GPUDevice: createShaderModule() method
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ThecreateShaderModule() method of theGPUDevice interface creates aGPUShaderModule from a string ofWGSL source code.
In this article
Syntax
createShaderModule(descriptor)Parameters
descriptorAn object containing the following properties:
codeA string representing the WGSL source code for the shader module.
hintsOptionalA sequence of record types, with the structure
("string", compilationHint). These behave likeordered maps. In each case, the"string"is a key used to identify or select the record, and thecompilationHintis either aGPUPipelineLayoutobject instance or an enumerated value of"auto".The point of
hintsis to provide information about the pipeline layout as early as possible to improve performance. The idea is to maximize the amount of compilation that can be done once bycreateShaderModule(), rather than multiple times in multiple calls toGPUDevice.createComputePipeline()andGPUDevice.createRenderPipeline().Note:Different implementations may handle
hintsin different ways, including possibly ignoring them entirely. Providing hints does not guarantee improved shader compilation performance on all browsers/systems.labelOptionalA string providing a label that can be used to identify the object, for example in
GPUErrormessages or console warnings.sourceMapOptionalA source map definition to provide developer tool integration such as source-language debugging. WGSL names (identifiers) in source maps should follow the rules defined inWGSL identifier comparison. If defined, the source map may be interpreted as asource-map-v3 format.
Note:Different implementations may handle
sourceMaps in different ways, including possibly ignoring them entirely.
Return value
AGPUShaderModule object instance.
Validation
The following criteria must be met when callingcreateShaderModule(), otherwise aGPUValidationError is generated and an invalidGPUShaderModule object is returned:
Examples
In ourbasic render demo, our shader module is created using the following code:
const shaders = `struct VertexOut { @builtin(position) position : vec4f, @location(0) color : vec4f}@vertexfn vertex_main(@location(0) position: vec4f, @location(1) color: vec4f) -> VertexOut{ var output : VertexOut; output.position = position; output.color = color; return output;}@fragmentfn fragment_main(fragData: VertexOut) -> @location(0) vec4f{ return fragData.color;}`;async function init() { if (!navigator.gpu) { throw Error("WebGPU not supported."); } const adapter = await navigator.gpu.requestAdapter(); if (!adapter) { throw Error("Couldn't request WebGPU adapter."); } const device = await adapter.requestDevice(); // … // later on const shaderModule = device.createShaderModule({ code: shaders, }); // …}Specifications
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| WebGPU> # dom-gpudevice-createshadermodule> |