp-query" , };
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 <GPUFeatureName >features ;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 the following attributes:
adapter, of type GPUAdapter, readonly-
The
GPUAdapterfrom which this device was created. features, of type FrozenArray<GPUFeatureName>, readonly-
A sequence containing the
GPUFeatureNamevalues of the features 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). defaultQueue, of type GPUQueue, readonly-
The default
GPUQueuefor this device.
GPUDevice has the following internal slots:
GPUDevice has the methods listed in its WebIDL definition above, which are defined elsewhere in
this document.
GPUDevice objects are serializable objects.
-
Set serialized.agentCluster to be the surrounding agent's agent cluster.
-
If serialized.agentCluster’s cross-origin isolated is false, throw a "
DataCloneError". -
If forStorage is
true, throw a "DataCloneError". -
Set serialized.device to the value of value.
[[device]].
-
If serialized.agentCluster is not the surrounding agent's agent cluster, throw a "
DataCloneError". -
Set value.
[[device]]to serialized.device.
GPUDevice doesn’t really need the cross-origin policy restriction.
It should be usable from multiple agents regardless. Once we describe the serialization
of buffers, textures, and queues - the COOP+COEP logic should be moved in there.
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 <undefined >mapAsync (GPUMapModeFlags mode ,optional GPUSize64 offset = 0,optional GPUSize64 size );ArrayBuffer getMappedRange (optional GPUSize64 offset = 0,optional GPUSize64 size );undefined unmap ();undefined destroy (); };GPUBuffer includes GPUObjectBase ;
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 type list<Number> ornull.-
The range of this
GPUBufferthat is mapped. [[mapped_ranges]]of type list<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 GPUFlagsConstant = 0x0001;MAP_READ const GPUFlagsConstant = 0x0002;MAP_WRITE const GPUFlagsConstant = 0x0004;COPY_SRC const GPUFlagsConstant = 0x0008;COPY_DST const GPUFlagsConstant = 0x0010;INDEX const GPUFlagsConstant = 0x0020;VERTEX const GPUFlagsConstant = 0x0040;UNIFORM const GPUFlagsConstant = 0x0080;STORAGE const GPUFlagsConstant = 0x0100;INDIRECT const GPUFlagsConstant = 0x0200; };QUERY_RESOLVE
createBuffer(descriptor)-
Creates a
GPUBuffer.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBuffer(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBufferDescriptor ✘ ✘ Description of the GPUBufferto create.Returns:
GPUBuffer-
If any of the following conditions are unsatisfied, return an error buffer and stop.
-
descriptor.
usageis a subset of this.[[allowed buffer usages]]. -
If descriptor.
mappedAtCreationistrue:-
descriptor.
sizeis a multiple of 4.
-
Explain that the resulting error buffer can still be mapped at creation. <https://github.com/gpuweb/gpuweb/issues/605>
Explain what are a
GPUDevice's[[allowed buffer usages]]. <https://github.com/gpuweb/gpuweb/issues/605> -
Let b be a new
GPUBufferobject. -
If descriptor.
mappedAtCreationistrue:-
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
mappedAtCreationtotruewithoutMAP_READorMAP_WRITEinusage. This can be used to set the buffer’s initial data. -
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.
destroy()-
Destroys the
GPUBuffer.
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>
typedef [EnforceRange ]unsigned long ;GPUMapModeFlags interface {GPUMapMode const GPUFlagsConstant = 0x0001;READ const GPUFlagsConstant = 0x0002; };WRITE
mapAsync(mode, offset, size)-
Maps the given range of the
GPUBufferand resolves the returnedPromisewhen theGPUBuffer's content is ready to be accessed withgetMappedRange().Called on:GPUBufferthis.Arguments:
Arguments for the GPUBuffer.mapAsync(mode, offset, size) method. Parameter Type Nullable Optional Description modeGPUMapModeFlags ✘ ✘ Whether the buffer should be mapped for reading or writing. offsetGPUSize64 ✘ ✔ Offset in bytes into the buffer to the start of the range to map. sizeGPUSize64 ✘ ✔ Size in bytes of the range to map. Handle error buffers once we have a description of the error monad. <https://github.com/gpuweb/gpuweb/issues/605>
-
If size is unspecified:
-
Let rangeSize be max(0, this.
[[size]]- offset).
Otherwise, let rangeSize be size.
-
-
If any of the following conditions are unsatisfied:
Then:
-
Record a validation error on the current scope.
-
Return a promise rejected with an
OperationErroron 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 rangeSize. -
Set the content of m to the content of this’s allocation starting at offset offset and for rangeSize bytes.
-
Set this.
[[mapping]]to m. -
Set this.
[[mapping_range]]to[offset, offset + rangeSize]. -
Set this.
[[mapped_ranges]]to[].
-
-
Resolve p.
-
-
Return p.
-
getMappedRange(offset, size)-
Returns a
ArrayBufferwith the contents of theGPUBufferin the given mapped range.Called on:GPUBufferthis.Arguments:
Arguments for the GPUBuffer.getMappedRange(offset, size) method. Parameter Type Nullable Optional Description offsetGPUSize64 ✘ ✔ Offset in bytes into the buffer to return buffer contents from. sizeGPUSize64 ✘ ✔ Size in bytes of the ArrayBufferto return.Returns:
ArrayBuffer-
If size is unspecified:
-
Let rangeSize be max(0, this.
[[size]]- offset).
Otherwise, let rangeSize be size.
-
-
If any of the following conditions are unsatisfied, throw an
OperationErrorand stop.-
this.
[[state]]is mapped or mapped at creation. -
offset is a multiple of 8.
-
rangeSize is a multiple of 4.
-
offset is greater than or equal to this.
[[mapping_range]][0]. -
offset + rangeSize is less than or equal to this.
[[mapping_range]][1]. -
[offset, offset + rangeSize) does not overlap another range in this.
[[mapped_ranges]].
Note: It is always valid to get mapped ranges of a
GPUBufferthat is mapped at creation, even if it is invalid, because the Content timeline might not know it is invalid. -
-
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.
-
unmap()-
Unmaps the mapped range of the
GPUBufferand makes it’s contents available for use by the GPU again.Called on:GPUBufferthis.Returns:
undefined-
If any of the following conditions are unsatisfied, generate a validation error and stop.
Note: It is valid to unmap an error
GPUBufferthat is mapped at creation because the Content timeline might not know it is an errorGPUBuffer. -
If this.
[[state]]is mapping pending:-
Reject
[[mapping]]with anAbortError. -
Set this.
[[mapping]]tonull.
-
-
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]]tonull. -
Set this.
[[mapping_range]]tonull. -
Set this.
[[mapped_ranges]]tonull.
-
Note: When a
MAP_READbuffer (not currently mapped at creation) is unmapped, any local modifications done by the application to the mapped rangesArrayBufferare discarded and will not affect the content of follow-up mappings. -
6. Textures and Texture Views
define texture (internal object)
define mipmap level, array layer, aspect, slice (concepts)
6.1. GPUTexture
[Serializable ]interface GPUTexture {GPUTextureView createView (optional GPUTextureViewDescriptor descriptor = {});undefined 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 GPUFlagsConstant = 0x01;COPY_SRC const GPUFlagsConstant = 0x02;COPY_DST const GPUFlagsConstant = 0x04;SAMPLED const GPUFlagsConstant = 0x08;STORAGE const GPUFlagsConstant = 0x10; };RENDER_ATTACHMENT
createTexture(descriptor)-
Creates a
GPUTexture.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createTexture(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUTextureDescriptor ✘ ✘ Description of the GPUTextureto create.Returns:
GPUTextureDescribe
createTexture()algorithm steps.
6.1.2. Texture Destruction
An application that no longer requires a GPUTexture can choose to lose access to it before
garbage collection by calling destroy().
Note: This allows the user agent to reclaim the GPU memory associated with the GPUTexture once
all previously submitted operations using it are complete.
destroy()-
Destroys the
GPUTexture.
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"
createView(descriptor)-
Creates a
GPUTextureView.
GPUTexture this.
Arguments:
| Parameter | Type | Nullable | Optional | Description |
|---|---|---|---|---|
descriptor
| GPUTextureViewDescriptor | ✘ | ✔ | Description of the GPUTextureView to create.
|
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 features. Their naming
should follow the convention here, with the texture name as a prefix. e.g. etc2-rgba8unorm.
The texel block is a single addressable element of the textures in pixel-based GPUTextureFormats,
and a single compressed block of the textures in block-based compressed GPUTextureFormats.
The texel block width and texel block height specifies the dimension of one texel block.
-
For pixel-based
GPUTextureFormats, the texel block width and texel block height are always 1. -
For block-based compressed
GPUTextureFormats, the texel block width is the number of texels in each row of one texel block, and the texel block height is the number of texel rows in one texel block.
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 "stencil8", "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" ,"rgb9e5ufloat" ,"rgb10a2unorm" , // 64-bit formats"rg11b10ufloat" ,"rg32uint" ,"rg32sint" ,"rg32float" ,"rgba16uint" ,"rgba16sint" , // 128-bit formats"rgba16float" ,"rgba32uint" ,"rgba32sint" , // Depth and stencil formats"rgba32float" ,"stencil8" ,"depth16unorm" ,"depth24plus" ,"depth24plus-stencil8" , // BC compressed formats usable if "texture-compression-bc" is both // supported by the device/user agent and enabled in requestDevice."depth32float" ,"bc1-rgba-unorm" ,"bc1-rgba-unorm-srgb" ,"bc2-rgba-unorm" ,"bc2-rgba-unorm-srgb" ,"bc3-rgba-unorm" ,"bc3-rgba-unorm-srgb" ,"bc4-r-unorm" ,"bc4-r-snorm" ,"bc5-rg-unorm" ,"bc5-rg-snorm" ,"bc6h-rgb-ufloat" ,"bc6h-rgb-float" ,"bc7-rgba-unorm" , // "depth24unorm-stencil8" feature"bc7-rgba-unorm-srgb" , // "depth32float-stencil8" feature"depth24unorm-stencil8" , };"depth32float-stencil8"
The depth aspect of the "depth24plus") and "depth24plus-stencil8")
formats may be implemented as either a 24-bit unsigned normalized value ("depth24unorm")
or a 32-bit IEEE 754 floating point value ("depth32float").
add something on GPULimits that gives an estimate of the bytes per texel of "stencil8"
The stencil8) format may be implemented as
either a real "stencil8", or "depth24stencil8", where the depth aspect is
hidden and inaccessible.
Note: While the precision of depth32float is strictly higher than the precision of depth24unorm for all values in the representable range (0.0 to 1.0), note that the set of representable values is not exactly the same: for depth24unorm, 1 ULP has a constant value of 1 / (224 − 1); for depth32float, 1 ULP has a variable value no greater than 1 / (224).
"rgb9e5ufloat" cannot be used as a color attachment.
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. [[isComparison]]of typeboolean.-
Whether the
GPUSampleris used as a comparison sampler. [[isFiltering]]of typeboolean.-
Whether the
GPUSamplerweights multiple samples of a texture.
7.2. Sampler Creation
7.2.1. GPUSamplerDescriptor
A GPUSamplerDescriptor specifies the options to use to create a GPUSampler.
dictionary :GPUSamplerDescriptor GPUObjectDescriptorBase {GPUAddressMode = "repeat";addressModeU GPUAddressMode = "repeat";addressModeV GPUAddressMode = "repeat";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 Clamp ]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.-
It must be ≥ 1.
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 are satisfied:
-
device is valid.
-
descriptor.
lodMinClampis greater than or equal to 0. -
descriptor.
lodMaxClampis greater than or equal to descriptor.lodMinClamp.
createSampler(descriptor)-
Creates a
GPUBindGroupLayout. -
Let s be a new
GPUSamplerobject. -
Set s.
[[descriptor]]to descriptor. -
Set s.
