--- id: wiki-2026-0508-gpu-resources title: GPU Resources category: 10_Wiki/Topics status: verified canonical_id: self aliases: [GPU Buffer, GPU Texture, Render Target, WebGPU Resources] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [gpu, webgpu, graphics, rendering] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: typescript framework: webgpu --- # GPU Resources ## 매 한 줄 > **"매 GPU 는 매 buffer + texture + sampler + binding 의 매 4 primitive 위에서 매 모든 것을 그린다."**. Buffer 는 매 raw memory, texture 는 매 sampled grid, render target 은 매 write 가능한 texture. 매 2026 WebGPU / Vulkan / Metal 모두 매 같은 model. ## 매 핵심 ### 매 Buffer 종류 - **Vertex buffer**: 매 vertex attribute (position, normal, uv). - **Index buffer**: 매 triangle index. - **Uniform buffer (UBO)**: 매 small constant data — 매 16KB 권장. - **Storage buffer (SSBO)**: 매 large read/write — 매 compute shader. - **Staging buffer**: 매 CPU→GPU upload 의 매 intermediate. ### 매 Texture 종류 - **Sampled texture**: 매 shader 에서 매 sample. - **Storage texture**: 매 compute write. - **Depth/Stencil**: 매 depth test. - **Cube map / 3D / Array**: 매 special layout. - **Format**: rgba8unorm, rgba16float, bgra8unorm-srgb, depth32float, etc. ### 매 Render Target - 매 texture + 매 RENDER_ATTACHMENT usage. 매 framebuffer 의 매 color/depth attachment. - 매 swap chain texture 는 매 surface 가 매 제공 (acquireNextImage / getCurrentTexture). ### 매 Binding model - **WebGPU/Vulkan**: bind group / descriptor set — 매 group of resources. - **Layout**: 매 shader 와 매 CPU 가 매 합의한 schema. ### 매 응용 1. PBR renderer — 매 g-buffer (multiple render target). 2. Post-processing — 매 ping-pong render target. 3. Compute particles — 매 storage buffer + indirect draw. ## 💻 패턴 ### WebGPU buffer create + write ```typescript const buf = device.createBuffer({ size: 256, usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST, }); device.queue.writeBuffer(buf, 0, new Float32Array([1, 2, 3, 4])); ``` ### Vertex buffer + draw ```typescript const verts = new Float32Array([0, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]); const vb = device.createBuffer({ size: verts.byteLength, usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST, }); device.queue.writeBuffer(vb, 0, verts); pass.setVertexBuffer(0, vb); pass.draw(3); ``` ### Texture upload ```typescript const img = await createImageBitmap(blob); const tex = device.createTexture({ size: [img.width, img.height, 1], format: 'rgba8unorm', usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT, }); device.queue.copyExternalImageToTexture( { source: img }, { texture: tex }, [img.width, img.height], ); ``` ### Render target (offscreen) ```typescript const colorTex = device.createTexture({ size: [w, h, 1], format: 'rgba16float', usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING, }); const depthTex = device.createTexture({ size: [w, h, 1], format: 'depth24plus', usage: GPUTextureUsage.RENDER_ATTACHMENT, }); const enc = device.createCommandEncoder(); const pass = enc.beginRenderPass({ colorAttachments: [{ view: colorTex.createView(), clearValue: { r: 0, g: 0, b: 0, a: 1 }, loadOp: 'clear', storeOp: 'store', }], depthStencilAttachment: { view: depthTex.createView(), depthClearValue: 1.0, depthLoadOp: 'clear', depthStoreOp: 'store', }, }); ``` ### Bind group + sampler ```typescript const sampler = device.createSampler({ magFilter: 'linear', minFilter: 'linear' }); const layout = device.createBindGroupLayout({ entries: [ { binding: 0, visibility: GPUShaderStage.FRAGMENT, sampler: {} }, { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: {} }, { binding: 2, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } }, ], }); const group = device.createBindGroup({ layout, entries: [ { binding: 0, resource: sampler }, { binding: 1, resource: tex.createView() }, { binding: 2, resource: { buffer: ubo } }, ], }); ``` ### Compute shader with storage buffer ```typescript const ssbo = device.createBuffer({ size: 1024 * 1024, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC, }); const pipe = device.createComputePipeline({ layout: 'auto', compute: { module: device.createShaderModule({ code: wgsl }), entryPoint: 'main' }, }); const enc = device.createCommandEncoder(); const cp = enc.beginComputePass(); cp.setPipeline(pipe); cp.setBindGroup(0, bindGroup); cp.dispatchWorkgroups(1024); cp.end(); ``` ### Resource lifecycle ```typescript buffer.destroy(); // explicit free — required for large resources texture.destroy(); ``` ## 매 결정 기준 | 상황 | Resource | |---|---| | 매 small constants per draw | Uniform buffer | | 매 large read-only data | Storage buffer (read) | | 매 read/write GPGPU | Storage buffer | | 매 sampled image | Texture (2D/3D/Cube) | | 매 framebuffer attachment | Texture w/ RENDER_ATTACHMENT | | 매 CPU↔GPU stream | Staging buffer + queue.writeBuffer | **기본값**: WebGPU + bind group layout 명시. 매 destroy() 호출 잊지 X. ## 🔗 Graph - 부모: [[WebGPU]] · [[Computer Graphics]] - 응용: [[Post Processing]] · [[Compute Shader]] ## 🤖 LLM 활용 **언제**: 매 GPU pipeline 설계, 매 memory budget, 매 binding layout debug. **언제 X**: 매 high-level engine (Three.js, Babylon) 사용 시 — 매 abstraction 위. ## ❌ 안티패턴 - **매 frame buffer create**: 매 alloc 폭증. 매 reuse / pool. - **UBO 에 매 large data**: 매 16KB cap. 매 SSBO 사용. - **destroy() 누락**: 매 GPU OOM. - **Bind group layout mismatch**: 매 shader / CPU schema drift. ## 🧪 검증 / 중복 - Verified (WebGPU spec, Vulkan spec). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — 매 WebGPU buffer/texture/RT 패턴 |