WebGPU is a modern graphics API for the web, in development by the major browser vendors. When compared to WebGL, WebGPU provides more direct control over the GPU to allow applications to leverage the hardware more efficiently, similar to Vulkan and DirectX 12. WebGPU also exposes additional GPU capabilities not available in WebGL, such as compute shaders and storage buffers, enabling powerful GPU compute applications to run on the web. As with the switch from OpenGL to Vulkan, WebGPU exposes more complexity to the user than WebGL, though the API strikes a good balance between complexity and usability, and overall is quite nice to work with. In this series, we’ll learn the key aspects of WebGPU from the ground up, with the goal of going from zero to a basic glTF model renderer. This post marks our initial step on this journey, where we’ll setup a WebGPU context and get a triangle on the screen.
Getting a WebGPU Context
The first step to working with WebGPU is to setup a browser with it enabled. Chrome, Firefox, and Safari’s implementations are still in progress , and as such we need to use the corresponding nightly browsers provided by the vendors. At the time of writing, I’ve found that Chrome Canary has the most complete implementation, and recommend using it for development. You’ll also need to enable the WebGPU feature in the nightly browser, following the guides here . Since browser support is still in progress, you’ll want to disable WebGPU during regular web browsing. You can check if you’ve got WebGPU enabled by jumping to the bottom of this post, where you should see the triangle we’re going to be rendering. If WebGPU isn’t enabled, you’ll see an error message instead.
The triangle renderer we’ll implement in this post will work in both Chrome Canary and Firefox Nightly; however, the WebGPU implementation in Safari Technology Preview looks to possibly be on an older version of the spec, and has some differences in default parameters and the vertex buffer specificiation APIs. Thus, the code we discuss here will not work in Safari for now, but can be made to work with some smaller tweaks.
The initial setup of our WebGPU rendering context is similar to WebGL. Our webpage will have a canvas to display our rendered image, and load our rendering code from render.js
.
<!DOCTYPE html> <html> <head> <title>WebGPU</title> </head> <body> <!-- The canvas to display our renderer output on --> <canvas id="webgpu-canvas" width="640" height="480"></canvas> <script src="render.js"></script> </body> </html>
A number of the APIs used to interact with the GPU are async
, thus we’ll place our rendering code inside an async
function which is executed when the script is loaded. Our first step is to get a GPUAdapter
from the WebGPU API. Each adapter represents a GPU on the machine and the browser’s implementation of WebGPU on top of that GPU. We can then request a GPUDevice
from the adapter, which gives us a context to work with the hardware. The GPUDevice
provides APIs to create GPU objects such as buffers and textures, and execute commands on the device. The distinction between the GPUAdapter
and GPUDevice
is similar to that of VkPhysicalDevice
and VkDevice
in Vulkan. As with WebGL, we need a context for the canvas which will be used to display our rendered image. To use WebGPU with the canvas, we request a gpupresent
context (Safari calls it a gpu
context). After this setup, we can load our shaders and vertex data, configure our render targets, and build our render pipeline, to draw our triangle!
(async () => { if (!navigator.gpu) { alert("WebGPU is not supported/enabled in your browser"); return; } // Get a GPU device to render with var adapter = await navigator.gpu.requestAdapter(); var device = await adapter.requestDevice(); // Get a context to display our rendered image on the canvas var canvas = document.getElementById("webgpu-canvas"); var context = canvas.getContext("gpupresent"); // Setup shader modules // .... // Specify vertex data // .... // Setup render outputs // .... // Create render pipeline // .... // Render! // .... })();
The WebGPU Rendering Pipeline
The WebGPU rendering pipeline consists of two programmable stages: the vertex shader and the fragment shader, similar to WebGL. WebGPU also adds support for compute shaders, which exist outside the rendering pipeline.
To render our triangle, we’ll need to configure such a pipeline, specifying our shaders, vertex attribute configuration, etc. In WebGPU, this pipeline takes the form of a concrete object, the GPURenderPipeline
, which specifies the different pieces of the pipeline. The configuration of the components of this pipeline (e.g., the shaders, vertex state, render output state, etc.) are fixed, allowing the GPU to better optimize rendering for the pipeline. The buffers or textures bound to the corresponding inputs or outputs can be changed; however, the number of inputs and outputs, and their types, etc. cannot be changed. This is in contrast to WebGL, where the pipeline state for a draw is implicitly specified through modifying a global state machine, and the shaders, vertex state, etc., can be swapped out at any time between draw calls, making it challenging to optimize the pipeline.
