@software-mansion-labs/typegpu
>-
| name | typegpu |
| description | >- |
TypeGPU
A single schema (d.*) defines a GPU type, CPU buffer layout, and TypeScript type at once - no manual alignment, type mapping, or casting. The build plugin unplugin-typegpu transforms 'use gpu'-marked TypeScript for runtime WGSL transpilation, enabling type inference and polymorphism across the CPU/GPU boundary.
This skill targets TypeGPU 0.12. If the user's project is on an older release, verify API availability before relying on examples or recommended patterns here.
When to read reference files
Read before writing virtually any shader or GPU function — these two cover the rules that trip people up most:
references/types.md— abstract type resolution, exactly whend.f32()is required vs redundant, vector constructor overloads, sampler/texture schemas fortgpu.fnsignatures, CPU-sideTgpuBuffer/TgpuTextureTypeScript types. If you skip this, you'll hit type errors.references/shaders.md— loops (std.range,tgpu.unroll), ternary/logical-operator semantics,tgpu.comptime, outer-scope capture rules, complete builtin reference for all three shader stages,console.log. Read this for any non-trivial shader logic.references/std.md— fullstdfunction listing (math, comparison/boolean vectors, matrix builders, texture, atomics, packing, subgroups, environment probes). Consult before hand-rolling any math/utility function.
Read when the task specifically involves:
references/pipelines.md— vertex buffers/layouts,attribswiring, MRT, fullscreen triangle, depth/stencil, blend modes,fragDepthoutput, loading 3D models (@loaders.gl), resolve APIreferences/matrices.md—wgpu-matrixintegration, column-major layout, camera uniforms,common.writeSoA, fast-path CPU writes. Read for any 3D work (view/projection matrices, animated transforms, model loading)references/textures.md— texture creation, views, samplers, storage textures, mipmaps, multisamplingreferences/noise.md—@typegpu/noise(random, distributions, Perlin 2D/3D)references/sdf.md—@typegpu/sdf(2D/3D primitives, operators, ray marching, AA masking)references/encoders.md— typed command encoders, multi-pipeline render/compute passes, render bundles, batched submission, raw-WebGPU encoder interop (unstable API, stable behavior)references/timing.md— GPU timing via timestamp queries:withPerformanceCallbackvs a shared query set, theavailableguard, why per-pass timings overlapreferences/react.md—@typegpu/reacthooks (useRoot, useFrame, useUniform, ...), React Native worklet render loopsreferences/setup.md— TypeGPU CLI, install,unplugin-typegpubuild plugin,tsoveroperator overloading, troubleshootingreferences/advanced.md— buffer reinterpretation, indirect drawing/dispatch, ArrayBuffer IO, minification, warning silencing,root.unwrap
Setup
import { tgpu, d, std, common } from 'typegpu';
const root = await tgpu.init(); // request a GPU device
const root = tgpu.initFromDevice({ device }); // or wrap an existing GPUDevice
const context = root.configureContext({ canvas, alphaMode: 'premultiplied' });
Create one root at app startup. Resources from different roots cannot interact. Teardown: root.destroy() destroys all resources created through the root, plus the device itself if the root came from tgpu.init (not initFromDevice).
Data schemas (d.*)
A schema defines memory layout and infers TypeScript types; the same schema is used for buffers, shader signatures, and bind group entries.
Scalars
d.f32 d.i32 d.u32 d.f16 // f16 needs the 'shader-f16' device feature (references/setup.md)
// d.bool is NOT host-shareable - use d.u32 in buffers
Vectors and matrices
d.vec2f d.vec3f d.vec4f // f32
d.vec2i d.vec3i d.vec4i // i32
d.vec2u d.vec3u d.vec4u // u32
d.vec2h d.vec3h d.vec4h // f16
d.vec2b d.vec3b d.vec4b // bool - shader-side only (not host-shareable)
d.mat2x2f d.mat3x3f d.mat4x4f
Instance types: d.vec3f() -> d.v3f, d.mat4x4f() -> d.m4x4f.
Vector constructors are richly overloaded — they compose from any mix of scalars, smaller vectors, and swizzles that adds up to the right component count (d.vec4f(rgb, 1), d.vec3f(v.xy, newZ)). Prefer them over manual component decomposition; full overload listing in references/types.md.
