GPUDevice
Experimental: This is an experimental technology
Check the Browser compatibility table carefully before using this in production.
The GPUDevice
interface of the WebGPU API represents a logical GPU device. This is the main interface through which the majority of WebGPU functionality is accessed.
A GPUDevice
object is requested using the GPUAdapter.requestDevice()
method.
Instance properties
Inherits properties from its parent, EventTarget
.
features
Experimental Read only-
A
GPUSupportedFeatures
object that describes additional functionality supported by the device. label
Experimental-
A string providing a label that can be used to identify the object, for example in
GPUError
messages or console warnings. limits
Experimental Read only-
A
GPUSupportedLimits
object that describes the limits supported by the device. lost
Experimental Read only-
Contains a
Promise
that remains pending throughout the device's lifetime and resolves with aGPUDeviceLostInfo
object when the device is lost. queue
Experimental Read only-
Returns the primary
GPUQueue
for the device.
Instance methods
Inherits methods from its parent, EventTarget
.
createBindGroup()
Experimental-
Creates a
GPUBindGroup
based on aGPUBindGroupLayout
that defines a set of resources to be bound together in a group and how those resources are used in shader stages. createBindGroupLayout()
Experimental-
Creates a
GPUBindGroupLayout
that defines the structure and purpose of related GPU resources such as buffers that will be used in a pipeline, and is used as a template when creatingGPUBindGroup
s. createBuffer()
Experimental-
Creates a
GPUBuffer
in which to store raw data to use in GPU operations. createCommandEncoder()
Experimental-
Creates a
GPUCommandEncoder
, which is used to encode commands to be issued to the GPU. createComputePipeline()
Experimental-
Creates a
GPUComputePipeline
that can control the compute shader stage and be used in aGPUComputePassEncoder
. createComputePipelineAsync()
Experimental-
Returns a
Promise
that fulfills with aGPUComputePipeline
, which can control the compute shader stage and be used in aGPUComputePassEncoder
, once the pipeline can be used without any stalling. createPipelineLayout()
Experimental-
Creates a
GPUPipelineLayout
that defines theGPUBindGroupLayout
s used by a pipeline.GPUBindGroup
s used with the pipeline during command encoding must have compatibleGPUBindGroupLayout
s. createQuerySet()
Experimental-
Creates a
GPUQuerySet
that can be used to record the results of queries on passes, such as occlusion or timestamp queries. createRenderBundleEncoder()
Experimental-
Creates a
GPURenderBundleEncoder
that can be used to pre-record bundles of commands. These can be reused inGPURenderPassEncoder
s via theexecuteBundles()
method, as many times as required. createRenderPipeline()
Experimental-
Creates a
GPURenderPipeline
that can control the vertex and fragment shader stages and be used in aGPURenderPassEncoder
orGPURenderBundleEncoder
. createRenderPipelineAsync()
Experimental-
Returns a
Promise
that fulfills with aGPURenderPipeline
, which can control the vertex and fragment shader stages and be used in aGPURenderPassEncoder
orGPURenderBundleEncoder
, once the pipeline can be used without any stalling. createSampler()
Experimental-
Creates a
GPUSampler
, which controls how shaders transform and filter texture resource data. createShaderModule()
Experimental-
Creates a
GPUShaderModule
from a string of WGSL source code. createTexture()
Experimental-
Creates a
GPUTexture
in which to store texture data to use in GPU rendering operations. destroy()
Experimental-
Destroys the device, preventing further operations on it.
importExternalTexture()
Experimental-
Takes an
HTMLVideoElement
as an input and returns aGPUExternalTexture
wrapper object containing a snapshot of the video that can be used in GPU rendering operations. popErrorScope()
Experimental-
Pops an existing GPU error scope from the error scope stack and returns a
Promise
that resolves to an object (GPUInternalError
,GPUOutOfMemoryError
, orGPUValidationError
) describing the first error captured in the scope, ornull
if no error occurred. pushErrorScope()
Experimental-
Pushes a new GPU error scope onto the device's error scope stack, allowing you to capture errors of a particular type.
Events
uncapturederror
Experimental-
Fired when an error is thrown that has not been observed by a GPU error scope, to provide a way to report unexpected errors. Known error cases should be handled using
pushErrorScope()
andpopErrorScope()
.
Examples
js
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.");
}
const device = await adapter.requestDevice();
const shaderModule = device.createShaderModule({
code: shaders,
});
//...
}
See the individual member pages listed above and the following demo sites for a lot more examples of GPUDevice
usage:
Specifications
Specification |
---|
WebGPU # gpudevice |
Browser compatibility
BCD tables only load in the browser
See also
- The WebGPU API