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
GPUAdapter
s.
It
provides
a
connection
to
an
adapter
via
GPUDevice
,
which
manages
resources,
and
the
device’s
GPUQueue
s,
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
GPUCommandBuffer
s
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. Security considerations
2.1. 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 § 21 Errors & Debugging for more information about error handling.
2.2. GPU-based undefined behavior
WebGPU shader s 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, the WebGPU implementation has to validate it before doing any translation (to platform-specific shaders) or transformation passes.
2.3. Out-of-bounds access in shaders
Shader s can access physical resource s either directly or via texture unit s, 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 API side can not guarantee that the data is accessed within bounds if the texture unit s are not involved.
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.
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
2.4. 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. 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 support blacklisting particular drivers from using some of the native API backends.
2.6. Timing attacks
WebGPU
is
designed
for
multi-threaded
use
via
Web
Workers.
Some
of
the
objects,
like
GPUBuffer
,
have
shared
state
which
can
be
simultaneously
accessed.
This
allows
race
conditions
to
occur,
similar
to
those
of
accessing
a
SharedArrayBuffer
from
multiple
Web
Workers,
which
makes
the
thread
scheduling
observable
and
allows
the
creation
of
high-precision
timers.
The
theoretical
attack
vectors
are
a
subset
of
those
of
SharedArrayBuffer.
2.7. 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.
2.8. Fingerprinting
WebGPU
defines
the
required
limits
and
capabilities
of
any
GPUAdapter
.
and
encourages
applications
to
target
these
standard
limits.
The
actual
result
from
requestAdapter()
may
have
better
limits,
and
could
be
subject
to
fingerprinting.
3. Terminology & Conventions
3.1. 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
.
3.2. 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.
3.3. 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).
3.3.1. Invalid Objects
If an object is successfully created, it is valid at that moment. An internal object may be invalid . It may become invalid during its lifetime, but it will never become valid again.
-
If there is an error in the creation of an object, it is immediately invalid. This can happen, for example, if the object descriptor doesn’t describe a valid object, or if there is not enough memory to allocate a resource .
-
If an object is explicitly destroyed (e.g.
GPUBuffer.destroy()), it becomes invalid. -
If the device that owns an object is lost, the object becomes invalid.
3.4. 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 DOMString ?label ; };
GPUObjectBase
has
the
following
attributes:
-
label, of type DOMString , 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 .
3.5. 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 DOMString label ; };
GPUObjectDescriptorBase
has
the
following
members:
-
label, of type DOMString -
The initial value of
GPUObjectBase.label.
4. Programming Model
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.
- 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.
- 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.
In this specification, asynchronous operations are used when the result value depends on work that happens on any timeline other than the Content timeline . They are represented by callbacks and promises in JavaScript.
GPUComputePassEncoder.dispatch()
:
-
User encodes a
dispatchcommand by calling a method of theGPUComputePassEncoderwhich happens on the Content timeline . -
User issues
GPUQueue.submit()that hands over theGPUCommandBufferto the user agent, which processes it on the Device timeline by calling the OS driver to do a low-level submission. -
The submit gets dispatched by the GPU thread scheduler onto the actual compute units for execution, which happens on the Queue timeline .
GPUDevice.createBuffer()
:
-
User fills out a
GPUBufferDescriptorand creates aGPUBufferwith it, which happens on the Content timeline . -
User agent creates a low-level buffer on the Device timeline .
GPUBuffer.mapReadAsync()
:
-
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.
4.2. Memory
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.
4.3. Resource usage
Buffers and textures can be used by the GPU in multiple ways, which can be split into two groups:
- Read-only usage s
-
Usages like
GPUBufferUsage.VERTEXorGPUTextureUsage.SAMPLEDdon’t change the contents of a resource. - Mutating usage s
-
Usages like
GPUBufferUsage.STORAGEdo change the contents of a resource.
Consider merging all read-only usages. <https://github.com/gpuweb/gpuweb/issues/296>
Textures may consist of separate mipmap levels and array layers , which can be used differently at any given time. For the matter of usage validation, we’ll call them subresources .
The main usage rule is that any subresource at any given time can only be in either:
-
a combination of read-only usage s
-
a single mutating usage
Enforcing this rule allows the API to limit when data races can occur when working with memory. That property makes applications written against WebGPU more likely to run without modification on different platforms.
Generally,
when
an
implementation
processes
an
operation
that
uses
a
subresource
in
a
different
way
than
its
current
usage
allows,
it
schedules
a
transition
of
the
resource
into
the
new
state.
In
some
cases,
like
within
an
open
GPURenderPassEncoder
,
such
a
transition
is
impossible
due
to
the
hardware
limitations.
We
define
these
places
as
usage
scopes
:
each
subresource
must
not
change
usage
within
the
usage
scope
.
For
example,
binding
the
same
buffer
for
GPUBufferUsage.STORAGE
as
well
as
for
GPUBufferUsage.VERTEX
within
the
same
GPURenderPassEncoder
would
put
the
encoder
as
well
as
the
owning
GPUCommandEncoder
into
the
error
state.
Since
GPUBufferUsage.STORAGE
is
the
only
mutating
usage
for
a
buffer
that
is
valid
inside
a
render
pass,
if
it’s
present,
this
buffer
can’t
be
used
in
any
other
way
within
this
pass.
The
subresources
of
textures
included
in
the
views
provided
to
GPURenderPassColorAttachmentDescriptor.attachment
and
GPURenderPassColorAttachmentDescriptor.resolveTarget
are
considered
to
have
OUTPUT_ATTACHMENT
for
the
usage
scope
of
this
render
pass.
The
physical
size
of
a
GPUTexture
subresource
is
the
dimension
of
the
GPUTexture
subresource
in
texels
that
includes
the
possible
extra
paddings
to
form
complete
texel
blocks
in
the
subresource
.
-
For pixel-based
GPUTextureFormats, the physical size is always equal to the size of the subresource used in the sampling hardwares. -
GPUTextures in block-based compressedGPUTextureFormats always have a mipmap level 0 whose[[textureSize]]is a multiple of the texel block size , but the lower mipmap levels might not be the multiple of the texel block size and can have paddings.
GPUTexture
in
BC
format
whose
[[textureSize]]
is
{60,
60,
1},
when
sampling
the
GPUTexture
at
mipmap
level
2,
the
sampling
hardware
uses
{15,
15,
1}
as
the
size
of
the
subresource
,
while
its
physical
size
is
{16,
16,
1}
as
the
block-compression
algorithm
can
only
operate
on
4x4
texel
blocks
.
Document read-only states for depth views. <https://github.com/gpuweb/gpuweb/issues/514>
4.4. Synchronization
For
each
subresource
of
a
physical
resource
,
its
set
of
usage
flags
is
tracked
on
the
Queue
timeline
.
Usage
flags
are
GPUBufferUsage
or
GPUTextureUsage
flags,
according
to
the
type
of
the
subresource.
This section will need to be revised to support multiple queues.
On the Queue timeline , there is an ordered sequence of usage scopes . Each item on the timeline is contained within exactly one scope. For the duration of each scope, the set of usage flags of any given subresource is constant. A subresource may transition to new usages at the boundaries between usage scope s.
This specification defines the following usage scopes :
-
an individual command on a
GPUCommandEncoder, such asGPUCommandEncoder.copyBufferToTexture. -
an individual command on a
GPUComputePassEncoder, such asGPUProgrammablePassEncoder.setBindGroup. -
the whole
GPURenderPassEncoder.
Note:
calling
GPUProgrammablePassEncoder.setBindGroup
adds
the
[[usedBuffers]]
and
[[usedTextures]]
to
the
usage
scope
regardless
of
whether
the
shader
or
GPUPipelineLayout
actually
depends
on
these
bindings.
Similarly
GPURenderEncoderBase.setIndexBuffer
add
the
index
buffer
to
the
usage
scope
(as
GPUBufferUsage.INDEX
)
regardless
of
whether
the
indexed
draw
calls
are
used
afterwards.
The
usage
scopes
are
validated
at
GPUCommandEncoder.finish
time.
The
implementation
performs
the
usage
scope
validation
by
composing
the
set
of
all
usage
flags
of
each
subresource
used
in
the
usage
scope
.
A
GPUValidationError
is
generated
in
the
current
scope
with
an
appropriate
error
message
if
that
union
contains
a
mutating
usage
combined
with
any
other
usage.
5. Core Internal Objects
5.1. Adapters
An adapter represents an implementation of WebGPU on the system. Each adapter identifies both an instance of a hardware accelerator (e.g. GPU or CPU) and an instance of a browser’s implementation of WebGPU on top of that accelerator.
If an adapter becomes unavailable, it becomes invalid . Once invalid, it never becomes valid again. Any devices on the adapter, and internal objects owned by those devices, also become invalid.
Note:
An
adapter
may
be
a
physical
display
adapter
(GPU),
but
it
could
also
be
a
software
renderer.
A
returned
adapter
could
refer
to
different
physical
adapters,
or
to
different
browser
codepaths
or
system
drivers
on
the
same
physical
adapters.
