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 (post-2014) 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 setBlendConstant()
.
2. Malicious use considerations
This section is non-normative. It describes the risks associated with exposing this API on the Web.
2.1. Security Considerations
The security requirements for WebGPU are the same as ever for the web, and are likewise non-negotiable. The general approach is strictly validating all the commands before they reach GPU, ensuring that a page can only work with its own data.
2.1.1. CPU-based undefined behavior
A WebGPU implementation translates the workloads issued by the user into API commands specific to the target platform. Native APIs specify the valid usage for the commands (for example, see vkCreateDescriptorSetLayout) and generally don’t guarantee any outcome if the valid usage rules are not followed. This is called "undefined behavior", and it can be exploited by an attacker to access memory they don’t own, or force the driver to execute arbitrary code.
In order to disallow insecure usage, the range of allowed WebGPU behaviors is defined for any input.
An implementation has to validate all the input from the user and only reach the driver
with the valid workloads. This document specifies all the error conditions and handling semantics.
For example, specifying the same buffer with intersecting ranges in both "source" and "destination"
of copyBufferToBuffer() results in GPUCommandEncoder
generating an error, and no other operation occurring.
See § 22 Errors & Debugging for more information about error handling.
2.1.2. GPU-based undefined behavior
WebGPU shaders are executed by the compute units inside GPU hardware. In native APIs,
some of the shader instructions may result in undefined behavior on the GPU.
In order to address that, the shader instruction set and its defined behaviors are
strictly defined by WebGPU. When a shader is provided to createShaderModule()
,
the WebGPU implementation has to validate it
before doing any translation (to platform-specific shaders) or transformation passes.
2.1.3. Uninitialized data
Generally, allocating new memory may expose the leftover data of other applications running on the system. In order to address that, WebGPU conceptually initializes all the resources to zero, although in practice an implementation may skip this step if it sees the developer initializing the contents manually. This includes variables and shared workgroup memory inside shaders.
The precise mechanism of clearing the workgroup memory can differ between platforms. If the native API does not provide facilities to clear it, the WebGPU implementation transforms the compute shader to first do a clear across all invocations, synchronize them, and continue executing developer’s code.
GPULoadOp
"load"
to "clear"
).
As a result, all implementations should issue a developer console warning about this potential performance penalty, even if there is no penalty in that implementation.
2.1.4. Out-of-bounds access in shaders
Shaders can access physical resources either directly
(for example, as a "uniform"
GPUBufferBinding
), or via texture units,
which are fixed-function hardware blocks that handle texture coordinate conversions.
Validation in the WebGPU API can only guarantee that all the inputs to the shader are provided and
they have the correct usage and types.
The WebGPU API can not guarantee that the data is accessed within bounds
if the texture units 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.
When this path is taken, the out-of-bound checks only apply to array indexing. They aren’t needed
for plain field access of shader structures due to the minBindingSize
validation on the host side.
If the shader attempts to load data outside of physical resource bounds, the implementation is allowed to:
-
return a value at a different location within the resource bounds
-
return a value vector of "(0, 0, 0, X)" with any "X"
-
partially discard the draw or dispatch call
If the shader attempts to write data outside of physical resource bounds, the implementation is allowed to:
-
write the value to a different location within the resource bounds
-
discard the write operation
-
partially discard the draw or dispatch call
2.1.5. Invalid data
When uploading floating-point data from CPU to GPU, or generating it on the GPU, we may end up with a binary representation that doesn’t correspond to a valid number, such as infinity or NaN (not-a-number). The GPU behavior in this case is subject to the accuracy of the GPU hardware implementation of the IEEE-754 standard. WebGPU guarantees that introducing invalid floating-point numbers would only affect the results of arithmetic computations and will not have other side effects.
2.1.6. Driver bugs
GPU drivers are subject to bugs like any other software. If a bug occurs, an attacker could possibly exploit the incorrect behavior of the driver to get access to unprivileged data. In order to reduce the risk, the WebGPU working group will coordinate with GPU vendors to integrate the WebGPU Conformance Test Suite (CTS) as part of their driver testing process, like it was done for WebGL. WebGPU implementations are expected to have workarounds for some of the discovered bugs, and disable WebGPU on drivers with known bugs that can’t be worked around.
2.1.7. Timing attacks
2.1.7.1. Content-timeline timing
WebGPU does not expose new states to JavaScript (the content timeline) which are
shared between agents in an agent cluster.
Content timeline states such as [[mapping]]
only change during
explicit content timeline tasks, like in plain JavaScript.
2.1.7.2. Device/queue-timeline timing
Writable storage buffers and other cross-invocation communication may be usable to construct high-precision timers on the queue timeline.
The optional "timestamp-query"
feature also provides high precision
timing of GPU operations. To mitigate security and privacy concerns, the timing query
values are aligned to a lower precision: see current queue timestamp. Note in particular:
-
The device timeline typically runs in a process that is shared by multiple origins, so cross-origin isolation (provided by COOP/COEP) does not provide isolation of device/queue-timeline timers.
-
Queue timeline work is issued from the device timeline, and may execute on GPU hardware that does not provide the isolation expected of CPU processes (such as Meltdown mitigations).
-
GPU hardware is not typically susceptible to Spectre-style attacks, but WebGPU may be implemented in software, and software implementations may run in a shared process, preventing isolation-based mitigations.
2.1.8. Row hammer attacks
Row hammer is a class of attacks that exploit the leaking of states in DRAM cells. It could be used on GPU. WebGPU does not have any specific mitigations in place, and relies on platform-level solutions, such as reduced memory refresh intervals.
2.1.9. 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.
2.1.10. Workload identification
WebGPU provides access to constrained global resources shared between different programs (and web pages) running on the same machine. An application can try to indirectly probe how constrained these global resources are, in order to reason about workloads performed by other open web pages, based on the patterns of usage of these shared resources. These issues are generally analogous to issues with Javascript, such as system memory and CPU execution throughput. WebGPU does not provide any additional mitigations for this.
2.1.11. Memory resources
WebGPU exposes fallible allocations from machine-global memory heaps, such as VRAM. This allows for probing the size of the system’s remaining available memory (for a given heap type) by attempting to allocate and watching for allocation failures.
GPUs internally have one or more (typically only two) heaps of memory shared by all running applications. When a heap is depleted, WebGPU would fail to create a resource. This is observable, which may allow a malicious application to guess what heaps are used by other applications, and how much they allocate from them.
2.1.12. Computation resources
If one site uses WebGPU at the same time as another, it may observe the increase in time it takes to process some work. For example, if a site constantly submits compute workloads and tracks completion of work on the queue, it may observe that something else also started using the GPU.
A GPU has many parts that can be tested independently, such as the arithmetic units, texture sampling units, atomic units, etc. A malicious application may sense when some of these units are stressed, and attempt to guess the workload of another application by analyzing the stress patterns. This is analogous to the realities of CPU execution of Javascript.
2.1.13. Abuse of capabilities
Malicious sites could abuse the capabilities exposed by WebGPU to run computations that don’t benefit the user or their experience and instead only benefit the site. Examples would be hidden crypto-mining, password cracking or rainbow tables computations.
It is not possible to guard against these types of uses of the API because the browser is not able to distinguish between valid workloads and abusive workloads. This is a general problem with all general-purpose computation capabilities on the Web: JavaScript, WebAssembly or WebGL. WebGPU only makes some workloads easier to implement, or slightly more efficient to run than using WebGL.
To mitigate this form of abuse, browsers can throttle operations on background tabs, could warn that a tab is using a lot of resource, and restrict which contexts are allowed to use WebGPU.
User agents can heuristically issue warnings to users about high power use, especially due to potentially malicious usage. If a user agent implements such a warning, it should include WebGPU usage in its heuristics, in addition to JavaScript, WebAssembly, WebGL, and so on.
2.2. Privacy Considerations
The privacy considerations for WebGPU are similar to those of WebGL. GPU APIs are complex and must expose various aspects of a device’s capabilities out of necessity in order to enable developers to take advantage of those capabilities effectively. The general mitigation approach involves normalizing or binning potentially identifying information and enforcing uniform behavior where possible.
A user agent must not reveal more than 32 distinguishable configurations or buckets.
2.2.1. Machine-specific features and limits
WebGPU can expose a lot of detail on the underlying GPU architecture and the device geometry. This includes available physical adapters, many limits on the GPU and CPU resources that could be used (such as the maximum texture size), and any optional hardware-specific capabilities that are available.
User agents are not obligated to expose the real hardware limits, they are in full control of how much the machine specifics are exposed. One strategy to reduce fingerprinting is binning all the target platforms into a few number of bins. In general, the privacy impact of exposing the hardware limits matches the one of WebGL.
The default limits are also deliberately high enough to allow most applications to work without requesting higher limits. All the usage of the API is validated according to the requested limits, so the actual hardware capabilities are not exposed to the users by accident.
2.2.2. Machine-specific artifacts
There are some machine-specific rasterization/precision artifacts and performance differences that can be observed roughly in the same way as in WebGL. This applies to rasterization coverage and patterns, interpolation precision of the varyings between shader stages, compute unit scheduling, and more aspects of execution.
Generally, rasterization and precision fingerprints are identical across most or all of the devices of each vendor. Performance differences are relatively intractable, but also relatively low-signal (as with JS execution performance).
Privacy-critical applications and user agents should utilize software implementations to eliminate such artifacts.
2.2.3. Machine-specific performance
Another factor for differentiating users is measuring the performance of specific operations on the GPU. Even with low precision timing, repeated execution of an operation can show if the user’s machine is fast at specific workloads. This is a fairly common vector (present in both WebGL and Javascript), but it’s also low-signal and relatively intractable to truly normalize.
WebGPU compute pipelines expose access to GPU unobstructed by the fixed-function hardware. This poses an additional risk for unique device fingerprinting. User agents can take steps to dissociate logical GPU invocations with actual compute units to reduce this risk.
2.2.4. User Agent State
This specification doesn’t define any additional user-agent state for an origin.
However it is expected that user agents will have compilation caches for the result of expensive
compilation like GPUShaderModule
, GPURenderPipeline
and GPUComputePipeline
.
These caches are important to improve the loading time of WebGPU applications after the first
visit.
For the specification, these caches are indifferentiable from incredibly fast compilation, but
for applications it would be easy to measure how long createComputePipelineAsync()
takes to resolve. This can leak information across origins (like "did the user access a site with
this specific shader") so user agents should follow the best practices in
storage partitioning.
The system’s GPU driver may also have its own cache of compiled shaders and pipelines. User agents may want to disable these when at all possible, or add per-partition data to shaders in ways that will make the GPU driver consider them different.
2.2.5. Driver bugs
In addition to the concerns outlined in Security Considerations, driver bugs may introduce differences in behavior that can be observed as a method of differentiating users. The mitigations mentioned in Security Considerations apply here as well, including coordinating with GPU vendors and implementing workarounds for known issues in the user agent.
2.2.6. Adapter Identifiers
Past experience with WebGL has demonstrated that developers have a legitimate need to be able to identify the GPU their code is running on in order to create and maintain robust GPU-based content. For example, to identify adapters with known driver bugs in order to work around them or to avoid features that perform more poorly than expected on a given class of hardware.
But exposing adapter identifiers also naturally expands the amount of fingerprinting information available, so there’s a desire to limit the precision with which we identify the adapter.
There are several mitigations that can be applied to strike a balance between enabling robust content and preserving privacy. First is that user agents can reduce the burden on developers by identifying and working around known driver issues, as they have since browsers began making use of GPUs.