[[isComparison]]tofalseif thecompareattribute of s.[[descriptor]]isnullor undefined. Otherwise, set it totrue. -
Set s.
[[isFiltering]]tofalseif none ofminFilter,magFilter, ormipmapFilterhas the value of"linear". Otherwise, set it totrue. -
Return s.
-
If descriptor is not
nullor 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.
-
-
GPUDevice this.
Arguments:
| Parameter | Type | Nullable | Optional | Description |
|---|---|---|---|---|
descriptor
| GPUSamplerDescriptor | ✘ | ✔ | Description of the GPUSampler to create.
|
Returns: GPUSampler
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.
typedef [EnforceRange ]unsigned long ;GPUShaderStageFlags interface {GPUShaderStage const GPUFlagsConstant = 0x1;VERTEX const GPUFlagsConstant = 0x2;FRAGMENT const GPUFlagsConstant = 0x4; };COMPUTE dictionary {GPUBindGroupLayoutEntry required GPUIndex32 binding ;required GPUShaderStageFlags visibility ;GPUBufferBindingLayout buffer ;GPUSamplerBindingLayout sampler ;GPUTextureBindingLayout texture ;GPUStorageTextureBindingLayout storageTexture ; };
GPUBindGroupLayoutEntry dictionaries have the following members:
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. buffer, of type GPUBufferBindingLayout-
When not
undefinedindicates the binding resource type for thisGPUBindGroupLayoutEntryisGPUBufferBinding. sampler, of type GPUSamplerBindingLayout-
When not
undefinedindicates the binding resource type for thisGPUBindGroupLayoutEntryisGPUSampler. texture, of type GPUTextureBindingLayout-
When not
undefinedindicates the binding resource type for thisGPUBindGroupLayoutEntryisGPUTextureView. storageTexture, of type GPUStorageTextureBindingLayout-
When not
undefinedindicates the binding resource type for thisGPUBindGroupLayoutEntryisGPUTextureView.
The binding member of a GPUBindGroupLayoutEntry is determined by which member of the GPUBindGroupLayoutEntry is defined: buffer, sampler, texture, or storageTexture. Only one may be
defined for any given GPUBindGroupLayoutEntry. Each member has an associated GPUBindingResource type and each binding type has an associated internal usage, given by this table:
| Binding member | Resource type | Binding type | Binding usage |
|---|---|---|---|
buffer
| GPUBufferBinding
| "uniform"
| constant |
"storage"
| storage | ||
"readonly-storage"
| storage-read | ||
sampler
| GPUSampler
| "filtering"
| constant |
"non-filtering"
| constant | ||
"comparison"
| constant | ||
texture
| GPUTextureView
| "float"
| constant |
"unfilterable-float"
| constant | ||
"depth"
| constant | ||
"sint"
| constant | ||
"uint"
| constant | ||
storageTexture
| GPUTextureView
| "readonly"
| storage-read |
"writeonly"
| storage-write |
GPUBindGroupLayoutEntry entry:
-
If entry.
bufferis notundefined: -
If entry.
sampleris notundefined: -
If entry.
textureis notundefined:-
Return entry.
texture.sampleType.
-
-
If entry.
storageTextureis notundefined:-
Return entry.
storageTexture.access.
-
enum {GPUBufferBindingType ,"uniform" ,"storage" , };"readonly-storage" dictionary {GPUBufferBindingLayout GPUBufferBindingType type = "uniform";boolean hasDynamicOffset =false ;GPUSize64 minBindingSize = 0; };
GPUBufferBindingLayout dictionaries have the following members:
type, of type GPUBufferBindingType, defaulting to"uniform"-
Indicates the type required for buffers bound to this bindings.
hasDynamicOffset, of type boolean, defaulting tofalse-
Indicates whether this binding requires a dynamic offset.
minBindingSize, of type GPUSize64, defaulting to0-
May be used to indicate the minimum buffer binding size.
enum {GPUSamplerBindingType ,"filtering" ,"non-filtering" , };"comparison" dictionary {GPUSamplerBindingLayout GPUSamplerBindingType type = "filtering"; };
GPUSamplerBindingLayout dictionaries have the following members:
type, of type GPUSamplerBindingType, defaulting to"filtering"-
Indicates the required type of a sampler bound to this bindings.
enum {GPUTextureSampleType ,"float" ,"unfilterable-float" ,"depth" ,"sint" , };"uint" dictionary {GPUTextureBindingLayout GPUTextureSampleType sampleType = "float";GPUTextureViewDimension viewDimension = "2d";boolean multisampled =false ; };
consider making sampleType truly optional.
GPUTextureBindingLayout dictionaries have the following members:
sampleType, of type GPUTextureSampleType, defaulting to"float"-
Indicates the type required for texture views bound to this binding.
viewDimension, of type GPUTextureViewDimension, defaulting to"2d"-
Indicates the required
dimensionfor texture views bound to this binding.Note: This enables Metal-based WebGPU implementations to back the respective bind groups with
MTLArgumentBufferobjects that are more efficient to bind at run-time. multisampled, of type boolean, defaulting tofalse-
Inicates whether or not texture views bound to this binding must be multisampled.
enum {GPUStorageTextureAccess ,"readonly" , };"writeonly" dictionary {GPUStorageTextureBindingLayout required GPUStorageTextureAccess access ;required GPUTextureFormat format ;GPUTextureViewDimension viewDimension = "2d"; };
consider making format truly optional.
GPUStorageTextureBindingLayout dictionaries have the following members:
access, of type GPUStorageTextureAccess-
Indicates whether texture views bound to this binding will be bound for read-only or write-only access.
format, of type GPUTextureFormat-
The required
formatof texture views bound to this binding. viewDimension, of type GPUTextureViewDimension, defaulting to"2d"-
Indicates the required
dimensionfor texture views bound to this binding.Note: This enables Metal-based WebGPU implementations to back the respective bind groups with
MTLArgumentBufferobjects that are more efficient to bind at run-time.
A GPUBindGroupLayout object has the following internal slots:
[[entryMap]]of type ordered map<GPUSize32,GPUBindGroupLayoutEntry>.-
The map of binding indices pointing to the
GPUBindGroupLayoutEntrys, which thisGPUBindGroupLayoutdescribes. [[dynamicOffsetCount]]of typeGPUSize32.-
The number of buffer bindings with dynamic offsets in this
GPUBindGroupLayout.
createBindGroupLayout(descriptor)-
Creates a
GPUBindGroupLayout.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBindGroupLayout(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBindGroupLayoutDescriptor ✘ ✘ Description of the GPUBindGroupLayoutto create.Returns:
GPUBindGroupLayout-
Let layout be a new valid
GPUBindGroupLayoutobject. -
Issue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied:
-
The
bindingof each entry in descriptor is unique. -
For each shader stage, the number of entries in descriptor with a layout entry binding type of
"uniform"≤GPULimits.maxUniformBuffersPerShaderStage. -
For each shader stage, the number of entries in descriptor with a layout entry binding type of
"storage"≤GPULimits.maxStorageBuffersPerShaderStage. -
For each shader stage, the number of entries in descriptor with a binding member of
texture≤GPULimits.maxSampledTexturesPerShaderStage. -
For each shader stage, the number of entries in descriptor with a binding member of
storageTexture≤GPULimits.maxStorageTexturesPerShaderStage. -
For each shader stage, the number of entries in descriptor with a binding member of
sampler≤GPULimits.maxSamplersPerShaderStage. -
The number of entries in descriptor with a layout entry binding type of
"uniform"andbuffer.hasDynamicOffsettrue≤GPULimits.maxDynamicUniformBuffersPerPipelineLayout. -
The number of entries in descriptor with a layout entry binding type of
"storage"andbuffer.hasDynamicOffsettrue≤GPULimits.maxDynamicStorageBuffersPerPipelineLayout. -
For each
GPUBindGroupLayoutEntrybindingDescriptor in descriptor.entries:-
Let bufferLayout be bindingDescriptor.
buffer -
Let samplerLayout be bindingDescriptor.
sampler -
Let textureLayout be bindingDescriptor.
texture -
Let storageTextureLayout be bindingDescriptor.
storageTexture -
Exactly one of bufferLayout, samplerLayout, textureLayout, or storageTextureLayout are not
undefined. -
If bindingDescriptor.
visibilityincludesVERTEX:-
The layout entry binding type of bindingDescriptor is not
"readonly-storage"or"writeonly".
-
-
If the textureLayout is not
undefinedand textureLayout.multisampledistrue:-
textureLayout.
viewDimensionis"2d". -
textureLayout.
sampleTypeis not"float".
-
-
If storageTextureLayout is not
undefined:-
storageTextureLayout.
viewDimensionis not"cube"or"cube-array". -
storageTextureLayout.
formatmust be a format which can support storage usage.
-
-
Then:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Make layout invalid and return layout.
-
Set layout.
[[dynamicOffsetCount]]to the number of entries in descriptor wherebufferis notundefinedandbuffer.hasDynamicOffsetistrue. -
For each
GPUBindGroupLayoutEntrybindingDescriptor in descriptor.entries:-
Insert bindingDescriptor into layout.
[[entryMap]]with the key of bindingDescriptor.binding.
-
-
-
Return layout.
-
8.1.2. Compatibility
GPUBindGroupLayout objects a and b are considered group-equivalent if and only if, for any binding number binding, one of the following conditions is satisfied:
-
it’s missing from both a.
[[entryMap]]and b.[[entryMap]]. -
a.
[[entryMap]][binding] == b.[[entryMap]][binding]
If bind groups layouts are group-equivalent they can be interchangeably used in all contents.
8.2. GPUBindGroup
A GPUBindGroup defines a set of resources to be bound together in a group
and how the resources are used in shader stages.
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. [[usedResources]]of type ordered map<subresource, list<internal usage>>.-
The set of buffer and texture subresources used by this bind group, associated with lists of the internal usage flags.
createBindGroup(descriptor)-
Creates a
GPUBindGroup.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createBindGroup(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUBindGroupDescriptor ✘ ✘ Description of the GPUBindGroupto create.Returns:
GPUBindGroup-
Let bindGroup be a new valid
GPUBindGroupobject. -
Issue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied:
-
descriptor.
layoutis valid to use with this. -
The number of
entriesof descriptor.layoutis exactly equal to the number of descriptor.entries.
For each
GPUBindGroupEntrybindingDescriptor in descriptor.entries:-
Let resource be bindingDescriptor.
resource. -
There is exactly one
GPUBindGroupLayoutEntrylayoutBinding in descriptor.layout.entriessuch that layoutBinding.bindingequals to bindingDescriptor.binding. -
If the defined binding member for layoutBinding is
sampler-
-
resource is a
GPUSampler. -
resource is valid to use with this.
-
If the layout entry binding type of layoutBinding is
"filtering"-
resource.
[[isComparison]]isfalse. "non-filtering"-
resource.
[[isFiltering]]isfalse. resource.[[isComparison]]isfalse. "comparison"-
resource.
[[isComparison]]istrue.
-
texture-
-
resource is a
GPUTextureView. -
resource is valid to use with this.
-
Let texture be resource.
[[texture]]. -
layoutBinding.
texture.viewDimensionis equal to resource’sdimension. -
layoutBinding.
texture.sampleTypeis compatible with resource’sformat. -
If layoutBinding.
texture.multisampledistrue, texture’ssampleCount>1, Otherwise texture’ssampleCountis1.
-
storageTexture-
-
resource is a
GPUTextureView. -
resource is valid to use with this.
-
Let texture be resource.
[[texture]]. -
layoutBinding.
storageTexture.viewDimensionis equal to resource’sdimension. -
layoutBinding.
storageTexture.formatis equal to resource.[[descriptor]].format.
-
buffer-
-
resource is a
GPUBufferBinding. -
resource.
bufferis valid to use with this. -
The bound part designated by resource.
offsetand resource.sizeresides inside the buffer. -
If layoutBinding.
buffer.minBindingSizeis notundefined:-
The effective binding size, that is either explict in resource.
sizeor derived from resource.offsetand the full size of the buffer, is greater than or equal to layoutBinding.buffer.minBindingSize.