Applications
can
hold
onto
multiple
adapters
at
once
(via
GPUAdapter
)
(even
if
some
are
invalid
),
and
two
of
these
could
refer
to
different
instances
of
the
same
physical
configuration
(e.g.
if
the
GPU
was
reset
or
disconnected
and
reconnected).
An adapter has the following internal slots:
-
[[extensions]], of type sequence<GPUExtensionName>, readonly -
The extensions which can be used to create devices on this adapter.
-
[[limits]], of typeGPULimits, readonly -
The best limits which can be used to create devices on this adapter.
Each adapter limit must be the same or better than its default value in
GPULimits.
Adapters
are
exposed
via
GPUAdapter
.
5.2. Devices
A device is the logical instantiation of an adapter , through which internal objects are created. It can be shared across multiple agents (e.g. dedicated workers).
A
device
is
the
exclusive
owner
of
all
internal
objects
created
from
it:
when
the
device
is
lost,
it
and
all
objects
created
on
it
(directly,
e.g.
createTexture()
,
or
indirectly,
e.g.
createView()
)
become
invalid
.
A device has the following internal slots:
-
[[adapter]], of type adapter , readonly -
The adapter from which this device was created.
-
[[extensions]], of type sequence<GPUExtensionName>, readonly -
The extensions which can be used on this device. No additional extensions can be used, even if the underlying adapter can support them.
-
[[limits]], of typeGPULimits, readonly -
The limits which can be used on this device. No better limits can be used, even if the underlying adapter can support them.
GPUDeviceDescriptor
descriptor
:
-
Set device .
[[adapter]]to adapter . -
Set device .
[[extensions]]to descriptor .extensions. -
Set device .
[[limits]]to descriptor .limits.
Devices
are
exposed
via
GPUDevice
.
6. Initialization
6.1. Examples
Need a robust example like the one in ErrorHandling.md, which handles all situations. Possibly also include a simple example with no handling.
6.2. 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
6.3. GPU
GPU
is
the
entry
point
to
WebGPU.
[Exposed =(Window ,DedicatedWorker )]interface GPU {Promise <GPUAdapter >requestAdapter (optional GPURequestAdapterOptions = {}); };options
GPU
has
the
methods
defined
by
the
following
sections.
6.3.1.
requestAdapter(options)
-
optional
GPURequestAdapterOptionsoptions = {}
Returns:
promise
,
of
type
Promise<
GPUAdapter
>.
Requests an adapter from the user agent. The user agent chooses whether to return an adapter, and, if so, chooses according to the provided options .
Returns a new promise , promise . On the Device timeline , the following steps occur:
-
If the user agent chooses to return an adapter:
-
The user agent chooses an adapter adapter according to the rules in § 6.3.1.1 Adapter Selection .
-
promise resolves with a new
GPUAdapterencapsulating adapter .
-
-
Otherwise, promise rejects with an
OperationError.
6.3.1.1. Adapter Selection
GPURequestAdapterOptions
provides
hints
to
the
user
agent
indicating
what
configuration
is
suitable
for
the
application.
dictionary GPURequestAdapterOptions {GPUPowerPreference powerPreference ; };
enum {GPUPowerPreference "low-power" ,"high-performance" };
GPURequestAdapterOptions
has
the
following
members:
-
powerPreference, of type GPUPowerPreference -
Optionally provides a hint indicating what class of adapter should be selected from the system’s available adapters.
The value of this hint may influence which adapter is chosen, but it must not influence whether an adapter is returned or not.
Note: The primary utility of this hint is to influence which GPU is used in a multi-GPU system. For instance, some laptops have a low-power integrated GPU and a high-performance discrete GPU.
Note: Depending on the exact hardware configuration, such as battery status and attached displays or removable GPUs, the user agent may select different adapters given the same power preference. Typically, given the same hardware configuration and state and
powerPreference, the user agent is likely to select the same adapter.It must be one of the following values:
-
undefined(or not present) -
Provides no hint to the user agent.
-
"low-power" -
Indicates a request to prioritize power savings over performance.
Note: Generally, content should use this if it is unlikely to be constrained by drawing performance; for example, if it renders only one frame per second, draws only relatively simple geometry with simple shaders, or uses a small HTML canvas element. Developers are encouraged to use this value if their content allows, since it may significantly improve battery life on portable devices.
-
"high-performance" -
Indicates a request to prioritize performance over power consumption.
Note: By choosing this value, developers should be aware that, for devices created on the resulting adapter, user agents are more likely to force device loss, in order to save power by switching to a lower-power adapter. Developers are encouraged to only specify this value if they believe it is absolutely necessary, since it may significantly decrease battery life on portable devices.
-
6.4.
GPUAdapter
A
GPUAdapter
encapsulates
an
adapter
,
and
describes
its
capabilities
(extensions
and
limits).
To
get
a
GPUAdapter
,
use
requestAdapter()
.
interface GPUAdapter {readonly attribute DOMString name ;readonly attribute FrozenArray <GPUExtensionName >extensions ; //readonly attribute GPULimits limits; Don’t expose higher limits for now.Promise <GPUDevice >requestDevice (optional GPUDeviceDescriptor = {}); };descriptor
GPUAdapter
has:
-
These attributes:
-
name, of type DOMString , readonly -
A human-readable name identifying the adapter. The contents are implementation-defined.
-
extensions, of type FrozenArray< GPUExtensionName >, readonly -
Accessor for
this.[[adapter]].[[extensions]].
-
-
These internal slots:
-
[[adapter]], of type adapter , readonly -
An internal slot holding the adapter to which this
GPUAdapterrefers.
-
-
The methods defined by the following sub-sections.
6.4.1.
requestDevice(optional
descriptor)
GPUAdapter
.
Arguments:
-
optional
GPUDeviceDescriptordescriptor = {}
Returns:
promise
,
of
type
Promise<
GPUDevice
>.
Requests a device from the adapter .
Returns a new promise , promise . On the Device timeline , the following steps occur:
-
If the user agent can fulfill the request and the Valid Usage rules are met:
-
promise resolves to a new
GPUDeviceobject encapsulating a new device with the capabilities described by descriptor .
-
-
Otherwise, promise rejects with an
OperationError.
Let
adapter
be
this
.
[[adapter]]
.
-
The set of
GPUExtensionNamevalues in descriptor .extensionsmust be a subset of those in adapter .[[extensions]]. -
For each type of limit in
GPULimits, the value of that limit in descriptor .limitsmust be no better than the value of that limit in adapter .[[limits]].
6.4.1.1.
GPUDeviceDescriptor
GPUDeviceDescriptor
describes
a
device
request.
dictionary GPUDeviceDescriptor :GPUObjectDescriptorBase {sequence <GPUExtensionName >extensions = [];GPULimits limits = {}; };
-
extensions, of type sequence< GPUExtensionName >, defaulting to[] -
The set of
GPUExtensionNamevalues in this sequence defines the exact set of extensions that must be enabled on the device. -
limits, of type GPULimits , defaulting to{} -
Defines the exact limits that must be enabled on the device.
6.4.1.2.
GPUExtensionName
Each
GPUExtensionName
identifies
a
set
of
functionality
which,
if
available,
allows
additional
usages
of
WebGPU
that
would
have
otherwise
been
invalid.
enum GPUExtensionName {"texture-compression-bc" };
6.4.1.3.
GPULimits
GPULimits
describes
various
limits
in
the
usage
of
WebGPU
on
a
device.
One limit value may be better than another. For each limit, "better" is defined.
Note: Setting "better" limits may not necessarily be desirable. While they enable strictly more programs to be valid, they may have a performance impact. Because of this, and to improve portability across devices and implementations, applications should generally request the "worst" limits that work for their content.
dictionary GPULimits {GPUSize32 maxBindGroups = 4;GPUSize32 maxDynamicUniformBuffersPerPipelineLayout = 8;GPUSize32 maxDynamicStorageBuffersPerPipelineLayout = 4;GPUSize32 maxSampledTexturesPerShaderStage = 16;GPUSize32 maxSamplersPerShaderStage = 16;GPUSize32 maxStorageBuffersPerShaderStage = 4;GPUSize32 maxStorageTexturesPerShaderStage = 4;GPUSize32 maxUniformBuffersPerShaderStage = 12; };
-
maxBindGroups, of type GPUSize32 , defaulting to4 -
The maximum number of
GPUBindGroupLayoutsallowed inbindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
maxDynamicUniformBuffersPerPipelineLayout, of type GPUSize32 , defaulting to8 -
The maximum number of
entriesfor which:-
typeis"uniform-buffer", and -
hasDynamicOffsetis true,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxDynamicStorageBuffersPerPipelineLayout, of type GPUSize32 , defaulting to4 -
The maximum number of
entriesfor which:-
typeis"storage-buffer", and -
hasDynamicOffsetis true,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxSampledTexturesPerShaderStage, of type GPUSize32 , defaulting to16 -
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"sampled-texture", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxSamplersPerShaderStage, of type GPUSize32 , defaulting to16 -
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"sampler"or"comparison-sampler", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxStorageBuffersPerShaderStage, of type GPUSize32 , defaulting to4 -
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"storage-buffer", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxStorageTexturesPerShaderStage, of type GPUSize32 , defaulting to4 -
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeis"readonly-storage-texture"or"writeonly-storage-texture", and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
-
maxUniformBuffersPerShaderStage, of type GPUSize32 , defaulting to12 -
For each possible
GPUShaderStagestage, the maximum number ofentriesfor which:-
typeisuniform-buffer, and -
visibilityincludesstage,
across all
bindGroupLayoutswhen creating aGPUPipelineLayout.Higher is better .