When adapter identifiers are exposed by default they should be as broad as possible while still being useful. Possibly identifying, for example, the adapter’s vendor and general architecture without identifying the specific adapter in use. Similarly, in some cases identifiers for an adapter that is considered a reasonable proxy for the actual adapter may be reported.
In cases where full and detailed information about the adapter is useful (for example: when filing bug reports) the user can be asked for consent to reveal additional information about their hardware to the page.
Finally, the user agent will always have the discretion to not report adapter identifiers at all if it considers it appropriate, such as in enhanced privacy modes.
3. Fundamentals
3.1. Conventions
3.1.1. Syntactic Shorthands
In this specification, the following syntactic shorthands are used:
- The
.
("dot") syntax, common in programming languages. -
The phrasing "
Foo.Bar
" means "theBar
member of the value (or interface)Foo
." IfFoo
is an ordered map andBar
does not exist inFoo
, returnsundefined
.The phrasing "
Foo.Bar
is provided" means "theBar
member exists in the map valueFoo
" - The
?.
("optional chaining") syntax, adopted from JavaScript. -
The phrasing "
Foo?.Bar
" means "ifFoo
isnull
orundefined
orBar
does not exist inFoo
,undefined
; otherwise,Foo.Bar
".For example, where
buffer
is aGPUBuffer
,buffer?.\[[device]].\[[adapter]]
means "ifbuffer
isnull
orundefined
, thenundefined
; otherwise, the\[[adapter]]
internal slot of the\[[device]]
internal slot ofbuffer
. - The
??
("nullish coalescing") syntax, adopted from JavaScript. -
The phrasing "
x
??y
" means "x
, ifx
is not null or undefined, andy
otherwise". - slot-backed attribute
-
A WebIDL attribute which is backed by an internal slot of the same name. It may or may not be mutable.
3.1.2. WebGPU Objects
A WebGPU object consists of a WebGPU Interface and an internal object.
The WebGPU interface defines the public interface and state of the WebGPU object. It can be used on the content timeline where it was created, where it is a JavaScript-exposed WebIDL interface.
Any interface which includes GPUObjectBase
is a WebGPU interface.
The internal object tracks the state of the WebGPU object on the device timeline. All reads/writes to the mutable state of an internal object occur from steps executing on a single well-ordered device timeline.
The following special property types can be defined on WebGPU objects:
- immutable property
-
A read-only slot set during initialization of the object. It can be accessed from any timeline.
Note: Since the slot is immutable, implementations may have a copy on multiple timelines, as needed. Immutable properties are defined in this way to avoid describing multiple copies in this spec.
If named
[[with brackets]]
, it is an internal slot.
If namedwithoutBrackets
, it is areadonly
slot-backed attribute of the WebGPU interface. - content timeline property
-
A property which is only accessible from the content timeline where the object was created.
If named
[[with brackets]]
, it is an internal slot.
If namedwithoutBrackets
, it is a slot-backed attribute of the WebGPU interface. - device timeline property
-
A property which tracks state of the internal object and is only accessible from the device timeline where the object was created. device timeline properties may be mutable.
Device timeline properties are named
[[with brackets]]
, and are internal slots. - queue timeline property
-
A property which tracks state of the internal object and is only accessible from the queue timeline where the object was created. queue timeline properties may be mutable.
Queue timeline properties are named
[[with brackets]]
, and are internal slots.
interface mixin GPUObjectBase {attribute USVString label ; };
GPUObjectBase
parent,
interface T, GPUObjectDescriptorBase
descriptor)
(where T extends GPUObjectBase
), run the following content timeline steps:
-
Let device be parent.
[[device]]
. -
Let object be a new instance of T.
-
Set object.
[[device]]
to device. -
Return object.
GPUObjectBase
has the following immutable properties:
[[device]]
, of type device, readonly-
The device that owns the internal object.
Operations on the contents of this object assert they are running on the device timeline, and that the device is valid.
GPUObjectBase
has the following content timeline properties:
label
, of type USVString-
A developer-provided label which is used in an implementation-defined way. It can be used by the browser, OS, or other tools to help identify the underlying internal object to the developer. Examples include displaying the label in
GPUError
messages, console warnings, browser developer tools, and platform debugging utilities.NOTE:Implementations should use labels to enhance error messages by using them to identify WebGPU objects.However, this need not be the only way of identifying objects: implementations should also use other available information, especially when no label is available. For example:
-
The label of the parent
GPUTexture
when printing aGPUTextureView
. -
The label of the parent
GPUCommandEncoder
when printing aGPURenderPassEncoder
orGPUComputePassEncoder
. -
The label of the source
GPUCommandEncoder
when printing aGPUCommandBuffer
. -
The label of the source
GPURenderBundleEncoder
when printing aGPURenderBundle
.
NOTE:Thelabel
is a property of theGPUObjectBase
. TwoGPUObjectBase
"wrapper" objects have completely separate label states, even if they refer to the same underlying object (for example returned bygetBindGroupLayout()
). Thelabel
property will not change except by being set from JavaScript.This means one underlying object could be associated with multiple labels. This specification does not define how the label is propagated to the device timeline. How labels are used is completely implementation-defined: error messages could show the most recently set label, all known labels, or no labels at all.
It is defined as a
USVString
because some user agents may supply it to the debug facilities of the underlying native APIs. -
GPUObjectBase
has the following device timeline properties:
[[valid]]
, of typeboolean
, initiallytrue
.-
If
true
, indicates that the internal object is valid to use.
[[device]]
that owns them, from being garbage collected. This cannot be
guaranteed, however, as holding a strong reference to a parent object may be required in some
implementations.
As a result, developers should assume that a WebGPU interface may not be garbage collected until all child objects of that interface have also been garbage collected. This may cause some resources to remain allocated longer than anticipated.
Calling the destroy
method on a WebGPU interface (such as
GPUDevice
.destroy()
or GPUBuffer
.destroy()
) should be
favored over relying on garbage collection if predictable release of allocated resources is
needed.
3.1.3. Object Descriptors
An object descriptor holds the information needed to create an object,
which is typically done via one of the create*
methods of GPUDevice
.
dictionary {
GPUObjectDescriptorBase USVString label = ""; };
GPUObjectDescriptorBase
has the following members:
label
, of type USVString, defaulting to""
-
The initial value of
GPUObjectBase.label
.
3.2. Asynchrony
3.2.1. Invalid Internal Objects & Contagious Invalidity
Object creation operations in WebGPU don’t return promises, but nonetheless are internally
asynchronous. Returned objects refer to internal objects which are manipulated on a
device timeline. Rather than fail with exceptions or rejections, most errors that occur on a
device timeline are communicated through GPUError
s generated on the associated device.
Internal objects are either valid or invalid. An invalid object will never become valid at a later time, but some valid objects may be invalidated.
Objects are invalid from creation if it wasn’t possible to create them.
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.
It can also happen if an object is created with or from another invalid object
(for example calling createView()
on an invalid GPUTexture
)
(for example the GPUTexture
of a createView()
call):
this case is referred to as contagious invalidity.
Internal objects of most types cannot become invalid after they are created, but still
may become unusable, e.g. if the owning device is lost or
destroyed
, or the object has a special internal state,
like buffer state "destroyed".
Internal objects of some types can become invalid after they are created; specifically,
devices, adapters, GPUCommandBuffer
s, and command/pass/bundle encoders.
GPUObjectBase
object is valid to use with
a targetObject if the all of the requirements in the following device timeline steps are met:
-
object.
[[valid]]
must betrue
. -
object.
[[device]]
.[[valid]]
must betrue
. -
object.
[[device]]
must equal targetObject.[[device]]
.
GPUObjectBase
object, run the following device timeline steps:
-
object.
[[valid]]
tofalse
.
3.2.2. Promise Ordering
Several operations in WebGPU return promises.
WebGPU does not make any guarantees about the order in which these promises settle (resolve or reject), except for the following:
-
For some
GPUQueue
q, if p1 = q.onSubmittedWorkDone()
is called before p2 = q.onSubmittedWorkDone()
, then p1 must settle before p2. -
For some
GPUQueue
q andGPUBuffer
b on the sameGPUDevice
, if p1 = b.mapAsync()
is called before p2 = q.onSubmittedWorkDone()
, then p1 must settle before p2.
Applications must not rely on any other promise settlement ordering.
3.3. Coordinate Systems
Rendering operations use the following coordinate systems:
-
Normalized device coordinates (or NDC) have three dimensions, where:
-
-1.0 ≤ x ≤ 1.0
-
-1.0 ≤ y ≤ 1.0
-
0.0 ≤ z ≤ 1.0
-
The bottom-left corner is at (-1.0, -1.0, z).
Normalized device coordinates. Note: Whether
z = 0
orz = 1
is treated as the near plane is application specific. The above diagram presentsz = 0
as the near plane but the observed behavior is determined by a combination of the projection matrices used by shaders, thedepthClearValue
, and thedepthCompare
function. -
-
Clip space coordinates have four dimensions: (x, y, z, w)
-
Clip space coordinates are used for the the clip position of a vertex (i.e. the position output of a vertex shader), and for the clip volume.
-
Normalized device coordinates and clip space coordinates are related as follows: If point p = (p.x, p.y, p.z, p.w) is in the clip volume, then its normalized device coordinates are (p.x ÷ p.w, p.y ÷ p.w, p.z ÷ p.w).
-
-
Framebuffer coordinates address the pixels in the framebuffer
-
They have two dimensions.
-
Each pixel extends 1 unit in x and y dimensions.
-
The top-left corner is at (0.0, 0.0).
-
x increases to the right.
-
y increases down.
-
See § 17 Render Passes and § 23.2.5 Rasterization.
Framebuffer coordinates. -
-
Viewport coordinates combine framebuffer coordinates in x and y dimensions, with depth in z.
-
Normally 0.0 ≤ z ≤ 1.0, but this can be modified by setting
[[viewport]]
.minDepth
andmaxDepth
viasetViewport()
-
-
Fragment coordinates match viewport coordinates.
-
Texture coordinates, sometimes called "UV coordinates" in 2D, are used to sample textures and have a number of components matching the
texture dimension
.-
0 ≤ u ≤ 1.0
-
0 ≤ v ≤ 1.0
-
0 ≤ w ≤ 1.0
-
(0.0, 0.0, 0.0) is in the first texel in texture memory address order.
-
(1.0, 1.0, 1.0) is in the last texel texture memory address order.
2D Texture coordinates. -
-
Window coordinates, or present coordinates, match framebuffer coordinates, and are used when interacting with an external display or conceptually similar interface.
Note: WebGPU’s coordinate systems match DirectX’s coordinate systems in a graphics pipeline.
3.4. Programming Model
3.4.1. Timelines
WebGPU’s behavior is described in terms of "timelines". Each operation (defined as algorithms) occurs on a timeline. Timelines clearly define both the order of operations, and which state is available to which operations.
Note: This "timeline" model describes the constraints of the multi-process models of browser engines (typically with a "content process" and "GPU process"), as well as the GPU itself as a separate execution unit in many implementations. Implementing WebGPU does not require timelines to execute in parallel, so does not require multiple processes, or even multiple threads. (It does require concurrency for cases like get a copy of the image contents of a context which synchronously blocks on another timeline to complete.)
- Content timeline
-
Associated with the execution of the Web script. It includes calling all methods described by this specification.
To issue steps to the content timeline from an operation on
GPUDevice
device
, queue a global task for GPUDevicedevice
with those steps. - 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.
