webgpu
WebGPU/WGSL guidance for initialization, render/compute pipelines, shader authoring, debugging, and performance; use when building or troubleshooting WebGPU apps, GPU compute workloads, or WGSL shaders.
What this skill does
# WebGPU Skill Use this skill to design, implement, and debug WebGPU applications and GPU compute pipelines. Keep it framework-agnostic and focus on reusable WebGPU/WGSL patterns. ## What this skill covers - Cover WebGPU initialization, device setup, and surface configuration. - Cover compute pipelines, workgroup sizing, and storage buffer layout. - Cover render pipelines, render passes, and post-processing patterns. - Cover GPU/CPU synchronization and safe readback strategies. - Cover performance and debugging practices. - Cover architecture patterns: modular passes, phase-based simulation, and capability handling. - Cover use cases: rendering, compute, ML training/inference, grid simulations, and systems modeling. ## Core principles - Choose a **capability strategy**: fallback runtime, reduced mode, or fail fast. - Avoid full GPU readbacks in hot paths; use **localized queries** or small readback buffers. - Structure simulation with **phases** (state, apply, integrate, constrain, correct) to keep WGSL cohesive. - Use **spatial grids** or other spatial indexing for neighbor queries and high particle counts. - Build **modular passes** so render and compute stages stay composable and testable. ## Workflow When asked to build a WebGPU feature: 1. Confirm the target platform and WebGPU support expectations. 2. Propose a resource layout (buffers, textures, bind groups) with a simple data model. 3. Sketch the pipeline graph (compute vs render passes) and dependencies. 4. Provide minimal working code and scale up with performance constraints. 5. Choose a capability strategy when WebGPU is unavailable. ## Deliverable checklist - Provide clean WebGPU init and error handling. - Include a buffer layout with alignment notes (16-byte struct alignment for WGSL). - Include a pass graph with clear read/write ownership (ping-pong textures if needed). - Call out readback and when it is safe. - Provide an optional fallback or reduced mode for critical functionality. ## References and assets - Use [REFERENCE.md](REFERENCE.md) for a compact WebGPU cheat sheet. - Use [references/](references/) for deeper patterns and concepts. - Use [examples/](examples/) for runnable snippets. - Use [templates/](templates/) for project scaffolds or starter code. ## Quick reference See [REFERENCE.md](REFERENCE.md) for a compact WebGPU cheat sheet and [references/](references/) for deeper patterns, including [references/use-cases.md](references/use-cases.md) and [references/simulation-patterns.md](references/simulation-patterns.md).
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