-
6.5.
GPUDevice
A
GPUDevice
encapsulates
a
device
and
exposes
the
functionality
of
that
device.
GPUDevice
is
the
top-level
interface
through
which
WebGPU
interfaces
are
created.
To
get
a
GPUDevice
,
use
requestDevice()
.
[Exposed =(Window ,DedicatedWorker ),Serializable ]interface GPUDevice :EventTarget { [SameObject ]readonly attribute GPUAdapter adapter ;readonly attribute FrozenArray <GPUExtensionName >extensions ;readonly attribute object limits ; [SameObject ]readonly attribute GPUQueue ;defaultQueue GPUBuffer createBuffer (GPUBufferDescriptor );descriptor GPUMappedBuffer createBufferMapped (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 GPUQuerySet (createQuerySet GPUQuerySetDescriptor ); };descriptor GPUDevice includes GPUObjectBase ;
GPUDevice
has:
-
These attributes:
-
adapter, of type GPUAdapter , readonly -
The
GPUAdapterfrom which this device was created. -
extensions, of type FrozenArray< GPUExtensionName >, readonly -
A sequence containing the
GPUExtensionNames of the extensions supported by the device (i.e. the ones with which it was created). -
limits, of type object , readonly -
A
GPULimitsobject exposing the limits supported by the device (i.e. the ones with which it was created).
-
-
These internal slots:
-
The methods listed in its WebIDL definition above, which are defined elsewhere in this document.
GPUDevice
objects
are
serializable
objects
.
-
If forStorage is true, throw a "
DataCloneError". -
Set serialized .device to the value of value .
[[device]].
-
Set value .
[[device]]to serialized .device.
7. Buffers
7.1.
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
can
be
created
via
the
following
functions:
-
GPUDevice.createBuffer(descriptor)that returns a new buffer in the unmapped state. -
GPUDevice.createBufferMapped(descriptor)that returns a new buffer in the mapped for writing state and its mapping.
[Serializable ]interface GPUBuffer {Promise <ArrayBuffer >();mapReadAsync Promise <ArrayBuffer >();mapWriteAsync void unmap ();void destroy (); };GPUBuffer includes GPUObjectBase ;
GPUBuffer
has
the
following
internal
slots:
-
[[size]]of typeGPUSize64. -
The length of the
GPUBufferallocation in bytes. -
[[usage]]of typeGPUBufferUsageFlags. -
The allowed usages for this
GPUBuffer. -
[[state]]of type buffer state . -
The current state of the
GPUBuffer. -
[[mapping]]of typeArrayBufferorPromiseornull. -
The mapping for this
GPUBuffer.
Each
GPUBuffer
has
a
current
buffer
state
on
the
Content
timeline
which
is
one
of
the
following:
-
" mapped for reading " where the
GPUBufferis available for CPU operations reading its content. -
" mapped for writing " where the
GPUBufferis available for CPU operations writing its content. -
" mapping pending for reading " where the
GPUBufferis being made available for reading its content. -
" mapping pending for writing " where the
GPUBufferis being made available for writing 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
where
the
states
are:
-
unmapped and destroyed with a
null[[mapping]] -
mapped for reading and mapped for writing with an
ArrayBuffertyped[[mapping]]. -
mapping pending for reading and mapping pending for writing 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.
7.2. Buffer Creation
7.2.1.
GPUBufferDescriptor
This
specifies
the
options
to
use
in
creating
a
GPUBuffer
.
dictionary :GPUBufferDescriptor GPUObjectDescriptorBase {required GPUSize64 ;size required GPUBufferUsageFlags ; };usage
- validating GPUBufferDescriptor (device, descriptor)
7.2.2.
GPUDevice.createBuffer(descriptor)
-
createBuffer(descriptor) -
-
If the result of validating GPUBufferDescriptor (this, descriptor) is false:
-
Let b be a new
GPUBufferobject. -
Set the
[[size]]slot of b to the value of thesizeattribute of descriptor . -
Set the
[[usage]]slot of b to the value of theusageattribute of descriptor . -
Set the
[[mapping]]internal slot of b tonull. -
Set each byte of b ’s allocation to zero.
-
Return b .
-
7.2.3.
GPUDevice.createBufferMapped(descriptor)
-
createBufferMapped(descriptor) -
-
If the result of validating GPUBufferDescriptor (this, descriptor) is false:
-
Record a validation error in the current scope.
-
Create an invalid
GPUBufferand return the result.
-
-
Let b be a new
GPUBufferobject. -
Set the
[[size]]slot of b to the value of thesizeattribute of descriptor . -
Let m be a zero-filled
ArrayBufferof size the[[size]]slot of b . -
Set the
[[usage]]slot of b to the value of theusageattribute of descriptor . -
Set the
[[state]]internal slot of b to mapped for writing . -
Set the
[[mapping]]internal slot of b to m . -
Set each byte of b ’s allocation to zero.
-
Return a sequence containing b and m in that order.
-
7.3. 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.
7.3.1.
destroy()
-
If the
[[state]]slot of this is mapped for reading or mapped for writing :-
Run the steps to unmap
"this"
-
7.4. Buffer Usage
typedef [EnforceRange ]unsigned long ;GPUBufferUsageFlags interface {GPUBufferUsage const GPUBufferUsageFlags = 0x0001;MAP_READ const GPUBufferUsageFlags = 0x0002;MAP_WRITE const GPUBufferUsageFlags = 0x0004;COPY_SRC const GPUBufferUsageFlags = 0x0008;COPY_DST const GPUBufferUsageFlags = 0x0010;INDEX const GPUBufferUsageFlags = 0x0020;VERTEX const GPUBufferUsageFlags = 0x0040;UNIFORM const GPUBufferUsageFlags = 0x0080;STORAGE const GPUBufferUsageFlags = 0x0100;INDIRECT const GPUBufferUsageFlags = 0x0200; };QUERY_RESOLVE
7.5. Buffer Mapping
An
application
can
request
to
map
a
GPUBuffer
to
get
its
mapping
which
is
an
ArrayBuffer
representing
the
GPUBuffer
's
allocation.
Mappings
are
requested
asynchronously
so
that
the
user
agent
can
ensure
the
GPU
finished
using
the
GPUBuffer
before
the
application
gets
its
mapping.
Mappings
can
be
requested
for
reading
with
mapReadAsync
or
writing
with
mapWriteAsync
.
A
mapped
GPUBuffer
cannot
be
used
by
the
GPU
and
must
be
unmapped
using
unmap
before
it
can
be
used
on
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.
7.5.1.
GPUDevice.mapReadAsync
-
If the
[[usage]]slot of this doesn’t contain theMAP_READbit or if[[state]]isn’t unmapped :-
Record a validation error on the current scope.
-
Return a promise rejected with an
AbortError.
-
-
Let p be a new
Promise. -
Set the
[[mapping]]slot of this to p . -
Set the
[[state]]slot of this to mapping pending for reading . -
Enqueue an operation on the Queue timeline that will execute the following:
-
Let m be a new
ArrayBufferof size the[[size]]of this . -
Set the content of m to the content of this ’s allocation.
-
Set the
[[state]]slot of this to mapped for reading . -
If p is pending:
-
Resolve p with m .
-
-
-
Return p .
7.5.2.
GPUDevice.mapWriteAsync
Handle error buffers once we have a description of the error monad.
-
If the
[[usage]]slot of this doesn’t contain theMAP_WRITEbit or if[[state]]isn’t unmapped :-
Record a validation error on the current scope.
-
Return a promise rejected with an
AbortError.
-
-
Let p be a new
Promise. -
Set the
[[mapping]]slot of this to p . -
Set the
[[state]]slot of this to mapping pending for writing . -
Enqueue an operation on the Queue timeline that will execute the following:
-
Let m be a new
ArrayBufferof size the[[size]]of this that is filled with zeroes. -
Set the
[[state]]slot of this to mapped for writing . -
If p is pending:
-
Resolve p with m .
-
-
-
Return p .
7.5.3.
unmap()
-
If the
[[state]]slot of this is unmapped or destroyed :-
Record a validation error on the current scope.
-
Return.
-
-
If the
[[mapping]]slot of this is aPromise:-
Reject
[[mapping]]with anAbortError. -
Set the
[[mapping]]slot of this to null.
-
-
If the
[[mapping]]slot of this is anArrayBuffer:-
If the
[[state]]slot of this is mapped for writing :-
Enqueue an operation on the Queue timeline that updates this ’s allocation to the content of the
ArrayBufferin the[[mapping]]slot of this .
-
-
Detach this .
[[mapping]]from its content. -
Set the
[[mapping]]slot of this to null.
-
8. Textures and Texture Views
define texture (internal object)
define mipmap level , array layer , slice (concepts)
8.1.
