---
id: wiki-2026-0508-webgpu
title: WebGPU
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [WebGPU API, WGSL, GPU Web]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [graphics, gpu, web, wgsl, compute]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: typescript
  framework: webgpu
---

# WebGPU

## 매 한 줄
> **"매 modern explicit GPU API 매 browser 에 — Vulkan / Metal / D3D12 의 매 abstraction"**. 매 WebGL 의 매 후계자, 매 2023 매 Chrome 113 ship, 매 2026 매 Safari 18 / Firefox 130 stable, ML inference (transformers.js, ONNX Runtime Web) 와 high-end browser game 의 standard.

## 매 핵심

### 매 vs WebGL
- WebGL: OpenGL ES 2.0 / 3.0 기반 — implicit state, fixed pipeline parts.
- WebGPU: Vulkan / Metal style — explicit pipeline state object, compute shader native.
- WGSL (WebGPU Shading Language): Rust-like syntax, browser 매 portable.

### 매 핵심 객체
- **Adapter**: physical GPU.
- **Device**: logical handle — buffer, texture, pipeline 만들기 사용.
- **Queue**: command submission.
- **Buffer / Texture**: GPU memory.
- **BindGroup**: shader 매 resource binding.
- **RenderPipeline / ComputePipeline**: compiled shader + state.
- **CommandEncoder → CommandBuffer**: GPU 명령 record + submit.

### 매 응용
1. transformers.js / ONNX Runtime Web: GPU-accelerated LLM in browser.
2. Babylon.js / Three.js (WebGPURenderer): high-end web 3D.
3. Figma / Canva: GPU-accelerated 2D.
4. Stable Diffusion Web (web-stable-diffusion).
5. Real-time particle / fluid sim (GPGPU).

## 💻 패턴

### Init + clear screen
```ts
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) throw new Error("No WebGPU adapter");
const device = await adapter.requestDevice();

const canvas = document.querySelector("canvas")!;
const ctx = canvas.getContext("webgpu")!;
const format = navigator.gpu.getPreferredCanvasFormat();
ctx.configure({ device, format, alphaMode: "premultiplied" });

const enc = device.createCommandEncoder();
const pass = enc.beginRenderPass({
  colorAttachments: [{
    view: ctx.getCurrentTexture().createView(),
    clearValue: { r: 0.1, g: 0.1, b: 0.15, a: 1 },
    loadOp: "clear", storeOp: "store",
  }],
});
pass.end();
device.queue.submit([enc.finish()]);
```

### Triangle render pipeline
```ts
const shader = device.createShaderModule({ code: `
  @vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
    let p = array(vec2f(0,0.5), vec2f(-0.5,-0.5), vec2f(0.5,-0.5));
    return vec4f(p[i], 0, 1);
  }
  @fragment fn fs() -> @location(0) vec4f { return vec4f(1, 0.4, 0.2, 1); }
`});

const pipeline = device.createRenderPipeline({
  layout: "auto",
  vertex:   { module: shader, entryPoint: "vs" },
  fragment: { module: shader, entryPoint: "fs", targets: [{ format }] },
  primitive: { topology: "triangle-list" },
});
```

### Uniform buffer + bind group
```ts
const uniform = device.createBuffer({
  size: 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(uniform, 0, new Float32Array([0.5, 0.2, 0.8, 1]));

const bg = device.createBindGroup({
  layout: pipeline.getBindGroupLayout(0),
  entries: [{ binding: 0, resource: { buffer: uniform } }],
});
```

### Compute shader (vector add)
```ts
const code = `
  @group(0) @binding(0) var<storage, read>       a: array<f32>;
  @group(0) @binding(1) var<storage, read>       b: array<f32>;
  @group(0) @binding(2) var<storage, read_write> out: array<f32>;
  @compute @workgroup_size(64)
  fn main(@builtin(global_invocation_id) id: vec3u) {
    let i = id.x;
    if (i >= arrayLength(&out)) { return; }
    out[i] = a[i] + b[i];
  }
`;
const cs = device.createShaderModule({ code });
const cp = device.createComputePipeline({
  layout: "auto", compute: { module: cs, entryPoint: "main" },
});
// dispatch: workgroups = ceil(N / 64)
```

### Storage buffer readback
```ts
async function readBuffer(src: GPUBuffer, size: number) {
  const staging = device.createBuffer({
    size, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
  });
  const enc = device.createCommandEncoder();
  enc.copyBufferToBuffer(src, 0, staging, 0, size);
  device.queue.submit([enc.finish()]);
  await staging.mapAsync(GPUMapMode.READ);
  const data = new Float32Array(staging.getMappedRange().slice(0));
  staging.unmap();
  return data;
}
```

### Texture upload (ImageBitmap)
```ts
const bmp = await createImageBitmap(await (await fetch("/img.png")).blob());
const tex = device.createTexture({
  size: [bmp.width, bmp.height], format: "rgba8unorm",
  usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture({ source: bmp }, { texture: tex }, [bmp.width, bmp.height]);
```

### Device-lost handling
```ts
device.lost.then((info) => {
  console.error("Device lost:", info.message, info.reason);
  if (info.reason !== "destroyed") {
    // 매 reinit pipeline
  }
});
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| 2D canvas, simple chart | Canvas2D / SVG |
| Standard 3D (low-mid) | Three.js (auto WebGL/WebGPU) |
| GPGPU / ML inference | WebGPU + WGSL compute |
| Cutting-edge graphics demo | WebGPU direct |
| Wide compatibility (old Safari, Android Go) | WebGL2 fallback 유지 |

**기본값**: 신규 project 매 WebGPU + WebGL2 fallback (Three.js / Babylon 매 자동).

## 🔗 Graph
- 부모: [[Web Graphics APIs]] · [[GPU APIs]]
- 변형: [[WebGL]] · [[WebGL2]] · [[Vulkan]] · [[Metal]]
- 응용: [[Three.js WebGPU]] · [[Babylon.js]] · [[transformers.js]] · [[ONNX Runtime Web]]
- Adjacent: [[WGSL]] · [[GPGPU]] · [[Compute Shader]] · [[ML in Browser]]

## 🤖 LLM 활용
**언제**: Browser-side ML, high-end web visualization, GPGPU port to browser.
**언제 X**: Old browser support 필수 (use WebGL2), simple UI animation (CSS / Canvas2D 충분).

## ❌ 안티패턴
- **WebGPU global singleton 매 sync init**: 매 async — `await requestAdapter`.
- **Buffer leak**: `destroy()` 안 부름 — long-running app 매 OOM.
- **Per-frame pipeline create**: 매 expensive — 매 cache.
- **Bind group mismatch**: layout/binding index mismatch 매 silent error 의 매 source.
- **No fallback path**: 매 unsupported environment 매 blank screen — feature detect 필수.
- **Texture without proper usage flags**: 매 runtime validation error.

## 🧪 검증 / 중복
- Verified (W3C WebGPU spec 2024 CR, Chrome 130 release notes, Safari 18 WebGPU enablement).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — pipeline init, compute shader, ML inference patterns |