Shader Modules
Our first step in creating the pipeline is to create the vertex and fragment shader modules , which will be executed in the pipeline. WebGPU takes shaders in the form of SPV bytecode, which can either be compiled from GLSL in the browser by shipping a GLSL compiler with your application, or compiled to SPV bytecode ahead of time and fetched from the server or embedded in the application code. We’ll take the embedded route, and use the glslc
compiler provided with the Vulkan SDK to compile our GLSL shaders to SPV.
The GLSL shaders for rendering our triangle are shown below. Our vertex shader will take two inputs: the triangle position and a color, and pass this color to the fragment shader. The fragment shader will take this color as an input and write it out to the first render target.
// Vertex shader #version 450 core // Inputs: position and color layout(location = 0) in vec4 pos; layout(location = 1) in vec4 vcolor; // Outputs: color passed to fragment shader layout(location = 0) out vec4 fcolor; void main(void) { fcolor = vcolor; gl_Position = pos; }
// Fragment shader #version 450 core // Input: fragment color layout(location = 0) in vec4 fcolor; // Output: fragment color layout(location = 0) out vec4 color; void main(void) { color = fcolor; }
To embed our SPV bytecode JavaScript, we’ll use the same approach for embedding it in C or C++ programs. We compile the shaders to SPV using glslc
and output the bytecode as a C array ( -mfmt=c
). The compiler will output our shader as an array of uint32’s which can be embedded into the program as an array variable. In JavaScript, we can embed this array as a Uint32Array
variable. The shader compilation and output as an embedded Uint32Array
is performed by the Python script below. First, the shader is compiled to SPV and output to a.spv
, using the C array output format. The script then reads the array in this file and generates a JS snippet to create a Uint32Array
containing the bytecode and writes it to stdout.
#!/usr/bin/env python3 import sys import os import subprocess if len(sys.argv) < 4: print("Usage <glslc> <shader> <var_name> [glslc_args...]") sys.exit(1) glslc = sys.argv[1] shader = sys.argv[2] var_name = sys.argv[3] compiled_shader = "" args = [glslc, shader, "-mfmt=c"] if len(sys.argv) > 4: args.extend(sys.argv[4:]) subprocess.check_output(args) with open("a.spv", "r") as f: compiled_code = f.read() compiled_shader = "const " + var_name + " = new Uint32Array([" + compiled_code[1:-2] + "]);\n" os.remove("a.spv") print(compiled_shader)
We can then paste the embedded SPV arrays into our code and use them to create shader modules. A shader module is created by calling createShaderModule
on our GPUDevice
. The method takes an object containing the parameters, and expects that the code
member of the object refers to our desired SPV bytecode. Each shader module will be used in the pipeline as part of a GPUProgrammableStageDescriptor
, which specifies a shader module and entry point function to call in the shader.
// Setup shader modules // Embedded SPV bytecode for our shaders const triangle_vert_spv = new Uint32Array([/* .... */]); const triangle_frag_spv = new Uint32Array([/* .... */]); var vertModule = device.createShaderModule({code: triangle_vert_spv}); var vertexStage = { module: vertModule, entryPoint: "main" }; var fragModule = device.createShaderModule({code: triangle_frag_spv}); var fragmentStage = { module: fragModule, entryPoint: "main" };
Although embedding the shader bytecode is convenient, if many variants of the shader need to be compiled and embedded (e.g., to handle different model properties or material configurations), embedding them all can significantly increase your application download size. In this case, it would be better to store the different compiled variants separately on the server and fetch them as needed using additional web requests.
Specifying Vertex Data
Next, we’ll specify the vertex data for our triangle. We’ll specify both the vertex positions and colors in a single buffer, with the positions and colors interleaved with each other. Each position and color will be stored as a float4
. First, we allocate and map a buffer on the device with enough room to store the vertex data, using createBufferMapped
. This method takes the size (in bytes) of the buffer we want to create and a set of flags or’d together specifying the desired usage modes of the buffer.
createBufferMapped
returns the GPUBuffer
and an ArrayBuffer
which we can use to upload data into the buffer. To write our vertex data we create a Float32Array
view of the array buffer and set the data through this view. Finally, we have to unmap the buffer before using it later in rendering.