- Timeline-agnostic
-
Associated with any of the above timelines
Steps may be issued to any timeline if they only operate on immutable properties or arguments passed from the calling steps.
- Immutable value example term definition
-
Can be used on any timeline.
- Content-timeline example term definition
-
Can only be used on the content timeline.
- Device-timeline example term definition
-
Can only be used on the device timeline.
- Queue-timeline example term definition
-
Can only be used on the queue timeline.
Immutable value example term usage.
Immutable value example term usage. Content-timeline example term usage.
Immutable value example term usage. Device-timeline example term usage.
Immutable value example term usage. Queue-timeline example term usage.
In this specification, asynchronous operations are used when the return value depends on work that happens on any timeline other than the Content timeline. They are represented by promises and events in API.
GPUComputePassEncoder.dispatchWorkgroups()
:
-
User encodes a
dispatchWorkgroups
command by calling a method of theGPUComputePassEncoder
which happens on the Content timeline. -
User issues
GPUQueue.submit()
that hands over theGPUCommandBuffer
to the user agent, which processes it on the Device timeline by calling the OS driver to do a low-level submission. -
The submit gets dispatched by the GPU invocation scheduler onto the actual compute units for execution, which happens on the Queue timeline.
GPUDevice.createBuffer()
:
-
User fills out a
GPUBufferDescriptor
and creates aGPUBuffer
with it, which happens on the Content timeline. -
User agent creates a low-level buffer on the Device timeline.
GPUBuffer.mapAsync()
:
-
User requests to map a
GPUBuffer
on the Content timeline and gets a promise in return. -
User agent checks if the buffer is currently used by the GPU and makes a reminder to itself to check back when this usage is over.
-
After the GPU operating on Queue timeline is done using the buffer, the user agent maps it to memory and resolves the promise.
3.4.2. Memory Model
This section is non-normative.
Once a GPUDevice
has been obtained during an application initialization routine,
we can describe the WebGPU platform as consisting of the following layers:
-
User agent implementing the specification.
-
Operating system with low-level native API drivers for this device.
-
Actual CPU and GPU hardware.
Each layer of the WebGPU platform may have different memory types that the user agent needs to consider when implementing the specification:
-
The script-owned memory, such as an
ArrayBuffer
created by the script, is generally not accessible by a GPU driver. -
A user agent may have different processes responsible for running the content and communication to the GPU driver. In this case, it uses inter-process shared memory to transfer data.
-
Dedicated GPUs have their own memory with high bandwidth, while integrated GPUs typically share memory with the system.
Most physical resources are allocated in the memory of type that is efficient for computation or rendering by the GPU. When the user needs to provide new data to the GPU, the data may first need to cross the process boundary in order to reach the user agent part that communicates with the GPU driver. Then it may need to be made visible to the driver, which sometimes requires a copy into driver-allocated staging memory. Finally, it may need to be transferred to the dedicated GPU memory, potentially changing the internal layout into one that is most efficient for GPUs to operate on.
All of these transitions are done by the WebGPU implementation of the user agent.
Note: This example describes the worst case, while in practice
the implementation may not need to cross the process boundary,
or may be able to expose the driver-managed memory directly to
the user behind an ArrayBuffer
, thus avoiding any data copies.
3.4.3. Resource Usages
A physical resource can be used with an internal usage by a GPU command:
- input
-
Buffer with input data for draw or dispatch calls. Preserves the contents. Allowed by buffer
INDEX
, bufferVERTEX
, or bufferINDIRECT
. - constant
-
Resource bindings that are constant from the shader point of view. Preserves the contents. Allowed by buffer
UNIFORM
or textureTEXTURE_BINDING
. - storage
-
Read/write storage resource binding. Allowed by buffer
STORAGE
or textureSTORAGE_BINDING
. - storage-read
-
Read-only storage resource bindings. Preserves the contents. Allowed by buffer
STORAGE
or textureSTORAGE_BINDING
. - attachment
-
Texture used as a read/write output attachment or write-only resolve target in a render pass. Allowed by texture
RENDER_ATTACHMENT
. - attachment-read
-
Texture used as a read-only attachment in a render pass. Preserves the contents. Allowed by texture
RENDER_ATTACHMENT
.
We define subresource to be either a whole buffer, or a texture subresource.
-
Each usage in U is input, constant, storage-read, or attachment-read.
-
Each usage in U is storage.
Multiple such usages are allowed even though they are writable. This is the usage scope storage exception.
-
Each usage in U is attachment.
Multiple such usages are allowed even though they are writable. This is the usage scope attachment exception.
Enforcing that the usages are only combined into a compatible usage list allows the API to limit when data races can occur in working with memory. That property makes applications written against WebGPU more likely to run without modification on different platforms.
GPURenderPassEncoder
results in a non-compatible usage list for that buffer.
-
As a depth/stencil attachment with all aspects marked read-only (using
depthReadOnly
and/orstencilReadOnly
as necessary). -
As a texture binding to a draw call.
-
A buffer or texture may be bound as storage to two different draw calls in a render pass.
-
Disjoint ranges of a single buffer may be bound to two different binding points as storage.
Overlapping ranges may not be bound to a single dispatch/draw call; this is checked by "Encoder bind groups alias a writable resource".
One slice may not be bound twice for two different attachments;
this is checked by beginRenderPass()
.
3.4.4. Synchronization
A usage scope is a map from subresource to list<internal usage>>. Each usage scope covers a range of operations which may execute in a concurrent fashion with each other, and therefore may only use subresources in consistent compatible usage lists within the scope.
subresource
, usageList] in scope,
usageList is a compatible usage list.
-
For each [subresource, usage] in A:
-
Add subresource to B with usage usage.
-
Usage scopes are constructed and validated during encoding:
The usage scopes are as follows:
-
In a compute pass, each dispatch command (
dispatchWorkgroups()
ordispatchWorkgroupsIndirect()
) is one usage scope.A subresource is used in the usage scope if it is potentially accessible by the dispatched invocations, including:
-
All subresources referenced by bind groups in slots used by the current
GPUComputePipeline
’s[[layout]]
-
Buffers used directly by dispatch calls (such as indirect buffers)
Note: State-setting compute pass commands, like setBindGroup(), do not contribute their bound resources directly to a usage scope: they only change the state that is checked in dispatch commands.
-
-
One render pass is one usage scope.
A subresource is used in the usage scope if it’s referenced by any command, including state-setting commands (unlike in compute passes), including:
-
Buffers set by
setVertexBuffer()
-
Buffers set by
setIndexBuffer()
-
All subresources referenced by bind groups set by setBindGroup()
-
Buffers used directly by draw calls (such as indirect buffers)
-
Note: Copy commands are standalone operations and don’t use usage scopes for validation. They implement their own validation to prevent self-races.
-
In a render pass, subresources used in any setBindGroup() call, regardless of whether the currently bound pipeline’s shader or layout actually depends on these bindings, or the bind group is shadowed by another 'set' call.
-
A buffer used in any
setVertexBuffer()
call, regardless of whether any draw call depends on this buffer, or whether this buffer is shadowed by another 'set' call. -
A buffer used in any
setIndexBuffer()
call, regardless of whether any draw call depends on this buffer, or whether this buffer is shadowed by another 'set' call. -
A texture subresource used as a color attachment, resolve attachment, or depth/stencil attachment in
GPURenderPassDescriptor
bybeginRenderPass()
, regardless of whether the shader actually depends on these attachments. -
Resources used in bind group entries with visibility 0, or visible only to the compute stage but used in a render pass (or vice versa).
3.5. Core Internal Objects
3.5.1. Adapters
An adapter identifies an implementation of WebGPU on the system: both an instance of compute/rendering functionality on the platform underlying a browser, and an instance of a browser’s implementation of WebGPU on top of that functionality.
Adapters are exposed via GPUAdapter
.
Adapters do not uniquely represent underlying implementations:
calling requestAdapter()
multiple times returns a different adapter
object each time.
Each adapter object can only be used to create one device:
upon a successful requestDevice()
call, the adapter’s [[state]]
changes to "consumed"
.
Additionally, adapter objects may expire at any time.
Note:
This ensures applications use the latest system state for adapter selection when creating a device.
It also encourages robustness to more scenarios by making them look similar: first initialization,
reinitialization due to an unplugged adapter, reinitialization due to a test
GPUDevice.destroy()
call, etc.
An adapter may be considered a fallback adapter if it has significant performance caveats in exchange for some combination of wider compatibility, more predictable behavior, or improved privacy. It is not required that a fallback adapter is available on every system.
adapter has the following immutable properties:
[[features]]
, of type ordered set<GPUFeatureName
>, readonly-
The features which can be used to create devices on this adapter.
[[limits]]
, of type supported limits, 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 supported limits.
[[fallback]]
, of typeboolean
, readonly-
If set to
true
indicates that the adapter is a fallback adapter. [[xrCompatible]]
, of type boolean-
If set to
true
indicates that the adapter was requested with compatibility with WebXR sessions.
adapter has the following device timeline properties:
[[state]]
, initially"valid"
-
"valid"
-
The adapter can be used to create a device.
"consumed"
-
The adapter has already been used to create a device, and cannot be used again.
"expired"
-
The adapter has expired for some other reason.
GPUAdapter
adapter, run the
following device timeline steps:
-
Set adapter.
[[adapter]]
.[[state]]
to"expired"
.
3.5.2. Devices
A device is the logical instantiation of an adapter, through which internal objects are created.
Devices are exposed via GPUDevice
.
A device is the exclusive owner of all internal objects created from it:
when the device becomes invalid
(is lost or destroyed
),
it and all objects created on it (directly, e.g.
createTexture()
, or indirectly, e.g. createView()
) become
implicitly unusable.
device has the following immutable properties:
[[adapter]]
, of type adapter, readonly-
The adapter from which this device was created.
[[features]]
, of type ordered set<GPUFeatureName
>, readonly-
The features which can be used on this device, as computed at creation. No additional features can be used, even if the underlying adapter can support them.
[[limits]]
, of type supported limits, readonly-
The limits which can be used on this device, as computed at creation. No better limits can be used, even if the underlying adapter can support them.
device has the following content timeline properties:
[[content device]]
, of typeGPUDevice
, readonly-
The Content timeline
GPUDevice
interface which this device is associated with.
GPUDeviceDescriptor
descriptor, run the following device timeline steps:
-
Let features be the set of values in descriptor.
requiredFeatures
. -
If features contains
"texture-formats-tier2"
:-
Append
"texture-formats-tier1"
to features
-
-
If features contains
"texture-formats-tier1"
:-
Append
"rg11b10ufloat-renderable"
to features
-
-
Append
"core-features-and-limits"
to features. -
Let limits be a supported limits object with all values set to their defaults.
-
For each (key, value) pair in descriptor.
requiredLimits
:-
If value is not
undefined
and value is better than limits[key]:-
Set limits[key] to value.
-
-
-
Let device be a device object.
-
Set device.
[[adapter]]
to adapter. -
Set device.
[[features]]
to features. -
Set device.
[[limits]]
to limits. -
Return device.
Any time the user agent needs to revoke access to a device, it calls
lose the device(device
, "unknown"
) on the device’s device timeline,
potentially ahead of other operations currently queued on that timeline.
If an operation fails with side effects that would observably change the state of objects on the device or potentially corrupt internal implementation/driver state, the device should be lost to prevent these changes from being observable.