-
-
If layoutBinding.
buffer.typeis"uniform"-
resource.
buffer.usageincludesUNIFORM.resource.
size≤maxUniformBufferBindingSize.This validation should take into account the default when
sizeis not set. Also shouldsizedefault to thebuffer.byteLength - offsetormin(buffer.byteLength - offset, limits.maxUniformBufferBindingSize)? "storage"or"readonly-storage"-
resource.
buffer.usageincludesSTORAGE.resource.
size≤maxStorageBufferBindingSize.
-
define the association between texture formats and component types
Then:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Make bindGroup invalid and return bindGroup.
-
Let bindGroup.
[[layout]]= descriptor.layout. -
Let bindGroup.
[[entries]]= descriptor.entries. -
Let bindGroup.
[[usedResources]]= {}. -
For each
GPUBindGroupEntrybindingDescriptor in descriptor.entries:-
Let internalUsage be the binding usage for layoutBinding.
-
Each subresource seen by resource is added to
[[usedResources]]as internalUsage.
-
-
-
Return bindGroup.
-
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 list<GPUBindGroupLayout>.-
The
GPUBindGroupLayoutobjects provided at creation inGPUPipelineLayoutDescriptor.bindGroupLayouts.
Note: using the same GPUPipelineLayout for many GPURenderPipeline or GPUComputePipeline pipelines guarantees that the user agent doesn’t need to rebind any resources internally when there is a switch between these pipelines.
GPUComputePipeline object X was created with GPUPipelineLayout.bindGroupLayouts A, B, C. GPUComputePipeline object Y was created with GPUPipelineLayout.bindGroupLayouts A, D, C. Supposing the command encoding sequence has two dispatches:
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
createPipelineLayout(descriptor)-
Creates a
GPUPipelineLayout.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createPipelineLayout(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUPipelineLayoutDescriptor ✘ ✘ Description of the GPUPipelineLayoutto create.Returns:
GPUPipelineLayout-
If any of the following conditions are unsatisfied:
-
There is
GPULimits.maxBindGroupsor fewer elements in descriptor.bindGroupLayouts. -
Every
GPUBindGroupLayoutin descriptor.bindGroupLayoutsis valid to use with this.
Then:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUPipelineLayoutand return the result.
-
Let pl be a new
GPUPipelineLayoutobject. -
Set the pl.
[[bindGroupLayouts]]to descriptor.bindGroupLayouts. -
Return pl.
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.
createShaderModule(descriptor)-
Creates a
GPUShaderModule.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createShaderModule(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUShaderModuleDescriptor ✘ ✘ Description of the GPUShaderModuleto create.Returns:
GPUShaderModuleDescribe
createShaderModule()algorithm steps.
9.1.2. Shader Module Compilation Information
compilationInfo()-
Returns any messages generated during the
GPUShaderModule's compilation.Called on:GPUShaderModulethis.Returns:
Promise<GPUCompilationInfo>Describe
compilationInfo()algorithm steps.
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.
GPUPipelineBase has the following methods:
getBindGroupLayout(index)-
Gets a
GPUBindGroupLayoutthat is compatible with theGPUPipelineBase'sGPUBindGroupLayoutatindex.Called on:GPUPipelineBasethis.Arguments:
Arguments for the GPUPipelineBase.getBindGroupLayout(index) method. Parameter Type Nullable Optional Description indexunsigned long ✘ ✘ Index into the pipeline layout’s [[bindGroupLayouts]]sequence.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-equivalentNote: Only returning new
GPUBindGroupLayoutobjects ensures no synchronization is necessary between the Content timeline and the Device timeline. -
10.1.1. 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:
-
Let samplerLayout be a new
GPUSamplerBindingLayout. -
Set entry.
samplerto samplerLayout.
-
-
If resource is for a comparison sampler binding:
-
Let samplerLayout be a new
GPUSamplerBindingLayout. -
Set samplerLayout.
typeto"comparison". -
Set entry.
samplerto samplerLayout.
-
-
If resource is for a buffer binding:
-
Let bufferLayout be a new
GPUBufferBindingLayout. -
Set bufferLayout.
minBindingSizeto resource’s minimum buffer binding size.link to a definition for "minimum buffer binding size" in the "reflection information".
-
If resource is for a read-only storage buffer:
-
Set bufferLayout.
typeto"readonly-storage".
-
-
If resource is for a storage buffer:
-
Set entry.
bufferto bufferLayout.
-
-
If resource is for a sampled texture binding:
-
Let textureLayout be a new
GPUTextureBindingLayout. -
Set textureLayout.
sampleTypeto resource’s component type. -
Set textureLayout.
viewDimensionto resource’s dimension. -
If resource is for a multisampled texture:
-
Set textureLayout.
multisampledtotrue.
-
-
Set entry.
textureto textureLayout.
-
-
If resource is for a storage texture binding:
-
Let storageTextureLayout be a new
GPUStorageTextureBindingLayout. -
Set storageTextureLayout.
formatto resource’s format. -
Set storageTextureLayout.
viewDimensionto resource’s dimension. -
If resource is for a read-only storage texture:
-
Set storageTextureLayout.
accessto"readonly".
-
-
If resource is for a write-only storage texture:
-
Set storageTextureLayout.
accessto"writeonly".
-
-
Set entry.
storageTextureto storageTextureLayout.
-
-
If groupDescs[group] has an entry previousEntry with
bindingequal to binding:-
If entry has different
visibilitythan previousEntry:-
Add the bits set in entry.
visibilityinto previousEntry.visibility
-
-
If resource is for a buffer binding and entry has greater
buffer.minBindingSizethan previousEntry:-
Set previousEntry.
buffer.minBindingSizeto entry.buffer.minBindingSize.
-
-
If any other property is unequal between entry and previousEntry:
-
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.
10.1.2. 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 validGPUShaderModulereturnfalse. -
If the descriptor.
moduledoesn’t contain an entry point at stage named descriptor.entryPointreturnfalse. -
For each binding that is statically used by the shader entry point, if the result of validating shader binding(binding, layout) is
false, returnfalse. -
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 the defined binding member for entry is:
buffer-
"uniform"-
The binding is a uniform buffer.
"storage"-
The binding is a storage buffer.
"readonly-storage"-
The binding is a read-only storage buffer.
If entry.
buffer.minBindingSizeis not0:-
If the last field of the corresponding structure defined in the shader has an unbounded array type, then the value of entry.
buffer.minBindingSizemust 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.
buffer.minBindingSizemust be greater than or equal to the size of the structure.
sampler-
"filtering"-
the binding is a non-comparison sampler
"non-filtering"-
the binding is a non-comparison sampler
"comparison"-
the binding is a comparison sampler
texture-
If entry.
texture.multisampledis:true-
The binding is a sampled texture with a sample count of 1.
false-
the binding is a multisampled texture.
The component type of the texture matches entry.
texture.sampleType.The shader view dimension of the texture matches entry.
texture.viewDimension. storageTexture-
If entry.
storageTexture.accessis:"readonly"-
The binding is a read-only storage texture.
"writeonly"-
The binding is a writable storage texture.
The format of the storage texture matches entry.
storageTexture.format.The shader view dimension of the storage texture matches entry.
storageTexture.viewDimension.
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 buffer bindings with a type of "storage" and storageTexture bindings with a type of "writeonly".
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
createComputePipeline(descriptor)-
Creates a
GPUComputePipeline.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createComputePipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePipelineDescriptor ✘ ✘ Description of the GPUComputePipelineto create.Returns:
GPUComputePipelineIf any of the following conditions are unsatisfied:
-
descriptor.
layoutis valid to use with this. -
validating GPUProgrammableStageDescriptor(
COMPUTE, descriptor.computeStage, descriptor.layout) succeeds.
Then:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUComputePipelineand return the result.
createReadyComputePipeline(descriptor)-
Creates a
GPUComputePipeline. The returnedPromiseresolves when the created pipeline is ready to be used without additional delay.If pipeline creation fails, the returned
Promiseresolves to an invalidGPUComputePipelineobject.Note: Use of this method is preferred whenever possible, as it prevents blocking the queue timeline work on pipeline compilation.
Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createReadyComputePipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePipelineDescriptor ✘ ✘ Description of the GPUComputePipelineto create.Returns:
Promise<GPUComputePipeline>-
Let promise be a new promise.
-
Issue the following steps on the Device timeline of this:
-
Let pipeline be a new
GPUComputePipelinecreated as if this.createComputePipeline()was called with descriptor; -
When pipeline is ready to be used, resolve promise with pipeline.
-
-
Return promise.
-
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:
-
storageTexturebindings with aaccessof"writeonly" -
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 ;
GPURenderPipeline has the following internal slots:
[[descriptor]], of typeGPURenderPipelineDescriptor-
The
GPURenderPipelineDescriptordescribing this pipeline.All optional fields of
GPURenderPipelineDescriptorare defined. [[strip_index_format]], of typeGPUIndexFormat?-
The format index data this pipeline requires, initially
undefined.
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’snull, 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. -
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 and can vary for different pixels. 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.
createRenderPipeline(descriptor)-
Creates a
GPURenderPipeline.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createRenderPipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPipelineDescriptor ✘ ✘ Description of the GPURenderPipelineto create.Returns:
GPURenderPipeline-
Let pipeline be a new valid
GPURenderPipelineobject. -
Issue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied:
-
descriptor.
layoutis valid to use with this. -
validating GPUProgrammableStageDescriptor(
VERTEX, descriptor.vertexStage, descriptor.layout) succeeds. -
If descriptor.
fragmentStageis notnull:-
validating GPUProgrammableStageDescriptor(
FRAGMENT, descriptor.fragmentStage, descriptor.layout) succeeds.
-
-
descriptor.
colorStates.length is less than or equal to 4. -
Each colorState layout descriptor in the list descriptor.
colorStatespasses validating GPUColorStateDescriptor(colorState). -
validating GPUVertexStateDescriptor(descriptor.
vertexState, descriptor.vertexStage) passes. -
If descriptor.
alphaToCoverageEnabledistrue:-
descriptor.
sampleCountis greater than 1.
-
-
If the output SV_Coverage semantics is statically used by descriptor.
fragmentStage:-
descriptor.
alphaToCoverageEnabledisfalse.
-
-
If descriptor.
primitiveTopologyis:"line-strip"or"triangle-strip"-
descriptor.
vertexState.indexFormatis notundefined - Otherwise
-
descriptor.
vertexState.indexFormatisundefined
Then:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Make pipeline invalid.
-
Set pipeline.
[[descriptor]]to descriptor. -
If descriptor.
primitiveTopologyis"line-strip"or"triangle-strip":-
Set pipeline.
[[strip_index_format]]to descriptor.vertexState.indexFormat.
-
-
-
Return pipeline.
need a proper limit for the maximum number of color targets.
-
createReadyRenderPipeline(descriptor)-
Creates a
GPURenderPipeline. The returnedPromiseresolves when the created pipeline is ready to be used without additional delay.If pipeline creation fails, the returned
Promiseresolves to an invalidGPURenderPipelineobject.Note: Use of this method is preferred whenever possible, as it prevents blocking the queue timeline work on pipeline compilation.
Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createReadyRenderPipeline(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPipelineDescriptor ✘ ✘ Description of the GPURenderPipelineto create.Returns:
Promise<GPURenderPipeline>-
Let promise be a new promise.
-
Issue the following steps on the Device timeline of this:
-
Let pipeline be a new
GPURenderPipelinecreated as if this.createRenderPipeline()was called with descriptor; -
When pipeline is ready to be used, resolve promise with pipeline.
-
-
Return promise.
