GPUDevice: createShaderModule() method
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.
hints
Optional
-
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 the compilationHint
is either a GPUPipelineLayout
object instance or an enumerated value of "auto"
.
The point of hints
is 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 by createShaderModule()
, rather than multiple times in multiple calls to GPUDevice.createComputePipeline()
and GPUDevice.createRenderPipeline()
.
Note: Different implementations may handle hints
in different ways, including possibly ignoring them entirely. Providing hints does not guarantee improved shader compilation performance on all browsers/systems.
label
Optional
-
A string providing a label that can be used to identify the object, for example in GPUError
messages or console warnings.
sourceMap
Optional
-
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 sourceMap
s 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();
const shaderModule = device.createShaderModule({
code: shaders,
});
}
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 |
createShaderModule |
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