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The GPUComputePipeline interface of the WebGPU API represents a pipeline that controls the compute shader stage and can be used in a GPUComputePassEncoder.
A GPUComputePipeline object instance can be created using the GPUDevice.createComputePipeline() or GPUDevice.createComputePipelineAsync() methods.
labelA string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.
getBindGroupLayout()Returns the pipeline's GPUBindGroupLayout object with the given index (i.e., included in the originating GPUDevice.createComputePipeline() or GPUDevice.createComputePipelineAsync() call's pipeline layout).
Note: The WebGPU samples feature many more examples.
Our basic compute demo shows a process of:
GPUDevice.createBindGroupLayout().bindGroupLayout into GPUDevice.createPipelineLayout() to create a GPUPipelineLayout.createComputePipeline() call to create a GPUComputePipeline.// …
const bindGroupLayout = device.createBindGroupLayout({
entries: [
{
binding: 0,
visibility: GPUShaderStage.COMPUTE,
buffer: {
type: "storage",
},
},
],
});
const computePipeline = device.createComputePipeline({
layout: device.createPipelineLayout({
bindGroupLayouts: [bindGroupLayout],
}),
compute: {
module: shaderModule,
entryPoint: "main",
},
});
// …