6.6 KiB
6.6 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-webgpu | WebGPU | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- transformers.js / ONNX Runtime Web: GPU-accelerated LLM in browser.
- Babylon.js / Three.js (WebGPURenderer): high-end web 3D.
- Figma / Canva: GPU-accelerated 2D.
- Stable Diffusion Web (web-stable-diffusion).
- Real-time particle / fluid sim (GPGPU).
💻 패턴
Init + clear screen
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
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
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)
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
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)
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
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 |