-
10.3.5. Primitive Topology
enum {GPUPrimitiveTopology ,"point-list" ,"line-list" ,"line-strip" ,"triangle-list" };"triangle-strip"
10.3.6. Rasterization State
dictionary {GPURasterizationStateDescriptor GPUFrontFace = "ccw";frontFace GPUCullMode = "none"; // Enable depth clamping (requires "depth-clamping" feature)cullMode boolean =clampDepth false ;GPUDepthBias = 0;depthBias float = 0;depthBiasSlopeScale float = 0; };depthBiasClamp
-
If device is lost return
false. -
If descriptor.
clampDepthistrueand device.[[features]]doesn’t contain"depth-clamping", returnfalse. -
Return
true.
enum {GPUFrontFace ,"ccw" };"cw"
enum {GPUCullMode ,"none" ,"front" };"back"
10.3.7. Color State
dictionary {GPUColorStateDescriptor required GPUTextureFormat ;format GPUBlendDescriptor ;blend GPUColorWriteFlags = 0xF; // GPUColorWrite.ALL };writeMask
dictionary {GPUBlendDescriptor required GPUBlendComponent ;color required GPUBlendComponent ; };alpha
typedef [EnforceRange ]unsigned long ;GPUColorWriteFlags interface {GPUColorWrite const GPUFlagsConstant = 0x1;RED const GPUFlagsConstant = 0x2;GREEN const GPUFlagsConstant = 0x4;BLUE const GPUFlagsConstant = 0x8;ALPHA const GPUFlagsConstant = 0xF; };ALL
10.3.7.1. Blend State
dictionary {GPUBlendComponent 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"
-
GPUColorStateDescriptordescriptor
Return true, if and only if, all of the following conditions are satisfied:
-
descriptor.
formatis listed in {#plain-color-formats} withRENDER_ATTACHMENTcapability. -
descriptor.
blendis eitherundefined, or the descriptor.formatis filterable according to the {#plain-color-formats} table. -
descriptor.
writeMaskis less than 16.
10.3.8. 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"
10.3.9. Vertex State
enum {GPUIndexFormat ,"uint16" };"uint32"
The index format determines both the data type of index values in a buffer and, when used with
strip primitive topologies ("line-strip" or "triangle-strip") also specifies the primitive restart value. The primitive restart value indicates which index value indicates that a new primitive
should be started rather than continuing to construct the triangle strip with the prior indexed
vertices.
GPURenderPipelineDescriptors that specify a strip primitive topology must not have the indexFormat set to undefined so that the primitive restart value that will be used is known at pipline creation time.
| Index format | Primitive restart value |
|---|---|
"uint16"
| 0xFFFF |
"uint32"
| 0xFFFFFFFF |
10.3.9.1. 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 ;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 satisfied:
-
descriptor.
arrayStrideis less than or equal toGPULimits.maxVertexArrayStride. -
Any attribute at in the list descriptor.
attributeshas at.offset+ sizeOf(at.format) less 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.
-
-
GPUVertexStateDescriptordescriptor -
GPUProgrammableStageDescriptorvertexStage
Return true, if and only if, all of the following conditions are satisfied:
-
descriptor.
vertexBuffers.length is less than or equal toGPULimits.maxVertexBuffers -
Each vertexBuffer layout descriptor in the list descriptor.
vertexBufferspasses validating GPUVertexBufferLayoutDescriptor(vertexBuffer, vertexStage) -
The sum of vertexBuffer.
attributes.length, over every vertexBuffer in descriptor.vertexBuffers, is less than or equal toGPULimits.maxVertexAttributes. -
Each at in the union of all
GPUVertexAttributeDescriptoracross descriptor.vertexBuffershas a distinct at.shaderLocationvalue.
11. Command Buffers
Command buffers are pre-recorded lists of GPU commands that can be submitted to a GPUQueue for execution. Each GPU command represents a task to be performed on the GPU, such as
setting state, drawing, copying resources, etc.
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
measureExecutionTimeistrue, 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 ifmeasureExecutionTimeisfalse. If the finish() fails, then the promise resolves to 0.In
submit(), it should be specified that (ifmeasureExecutionTimeis 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.
GPUCommandBuffer has the following internal slots:
[[command_list]]of type list<GPU command>.-
A list of GPU commands to be executed on the Queue timeline when this command buffer is submitted.
11.1.1. Creation
dictionary :GPUCommandBufferDescriptor GPUObjectDescriptorBase { };
12. Command Encoding
12.1. GPUCommandEncoder
interface GPUCommandEncoder {GPURenderPassEncoder beginRenderPass (GPURenderPassDescriptor descriptor );GPUComputePassEncoder beginComputePass (optional GPUComputePassDescriptor descriptor = {});undefined copyBufferToBuffer (GPUBuffer source ,GPUSize64 sourceOffset ,GPUBuffer destination ,GPUSize64 destinationOffset ,GPUSize64 size );undefined copyBufferToTexture (GPUBufferCopyView source ,GPUTextureCopyView destination ,GPUExtent3D copySize );undefined copyTextureToBuffer (GPUTextureCopyView source ,GPUBufferCopyView destination ,GPUExtent3D copySize );undefined copyTextureToTexture (GPUTextureCopyView source ,GPUTextureCopyView destination ,GPUExtent3D copySize );undefined pushDebugGroup (USVString groupLabel );undefined popDebugGroup ();undefined insertDebugMarker (USVString markerLabel );undefined writeTimestamp (GPUQuerySet querySet ,GPUSize32 queryIndex );undefined 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:
[[command_list]]of type list<GPU command>.-
A list of GPU command to be executed on the Queue timeline when the
GPUCommandBufferthis encoder produces is submitted. [[state]]of typeencoder state.-
The current state of the
GPUCommandEncoder, initially set toopen. [[debug_group_stack]]of type stack<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.
createCommandEncoder(descriptor)-
Creates a
GPUCommandEncoder.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createCommandEncoder(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUCommandEncoderDescriptor ✘ ✔ Description of the GPUCommandEncoderto create.Returns:
GPUCommandEncoderDescribe
createCommandEncoder()algorithm steps.
12.2. Pass Encoding
beginRenderPass(descriptor)-
Begins encoding a render pass described by descriptor.
Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.beginRenderPass(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderPassDescriptor ✘ ✘ Description of the GPURenderPassEncoderto create.Returns:
GPURenderPassEncoderIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
descriptor meets the GPURenderPassDescriptor Valid Usage rules.
-
Set this.
[[state]]toencoding a render pass. -
For each colorAttachment in descriptor.
colorAttachments:-
The texture subresource seen by colorAttachment.
attachmentis considered to be used as attachment for the duration of the render pass.
-
-
Let depthStencilAttachment be descriptor.
depthStencilAttachment. -
If depthStencilAttachment is not
null:-
if depthStencilAttachment.
depthReadOnlyandstencilReadOnlyare set-
The texture subresources seen by depthStencilAttachment.
attachmentare considered to be used as attachment-read for the duration of the render pass.
-
-
Else, the texture subresource seen by depthStencilAttachment.
attachmentis considered to be used as attachment for the duration of the render pass.
-
specify the behavior of read-only depth/stencil Issue: Enqueue attachment loads (with loadOp clear).
-
beginComputePass(descriptor)-
Begins encoding a compute pass described by descriptor.
Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.beginComputePass(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUComputePassDescriptor ✘ ✔ Returns:
GPUComputePassEncoderIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
Set this.
[[state]]toencoding a compute pass.
-
12.3. Copy Commands
12.3.1. GPUTextureDataLayout
dictionary GPUTextureDataLayout {GPUSize64 = 0;offset GPUSize32 bytesPerRow ;GPUSize32 rowsPerImage ; };
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.
Operations that copy between byte arrays and textures always work with rows of texel blocks, which we’ll call block rows. It’s not possible to update only a part of a texel block.
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 block row and the subsequent block row.
Required if there are multiple block rows (i.e. the height or depth is more than one block).
rowsPerImage, of type GPUSize32-
Number of block rows per single image of the texture.
rowsPerImage×bytesPerRowis the stride, in bytes, between the beginning of each image of data and the subsequent image.Required if there are multiple images (i.e. the depth is more than one).
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 are satisfied:
-
bufferCopyView.
bytesPerRowmust be a multiple of 256.
12.3.3. GPUTextureCopyView
dictionary GPUTextureCopyView {required GPUTexture ;texture GPUIntegerCoordinate = 0;mipLevel GPUOrigin3D = {};origin GPUTextureAspect = "all"; };aspect
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 -
GPUExtent3DcopySize
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. -
The textureCopyView subresource size of textureCopyView is equal to copySize if either of the following conditions is true:
-
textureCopyView.
texture.[[format]]is a depth-stencil format. -
textureCopyView.
texture.[[sampleCount]]is greater than 1.
-
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].
copyBufferToBuffer(source, sourceOffset, destination, destinationOffset, size)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of aGPUBufferto a sub-region of anotherGPUBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyBufferToBuffer(source, sourceOffset, destination, destinationOffset, size) method. Parameter Type Nullable Optional Description sourceGPUBuffer ✘ ✘ The GPUBufferto copy from.sourceOffsetGPUSize64 ✘ ✘ Offset in bytes into source to begin copying from. destinationGPUBuffer ✘ ✘ The GPUBufferto copy to.destinationOffsetGPUSize64 ✘ ✘ Offset in bytes into destination to place the copied data. sizeGPUSize64 ✘ ✘ Bytes to copy. Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
source is valid to use with this.
-
destination is valid to use with this.
-
size is a multiple of 4.
-
sourceOffset is a multiple of 4.
-
destinationOffset is a multiple of 4.
-
(sourceOffset + size) does not overflow a
GPUSize64. -
(destinationOffset + size) does not overflow a
GPUSize64. -
source.
[[size]]is greater than or equal to (sourceOffset + size). -
destination.
[[size]]is greater than or equal to (destinationOffset + size). -
source and destination are not 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>
12.3.5. 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: GPUExtent3D
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-
Layout of the linear texture data.
GPUSize64byteSize-
Total size of the linear data, in bytes.
GPUTextureFormatformat-
Format of the texture.
GPUExtent3DcopyExtent-
Extent of the texture to copy.
-
Let blockWidth, blockHeight, and blockSize be the texel block width, height, and size of format.
-
It is assumed that copyExtent.width is a multiple of blockWidth and copyExtent.height is a multiple of blockHeight. Let:
-
widthInBlocks be copyExtent.width ÷ blockWidth.
-
heightInBlocks be copyExtent.height ÷ blockHeight.
-
bytesInLastRow be blockSize × widthInBlocks.
-
bytesPerImage be layout.
bytesPerRow× layout.rowsPerImage.
-
-
Fail if the following conditions are not satisfied:
-
If heightInBlocks > 1, layout.
bytesPerRowmust be specified. -
If copyExtent.depth > 1, layout.
bytesPerRowand layout.rowsPerImagemust be specified. -
If specified, layout.
bytesPerRowmust be greater than or equal to bytesInLastRow. -
If specified, layout.
rowsPerImagemust be greater than or equal to heightInBlocks.
-
-
Let requiredBytesInCopy be 0.
-
If copyExtent.depth > 0:
-
Let bytesBeforeLastImage be bytesPerImage × (copyExtent.depth − 1)
-
Add bytesBeforeLastImage to requiredBytesInCopy.
-
If heightInBlocks > 0:
-
Let bytesInLastImage be layout.
bytesPerRow× (heightInBlocks − 1) + bytesInLastRow. -
Add bytesInLastImage to requiredBytesInCopy.
-
-
-
Fail if the following conditions are not satisfied:
-
layout.
offset+ requiredBytesInCopy ≤ byteSize.
