GPUDevice: createShaderModule() method
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.
The createShaderModule() method of the
GPUDevice interface creates a GPUShaderModule from a string of WGSL source code.
Syntax
createShaderModule(descriptor)
Parameters
descriptor-
An object containing the following properties:
code-
A string representing the WGSL source code for the shader module.
hintsOptional-
A sequence of record types, with the structure
("string", compilationHint). These behave like ordered maps. In each case, the"string"is a key used to identify or select the record, and thecompilationHintis either aGPUPipelineLayoutobject instance or an enumerated value of"auto".The point of
hintsis to provide information about the pipeline layout as early as possible to improve performance. The idea is to maximize the amount of compilation that can be done once bycreateShaderModule(), rather than multiple times in multiple calls toGPUDevice.createComputePipeline()andGPUDevice.createRenderPipeline().Note: Different implementations may handle
hintsin different ways, including possibly ignoring them entirely. Providing hints does not guarantee improved shader compilation performance on all browsers/systems. labelOptional-
A string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings. sourceMapOptional-
A source map definition to provide developer tool integration such as source-language debugging. WGSL names (identifiers) in source maps should follow the rules defined in WGSL identifier comparison. If defined, the source map may be interpreted as a source-map-v3 format.
Note: Different implementations may handle
sourceMaps in different ways, including possibly ignoring them entirely.
Return value
A GPUShaderModule object instance.
Examples
In our basic render demo, our shader module is created using the following code:
const shaders = `
struct VertexOut {
@builtin(position) position : vec4f,
@location(0) color : vec4f
}
@vertex
fn vertex_main(@location(0) position: vec4f,
@location(1) color: vec4f) -> VertexOut
{
var output : VertexOut;
output.position = position;
output.color = color;
return output;
}
@fragment
fn fragment_main(fragData: VertexOut) -> @location(0) vec4f
{
return fragData.color;
}
`;
async function init() {
if (!navigator.gpu) {
throw Error("WebGPU not supported.");
}
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
throw Error("Couldn't request WebGPU adapter.");
}
let device = await adapter.requestDevice();
// ...
// later on
const shaderModule = device.createShaderModule({
code: shaders,
});
// ...
}
Specifications
| Specification |
|---|
| WebGPU # dom-gpudevice-createshadermodule |
Browser compatibility
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