// Specify vertex data // Allocate room for the vertex data: 3 vertices, each with 2 float4's var [dataBuf, dataBufMapping] = device.createBufferMapped({ size: 3 * 2 * 4 * 4, usage: GPUBufferUsage.VERTEX }); // Interleaved positions and colors new Float32Array(dataBufMapping).set([ 1, -1, 0, 1, // position 1, 0, 0, 1, // color -1, -1, 0, 1, // position 0, 1, 0, 1, // color 0, 1, 0, 1, // position 0, 0, 1, 1, // color ]); dataBuf.unmap();
In the rendering pipeline, we’ll specify an array of GPUVertexBufferLayoutDescriptor
objects, describing the input buffers containing vertex data and the attributes within them. The attributes are described with an array of GPUVertexAttributeDescriptor
objects set on each buffer descriptor. This array is passed as the vertexBuffers
member of the GPUVertexStateDescriptor
object. In this example, we have a single buffer containing the interleaved attributes of each vertex. Thus, the stride between elements is 32 bytes (2 float4
), and the buffer specifies two float4
attributes. The first attribute is the position, and is sent to shader input location 0. The second is the color, and is sent to shader input location 1.
WebGPU’s model for specifying vertex buffers and attributes follows that of D3D12 and Vulkan, where vertex buffers are bound to input slots and provide some set of vertex attributes, illustrated below. From a D3D12 view, the vertexBuffers
member maps to the array of D3D12_INPUT_ELEMENT_DESC
structures passed through the D3D12_INPUT_LAYOUT_DESC
when creating a graphics pipeline. From a Vulkan view, the vertexBuffers
member maps directly to the VkPipelineVertexInputStateCreateInfo
structure passed when creating a graphics pipeline.
// Specify vertex buffer input slots and the attributes provided by those buffers var vertexState = { vertexBuffers: [ { arrayStride: 2 * 4 * 4, attributes: [ { format: "float4", offset: 0, shaderLocation: 0 }, { format: "float4", offset: 4 * 4, shaderLocation: 1 } ] } ] };
Writing Rendering Outputs
Next we’ll create a swap chain and specify where the results output from our fragment shader should be written. To display the images on our canvas, we need a swap chain associated with its context. The swap chain will let us rotate through the images being displayed on the canvas, rendering to a buffer which is not visible while another is shown (i.e., double-buffering). We create a swap chain by specifying the desired image format and texture usage. The swap chain will create one or more textures for us, sized to match the canvas they’ll be displayed on. Since we’ll be rendering directly to the swap chain textures, we specify that they’ll be used as output attachments.
// Setup render outputs var swapChainFormat = "bgra8unorm"; var swapChain = context.configureSwapChain({ device: device, format: swapChainFormat, usage: GPUTextureUsage.OUTPUT_ATTACHMENT });
Although in this example we’re just drawing a single triangle, we’ll still create and use a depth texture since we’ll need it later on. The depth texture is created as a regular texture, specifying the size, format, and usage. As before, we’ll be rendering directly to this texture and thus specify it will be used as an output attachment.
var depthFormat = "depth24plus-stencil8"; var depthTexture = device.createTexture({ size: { width: canvas.width, height: canvas.height, depth: 1 }, format: depthFormat, usage: GPUTextureUsage.OUTPUT_ATTACHMENT });
Creating the Rendering Pipeline
Finally, we can create the rendering pipeline that combines our shaders, vertex attributes, and output configuration, which we can use to render our triangle. The rendering pipeline description is passed through a GPURenderPipelineDescriptor
object, passed to createRenderPipeline
. The final pieces required to create the rendering pipeline are the pipeline layout, which specifies the bind group layouts used by the pipeline; and the color and depth states, specifying the configuration used to write the shader outputs. We won’t need bind groups in this example, so we can make a pipeline layout which specifies that no bind groups will be used.