-
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", "depth24plus-stencil8", and "stencil8". <https://github.com/gpuweb/gpuweb/issues/652>
convert "Valid Texture Copy Range" into an algorithm with parameters, similar to "validating linear texture data"
copyBufferToTexture(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of aGPUBufferto a sub-region of one or multiple continuous texture subresources.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyBufferToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUBufferCopyView ✘ ✘ Combined with copySize, defines the region of the source buffer. destinationGPUTextureCopyView ✘ ✘ Combined with copySize, defines the region of the destination texture subresource. copySizeGPUExtent3D ✘ ✘ Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
validating GPUBufferCopyView(source) returns
true. -
validating GPUTextureCopyView(destination, copySize) returns
true. -
destination.
texture.[[textureUsage]]containsCOPY_DST. -
destination.
texture.[[sampleCount]]is 1. -
If destination.
texture.[[format]]is a depth-stencil format:-
destination.
aspectmust refer to a single copyable aspect of destination.texture.[[format]]. See depth-formats.
-
-
Valid Texture Copy Range applies to destination and copySize.
-
source.
offsetis a multiple of the texel block size of destination.texture.[[format]]. -
validating linear texture data(source, source.
buffer.[[size]], destination.texture.[[format]], copySize) succeeds.
copyTextureToBuffer(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of one or multiple continuous texture subresourcesto a sub-region of aGPUBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyTextureToBuffer(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUTextureCopyView ✘ ✘ Combined with copySize, defines the region of the source texture subresources. destinationGPUBufferCopyView ✘ ✘ Combined with copySize, defines the region of the destination buffer. copySizeGPUExtent3D ✘ ✘ Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
validating GPUTextureCopyView(source, copySize) returns
true. -
source.
texture.[[textureUsage]]containsCOPY_SRC. -
source.
texture.[[sampleCount]]is 1. -
If source.
texture.[[format]]is a depth-stencil format:-
source.
aspectmust refer to a single copyable aspect of source.texture.[[format]]. See depth-formats.
-
-
validating GPUBufferCopyView(destination) returns
true. -
Valid Texture Copy Range applies to source and copySize.
-
destination.
offsetis a multiple of the texel block size of destination.texture.[[format]]. -
validating linear texture data(destination, destination.
buffer.[[size]], source.texture.[[format]], copySize) succeeds.
copyTextureToTexture(source, destination, copySize)-
Encode a command into the
GPUCommandEncoderthat copies data from a sub-region of one or multiple contiguous texture subresources to another sub-region of one or multiple continuous texture subresources.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.copyTextureToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUTextureCopyView ✘ ✘ Combined with copySize, defines the region of the source texture subresources. destinationGPUTextureCopyView ✘ ✘ Combined with copySize, defines the region of the destination texture subresources. copySizeGPUExtent3D ✘ ✘ Returns:
undefined-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
validating GPUTextureCopyView(source, copySize) returns
true. -
source.
texture.[[textureUsage]]containsCOPY_SRC. -
validating GPUTextureCopyView(destination, copySize) returns
true. -
destination.
texture.[[textureUsage]]containsCOPY_DST. -
source.
texture.[[sampleCount]]is equal to destination.texture.[[sampleCount]]. -
source.
texture.[[format]]is equal to destination.texture.[[format]]. -
If source.
texture.[[format]]is a depth-stencil format:-
source.
aspectand destination.aspectmust both refer to all aspects of source.texture.[[format]]and destination.texture.[[format]], respectively.
-
-
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) is 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.
pushDebugGroup(groupLabel)-
Marks the beginning of a labeled group of commands for the
GPUCommandEncoder.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.pushDebugGroup(groupLabel) method. Parameter Type Nullable Optional Description groupLabelUSVString ✘ ✘ The label for the command group. Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
Push groupLabel onto this.
[[debug_group_stack]].
-
popDebugGroup()-
Marks the end of a labeled group of commands for the
GPUCommandEncoder.Called on:GPUCommandEncoderthis.Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
this.
[[debug_group_stack]]'s size is greater than 0.
-
Pop an entry off this.
[[debug_group_stack]].
-
insertDebugMarker(markerLabel)-
Marks the end of a labeled group of commands for the
GPUCommandEncoder.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.insertDebugMarker(markerLabel) method. Parameter Type Nullable Optional Description markerLabelUSVString ✘ ✘ The label to insert. Returns:
undefinedIssue the following steps on the Device timeline of this:
12.5. Queries
writeTimestamp(querySet, queryIndex)-
Writes a timestamp value into querySet when all previous commands have completed executing.
Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.writeTimestamp(querySet, queryIndex) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ The query set that will store the timestamp values. queryIndexGPUSize32 ✘ ✘ The index of the query in the query set. Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
querySet is valid to use with this.
-
querySet.
[[descriptor]].typeistimestamp. -
queryIndex < querySet.
[[descriptor]].count.
Describe
writeTimestamp()algorithm steps. resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset)-
Called on:
GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.resolveQuerySet(querySet, firstQuery, queryCount, destination, destinationOffset) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ firstQueryGPUSize32 ✘ ✘ queryCountGPUSize32 ✘ ✘ destinationGPUBuffer ✘ ✘ destinationOffsetGPUSize64 ✘ ✘ Returns:
undefinedIf any of the following conditions are unsatisfied, generate a
GPUValidationErrorand stop.-
querySet is valid to use with this.
-
destination is valid to use with this.
-
destination.
[[usage]]containsQUERY_RESOLVE. -
firstQuery is less than the number of queries in querySet.
-
(firstQuery + queryCount) is less than or equal to the number of queries in querySet.
-
destinationOffset is a multiple of 8.
-
destinationOffset + 8 × queryCount ≤ destination.
[[size]].
Describe
resolveQuerySet()algorithm steps.
12.6. Finalization
A GPUCommandBuffer containing the commands recorded by the GPUCommandEncoder can be created
by calling finish(). Once finish() has been called the
command encoder can no longer be used.
finish(descriptor)-
Completes recording of the commands sequence and returns a corresponding
GPUCommandBuffer.Called on:GPUCommandEncoderthis.Arguments:
Arguments for the GPUCommandEncoder.finish(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUCommandBufferDescriptor ✘ ✔ Returns:
GPUCommandBuffer-
Let commandBuffer be a new
GPUCommandBuffer. -
Issue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
this is valid.
-
this.
[[debug_group_stack]]'s size is 0. -
Every usage scope contained in this satisfies the usage scope validation.
-
-
Let commandBuffer.
[[command_list]]be a clone of this.[[command_list]].
-
-
Return commandBuffer.
-
13. Programmable Passes
interface mixin {GPUProgrammablePassEncoder undefined setBindGroup (GPUIndex32 index ,GPUBindGroup bindGroup ,optional sequence <GPUBufferDynamicOffset >= []);dynamicOffsets undefined setBindGroup (GPUIndex32 index ,GPUBindGroup bindGroup ,Uint32Array dynamicOffsetsData ,GPUSize64 dynamicOffsetsDataStart ,GPUSize32 dynamicOffsetsDataLength );undefined pushDebugGroup (USVString groupLabel );undefined popDebugGroup ();undefined insertDebugMarker (USVString markerLabel ); };
GPUProgrammablePassEncoder has the following internal slots:
[[command_encoder]]of typeGPUCommandEncoder.-
The
GPUCommandEncoderthat created this programmable pass. [[debug_group_stack]]of type stack<USVString>.-
A stack of active debug group labels.
[[bind_groups]], of type ordered map<GPUIndex32,GPUBindGroup>-
The current
GPUBindGroupfor each index, initially empty.
13.1. Bind Groups
setBindGroup(index, bindGroup, dynamicOffsets)-
Sets the current
GPUBindGroupfor the given index.Called on:GPUProgrammablePassEncoderthis.Arguments:
Arguments for the GPUProgrammablePassEncoder.setBindGroup(index, bindGroup, dynamicOffsets) method. Parameter Type Nullable Optional Description indexGPUIndex32 ✘ ✘ The index to set the bind group at. bindGroupGPUBindGroup ✘ ✘ Bind group to use for subsequent render or compute commands. Resolve bikeshed conflict when using
argumentdefwith overloaded functions that prevents us from defining dynamicOffsets.Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
bindGroup is valid to use with this.
-
index <
GPULimits.maxBindGroups. -
dynamicOffsets.length is bindGroup.
[[layout]].[[dynamicOffsetCount]]. -
Iterate over each dynamic binding offset in bindGroup and run the following steps for each bufferBinding, minBindingSize, and dynamicOffsetIndex:
-
-
Set this.
[[bind_groups]][index] to be bindGroup.
-
setBindGroup(index, bindGroup, dynamicOffsetsData, dynamicOffsetsDataStart, dynamicOffsetsDataLength)-
Sets the current
GPUBindGroupfor the given index, specifying dynamic offsets as a subset of aUint32Array.Called on:GPUProgrammablePassEncoderthis.Arguments:
Arguments for the GPUProgrammablePassEncoder.setBindGroup(index, bindGroup, dynamicOffsetsData, dynamicOffsetsDataStart, dynamicOffsetsDataLength) method. Parameter Type Nullable Optional Description indexGPUIndex32 ✘ ✘ The index to set the bind group at. bindGroupGPUBindGroup ✘ ✘ Bind group to use for subsequent render or compute commands. dynamicOffsetsDataUint32Array ✘ ✘ Array containing buffer offsets in bytes for each entry in bindGroup marked as buffer.hasDynamicOffset.dynamicOffsetsDataStartGPUSize64 ✘ ✘ Offset in elements into dynamicOffsetsData where the buffer offset data begins. dynamicOffsetsDataLengthGPUSize32 ✘ ✘ Number of buffer offsets to read from dynamicOffsetsData. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
bindGroup is valid to use with this.
-
index <
GPULimits.maxBindGroups. -
dynamicOffsetsDataLength is bindGroup.
[[layout]].[[dynamicOffsetCount]]. -
dynamicOffsetsDataStart + dynamicOffsetsDataLength ≤ dynamicOffsetsData.length.
-
Iterate over each dynamic binding offset in bindGroup and run the following steps for each bufferBinding, minBindingSize, and dynamicOffsetIndex:
-
-
Set this.
[[bind_groups]][index] to be bindGroup.
-
GPUBindGroup bindGroup with a given list of steps to be executed for each dynamic offset:
-
Let dynamicOffsetIndex be
0. -
Let layout be bindGroup.
[[layout]]. -
For each
GPUBindGroupEntryentry in bindGroup.[[entries]]:-
Let bindingDescriptor be the
GPUBindGroupLayoutEntryat layout.[[entryMap]][entry.binding]: -
If bindingDescriptor.
bufferis notundefinedand bindingDescriptor.buffer.hasDynamicOffsetistrue:-
Let bufferBinding be entry.
resource. -
Let minBindingSize be bindingDescriptor.
buffer.minBindingSize. -
Call steps with bufferBinding, minBindingSize, and dynamicOffsetIndex.
-
Let dynamicOffsetIndex be dynamicOffsetIndex +
1
-
-
Arguments:
GPUProgrammablePassEncoderencoder-
Encoder who’s bind groups are being validated.
GPUPipelineBasepipeline-
Pipline to validate encoders bind groups are compatible with.
If any of the following conditions are unsatisfied, return false:
-
pipeline must not be
null. -
For each pair of (
GPUIndex32index,GPUBindGroupLayoutbindGroupLayout) in pipeline.[[layout]].[[bindGroupLayouts]].-
Let bindGroup be encoder.
[[bind_groups]][index]. -
bindGroup must not be
null. -
bindGroup.
[[layout]]must be group-equivalent with bindGroupLayout.
-
Otherwise return true.
13.2. Debug Markers
Debug marker methods for programmable pass encoders provide the same functionality as command encoder debug markers while recording a programmable pass.
pushDebugGroup(groupLabel)-
Marks the beginning of a labeled group of commands for the
GPUProgrammablePassEncoder.Called on:GPUProgrammablePassEncoderthis.Arguments:
Arguments for the GPUProgrammablePassEncoder.pushDebugGroup(groupLabel) method. Parameter Type Nullable Optional Description groupLabelUSVString ✘ ✘ The label for the command group. Returns:
undefinedIssue the following steps on the Device timeline of this:
-
Push groupLabel onto this.
