1. Introduction
This specification rocks.
2. Type Definitions
typedef long ;i32 typedef unsigned long ;u32 typedef unsigned long long ;u64
2.1. Colors and Vectors
dictionary {GPUColorDict required float ;r required float ;g required float ;b required float ; };a typedef (sequence <float >or GPUColorDict );GPUColor
dictionary {GPUOrigin2DDict u32 = 0;x u32 = 0; };y typedef (sequence <u32 >or GPUOrigin2DDict );GPUOrigin2D
dictionary {GPUOrigin3DDict u32 = 0;x u32 = 0;y u32 = 0; };z typedef (sequence <u32 >or GPUOrigin3DDict );GPUOrigin3D
dictionary {GPUExtent3DDict required u32 ;width required u32 ;height required u32 ; };depth typedef (sequence <u32 >or GPUExtent3DDict );GPUExtent3D
2.2. Base Objects
interface mixin {GPUObjectBase attribute DOMString ?; };label
dictionary {GPUObjectDescriptorBase DOMString ?; };label
3. Buffers
3.1. GPUBuffer
interface :GPUBuffer GPUObjectBase {Promise <ArrayBuffer >();mapReadAsync Promise <ArrayBuffer >();mapWriteAsync void ();unmap void (); };destroy
3.1.1. Creation
dictionary :GPUBufferDescriptor GPUObjectDescriptorBase {required u64 ;size required GPUBufferUsageFlags ; };usage
3.2. Buffer Usage
typedef u32 ;GPUBufferUsageFlags interface {GPUBufferUsage const u32 = 0x0000;NONE const u32 = 0x0001;MAP_READ const u32 = 0x0002;MAP_WRITE const u32 = 0x0004;COPY_SRC const u32 = 0x0008;COPY_DST const u32 = 0x0010;INDEX const u32 = 0x0020;VERTEX const u32 = 0x0040;UNIFORM const u32 = 0x0080;STORAGE const u32 = 0x0100; };INDIRECT
3.3. Buffer Mapping
typedef sequence <any >;GPUMappedBuffer
GPUMappedBuffer is always a sequence of 2 elements, of types GPUBuffer and ArrayBuffer, respectively.
4. Textures
4.1. GPUTexture
interface :GPUTexture GPUObjectBase {GPUTextureView (createView GPUTextureViewDescriptor );descriptor GPUTextureView ();createDefaultView void (); };destroy
4.1.1. Texture Creation
dictionary :GPUTextureDescriptor GPUObjectDescriptorBase {required GPUExtent3D ;size u32 = 1;arrayLayerCount u32 = 1;mipLevelCount u32 = 1;sampleCount GPUTextureDimension = "2d";dimension required GPUTextureFormat ;format required GPUTextureUsageFlags ; };usage
enum {GPUTextureDimension ,"1d" ,"2d" };"3d"
typedef u32 ;GPUTextureUsageFlags interface {GPUTextureUsage const u32 = 0x00;NONE const u32 = 0x01;COPY_SRC const u32 = 0x02;COPY_DST const u32 = 0x04;SAMPLED const u32 = 0x08;STORAGE const u32 = 0x10; };OUTPUT_ATTACHMENT
4.2. GPUTextureView
interface :GPUTextureView GPUObjectBase { };
4.2.1. Texture View Creation
dictionary :GPUTextureViewDescriptor GPUObjectDescriptorBase {required GPUTextureFormat ;format required GPUTextureViewDimension ;dimension required GPUTextureAspect ;aspect u32 = 0;baseMipLevel u32 = 1;mipLevelCount u32 = 0;baseArrayLayer u32 = 1; };arrayLayerCount
enum {GPUTextureViewDimension ,"1d" ,"2d" ,"2d-array" ,"cube" ,"cube-array" };"3d"
enum {GPUTextureAspect ,"all" ,"stencil-only" };"depth-only"
4.3. 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 gamma compression and
decompression are applied during the reading and writing of color values in the
pixel. Compressed texture formats are provided by extensions. Their naming
should follow the convention here, with the texture name as a prefix. e.g. etc2-rgba8unorm.
