WebGPU 入门与性能优化实战概述WebGPU 为 Web 平台提供现代 GPU 接口,具备更高效的渲染与计算能力。本文展示设备初始化、基本渲染管线与优化策略,示例采用稳定 API 与 WGSL 着色器。初始化与上下文配置const adapter = await navigator.gpu.requestAdapter() if (!adapter) throw new Error('No GPU adapter') const device = await adapter.requestDevice() const canvas = document.querySelector('canvas') as HTMLCanvasElement const context = canvas.getContext('webgpu') as GPUCanvasContext const format = navigator.gpu.getPreferredCanvasFormat() context.configure({ device, format, alphaMode: 'opaque' }) 基本渲染管线与绘制// 顶点与片元着色器(WGSL) const shader = /* wgsl */ ` @vertex fn vs_main(@builtin(vertex_index) vi: u32) -> @builtin(position) vec4f { var pos = array<vec2f, 3>( vec2f(0.0, 0.5), vec2f(-0.5, -0.5), vec2f(0.5, -0.5) ); return vec4f(pos[vi], 0.0, 1.0); } @fragment fn fs_main() -> @location(0) vec4f { return vec4f(0.1, 0.6, 0.9, 1.0); } ` const module = device.createShaderModule({ code: shader }) const pipeline = device.createRenderPipeline({ layout: 'auto', vertex: { module, entryPoint: 'vs_main' }, fragment: { module, entryPoint: 'fs_main', targets: [{ format }] }, primitive: { topology: 'triangle-list' }, }) const encoder = device.createCommandEncoder() const view = context.getCurrentTexture().createView() const pass = encoder.beginRenderPass({ colorAttachments: [{ view, loadOp: 'clear', storeOp: 'store', clearValue: { r: 0, g: 0, b: 0, a: 1 } }], }) pass.setPipeline(pipeline) pass.draw(3) pass.end() device.queue.submit([encoder.finish()]) 性能优化实践资源复用:复用 `pipeline` 与绑定组,减少每帧重建。最小提交:批量记录命令后一次性 `queue.submit`。内存管理:合理配置 `GPUBuffer` 与纹理生命周期,避免频繁创建销毁。屏幕适配:使用 `preferredCanvasFormat` 与 `alphaMode` 控制输出与混合。验证要点示例基于稳定 WebGPU API 与 WGSL;在支持的浏览器(Chrome/Edge/Firefox 开启支持)可直接运行。借助性能面板观测帧时间与命令提交次数,指导资源复用与批处理策略。

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