[[debug_group_stack]].
-
popDebugGroup()-
Marks the end of a labeled group of commands for the
GPUProgrammablePassEncoder.Called on:GPUProgrammablePassEncoderthis.Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
this.
[[debug_group_stack]]'s size is greater than 0.
-
-
Pop an entry off of this.
[[debug_group_stack]].
-
insertDebugMarker(markerLabel)-
Inserts a single debug marker label into the
GPUProgrammablePassEncoder's commands sequence.Called on:GPUProgrammablePassEncoderthis.Arguments:
Arguments for the GPUProgrammablePassEncoder.insertDebugMarker(markerLabel) method. Parameter Type Nullable Optional Description markerLabelUSVString ✘ ✘ The label to insert. Returns:
undefined
14. Compute Passes
14.1. GPUComputePassEncoder
interface GPUComputePassEncoder {undefined setPipeline (GPUComputePipeline pipeline );undefined dispatch (GPUSize32 x ,optional GPUSize32 y = 1,optional GPUSize32 z = 1);undefined dispatchIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset );undefined beginPipelineStatisticsQuery (GPUQuerySet querySet ,GPUSize32 queryIndex );undefined endPipelineStatisticsQuery ();undefined writeTimestamp (GPUQuerySet querySet ,GPUSize32 queryIndex );undefined endPass (); };GPUComputePassEncoder includes GPUObjectBase ;GPUComputePassEncoder includes GPUProgrammablePassEncoder ;
GPUComputePassEncoder has the following internal slots:
[[pipeline]], of typeGPUComputePipeline-
The current
GPUComputePipeline, initiallynull.
14.1.1. Creation
dictionary :GPUComputePassDescriptor GPUObjectDescriptorBase { };
14.1.2. Dispatch
setPipeline(pipeline)-
Sets the current
GPUComputePipeline.Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.setPipeline(pipeline) method. Parameter Type Nullable Optional Description pipelineGPUComputePipeline ✘ ✘ The compute pipeline to use for subsequent dispatch commands. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
pipeline is valid to use with this.
-
-
Set this.
[[pipeline]]to be pipeline.
-
dispatch(x, y, z)-
Dispatch work to be performed with the current
GPUComputePipeline.Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.dispatch(x, y, z) method. Parameter Type Nullable Optional Description xGPUSize32 ✘ ✘ X dimension of the grid of workgroups to dispatch. yGPUSize32 ✘ ✔ Y dimension of the grid of workgroups to dispatch. zGPUSize32 ✘ ✔ Z dimension of the grid of workgroups to dispatch. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
Validate encoder bind groups(this, this.
[[pipeline]]) istrue.
-
-
Append a GPU command to this.
[[command_encoder]].[[command_list]]that captures theGPUComputePassEncoderstate of this as passState and, when executed, issues the following steps on the appropriate Queue timeline:-
Dispatch a grid of workgroups with dimensions [x, y, z] with passState.
[[pipeline]]using passState.[[bind_groups]].
-
-
dispatchIndirect(indirectBuffer, indirectOffset)-
Dispatch work to be performed with the current
GPUComputePipelineusing parameters read from aGPUBuffer.The indirect dispatch parameters encoded in the buffer must be a tightly packed block of three 32-bit unsigned integer values (12 bytes total), given in the same order as the arguments for
dispatch(). For example:let dispatchIndirectParameters= new Uint32Array( 3 ); dispatchIndirectParameters[ 0 ] = x; dispatchIndirectParameters[ 1 ] = y; dispatchIndirectParameters[ 2 ] = z; Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.dispatchIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer ✘ ✘ Buffer containing the indirect dispatch parameters. indirectOffsetGPUSize64 ✘ ✘ Offset in bytes into indirectBuffer where the dispatch data begins. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
Validate encoder bind groups(this, this.
[[pipeline]]) istrue. -
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect dispatch parameters) ≤ indirectBuffer.
[[size]]. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as
INDIRECT.
-
14.1.3. Queries
beginPipelineStatisticsQuery(querySet, queryIndex)-
Called on:
GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.beginPipelineStatisticsQuery(querySet, queryIndex) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ queryIndexGPUSize32 ✘ ✘ Returns:
undefinedDescribe
beginPipelineStatisticsQuery()algorithm steps. endPipelineStatisticsQuery()-
Called on:
GPUComputePassEncoderthis.Returns:
undefinedDescribe
endPipelineStatisticsQuery()algorithm steps. writeTimestamp(querySet, queryIndex)-
Writes a timestamp value into querySet when all previous commands have completed executing.
Called on:GPUComputePassEncoderthis.Arguments:
Arguments for the GPUComputePassEncoder.writeTimestamp(querySet, queryIndex) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ The query set that will store the timestamp values. queryIndexGPUSize32 ✘ ✘ The index of the query in the query set. Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
querySet is valid to use with this.
-
querySet.
[[descriptor]].typeistimestamp. -
queryIndex < querySet.
[[descriptor]].count.
Describe
writeTimestamp()algorithm steps. -
14.1.4. 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.
endPass()-
Completes recording of the compute pass commands sequence.
Called on:GPUComputePassEncoderthis.Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
this.
[[debug_group_stack]]'s size is 0.
-
-
15. Render Passes
15.1. GPURenderPassEncoder
interface mixin {GPURenderEncoderBase undefined setPipeline (GPURenderPipeline pipeline );undefined setIndexBuffer (GPUBuffer buffer ,GPUIndexFormat indexFormat ,optional GPUSize64 offset = 0,optional GPUSize64 size = 0);undefined setVertexBuffer (GPUIndex32 slot ,GPUBuffer buffer ,optional GPUSize64 offset = 0,optional GPUSize64 size = 0);undefined draw (GPUSize32 vertexCount ,optional GPUSize32 instanceCount = 1,optional GPUSize32 firstVertex = 0,optional GPUSize32 firstInstance = 0);undefined drawIndexed (GPUSize32 indexCount ,optional GPUSize32 instanceCount = 1,optional GPUSize32 firstIndex = 0,optional GPUSignedOffset32 baseVertex = 0,optional GPUSize32 firstInstance = 0);undefined drawIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset );undefined drawIndexedIndirect (GPUBuffer indirectBuffer ,GPUSize64 indirectOffset ); };interface GPURenderPassEncoder {undefined setViewport (float x ,float y ,float width ,float height ,float minDepth ,float maxDepth );undefined setScissorRect (GPUIntegerCoordinate x ,GPUIntegerCoordinate y ,GPUIntegerCoordinate width ,GPUIntegerCoordinate height );undefined setBlendColor (GPUColor color );undefined setStencilReference (GPUStencilValue reference );undefined beginOcclusionQuery (GPUSize32 queryIndex );undefined endOcclusionQuery ();undefined beginPipelineStatisticsQuery (GPUQuerySet querySet ,GPUSize32 queryIndex );undefined endPipelineStatisticsQuery ();undefined writeTimestamp (GPUQuerySet querySet ,GPUSize32 queryIndex );undefined executeBundles (sequence <GPURenderBundle >bundles );undefined endPass (); };GPURenderPassEncoder includes GPUObjectBase ;GPURenderPassEncoder includes GPUProgrammablePassEncoder ;GPURenderPassEncoder includes GPURenderEncoderBase ;
-
In indirect draw calls, the base instance field (inside the indirect buffer data) must be set to zero.
GPURenderEncoderBase has the following internal slots:
[[pipeline]], of typeGPURenderPipeline-
The current
GPURenderPipeline, initiallynull. [[index_buffer]], of typeGPUBuffer-
The current buffer to read index data from, initially
null. [[index_format]], of typeGPUIndexFormat-
The format of the index data in
[[index_buffer]]. [[vertex_buffers]], of type ordered map<slot,GPUBuffer>-
The current
GPUBuffers to read vertex data from for each slot, initially empty.
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
-
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 containRENDER_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 containRENDER_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 texture subresource. -
this.
attachment.[[textureUsage]]must containRENDER_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"
15.1.2. Drawing
setPipeline(pipeline)-
Sets the current
GPURenderPipeline.Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.setPipeline(pipeline) method. Parameter Type Nullable Optional Description pipelineGPURenderPipeline ✘ ✘ The render pipeline to use for subsequent drawing commands. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
pipeline is valid to use with this.
Validate that pipeline is compatible with the render pass descriptor.
-
-
Set this.
[[pipeline]]to be pipeline.
-
setIndexBuffer(buffer, indexFormat, offset, size)-
Sets the current index buffer.
Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.setIndexBuffer(buffer, indexFormat, offset, size) method. Parameter Type Nullable Optional Description bufferGPUBuffer ✘ ✘ Buffer containing index data to use for subsequent drawing commands. indexFormatGPUIndexFormat ✘ ✘ Format of the index data contained in buffer. offsetGPUSize64 ✘ ✔ Offset in bytes into buffer where the index data begins. sizeGPUSize64 ✘ ✔ Size in bytes of the index data in buffer. If 0, buffer.[[size]]- offset is used.Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
buffer is valid to use with this.
-
offset + size ≤ buffer.
[[size]].
-
-
Add buffer to the usage scope as input.
-
Set this.
[[index_buffer]]to be buffer. -
Set this.
[[index_format]]to be indexFormat.
-
setVertexBuffer(slot, buffer, offset, size)-
Sets the current vertex buffer for the given slot.
Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.setVertexBuffer(slot, buffer, offset, size) method. Parameter Type Nullable Optional Description slotGPUIndex32 ✘ ✘ The vertex buffer slot to set the vertex buffer for. bufferGPUBuffer ✘ ✘ Buffer containing vertex data to use for subsequent drawing commands. offsetGPUSize64 ✘ ✔ Offset in bytes into buffer where the vertex data begins. sizeGPUSize64 ✘ ✔ Size in bytes of the vertex data in buffer. If 0, buffer.[[size]]- offset is used.Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
buffer is valid to use with this.
-
slot <
GPULimits.maxVertexBuffers. -
offset + size ≤ buffer.
[[size]].
-
-
Add buffer to the usage scope as input.
-
Set this.
[[vertex_buffers]][slot] to be buffer.
-
draw(vertexCount, instanceCount, firstVertex, firstInstance)-
Draws primitives.
Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.draw(vertexCount, instanceCount, firstVertex, firstInstance) method. Parameter Type Nullable Optional Description vertexCountGPUSize32 ✘ ✘ The number of vertices to draw. instanceCountGPUSize32 ✘ ✔ The number of instances to draw. firstVertexGPUSize32 ✘ ✔ Offset into the vertex buffers, in vertices, to begin drawing from. firstInstanceGPUSize32 ✘ ✔ First instance to draw. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:If any of the following conditions are unsatisfied, make this invalid and stop.-
It is valid to draw with this.
-
drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance)-
Draws indexed primitives.
Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.drawIndexed(indexCount, instanceCount, firstIndex, baseVertex, firstInstance) method. Parameter Type Nullable Optional Description indexCountGPUSize32 ✘ ✘ The number of indices to draw. instanceCountGPUSize32 ✘ ✔ The number of instances to draw. firstIndexGPUSize32 ✘ ✔ Offset into the index buffer, in indices, begin drawing from. baseVertexGPUSignedOffset32 ✘ ✔ Added to each index value before indexing into the vertex buffers. firstInstanceGPUSize32 ✘ ✔ First instance to draw. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:If any of the following conditions are unsatisfied, make this invalid and stop.-
It is valid to draw indexed with this.
-
drawIndirect(indirectBuffer, indirectOffset)-
Draws primitives using parameters read from a
GPUBuffer.The indirect draw parameters encoded in the buffer must be a tightly packed block of four 32-bit unsigned integer values (16 bytes total), given in the same order as the arguments for
draw(). For example:let drawIndirectParameters= new Uint32Array( 4 ); drawIndirectParameters[ 0 ] = vertexCount; drawIndirectParameters[ 1 ] = instanceCount; drawIndirectParameters[ 2 ] = firstVertex; drawIndirectParameters[ 3 ] = firstInstance; Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.drawIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer ✘ ✘ Buffer containing the indirect draw parameters. indirectOffsetGPUSize64 ✘ ✘ Offset in bytes into indirectBuffer where the drawing data begins. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
It is valid to draw with this.