Note:
For all device losses not initiated by the application (via destroy()
),
user agents should consider issuing developer-visible warnings unconditionally,
even if the lost
promise is handled.
These scenarios should be rare, and the signal is vital to developers because most of the WebGPU
API tries to behave like nothing is wrong to avoid interrupting the runtime flow of the application:
no validation errors are raised, most promises resolve normally, etc.
-
Invalidate device.
-
Issue the following steps on the content timeline of device.
[[content device]]
:-
Resolve device.
lost
with a newGPUDeviceLostInfo
withreason
set to reason andmessage
set to an implementation-defined value.Note:
message
should not disclose unnecessary user/system information and should never be parsed by applications.
-
-
Complete any outstanding steps that are waiting until device becomes lost.
Note: No errors are generated from a device which is lost. See § 22 Errors & Debugging.
-
If or when the device timeline has been informed of the completion of event, or
-
If device is lost already, or when it becomes lost:
Then issue steps on timeline.
3.6. Optional Capabilities
WebGPU adapters and devices have capabilities, which describe WebGPU functionality that differs between different implementations, typically due to hardware or system software constraints. A capability is either a feature or a limit.
A user agent must not reveal more than 32 distinguishable configurations or buckets.
The capabilities of an adapter must conform to § 4.2.1 Adapter Capability Guarantees.
Only supported capabilities may be requested in requestDevice()
;
requesting unsupported capabilities results in failure.
The capabilities of a device are determined in "a new device" by starting with the adapter’s
defaults (no features and the default supported limits)
and adding capabilities as requested in requestDevice()
.
These capabilities are enforced regardless of the capabilities of the adapter.
For privacy considerations, see § 2.2.1 Machine-specific features and limits.
3.6.1. Features
A feature is a set of optional WebGPU functionality that is not supported on all implementations, typically due to hardware or system software constraints.
All features are optional, but adapters make some guarantees about their availability (see § 4.2.1 Adapter Capability Guarantees).
A device supports the exact set of features determined at creation (see § 3.6 Optional Capabilities). API calls perform validation according to these features (not the adapter’s features):
-
Using existing API surfaces in a new way typically results in a validation error.
-
There are several types of optional API surface:
-
Using a new method or enum value always throws a
TypeError
. -
Using a new dictionary member with a (correctly-typed) non-default value typically results in a validation error.
-
Using a new WGSL
enable
directive always results in acreateShaderModule()
validation error.
-
GPUFeatureName
feature is enabled for
a GPUObjectBase
object if and only if
object.[[device]]
.[[features]]
contains feature.
See the Feature Index for a description of the functionality each feature enables.
Note: Enabling features may not necessarily be desirable, as doing so may have a performance impact. Because of this, and to improve portability across devices and implementations, applications should generally only request features that they may actually require.
3.6.2. Limits
Each limit is a numeric limit on the usage of WebGPU on a device.
Note: Setting "better" limits may not necessarily be desirable, as doing so may have a performance impact. Because of this, and to improve portability across devices and implementations, applications should generally only request limits better than the defaults if they may actually require them.
Each limit has a default value.
Adapters are always guaranteed to support the defaults or better (see § 4.2.1 Adapter Capability Guarantees).
A device supports the exact set of limits determined at creation (see § 3.6 Optional Capabilities). API calls perform validation according to these limits (not the adapter’s limits), no better or worse.
For any given limit, some values are better than others. A better limit value always relaxes validation, enabling strictly more programs to be valid. For each limit class, "better" is defined.
Different limits have different limit classes:
- maximum
-
The limit enforces a maximum on some value passed into the API.
Higher values are better.
May only be set to values ≥ the default. Lower values are clamped to the default.
- alignment
-
The limit enforces a minimum alignment on some value passed into the API; that is, the value must be a multiple of the limit.
Lower values are better.
May only be set to powers of 2 which are ≤ the default. Values which are not powers of 2 are invalid. Higher powers of 2 are clamped to the default.
A supported limits object has a value for every limit defined by WebGPU:
Limit name | Type | Limit class | Default |
---|---|---|---|
maxTextureDimension1D
| GPUSize32
| maximum | 8192 |
The maximum allowed value for the size .width
of a texture created with dimension "1d" .
| |||
maxTextureDimension2D
| GPUSize32
| maximum | 8192 |
The maximum allowed value for the size .width and size .height
of a texture created with dimension "2d" .
| |||
maxTextureDimension3D
| GPUSize32
| maximum | 2048 |
The maximum allowed value for the size .width, size .height and size .depthOrArrayLayers
of a texture created with dimension "3d" .
| |||
maxTextureArrayLayers
| GPUSize32
| maximum | 256 |
The maximum allowed value for the size .depthOrArrayLayers
of a texture created with dimension "2d" .
| |||
maxBindGroups
| GPUSize32
| maximum | 4 |
The maximum number of GPUBindGroupLayouts
allowed in bindGroupLayouts
when creating a GPUPipelineLayout .
| |||
maxBindGroupsPlusVertexBuffers
| GPUSize32
| maximum | 24 |
The maximum number of bind group and vertex buffer slots used simultaneously,
counting any empty slots below the highest index.
Validated in createRenderPipeline() and in draw calls.
| |||
maxBindingsPerBindGroup
| GPUSize32
| maximum | 1000 |
The number of binding indices available when creating a GPUBindGroupLayout .
Note: This limit is normative, but arbitrary.
With the default binding slot limits, it is impossible
to use 1000 bindings in one bind group, but this allows
| |||
maxDynamicUniformBuffersPerPipelineLayout
| GPUSize32
| maximum | 8 |
The maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are uniform buffers with dynamic offsets.
See Exceeds the binding slot limits.
| |||
maxDynamicStorageBuffersPerPipelineLayout
| GPUSize32
| maximum | 4 |
The maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are storage buffers with dynamic offsets.
See Exceeds the binding slot limits.
| |||
maxSampledTexturesPerShaderStage
| GPUSize32
| maximum | 16 |
For each possible GPUShaderStage stage ,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are sampled textures.
See Exceeds the binding slot limits.
| |||
maxSamplersPerShaderStage
| GPUSize32
| maximum | 16 |
For each possible GPUShaderStage stage ,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are samplers.
See Exceeds the binding slot limits.
| |||
maxStorageBuffersPerShaderStage
| GPUSize32
| maximum | 8 |
For each possible GPUShaderStage stage ,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are storage buffers.
See Exceeds the binding slot limits.
| |||
maxStorageTexturesPerShaderStage
| GPUSize32
| maximum | 4 |
For each possible GPUShaderStage stage ,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are storage textures.
See Exceeds the binding slot limits.
| |||
maxUniformBuffersPerShaderStage
| GPUSize32
| maximum | 12 |
For each possible GPUShaderStage stage ,
the maximum number of GPUBindGroupLayoutEntry entries across a GPUPipelineLayout
which are uniform buffers.
See Exceeds the binding slot limits.
| |||
maxUniformBufferBindingSize
| GPUSize64
| maximum | 65536 bytes |
The maximum GPUBufferBinding .size for bindings with a
GPUBindGroupLayoutEntry entry for which
entry.buffer ?.type
is "uniform" .
| |||
maxStorageBufferBindingSize
| GPUSize64
| maximum | 134217728 bytes (128 MiB) |
The maximum GPUBufferBinding .size for bindings with a
GPUBindGroupLayoutEntry entry for which
entry.buffer ?.type
is "storage"
or "read-only-storage" .
| |||
minUniformBufferOffsetAlignment
| GPUSize32
| alignment | 256 bytes |
The required alignment for GPUBufferBinding .offset and
the dynamic offsets provided in setBindGroup(),
for bindings with a GPUBindGroupLayoutEntry entry for which
entry.buffer ?.type
is "uniform" .
| |||
minStorageBufferOffsetAlignment
| GPUSize32
| alignment | 256 bytes |
The required alignment for GPUBufferBinding .offset and
the dynamic offsets provided in setBindGroup(),
for bindings with a GPUBindGroupLayoutEntry entry for which
entry.buffer ?.type
is "storage"
or "read-only-storage" .
| |||
maxVertexBuffers
| GPUSize32
| maximum | 8 |
The maximum number of buffers
when creating a GPURenderPipeline .
| |||
maxBufferSize
| GPUSize64
| maximum | 268435456 bytes (256 MiB) |
The maximum size of size
when creating a GPUBuffer .
| |||
maxVertexAttributes
| GPUSize32
| maximum | 16 |
The maximum number of attributes
in total across buffers
when creating a GPURenderPipeline .
| |||
maxVertexBufferArrayStride
| GPUSize32
| maximum | 2048 bytes |
The maximum allowed arrayStride
when creating a GPURenderPipeline .
| |||
maxInterStageShaderVariables
| GPUSize32
| maximum | 16 |
The maximum allowed number of input or output variables for inter-stage communication (like vertex outputs or fragment inputs). | |||
maxColorAttachments
| GPUSize32
| maximum | 8 |
The maximum allowed number of color attachments in
GPURenderPipelineDescriptor .fragment .targets ,
GPURenderPassDescriptor .colorAttachments ,
and GPURenderPassLayout .colorFormats .
| |||
maxColorAttachmentBytesPerSample
| GPUSize32
| maximum | 32 |
The maximum number of bytes necessary to hold one sample (pixel or subpixel) of render pipeline output data, across all color attachments. | |||
maxComputeWorkgroupStorageSize
| GPUSize32
| maximum | 16384 bytes |
The maximum number of bytes of workgroup storage used for a compute stage
GPUShaderModule entry-point.
| |||
maxComputeInvocationsPerWorkgroup
| GPUSize32
| maximum | 256 |
The maximum value of the product of the workgroup_size dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeX
| GPUSize32
| maximum | 256 |
The maximum value of the workgroup_size X dimension for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeY
| GPUSize32
| maximum | 256 |
The maximum value of the workgroup_size Y dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupSizeZ
| GPUSize32
| maximum | 64 |
The maximum value of the workgroup_size Z dimensions for a
compute stage GPUShaderModule entry-point.
| |||
maxComputeWorkgroupsPerDimension
| GPUSize32
| maximum | 65535 |
The maximum value for the arguments of
dispatchWorkgroups(workgroupCountX, workgroupCountY, workgroupCountZ) .
|
3.6.2.1. GPUSupportedLimits
GPUSupportedLimits
exposes an adapter or device’s supported limits.
