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@zenfg/webgpu usage ​

@zenfg/webgpu is a lightweight WebGPU FrameGraph for declaring and executing per-frame GPU work. It orders graph nodes, validates resource access, culls unused work, derives WebGPU usage, tracks lifetimes, and reuses transient textures and buffers.

Build rendering features directly with WebGPU or compatible libraries, and combine them with existing renderers through explicit graph integration. See the composition model.

It is not a renderer abstraction. ZenFG owns graph-visible dependencies, execution order, retention, transient allocation, and optional diagnostics. The caller owns scenes, pipelines, bind groups, samplers, long-lived resources, surface presentation, device-loss policy, and concrete draw or dispatch work.

Public APIs may change before 1.0. Pin the exact package version and review migration notes before upgrading. Import runtime APIs from the package root; the only supported diagnostic subpath is @zenfg/webgpu/snapshot.

Use @zenfg/webgpu to integrate WebGPU rendering or compute, declare resource access, organize diagnostic groups, retain outputs, manage transient pools, or export frame diagnostics.

Quick start ​

Run this in a browser module served from HTTPS or localhost, with native WebGPU enabled. The host supplies a GPUDevice and a configured canvas GPUCanvasContext. Call renderFrame() from the host animation loop; the canvas clears to dark blue. For a ready-to-run canvas host, open the minimal-frame recipe in the Examples.

Keep one FrameGraph for the lifetime of a GPUDevice. Create a fresh recording and import a fresh current surface texture for every presentation frame. This complete example needs no render pipeline because it only clears the surface attachment:

ts
import { FrameGraph } from '@zenfg/webgpu';

// `device` and the configured `context` are caller-owned.
const graph = new FrameGraph(device);
let frameIndex = 0;

function renderFrame(): void {
	const recorder = graph.beginFrame();
	const backbuffer = recorder.importSwapchainTexture(
		context.getCurrentTexture(),
		{ label: 'backbuffer' },
	);

	recorder.render({
		label: 'clear-backbuffer',
		colorAttachments: [{
			target: backbuffer,
			loadOp: 'clear',
			storeOp: 'store',
			clearValue: { r: 0.04, g: 0.06, b: 0.1, a: 1 },
		}],
	});

	recorder.markPresent(backbuffer);
	recorder.compile().execute({ frameIndex: frameIndex++ });
}

// When the device-bound renderer stack is released:
// graph.destroy();

Imported GPU objects must belong to the GPUDevice passed to FrameGraph. ZenFG checks graph dependencies, logical ranges, content flow, access declarations, usage contracts, bounded resource planning, and format categories. Native resource-descriptor, render-pass, texture-view, copy-command, device-limit, and command validation remains a WebGPU responsibility, including native copy alignment, format, aspect, and same-resource overlap rules. Non-empty buffer-texture copies additionally require a known format footprint so ZenFG can track the buffer byte range used by the copy. A zero-sized copy is a native no-op and does not define or consume graph contents; if retained, it is still encoded for native parameter validation. Native WebGPU validation errors may be reported asynchronously through error scopes or uncapturederror; ordinary execution does not wait for those results and does not convert them to ZenFG error codes. ZenFG also checks device-independent texture shape rules and structural usage requirements for retained transient allocations before creating native resources. Format capabilities and device limits remain native validation. WebGPU TRANSIENT_ATTACHMENT is currently rejected because Snapshot 1.2 does not encode it; it is distinct from a ZenFG transient resource.

markPresent() makes the final surface value observable. Without a resource root or a side-effect node, work that contributes to no result is culled. Normal execution records and submits synchronously; only optional GPU timing returns an asynchronous readback result.

Lifecycle ​

text
FrameGraph runtime -> FrameGraphRecorder -> CompiledFrame
device lifetime       one recording        retained executable plan
  • FrameGraph is permanently bound to one caller-owned GPUDevice and owns the transient pool and lazy profiler resources.
  • beginFrame() creates an independent, single-use recording. A successful or failed compile() consumes it.
  • Handles, views, and access tokens are local to one recording.
  • A compiled frame can be re-executed only while all captured callbacks and imported GPU objects remain valid. Presentation recordings normally should not be re-executed.
  • destroy() releases runtime-owned resources; it never destroys the device or imported resources.