-
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect draw parameters) ≤ indirectBuffer.
[[size]]. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as input.
-
drawIndexedIndirect(indirectBuffer, indirectOffset)-
Draws indexed primitives using parameters read from a
GPUBuffer.The indirect drawIndexed parameters encoded in the buffer must be a tightly packed block of five 32-bit unsigned integer values (20 bytes total), given in the same order as the arguments for
drawIndexed(). For example:let drawIndexedIndirectParameters= new Uint32Array( 5 ); drawIndexedIndirectParameters[ 0 ] = indexCount; drawIndexedIndirectParameters[ 1 ] = instanceCount; drawIndexedIndirectParameters[ 2 ] = firstIndex; drawIndexedIndirectParameters[ 3 ] = baseVertex; drawIndexedIndirectParameters[ 4 ] = firstInstance; Called on:GPURenderEncoderBasethis.Arguments:
Arguments for the GPURenderEncoderBase.drawIndexedIndirect(indirectBuffer, indirectOffset) method. Parameter Type Nullable Optional Description indirectBufferGPUBuffer ✘ ✘ Buffer containing the indirect drawIndexed parameters. indirectOffsetGPUSize64 ✘ ✘ Offset in bytes into indirectBuffer where the drawing data begins. Returns:
undefinedIssue the following steps on the Device timeline of this.
[[device]]:-
If any of the following conditions are unsatisfied, make this invalid and stop.
-
It is valid to draw indexed with this.
-
indirectBuffer is valid to use with this.
-
indirectOffset + sizeof(indirect drawIndexed parameters) ≤ indirectBuffer.
[[size]]. -
indirectOffset is a multiple of 4.
-
-
Add indirectBuffer to the usage scope as input.
-
GPURenderEncoderBase encoder run the following steps:
If any of the following conditions are unsatisfied, return false:
-
Validate encoder bind groups(encoder, encoder.
[[pipeline]]) must betrue. -
Let pipelineDescriptor be encoder.
[[pipeline]].[[descriptor]]. -
For each
GPUIndex32slot0to pipelineDescriptor.vertexState.vertexBuffers.length:-
encoder.
[[vertex_buffers]][slot] must not benull.
-
Otherwise return true.
GPURenderEncoderBase encoder run the following steps:
If any of the following conditions are unsatisfied, return false:
-
It must be valid to draw with encoder.
-
encoder.
[[index_buffer]]must not benull. -
Let stripIndexFormat be encoder.
[[pipeline]].[[strip_index_format]]. -
If stripIndexFormat is not
undefined:-
encoder.
[[index_format]]must be stripIndexFormat.
-
Otherwise return true.
15.1.3. Rasterization state
The GPURenderPassEncoder has several methods which affect how draw commands are rasterized to
attachments used by this encoder.
setViewport(x, y, width, height, minDepth, maxDepth)-
Sets the viewport used during the rasterization stage to linearly map from normalized device coordinates to viewport coordinates.
Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setViewport(x, y, width, height, minDepth, maxDepth) method. Parameter Type Nullable Optional Description xfloat ✘ ✘ Minimum X value of the viewport in pixels. yfloat ✘ ✘ Minimum Y value of the viewport in pixels. widthfloat ✘ ✘ Width of the viewport in pixels. heightfloat ✘ ✘ Height of the viewport in pixels. minDepthfloat ✘ ✘ Minimum depth value of the viewport. maxDepthfloat ✘ ✘ Maximum depth value of the viewport. Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
x is greater than or equal to
0. -
y is greater than or equal to
0. -
width is greater than or equal to
0. -
height is greater than or equal to
0. -
x + width is less than or equal to this.
[[attachment_size]].width. -
y + height is less than or equal to this.
[[attachment_size]].height. -
minDepth is greater than or equal to
0.0and less than or equal to1.0. -
maxDepth is greater than or equal to
0.0and less than or equal to1.0. -
maxDepth is greater than minDepth.
-
-
Set the viewport to the extents x, y, width, height, minDepth, and maxDepth.
Allowed for GPUs to use fixed point or rounded viewport coordinates
-
setScissorRect(x, y, width, height)-
Sets the scissor rectangle used during the rasterization stage. After transformation into viewport coordinates any fragments which fall outside the scissor rectangle will be discarded.
Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setScissorRect(x, y, width, height) method. Parameter Type Nullable Optional Description xGPUIntegerCoordinate ✘ ✘ Minimum X value of the scissor rectangle in pixels. yGPUIntegerCoordinate ✘ ✘ Minimum Y value of the scissor rectangle in pixels. widthGPUIntegerCoordinate ✘ ✘ Width of the scissor rectangle in pixels. heightGPUIntegerCoordinate ✘ ✘ Height of the scissor rectangle in pixels. Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
x+width is less than or equal to this.
[[attachment_size]].width. -
y+height is less than or equal to this.
[[attachment_size]].height.
-
-
Set the scissor rectangle to the extents x, y, width, and height.
-
setBlendColor(color)-
Sets the constant blend color and alpha values used with
"blend-color"and"one-minus-blend-color"GPUBlendFactors.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setBlendColor(color) method. Parameter Type Nullable Optional Description colorGPUColor ✘ ✘ The color to use when blending. setStencilReference(reference)-
Sets the stencil reference value used during stencil tests with the the
"replace"GPUStencilOperation.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.setStencilReference(reference) method. Parameter Type Nullable Optional Description referenceGPUStencilValue ✘ ✘ The stencil reference value.
15.1.4. Queries
beginOcclusionQuery(queryIndex)-
Called on:
GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.beginOcclusionQuery(queryIndex) method. Parameter Type Nullable Optional Description queryIndexGPUSize32 ✘ ✘ Returns:
undefinedDescribe
beginOcclusionQuery()algorithm steps. endOcclusionQuery()-
Called on:
GPURenderPassEncoderthis.Returns:
undefinedDescribe
endOcclusionQuery()algorithm steps. beginPipelineStatisticsQuery(querySet, queryIndex)-
Called on:
GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.beginPipelineStatisticsQuery(querySet, queryIndex) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ queryIndexGPUSize32 ✘ ✘ Returns:
undefinedDescribe
beginPipelineStatisticsQuery()algorithm steps. endPipelineStatisticsQuery()-
Called on:
GPURenderPassEncoderthis.Returns:
undefinedDescribe
endPipelineStatisticsQuery()algorithm steps. writeTimestamp(querySet, queryIndex)-
Writes a timestamp value into querySet when all previous commands have completed executing.
Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.writeTimestamp(querySet, queryIndex) method. Parameter Type Nullable Optional Description querySetGPUQuerySet ✘ ✘ The query set that will store the timestamp values. queryIndexGPUSize32 ✘ ✘ The index of the query in the query set. Returns:
undefinedIf any of the following conditions are unsatisfied, generate a validation error and stop.
-
querySet is valid to use with this.
-
querySet.
[[descriptor]].typeistimestamp. -
queryIndex < querySet.
[[descriptor]].count. -
The query in querySet at index queryIndex has not been written earlier in this render pass.
Describe
writeTimestamp()algorithm steps. -
15.1.5. Bundles
executeBundles(bundles)-
Executes the commands previously recorded into the given
GPURenderBundles as part of this render pass.When a
GPURenderBundleis executed, it does not inherit the render pass’s pipeline, bind groups, or vertex and index buffers. After aGPURenderBundlehas executed, the render pass’s pipeline, bind groups, and vertex and index buffers are cleared. If zeroGPURenderBundles are executed, the command buffer state is unchanged.Called on:GPURenderPassEncoderthis.Arguments:
Arguments for the GPURenderPassEncoder.executeBundles(bundles) method. Parameter Type Nullable Optional Description bundlessequence<GPURenderBundle> ✘ ✘ List of render bundles to execute. Returns:
undefinedDescribe
executeBundles()algorithm steps.
15.1.6. 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.
endPass()-
Completes recording of the render pass commands sequence.
Called on:GPURenderPassEncoderthis.Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
this.
[[debug_group_stack]]'s size is 0.
-
-
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 ;
createRenderBundleEncoder(descriptor)-
Creates a
GPURenderBundleEncoder.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createRenderBundleEncoder(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderBundleEncoderDescriptor ✘ ✘ Description of the GPURenderBundleEncoderto create.Returns:
GPURenderBundleEncoderDescribe
createRenderBundleEncoder()algorithm steps.
16.1.2. Encoding
dictionary :GPURenderBundleEncoderDescriptor GPUObjectDescriptorBase {required sequence <GPUTextureFormat >;colorFormats GPUTextureFormat ;depthStencilFormat GPUSize32 = 1; };sampleCount
16.1.3. Finalization
finish(descriptor)-
Completes recording of the render bundle commands sequence.
Called on:GPURenderBundleEncoderthis.Arguments:
Arguments for the GPURenderBundleEncoder.finish(descriptor) method. Parameter Type Nullable Optional Description descriptorGPURenderBundleDescriptor ✘ ✔ Returns:
GPURenderBundleDescribe
finish()algorithm steps.
17. Queues
interface {GPUQueue undefined submit (sequence <GPUCommandBuffer >commandBuffers );Promise <undefined >onSubmittedWorkDone ();undefined writeBuffer (GPUBuffer buffer ,GPUSize64 bufferOffset , [AllowShared ]BufferSource data ,optional GPUSize64 dataOffset = 0,optional GPUSize64 size );undefined writeTexture (GPUTextureCopyView destination , [AllowShared ]BufferSource data ,GPUTextureDataLayout dataLayout ,GPUExtent3D size );undefined 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:
Arguments for the GPUQueue.writeBuffer(buffer, bufferOffset, data, dataOffset, size) method. Parameter Type Nullable Optional Description bufferGPUBuffer ✘ ✘ The buffer to write to. bufferOffsetGPUSize64 ✘ ✘ Offset in bytes into buffer to begin writing at. dataBufferSource ✘ ✘ Data to write into buffer. dataOffsetGPUSize64 ✘ ✔ Offset in into data to begin writing from. Given in elements if data is a TypedArrayand bytes otherwise.sizeGPUSize64 ✘ ✔ Size of content to write from data to buffer. Given in elements if data is a TypedArrayand bytes otherwise.Returns:
undefined-
If data is an
ArrayBufferorDataView, let the element type be "byte". Otherwise, data is a TypedArray; let the element type be the type of the TypedArray. -
Let dataSize be the size of data, in elements.
-
If size is unspecified, let contentsSize be dataSize − dataOffset. Otherwise, let contentsSize be size.
-
If any of the following conditions are unsatisfied, throw
OperationErrorand stop.-
contentsSize ≥ 0.
-
dataOffset + contentsSize ≤ dataSize.
-
contentsSize, converted to bytes, is a multiple of 4 bytes.
-
-
Let dataContents be a copy of the bytes held by the buffer source.
-
Let contents be the contentsSize elements of dataContents starting at an offset of dataOffset elements.
-
Issue the following steps on the Queue timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
Write contents into buffer starting at bufferOffset.
-
-
writeTexture(destination, data, dataLayout, size)-
Issues a write operation of the provided data into a
GPUTexture.Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.writeTexture(destination, data, dataLayout, size) method. Parameter Type Nullable Optional Description destinationGPUTextureCopyView ✘ ✘ The texture subresource and origin to write to. dataBufferSource ✘ ✘ Data to write into destination. dataLayoutGPUTextureDataLayout ✘ ✘ Layout of the content in data. sizeGPUExtent3D ✘ ✘ Extents of the content to write from data to destination. Returns:
undefined-
Let dataBytes be a copy of the bytes held by the buffer source data.