See GPUAdapter.limits
and GPUDevice.limits
.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUSupportedLimits {readonly attribute unsigned long ;
maxTextureDimension1D readonly attribute unsigned long ;
maxTextureDimension2D readonly attribute unsigned long ;
maxTextureDimension3D readonly attribute unsigned long ;
maxTextureArrayLayers readonly attribute unsigned long ;
maxBindGroups readonly attribute unsigned long ;
maxBindGroupsPlusVertexBuffers readonly attribute unsigned long ;
maxBindingsPerBindGroup readonly attribute unsigned long ;
maxDynamicUniformBuffersPerPipelineLayout readonly attribute unsigned long ;
maxDynamicStorageBuffersPerPipelineLayout readonly attribute unsigned long ;
maxSampledTexturesPerShaderStage readonly attribute unsigned long ;
maxSamplersPerShaderStage readonly attribute unsigned long ;
maxStorageBuffersPerShaderStage readonly attribute unsigned long ;
maxStorageTexturesPerShaderStage readonly attribute unsigned long ;
maxUniformBuffersPerShaderStage readonly attribute unsigned long long ;
maxUniformBufferBindingSize readonly attribute unsigned long long ;
maxStorageBufferBindingSize readonly attribute unsigned long ;
minUniformBufferOffsetAlignment readonly attribute unsigned long ;
minStorageBufferOffsetAlignment readonly attribute unsigned long ;
maxVertexBuffers readonly attribute unsigned long long ;
maxBufferSize readonly attribute unsigned long ;
maxVertexAttributes readonly attribute unsigned long ;
maxVertexBufferArrayStride readonly attribute unsigned long ;
maxInterStageShaderVariables readonly attribute unsigned long ;
maxColorAttachments readonly attribute unsigned long ;
maxColorAttachmentBytesPerSample readonly attribute unsigned long ;
maxComputeWorkgroupStorageSize readonly attribute unsigned long ;
maxComputeInvocationsPerWorkgroup readonly attribute unsigned long ;
maxComputeWorkgroupSizeX readonly attribute unsigned long ;
maxComputeWorkgroupSizeY readonly attribute unsigned long ;
maxComputeWorkgroupSizeZ readonly attribute unsigned long ; };
maxComputeWorkgroupsPerDimension
3.6.2.2. GPUSupportedFeatures
GPUSupportedFeatures
is a setlike interface. Its set entries are
the GPUFeatureName
values of the features supported by an adapter or
device. It must only contain strings from the GPUFeatureName
enum.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUSupportedFeatures {readonly setlike <DOMString >; };
GPUSupportedFeatures
set entries is DOMString
to allow user
agents to gracefully handle valid GPUFeatureName
s which are added in later revisions of the spec
but which the user agent has not been updated to recognize yet. If the set entries type was
GPUFeatureName
the following code would throw an TypeError
rather than reporting false
:
3.6.2.3. WGSLLanguageFeatures
WGSLLanguageFeatures
is the setlike interface of
navigator.gpu.
.
Its set entries are the string names of the WGSL language extensions
supported by the implementation (regardless of the adapter or device).wgslLanguageFeatures
[Exposed =(Window ,Worker ),SecureContext ]interface WGSLLanguageFeatures {readonly setlike <DOMString >; };
3.6.2.4. GPUAdapterInfo
GPUAdapterInfo
exposes various identifying information about an adapter.
None of the members in GPUAdapterInfo
are guaranteed to be populated with any particular value;
if no value is provided, the attribute will return the empty string ""
. It is at the user
agent’s discretion which values to reveal, and it is likely that on some devices none of the values
will be populated. As such, applications must be able to handle any possible GPUAdapterInfo
values,
including the absence of those values.
The GPUAdapterInfo
for an adapter is exposed via GPUAdapter.info
and GPUDevice.adapterInfo
).
This info is immutable:
for a given adapter, each GPUAdapterInfo
attribute will return the same value every time it’s accessed.
Note:
Though the GPUAdapterInfo
attributes are immutable once accessed, an implementation may delay the decision on
what to expose for each attribute until the first time it is accessed.
Note:
Other GPUAdapter
instances, even if they represent the same physical adapter, may expose
different values in GPUAdapterInfo
.
However, they should expose the same values unless a specific
event has increased the amount of identifying information the page is allowed to access.
(No such events are defined by this specification.)
For privacy considerations, see § 2.2.6 Adapter Identifiers.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUAdapterInfo {readonly attribute DOMString vendor ;readonly attribute DOMString architecture ;readonly attribute DOMString device ;readonly attribute DOMString description ;readonly attribute unsigned long subgroupMinSize ;readonly attribute unsigned long subgroupMaxSize ;readonly attribute boolean isFallbackAdapter ; };
GPUAdapterInfo
has the following attributes:
vendor
, of type DOMString, readonly-
The name of the vendor of the adapter, if available. Empty string otherwise.
architecture
, of type DOMString, readonly-
The name of the family or class of GPUs the adapter belongs to, if available. Empty string otherwise.
device
, of type DOMString, readonly-
A vendor-specific identifier for the adapter, if available. Empty string otherwise.
Note: This is a value that represents the type of adapter. For example, it may be a PCI device ID. It does not uniquely identify a given piece of hardware like a serial number.
description
, of type DOMString, readonly-
A human readable string describing the adapter as reported by the driver, if available. Empty string otherwise.
Note: Because no formatting is applied to
description
attempting to parse this value is not recommended. Applications which change their behavior based on theGPUAdapterInfo
, such as applying workarounds for known driver issues, should rely on the other fields when possible. subgroupMinSize
, of type unsigned long, readonly-
If the
"subgroups"
feature is supported, the minimum supported subgroup size for the adapter. subgroupMaxSize
, of type unsigned long, readonly-
If the
"subgroups"
feature is supported, the maximum supported subgroup size for the adapter. isFallbackAdapter
, of type boolean, readonly-
Whether the adapter is a fallback adapter.
-
Let adapterInfo be a new
GPUAdapterInfo
. -
If the vendor is known, set adapterInfo.
vendor
to the name of adapter’s vendor as a normalized identifier string. To preserve privacy, the user agent may instead set adapterInfo.vendor
to the empty string or a reasonable approximation of the vendor as a normalized identifier string. -
If |the architecture is known, set adapterInfo.
architecture
to a normalized identifier string representing the family or class of adapters to which adapter belongs. To preserve privacy, the user agent may instead set adapterInfo.architecture
to the empty string or a reasonable approximation of the architecture as a normalized identifier string. -
If the device is known, set adapterInfo.
device
to a normalized identifier string representing a vendor-specific identifier for adapter. To preserve privacy, the user agent may instead set adapterInfo.device
to to the empty string or a reasonable approximation of a vendor-specific identifier as a normalized identifier string. -
If a description is known, set adapterInfo.
description
to a description of the adapter as reported by the driver. To preserve privacy, the user agent may instead set adapterInfo.description
to the empty string or a reasonable approximation of a description. -
If
"subgroups"
is supported, setsubgroupMinSize
to the smallest supported subgroup size. Otherwise, set this value to 4.Note: To preserve privacy, the user agent may choose to not support some features or provide values for the property which do not distinguish different devices, but are still usable (e.g. use the default value of 4 for all devices).
-
If
"subgroups"
is supported, setsubgroupMaxSize
to the largest supported subgroup size. Otherwise, set this value to 128.Note: To preserve privacy, the user agent may choose to not support some features or provide values for the property which do not distinguish different devices, but are still usable (e.g. use the default value of 128 for all devices).
-
Set adapterInfo.
isFallbackAdapter
to adapter.[[fallback]]
. -
Return adapterInfo.
[a-z0-9]+(-[a-z0-9]+)*
3.7. Extension Documents
"Extension Documents" are additional documents which describe new functionality which is
non-normative and not part of the WebGPU/WGSL specifications.
They describe functionality that builds upon these specifications, often including one or more new
API feature flags and/or WGSL enable
directives, or interactions with other draft
web specifications.
WebGPU implementations must not expose extension functionality; doing so is a spec violation. New functionality does not become part of the WebGPU standard until it is integrated into the WebGPU specification (this document) and/or WGSL specification.
3.8. Origin Restrictions
WebGPU allows accessing image data stored in images, videos, and canvases. Restrictions are imposed on the use of cross-domain media, because shaders can be used to indirectly deduce the contents of textures which have been uploaded to the GPU.
WebGPU disallows uploading an image source if it is not origin-clean.
This also implies that the origin-clean flag for a
canvas rendered using WebGPU will never be set to false
.
For more information on issuing CORS requests for image and video elements, consult:
3.9. Task Sources
3.9.1. WebGPU Task Source
WebGPU defines a new task source called the WebGPU task source.
It is used for the uncapturederror
event and GPUDevice
.lost
.
GPUDevice
device,
with a series of steps steps on the content timeline:
-
Queue a global task on the WebGPU task source, with the global object that was used to create device, and the steps steps.
3.9.2. Automatic Expiry Task Source
WebGPU defines a new task source called the automatic expiry task source. It is used for the automatic, timed expiry (destruction) of certain objects:
-
GPUTexture
s returned bygetCurrentTexture()
-
GPUExternalTexture
s created fromHTMLVideoElement
s
GPUDevice
device and a series of steps steps on the content timeline:
-
Queue a global task on the automatic expiry task source, with the global object that was used to create device, and the steps steps.
Tasks from the automatic expiry task source should be processed with high priority; in particular, once queued, they should run before user-defined (JavaScript) tasks.
Implementation note: It is valid to implement a high-priority expiry "task" by instead inserting additional steps at a fixed point inside the event loop processing model rather than running an actual task.
3.10. Color Spaces and Encoding
WebGPU does not provide color management. All values within WebGPU (such as texture elements) are raw numeric values, not color-managed color values.
WebGPU does interface with color-managed outputs (via GPUCanvasConfiguration
) and inputs
(via copyExternalImageToTexture()
and importExternalTexture()
).
Thus, color conversion must be performed between the WebGPU numeric values and the external color values.
Each such interface point locally defines an encoding (color space, transfer function, and alpha
premultiplication) in which the WebGPU numeric values are to be interpreted.
WebGPU allows all of the color spaces in the PredefinedColorSpace
enum.
Note, each color space is defined over an extended range, as defined by the referenced CSS definitions,
to represent color values outside of its space (in both chrominance and luminance).
An out-of-gamut premultiplied RGBA value is one where any of the R/G/B channel values
exceeds the alpha channel value. For example, the premultiplied sRGB RGBA value [1.0, 0, 0, 0.5]
represents the (unpremultiplied) color [2, 0, 0] with 50% alpha, written rgb(srgb 2 0 0 / 50%)
in CSS.
Just like any color value outside the sRGB color gamut, this is a well defined point in the extended color space
(except when alpha is 0, in which case there is no color).
However, when such values are output to a visible canvas, the result is undefined
(see GPUCanvasAlphaMode
"premultiplied"
).
3.10.1. Color Space Conversions
A color is converted between spaces by translating its representation in one space to a representation in another according to the definitions above.
If the source value has fewer than 4 RGBA channels, the missing green/blue/alpha channels are set to
0, 0, 1
, respectively, before converting for color space/encoding and alpha premultiplication.
After conversion, if the destination needs fewer than 4 channels, the additional channels
are ignored.
Note:
Grayscale images generally represent RGB values (V, V, V)
, or RGBA values (V, V, V, A)
in their color space.
Colors are not lossily clamped during conversion: converting from one color space to another will result in values outside the range [0, 1] if the source color values were outside the range of the destination color space’s gamut. For an sRGB destination, for example, this can occur if the source is rgba16float, in a wider color space like Display-P3, or is premultiplied and contains out-of-gamut values.
Similarly, if the source value has a high bit depth (e.g. PNG with 16 bits per component) or
extended range (e.g. canvas with float16
storage), these colors are preserved through color space
conversion, with intermediate computations having at least the precision of the source.
3.10.2. Color Space Conversion Elision
If the source and destination of a color space/encoding conversion are the same, then conversion is not necessary. In general, if any given step of the conversion is an identity function (no-op), implementations should elide it, for performance.
For optimal performance, applications should set their color space and encoding
options so that the number of necessary conversions is minimized throughout the process.
For various image sources of GPUCopyExternalImageSourceInfo
:
-
-
Premultiplication is controlled via
premultiplyAlpha
. -
Color space is controlled via
colorSpaceConversion
.
-
-
2d canvas:
-
Color space is controlled via the
colorSpace
context creation attribute.
-
WebGL canvas:
-
Premultiplication is controlled via the
premultipliedAlpha
option inWebGLContextAttributes
. -
Color space is controlled via the
WebGLRenderingContextBase
’sdrawingBufferColorSpace
state.