enum { // 8-bit formatsGPUTextureFormat ,"r8unorm" ,"r8unorm-srgb" ,"r8snorm" ,"r8uint" , // 16-bit formats"r8sint" ,"r16unorm" ,"r16snorm" ,"r16uint" ,"r16sint" ,"r16float" ,"rg8unorm" ,"rg8unorm-srgb" ,"rg8snorm" ,"rg8uint" , // Packed 16-bit formats"rg8sint" , // 32-bit formats"b5g6r5unorm" ,"r32uint" ,"r32sint" ,"r32float" ,"rg16unorm" ,"rg16snorm" ,"rg16uint" ,"rg16sint" ,"rg16float" ,"rgba8unorm" ,"rgba8unorm-srgb" ,"rgba8snorm" ,"rgba8uint" ,"rgba8sint" ,"bgra8unorm" , // Packed 32-bit formats"bgra8unorm-srgb" ,"rgb10a2unorm" , // 64-bit formats"rg11b10float" ,"rg32uint" ,"rg32sint" ,"rg32float" ,"rgba16unorm" ,"rgba16snorm" ,"rgba16uint" ,"rgba16sint" , // 128-bit formats"rgba16float" ,"rgba32uint" ,"rgba32sint" , // Depth and stencil formats"rgba32float" ,"depth32float" ,"depth24plus" };"depth24plus-stencil8"
-
The
depth24plusfamily of formats (depth24plusanddepth24plus-stencil8) must have a depth-component precision of 1 ULP ≤ 1 / (224).Note: This is unlike the 24-bit unsigned normalized format family typically found in native APIs, which has a precision of 1 ULP = 1 / (224 − 1).
5. Samplers
5.1. GPUSampler
interface :GPUSampler GPUObjectBase { };
5.1.1. Creation
dictionary :GPUSamplerDescriptor GPUObjectDescriptorBase {GPUAddressMode = "clamp-to-edge";addressModeU GPUAddressMode = "clamp-to-edge";addressModeV GPUAddressMode = "clamp-to-edge";addressModeW GPUFilterMode = "nearest";magFilter GPUFilterMode = "nearest";minFilter GPUFilterMode = "nearest";mipmapFilter float = 0;lodMinClamp float = 0xffffffff; // TODO: What should this be? Was Number.MAX_VALUE.lodMaxClamp GPUCompareFunction = "never"; };compare
enum {GPUAddressMode ,"clamp-to-edge" ,"repeat" };"mirror-repeat"
enum {GPUFilterMode ,"nearest" };"linear"
enum {GPUCompareFunction ,"never" ,"less" ,"equal" ,"less-equal" ,"greater" ,"not-equal" ,"greater-equal" };"always"
6. Resource Binding
6.1. GPUPipelineLayout
interface :GPUPipelineLayout GPUObjectBase { };
6.1.1. Creation
dictionary :GPUPipelineLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayout >; };bindGroupLayouts
6.2. GPUBindGroupLayout
interface :GPUBindGroupLayout GPUObjectBase { };
6.2.1. Creation
dictionary :GPUBindGroupLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayoutBinding >; };bindings
dictionary {GPUBindGroupLayoutBinding required u32 ;binding required GPUShaderStageFlags ;visibility required GPUBindingType ;type GPUTextureViewDimension ;textureDimension boolean =multisample false ;GPUSamplerDescriptor ;immutableSampler boolean =dynamic false ; };
-
textureDimension: For texture bindings only, we need to know the dimensions and multi-sampling properties at the layout creation time.Note: This allows Metal-based implementations to back the respective bind groups with
MTLArgumentBufferobjects that are more efficient to bind at run-time. -
immutableSampler: For a binding withtypeofsampler, if the sampler descriptor is provided here, it becomes a part of the layout: an "immutable" sampler object, in a sense that no bind group binding call can affect it. -
dynamic: For uniform, storage and readonly storage buffer, means that the binding has a dynamic offset. One offset must be passed to setBindGroup for each dynamic binding in increasing order ofbindingnumber.
