GPUDevice: createComputePipeline() method
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The createComputePipeline() method of the
GPUDevice interface creates a GPUComputePipeline that can control the compute shader stage and be used in a GPUComputePassEncoder.
Syntax
createComputePipeline(descriptor)
Parameters
descriptor-
An object containing the following properties:
compute-
An object describing the compute shader entry point of the pipeline. This object can contain the following properties:
constantsOptional-
A sequence of record types, with the structure
(id, value), representing override values for WGSL constants that can be overridden in the pipeline. These behave like ordered maps. In each case, theidis a key used to identify or select the record, and theconstantis an enumerated value representing a WGSL.Depending on which constant you want to override, the
idmay take the form of the numeric ID of the constant, if one is specified, or otherwise the constant's identifier name.A code snippet providing override values for several overridable constants might look like this:
js{ // ... constants: { 0: false, 1200: 3.0, 1300: 2.0, width: 20, depth: -1, height: 15, } } entryPoint-
The name of the function in the
modulethat this stage will use to perform its work. The corresponding shader function must have the@computeattribute to be identified as this entry point. See Entry Point Declaration for more information. module-
A
GPUShaderModuleobject containing the WGSL code that this programmable stage will execute.
labelOptional-
A string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings. layout-
Defines the layout (structure, purpose, and type) of all the GPU resources (buffers, textures, etc.) used during the execution of the pipeline. Possible values are:
- A
GPUPipelineLayoutobject, created usingGPUDevice.createPipelineLayout(), which allows the GPU to figure out how to run the pipeline most efficiently ahead of time. - A string of
"auto", which causes the pipeline to generate an implicit bind group layout based on any bindings defined in the shader code. If"auto"is used, the generated bind group layouts may only be used with the current pipeline.
- A
Return value
A GPUComputePipeline object instance.
Validation
The following criteria must be met when calling createComputePipeline(), otherwise a GPUValidationError is generated and an invalid GPUComputePipeline object is returned:
- The workgroup storage size used by the
modulereferenced inside thecomputeproperty is less than or equal to theGPUDevice'smaxComputeWorkgroupStorageSizelimit. - The
moduleuses a number of compute invocations per workgroup less than or equal to theGPUDevice'smaxComputeInvocationsPerWorkgrouplimit. - The
module's workgroup size is less than or equal to theGPUDevice's correspondingmaxComputeWorkgroupSizeX,maxComputeWorkgroupSizeY, ormaxComputeWorkgroupSizeZlimit.
Examples
Note: The WebGPU samples feature many more examples.
Basic example
Our basic compute demo shows a process of:
- Creating a bind group layout with
GPUDevice.createBindGroupLayout(). - Feeding the
bindGroupLayoutintoGPUDevice.createPipelineLayout()to create aGPUPipelineLayout. - Using that value immediately in a
createComputePipeline()call to create aGPUComputePipeline.
// ...
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
});
const computePipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
// ...
Specifications
| Specification |
|---|
| WebGPU # dom-gpudevice-createcomputepipeline |
Browser compatibility
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See also
- The WebGPU API