Compound types
const Particle = d.struct({
position: d.vec2f,
velocity: d.vec2f,
color: d.vec4f,
});
const ParticleArray = d.arrayOf(Particle, 1000); // fixed-size
Runtime-sized schemas. d.arrayOf(Element) without a count returns a function (n: number) => WgslArray<Element>. This dual nature is the key: pass the function itself (unsized) to bind group layouts, call it with a count (sized) for buffer creation.
// Plain array - arrayOf without count is already a factory:
const layout = tgpu.bindGroupLayout({
data: { storage: d.arrayOf(d.f32), access: 'mutable' }, // unsized for layout
});
const buf = root.createBuffer(d.arrayOf(d.f32, 1024)).$usage('storage'); // sized for buffer
// Struct with a runtime-sized last field - wrap in a factory function:
const RuntimeStruct = (n: number) =>
d.struct({
counter: d.atomic(d.u32),
items: d.arrayOf(d.f32, n), // last field gets the runtime size
});
const layout2 = tgpu.bindGroupLayout({
runtimeData: { storage: RuntimeStruct, access: 'mutable' }, // unsized (the function)
});
const buf2 = root.createBuffer(RuntimeStruct(1024)).$usage('storage'); // sized (called)
You cannot pass an unsized schema directly to createBuffer - size must be known on the CPU.
GPU functions
TypeGPU compiles TypeScript marked with 'use gpu' into WGSL.
Plain callback (polymorphic)
No explicit signature; best for helper math and flexible utilities.
const rotate = (v: d.v2f, angle: number) => {
'use gpu';
const c = std.cos(angle);
const s = std.sin(angle);
return d.vec2f(c * v.x - s * v.y, s * v.x + c * v.y);
};
number parameters and unions like d.v2f | d.v3f are polymorphic - TypeGPU generates one WGSL overload per unique call-site type combination. Values captured from outer scope are inlined as WGSL literals; use buffers/uniforms for anything that changes at runtime.
tgpu.fn (explicit types)
Pinned WGSL signature. Use for library code or when you need a fixed WGSL interface.
const rotate = tgpu.fn([d.vec2f, d.f32], d.vec2f)((v, angle) => {
'use gpu';
// ...
});
Shader entrypoints
// Compute
const myCompute = tgpu.computeFn({
workgroupSize: [64],
in: { gid: d.builtin.globalInvocationId },
})((input) => { 'use gpu'; /* input.gid: d.v3u */ });
// Vertex
const myVertex = tgpu.vertexFn({
in: { position: d.vec3f, uv: d.vec2f },
out: { position: d.builtin.position, fragUv: d.vec2f },
})((input) => {
'use gpu';
return { position: d.vec4f(input.position, 1), fragUv: input.uv };
});
// Fragment
const myFragment = tgpu.fragmentFn({
in: { fragUv: d.vec2f },
out: d.vec4f,
})((input) => { 'use gpu'; return d.vec4f(input.fragUv, 0, 1); });
Vertex in may include builtins: d.builtin.vertexIndex, d.builtin.instanceIndex.
Full shader syntax, branch pruning, the std library, type inference, and idiomatic patterns (vector ops, struct constructors, register pressure): see references/shaders.md. Read it before any non-trivial shader — values-vs-references handling lives there and is the most common source of ResolutionError.
Buffers
Creating
// Schema only:
const buf = root.createBuffer(d.arrayOf(Particle, 1000)).$usage('storage');
// With typed initial value (only when non-zero — all buffers are zero-initialized by default):
const uBuf = root.createBuffer(Config, { time: 1, scale: 2.0 }).$usage('uniform');
// With an initializer callback - buffer is still mapped (cheapest CPU path):
const buf = root.createBuffer(Schema, (mappedBuffer) => {
mappedBuffer.write([10, 20], { startOffset: firstChunk.offset });
mappedBuffer.write([30, 40], { startOffset: secondChunk.offset });
});
// Wrap an existing GPUBuffer (you own its lifecycle and flags):
const buf = root.createBuffer(d.u32, existingGPUBuffer);
buf.write(12);
Usage flags
| Literal | Shader access |
|---|---|
'uniform' |
var<uniform> |
'storage' |
var<storage, read> (or read_write with access: 'mutable') |
'vertex' |
vertex input, paired with tgpu.vertexLayout |
'index' |
index buffer (array of d.u16 or d.u32 only) |
'indirect' |
indirect dispatch/draw |
All buffers get COPY_SRC | COPY_DST automatically. $addFlags(GPUBufferUsage.X) adds any flag not covered by $usage.
