Skip to main content
Filter by
Sorted by
Tagged with
0 votes
0 answers
78 views

I'm following this C++ WebGPU tutorial (with associated Git repo here) in another language, and so must rewrite the build script accordingly. The tutorial calls wgpu::glfw::CreateSurfaceForWindow ...
William Ryman's user avatar
-3 votes
1 answer
73 views

I am new to using WebGPU. I'm using the rust wgpu crate with compute shaders to run a cryptographic task at high speed. My shader is quite simple: Take a common input state, append a unique per-thread ...
conduition's user avatar
0 votes
0 answers
32 views

I implemented all shadow workflow but never get real cast shadows ... I found : ⚠️ Problem: WebGPU currently does not support binding arrays of textures/samplers directly like this. You need to use ...
Nikola Lukic's user avatar
  • 4,274
1 vote
0 answers
67 views

I am trying to process an 8k video on a mobile phone with webGPU (say it is a 360 video and I only need to display part of it). Normally, webGPU is supposed to handle 8k textures https://www.w3.org/TR/...
ZeSeb's user avatar
  • 34
0 votes
1 answer
64 views

I've been following the webgpufundamentals tutorial on translation using the rust implementation of wgpu and leptos. For some reason, when I am normalizing the vertices to produce the letter "F&...
Bismuth83's user avatar
0 votes
1 answer
124 views

I’m on PixiJS v8.1 (WebGL2) + TypeScript, trying to pass five RGB colors as a flat float[] into my fragment shader—but I keep getting: Error: Uniform type undefined is not supported. Supported uniform ...
Favour chuks's user avatar
0 votes
1 answer
86 views

What i'm trying to do is write to a storage texture in one render pass, and then read from this texture in a second pass, but value i get in the second pass is always the same, regardless of what i ...
Hauuagdb Hshg's user avatar
1 vote
0 answers
89 views

I`m making a basic forward renderer in webGPU, that supports multiple types of light sources and shadowmapping. When I was figuring out the shadowmapping part, I bound shadowmaps to shadowpass, wrote ...
Hauuagdb Hshg's user avatar
-1 votes
1 answer
122 views

I want to achieve the effect of card tilting. When the mouse pointer approaches one corner of the card, this corner of the card will tilt downward. The current problem is that the card is not ...
Amias's user avatar
  • 17
0 votes
0 answers
87 views

I am getting errors when using a variable that is dependent on the value of a texture sample in the critical section of my fragment shader. From what I understand, one should not sample textures in ...
Remus Wong's user avatar
1 vote
1 answer
164 views

I have a project that I was working on for some time. I came back to it yesterday to find that the project didn't load anymore. I'm now getting the following error: Uncaught (in promise) ...
tlckpl's user avatar
  • 139
0 votes
1 answer
593 views

Fresh project. I create the project with ng new, then immediately upgrade to angular 19 with ng upgrade @angular/core@19 @angular/cli@19. I then install WebGPU type bindings npm install --save-dev @...
Xirema's user avatar
  • 19.9k
0 votes
0 answers
42 views

I am trying to do Blinn-Phong lighting with multiple lights. For this, I need to calculate the tangent position of the lights to my vertex. But wgpu does not allow me to use an array of vecs in my ...
LeonJWD's user avatar
0 votes
0 answers
73 views

I'm using emscripten 3.1.59. When I make webgpu calls, some of the calls made from C++ layer, results in a garbage string value in JS layer. As an example, a call to wgpuInstanceCreateSurface. When I ...
user1455545's user avatar
2 votes
2 answers
279 views

Non-uniform dynamic indexing of descriptors is hard to do. I assume this is the case as it is (or was) only an "extension" in Vulkan, and many (or most) Android devices don't support Vulkan ...
Zebrafish's user avatar
  • 16.3k
1 vote
0 answers
152 views

TL;DR Can a texture created in C/C++ (e.g. in a node addon) can be shared with browser-side WebGPU via a handle? Can a texture created browser-side can be shared with native WebGPU, via a handle? ...
Benoît Lahoz's user avatar
0 votes
0 answers
92 views

