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GPUDevice: createBindGroup() method

files/en-us/web/api/gpudevice/createbindgroup/index.md

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{{APIRef("WebGPU API")}}{{SecureContext_Header}}{{AvailableInWorkers}}

The createBindGroup() method of the {{domxref("GPUDevice")}} interface creates a {{domxref("GPUBindGroup")}} based on a {{domxref("GPUBindGroupLayout")}} that defines a set of resources to be bound together in a group and how those resources are used in shader stages.

Syntax

js-nolint
createBindGroup(descriptor)

Parameters

  • descriptor
    • : An object containing the following properties:
      • entries
        • : An array of entry objects describing the resources to expose to the shader. There will be one for each corresponding entry described by the {{domxref("GPUBindGroupLayout")}} referenced in layout. Each entry object has the following properties:
          • binding
            • : A number representing a unique identifier for this resource binding, which matches the binding value of a corresponding {{domxref("GPUBindGroupLayout")}} entry. In addition, it matches the n index value of the corresponding @binding(n) attribute in the shader ({{domxref("GPUShaderModule")}}) used in the related pipeline.
          • resource
            • : The resource to bind. This can be one of the following:
              • GPUBufferBinding: Wraps a {{domxref("GPUBuffer")}}; see GPUBufferBinding objects for a definition.
              • {{domxref("GPUBuffer")}}: Can be used directly rather than being wrapped in a GPUBufferBinding, provided the default offset and size values are being used.
              • {{domxref("GPUExternalTexture")}}
              • {{domxref("GPUTextureView")}}: Can be used in place of a GPUExternalTexture provided it is compatible (a 2D format with a single subresource, that is, dimension: "2d").
              • {{domxref("GPUTexture")}}: Can be used in place of a GPUTextureView, provided a default view is desired. When used in this context, GPUTexture is equivalent to a GPUTextureView object created using a {{domxref("GPUTexture.createView()")}} call with no argument specified.
              • {{domxref("GPUSampler")}}
      • label {{optional_inline}}
        • : A string providing a label that can be used to identify the object, for example in {{domxref("GPUError")}} messages or console warnings.
      • layout
        • : The {{domxref("GPUBindGroupLayout")}} that the entries of this bind group will conform to.

GPUBufferBinding objects

A GPUBufferBinding object can contain the following properties:

  • buffer
    • : The {{domxref("GPUBuffer")}} object you want to bind.
  • offset {{optional_inline}}
    • : The offset, in bytes, from the beginning of the buffer to the beginning of the range exposed to the shader by the buffer binding. If omitted, offset defaults to 0.
  • size {{optional_inline}}
    • : The size, in bytes, of the buffer binding. If omitted, size will be the range starting at offset and ending at the end of the buffer. If both offset and size are omitted, the entire buffer is exposed to the shader.

Return value

A {{domxref("GPUBindGroup")}} object instance.

Validation

The following criteria must be met when calling createBindGroup(), otherwise a {{domxref("GPUValidationError")}} is generated and an invalid {{domxref("GPUBindGroup")}} object is returned:

  • The number of entries in the layout {{domxref("GPUBindGroupLayout")}} equals the number of entry objects in entries.
  • For each entry in the layout {{domxref("GPUBindGroupLayout")}}, the corresponding entry object in entries binds the correct resource type. For example, a buffer resource layout object has a GPUBufferBinding object specified in the corresponding binding.
  • If the resource layout object is a buffer:
    • The corresponding bound {{domxref("GPUBuffer")}}:
      • Has its bound part (as specified by offset and size) contained inside it completely, with a non-zero size.
      • Has a size bigger than the buffer resource layout's minBindingSize.
    • If the resource layout object type is "uniform":
      • The bound {{domxref("GPUBuffer")}} has a usage that includes GPUBufferUsage.UNIFORM.
      • The effective size of the bound buffer segment is less than or equal to the {{domxref("GPUDevice")}}'s maxUniformBufferBindingSize {{domxref("GPUSupportedLimits", "limit", "", "nocode")}}.
      • The specified GPUBufferBinding offset is a multiple of the {{domxref("GPUDevice")}}'s minUniformBufferOffsetAlignment {{domxref("GPUSupportedLimits", "limit", "", "nocode")}}.
    • If the resource layout object type is "storage" or "read-only-storage":
      • The bound {{domxref("GPUBuffer")}} has a usage that includes GPUBufferUsage.STORAGE.
      • The effective size of the bound buffer segment is less than or equal to the {{domxref("GPUDevice")}}'s maxStorageBufferBindingSize {{domxref("GPUSupportedLimits", "limit", "", "nocode")}}.
      • The effective size of the bound buffer segment is a multiple of 4.
      • The specified GPUBufferBinding offset is a multiple of the {{domxref("GPUDevice")}}'s minStorageBufferOffsetAlignment {{domxref("GPUSupportedLimits", "limit", "", "nocode")}}.
  • If the resource layout object is a storageTexture, the corresponding bound {{domxref("GPUTextureView")}}:
    • Has a dimension equal to the resource layout object's viewDimension (see {{domxref("GPUTexture.createView()")}} for more details of a texture view's settings).
    • Has a format equal to the resource layout object's sampleType.
    • Has a mipLevelCount equal to 1.
    • Is a view of a {{domxref("GPUTexture")}} with a usage that includes GPUTextureUsage.STORAGE_BINDING.
  • If the resource layout object is a texture, the corresponding bound {{domxref("GPUTextureView")}}:
    • Has a dimension equal to the resource layout object's viewDimension (see {{domxref("GPUTexture.createView()")}} for more details of a texture view's settings).
    • Has a format compatible with the resource layout object's sampleType.
    • Is a view of a {{domxref("GPUTexture")}} with a usage that includes GPUTextureUsage.TEXTURE_BINDING.
    • is a view of a {{domxref("GPUTexture")}} with a sampleCount greater than 1 if the resource layout object's multisampled property is true, or equal to 1 if it is false.

Examples

[!NOTE] The WebGPU samples feature many more examples.

Basic example

Our basic compute demo shows an example of creating a bind group layout and then using that as a template when creating a bind group.

js
// …

const bindGroupLayout = device.createBindGroupLayout({
  entries: [
    {
      binding: 0,
      visibility: GPUShaderStage.COMPUTE,
      buffer: {
        type: "storage",
      },
    },
  ],
});

const bindGroup = device.createBindGroup({
  layout: bindGroupLayout,
  entries: [
    {
      binding: 0,
      resource: {
        buffer: output,
      },
    },
  ],
});

// …

Specifications

{{Specifications}}

Browser compatibility

{{Compat}}

See also