Writing
.write(value) handles alignment. Four input forms (slowest → fastest):
| Form | Example (vec3f) |
Notes |
|---|---|---|
| Typed instance | d.vec3f(1, 2, 3) |
Allocates a wrapper — fine for setup/prototypes |
| Plain JS array / tuple | [1, 2, 3] |
No allocation, padding added automatically |
| TypedArray | new Float32Array([1, 2, 3]) |
Bytes copied verbatim — must include WGSL padding |
| ArrayBuffer | rawBytes |
Maximum throughput, bytes copied verbatim |
Cache plain arrays or Float32Array at setup and reuse. For the padding rules (vec3f = 16 bytes, mat3x3f per-column padding) and full fast-path guidance, see references/matrices.md.
Slice write - update a sub-region using d.memoryLayoutOf to get byte offsets:
const layout = d.memoryLayoutOf(schema, (a) => a[3]);
buffer.write([4, 5, 6], { startOffset: layout.offset });
.patch(data) - update specific struct fields or array indices without touching the rest:
planetBuffer.patch({
mass: 123.1,
colors: { 2: [1, 0, 0], 4: d.vec3f(0, 0, 1) },
});
common.writeSoA(buffer, { field: Float32Array, ... }) - scatter separate packed per-field arrays into the GPU's AoS layout with correct padding. The idiomatic path for particle systems, simulations, and model loading where CPU data is already field-separated. See references/matrices.md for examples and references/pipelines.md for the model-loading pattern.
GPU-side copy: destBuffer.copyFrom(srcBuffer) (schemas must match). Zeroing: buffer.clear(). Cleanup: buffer.destroy(). Both copyFrom and clear take an optional command encoder — see references/encoders.md.
Reading
const data = await buffer.read(); // returns a typed JS value matching the schema
Shorthand "fixed" resources
Skip manual bind groups - the buffer is always bound when referenced in any shader:
const particlesMutable = root.createMutable(d.arrayOf(Particle, 1000)); // var<storage, read_write>
const configUniform = root.createUniform(Config); // var<uniform>
const bufReadonly = root.createReadonly(d.arrayOf(d.f32, N)); // var<storage, read>
Access inside shaders via particles.$, config.$. Prefer fixed resources by default; switch to manual bind groups when you need to swap resources per frame, manage @group indices, or share layouts across pipelines.
A manually created buffer converts to the same kind of binding with buffer.as('uniform' | 'readonly' | 'mutable') (requires the matching $usage) — use it when you hold a TgpuBuffer but need .$ access in a shader.
Bind group layouts (manual binding)
const layout = tgpu.bindGroupLayout({
config: { uniform: ConfigSchema },
particles: { storage: d.arrayOf(Particle), access: 'mutable' },
mySampler: { sampler: 'filtering' }, // 'filtering' | 'non-filtering' | 'comparison'
myTexture: { texture: d.texture2d(d.f32) },
});
// Inside shaders: layout.$.config, layout.$.particles, ...
const bindGroup = root.createBindGroup(layout, {
config: configBuffer,
particles: particleBuffer,
mySampler: tgpuSampler,
myTexture: textureOrView,
});
pipeline.with(bindGroup).dispatchWorkgroups(N);
Buffer bindings from createUniform/createMutable/createReadonly are accepted directly as entries (no need to unwrap to a buffer).
Explicit @group index (only needed when integrating with raw WGSL that hardcodes group indices): layout.$idx(0).
Compute pipelines
// Standard - you control workgroup sizing
const pipeline = root.createComputePipeline({ compute: myComputeFn });
pipeline.with(bindGroup).dispatchWorkgroups(Math.ceil(N / 64));
// Guarded - TypeGPU handles workgroup sizing and bounds checking automatically.