I'm using Unity 6.1 WebGl, And i run the build inside the browser and everything worked fine, on both windows and mac. I switched to use the experimental WebGPU, works fine on windows and also on Mac ...
Tofik Saliba's user avatar
2 votes
1 answer
151 views

I`m trying to implement vertex normal generation from vertex positions using the cross product method (in javaScript, from a gltf positions buffer), but most of resulting normals turn out to be (0, 0, ...
Hauuagdb Hshg's user avatar
0 votes
0 answers
82 views

I rendered two circles and wanted to bring the first circle to the front by increasing its z-index. However, after enabling depth testing, the background of the first circle became transparent. This ...
z o's user avatar
  • 1
1 vote
0 answers
102 views

I'm trying to follow the following set of instructions on how to profile a webgpu/webgl app on a Mac using Xcode: https://developer.playcanvas.com/user-manual/optimization/gpu-profiling/ I get a ...
Felipe Rocha's user avatar
0 votes
1 answer
73 views

I`m trying to add MSAA to a model with multiple textures (normal, metallicRoughness, baseColor, emission), but get the following error: Binding multisampled flag (1) doesn't match the layout's ...
Hauuagdb Hshg's user avatar
0 votes
1 answer
246 views

I'm learning rust wgpu. Till now, I am able to send uniform data to shader. Now I want to send storage buffer to shader. But I'm getting following error: [ERROR wgpu::backend::wgpu_core] Handling wgpu ...
sonnet's user avatar
  • 15
0 votes
0 answers
118 views

I came across this quote on the Outerra blog: using log2 instead of log: in shaders, log function is implemented using the log2 instruction, so it's better to use log2 directly, avoiding an extra ...
Pershing's user avatar
  • 428
0 votes
1 answer
108 views

I want to divide uint64 by a uint32 in WebGPU, which currently only handles uint32 operations. So I am trying to simulate this by storing my long into two uint32 buffers high and low. and now I want ...
RRR's user avatar
  • 529
0 votes
1 answer
428 views

In the WebGPU spec, both GPUVertexState and GPUFragmentState implement GPUProgrammableStage. The latter contains the constants field where one specifies the values of pipeline-overrideable constants. ...
Frank Yellin's user avatar
  • 11.6k
0 votes
0 answers
167 views

Note: I'm using the WebGPU build 167 of three.js for this question and JSFiddle. See screenshot and JSFiddle. I have a simple sphere between two "floors", with a DirectionalLight pointing ...
Pershing's user avatar
  • 428
2 votes
0 answers
150 views

I'm developing an app with a big 3D world where meshes/textures are uploaded and immediately drawn when you move to a new area. The simplified code for rendering a frame looks like this (I'm using ...
int 21h's user avatar
  • 21
0 votes
2 answers
283 views

I have organized my project so that some shared functionality is kept in separate .wgsl files. I can load them and dynamically compose them into a single string myself, but then the line reporting for ...
trbabb's user avatar
  • 2,135
0 votes
1 answer
121 views

I want to write a small toy path tracer and I wondered what is the most performant/efficient way to layout the vertex data, I want positions, normals and tex coordinates, is it better to reduce memory ...
julcs's user avatar
  • 49
1 vote
0 answers
177 views

What is the necessary lifetime of a bind group in WebGPU? I have not been able to find clear documentation on this. I'm using the C/C++ bindings for wgpu. Is it allowed to release a bind group ...
trbabb's user avatar
  • 2,135
0 votes
1 answer
897 views

I'm a beginner in WebGPU and want to process an image with multiple processing stages in separate shader modules: Desaturation Edge detection Compression Step 4 then computes the compressed texture ...
Gira's user avatar
  • 3
0 votes
1 answer
100 views

I'm implementing a simple Hillis and Steele prefix-sum algorithm in WebGPU. It deliberately doesn't do anything fancy. I'm working with small arrays so that I can dispatch as many work-groups as there ...
Michael Langbein's user avatar
2 votes
1 answer
683 views

I'm trying to do atomic operations on u64. But since it's not supported, the number is stored in TWO u32 buffers The issue is that I'm not sure how to do atomicAdd correctly to simulate the effect it ...
RRR's user avatar
  • 529
0 votes
2 answers
577 views

