f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
205 lines
6.0 KiB
Markdown
205 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-gpu-resources
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title: GPU Resources
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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: [GPU Buffer, GPU Texture, Render Target, WebGPU Resources]
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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: [gpu, webgpu, graphics, rendering]
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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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# GPU Resources
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Buffer 종류
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- **Vertex buffer**: 매 vertex attribute (position, normal, uv).
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- **Index buffer**: 매 triangle index.
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- **Uniform buffer (UBO)**: 매 small constant data — 매 16KB 권장.
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- **Storage buffer (SSBO)**: 매 large read/write — 매 compute shader.
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- **Staging buffer**: 매 CPU→GPU upload 의 매 intermediate.
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### 매 Texture 종류
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- **Sampled texture**: 매 shader 에서 매 sample.
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- **Storage texture**: 매 compute write.
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- **Depth/Stencil**: 매 depth test.
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- **Cube map / 3D / Array**: 매 special layout.
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- **Format**: rgba8unorm, rgba16float, bgra8unorm-srgb, depth32float, etc.
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### 매 Render Target
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- 매 texture + 매 RENDER_ATTACHMENT usage. 매 framebuffer 의 매 color/depth attachment.
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- 매 swap chain texture 는 매 surface 가 매 제공 (acquireNextImage / getCurrentTexture).
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### 매 Binding model
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- **WebGPU/Vulkan**: bind group / descriptor set — 매 group of resources.
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- **Layout**: 매 shader 와 매 CPU 가 매 합의한 schema.
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### 매 응용
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1. PBR renderer — 매 g-buffer (multiple render target).
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2. Post-processing — 매 ping-pong render target.
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3. Compute particles — 매 storage buffer + indirect draw.
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## 💻 패턴
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### WebGPU buffer create + write
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```typescript
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const buf = device.createBuffer({
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size: 256,
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(buf, 0, new Float32Array([1, 2, 3, 4]));
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```
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### Vertex buffer + draw
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```typescript
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const verts = new Float32Array([0, 0.5, 0, -0.5, -0.5, 0, 0.5, -0.5, 0]);
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const vb = device.createBuffer({
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size: verts.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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});
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device.queue.writeBuffer(vb, 0, verts);
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pass.setVertexBuffer(0, vb);
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pass.draw(3);
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```
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### Texture upload
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```typescript
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const img = await createImageBitmap(blob);
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const tex = device.createTexture({
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size: [img.width, img.height, 1],
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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(
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{ source: img },
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{ texture: tex },
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[img.width, img.height],
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);
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```
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### Render target (offscreen)
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```typescript
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const colorTex = device.createTexture({
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size: [w, h, 1],
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format: 'rgba16float',
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usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING,
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});
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const depthTex = device.createTexture({
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size: [w, h, 1],
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format: 'depth24plus',
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usage: GPUTextureUsage.RENDER_ATTACHMENT,
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});
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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: colorTex.createView(),
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clearValue: { r: 0, g: 0, b: 0, a: 1 },
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loadOp: 'clear',
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storeOp: 'store',
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}],
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depthStencilAttachment: {
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view: depthTex.createView(),
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depthClearValue: 1.0,
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depthLoadOp: 'clear',
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depthStoreOp: 'store',
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},
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});
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```
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### Bind group + sampler
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```typescript
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const sampler = device.createSampler({ magFilter: 'linear', minFilter: 'linear' });
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const layout = device.createBindGroupLayout({
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entries: [
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{ binding: 0, visibility: GPUShaderStage.FRAGMENT, sampler: {} },
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{ binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: {} },
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{ binding: 2, visibility: GPUShaderStage.VERTEX, buffer: { type: 'uniform' } },
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],
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});
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const group = device.createBindGroup({
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layout,
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entries: [
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{ binding: 0, resource: sampler },
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{ binding: 1, resource: tex.createView() },
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{ binding: 2, resource: { buffer: ubo } },
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],
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});
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```
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### Compute shader with storage buffer
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```typescript
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const ssbo = device.createBuffer({
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size: 1024 * 1024,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
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});
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const pipe = device.createComputePipeline({
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layout: 'auto',
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compute: { module: device.createShaderModule({ code: wgsl }), entryPoint: 'main' },
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});
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const enc = device.createCommandEncoder();
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const cp = enc.beginComputePass();
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cp.setPipeline(pipe);
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cp.setBindGroup(0, bindGroup);
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cp.dispatchWorkgroups(1024);
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cp.end();
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```
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### Resource lifecycle
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```typescript
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buffer.destroy(); // explicit free — required for large resources
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texture.destroy();
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```
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## 매 결정 기준
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| 상황 | Resource |
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| 매 small constants per draw | Uniform buffer |
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| 매 large read-only data | Storage buffer (read) |
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| 매 read/write GPGPU | Storage buffer |
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| 매 sampled image | Texture (2D/3D/Cube) |
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| 매 framebuffer attachment | Texture w/ RENDER_ATTACHMENT |
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| 매 CPU↔GPU stream | Staging buffer + queue.writeBuffer |
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**기본값**: WebGPU + bind group layout 명시. 매 destroy() 호출 잊지 X.
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## 🔗 Graph
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- 부모: [[WebGPU]] · [[Computer Graphics]]
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- 응용: [[Post Processing]] · [[Compute Shader]]
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## 🤖 LLM 활용
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**언제**: 매 GPU pipeline 설계, 매 memory budget, 매 binding layout debug.
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**언제 X**: 매 high-level engine (Three.js, Babylon) 사용 시 — 매 abstraction 위.
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## ❌ 안티패턴
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- **매 frame buffer create**: 매 alloc 폭증. 매 reuse / pool.
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- **UBO 에 매 large data**: 매 16KB cap. 매 SSBO 사용.
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- **destroy() 누락**: 매 GPU OOM.
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- **Bind group layout mismatch**: 매 shader / CPU schema drift.
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## 🧪 검증 / 중복
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- Verified (WebGPU spec, Vulkan spec).
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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 — 매 WebGPU buffer/texture/RT 패턴 |
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