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:
constants
Optional-
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, theid
is a key used to identify or select the record, and theconstant
is an enumerated value representing a WGSL.Depending on which constant you want to override, the
id
may 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
module
that this stage will use to perform its work. The corresponding shader function must have the@compute
attribute to be identified as this entry point. See Entry Point Declaration for more information. module
-
A
GPUShaderModule
object containing the WGSL code that this programmable stage will execute.
label
Optional-
A string providing a label that can be used to identify the object, for example in
GPUError
messages 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
GPUPipelineLayout
object, 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
module
referenced inside thecompute
property is less than or equal to theGPUDevice
'smaxComputeWorkgroupStorageSize
limit. - The
module
uses a number of compute invocations per workgroup less than or equal to theGPUDevice
'smaxComputeInvocationsPerWorkgroup
limit. - The
module
's workgroup size is less than or equal to theGPUDevice
's correspondingmaxComputeWorkgroupSizeX
,maxComputeWorkgroupSizeY
, ormaxComputeWorkgroupSizeZ
limit.
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
bindGroupLayout
intoGPUDevice.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
BCD tables only load in the browser
See also
- The WebGPU API