Diagnostic grouping ​

Debug groups annotate recorded resources and passes in reports and Inspector. Recorded pass paths can emit optional native GPU markers. Groups do not create dependencies, retain work, own resources, or partition allocation. Choose ResourcePoolScope independently for pool reuse and eviction.

  • Organize coherent features and useful phases with shallow, meaningful names. Atmosphere can include sky, clouds, haze and lens flare; unrelated Water work keeps its own attribution.
  • Put feature-local, graph-visible declarations and their processing passes in the appropriate group at their original recording points. Shared imports stay at the composition boundary of each recording; reuse their handles across groups.
  • Preserve correct recording and submission order. When a feature is interleaved, use semantic segments such as atmosphere.environment, atmosphere.sky, atmosphere.air-haze and atmosphere.lens-flare instead of moving unrelated work. These are example labels, not a mandatory taxonomy.
  • Bloom's repeated downsample/upsample passes are a useful grouping case: use an outer bloom and, when helpful, downsample/upsample phases. Give passes their actual mip or iteration numbers; avoid a new group for every mip or deep nesting. Real iteration numbers are useful; arbitrary segment numbers are not.
  • Prefer synchronous withDebugGroup(). Balance manual push/pop calls and close groups before compilation. Every push/with creates a distinct recording-local group; repeated labels do not reopen an ID, and dots do not create hierarchy.
  • A resource keeps the group captured at declaration/import, even when other groups use it. Group attribution does not transfer native ownership or make transient objects safe to retain.

See the Bloom grouping adapter for supported API usage.

Bloom grouping adapter ​

This adapter records caller-prepared, valid pass descriptors without changing their order, labels, attachments or accesses. Use it only when the existing plan has contiguous downsample then upsample work. Keep each descriptor's label specific, for example bloom.downsample.mip-2 or bloom.upsample.mip-1. The caller supplies pipelines, shaders and resource declarations; this is a grouping adapter, not a Bloom filter implementation. Already-declared resources keep their declaration groups.

ts
import type { FrameGraphRecording, RenderPassNodeDesc } from '@zenfg/webgpu';

export function recordBloomGroups(
  recorder: FrameGraphRecording,
  downsample: readonly RenderPassNodeDesc[],
  upsample: readonly RenderPassNodeDesc[],
): void {
  recorder.withDebugGroup('bloom', () => {
    recorder.withDebugGroup('downsample', () => {
      for (const pass of downsample) recorder.render(pass);
    });
    recorder.withDebugGroup('upsample', () => {
      for (const pass of upsample) recorder.render(pass);
    });
  });
}

For interleaved work, record separate phase groups at the original call sites. The recorder does not offer entry into an existing group ID. Snapshot can express non-contiguous group references, and native GPU markers may reopen the recorded path around submission segments; neither adds a recorder re-entry API. Enable gpuDebugGroups at execution only when native markers are wanted.

Common tasks ​

TaskPublic API
Create the device-bound runtimenew FrameGraph(device)
Annotate diagnostic groupspushDebugGroup(), popDebugGroup(), withDebugGroup()
Start a recordingbeginFrame()
Create transient storagecreateTexture(), createBuffer()
Import caller-owned storageimportTexture(), importBuffer()
Import the current presentation targetimportSwapchainTexture()
Select texture subresourcescreateTextureView()
Declare typed resource accessuse() with TextureAccess or BufferAccess
Record structured workrender(), compute(), copy(), clearBuffer()
Add native render-pass fieldsrender({ webgpuDescriptor }) with WebGpuRenderPassDescriptorExtras
Encode custom graph-owned commandscommand()
Call a renderer that submits itselfexternalSubmission()
Retain observable valuesmarkPresent(), markOutput(), markReadback(), markDebugCapture(), markPersistentState()
Compile a compact executable plancompile()
Request full compilation diagnosticscompile({ report: true })
Execute and optionally request timing/debug groupscompiled.execute()
Inspect or manage retained allocationsgetResourcePoolStats(), createResourcePoolScope(), clearResourcePool(scope?), evictResourcePool(predicate)
Export portable diagnosticscreateFrameGraphSnapshot() from @zenfg/webgpu/snapshot
Release runtime-owned resourcesdestroy()

Exact fields, overloads, defaults, return types, and failure conditions are documented by the TSDoc preserved in the packaged source and declarations.