After drawing a line, after a while, the browser produces a warning: a valid external instance reference no longer exists. I wonder if it was because of my setVertexBuffer in requestAnimationFrame, or ...
user25460123's user avatar
0 votes
1 answer
295 views

I try to code a simple paint example with webgpu , so , in every mousemove , arrayData.length is changing. I keep an array storage all points(vec2 array) , I create new GPUBuffer with this points ...
user25460123's user avatar
3 votes
0 answers
205 views

I am experimenting whith webgpu. I found out that transferring data between cpu and gpu can be quite slow. My goal is to simulate particle physics on the gpu using webgpu's compute shaders, then use ...
Victor's user avatar
  • 708
1 vote
1 answer
3k views

Here's the code of my benchmark, tested it on Latest Chrome Canary on Win11 (with vsync disabled and fps unlocked). WebGPU has around 1/3 the FPS of WebGL bench, I can't figure out why is that. Code: ...
Adrian Mikołajczyk's user avatar
1 vote
1 answer
345 views

I am having unexpected results while comparing a WebGPU compute shader with it's cpu equivalent. This is a CPU version of a function that does Verlet Integration for simulating particles. ...
Victor's user avatar
  • 708
-1 votes
1 answer
258 views

I want to download a WebGPU buffer to host memory in order to do some computation on the CPU. Unfortunately, I have measured that WebGPU is 5000 slower than expected in Firefox Nightly (128.0a1) on ...
983's user avatar
  • 54
0 votes
1 answer
165 views

I have coded a WGSL compute shader that outputs the result given an input as argument. Now I need to run this shader many times using different inputs. All of the compute shader steps should be the ...
James's user avatar
  • 153
0 votes
1 answer
80 views

For matrix transformation i use wgpu-matrix library. I already have implemented raycast (hit object trigger) in other project. I wanna implement it also in my new project matrix-engine-wgpu. In this ...
Nikola Lukic's user avatar
  • 4,274
0 votes
2 answers
519 views

For rendering to <canvas>, it seems that navigator.getPreferredCanvasFormat() is the only way to get a valid format. As per the docs, it will always return either rgba8unorm or bgra8unorm, both ...
Engineer's user avatar
  • 8,938
0 votes
0 answers
30 views

I have two faces alwas black, even if i remove shadow from shader they still not clear visible. I use base project from webGPU examples . If i update light location/position 2 faces ( image dice ...
Nikola Lukic's user avatar
  • 4,274
1 vote
0 answers
361 views

I am trying to use WebGPU with C with the implementation from wgpu-native and GLFW to create window. I follow the tutorial from here. The tutorial is a bit old and there's changes in the API. One of ...
Yoichi Nakano's user avatar
2 votes
1 answer
265 views

I've been trying to create a version in WGSL of 2Sum for increasing floating point precision, but it doesn't work. I wonder if there is any kind of optimization in WGSL that prevents the correct ...
Daquisu's user avatar
  • 125
1 vote
1 answer
1k views

As the title suggests I need help reading buffers used on GPU on the CPU. I am trying to accomplish mouse-picking for the objects drawn on screen. To do this, I have created a Float32Array with the ...
Rob Uchiha's user avatar
1 vote
0 answers
213 views

I use glmatrix 3.4.0 . With position i dont have any problem. Event glmatrix last version have some support for QUAT i cant make correct way of converting from QUAT to AxisAngle or rotate mat4 ... I ...
Nikola Lukic's user avatar
  • 4,274
0 votes
1 answer
63 views

I use https://webgpu.github.io/webgpu-samples/ I wanna integrate simple texture to the https://webgpu.github.io/webgpu-samples/?sample=shadowMapping example. loadTex (this.texture0) async loadTex0(...
Nikola Lukic's user avatar
  • 4,274
1 vote
1 answer
678 views

I am working on getting a local server set up that can serve pages that will have access to tensorflow.js and the webGPU backend. I have run into an issue where if I serve my files on localhost (127.0....
Occam's user avatar
  • 573
0 votes
1 answer
815 views

I 'am begginer here. I took wgpu-matrix from Greggman like best glmatrix alternative for webgpu (conform for me on usage level). Code in self taken from https://webgpu.github.io/webgpu-samples/...
Nikola Lukic's user avatar
  • 4,274