GPUTexture
[Serializable ]interface GPUTexture {GPUTextureView createView (optional GPUTextureViewDescriptor = {});descriptor void (); };destroy GPUTexture includes GPUObjectBase ;
GPUTexture
has
the
following
internal
slots:
-
[[textureSize]]of typeGPUExtent3D. -
The size of the
GPUTexturein texels in mipmap level 0. -
[[mipLevelCount]]of typeGPUIntegerCoordinate. -
The total number of the mipmap levels of the
GPUTexture. -
[[sampleCount]]of typeGPUSize32. -
The number of samples in each texel of the
GPUTexture. -
[[dimension]]of typeGPUTextureDimension. -
The dimension of the
GPUTexture. -
[[format]]of typeGPUTextureFormat. -
The format of the
GPUTexture. -
[[textureUsage]]of typeGPUTextureUsageFlags. -
The allowed usages for this
GPUTexture.
8.1.1. Texture Creation
dictionary :GPUTextureDescriptor GPUObjectDescriptorBase {required GPUExtent3D ;size GPUIntegerCoordinate = 1;mipLevelCount GPUSize32 = 1;sampleCount GPUTextureDimension = "2d";dimension required GPUTextureFormat ;format required GPUTextureUsageFlags ; };usage
enum {GPUTextureDimension ,"1d" ,"2d" };"3d"
typedef [EnforceRange ]unsigned long ;GPUTextureUsageFlags interface {GPUTextureUsage const GPUTextureUsageFlags = 0x01;COPY_SRC const GPUTextureUsageFlags = 0x02;COPY_DST const GPUTextureUsageFlags = 0x04;SAMPLED const GPUTextureUsageFlags = 0x08;STORAGE const GPUTextureUsageFlags = 0x10; };OUTPUT_ATTACHMENT
8.2. GPUTextureView
interface { };GPUTextureView GPUTextureView includes GPUObjectBase ;
8.2.1. Texture View Creation
dictionary :GPUTextureViewDescriptor GPUObjectDescriptorBase {GPUTextureFormat ;format GPUTextureViewDimension ;dimension GPUTextureAspect = "all";aspect GPUIntegerCoordinate = 0;baseMipLevel GPUIntegerCoordinate = 0;mipLevelCount GPUIntegerCoordinate = 0;baseArrayLayer GPUIntegerCoordinate = 0; };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 0, defaults to texture .mipLevelCount−baseMipLevel. -
arrayLayerCount: If 0, defaults to texture .size. depth −baseArrayLayer.
enum {GPUTextureViewDimension ,"1d" ,"2d" ,"2d-array" ,"cube" ,"cube-array" };"3d"
enum {GPUTextureAspect ,"all" ,"stencil-only" };"depth-only"
8.2.2.
GPUTexture
.
createView(descriptor)
GPUTexture
.
Arguments:
-
optional
GPUTextureViewDescriptordescriptor
Returns:
view
,
of
type
GPUTextureView
.
8.3. Texture Formats
The name of the format specifies the order of components, bits per component, and data type for the component.
-
r,g,b,a= red, green, blue, alpha -
unorm= unsigned normalized -
snorm= signed normalized -
uint= unsigned int -
sint= signed int -
float= floating point
If
the
format
has
the
-srgb
suffix,
then
sRGB
conversions
from
gamma
to
linear
and
vice
versa
are
applied
during
the
reading
and
writing
of
color
values
in
the
shader.
Compressed
texture
formats
are
provided
by
extensions.
Their
naming
should
follow
the
convention
here,
with
the
texture
name
as
a
prefix.
e.g.
etc2-rgba8unorm
.
The
texel
block
is
a
single
addressable
element
of
the
textures
in
pixel-based
GPUTextureFormat
s,
and
a
single
compressed
block
of
the
textures
in
block-based
compressed
GPUTextureFormat
s.
The texel block width and texel block height specifies the dimension of one texel block .
-
For pixel-based
GPUTextureFormats, the texel block width and texel block height are always 1. -
For block-based compressed
GPUTextureFormats, the texel block width is the number of texels in each row of one texel block , and the texel block height is the number of texel rows in one texel block .
The
texel
block
size
of
a
GPUTextureFormat
is
the
number
of
bytes
to
store
one
texel
block
.
The
texel
block
size
of
each
GPUTextureFormat
is
constant
except
for
"depth24plus"
and
"depth24plus-stencil8"
.
enum { // 8-bit formatsGPUTextureFormat ,"r8unorm" ,"r8snorm" ,"r8uint" , // 16-bit formats"r8sint" ,"r16uint" ,"r16sint" ,"r16float" ,"rg8unorm" ,"rg8snorm" ,"rg8uint" , // 32-bit formats"rg8sint" ,"r32uint" ,"r32sint" ,"r32float" ,"rg16uint" ,"rg16sint" ,"rg16float" ,"rgba8unorm" ,"rgba8unorm-srgb" ,"rgba8snorm" ,"rgba8uint" ,"rgba8sint" ,"bgra8unorm" , // Packed 32-bit formats"bgra8unorm-srgb" ,"rgb10a2unorm" , // 64-bit formats"rg11b10float" ,"rg32uint" ,"rg32sint" ,"rg32float" ,"rgba16uint" ,"rgba16sint" , // 128-bit formats"rgba16float" ,"rgba32uint" ,"rgba32sint" , // Depth and stencil formats"rgba32float" ,"depth32float" ,"depth24plus" };"depth24plus-stencil8"
-
The
depth24plusfamily of formats (depth24plusanddepth24plus-stencil8) must have a depth-component precision of 1 ULP ≤ 1 / (2 24 ).Note: This is unlike the 24-bit unsigned normalized format family typically found in native APIs, which has a precision of 1 ULP = 1 / (2 24 − 1).
enum {GPUTextureComponentType ,"float" ,"sint" };"uint"
9. Samplers
9.1. GPUSampler
interface { };GPUSampler GPUSampler includes GPUObjectBase ;
GPUSampler
has
the
following
internal
slots:
-
[[compareEnable]]of typeboolean. -
Whether the
GPUSampleris used as a comparison sampler.
9.1.1. 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 ; };compare
9.1.2.
GPUDevice
.
createSampler(descriptor)
-
optional
GPUSamplerDescriptordescriptor = {}
Returns:
GPUSampler
-
Let s be a new
GPUSamplerobject. -
Set the
[[compareEnable]]slot of s to false if thecompareattribute of descriptor is null or undefined. Otherwise, set it to true. -
Return s .
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"
10. Resource Binding
10.1. 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 ;
10.1.1. Creation
A
GPUBindGroupLayout
is
created
via
GPUDevice.createBindGroupLayout()
.
dictionary :GPUBindGroupLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayoutEntry >; };entries
A
GPUBindGroupLayoutEntry
describes
a
single
shader
resource
binding
to
be
included
in
a
GPUBindGroupLayout
.
dictionary {GPUBindGroupLayoutEntry required GPUIndex32 ;binding required GPUShaderStageFlags ;visibility required GPUBindingType ;type GPUTextureViewDimension = "2d";viewDimension GPUTextureComponentType = "float";textureComponentType GPUTextureFormat ;storageTextureFormat boolean =multisampled false ;boolean =hasDynamicOffset false ; };
-
binding: A unique identifier for a resource binding within aGPUBindGroupLayoutEntry, a correspondingGPUBindGroupEntry, and shader stages. -
visibility: A bitset of the members ofGPUShaderStage. Each set bit indicates that aGPUBindGroupLayoutEntry's resource will be accessible from the associated shader stage.
typedef [EnforceRange ]unsigned long ;GPUShaderStageFlags interface {GPUShaderStage const GPUShaderStageFlags = 0x1;VERTEX const GPUShaderStageFlags = 0x2;FRAGMENT const GPUShaderStageFlags = 0x4; };COMPUTE
-
type: A member ofGPUBindingTypethat indicates the intended usage of a resource binding in its visibleGPUShaderStages.
enum {GPUBindingType ,"uniform-buffer" ,"storage-buffer" ,"readonly-storage-buffer" ,"sampler" ,"comparison-sampler" ,"sampled-texture" ,"readonly-storage-texture" // TODO: other binding types };"writeonly-storage-texture"
-
viewDimension,multisampled: Describes the dimensionality of texture view bindings, and indicates if they are multisampled.Note: This allows Metal-based implementations to back the respective bind groups with
MTLArgumentBufferobjects that are more efficient to bind at run-time. -
hasDynamicOffset: Foruniform-buffer,storage-buffer, andreadonly-storage-bufferbindings, indicates that the binding has a dynamic offset. One offset must be passed to setBindGroup for each dynamic binding in increasing order ofbindingnumber.
A
GPUBindGroupLayout
object
has
the
following
internal
slots:
-
[[entries]]of type sequence<GPUBindGroupLayoutEntry>. -
The set of
GPUBindGroupLayoutEntrys thisGPUBindGroupLayoutdescribes.
10.1.2.
GPUDevice.createBindGroupLayout(GPUBindGroupLayoutDescriptor)
GPUDevice
.
Arguments:
-
GPUBindGroupLayoutDescriptordescriptor
Returns:
GPUBindGroupLayout
.
The
createBindGroupLayout(
descriptor
)
method
is
used
to
create
GPUBindGroupLayout
s.
-
Ensure device validation is not violated.