typedef u32 ;GPUShaderStageFlags interface {GPUShaderStage const u32 = 0x0;NONE const u32 = 0x1;VERTEX const u32 = 0x2;FRAGMENT const u32 = 0x4; };COMPUTE
enum {GPUBindingType ,"uniform-buffer" ,"storage-buffer" ,"readonly-storage-buffer" ,"sampler" ,"sampled-texture" // TODO: other binding types };"storage-texture"
6.3. GPUBindGroup
interface :GPUBindGroup GPUObjectBase { };
6.3.1. Bind Group Creation
dictionary :GPUBindGroupDescriptor GPUObjectDescriptorBase {required GPUBindGroupLayout ;layout required sequence <GPUBindGroupBinding >; };bindings
typedef (GPUSampler or GPUTextureView or GPUBufferBinding );GPUBindingResource dictionary {GPUBindGroupBinding required u32 ;binding required GPUBindingResource ; };resource
dictionary {GPUBufferBinding required GPUBuffer ;buffer u64 = 0;offset u64 ; };size
-
size: If undefined, use the whole size of the buffer.
7. Shader Modules
7.1. GPUShaderModule
interface :GPUShaderModule GPUObjectBase { };
7.1.1. Shader Module Creation
typedef (Uint32Array or DOMString );GPUShaderCode dictionary :GPUShaderModuleDescriptor GPUObjectDescriptorBase {required GPUShaderCode ; };code
Note: While the choice of shader language is undecided, GPUShaderModuleDescriptor will temporarily accept both text and binary input.
8. Pipelines
dictionary :GPUPipelineDescriptorBase GPUObjectDescriptorBase {required GPUPipelineLayout ; };layout
dictionary {GPUPipelineStageDescriptor required GPUShaderModule ;module required DOMString ; // TODO: other stuff like specialization constants? };entryPoint
8.1. GPUComputePipeline
interface :GPUComputePipeline GPUObjectBase { };
8.1.1. Creation
dictionary :GPUComputePipelineDescriptor GPUPipelineDescriptorBase {required GPUPipelineStageDescriptor ; };computeStage
8.2. GPURenderPipeline
interface :GPURenderPipeline GPUObjectBase { };
8.2.1. Creation
dictionary :GPURenderPipelineDescriptor GPUPipelineDescriptorBase {required GPUPipelineStageDescriptor ;vertexStage GPUPipelineStageDescriptor ?=fragmentStage null ;required GPUPrimitiveTopology ;primitiveTopology GPURasterizationStateDescriptor ;rasterizationState required sequence <GPUColorStateDescriptor >;colorStates GPUDepthStencilStateDescriptor ?=depthStencilState null ;required GPUVertexInputDescriptor ;vertexInput u32 = 1;sampleCount u32 = 0xFFFFFFFF;sampleMask boolean =alphaToCoverageEnabled false ; // TODO: other properties };
-
sampleCount: Number of MSAA samples.
8.2.2. Primitive Topology
enum {GPUPrimitiveTopology ,"point-list" ,"line-list" ,"line-strip" ,"triangle-list" };"triangle-strip"
8.2.3. Rasterization State
dictionary {GPURasterizationStateDescriptor GPUFrontFace = "ccw";frontFace GPUCullMode = "none";cullMode i32 = 0;depthBias float = 0;depthBiasSlopeScale float = 0; };depthBiasClamp
enum {GPUFrontFace ,"ccw" };"cw"
enum {GPUCullMode ,"none" ,"front" };"back"
8.2.4. Color State
dictionary {GPUColorStateDescriptor required GPUTextureFormat ;format required GPUBlendDescriptor ;alphaBlend required GPUBlendDescriptor ;colorBlend GPUColorWriteFlags = 0xF; // GPUColorWrite.ALL };writeMask
typedef u32 ;GPUColorWriteFlags interface {GPUColorWrite const u32 = 0x0;NONE const u32 = 0x1;RED const u32 = 0x2;GREEN const u32 = 0x4;BLUE const u32 = 0x8;ALPHA const u32 = 0xF; };ALL
8.2.4.1. Blend State
