GPUComputePipeline
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The GPUComputePipeline interface of the WebGPU API represents a pipeline that controls the compute shader stage and can be used in a GPUComputePassEncoder.
A GPUComputePipeline object instance can be created using the GPUDevice.createComputePipeline() or GPUDevice.createComputePipelineAsync() methods.
Instance properties
Instance methods
getBindGroupLayout()Experimental-
Returns the pipeline's
GPUBindGroupLayoutobject with the given index (i.e. included in the originatingGPUDevice.createComputePipeline()orGPUDevice.createComputePipelineAsync()call's pipeline layout).
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.
js
// ...
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 # gpucomputepipeline |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API