-
Let layout be a new valid
GPUBindGroupLayoutobject. -
For each
GPUBindGroupLayoutEntrybindingDescriptor in descriptor .entries:-
Ensure bindingDescriptor .
bindingdoes not violate binding validation . -
If bindingDescriptor .
visibilityincludesVERTEX, ensure vertex shader binding validation is not violated. -
If bindingDescriptor .
typeisuniform-buffer:-
Ensure uniform buffer validation is not violated.
-
If bindingDescriptor .
hasDynamicOffsetistrue, ensure dynamic uniform buffer validation is not violated.
-
-
If bindingDescriptor .
typeisstorage-bufferorreadonly-storage-buffer:-
Ensure storage buffer validation is not violated.
-
If bindingDescriptor .
hasDynamicOffsetistrue, ensure dynamic storage buffer validation is not violated.
-
-
If bindingDescriptor .
typeissampled-texture, ensure sampled texture validation is not violated. -
If bindingDescriptor .
typeisreadonly-storage-textureorwriteonly-storage-texture, ensure storage texture validation is not violated. -
If bindingDescriptor .
typeissampler, ensure sampler validation is not violated. -
Insert bindingDescriptor into layout .
[[entries]].
-
-
Return layout .
If any of the following conditions are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUBindGroupLayoutand return the result.
device
validation
:
The
GPUDevice
must
not
be
lost.
binding
validation
:
Each
bindingDescriptor
.
binding
in
descriptor
must
be
unique.
vertex
shader
binding
validation
:
storage-buffer
is
not
allowed.
uniform
buffer
validation
:
There
must
be
GPULimits.maxUniformBuffersPerShaderStage
or
fewer
bindingDescriptor
s
of
type
uniform-buffer
visible
on
each
shader
stage
in
descriptor
.
dynamic
uniform
buffer
validation
:
There
must
be
GPULimits.maxDynamicUniformBuffersPerPipelineLayout
or
fewer
bindingDescriptor
s
of
type
uniform-buffer
with
hasDynamicOffset
set
to
true
in
descriptor
that
are
visible
to
any
shader
stage.
storage
buffer
validation
:
There
must
be
GPULimits.maxStorageBuffersPerShaderStage
or
fewer
bindingDescriptor
s
of
type
storage-buffer
visible
on
each
shader
stage
in
descriptor
.
dynamic
storage
buffer
validation
:
There
must
be
GPULimits.maxDynamicStorageBuffersPerPipelineLayout
or
fewer
bindingDescriptor
s
of
type
storage-buffer
with
hasDynamicOffset
set
to
true
in
descriptor
that
are
visible
to
any
shader
stage.
sampled
texture
validation
:
There
must
be
GPULimits.maxSampledTexturesPerShaderStage
or
fewer
bindingDescriptor
s
of
type
sampled-texture
visible
on
each
shader
stage
in
descriptor
.
bindingDescriptor
.
hasDynamicOffset
must
be
false
.
storage
texture
validation
:
There
must
be
GPULimits.maxStorageTexturesPerShaderStage
or
fewer
bindingDescriptor
s
of
type
readonly-storage-texture
and
writeonly-storage-texture
visible
on
each
shader
stage
in
descriptor
.
bindingDescriptor
.
hasDynamicOffset
must
be
false
.
sampler
validation
:
There
must
be
GPULimits.maxSamplersPerShaderStage
or
fewer
bindingDescriptor
s
of
type
sampler
visible
on
each
shader
stage
in
descriptor
.
bindingDescriptor
.
hasDynamicOffset
must
be
false
.
10.2. 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 ;
10.2.1. Bind Group Creation
A
GPUBindGroup
is
created
via
GPUDevice.createBindGroup()
.
dictionary :GPUBindGroupDescriptor GPUObjectDescriptorBase {required GPUBindGroupLayout ;layout required sequence <GPUBindGroupEntry >; };entries
A
GPUBindGroupEntry
describes
a
single
resource
to
be
bound
in
a
GPUBindGroup
.
typedef (GPUSampler or GPUTextureView or GPUBufferBinding );GPUBindingResource dictionary {GPUBindGroupEntry required GPUIndex32 ;binding required GPUBindingResource ; };resource
dictionary {GPUBufferBinding required GPUBuffer ;buffer GPUSize64 = 0;offset GPUSize64 ; };size
A
GPUBindGroup
object
has
the
following
internal
slots:
-
[[layout]]of typeGPUBindGroupLayout. -
The
GPUBindGroupLayoutassociated with thisGPUBindGroup. -
[[entries]]of type sequence<GPUBindGroupEntry>. -
The set of
GPUBindGroupEntrys thisGPUBindGroupdescribes. -
[[usedBuffers]]of type maplike<GPUBuffer,GPUBufferUsage>. -
The set of buffers used by this bind group and the corresponding usage flags.
-
[[usedTextures]]of type maplike<GPUTexturesubresource ,GPUTextureUsage>. -
The set of texure subresources used by this bind group. Each subresource is stored with the union of usage flags that apply to it.
10.2.2.
GPUDevice.createBindGroup(GPUBindGroupDescriptor)
-
GPUBindGroupDescriptordescriptor
Returns:
GPUBindGroup
.
The
createBindGroup(
descriptor
)
method
is
used
to
create
GPUBindGroup
s.
If any of the conditions below are violated:
-
Generate a
GPUValidationErrorin the current scope with appropriate error message. -
Create a new invalid
GPUBindGroupand return the result.
-
Ensure bind group device validation is not violated.
-
Ensure descriptor .
layoutis a validGPUBindGroupLayout. -
Ensure the number of
entriesof descriptor .layoutexactly equals to the number of descriptor .entries. -
For each
GPUBindGroupEntrybindingDescriptor in descriptor .entries:-
Ensure there is exactly one
GPUBindGroupLayoutEntrylayoutBinding inentriesof descriptor .layoutsuch that layoutBinding .bindingequals to bindingDescriptor .binding. -
If layoutBinding .
typeis"sampler":-
Ensure bindingDescriptor .
resourceis a validGPUSamplerobject and[[compareEnable]]is false.
-
-
If layoutBinding .
typeis"comparison-sampler":-
Ensure bindingDescriptor .
resourceis a validGPUSamplerobject and[[compareEnable]]is true.
-
-
If layoutBinding .
typeis"sampled-texture"or"readonly-storage-texture"or"writeonly-storage-texture".-
Ensure bindingDescriptor .
resourceis a validGPUTextureViewobject. -
Ensure texture view binding validation is not violated.
-
Ensure bindingDescriptor .
storageTextureFormatis a validGPUTextureFormat.
-
-
If layoutBinding .
typeis"uniform-buffer"or"storage-buffer"or"readonly-storage-buffer".-
Ensure bindingDescriptor .
resourceis a validGPUBufferBindingobject. -
Ensure buffer binding validation is not violated.
-
-
-
Return a new
GPUBindGroupobject with:-
[[layout]]= descriptor .layout -
[[entries]]= descriptor .entries -
[[usedBuffers]]= union of the buffer usages across all entries -
[[usedTextures]]= union of the texture subresource usages across all entries
-
bind
group
device
validation
:
The
GPUDevice
must
not
be
lost.
texture
view
binding
validation
:
Let
view
be
bindingDescriptor
.
resource
,
a
GPUTextureView
.
This
layoutBinding
must
be
compatible
with
this
view
.
This
requires:
-
Its layoutBinding .
viewDimensionmust equal view ’sdimension. -
Its layoutBinding .
textureComponentTypemust be compatible with view ’sformat. -
If layoutBinding .
multisampledistrue, view ’s texture’ssampleCountmust be greater than 1. Otherwise, if bindingDescriptor .multisampledisfalse, view ’s texture’ssampleCountmust be 1. -
If layoutBinding .
typeis"sampled-texture", view ’s texture’susagemust includeSAMPLED. Each texture subresource seen by view is added to[[usedTextures]]withSAMPLEDflag. -
If layoutBinding .
typeis"readonly-storage-texture"or"writeonly-storage-texture", view ’s texture’susagemust includeSTORAGE. Each texture subresource seen by view is added to[[usedTextures]]withSTORAGEflag.
buffer
binding
validation
:
Let
bufferBinding
be
bindingDescriptor
.
resource
,
a
GPUBufferBinding
.
This
layoutBinding
must
be
compatible
with
this
bufferBinding
.
This
requires:
-
If layoutBinding .
typeis"uniform-buffer", the bufferBinding .buffer'susagemust includeUNIFORM. The buffer is added to the[[usedBuffers]]map withUNIFORMflag. -
If layoutBinding .
typeis"storage-buffer"or"readonly-storage-buffer", the bufferBinding .buffer'susagemust includeSTORAGE. The buffer is added to the[[usedBuffers]]map withSTORAGEflag. -
The bound part designated by bufferBinding .
offsetand bufferBinding .sizemust reside inside the buffer.
10.3. GPUPipelineLayout
interface { };GPUPipelineLayout GPUPipelineLayout includes GPUObjectBase ;
10.3.1. Creation
dictionary :GPUPipelineLayoutDescriptor GPUObjectDescriptorBase {required sequence <GPUBindGroupLayout >; };bindGroupLayouts
11. Shader Modules
11.1. GPUShaderModule
[Serializable ]interface { };GPUShaderModule 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.