Key pattern: declare, list, and unwrap access ​

use() creates an opaque typed token. A node must list that exact token in uses before its synchronous callback can resolve it with unwrap():

ts
const sampledSceneColor = recorder.use(
	sceneColor,
	TextureAccess.Sampled,
);

recorder.render({
	label: 'present',
	uses: [sampledSceneColor],
	colorAttachments: [{
		target: backbuffer,
		loadOp: 'clear',
		storeOp: 'store',
	}],
	encode({ pass, unwrap }) {
		const sceneColorView = unwrap(sampledSceneColor);
		pass.setPipeline(presentPipeline);
		pass.setBindGroup(0, createPresentBindGroup(sceneColorView));
		pass.draw(3);
	},
});

Resolved transient objects are callback-scoped. Do not cache them across callbacks or frames. The complete transient-to-present.ts recipe shows the pipeline and bind-group setup without placeholder helpers.

Native render-pass descriptor extras ​

render({ webgpuDescriptor }) forwards additional native WebGPU descriptor fields while retaining normal attachment validation, load/store/resolve content tracking, explicit uses, and optional GPU timing. Omitting it preserves the existing descriptor. ZenFG owns label, colorAttachments, depthStencilAttachment, and timestampWrites; these fields are forbidden in extras by the public type and rejected at recording with FG2013.

Use WebGpuRenderPassDescriptorExtras for standard fields such as occlusionQuerySet and maxDrawCount, or add application-local types for experimental fields. For example, the GPUWeb bindless draft adds resourceTable to the native render-pass descriptor. The application supplies its actual native table; ZenFG does not define an experimental table API:

ts
import type {
	FrameGraphRecording,
	RenderPassNodeDesc,
	WebGpuRenderPassDescriptorExtras,
} from '@zenfg/webgpu';

type ResourceTableDescriptorExtras = WebGpuRenderPassDescriptorExtras & {
	readonly resourceTable: object;
};

function recordWithResourceTable(
	recorder: FrameGraphRecording,
	draw: Omit<RenderPassNodeDesc, 'webgpuDescriptor'>,
	resourceTable: object,
): void {
	const webgpuDescriptor: ResourceTableDescriptorExtras = { resourceTable };
	recorder.render({ ...draw, webgpuDescriptor });
}

Only own enumerable string data properties are accepted. Symbols, accessors, non-enumerable own properties, and __proto__, constructor, or prototype fields are rejected with FG2013. Recording takes a shallow snapshot of the fields: later changes to the descriptor object do not change the compiled frame, and referenced GPU objects retain their identity. Keep those objects valid for every execution of a retained compiled frame; ZenFG does not create, update, import, or destroy a resource table supplied this way.

The application owns native feature detection, enabled device features, pipeline layout compatibility (including draft usesResourceTable), and native validation. Extras do not infer graph dependencies: graph textures or buffers accessed through a table still need their access tokens explicitly listed in the node's uses, even when the shader does not use a bind group for them. Resolved transient objects remain callback-scoped. Native extras are specific to the TypeScript WebGPU runtime and are not included in portable Snapshots.

The compiled imported-resource.ts recipe accepts optional webgpuDescriptor and a caller-owned MSAA target. Its normal attachment resolves to the presentation texture and discards only the multisample source that it never reads again. Keep storeOp: 'store' for any MSAA attachment whose contents a later node needs.

Resource and integration choices ​

Allocation ownership and graph visibility are separate choices. Importing caller-owned storage enables graph tracking without transferring native ownership.

NeedTypical choice
Frame-local allocation and poolingDeclare transient Bloom intermediates, G-buffer attachments or graph-managed compute scratch.
Data flow between graph nodes, persistent state, output or readbackDeclare the relevant resources, ranges and accesses. Import caller-owned history, scene storage or staging buffers; retain observable results with the appropriate roots.
Private storage with no useful graph dependency or management roleCached read-only mesh vertex/index buffers, material textures, weights or workload-internal scratch may stay module-owned and internally bound. The caller owns initialization, lifetime and safe internal execution.
CPU or native binding stateScene/camera objects, pipelines, bind groups and samplers remain application-owned. A native resource table is not itself a graph texture or buffer. Assess its underlying resources separately.