-
Note: Check browser implementation support for these features before relying on them.
3.11. Numeric conversions from JavaScript to WGSL
Several parts of the WebGPU API (pipeline-overridable constants
and
render pass clear values) take numeric values from WebIDL (double
or float
) and convert
them to WGSL values (bool
, i32
, u32
, f32
, f16
).
double
or float
to WGSL type T,
possibly throwing a TypeError
, run the following device timeline steps:
Note: This TypeError
is generated in the device timeline and never surfaced to JavaScript.
-
Assert idlValue is a finite value, since it is not
unrestricted double
orunrestricted float
. -
Let v be the ECMAScript Number resulting from ! converting idlValue to an ECMAScript value.
-
- If T is
bool
-
Return the WGSL
bool
value corresponding to the result of ! converting v to an IDL value of typeboolean
.Note: This algorithm is called after the conversion from an ECMAScript value to an IDL
double
orfloat
value. If the original ECMAScript value was a non-numeric, non-boolean value like[]
or{}
, then the WGSLbool
result may be different than if the ECMAScript value had been converted to IDLboolean
directly. - If T is
i32
-
Return the WGSL
i32
value corresponding to the result of ? converting v to an IDL value of type [EnforceRange
]long
. - If T is
u32
-
Return the WGSL
u32
value corresponding to the result of ? converting v to an IDL value of type [EnforceRange
]unsigned long
. - If T is
f32
-
Return the WGSL
f32
value corresponding to the result of ? converting v to an IDL value of typefloat
. - If T is
f16
-
-
Let wgslF32 be the WGSL
f32
value corresponding to the result of ? converting v to an IDL value of typefloat
. -
Return
f16(wgslF32)
, the result of ! converting the WGSLf32
value tof16
as defined in WGSL floating point conversion.
Note: As long as the value is in-range of
f32
, no error is thrown, even if the value is out-of-range off16
. -
- If T is
GPUColor
color to a texel value of texture format format,
possibly throwing a TypeError
, run the following device timeline steps:
Note: This TypeError
is generated in the device timeline and never surfaced to JavaScript.
-
If the components of format (assert they all have the same type) are:
- floating-point types or normalized types
-
Let T be
f32
. - signed integer types
-
Let T be
i32
. - unsigned integer types
-
Let T be
u32
.
-
Let wgslColor be a WGSL value of type
vec4<T>
, where the 4 components are the RGBA channels of color, each ? converted to WGSL type T. -
Convert wgslColor to format using the same conversion rules as the § 23.2.7 Output Merging step, and return the result.
Note: For non-integer types, the exact choice of value is implementation-defined. For normalized types, the value is clamped to the range of the type.
Note:
In other words, the value written will be as if it was written by a WGSL shader that
outputs the value represented as a vec4
of f32
, i32
, or u32
.
4. Initialization
4.1. navigator.gpu
A GPU
object is available in the Window
and WorkerGlobalScope
contexts through the
Navigator
and WorkerNavigator
interfaces respectively and is exposed via navigator.gpu
:
interface mixin { [
NavigatorGPU SameObject ,SecureContext ]readonly attribute GPU gpu ; };Navigator includes NavigatorGPU ;WorkerNavigator includes NavigatorGPU ;
NavigatorGPU
has the following attributes:
gpu
, of type GPU, readonly-
A global singleton providing top-level entry points like
requestAdapter()
.
4.2. GPU
GPU
is the entry point to WebGPU.
[Exposed =(Window ,Worker ),SecureContext ]interface GPU {Promise <GPUAdapter ?>requestAdapter (optional GPURequestAdapterOptions options = {});GPUTextureFormat getPreferredCanvasFormat (); [SameObject ]readonly attribute WGSLLanguageFeatures wgslLanguageFeatures ; };
GPU
has the following methods:
requestAdapter(options)
-
Requests an adapter from the user agent. The user agent chooses whether to return an adapter, and, if so, chooses according to the provided options.
Called on:GPU
this.Arguments:
Arguments for the GPU.requestAdapter(options) method. Parameter Type Nullable Optional Description options
GPURequestAdapterOptions
✘ ✔ Criteria used to select the adapter. Returns:
Promise
<GPUAdapter
?>Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Issue the initialization steps on the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
All of the requirements in the following steps must be met.
-
options.
featureLevel
must be a feature level string.
If they are met and the user agent chooses to return an adapter:
-
Set adapter to an adapter chosen according to the rules in § 4.2.2 Adapter Selection and the criteria in options, adhering to § 4.2.1 Adapter Capability Guarantees. Initialize the properties of adapter according to their definitions:
-
Set adapter.
[[limits]]
and adapter.[[features]]
according to the supported capabilities of the adapter. adapter.[[features]]
must contain"core-features-and-limits"
. -
If adapter meets the criteria of a fallback adapter set adapter.
[[fallback]]
totrue
. Otherwise, set it tofalse
. -
Set adapter.
[[xrCompatible]]
to options.xrCompatible
.
-
Otherwise:
-
Let adapter be
null
.
-
-
Issue the subsequent steps on contentTimeline.
Content timeline steps:-
If adapter is not
null
:-
Resolve promise with a new
GPUAdapter
encapsulating adapter.
Otherwise:
-
Resolve promise with
null
.
-
-
getPreferredCanvasFormat()
-
Returns an optimal
GPUTextureFormat
for displaying 8-bit depth, standard dynamic range content on this system. Must only return"rgba8unorm"
or"bgra8unorm"
.The returned value can be passed as the
format
toconfigure()
calls on aGPUCanvasContext
to ensure the associated canvas is able to display its contents efficiently.Note: Canvases which are not displayed to the screen may or may not benefit from using this format.
Called on:GPU
this.Returns:
GPUTextureFormat
Content timeline steps:
-
Return either
"rgba8unorm"
or"bgra8unorm"
, depending on which format is optimal for displaying WebGPU canvases on this system.
-
GPU
has the following attributes:
wgslLanguageFeatures
, of type WGSLLanguageFeatures, readonly-
The names of supported WGSL language extensions. Supported language extensions are automatically enabled.
Adapters may expire at any time. Upon any change in the system’s state that could affect
the result of any requestAdapter()
call, the user agent should expire all
previously-returned adapters. For example:
-
A physical adapter is added/removed (via plug/unplug, driver update, hang recovery, etc.)
-
The system’s power configuration has changed (laptop unplugged, power settings changed, etc.)
Note:
User agents may choose to expire adapters often, even when there has been no system
state change (e.g. seconds or minutes after the adapter was created).
This can help obfuscate real system state changes, and make developers more aware that calling
requestAdapter()
again is always necessary before calling requestDevice()
.
If an application does encounter this situation, standard device-loss recovery
handling should allow it to recover.
4.2.1. Adapter Capability Guarantees
Any GPUAdapter
returned by requestAdapter()
must provide the following guarantees:
-
At least one of the following must be true:
-
"texture-compression-bc"
is supported. -
Both
"texture-compression-etc2"
and"texture-compression-astc"
are supported.
-
-
If
"texture-compression-bc-sliced-3d"
is supported, then"texture-compression-bc"
must be supported. -
If
"texture-compression-astc-sliced-3d"
is supported, then"texture-compression-astc"
must be supported. -
All supported limits must be either the default value or better.
-
All alignment-class limits must be powers of 2.
-
maxBindingsPerBindGroup
must be must be ≥ (max bindings per shader stage × max shader stages per pipeline), where:-
max bindings per shader stage is (
maxSampledTexturesPerShaderStage
+maxSamplersPerShaderStage
+maxStorageBuffersPerShaderStage
+maxStorageTexturesPerShaderStage
+maxUniformBuffersPerShaderStage
). -
max shader stages per pipeline is
2
, because aGPURenderPipeline
supports both a vertex and fragment shader.
Note:
maxBindingsPerBindGroup
does not reflect a fundamental limit; implementations should raise it to conform to this requirement, rather than lowering the other limits. -
-
maxBindGroups
must be ≤maxBindGroupsPlusVertexBuffers
. -
maxVertexBuffers
must be ≤maxBindGroupsPlusVertexBuffers
. -
minUniformBufferOffsetAlignment
andminStorageBufferOffsetAlignment
must both be ≥ 32 bytes.Note: 32 bytes would be the alignment of
vec4<f64>
. See WebGPU Shading Language § 14.4.1 Alignment and Size. -
maxUniformBufferBindingSize
must be ≤maxBufferSize
. -
maxStorageBufferBindingSize
must be ≤maxBufferSize
. -
maxStorageBufferBindingSize
must be a multiple of 4 bytes. -
maxVertexBufferArrayStride
must be a multiple of 4 bytes. -
maxComputeWorkgroupSizeX
must be ≤maxComputeInvocationsPerWorkgroup
. -
maxComputeWorkgroupSizeY
must be ≤maxComputeInvocationsPerWorkgroup
. -
maxComputeWorkgroupSizeZ
must be ≤maxComputeInvocationsPerWorkgroup
. -
maxComputeInvocationsPerWorkgroup
must be ≤maxComputeWorkgroupSizeX
×maxComputeWorkgroupSizeY
×maxComputeWorkgroupSizeZ
.
4.2.2. Adapter Selection
GPURequestAdapterOptions
provides hints to the user agent indicating what
configuration is suitable for the application.
dictionary GPURequestAdapterOptions {DOMString featureLevel = "core";GPUPowerPreference powerPreference ;boolean forceFallbackAdapter =false ;boolean xrCompatible =false ; };
enum {
GPUPowerPreference "low-power" ,"high-performance" , };
GPURequestAdapterOptions
has the following members:
featureLevel
, of type DOMString, defaulting to"core"
-
"Feature level" for the adapter request.
The allowed feature level string values are:
- "core"
-
No effect.
- "compatibility"
-
No effect.
Note: This value is reserved for future use as a way to opt into additional validation restrictions. Applications should not use this value at this time.
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. This hint may also affect the power configuration of the selected GPU to match the requested power preference.
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.
forceFallbackAdapter
, of type boolean, defaulting tofalse
-
When set to
true
indicates that only a fallback adapter may be returned. If the user agent does not support a fallback adapter, will causerequestAdapter()
to resolve tonull
.Note:
requestAdapter()
may still return a fallback adapter ifforceFallbackAdapter
is set tofalse
and either no other appropriate adapter is available or the user agent chooses to return a fallback adapter. Developers that wish to prevent their applications from running on fallback adapters should check theinfo
.isFallbackAdapter
attribute prior to requesting aGPUDevice
. xrCompatible
, of type boolean, defaulting tofalse
-
When set to
true
indicates that the best adapter for rendering to a WebXR session must be returned. If the user agent or system does not support WebXR sessions then adapter selection may ignore this value.Note: If
xrCompatible
is not set totrue
when the adapter is requested,GPUDevice
s created from the adapter cannot be used to render for WebXR sessions.
"high-performance"
GPUAdapter
:
const gpuAdapter= await navigator. gpu. requestAdapter({ powerPreference: 'high-performance' });
4.3. GPUAdapter
A GPUAdapter
encapsulates an adapter,
and describes its capabilities (features and limits).