dictionary {GPUBlendDescriptor GPUBlendFactor = "one";srcFactor GPUBlendFactor = "zero";dstFactor GPUBlendOperation = "add"; };operation
enum {GPUBlendFactor ,"zero" ,"one" ,"src-color" ,"one-minus-src-color" ,"src-alpha" ,"one-minus-src-alpha" ,"dst-color" ,"one-minus-dst-color" ,"dst-alpha" ,"one-minus-dst-alpha" ,"src-alpha-saturated" ,"blend-color" };"one-minus-blend-color"
enum {GPUBlendOperation ,"add" ,"subtract" ,"reverse-subtract" ,"min" };"max"
enum {GPUStencilOperation ,"keep" ,"zero" ,"replace" ,"invert" ,"increment-clamp" ,"decrement-clamp" ,"increment-wrap" };"decrement-wrap"
8.2.5. Depth/Stencil State
dictionary {GPUDepthStencilStateDescriptor required GPUTextureFormat ;format boolean =depthWriteEnabled false ;GPUCompareFunction = "always";depthCompare required GPUStencilStateFaceDescriptor ;stencilFront required GPUStencilStateFaceDescriptor ;stencilBack u32 = 0xFFFFFFFF;stencilReadMask u32 = 0xFFFFFFFF; };stencilWriteMask
dictionary {GPUStencilStateFaceDescriptor GPUCompareFunction = "always";compare GPUStencilOperation = "keep";failOp GPUStencilOperation = "keep";depthFailOp GPUStencilOperation = "keep"; };passOp
8.2.6. Vertex Input
enum {GPUIndexFormat ,"uint16" };"uint32"
8.2.6.1. 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 {GPUVertexAttributeDescriptor u64 = 0;offset required GPUVertexFormat ;format required u32 ; };shaderLocation
dictionary {GPUVertexBufferDescriptor required u64 ;stride GPUInputStepMode = "vertex";stepMode required sequence <GPUVertexAttributeDescriptor >; };attributeSet
dictionary {GPUVertexInputDescriptor GPUIndexFormat = "uint32";indexFormat required sequence <GPUVertexBufferDescriptor ?>; };vertexBuffers
9. Command Buffers
9.1. GPUCommandBuffer
interface :GPUCommandBuffer GPUObjectBase { };
9.1.1. Creation
dictionary :GPUCommandBufferDescriptor GPUObjectDescriptorBase { };
10. Command Encoding
10.1. GPUCommandEncoder
interface :GPUCommandEncoder GPUObjectBase {GPURenderPassEncoder (beginRenderPass GPURenderPassDescriptor );descriptor GPUComputePassEncoder (beginComputePass optional GPUComputePassDescriptor );descriptor void (copyBufferToBuffer GPUBuffer ,source u64 ,sourceOffset GPUBuffer ,destination u64 ,destinationOffset u64 );size void (copyBufferToTexture GPUBufferCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void (copyTextureToBuffer GPUTextureCopyView ,source GPUBufferCopyView ,destination GPUExtent3D );copySize void (copyTextureToTexture GPUTextureCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void (copyImageBitmapToTexture ImageBitmapCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void (pushDebugGroup DOMString );groupLabel void ();popDebugGroup void (insertDebugMarker DOMString );markerLabel GPUCommandBuffer (finish optional GPUCommandBufferDescriptor ); };descriptor
-
-
For now,
copySize.zmust be1.
-
10.1.1. Creation
dictionary :GPUCommandEncoderDescriptor GPUObjectDescriptorBase { // TODO: reusability flag? };
10.2. Copy Commands
dictionary {GPUBufferCopyView required GPUBuffer ;buffer u64 = 0;offset required u32 ;rowPitch required u32 ; };imageHeight
dictionary {GPUTextureCopyView required GPUTexture ;texture u32 = 0;mipLevel u32 = 0;arrayLayer GPUOrigin3D ; };origin
-
origin: If unspecified, defaults to[0, 0, 0].
