In WebGL we are able to render to framebufferobject and then use it as a texture so that another shader module is able to load it and calculate bloom effect. In WebGPU we no longer get framebufferobject. The responsibilities of FBO are split into…
I have a dependency conflict in my project, I am getting this error:
node_modules/@tensorflow/tfjs-core/dist/tensor.d.ts:18:23 -
error TS4090: Conflicting definitions for '@webgpu/types/dist' found;
In package.lock.json, there's clearly a…
I am looking for an elegant and hopefully bevy-esque way of rendering to a wgpu::Texture. The reason is that I'm am implementing a WebXR libary and the WebXRFramebuffer must be rendered to in immersive XR.
let framebuffer = //get framebuffer from…
I want to create a WebGPU version of Shadertoy,
but I can't to prepare the code correctly.
How to draw in @fragment shader for SDF in WebGPU ?
I clipped space [-1,1, 1,1, -1,-1, 1,-1] of canvas
but what I need to do next ?
I have simple compute shader like:
@compute @workgroup_size(x, y, z)
fn main(@builtin(global_invocation_id) global_id : vec3) {
...
}
where x, y and z are some integers. But I suppose the size of a data, I want to handle will be super…
Background
I'm trying to render a single triangle by encoding the vertices directly in my WGSL vertex shader.
My idea was to have a global constant array, TRI_VERTICES contain the vertices of the triangle, from which I will look up the appropriate…
Description
Hi guys!
I am studying to use Tensorflow.js to run DNN in the Web browser with WebGPU feature.
Example #1
So, I first use the MobileNet example (Source) of Tensorflow.js as an initial point. However, the example does not use the WebGPU…
It seems to me that I have to create a new GPUCommandBuffer every time I want to run the computation with different input values (either uniform or storage).
I tried loading new data into an existing staging buffer (with mapAsync) and running an…
I'm learning WebGPU for the first time and, in the tutorials I'm following, I see that setPipeline is called on each rendering pass. I'm wondering if there's a performance hit if the pipeline is changed between passes? Most of the tutorials I'm…
I use webgpu to render to canvas. I need pixelated result but got blurred.
I tried to disable it with css
.canvas {
image-rendering: pixelated;
transform: scale(32);
transform-origin: top left;
}
What I got: blurred image
What I…
I'm trying to create a fragment shader in a WebGPU application for rendering a black white image noise.
White_noise (wikipedia)
For this I just want each pixel to have a random color value like this:
[[stage(fragment)]]
fn main() -> [[location(0)]]…
Deriving the transformation matrix is a fairly common requirement for shaders. Are there and wgsl standard libraries for doing this sort of thing? i.e. even mat4x4 - mat4x4 multiplication would be useful!
I've written a rough draft below, but it…
I know how to change matrices using queue.writeBuffer. But what is the correct/recommend way to switch textures or samplers inside the rendering loop? Or do I need one pipeline per texture?
thx in advance
I imagine this may be obvious and implicit to someone familiar with 3d graphics, but having read through the webgpu documentation (https://www.w3.org/TR/webgpu/) I have not been able to figure out the order in which fragment shader outputs are…