Longevity alone does not decide visibility. If a graph node writes a persistent vertex/index buffer or material texture and another consumes it, expose the needed data flow rather than hiding it as a cached asset. For graph-visible resources, import once per recording and declare all accesses through structured attachments or use() tokens listed in the node's uses. Private native bindings are not automatically scanned. Use command() or externalSubmission() with declared boundary accesses for custom/opaque work; an external node orders shared-queue submissions, not GPU completion.

The native resourceTable descriptor extra only passes through caller-owned state. Its entries are not automatically imported, dependency-tracked or synchronized. Graph-visible textures/buffers accessed through it still need declarations and uses; the application owns features, pipeline compatibility and native lifetimes. See native extras and resource declaration granularity.

Declaration granularity is optional: complex workloads can keep private weights, parameters, and scratch internally bound, while teaching or diagnostic use can expose more resources. Graph-visible dependencies and access correctness still apply. See Choosing resource declaration granularity.

For resources exposed to the graph:

  • Create a transient resource when native storage is needed only for the compiled frame. Import a resource when the caller owns its native storage or it must survive execution.
  • Transient and surface contents begin undefined. The first write to a transient range must fully overwrite it. Use preserve for partial, conditional, sparse, or atomic writes.
  • clearBuffer() with omitted size clears from offset (default zero) to the logical buffer boundary, including when an import narrows the native size. Texture-to-buffer copies with row or layer padding preserve previous contents in their tracked byte range. Initialize that range before copying if its contents are undefined; contiguous copies can initialize their own range.
  • Use structured render, compute, copy, and clear nodes whenever possible. Use command() for custom work on a FrameGraph-owned encoder.
  • Use externalSubmission() when a third-party renderer owns and submits its encoders. The node orders queue submissions but is not a GPU-completion fence.
  • Acquire, import, compile, execute, and present a fresh surface texture on each presentation frame.

See Core concepts for the complete ownership, content, dependency, lifetime, and integration model.

Error handling ​

ZenFG-detected failures in recording, compilation, and execution, including invalid descriptors, access declarations, copy operations, ranges, roots, and execution options, throw FrameGraphError. Branch on its stable code and phase; nodeId and resourceId are present only when the failing node or resource can be identified. Messages are for people and may change.

Exceptions thrown by application callbacks or the WebGPU implementation pass through unchanged. Snapshot projection and serialization use a separate FrameGraphSnapshotValidationError with structured issues; import it from @zenfg/webgpu/snapshot alongside the Snapshot functions. Validation failures that previously threw plain Error or TypeError now throw FrameGraphError (which still extends Error).

Diagnostics and Snapshot ​

Compilation reports, CPU/GPU timing, and pool statistics are opt-in and independent. Requesting them does not change the execution plan. Convert matching reports to the portable protocol through @zenfg/webgpu/snapshot; ordinary compile and execute paths do not create Snapshot data.

Snapshot export produces an in-memory value only. Capture naming, filesystem storage, transport, and retention policy remain caller-owned. The language- neutral wire contract is defined by the @zenfg/snapshot specification.

Use compiled.executeWithTiming({ frameIndex, timing: 'cpu' }), choosing 'cpu', 'gpu' or 'both'. The returned cpu report is immediately available; consume gpu as a Promise only when requested. Ordinary execute() remains synchronous and does not collect timing. CPU duration is elapsed time, not thread CPU usage, and covers every executed node kind. Keep compilation, frame identity and pool counters from the same execution when exporting.

GPU timing uses two queries per retained render/compute node. More than 2048 timed nodes returns unavailable with reason too-many-timed-nodes before creating timing resources. Execution still proceeds, and both retains CPU results. Treat timing availability as optional when displaying or exporting it.