The color states behave similar to the input assembler’s input slots. We specify an array of GPUColorStateDescriptor
, which describe the set of output slots and texture format that will be bound to them. During rendering, we attach textures to these slots to write shader outputs to them. Our fragment shader has a single output slot for the color data, which we’ll write directly to the swap chain image. Thus, we specify a single color state for an image with the swap chain format. We’ll also use our depth buffer, and specify the depth state describing how the depth buffer should be used.
// Create render pipeline var layout = device.createPipelineLayout({bindGroupLayouts: []}); var renderPipeline = device.createRenderPipeline({ layout: layout, vertexStage: vertexStage, fragmentStage: fragmentStage, primitiveTopology: "triangle-list", vertexState: vertexState, colorStates: [{ format: swapChainFormat }], depthStencilState: { format: depthFormat, depthWriteEnabled: true, depthCompare: "less" } });
Rendering!
Rendering in WebGPU takes place during a Render Pass, which is described through a GPURenderPassDescriptor
. The render pass descriptor specifies the images to bind to the output slots written from the fragment shader, and optionally a depth buffer and the occlusion query set. The color and depth attachments specified must match the color and depth states specified for the render pipelines used in the render pass. Our fragment shader writes to a single output slot, the object color, which we’ll write to the current swap chain image. As the image will change each frame to the current swap chain image, we don’t set it just yet.
var renderPassDesc = { colorAttachments: [{ attachment: undefined, loadValue: [0.3, 0.3, 0.3, 1] }], depthStencilAttachment: { attachment: depthTexture.createView(), depthLoadValue: 1.0, depthStoreOp: "store", stencilLoadValue: 0, stencilStoreOp: "store" } };
All that’s left to do is write our rendering loop, and pass it to requestAnimationFrame
to call it each frame to update the image. To record and submit GPU commands, we use a GPUCommandEncoder
. The command encoder can be used to prerecord and command buffers that can be submitted multiple times to the GPU, or rerecord and submit each frame. As we’ll be changing the render pass color attachment each frame, we’ll be rerecording and submitting the command buffer each frame.
For each frame, we get the latest swap chain image which we should write rendering outputs to and set this as our output color attachment image. We then create a command encoder to record our rendering commands. We begin the render pass by calling beginRenderPass
and passing our render pass descriptor to get back a GPURenderPassEncoder
, that will allow us to record rendering commands. We can then set the render pipeline to use, bind our vertex buffers to the corresponding input slots, draw the triangle, and end the render pass. To get a command buffer which can be submitted to the GPU for execution we call finish
on the command encoder. The returned command buffer is then passed to the device for execution. After the command buffer is run our triangle will be written to the swap chain image and displayed on the canvas as shown below!
// Render! var frame = function() { // Update the color output image to the current swap chain render target renderPassDesc.colorAttachments[0].attachment = swapChain.getCurrentTexture().createView(); var commandEncoder = device.createCommandEncoder(); var renderPass = commandEncoder.beginRenderPass(renderPassDesc); renderPass.setPipeline(renderPipeline); renderPass.setVertexBuffer(0, dataBuf); renderPass.draw(3, 1, 0, 0); renderPass.endPass(); device.defaultQueue.submit([commandEncoder.finish()]); requestAnimationFrame(frame); } requestAnimationFrame(frame);
Wrapping Up
With our first triangle on screen, we’re well on our way to getting a basic glTF model viewer together. In the next post, we’ll look at how to pass additional data to our shaders (e.g., uniform buffers), using bind groups. If you run into issues getting the example to work,check out the code for rendering the triangle in Figure 3, or get in touch via Twitter or email.
Although WebGPU is in its early stages, here are a few useful resources which are also worth checking out:
- Alain’s Raw WebGPU tutorial
- Mik’s curated Awesome WebGPU list
- A Taste of WebGPU in Firefox
- Austin’s WebGPU Samples
- The Safari WebGPU Demos
- The WebGPU Specification
Published: 15 June 2020
以上所述就是小编给大家介绍的《From 0 to glTF with WebGPU: The First Triangle》,希望对大家有所帮助,如果大家有任何疑问请给我留言,小编会及时回复大家的。在此也非常感谢大家对 码农网 的支持!
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