chore(brain): ASTRA 성장 자산 동기화 — 기능 인벤토리·growth(약점프로필/학습큐)·일화기억·장기기억·회의록 원문
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id: wiki-2026-0508-webgpu
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title: WebGPU
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [WebGPU API, WGSL, GPU Web]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [graphics, gpu, web, wgsl, compute]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: webgpu
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---
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# WebGPU
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 vs WebGL
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- WebGL: OpenGL ES 2.0 / 3.0 기반 — implicit state, fixed pipeline parts.
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- WebGPU: Vulkan / Metal style — explicit pipeline state object, compute shader native.
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- WGSL (WebGPU Shading Language): Rust-like syntax, browser 매 portable.
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### 매 핵심 객체
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- **Adapter**: physical GPU.
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- **Device**: logical handle — buffer, texture, pipeline 만들기 사용.
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- **Queue**: command submission.
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- **Buffer / Texture**: GPU memory.
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- **BindGroup**: shader 매 resource binding.
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- **RenderPipeline / ComputePipeline**: compiled shader + state.
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- **CommandEncoder → CommandBuffer**: GPU 명령 record + submit.
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### 매 응용
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1. transformers.js / ONNX Runtime Web: GPU-accelerated LLM in browser.
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2. Babylon.js / Three.js (WebGPURenderer): high-end web 3D.
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3. Figma / Canva: GPU-accelerated 2D.
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4. Stable Diffusion Web (web-stable-diffusion).
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5. Real-time particle / fluid sim (GPGPU).
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## 💻 패턴
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### Init + clear screen
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```ts
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const adapter = await navigator.gpu.requestAdapter();
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if (!adapter) throw new Error("No WebGPU adapter");
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const device = await adapter.requestDevice();
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const canvas = document.querySelector("canvas")!;
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const ctx = canvas.getContext("webgpu")!;
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const format = navigator.gpu.getPreferredCanvasFormat();
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ctx.configure({ device, format, alphaMode: "premultiplied" });
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const enc = device.createCommandEncoder();
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const pass = enc.beginRenderPass({
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colorAttachments: [{
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view: ctx.getCurrentTexture().createView(),
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clearValue: { r: 0.1, g: 0.1, b: 0.15, a: 1 },
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loadOp: "clear", storeOp: "store",
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}],
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});
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pass.end();
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device.queue.submit([enc.finish()]);
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```
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### Triangle render pipeline
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```ts
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const shader = device.createShaderModule({ code: `
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@vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
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let p = array(vec2f(0,0.5), vec2f(-0.5,-0.5), vec2f(0.5,-0.5));
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return vec4f(p[i], 0, 1);
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}
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@fragment fn fs() -> @location(0) vec4f { return vec4f(1, 0.4, 0.2, 1); }
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`});
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const pipeline = device.createRenderPipeline({
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layout: "auto",
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vertex: { module: shader, entryPoint: "vs" },
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fragment: { module: shader, entryPoint: "fs", targets: [{ format }] },
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primitive: { topology: "triangle-list" },
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});
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```
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### Uniform buffer + bind group
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```ts
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const uniform = device.createBuffer({
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size: 16, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(uniform, 0, new Float32Array([0.5, 0.2, 0.8, 1]));
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const bg = device.createBindGroup({
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layout: pipeline.getBindGroupLayout(0),
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entries: [{ binding: 0, resource: { buffer: uniform } }],
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});
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```
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### Compute shader (vector add)
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```ts
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const code = `
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@group(0) @binding(0) var<storage, read> a: array<f32>;
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@group(0) @binding(1) var<storage, read> b: array<f32>;
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@group(0) @binding(2) var<storage, read_write> out: array<f32>;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) id: vec3u) {
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let i = id.x;
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if (i >= arrayLength(&out)) { return; }
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out[i] = a[i] + b[i];
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}
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`;
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const cs = device.createShaderModule({ code });
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const cp = device.createComputePipeline({
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layout: "auto", compute: { module: cs, entryPoint: "main" },
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});
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// dispatch: workgroups = ceil(N / 64)
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```
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### Storage buffer readback
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```ts
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async function readBuffer(src: GPUBuffer, size: number) {
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const staging = device.createBuffer({
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size, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
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});
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const enc = device.createCommandEncoder();
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enc.copyBufferToBuffer(src, 0, staging, 0, size);
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device.queue.submit([enc.finish()]);
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await staging.mapAsync(GPUMapMode.READ);
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const data = new Float32Array(staging.getMappedRange().slice(0));
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staging.unmap();
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return data;
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}
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```
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### Texture upload (ImageBitmap)
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```ts
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const bmp = await createImageBitmap(await (await fetch("/img.png")).blob());
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const tex = device.createTexture({
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size: [bmp.width, bmp.height], format: "rgba8unorm",
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usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
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});
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device.queue.copyExternalImageToTexture({ source: bmp }, { texture: tex }, [bmp.width, bmp.height]);
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```
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### Device-lost handling
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```ts
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device.lost.then((info) => {
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console.error("Device lost:", info.message, info.reason);
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if (info.reason !== "destroyed") {
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// 매 reinit pipeline
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}
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});
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```
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## 매 결정 기준
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| 상황 | Approach |
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| 2D canvas, simple chart | Canvas2D / SVG |
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| Standard 3D (low-mid) | Three.js (auto WebGL/WebGPU) |
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| GPGPU / ML inference | WebGPU + WGSL compute |
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| Cutting-edge graphics demo | WebGPU direct |
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| Wide compatibility (old Safari, Android Go) | WebGL2 fallback 유지 |
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**기본값**: 신규 project 매 WebGPU + WebGL2 fallback (Three.js / Babylon 매 자동).
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## 🔗 Graph
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- 변형: [[WebGL]] · [[WebGL 20|WebGL2]] · [[Vulkan]] · [[Metal]]
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- 응용: [[Three.js WebGPU]] · [[Babylon.js]]
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- Adjacent: [[WGSL]] · [[GPGPU]] · [[Compute Shader]]
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## 🤖 LLM 활용
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**언제**: Browser-side ML, high-end web visualization, GPGPU port to browser.
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**언제 X**: Old browser support 필수 (use WebGL2), simple UI animation (CSS / Canvas2D 충분).
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## ❌ 안티패턴
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- **WebGPU global singleton 매 sync init**: 매 async — `await requestAdapter`.
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- **Buffer leak**: `destroy()` 안 부름 — long-running app 매 OOM.
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- **Per-frame pipeline create**: 매 expensive — 매 cache.
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- **Bind group mismatch**: layout/binding index mismatch 매 silent error 의 매 source.
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- **No fallback path**: 매 unsupported environment 매 blank screen — feature detect 필수.
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- **Texture without proper usage flags**: 매 runtime validation error.
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## 🧪 검증 / 중복
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- Verified (W3C WebGPU spec 2024 CR, Chrome 130 release notes, Safari 18 WebGPU enablement).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — pipeline init, compute shader, ML inference patterns |
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