// The callback's parameter count sets the dimensionality (0D to 3D):
const p0 = root.createGuardedComputePipeline(() => { 'use gpu'; /* runs once */ });
const p1 = root.createGuardedComputePipeline((x: number) => { 'use gpu'; });
const p2 = root.createGuardedComputePipeline((x: number, y: number) => { 'use gpu'; });
const p3 = root.createGuardedComputePipeline((x: number, y: number, z: number) => { 'use gpu'; });
// dispatchThreads matches the callback's arity - pass thread counts, not workgroup counts.
// TypeGPU picks workgroup sizes internally and injects a bounds guard so threads
// outside the requested range are no-ops.
p2.with(bindGroup).dispatchThreads(width, height);
// WGSL builtins like globalInvocationId are NOT available - use the callback parameters instead.
WebGPU coordinate conventions
WebGPU matches DirectX/Metal, not OpenGL/WebGL — porting tutorials verbatim causes subtle bugs:
- NDC z:
[0, 1], not[-1, 1]. A copy-pastedgluPerspectiveclips the near plane. Usewgpu-matrix'smat4.perspective(already targets[0, 1]), ormat4.perspectiveReverseZfor better depth precision. - Framebuffer
(0, 0)is top-left,+ydown — opposite of OpenGL.d.builtin.position.xyin a fragment shader is pixel-space with this origin. - Texture UV
(0, 0)is top-left. Do not pre-flipv—createImageBitmapalready matches this. - Matrices are column-major:
d.mat4x4f(c0, c1, c2, c3)takes columns. Inside shaders usemat.columns[c][r]; plainmat[i]is rejected. Composition:projection * view * model * position. Seereferences/matrices.md.
Render pipelines
const pipeline = root.createRenderPipeline({
vertex: myVertex,
fragment: myFragment,
targets: { format: presentationFormat }, // single target - shorthand
primitive?: GPUPrimitiveState,
depthStencil?: GPUDepthStencilState,
multisample?: GPUMultisampleState,
});
pipeline
.with(bindGroup)
.withColorAttachment({
view: context,
// loadOp/storeOp/clearValue have defaults
})
.withDepthStencilAttachment({ /* ... */ })
.withIndexBuffer(indexBuffer) // enables .drawIndexed()
.draw(vertexCount, instanceCount /* optional */);
Shell-less inline vertex/fragment lambdas are also valid for simple cases.
Multiple render targets (MRT)
Use a named record for fragment out, pipeline targets, and withColorAttachment — TypeScript enforces matching keys. Keys become WGSL struct field names verbatim; no $-prefixes. Builtins (fragDepth) go in out but do not appear in targets or withColorAttachment.
Full MRT example, per-target blend/writeMask config, and the fragDepth footgun: see references/pipelines.md.
Cache bind groups and views
root.createBindGroup(...) and texture.createView(...) allocate fresh GPU objects each call. Fine for prototypes; for anything you care about, create them once at setup (near the resource they wrap), store handles in consts, and reuse. Per-frame allocation isn't slow per se, but it raises GC pressure and introduces stutters. When a view or bind group legitimately varies each frame, cache the small set you cycle through.
For vertex buffer layouts, the attribs spread trick, and the common.fullScreenTriangle helper: references/pipelines.md.
Batching work
draw()/dispatchWorkgroups() each record and submit their own single-pipeline pass. To run several pipelines in one pass (shared attachments) or batch several passes into one submission, use the typed command encoder — root['~unstable'].createCommandEncoder() → beginRenderPass/beginComputePass → pipeline.with(pass).draw(...) → pass.end() → encoder.submit(). Render bundles and raw-WebGPU encoder interop too: see references/encoders.md.
Pipelines initialize lazily on first use; pipeline.initSync() / await pipeline.initAsync() move that cost to a loading screen (see references/pipelines.md).
GPU-scoped variables
tgpu.workgroupVar(schema) — shared across all threads in a workgroup (compute only). tgpu.privateVar(schema) — thread-private. tgpu.const(schema, value) — compile-time constant embedded as a WGSL literal. Access all via .$. Full examples in references/shaders.md.