dictionary {ImageBitmapCopyView ImageBitmap ;imageBitmap GPUOrigin2D ; };origin
10.3. Programmable Passes
interface :GPUProgrammablePassEncoder GPUObjectBase {void (setBindGroup u32 ,index GPUBindGroup ,bindGroup optional sequence <u64 >);dynamicOffsets void (pushDebugGroup DOMString );groupLabel void ();popDebugGroup void (insertDebugMarker DOMString ); };markerLabel
11. Compute Passes
11.1. GPUComputePassEncoder
interface :GPUComputePassEncoder GPUProgrammablePassEncoder {void (setPipeline GPUComputePipeline );pipeline void (dispatch u32 ,x optional u32 = 1,y optional u32 = 1);z void (dispatchIndirect GPUBuffer ,indirectBuffer u64 );indirectOffset void (); // TODO: add missing commands };endPass
11.1.1. Creation
dictionary :GPUComputePassDescriptor GPUObjectDescriptorBase { };
12. Render Passes
12.1. GPURenderPassEncoder
interface :GPURenderEncoderBase GPUProgrammablePassEncoder {void (setPipeline GPURenderPipeline );pipeline void (setIndexBuffer GPUBuffer ,buffer u64 );offset void (setVertexBuffers u32 ,startSlot sequence <GPUBuffer >,buffers sequence <u64 >);offsets void (draw u32 ,vertexCount u32 ,instanceCount u32 ,firstVertex u32 );firstInstance void (drawIndexed u32 ,indexCount u32 ,instanceCount u32 ,firstIndex i32 ,baseVertex u32 );firstInstance void (drawIndirect GPUBuffer ,indirectBuffer u64 );indirectOffset void (drawIndexedIndirect GPUBuffer ,indirectBuffer u64 ); };indirectOffset interface :GPURenderPassEncoder GPURenderEncoderBase {void (setViewport float ,x float ,y float ,width float ,height float ,minDepth float );maxDepth void (setScissorRect u32 ,x u32 ,y u32 ,width u32 );height void (setBlendColor GPUColor );color void (setStencilReference u32 );reference void (executeBundles sequence <GPURenderBundle >);bundles void (); };endPass
-
In indirect draw calls, the base instance field (inside the indirect buffer data) must be set to zero.
-
-
An error is generated if
widthorheightis not greater than 0.
-
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
-
12.1.1. Creation
dictionary :GPURenderPassDescriptor GPUObjectDescriptorBase {required sequence <GPURenderPassColorAttachmentDescriptor >;colorAttachments GPURenderPassDepthStencilAttachmentDescriptor ?=depthStencilAttachment null ; };
12.1.1.1. Color Attachments
dictionary {GPURenderPassColorAttachmentDescriptor required GPUTextureView ;attachment GPUTextureView ?=resolveTarget null ;required GPULoadOp ;loadOp required GPUStoreOp ;storeOp GPUColor ; };clearColor
-
clearColor: If unspecified, defaults to[0.0, 0.0, 0.0, 1.0].
12.1.1.2. Depth/Stencil Attachments
dictionary {GPURenderPassDepthStencilAttachmentDescriptor required GPUTextureView ;attachment required GPULoadOp ;depthLoadOp required GPUStoreOp ;depthStoreOp required float ;clearDepth required GPULoadOp ;stencilLoadOp required GPUStoreOp ;stencilStoreOp u32 = 0; };clearStencil
12.1.2. Load & Store Operations
enum {GPULoadOp ,"clear" };"load"
enum {GPUStoreOp };"store"
13. Bundles
13.1. GPURenderBundle
interface :GPURenderBundle GPUObjectBase { };
13.1.1. Creation
dictionary :GPURenderBundleDescriptor GPUObjectDescriptorBase { };
interface :GPURenderBundleEncoder GPURenderEncoderBase {GPURenderBundle (finish optional GPURenderBundleDescriptor ); };descriptor
13.1.2. Encoding
dictionary :GPURenderBundleEncoderDescriptor GPUObjectDescriptorBase {required sequence <GPUTextureFormat >;colorFormats GPUTextureFormat ?;depthStencilFormat u32 = 1; };sampleCount
14. Queues
interface :GPUQueue GPUObjectBase {void (submit sequence <GPUCommandBuffer >);buffers GPUFence (createFence optional GPUFenceDescriptor );descriptor void (signal GPUFence ,fence u64 ); };signalValue
14.1. GPUFence