To get a GPUAdapter
, use requestAdapter()
.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUAdapter { [SameObject ]readonly attribute GPUSupportedFeatures features ; [SameObject ]readonly attribute GPUSupportedLimits limits ; [SameObject ]readonly attribute GPUAdapterInfo info ;Promise <GPUDevice >requestDevice (optional GPUDeviceDescriptor descriptor = {}); };
GPUAdapter
has the following immutable properties
features
, of type GPUSupportedFeatures, readonly-
The set of values in
this
.[[adapter]]
.[[features]]
. limits
, of type GPUSupportedLimits, readonly-
The limits in
this
.[[adapter]]
.[[limits]]
. info
, of type GPUAdapterInfo, readonly-
Information about the physical adapter underlying this
GPUAdapter
.For a given
GPUAdapter
, theGPUAdapterInfo
values exposed are constant over time.The same object is returned each time. To create that object for the first time:
Called on:GPUAdapter
this.Returns:
GPUAdapterInfo
Content timeline steps:
-
Return a new adapter info for this.
[[adapter]]
.
-
[[adapter]]
, of type adapter, readonly-
The adapter to which this
GPUAdapter
refers.
GPUAdapter
has the following methods:
requestDevice(descriptor)
-
Requests a device from the adapter.
This is a one-time action: if a device is returned successfully, the adapter becomes
"consumed"
.Called on:GPUAdapter
this.Arguments:
Arguments for the GPUAdapter.requestDevice(descriptor) method. Parameter Type Nullable Optional Description descriptor
GPUDeviceDescriptor
✘ ✔ Description of the GPUDevice
to request.Content timeline steps:
-
Let contentTimeline be the current Content timeline.
-
Let promise be a new promise.
-
Let adapter be this.
[[adapter]]
. -
Issue the initialization steps to the Device timeline of this.
-
Return promise.
Device timeline initialization steps:-
If any of the following requirements are unmet:
-
The set of values in descriptor.
requiredFeatures
must be a subset of those in adapter.[[features]]
.
Then issue the following steps on contentTimeline and return:
Content timeline steps:Note: This is the same error that is produced if a feature name isn’t known by the browser at all (in its
GPUFeatureName
definition). This converges the behavior when the browser doesn’t support a feature with the behavior when a particular adapter doesn’t support a feature. -
-
All of the requirements in the following steps must be met.
-
adapter.
[[state]]
must not be"consumed"
. -
For each [key, value] in descriptor.
requiredLimits
for which value is notundefined
:-
key must be the name of a member of supported limits.
-
value must be no better than adapter.
[[limits]]
[key]. -
If key’s class is alignment, value must be a power of 2 less than 232.
Note: User agents should consider issuing developer-visible warnings when key is not recognized, even when value is
undefined
. -
If any are unmet, issue the following steps on contentTimeline and return:
Content timeline steps:-
Reject promise with an
OperationError
.
-
-
If adapter.
[[state]]
is"expired"
or the user agent otherwise cannot fulfill the request:-
Let device be a new device.
-
Lose the device(device,
"unknown"
). -
Assert adapter.
[[state]]
is"expired"
.Note: User agents should consider issuing developer-visible warnings in most or all cases when this occurs. Applications should perform reinitialization logic starting with
requestAdapter()
.
Otherwise:
-
Let device be a new device with the capabilities described by descriptor.
-
Expire adapter.
-
-
Issue the subsequent steps on contentTimeline.
Content timeline steps:-
Let gpuDevice be a new
GPUDevice
instance. -
Set gpuDevice.
[[device]]
to device. -
Set device.
[[content device]]
to gpuDevice. -
Resolve promise with gpuDevice.
Note: If the device is already lost because the adapter could not fulfill the request, device.
lost
has already resolved before promise resolves.
-
GPUDevice
with default features and limits:
const gpuAdapter= await navigator. gpu. requestAdapter(); const gpuDevice= await gpuAdapter. requestDevice();
4.3.1. GPUDeviceDescriptor
GPUDeviceDescriptor
describes a device request.
dictionary GPUDeviceDescriptor :GPUObjectDescriptorBase {sequence <GPUFeatureName >requiredFeatures = [];record <DOMString , (GPUSize64 or undefined )>requiredLimits = {};GPUQueueDescriptor defaultQueue = {}; };
GPUDeviceDescriptor
has the following members:
requiredFeatures
, of type sequence<GPUFeatureName>, defaulting to[]
-
Specifies the features that are required by the device request. The request will fail if the adapter cannot provide these features.
Exactly the specified set of features, and no more or less, will be allowed in validation of API calls on the resulting device.
requiredLimits
, of typerecord<DOMString, (GPUSize64 or undefined)>
, defaulting to{}
-
Specifies the limits that are required by the device request. The request will fail if the adapter cannot provide these limits.
Each key with a non-
undefined
value must be the name of a member of supported limits.API calls on the resulting device perform validation according to the exact limits of the device (not the adapter; see § 3.6.2 Limits).
defaultQueue
, of type GPUQueueDescriptor, defaulting to{}
-
The descriptor for the default
GPUQueue
.
GPUDevice
with the "texture-compression-astc"
feature if supported:
const gpuAdapter= await navigator. gpu. requestAdapter(); const requiredFeatures= []; if ( gpuAdapter. features. has( 'texture-compression-astc' )) { requiredFeatures. push( 'texture-compression-astc' ) } const gpuDevice= await gpuAdapter. requestDevice({ requiredFeatures});
GPUDevice
with a higher maxColorAttachmentBytesPerSample
limit:
const gpuAdapter= await navigator. gpu. requestAdapter(); if ( gpuAdapter. limits. maxColorAttachmentBytesPerSample< 64 ) { // When the desired limit isn’t supported, take action to either fall back to a code // path that does not require the higher limit or notify the user that their device // does not meet minimum requirements. } // Request higher limit of max color attachments bytes per sample. const gpuDevice= await gpuAdapter. requestDevice({ requiredLimits: { maxColorAttachmentBytesPerSample: 64 }, });
4.3.1.1. GPUFeatureName
Each GPUFeatureName
identifies a set of functionality which, if available,
allows additional usages of WebGPU that would have otherwise been invalid.
enum GPUFeatureName {"core-features-and-limits" ,"depth-clip-control" ,"depth32float-stencil8" ,"texture-compression-bc" ,"texture-compression-bc-sliced-3d" ,"texture-compression-etc2" ,"texture-compression-astc" ,"texture-compression-astc-sliced-3d" ,"timestamp-query" ,"indirect-first-instance" ,"shader-f16" ,"rg11b10ufloat-renderable" ,"bgra8unorm-storage" ,"float32-filterable" ,"float32-blendable" ,"clip-distances" ,"dual-source-blending" ,"subgroups" ,"texture-formats-tier1" ,"texture-formats-tier2" ,"primitive-index" , };
4.4. 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 ,Worker ),SecureContext ]interface GPUDevice :EventTarget { [SameObject ]readonly attribute GPUSupportedFeatures features ; [SameObject ]readonly attribute GPUSupportedLimits limits ; [SameObject ]readonly attribute GPUAdapterInfo adapterInfo ; [SameObject ]readonly attribute GPUQueue queue ;undefined destroy ();GPUBuffer createBuffer (GPUBufferDescriptor descriptor );GPUTexture createTexture (GPUTextureDescriptor descriptor );GPUSampler createSampler (optional GPUSamplerDescriptor descriptor = {});GPUExternalTexture importExternalTexture (GPUExternalTextureDescriptor descriptor );GPUBindGroupLayout createBindGroupLayout (GPUBindGroupLayoutDescriptor descriptor );GPUPipelineLayout createPipelineLayout (GPUPipelineLayoutDescriptor descriptor );GPUBindGroup createBindGroup (GPUBindGroupDescriptor descriptor );GPUShaderModule createShaderModule (GPUShaderModuleDescriptor descriptor );GPUComputePipeline createComputePipeline (GPUComputePipelineDescriptor descriptor );GPURenderPipeline createRenderPipeline (GPURenderPipelineDescriptor descriptor );Promise <GPUComputePipeline >createComputePipelineAsync (GPUComputePipelineDescriptor descriptor );Promise <GPURenderPipeline >createRenderPipelineAsync (GPURenderPipelineDescriptor descriptor );GPUCommandEncoder createCommandEncoder (optional GPUCommandEncoderDescriptor descriptor = {});GPURenderBundleEncoder createRenderBundleEncoder (GPURenderBundleEncoderDescriptor descriptor );GPUQuerySet createQuerySet (GPUQuerySetDescriptor descriptor ); };GPUDevice includes GPUObjectBase ;
GPUDevice
has the following immutable properties:
features
, of type GPUSupportedFeatures, readonly-
A set containing the
GPUFeatureName
values of the features supported by the device ([[device]]
.[[features]]
). limits
, of type GPUSupportedLimits, readonly-
The limits supported by the device (
[[device]]
.[[limits]]
). queue
, of type GPUQueue, readonly-
The primary
GPUQueue
for this device. adapterInfo
, of type GPUAdapterInfo, readonly-
Information about the physical adapter which created the device that this
GPUDevice
refers to.For a given
GPUDevice
, theGPUAdapterInfo
values exposed are constant over time.The same object is returned each time. To create that object for the first time:
Called on:GPUDevice
this.Returns:
GPUAdapterInfo
Content timeline steps:
-
Return a new adapter info for this.
[[device]]
.[[adapter]]
.
-
The [[device]]
for a GPUDevice
is the device that the GPUDevice
refers
to.
GPUDevice
has the following methods:
destroy()
-
Destroys the device, preventing further operations on it. Outstanding asynchronous operations will fail.
Note: It is valid to destroy a device multiple times.
Called on:GPUDevice
this.Content timeline steps:
-
Issue the subsequent steps on the Device timeline of this.
-
Lose the device(this.
[[device]]
,"destroyed"
).
Note: Since no further operations can be enqueued on this device, implementations can abort outstanding asynchronous operations immediately and free resource allocations, including mapped memory that was just unmapped.
GPUDevice
’s allowed buffer usages are:
GPUDevice
’s allowed texture usages are:
-
Always allowed:
COPY_SRC
,COPY_DST
,TEXTURE_BINDING
,STORAGE_BINDING
,RENDER_ATTACHMENT
4.5. Example
GPUAdapter
and GPUDevice
with error handling:
let gpuDevice= null ; async function initializeWebGPU() { // Check to ensure the user agent supports WebGPU. if ( ! ( 'gpu' in navigator)) { console. error( "User agent doesn’t support WebGPU." ); return false ; } // Request an adapter. const gpuAdapter= await navigator. gpu. requestAdapter(); // requestAdapter may resolve with null if no suitable adapters are found. if ( ! gpuAdapter) { console. error( 'No WebGPU adapters found.' ); return false ; } // Request a device. // Note that the promise will reject if invalid options are passed to the optional // dictionary. To avoid the promise rejecting always check any features and limits // against the adapters features and limits prior to calling requestDevice(). gpuDevice= await gpuAdapter. requestDevice(); // requestDevice will never return null, but if a valid device request can’t be // fulfilled for some reason it may resolve to a device which has already been lost. // Additionally, devices can be lost at any time after creation for a variety of reasons // (ie: browser resource management, driver updates), so it’s a good idea to always // handle lost devices gracefully. gpuDevice. lost. then(( info) => { console. error( `WebGPU device was lost: ${ info. message} ` ); gpuDevice= null ; // Many causes for lost devices are transient, so applications should try getting a // new device once a previous one has been lost unless the loss was caused by the // application intentionally destroying the device. Note that any WebGPU resources // created with the previous device (buffers, textures, etc) will need to be // re-created with the new one. if ( info. reason!= 'destroyed' ) { initializeWebGPU(); } }); onWebGPUInitialized(); return true ; } function onWebGPUInitialized() { // Begin creating WebGPU resources here... } initializeWebGPU();
5. Buffers
5.1. GPUBuffer
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.