11.1.1. Shader Module Creation
dictionary :GPUShaderModuleDescriptor GPUObjectDescriptorBase {required DOMString ; };code
12. Pipelines
dictionary :GPUPipelineDescriptorBase GPUObjectDescriptorBase {required GPUPipelineLayout ; };layout
dictionary {GPUProgrammableStageDescriptor required GPUShaderModule ;module required DOMString ; // TODO: other stuff like specialization constants? };entryPoint
12.1. GPUComputePipeline
[Serializable ]interface { };GPUComputePipeline GPUComputePipeline includes GPUObjectBase ;
12.1.1. Creation
dictionary :GPUComputePipelineDescriptor GPUPipelineDescriptorBase {required GPUProgrammableStageDescriptor ; };computeStage
12.2. GPURenderPipeline
[Serializable ]interface { };GPURenderPipeline GPURenderPipeline includes GPUObjectBase ;
12.2.1. 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 ; // TODO: other properties };
-
sampleCount: Number of MSAA samples.
12.2.2. Primitive Topology
enum {GPUPrimitiveTopology ,"point-list" ,"line-list" ,"line-strip" ,"triangle-list" };"triangle-strip"
12.2.3. Rasterization State
dictionary {GPURasterizationStateDescriptor GPUFrontFace = "ccw";frontFace GPUCullMode = "none";cullMode GPUDepthBias = 0;depthBias float = 0;depthBiasSlopeScale float = 0; };depthBiasClamp
enum {GPUFrontFace ,"ccw" };"cw"
enum {GPUCullMode ,"none" ,"front" };"back"
12.2.4. Color State
dictionary {GPUColorStateDescriptor required GPUTextureFormat ;format GPUBlendDescriptor = {};alphaBlend GPUBlendDescriptor = {};colorBlend GPUColorWriteFlags = 0xF; // GPUColorWrite.ALL };writeMask
typedef [EnforceRange ]unsigned long ;GPUColorWriteFlags interface {GPUColorWrite const GPUColorWriteFlags = 0x1;RED const GPUColorWriteFlags = 0x2;GREEN const GPUColorWriteFlags = 0x4;BLUE const GPUColorWriteFlags = 0x8;ALPHA const GPUColorWriteFlags = 0xF; };ALL
12.2.4.1. 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"
12.2.5. 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
12.2.6. Vertex State
enum {GPUIndexFormat ,"uint16" };"uint32"
12.2.6.1. 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 {GPUVertexStateDescriptor GPUIndexFormat = "uint32";indexFormat sequence <GPUVertexBufferLayoutDescriptor ?>= []; };vertexBuffers
A
vertex
buffer
is,
conceptually,
a
view
into
buffer
memory
as
an
array
of
structures
.
arrayStride
is
the
stride,
in
bytes,
between
elements
of
that
array.
Each
element
of
a
vertex
buffer
is
like
a
structure
with
a
memory
layout
defined
by
its
attributes
,
which
describe
the
members
of
the
structure.
Each
GPUVertexAttributeDescriptor
describes
its
format
and
its
offset
,
in
bytes,
within
the
structure.
Each
attribute
appears
as
a
separate
input
in
a
vertex
shader,
each
bound
by
a
numeric
location
,
which
is
specified
by
shaderLocation
.
Every
location
must
be
unique
within
the
GPUVertexStateDescriptor
.
dictionary {GPUVertexBufferLayoutDescriptor required GPUSize64 ;arrayStride GPUInputStepMode = "vertex";stepMode required sequence <GPUVertexAttributeDescriptor >; };attributes
dictionary {GPUVertexAttributeDescriptor required GPUVertexFormat ;format required GPUSize64 ;offset required GPUIndex32 ; };shaderLocation
13. Command Buffers
13.1. GPUCommandBuffer
interface { };GPUCommandBuffer GPUCommandBuffer includes GPUObjectBase ;
13.1.1. Creation
dictionary :GPUCommandBufferDescriptor GPUObjectDescriptorBase { };
14. Command Encoding
14.1. GPUCommandEncoder
interface {GPUCommandEncoder GPURenderPassEncoder (beginRenderPass GPURenderPassDescriptor );descriptor GPUComputePassEncoder (beginComputePass optional GPUComputePassDescriptor = {});descriptor void copyBufferToBuffer (GPUBuffer ,source GPUSize64 ,sourceOffset GPUBuffer ,destination GPUSize64 ,destinationOffset GPUSize64 );size void copyBufferToTexture (GPUBufferCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void copyTextureToBuffer (GPUTextureCopyView ,source GPUBufferCopyView ,destination GPUExtent3D );copySize void (copyTextureToTexture GPUTextureCopyView ,source GPUTextureCopyView ,destination GPUExtent3D );copySize void (pushDebugGroup DOMString );groupLabel void ();popDebugGroup void (insertDebugMarker DOMString );markerLabel void (resolveQuerySet GPUQuerySet ,querySet GPUSize32 ,firstQuery GPUSize32 ,queryCount GPUBuffer ,destination GPUSize64 );destinationOffset GPUCommandBuffer (finish optional GPUCommandBufferDescriptor = {}); };descriptor GPUCommandEncoder includes GPUObjectBase ;
14.1.1. Creation
dictionary :GPUCommandEncoderDescriptor GPUObjectDescriptorBase { // TODO: reusability flag? };
14.2. Copy Commands
14.2.1.
GPUBufferCopyView
dictionary GPUBufferCopyView {required GPUBuffer ;buffer GPUSize64 = 0;offset required GPUSize32 bytesPerRow ;GPUSize32 rowsPerImage = 0; };
A
GPUBufferCopyView
is
a
view
of
a
buffer
as
an
array
of
images
,
used
when
copying
data
between
a
texture
and
a
buffer
.
-
For
2dtextures, data is copied between one or multiple contiguous images and array layers . -
For
3dtextures, data is copied between one or multiple contiguous images and depth slices .
Define images more precisely. In particular, define them as being comprised of texel blocks .
Define the exact copy semantics, by reference to common algorithms shared by the copy methods.
-
bytesPerRow, of type GPUSize32 -
The stride, in bytes, between the beginning of each row of texel blocks and the subsequent row.
-
rowsPerImage, of type GPUSize32 , defaulting to0 -
rowsPerImage÷ texel block height ×bytesPerRowis the stride, in bytes, between the beginning of each image of data and the subsequent image .
Given
a
GPUBufferCopyView
bufferCopyView
,
the
following
validation
rules
apply:
-
bufferCopyView .
bytesPerRowmust be a multiple of 256.
14.2.2.
GPUTextureCopyView
dictionary GPUTextureCopyView {required GPUTexture ;texture GPUIntegerCoordinate = 0;mipLevel GPUIntegerCoordinate = 0;arrayLayer GPUOrigin3D = {}; };origin
A
GPUTextureCopyView
is
a
view
of
a
sub-region
of
one
or
multiple
contiguous
texture
subresources
with
the
initial
offset
GPUOrigin3D
in
texels,
used
when
copying
data
from
or
to
a
GPUTexture
.
-
origin: If unspecified, defaults to[0, 0, 0].
GPUTextureCopyView Valid Usage
Given
a
GPUTextureCopyView
textureCopyView
,
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:
-
textureCopyView .
texturemust be a validGPUTexture. -
The
[[sampleCount]]of textureCopyView .texturemust be 1. -
textureCopyView .
mipLevelmust be less than the[[mipLevelCount]]of textureCopyView .texture. -
If the textureCopyView .
textureis1dor3d:-
textureCopyView .
arrayLayermust be zero.
-
-
textureCopyView .
origin.xmust be a multiple of blockWidth . -
textureCopyView .
origin.ymust be a multiple of blockHeight .
Define
the
copies
with
1d
and
3d
textures.
<https://github.com/gpuweb/gpuweb/issues/69>
14.2.3.
GPUImageBitmapCopyView
dictionary GPUImageBitmapCopyView {required ImageBitmap ;imageBitmap GPUOrigin2D = {}; };origin
-
origin: If unspecified, defaults to[0, 0].
14.2.4.
copyBufferToBuffer(source,
sourceOffset,
destination,
destinationOffset,
size)
Arguments:
-
GPUBuffersource -
GPUSize64sourceOffset -
GPUBufferdestination -
GPUSize64destinationOffset -
GPUSize64size
Returns: void
Encode
a
command
into
the
GPUCommandEncoder
that
copies
size
bytes
of
data
from
the
sourceOffset
of
a
GPUBuffer
source
to
the
destinationOffset
of
another
GPUBuffer
destination
.
Given
a
GPUCommandEncoder
encoder
and
the
arguments
GPUBuffer
source
,
GPUSize64
sourceOffset
,
GPUBuffer
destination
,
GPUSize64
destinationOffset
,
GPUSize64
size
,
the
following
validation
rules
apply:
-
encoder must be a valid
GPUCommandEncoder. -
encoder .
copyBufferToBuffer()must not be called when aGPURenderPassEncoderis active on encoder . -
encoder .
copyBufferToBuffer()must not be called when aGPUComputePassEncoderis active on encoder . -
size must be a multiple of 4.
