Files
2nd/10_Wiki/Topics/Frontend/WebGPU Compute Shaders.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
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>
2026-05-20 23:52:15 +09:00

7.4 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-compute-shaders WebGPU Compute Shaders 10_Wiki/Topics verified self
WebGPU Compute
WGSL Compute
WebGPU Compute Shader
none A 0.9 applied
webgpu
compute
gpgpu
wgsl
2026-05-10 pending
language framework
WGSL/JavaScript WebGPU

WebGPU Compute Shaders

매 한 줄

"매 GPGPU 의 web — 매 finally". WebGPU compute shader 매 WGSL 의 modern Vulkan/Metal-style API 의 GPU 의 general compute. 2026 매 ML inference (ONNX Runtime Web, transformers.js GPU backend) / physics / image processing 의 standard.

매 핵심

매 vs WebGL

  • Compute shader: WebGL X / WebGPU O — 매 game changer.
  • WGSL: 매 statically typed, Rust-inspired — GLSL 보다 modern.
  • Bind groups: explicit resource binding — 매 Vulkan-like.
  • Async pipeline: command encoder + submit — 매 lower CPU overhead.

매 workgroup

  • @workgroup_size(x, y, z): thread block — typically 64 / 128 / 256 threads.
  • Dispatch: dispatchWorkgroups(gx, gy, gz) — total threads = workgroup * dispatch.
  • Shared memory: var<workgroup> — 매 fast on-chip.
  • Synchronization: workgroupBarrier() — 매 within workgroup.

매 응용

  1. ML inference: matrix multiply / attention — transformers.js / ONNX Runtime Web.
  2. Image processing: blur / upscale (FSR-style) / segmentation.
  3. Physics: cloth / particles / fluid sim.
  4. Sort / scan / reduce: parallel primitives.

💻 패턴

Init device + buffer

const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();

const input = new Float32Array(1024).fill(1);
const inBuf = device.createBuffer({
  size: input.byteLength,
  usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
});
device.queue.writeBuffer(inBuf, 0, input);

const outBuf = device.createBuffer({
  size: input.byteLength,
  usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC,
});

const readBuf = device.createBuffer({
  size: input.byteLength,
  usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
});

Compute shader 매 element-wise

const module = device.createShaderModule({
  code: `
    @group(0) @binding(0) var<storage, read> input: array<f32>;
    @group(0) @binding(1) var<storage, read_write> output: array<f32>;

    @compute @workgroup_size(64)
    fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
      let i = gid.x;
      if (i >= arrayLength(&input)) { return; }
      output[i] = input[i] * 2.0 + 1.0;
    }
  `,
});

const pipeline = device.createComputePipeline({
  layout: 'auto',
  compute: { module, entryPoint: 'main' },
});

const bindGroup = device.createBindGroup({
  layout: pipeline.getBindGroupLayout(0),
  entries: [
    { binding: 0, resource: { buffer: inBuf } },
    { binding: 1, resource: { buffer: outBuf } },
  ],
});

const enc = device.createCommandEncoder();
const pass = enc.beginComputePass();
pass.setPipeline(pipeline);
pass.setBindGroup(0, bindGroup);
pass.dispatchWorkgroups(Math.ceil(1024 / 64));
pass.end();
enc.copyBufferToBuffer(outBuf, 0, readBuf, 0, input.byteLength);
device.queue.submit([enc.finish()]);

await readBuf.mapAsync(GPUMapMode.READ);
const result = new Float32Array(readBuf.getMappedRange().slice(0));
readBuf.unmap();

Matmul 매 tiled (workgroup shared)

const TILE = 16u;
@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> C: array<f32>;
@group(0) @binding(3) var<uniform> dims: vec3<u32>; // M, N, K

var<workgroup> Asub: array<array<f32, 16>, 16>;
var<workgroup> Bsub: array<array<f32, 16>, 16>;

