GPUDevice: createComputePipeline() method
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, the id
is a key used to identify or select the record, and the constant
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:
{
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 using GPUDevice.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.
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 the compute
property is less than or equal to the GPUDevice
's maxComputeWorkgroupStorageSize
limit.
- The
module
uses a number of compute invocations per workgroup less than or equal to the GPUDevice
's maxComputeInvocationsPerWorkgroup
limit.
- The
module
's workgroup size is less than or equal to the GPUDevice
's corresponding maxComputeWorkgroupSizeX
, maxComputeWorkgroupSizeY
, or maxComputeWorkgroupSizeZ
limit.
Examples
Basic example
Our basic compute demo shows a process of:
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
Browser compatibility
|
Desktop |
Mobile |
|
Chrome |
Edge |
Firefox |
Internet Explorer |
Opera |
Safari |
WebView Android |
Chrome Android |
Firefox for Android |
Opera Android |
Safari on IOS |
Samsung Internet |
createComputePipeline |
113Currently supported on ChromeOS, macOS, and Windows only.
|
113Currently supported on ChromeOS, macOS, and Windows only.
|
previewCurrently supported on Linux and Windows only.
|
No |
99Currently supported on ChromeOS, macOS, and Windows only.
|
No |
No |
No |
No |
No |
No |
No |
See also