-
sourceOffset must be a multiple of 4.
-
destinationOffset must be a multiple of 4.
-
( sourceOffset + size ) must not overflow a
GPUSize64. -
( destinationOffset + size ) must not overflow a
GPUSize64. -
The
[[size]]of source must be greater than or equal to ( sourceOffset + size ). -
The
[[size]]of destination must be greater than or equal to ( destinationOffset + size ). -
If source and destination are the same buffer, the copy range from sourceOffset to ( sourceOffset + size ) must not overlap with the copy range from destinationOffset to ( destinationOffset + size ).
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>
14.2.5. Copy Between Buffer and Texture
WebGPU
provides
copyBufferToTexture()
for
buffer-to-texture
copies
and
copyTextureToBuffer()
for
texture-to-buffer
copies.
The
following
validation
rules
apply
to
both
copyBufferToTexture()
and
copyTextureToBuffer()
.
Valid Buffer Copy Range
Given
a
GPUBufferCopyView
bufferCopyView
,
a
GPUTextureFormat
format
and
a
GPUExtent3D
copySize
,
let
-
blockWidth be the texel block width of format .
-
blockHeight be the texel block height of format .
-
blockSize be the texel block size of format .
-
bytesInACompleteRow be blockSize × copySize . width ÷ blockWidth .
-
bytesInACompleteImage be bytesInACompleteRow × copySize . height ÷ blockHeight .
-
requiredBytesInCopy be calculated with the following algorithm assuming all the parameters are valid :
if (copySize.width == 0 || copySize.height == 0 || copySize.depth == 0) { requiredBytesInCopy = 0; } else { GPUSize64 texelBlockRowsPerImage = bufferCopyView.rowsPerImage / blockHeight; GPUSize64 bytesPerImage = bufferCopyView.bytesPerRow * texelBlockRowsPerImage; GPUSize64 bytesInLastSlice = bufferCopyView.bytesPerRow * (copySize.height / blockHeight - 1) + (copySize.width / blockWidth * blockSize); requiredBytesInCopy = bytesPerImage * (copySize.depth - 1) + bytesInLastSlice; }
The following validation rules apply:
For the copy being in-bounds:
-
If bufferCopyView .
rowsPerImageis not 0, it must be greater than or equal to copySize . height . -
( bufferCopyView .
offset+ requiredBytesInCopy ) must not overflow aGPUSize64. -
( bufferCopyView .
offset+ requiredBytesInCopy ) must be smaller than or equal to bufferCopyView .buffer.[[size]].
For the texel block alignments:
-
bufferCopyView .
rowsPerImagemust be a multiple of blockHeight . -
bufferCopyView .
offsetmust be a multiple of blockSize . -
copySize . width must be a multiple of blockWidth .
-
copySize . height must be a multiple of blockHeight .
For other members in bufferCopyView :
-
If copySize . height is greater than 1:
-
bufferCopyView .
bytesPerRowmust be greater than or equal to the number of bytesInACompleteRow .
-
-
If copySize . depth is greater than 1:
-
bufferCopyView .
rowsPerImagemust be greater than or equal to the number of bytesInACompleteImage .
-
Valid Texture Copy Range
Given
a
GPUTextureCopyView
textureCopyView
and
a
GPUExtent3D
copySize
,
the
following
validation
rules
apply:
-
If the
[[dimension]]of textureCopyView .textureis1d: -
If the
[[dimension]]of textureCopyView .textureis2d:-
( textureCopyView .
origin.x+ copySize . width ) must be less than or equal to the width of the physical size of textureCopyView .texturesubresource at mipmap levelmipLevel. -
( textureCopyView .
origin.y+ copySize . height ) must be less than or equal to the height of the physical size of textureCopyView .texturesubresource at mipmap levelmipLevel -
( textureCopyView .
arrayLayer+ copySize . depth ) must be less than or equal to the depth of the depth of the textureCopyView .texture.
-
Define
the
copies
with
1d
and
3d
textures.
<https://github.com/gpuweb/gpuweb/issues/69>
Additional restrictions on rowsPerImage if needed. <https://github.com/gpuweb/gpuweb/issues/537>
Define
the
copies
with
"depth24plus"
and
"depth24plus-stencil8"
.
<https://github.com/gpuweb/gpuweb/issues/652>
14.2.5.1.
copyBufferToTexture(source,
destination,
copySize)
Arguments:
-
GPUBufferCopyViewsource -
GPUTextureCopyViewdestination -
GPUExtent3DcopySize
Returns: void
Encode
a
command
into
the
GPUCommandEncoder
that
copies
data
from
a
sub-region
of
a
GPUBuffer
to
a
sub-region
of
one
or
multiple
continuous
GPUTexture
subresources
.
source and copySize define the region of the source buffer.
destination and copySize define the region of the destination texture subresource .
copyBufferToTexture Valid Usage
Given
a
GPUCommandEncoder
encoder
and
the
arguments
GPUBufferCopyView
source
,
GPUTextureCopyView
destination
and
GPUExtent3D
copySize
,
the
following
validation
rules
apply:
For encoder :
-
encoder .
copyBufferToTexture()must not be called when aGPURenderPassEncoderis active on encoder . -
encoder .
copyBufferToTexture()must not be called when aGPUComputePassEncoderis active on encoder .
For source :
For destination :
-
destination must be valid .
-
destination .
texture.[[textureUsage]]must containCOPY_DST.
For the copy ranges:
-
Valid Buffer Copy Range applies to source , destination .
texture.[[format]]and copySize . -
Valid Texture Copy Range applies to destination and copySize .
14.2.5.2.
copyTextureToBuffer(source,
destination,
copySize)
Arguments:
-
GPUTextureCopyViewsource -
GPUBufferCopyViewdestination -
GPUExtent3DcopySize
Returns: void
Encode
a
command
into
the
GPUCommandEncoder
that
copies
data
from
a
sub-region
of
one
or
multiple
continuous
GPUTexture
subresources
to
a
sub-region
of
a
GPUBuffer
.
source and copySize define the region of the source texture subresource .
destination and copySize define the region of the destination buffer.
copyTextureToBuffer Valid Usage
Given
a
GPUCommandEncoder
encoder
and
the
arguments
GPUTextureCopyView
source
,
GPUBufferCopyView
destination
,
GPUExtent3D
copySize
,
the
following
validation
rules
apply:
For encoder :
-
encoder .
copyTextureToBuffer()must not be called when aGPURenderPassEncoderis active on encoder . -
encoder .
copyTextureToBuffer()must not be called when aGPUComputePassEncoderis active on encoder .
For source :
-
source must be valid .
-
source .
texture.[[textureUsage]]must containCOPY_SRC.
For destination :
For the copy ranges:
-
Valid Buffer Copy Range applies to destination , source .
texture.[[format]]and copySize . -
Valid Texture Copy Range applies to source and copySize .
14.3. Programmable Passes
interface mixin {GPUProgrammablePassEncoder void (setBindGroup GPUIndex32 ,index GPUBindGroup ,bindGroup optional sequence <GPUBufferDynamicOffset >= []);dynamicOffsets void (setBindGroup GPUIndex32 ,index GPUBindGroup ,bindGroup Uint32Array ,dynamicOffsetsData GPUSize64 ,dynamicOffsetsDataStart GPUSize32 );dynamicOffsetsDataLength void (pushDebugGroup DOMString );groupLabel void ();popDebugGroup void (insertDebugMarker DOMString ); };markerLabel
Debug
groups
in
a
GPUCommandEncoder
or
GPUProgrammablePassEncoder
must
be
well
nested.
15. Compute Passes
15.1. GPUComputePassEncoder
interface {GPUComputePassEncoder void (setPipeline GPUComputePipeline );pipeline void (dispatch GPUSize32 ,x optional GPUSize32 = 1,y optional GPUSize32 = 1);z void (dispatchIndirect GPUBuffer ,indirectBuffer GPUSize64 );indirectOffset void (); };endPass GPUComputePassEncoder includes GPUObjectBase ;GPUComputePassEncoder includes GPUProgrammablePassEncoder ;
15.1.1. Creation
dictionary :GPUComputePassDescriptor GPUObjectDescriptorBase { };
16. Render Passes
16.1. GPURenderPassEncoder
interface mixin {GPURenderEncoderBase void (setPipeline GPURenderPipeline );pipeline void (setIndexBuffer GPUBuffer ,buffer optional GPUSize64 = 0,offset optional GPUSize64 = 0);size void (setVertexBuffer GPUIndex32 ,slot GPUBuffer ,buffer optional GPUSize64 = 0,offset optional GPUSize64 = 0);size void (draw GPUSize32 ,vertexCount optional GPUSize32 = 1,instanceCount optional GPUSize32 = 0,firstVertex optional GPUSize32 = 0);firstInstance void (drawIndexed GPUSize32 ,indexCount optional GPUSize32 = 1,instanceCount optional GPUSize32 = 0,firstIndex optional GPUSignedOffset32 = 0,baseVertex optional GPUSize32 = 0);firstInstance void (drawIndirect GPUBuffer ,indirectBuffer GPUSize64 );indirectOffset void (drawIndexedIndirect GPUBuffer ,indirectBuffer GPUSize64 ); };indirectOffset interface {GPURenderPassEncoder void (setViewport float ,x float ,y float ,width float ,height float ,minDepth float );maxDepth void (setScissorRect GPUIntegerCoordinate ,x GPUIntegerCoordinate ,y GPUIntegerCoordinate ,width GPUIntegerCoordinate );height void (setBlendColor GPUColor );color void (setStencilReference GPUStencilValue );reference void (beginOcclusionQuery GPUSize32 );queryIndex void (endOcclusionQuery GPUSize32 );queryIndex void (executeBundles sequence <GPURenderBundle >);bundles void (); };endPass GPURenderPassEncoder includes GPUObjectBase ;GPURenderPassEncoder includes GPUProgrammablePassEncoder ;GPURenderPassEncoder includes GPURenderEncoderBase ;
-
setIndexBuffer()/setVertexBuffer():-
If
sizeis zero, the remaining size (afteroffset) of theGPUBufferis used.