interface :GPUFence GPUObjectBase {u64 ();getCompletedValue Promise <void >(onCompletion u64 ); };completionValue
14.1.1. Creation
dictionary :GPUFenceDescriptor GPUObjectDescriptorBase {u64 = 0; };initialValue
15. Canvas Rendering and Swap Chain
interface { // Calling configureSwapChain a second time invalidates the previous one, // and all of the textures it’s produced.GPUCanvasContext GPUSwapChain (configureSwapChain GPUSwapChainDescriptor );descriptor Promise <GPUTextureFormat >(getSwapChainPreferredFormat GPUDevice ); };device
dictionary :GPUSwapChainDescriptor GPUObjectDescriptorBase {required GPUDevice ;device required GPUTextureFormat ;format GPUTextureUsageFlags = 0x10; // GPUTextureUsage.OUTPUT_ATTACHMENT };usage
interface :GPUSwapChain GPUObjectBase {GPUTexture (); };getCurrentTexture
16. Initialization
[Exposed =Window ]partial interface Navigator { [SameObject ]readonly attribute GPU ; }; [gpu Exposed =DedicatedWorker ]partial interface WorkerNavigator { [SameObject ]readonly attribute GPU ; };gpu
16.1. GPUAdapter
interface :GPUAdapter GPUObjectBase {readonly attribute DOMString ;name readonly attribute GPUExtensions ; //readonly attribute GPULimits limits; Don’t expose higher limits for now. // May reject with DOMException // TODO: DOMException("OperationError")?extensions Promise <GPUDevice >(requestDevice optional GPUDeviceDescriptor ); };descriptor
16.1.1. Getting an Adapter
[Exposed =Window ]interface { // May reject with DOMException // TODO: DOMException("OperationError")?GPU Promise <GPUAdapter >(requestAdapter optional GPURequestAdapterOptions ); };options
dictionary {GPURequestAdapterOptions GPUPowerPreference ?; };powerPreference
enum {GPUPowerPreference ,"low-power" };"high-performance"
16.2. GPUDevice
[Exposed =(Window ,Worker )]interface :GPUDevice EventTarget {readonly attribute GPUExtensions ;extensions readonly attribute GPULimits ;limits readonly attribute GPUAdapter ;adapter GPUBuffer (createBuffer GPUBufferDescriptor );descriptor GPUMappedBuffer (createBufferMapped GPUBufferDescriptor );descriptor Promise <GPUMappedBuffer >(createBufferMappedAsync 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 GPUCommandEncoder (createCommandEncoder optional GPUCommandEncoderDescriptor );descriptor GPURenderBundleEncoder (createRenderBundleEncoder GPURenderBundleEncoderDescriptor );descriptor GPUQueue (); };getQueue GPUDevice includes GPUObjectBase ;
16.2.1. Creation
dictionary :GPUDeviceDescriptor GPUObjectDescriptorBase {GPUExtensions ;extensions GPULimits ; // TODO: are other things configurable like queues? };limits
dictionary {GPUExtensions boolean =anisotropicFiltering false ; };
dictionary {GPULimits u32 = 4; };maxBindGroups
17. Errors & Debugging
17.1. Fatal Errors
interface {GPUDeviceLostInfo readonly attribute DOMString ; };message partial interface GPUDevice {readonly attribute Promise <GPUDeviceLostInfo >; };lost
17.2. Error Scopes
enum {GPUErrorFilter ,"none" ,"out-of-memory" };"validation"
[
Constructor ()
]
interface GPUOutOfMemoryError {};
[
Constructor (DOMString message )
]
interface GPUValidationError {
readonly attribute DOMString message ;
};
typedef (GPUOutOfMemoryError or GPUValidationError ) GPUError ;
partial interface GPUDevice {void (pushErrorScope GPUErrorFilter );filter Promise <GPUError ?>(); };popErrorScope
17.3. Telemetry
[
Constructor (DOMString type , GPUUncapturedErrorEventInit gpuUncapturedErrorEventInitDict ),
Exposed =Window
]
interface GPUUncapturedErrorEvent : Event {
readonly attribute GPUError error ;
};
dictionary GPUUncapturedErrorEventInit : EventInit {
required GPUError error ;
};
partial interface GPUDevice { [Exposed =Window ]attribute EventHandler ; };onuncapturederror