-
Let dataByteSize be the number of bytes in dataBytes.
-
If any of the following conditions are unsatisfied, throw
OperationErrorand stop.-
validating linear texture data(dataLayout, dataByteSize, destination.
texture.[[format]], size) succeeds.
-
-
Let contents be the contents of the images seen by viewing dataBytes with dataLayout and size.
-
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, size) returns
true. -
destination.
texture.[[textureUsage]]includesCOPY_DST. -
destination.
texture.[[sampleCount]]is 1. -
Valid Texture Copy Range(destination, size) is satisfied.
-
destination.
aspectrefers to a single copyable aspect of destination.texture.[[format]]. See depth-formats.
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.
Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.copyImageBitmapToTexture(source, destination, copySize) method. Parameter Type Nullable Optional Description sourceGPUImageBitmapCopyView ✘ ✘ ImageBitmapand origin to copy to destination.destinationGPUTextureCopyView ✘ ✘ The texture subresource and origin to write to. copySizeGPUExtent3D ✘ ✘ Extents of the content to write from source to destination. Returns:
undefinedIf any of the following conditions are unsatisfied, throw an
OperationErrorand stop.-
copySize.depth is
1. -
destination.
texture.[[format]]is one of the following:
-
submit(commandBuffers)-
Schedules the execution of the command buffers by the GPU on this queue.
Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.submit(commandBuffers) method. Parameter Type Nullable Optional Description commandBufferssequence<GPUCommandBuffer> ✘ ✘ Returns:
undefinedIssue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
-
Every
GPUBufferreferenced in any element of commandBuffers is in the"unmapped"buffer state.
-
-
Issue the following steps on the Queue timeline of this:
-
For each commandBuffer in commandBuffers:
-
Execute each command in commandBuffer.
[[command_list]].
-
-
-
onSubmittedWorkDone()-
Returns a
Promisethat resolves once this queue finishes processing all the work submitted up to this moment.Called on:GPUQueuethis.Arguments:
Arguments for the GPUQueue.onSubmittedWorkDone() method. Parameter Type Nullable Optional Description Describe
onSubmittedWorkDone()algorithm steps.
18. Queries
18.1. GPUQuerySet
interface GPUQuerySet {undefined destroy (); };GPUQuerySet includes GPUObjectBase ;
GPUQuerySet has the following internal slots:
[[descriptor]], of typeGPUQuerySetDescriptor-
The
GPUQuerySetDescriptordescribing this query set.All optional fields of
GPUTextureViewDescriptorare defined.
18.1.1. Creation
A GPUQuerySetDescriptor specifies the options to use in creating a GPUQuerySet.
dictionary :GPUQuerySetDescriptor GPUObjectDescriptorBase {required GPUQueryType type ;required GPUSize32 count ;sequence <GPUPipelineStatisticName >pipelineStatistics = []; };
type, of type GPUQueryType-
The type of queries managed by
GPUQuerySet. count, of type GPUSize32-
The number of queries managed by
GPUQuerySet. 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.
createQuerySet(descriptor)-
Creates a
GPUQuerySet.Called on:GPUDevicethis.Arguments:
Arguments for the GPUDevice.createQuerySet(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUQuerySetDescriptor ✘ ✘ Description of the GPUQuerySetto create.Returns:
GPUQuerySetIf any of the following conditions are unsatisfied, return an error query set and stop.
-
descriptor.
typemust not bepipeline-statisticsifpipeline-statistics-queryis not available. -
descriptor.
typemust not betimestampiftimestamp-queryis not available. -
descriptor.
count≤ 8192. -
descriptor.
pipelineStatisticsmust be undefined if this.typeis notpipeline-statistics, otherwise it must be a sequence ofGPUPipelineStatisticNamevalues which cannot be duplicated.
Describe
createQuerySet()algorithm steps.
18.1.2. Finalization
destroy()-
Destroys the
GPUQuerySet.
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 );GPUTextureFormat getSwapChainPreferredFormat (GPUAdapter adapter ); };
GPUCanvasContext has the following methods:
configureSwapChain(descriptor)-
Configures the swap chain for this canvas, and returns a new
GPUSwapChainobject representing it. Destroys any swapchain previously returned byconfigureSwapChain, including all of the textures it has produced.Called on:GPUCanvasContextthis.Arguments:
Arguments for the GPUCanvasContext.configureSwapChain(descriptor) method. Parameter Type Nullable Optional Description descriptorGPUSwapChainDescriptor ✘ ✘ Description of the GPUSwapChainto configure.Returns:
GPUSwapChain-
Issue the following steps on the Device timeline of this:
-
If any of the following conditions are unsatisfied, generate a validation error and stop.
Describe remaining
configureSwapChain()algorithm steps. -
-
getSwapChainPreferredFormat(adapter)-
Returns an optimal
GPUTextureFormatto use for swap chains with this context and the given device.Called on:GPUCanvasContextthis.Arguments:
Arguments for the GPUCanvasContext.getSwapChainPreferredFormat(adapter) method. Parameter Type Nullable Optional Description adapterGPUAdapter ✘ ✘ Adapter the swap chain format should be queried for. Returns:
GPUTextureFormat-
Return an optimal
GPUTextureFormatto use when creating aGPUSwapChainwith the given adapter. Must be one of the supported swap chain formats.
-
The supported swap chain formats are a set of GPUTextureFormats that must be
supported when specified as a GPUSwapChainDescriptor.format regardless
of the given GPUSwapChainDescriptor.device, initially set to:
«"bgra8unorm", "bgra8unorm-srgb", "rgba8unorm", "rgba8unorm-srgb"».
dictionary :GPUSwapChainDescriptor GPUObjectDescriptorBase {required GPUDevice ;device required GPUTextureFormat ;format GPUTextureUsageFlags = 0x10; // GPUTextureUsage.RENDER_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.
getCurrentTexture()-
Get the
GPUTexturethat will be composited to the document by theGPUCanvasContextthat created this swap chain next.
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 {undefined pushErrorScope (GPUErrorFilter );filter Promise <GPUError ?>popErrorScope (); };
pushErrorScope(filter)popErrorScope()-
Rejects with
OperationErrorif:-
The device is lost.
-
There are no error scopes on the stack.
-
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 ;GPUStencilValue typedef [EnforceRange ]unsigned long ;GPUSampleMask typedef [EnforceRange ]long ;GPUDepthBias typedef [EnforceRange ]unsigned long long ;GPUSize64 typedef [EnforceRange ]unsigned long ;GPUIntegerCoordinate typedef [EnforceRange ]unsigned long ;GPUIndex32 typedef [EnforceRange ]unsigned long ;GPUSize32 typedef [EnforceRange ]long ;GPUSignedOffset32 typedef unsigned long ;GPUFlagsConstant
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
An Origin2D is a GPUOrigin2D. Origin2D is a spec namespace for the following definitions:
GPUOrigin2D value origin, depending on its type, the syntax:
-
origin.x refers to either
GPUOrigin2DDict.xor the first item of the sequence or 0 if it isn’t present. -
origin.y refers to either
GPUOrigin2DDict.yor the second item of the sequence or 0 if it isn’t present.
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 or 0 if it isn’t present. -
origin.y refers to either
GPUOrigin3DDict.yor the second item of the sequence or 0 if it isn’t present. -
origin.z refers to either
GPUOrigin3DDict.zor the third item of the sequence or 0 if it isn’t presnet.
dictionary {GPUExtent3DDict GPUIntegerCoordinate = 1;width GPUIntegerCoordinate = 1;height GPUIntegerCoordinate = 1; };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 or 1 if it isn’t present. -
extent.height refers to either
GPUExtent3DDict.heightor the second item of the sequence or 1 if it isn’t present. -
extent.depth refers to either
GPUExtent3DDict.depthor the third item of the sequence or 1 if it isn’t present.
22. Feature Index
22.1. depth-clamping
Define functionality when the "depth-clamping" feature is enabled.
Feature Dictionary Values
The following dictionary values are supported if and only if the "depth-clamping" feature is enabled, otherwise they must be set to their default values:
GPURasterizationStateDescriptor
22.2. depth24unorm-stencil8
Allows for explicit creation of textures of format "depth24unorm-stencil8".
Feature Enums
The following enums are supported if and only if the "depth24unorm-stencil8" feature is enabled:
GPUTextureFormat
22.3. depth32float-stencil8
Allows for explicit creation of textures of format "depth32float-stencil8".
Feature Enums
The following enums are supported if and only if the "depth32float-stencil8" feature is enabled:
GPUTextureFormat
22.4. pipeline-statistics-query
Define functionality when the "pipeline-statistics-query" feature is enabled.
Feature Enums
The following enums are supported if and only if the "pipeline-statistics-query" feature is enabled:
GPUQueryType
22.5. texture-compression-bc
Allows for explicit creation of textures of BC compressed formats.
Feature Enums
The following enums are supported if and only if the "texture-compression-bc" feature is enabled:
GPUTextureFormat
22.6. timestamp-query
Define functionality when the "timestamp-query" feature is enabled.
Feature Enums
The following enums are supported if and only if the "timestamp-query" feature is enabled:
GPUQueryType
23. Appendices
23.1. Texture Format Capabilities
Add multisampling to the tables below.
23.1.1. Plain color formats
All plain color formats support COPY_SRC, COPY_DST, and SAMPLED usage.
Only formats with GPUTextureSampleType "float" can be blended.
The GPUTextureUsage.STORAGE column specifies the support for STORAGE usage in the core API, including both "readonly" and "writeonly".
23.1.2. Depth/stencil formats
All depth formats support COPY_SRC, COPY_DST, SAMPLED, and RENDER_ATTACHMENT usage. However, the source/destination is restricted based on the format.
None of the depth formats can be filtered.
| Format | Bytes per texel | Aspect | GPUTextureSampleType
| Copy aspect from Buffer | Copy aspect into Buffer |
|---|---|---|---|---|---|
stencil8
| 1 − 5 | stencil | "uint"
| ✓ | |
depth16unorm
| 2 | depth | "depth"
| ✓ | |
depth24plus
| 4 | depth | "depth"
| ✗ | |
depth24plus-stencil8
| 4 − 8 | depth | "depth"
| ✗ | |
| stencil | "uint"
| ✓ | |||
depth32float
| 4 | depth | "depth"
| ✗ | ✓ |
Copies between depth textures can only happen within the following sets of formats:
-
stencil8,depth24plus-stencil8(stencil component),r8uint -
depth24plus,depth24plus-stencil8(depth aspect)
The depth32float format can only the destination if copied from another texture of the same format. It can also be a source of copies into r32float.
clarify if depth24plus-stencil8 is copyable into depth24plus in Metal.
23.1.3. Packed formats
All packed texture formats support COPY_SRC, COPY_DST, and SAMPLED usages. All of these formats have "float" type and can be filtered on sampling.
| Format | Bytes per block | GPUTextureSampleType
| Block Size | Feature |
|---|---|---|---|---|
rgb9e5ufloat
| 4 | "float","unfilterable-float"
| 1 × 1 | |
bc1-rgba-unorm
| 8 | "float","unfilterable-float"
| 4 × 4 | texture-compression-bc
|
bc1-rgba-unorm-srgb
| ||||
bc2-rgba-unorm
| 16 | |||
bc2-rgba-unorm-srgb
| ||||
bc3-rgba-unorm
| 16 | |||
bc3-rgba-unorm-srgb
| ||||
bc4-r-unorm
| 8 | |||
bc4-r-snorm
| ||||
bc5-rg-unorm
| 16 | |||
bc5-rg-snorm
| ||||
bc6h-rgb-ufloat
| 16 | |||
bc6h-rgb-float
| ||||
bc7-rgba-unorm
| 16 | |||
bc7-rgba-unorm-srgb
|
23.2. Temporary usages of non-exported dfns
Eventually all of these should disappear but they are useful to avoid warning while building the specification.