@compute @workgroup_size(16, 16)
fn matmul(@builtin(global_invocation_id) gid: vec3<u32>,
          @builtin(local_invocation_id) lid: vec3<u32>) {
  let row = gid.y; let col = gid.x;
  var sum = 0.0;
  let tiles = (dims.z + TILE - 1u) / TILE;
  for (var t = 0u; t < tiles; t++) {
    Asub[lid.y][lid.x] = A[row * dims.z + t * TILE + lid.x];
    Bsub[lid.y][lid.x] = B[(t * TILE + lid.y) * dims.x + col];
    workgroupBarrier();
    for (var k = 0u; k < TILE; k++) { sum += Asub[lid.y][k] * Bsub[k][lid.x]; }
    workgroupBarrier();
  }
  C[row * dims.x + col] = sum;
}

Reduction (parallel sum)

var<workgroup> shared_data: array<f32, 256>;

@compute @workgroup_size(256)
fn reduce(@builtin(local_invocation_id) lid: vec3<u32>,
          @builtin(workgroup_id) wid: vec3<u32>) {
  let tid = lid.x;
  let i = wid.x * 256u + tid;
  shared_data[tid] = select(0.0, input[i], i < arrayLength(&input));
  workgroupBarrier();

  var s = 128u;
  loop {
    if (s == 0u) { break; }
    if (tid < s) { shared_data[tid] += shared_data[tid + s]; }
    workgroupBarrier();
    s = s / 2u;
  }
  if (tid == 0u) { partial[wid.x] = shared_data[0]; }
}

Image processing — texture in, texture out

@group(0) @binding(0) var inputTex: texture_2d<f32>;
@group(0) @binding(1) var outputTex: texture_storage_2d<rgba8unorm, write>;

@compute @workgroup_size(8, 8)
fn blur(@builtin(global_invocation_id) gid: vec3<u32>) {
  let dims = textureDimensions(inputTex);
  if (gid.x >= dims.x || gid.y >= dims.y) { return; }
  var sum = vec4<f32>(0.0);
  for (var dy = -1; dy <= 1; dy++) {
    for (var dx = -1; dx <= 1; dx++) {
      sum += textureLoad(inputTex, vec2<i32>(gid.xy) + vec2(dx, dy), 0);
    }
  }
  textureStore(outputTex, vec2<i32>(gid.xy), sum / 9.0);
}

transformers.js GPU 매 inference

import { pipeline, env } from '@xenova/transformers';
env.backends.onnx.wasm.simd = true;
const generator = await pipeline('text-generation', 'Xenova/Llama-3.2-1B', {
  device: 'webgpu', // 매 WebGPU compute backend
  dtype: 'q4',
});
const out = await generator('Hello', { max_new_tokens: 50 });

매 결정 기준

상황 Approach
ML inference in browser WebGPU compute (transformers.js / ORT-Web)
Particle / cloth sim Compute shader
Image filter Compute or fragment shader (compute 매 cleaner)
Sort / scan Compute (no fragment hack)
Wide compatibility WebGL fallback (no compute)
Mobile WebGPU 매 iOS 18+ / Android Chrome 121+

기본값: WebGPU compute + WGSL + tiled algorithms + transformers.js for ML.

🔗 Graph

🤖 LLM 활용

언제: GPU compute in browser — ML / physics / image / parallel reduce-scan. 언제 X: trivial work — JS / Worker 매 충분 / CPU / Safari iOS <18 — WebGPU 의 unavailable.

안티패턴

  • Tiny dispatch: <1024 threads 매 launch overhead 의 net loss.
  • No barrier on shared memory: race condition — workgroupBarrier() 의 between read/write.
  • mapAsync per frame: GPU↔CPU sync 매 stall — pipeline + double-buffer.
  • Workgroup size 32: 매 너무 small — 64-256 의 사용 (warp/wave occupancy).
  • No bounds check: out-of-range invocation 매 garbage write.

🧪 검증 / 중복

  • Verified (W3C WebGPU spec / WGSL spec / transformers.js docs).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — workgroup, tiled matmul, reduction, image, transformers.js