GPUBuffer
s are created via createBuffer()
.
Buffers may be mappedAtCreation
.
[Exposed =(Window ,Worker ),SecureContext ]interface GPUBuffer {readonly attribute GPUSize64Out size ;readonly attribute GPUFlagsConstant usage ;readonly attribute GPUBufferMapState mapState ;Promise <undefined >mapAsync (GPUMapModeFlags mode ,optional GPUSize64 offset = 0,optional GPUSize64 size );ArrayBuffer getMappedRange (optional GPUSize64 offset = 0,optional GPUSize64 size );undefined unmap ();undefined destroy (); };GPUBuffer includes GPUObjectBase ;enum GPUBufferMapState {"unmapped" ,"pending" ,"mapped" , };
GPUBuffer
has the following immutable properties:
size
, of type GPUSize64Out, readonly-
The length of the
GPUBuffer
allocation in bytes. usage
, of type GPUFlagsConstant, readonly-
The allowed usages for this
GPUBuffer
.
GPUBuffer
has the following content timeline properties:
mapState
, of type GPUBufferMapState, readonly-
The current
GPUBufferMapState
of the buffer:"unmapped"
-
The buffer is not mapped for use by
this
.getMappedRange()
. "pending"
-
A mapping of the buffer has been requested, but is pending. It may succeed, or fail validation in
mapAsync()
. "mapped"
-
The buffer is mapped and
this
.getMappedRange()
may be used.
The getter steps are:
Content timeline steps:-
If this.
[[mapping]]
is notnull
, return"mapped"
. -
If this.
[[pending_map]]
is notnull
, return"pending"
. -
Return
"unmapped"
.
[[pending_map]]
, of typePromise
<void> ornull
, initiallynull
-
The
Promise
returned by the currently-pendingmapAsync()
call.There is never more than one pending map, because
mapAsync()
will refuse immediately if a request is already in flight. [[mapping]]
, of type active buffer mapping ornull
, initiallynull
-
Set if and only if the buffer is currently mapped for use by
getMappedRange()
. Null otherwise (even if there is a[[pending_map]]
).An active buffer mapping is a structure with the following fields:
- data, of type Data Block
-
The mapping for this
GPUBuffer
. This data is accessed throughArrayBuffer
s which are views onto this data, returned bygetMappedRange()
and stored in views. - mode, of type
GPUMapModeFlags
-
The
GPUMapModeFlags
of the map, as specified in the corresponding call tomapAsync()
orcreateBuffer()
. - range, of type tuple [
unsigned long long
,unsigned long long
] -
The range of this
GPUBuffer
that is mapped. - views, of type list<
ArrayBuffer
> -
The
ArrayBuffer
s returned viagetMappedRange()
to the application. They are tracked so they can be detached whenunmap()
is called.
To initialize an active buffer mapping with mode mode and range range, run the following content timeline steps:-
Let size be range[1] - range[0].
-
Let data be ? CreateByteDataBlock(size).
NOTE:This may result in aRangeError
being thrown. For consistency and predictability:-
For any size at which
new ArrayBuffer()
would succeed at a given moment, this allocation should succeed at that moment. -
For any size at which
new ArrayBuffer()
deterministically throws aRangeError
, this allocation should as well.
-
-
Return an active buffer mapping with:
GPUBuffer
has the following device timeline properties:
[[internal state]]
-
The current internal state of the buffer:
5.1.1. GPUBufferDescriptor
dictionary GPUBufferDescriptor :GPUObjectDescriptorBase {required GPUSize64 size ;required GPUBufferUsageFlags usage ;boolean mappedAtCreation =false ; };
GPUBufferDescriptor
has the following members:
size
, of type GPUSize64-
The size of the buffer in bytes.
usage
, of type GPUBufferUsageFlags-
The allowed usages for the buffer.
mappedAtCreation
, of type boolean, defaulting tofalse
-
If
true
creates the buffer in an already mapped state, allowinggetMappedRange()
to be called immediately. It is valid to setmappedAtCreation
totrue
even ifusage
does not containMAP_READ
orMAP_WRITE
. This can be used to set the buffer’s initial data.Guarantees that even if the buffer creation eventually fails, it will still appear as if the mapped range can be written/read to until it is unmapped.
5.1.2. Buffer Usages
typedef [EnforceRange ]unsigned long ; [
GPUBufferUsageFlags Exposed =(Window ,Worker ),SecureContext ]namespace {
GPUBufferUsage const GPUFlagsConstant MAP_READ = 0x0001;const GPUFlagsConstant MAP_WRITE = 0x0002;const GPUFlagsConstant COPY_SRC = 0x0004;const GPUFlagsConstant COPY_DST = 0x0008;const GPUFlagsConstant INDEX = 0x0010;const GPUFlagsConstant VERTEX = 0x0020;const GPUFlagsConstant UNIFORM = 0x0040;const GPUFlagsConstant STORAGE = 0x0080;const GPUFlagsConstant INDIRECT = 0x0100;const GPUFlagsConstant QUERY_RESOLVE = 0x0200; };
The GPUBufferUsage
flags determine how a GPUBuffer
may be used after its creation:
MAP_READ
-
The buffer can be mapped for reading. (Example: calling
mapAsync()
withGPUMapMode.READ
)May only be combined with
COPY_DST
. MAP_WRITE
-
The buffer can be mapped for writing. (Example: calling
mapAsync()
withGPUMapMode.WRITE
)May only be combined with
COPY_SRC
. COPY_SRC
-
The buffer can be used as the source of a copy operation. (Examples: as the
source
argument of a copyBufferToBuffer() orcopyBufferToTexture()
call.) COPY_DST
-
The buffer can be used as the destination of a copy or write operation. (Examples: as the
destination
argument of a copyBufferToBuffer() orcopyTextureToBuffer()
call, or as the target of awriteBuffer()
call.) INDEX
-
The buffer can be used as an index buffer. (Example: passed to
setIndexBuffer()
.) VERTEX
-
The buffer can be used as a vertex buffer. (Example: passed to
setVertexBuffer()
.) UNIFORM
-
The buffer can be used as a uniform buffer. (Example: as a bind group entry for a
GPUBufferBindingLayout
with abuffer
.type
of"uniform"
.) STORAGE
-
The buffer can be used as a storage buffer. (Example: as a bind group entry for a
GPUBufferBindingLayout
with abuffer
.type
of"storage"
or"read-only-storage"
.) INDIRECT
-
The buffer can be used as to store indirect command arguments. (Examples: as the
indirectBuffer
argument of adrawIndirect()
ordispatchWorkgroupsIndirect()
call.) QUERY_RESOLVE
-
The buffer can be used to capture query results. (Example: as the
destination
argument of aresolveQuerySet()
call.)
5.1.3. Buffer Creation
createBuffer(descriptor)
-
Creates a
GPUBuffer
.Called on:GPUDevice
this.Arguments:
Arguments for the GPUDevice.createBuffer(descriptor) method. Parameter Type Nullable Optional Description descriptor
GPUBufferDescriptor
✘ ✘ Description of the GPUBuffer
to create.Returns:
GPUBuffer
Content timeline steps:
-
Let b be ! create a new WebGPU object(this,
GPUBuffer
, descriptor). -
If descriptor.
mappedAtCreation
istrue
:-
If descriptor.
size
is not a multiple of 4, throw aRangeError
. -
Set b.
[[mapping]]
to ? initialize an active buffer mapping with modeWRITE
and range[0, descriptor.
.size
]
-
-
Issue the initialization steps on the Device timeline of this.
-
Return b.
Device timeline initialization steps:-
If any of the following requirements are unmet, generate a validation error, invalidate b and return.
-
this must not be lost.
-
descriptor.
usage
must not be 0. -
descriptor.
usage
must be a subset of the allowed buffer usages for this. -
If descriptor.
size
must be ≤ this.[[device]]
.[[limits]]
.maxBufferSize
.
-
Note: If buffer creation fails, and descriptor.
mappedAtCreation
isfalse
, any calls tomapAsync()
will reject, so any resources allocated to enable mapping can and may be discarded or recycled.-
If descriptor.
mappedAtCreation
istrue
:-
Set b.
[[internal state]]
to "unavailable".
Otherwise:
-
Set b.
[[internal state]]
to "available".
-
-
Create a device allocation for b where each byte is zero.
If the allocation fails without side-effects, generate an out-of-memory error, invalidate b, and return.
-
const buffer= gpuDevice. createBuffer({ size: 128 , usage: GPUBufferUsage. UNIFORM| GPUBufferUsage. COPY_DST});
5.1.4. Buffer Destruction
An application that no longer requires a GPUBuffer
can choose to lose
access to it before garbage collection by calling destroy()
. Destroying a buffer also
unmaps it, freeing any memory allocated for the mapping.
Note: This allows the user agent to reclaim the GPU memory associated with the GPUBuffer
once all previously submitted operations using it are complete.
GPUBuffer
has the following methods:
destroy()
-
Destroys the
GPUBuffer
.Note: It is valid to destroy a buffer multiple times.
Called on:GPUBuffer
this.Returns:
undefined
Content timeline steps:
-
Call this.
unmap()
. -
Issue the subsequent steps on the Device timeline of this.
[[device]]
.
Device timeline steps:-
Set this.
[[internal state]]
to "destroyed".
Note: Since no further operations can be enqueued using this buffer, implementations can free resource allocations, including mapped memory that was just unmapped.
-
5.2. Buffer Mapping
An application can request to map a GPUBuffer
so that they can access its
content via ArrayBuffer
s that represent part of the GPUBuffer
’s
allocations. Mapping a GPUBuffer
is requested asynchronously with
mapAsync()
so that the user agent can ensure the GPU
finished using the GPUBuffer
before the application can access its content.
A mapped GPUBuffer
cannot be used by the GPU and must be unmapped using unmap()
before
work using it can be submitted to the Queue timeline.
Once the GPUBuffer
is mapped, the application can synchronously ask for access
to ranges of its content with getMappedRange()
.
The returned ArrayBuffer
can only be detached by unmap()
(directly, or via GPUBuffer
.destroy()
or GPUDevice
.destroy()
),
and cannot be transferred.
A TypeError
is thrown by any other operation that attempts to do so.
typedef [EnforceRange ]unsigned long ; [
GPUMapModeFlags Exposed =(Window ,Worker ),SecureContext ]namespace {
GPUMapMode const GPUFlagsConstant READ = 0x0001;const GPUFlagsConstant WRITE = 0x0002; };
The GPUMapMode
flags determine how a GPUBuffer
is mapped when calling
mapAsync()
:
READ
-
Only valid with buffers created with the
MAP_READ
usage.Once the buffer is mapped, calls to
getMappedRange()
will return anArrayBuffer
containing the buffer’s current values. Changes to the returnedArrayBuffer
will be discarded afterunmap()
is called. WRITE
-
Only valid with buffers created with the
MAP_WRITE
usage.Once the buffer is mapped, calls to
getMappedRange()
will return anArrayBuffer
containing the buffer’s current values. Changes to the returnedArrayBuffer
will be stored in theGPUBuffer
afterunmap()
is called.Note: Since the
MAP_WRITE
buffer usage may only be combined with theCOPY_SRC
buffer usage, mapping for writing can never return values produced by the GPU, and the returnedArrayBuffer
will only ever contain the default initialized data (zeros) or data written by the webpage during a previous mapping.