-
-
In indirect draw calls, the base instance field (inside the indirect buffer data) must be set to zero.
-
-
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
-
When
a
GPURenderBundle
is
executed,
it
does
not
inherit
the
pass’s
pipeline,
bind
groups,
or
vertex
or
index
buffers.
After
a
GPURenderBundle
has
executed,
the
pass’s
pipeline,
bind
groups,
and
vertex
and
index
buffers
are
cleared.
If
zero
GPURenderBundle
s
are
executed,
the
command
buffer
state
is
unchanged.
16.1.1. Creation
dictionary :GPURenderPassDescriptor GPUObjectDescriptorBase {required sequence <GPURenderPassColorAttachmentDescriptor >;colorAttachments GPURenderPassDepthStencilAttachmentDescriptor ;depthStencilAttachment GPUQuerySet ; };occlusionQuerySet
16.1.1.1. Color Attachments
dictionary {GPURenderPassColorAttachmentDescriptor required GPUTextureView ;attachment GPUTextureView ;resolveTarget required (GPULoadOp or GPUColor );loadValue GPUStoreOp = "store"; };storeOp
16.1.1.2. 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 ; };
16.1.2. Load & Store Operations
enum {GPULoadOp };"load"
enum {GPUStoreOp ,"store" };"clear"
17. Bundles
17.1. GPURenderBundle
interface { };GPURenderBundle GPURenderBundle includes GPUObjectBase ;
17.1.1. Creation
dictionary :GPURenderBundleDescriptor GPUObjectDescriptorBase { };
interface {GPURenderBundleEncoder GPURenderBundle (finish optional GPURenderBundleDescriptor = {}); };descriptor GPURenderBundleEncoder includes GPUObjectBase ;GPURenderBundleEncoder includes GPUProgrammablePassEncoder ;GPURenderBundleEncoder includes GPURenderEncoderBase ;
17.1.2. Encoding
dictionary :GPURenderBundleEncoderDescriptor GPUObjectDescriptorBase {required sequence <GPUTextureFormat >;colorFormats GPUTextureFormat ;depthStencilFormat GPUSize32 = 1; };sampleCount
18. Queues
interface {GPUQueue void (submit sequence <GPUCommandBuffer >);commandBuffers GPUFence (createFence optional GPUFenceDescriptor = {});descriptor void (signal GPUFence ,fence GPUFenceValue );signalValue void (copyImageBitmapToTexture GPUImageBitmapCopyView ,source GPUTextureCopyView ,destination GPUExtent3D ); };copySize GPUQueue includes GPUObjectBase ;
submit(commandBuffers)
does
nothing
and
produces
an
error
if
any
of
the
following
is
true:
-
Any
GPUBufferreferenced in any element ofcommandBuffersisn’t in the"unmapped"buffer state . -
Any of the usage scopes contained in the command buffers fail the usage scope validation .
18.1. GPUFence
interface {GPUFence GPUFenceValue ();getCompletedValue Promise <void >(onCompletion GPUFenceValue ); };completionValue GPUFence includes GPUObjectBase ;
18.1.1. Creation
dictionary :GPUFenceDescriptor GPUObjectDescriptorBase {GPUFenceValue = 0; };initialValue
19. Queries
19.1. QuerySet
interface {GPUQuerySet void (); };destroy GPUQuerySet includes GPUObjectBase ;
19.1.1. Creation
dictionary :GPUQuerySetDescriptor GPUObjectDescriptorBase {required GPUQueryType ;type required GPUSize32 ; };count
19.2. QueryType
enum {GPUQueryType };"occlusion"
20. Canvas Rendering & Swap Chains
interface {GPUCanvasContext GPUSwapChain (configureSwapChain GPUSwapChainDescriptor );descriptor Promise <GPUTextureFormat >(getSwapChainPreferredFormat GPUDevice ); };device
-
configureSwapChain(): Configures the swap chain for this canvas, and returns a newGPUSwapChainobject representing it. Destroys any swapchain previously returned byconfigureSwapChain, including all of the textures it has produced.
dictionary :GPUSwapChainDescriptor GPUObjectDescriptorBase {required GPUDevice ;device required GPUTextureFormat ;format GPUTextureUsageFlags = 0x10; // GPUTextureUsage.OUTPUT_ATTACHMENT };usage
interface {GPUSwapChain GPUTexture (); };getCurrentTexture GPUSwapChain includes GPUObjectBase ;
In
the
"update
the
rendering
[of
the]
Document
"
step
of
the
"Update
the
rendering"
HTML
processing
model,
the
contents
of
the
GPUTexture
most
recently
returned
by
getCurrentTexture()
are
used
to
update
the
rendering
for
the
canvas
,
and
it
is
as
if
destroy()
were
called
on
it
(making
it
unusable
elsewhere
in
WebGPU).
Before this drawing buffer is presented for compositing, the implementation shall ensure that all rendering operations have been flushed to the drawing buffer.
21. Errors & Debugging
21.1. Fatal Errors
interface {GPUDeviceLostInfo readonly attribute DOMString ; };message partial interface GPUDevice {readonly attribute Promise <GPUDeviceLostInfo >; };lost
21.2. Error Scopes
enum {GPUErrorFilter ,"none" ,"out-of-memory" };"validation"
interface {GPUOutOfMemoryError (); };constructor interface {GPUValidationError (constructor DOMString );message readonly attribute DOMString ; };message typedef (GPUOutOfMemoryError or GPUValidationError );GPUError
partial interface GPUDevice {void (pushErrorScope GPUErrorFilter );filter Promise <GPUError ?>(); };popErrorScope
popErrorScope()
throws
OperationError
if
there
are
no
error
scopes
on
the
stack.
popErrorScope()
rejects
with
OperationError
if
the
device
is
lost.
21.3. 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
22. Type Definitions
typedef [EnforceRange ]unsigned long ;GPUBufferDynamicOffset typedef [EnforceRange ]unsigned long long ;GPUFenceValue typedef [EnforceRange ]unsigned long ;GPUStencilValue typedef [EnforceRange ]unsigned long ;GPUSampleMask typedef [EnforceRange ]long ;GPUDepthBias typedef [EnforceRange ]unsigned long long ;GPUSize64 typedef [EnforceRange ]unsigned long ;GPUIntegerCoordinate typedef [EnforceRange ]unsigned long ;GPUIndex32 typedef [EnforceRange ]unsigned long ;GPUSize32 typedef [EnforceRange ]long ;GPUSignedOffset32
22.1. Colors & Vectors
dictionary {GPUColorDict required double ;r required double ;g required double ;b required double ; };a typedef (sequence <double >or GPUColorDict );GPUColor
Note:
double
is
large
enough
to
precisely
hold
32-bit
signed/unsigned
integers
and
single-precision
floats.
dictionary {GPUOrigin2DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0; };y typedef (sequence <GPUIntegerCoordinate >or GPUOrigin2DDict );GPUOrigin2D
dictionary {GPUOrigin3DDict GPUIntegerCoordinate = 0;x GPUIntegerCoordinate = 0;y GPUIntegerCoordinate = 0; };z typedef (sequence <GPUIntegerCoordinate >or GPUOrigin3DDict );GPUOrigin3D
dictionary {GPUExtent3DDict required GPUIntegerCoordinate ;width required GPUIntegerCoordinate ;height required GPUIntegerCoordinate ; };depth typedef (sequence <GPUIntegerCoordinate >or GPUExtent3DDict );GPUExtent3D
An
Extent3D
is
a
GPUExtent3D
.
Extent3D
is
a
spec
namespace
for
the
following
definitions:
GPUExtent3D
value
extent
,
depending
on
its
type,
the
syntax:
-
extent . width refers to either
GPUExtent3DDict.widthor the first item of the sequence. -
extent . height refers to either
GPUExtent3DDict.heightor the second item of the sequence. -
extent . depth refers to either
GPUExtent3DDict.depthor the third item of the sequence.
typedef sequence <(GPUBuffer or ArrayBuffer )>;GPUMappedBuffer
GPUMappedBuffer
is
always
a
sequence
of
2
elements,
of
types
GPUBuffer
and
ArrayBuffer
,
respectively.
23. Temporary usages of non-exported dfns
Eventually all of these should disappear but they are useful to avoid warning while building the specification.