Slots
tgpu.slot<T>() is a typed placeholder; fill with .with(slot, value) at root scope (before pipeline creation) or function scope — pipelines do not accept slots in .with(). Any type fits: GPU values, functions, callbacks. Slots are the idiomatic way to build configurable/reusable shaders.
const distFnSlot = tgpu.slot<(pos: d.v3f) => number>();
const rayMarcher = tgpu.computeFn({
workgroupSize: [64],
in: { gid: d.builtin.globalInvocationId },
})(({ gid }) => {
'use gpu';
const dist = distFnSlot.$(d.vec3f(gid)); // call the injected function
});
root
.with(distFnSlot, (pos) => {
'use gpu';
return std.length(pos - d.vec3f(0, 0, -5)) - 1.0; // sphere SDF
})
.createComputePipeline({ compute: rayMarcher });
Scalar/vector slot with a default:
const colorSlot = tgpu.slot(d.vec4f(1, 0, 0, 1));
root.with(colorSlot, d.vec4f(0, 1, 0, 1)).createRenderPipeline({ ... });
Accessors
tgpu.accessor(schema, initial?) is schema-aware - the value can be a buffer binding, a constant, a literal, or a 'use gpu' function returning one. The shader is agnostic about how the value is sourced. If they can be cleanly used, they should be preferred over slots.
const colorAccess = tgpu.accessor(d.vec3f);
// Fill with a uniform buffer:
root.with(colorAccess, colorUniform).createComputePipeline(...)
// Fill with a literal (inlined):
root.with(colorAccess, d.vec3f(1, 0, 0)).createComputePipeline(...)
// Fill with a GPU function:
root.with(colorAccess, () => { 'use gpu'; return computeColor(); }).createComputePipeline(...)
Write access: tgpu.mutableAccessor(schema, initial?).
Type utilities
d.InferInput<typeof Schema> — CPU-side type accepted by .write(). d.InferGPU<typeof Schema> — type inside 'use gpu' functions. d.AnyData (also importable from 'typegpu/data') — broadest schema constraint for generics. Full buffer/texture TypeScript types (TgpuBuffer, TgpuUniform, TgpuTexture, usage flags): references/types.md.
Common pitfalls
- Numeric literals:
1.0may strip ->abstractInt. Used.f32(1). See types.md. - Outer-scope captures are constants: not runtime-mutable. Use
createUniform/createMutable. See shaders.md. - TypedArray/ArrayBuffer alignment: bytes copied verbatim.
vec3felements are 16 bytes (12 + 4 padding). Plain arrays handle padding; typed arrays must include it. - Integer division:
a / bon primitives isf32. Used.i32()/d.u32()for integer semantics. See types.md. - Uninitialised variables:
let x;is invalid - always initialise so the type can be inferred:let x = d.f32(0). - Ternary operators: runtime ternaries compile to WGSL
select— both branches always evaluate, so branches must be side-effect-free and scalar/vector-valued (no structs/arrays/matrices; useif/elsefor those). Comptime-known conditions prune the dead branch entirely. See shaders.md. - Fragment output is always 4-component (
d.vec4f;d.vec4i/d.vec4ufor integer formats), even for fewer-channel formats. A pipeline withtargets: { format: 'r8unorm' }or'rg16float'still requiresout: d.vec4fandreturn d.vec4f(...). WebGPU drops the unused channels.
Companion packages
@typegpu/noise- real PRNG (randf), distributions (uniform, normal, hemisphere, ...), and Perlin noise (perlin2d/perlin3d) with optional precomputed gradient caches (~10x speedups). Prefer over hand-rolled hashes. Seereferences/noise.md.@typegpu/sdf- 2D/3D signed distance primitives (sdDisk,sdBox2d,sdRoundedBox2d,sdBezier,sdSphere,sdBox3d,sdCapsule,sdPlane, ...) and operators (opUnion,opSmoothUnion,opSmoothDifference,opExtrudeX/Y/Z). Alltgpu.fnwith pinned types, callable directly from'use gpu'. For ray marching, UI masking, AA vector drawing. Seereferences/sdf.md.@typegpu/react- hooks for TypeGPU in React and React Native (useRoot,useFrame,useUniform, ...), including UI-thread render loops viareact-native-worklets. Seereferences/react.md.TypeGPU CLI -
npx typegpu@latestscaffolds a new project;--enhanceretrofits TypeGPU into an existing one. Seereferences/setup.md.wgpu-matrix- canonical math library for TypeGPU. TypeGPU vectors/matrices can be passed asdsttowgpu-matrixcalls to avoid allocations. Seereferences/matrices.mdfor full integration patterns.
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