--- id: wiki-2026-0508-gpu-for-the-web-community-group title: GPU for the Web Community Group category: 10_Wiki/Topics status: verified canonical_id: self aliases: [GPUWeb CG, WebGPU CG, W3C GPU for the Web] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [w3c, webgpu, wgsl, browser, graphics] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: WGSL/JavaScript framework: WebGPU --- # GPU for the Web Community Group ## 매 한 줄 > **"매 W3C 의 WebGPU + WGSL 표준 의 incubator"**. 2017 부터 매 Apple/Google/Mozilla/Microsoft 의 collaboration 으로 매 modern GPU API (Metal/Vulkan/D3D12) 를 web 에 expose. 2023 Chrome 113 ship, 2024 Safari 18 / Firefox 141 follow — 2026 현재 매 cross-browser baseline 의 confirmed. ## 매 핵심 ### 매 group mission - **API design**: 매 WebGL 의 successor — 매 explicit, low-overhead, compute-capable. - **WGSL** (WebGPU Shading Language): 매 SPIR-V/HLSL/MSL 의 portable layer. - **Security**: 매 sandbox 안의 GPU access — robust buffer access, timeline fence. - **Specification**: 매 W3C Recommendation track — 2026 매 CR 단계. ### 매 architecture pillars - **Adapter → Device → Queue**: 매 explicit lifecycle. - **Bind group**: 매 Vulkan descriptor set 의 web flavor. - **Render pipeline / Compute pipeline**: 매 separate, immutable. - **Command encoder**: 매 deferred recording, queue submission. ### 매 응용 1. ML inference in browser (transformers.js + WebGPU). 2. 3D scene rendering (Three.js WebGPURenderer, Babylon.js). 3. Real-time video filter (compute shader). 4. Scientific viz (volume rendering). ## 💻 패턴 ### Init device + adapter ```js const adapter = await navigator.gpu?.requestAdapter({ powerPreference: 'high-performance', }); if (!adapter) throw new Error('WebGPU unavailable'); const device = await adapter.requestDevice({ requiredFeatures: ['shader-f16'], requiredLimits: { maxBufferSize: 1 << 30 }, }); device.lost.then(info => console.error('Device lost:', info)); ``` ### Compute shader (WGSL) — vector add ```wgsl @group(0) @binding(0) var a : array; @group(0) @binding(1) var b : array; @group(0) @binding(2) var out : array; @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) gid : vec3) { let i = gid.x; if (i >= arrayLength(&out)) { return; } out[i] = a[i] + b[i]; } ``` ### Dispatch compute pass ```js const module = device.createShaderModule({ code: WGSL_SOURCE }); const pipeline = device.createComputePipeline({ layout: 'auto', compute: { module, entryPoint: 'main' }, }); const bindGroup = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [ { binding: 0, resource: { buffer: bufA } }, { binding: 1, resource: { buffer: bufB } }, { binding: 2, resource: { buffer: bufOut } }, ], }); const encoder = device.createCommandEncoder(); const pass = encoder.beginComputePass(); pass.setPipeline(pipeline); pass.setBindGroup(0, bindGroup); pass.dispatchWorkgroups(Math.ceil(N / 64)); pass.end(); device.queue.submit([encoder.finish()]); ``` ### Render pipeline (triangle) ```js const pipeline = device.createRenderPipeline({ layout: 'auto', vertex: { module, entryPoint: 'vs_main', buffers: [vbLayout] }, fragment: { module, entryPoint: 'fs_main', targets: [{ format }] }, primitive: { topology: 'triangle-list' }, }); ``` ### Buffer mapping (CPU → GPU) ```js const buf = device.createBuffer({ size: data.byteLength, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST, mappedAtCreation: true, }); new Float32Array(buf.getMappedRange()).set(data); buf.unmap(); ``` ### Async readback ```js const stagingBuf = device.createBuffer({ size, usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST, }); encoder.copyBufferToBuffer(gpuBuf, 0, stagingBuf, 0, size); device.queue.submit([encoder.finish()]); await stagingBuf.mapAsync(GPUMapMode.READ); const out = new Float32Array(stagingBuf.getMappedRange().slice(0)); stagingBuf.unmap(); ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | In-browser ML inference | WebGPU + WGSL compute (transformers.js) | | 3D scene | Three.js WebGPURenderer (auto fallback) | | Legacy device | WebGL2 fallback 의 detect | | Native parity needed | wgpu (Rust) — 매 same WGSL | | Mobile (iOS Safari) | feature-detect + lower limits | **기본값**: WebGPU first, WebGL2 fallback, navigator.gpu feature-detect. ## 🔗 Graph - 부모: [[W3C]] - 변형: [[WebGL]] - 응용: [[Three.js]] - Adjacent: [[WGSL]] · [[Vulkan]] · [[Metal]] ## 🤖 LLM 활용 **언제**: API surface lookup, WGSL syntax, pipeline boilerplate, fallback strategy. **언제 X**: 매 cutting-edge proposal — spec churn 매 fast, source 의 cross-check. ## ❌ 안티패턴 - **WebGPU 의 assume present**: 매 feature-detect 필수 — 2026 mobile 매 still partial. - **Sync mapping on render thread**: 매 jank — `mapAsync` 의 use. - **One bind group per draw**: 매 overhead — group by frequency-of-change. - **WebGL idiom**: GL state machine 의 mental model 의 X — WebGPU 매 explicit, immutable. ## 🧪 검증 / 중복 - Verified (W3C GPU for the Web CG charter; WebGPU CR 2024-12; gpuweb/gpuweb GitHub). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — WebGPU/WGSL pipeline + dispatch 정리 |