Download a Snapshot for Inspector ​

@zenfg/webgpu/snapshot provides both the WebGPU projection and canonical serializer. An application that already depends on @zenfg/webgpu does not need @zenfg/inspector to export a file:

ts
import type { FrameGraph, FrameGraphRecording } from '@zenfg/webgpu';
import {
  createFrameGraphSnapshot,
  stringifyFrameGraphSnapshot,
} from '@zenfg/webgpu/snapshot';

async function downloadRecordedFrame(
  recorder: FrameGraphRecording,
  graph: FrameGraph,
  frameIndex: number,
): Promise<void> {
  const compiled = recorder.compile({ report: true });
  const timing = compiled.executeWithTiming({ frameIndex, timing: 'both' });
  const resourcePool = graph.getResourcePoolStats();
  const gpuTiming = await timing.gpu;
  const snapshot = createFrameGraphSnapshot({
    frameIndex: timing.frameIndex,
    compilation: compiled.compilationReport,
    cpuTiming: timing.cpu,
    gpuTiming,
    resourcePool,
  });
  const json = stringifyFrameGraphSnapshot(snapshot, { pretty: true });
  const url = URL.createObjectURL(new Blob([json], {
    type: 'application/json;charset=utf-8',
  }));
  const link = document.createElement('a');
  link.href = url;
  link.download = `frame-graph-${snapshot.capture.frameIndex}.fgsnapshot.json`;
  link.click();
  setTimeout(() => URL.revokeObjectURL(url), 0);
}

Call this path for the next normally recorded application frame after a user requests a capture; use ordinary compile().execute() for other frames. Save pool statistics immediately after execution, before waiting for GPU timestamp readback. GPU timing unavailability is recorded in the Snapshot and does not prevent export. Drop the downloaded .fgsnapshot.json file into the hosted Inspector; imported files are processed locally in the browser and are not uploaded.

Common mistakes ​

SymptomFix
A node disappears from executionRetain its final value with the correct root, or mark only genuine side effects as such.
A read or preserving write reports undefined contentsClear or fully overwrite the selected range first, or declare imported initial contents correctly.
The first transient write is rejectedUse overwrite only when the complete declared range is written.
unwrap() rejects a tokenList the same token in the active node's uses; never cross a recording boundary.
The same native object is imported twiceImport it once at the composition boundary and share the logical handle.
A later presentation frame failsDo not reuse an old current texture or compiled presentation frame.
Work after an external node starts too earlyQueue all declared external work on the shared device queue before the callback returns.
Timing is unavailableTreat unsupported, busy, readback-failed, and no-timed-nodes as non-fatal results.

Complete recipes ​

The following files are published with the package and type-checked as consumers of supported public entrypoints:

WorkflowRecipe
Minimal presentation lifecycleminimal-frame.ts
Transient render target to presentationtransient-to-present.ts
Caller-owned imported resourceimported-resource.ts
Cross-frame persistent statepersistent-state.ts
Opaque third-party submissionexternal-submission.ts
Portable Snapshot JSON for browser download or other caller-owned storagesnapshot-export.ts
Asynchronous GPU timinggpu-timing.ts
Compute storage outputcompute-output.ts
Scoped resize cleanup and idle evictionresource-pool-control.ts

GPU-dependent recipes are compile-checked. CPU-only workflows also execute in CI. See the examples index for their input contracts.

Resource pool maintenance ​

Create a scope once and pass it through transient declaration options: recorder.createTexture(desc, { scope }) or recorder.createBuffer(desc, { scope }). Scope clearing affects only retained cache entries, preserves historical counters, and leaves the scope usable. Clear between executions after stopping old-size plans; a re-executed old plan can recreate its allocations. clearResourcePool() and clearResourcePool(undefined) clear every domain.

Use evictResourcePool(info => info.unusedExecutions > 60) for application idle policy, or info.scope === undefined to select only the default domain. The predicate receives frozen physical specifications, including rounded buffer capacity, and no GPU handle or persistent instance ID. It must synchronously return boolean. Selection throws leave the pool unchanged; traversal order is unspecified and provides no strict LRU guarantee. Runtime execution and pool mutation during selection are rejected. These APIs do not wait for GPU completion.

See Resource pool control for a complete resize and eviction recipe; Core Concepts defines ownership, idle counts and failure boundaries.

Further reading ​

Usage references ​

Open source / MIT licensed