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Compute Shaders

Compute shaders are programs that run general-purpose computations on the GPU, independent of the rendering pipeline. Unlike vertex and fragment shaders, compute shaders are not tied to geometry or pixels—they operate on arbitrary data, making them ideal for tasks such as particle simulation, image processing, physics calculations, and procedural content generation.

warning

Compute shaders are only supported on the WebGPU platform. They are not available when using WebGL.

Checking for Support​

Before using compute shaders, verify that the device supports them:

if (device.supportsCompute) {
// Compute shaders are available
}

WGSL language extensions​

When the browser exposes optional WGSL features (for example linear workgroup / invocation indexing, subgroups, or half-float), the engine sets the matching device.supports* flags and CAPS_* preprocessor defines. For a full list and usage notes, see WGSL language extensions.

Creating a Compute Shader​

A compute shader is created using the Shader class with a WGSL cshader source. Declare the resources it uses — uniforms, storage buffers, textures, and storage textures — with the simplified WGSL syntax (no @group/@binding), and the engine reflects them from the source and builds the bind group automatically. See WGSL Reflection for the full resource declaration syntax.

Basic Shader Definition​

const shader = new pc.Shader(device, {
name: 'MyComputeShader',
shaderLanguage: pc.SHADERLANGUAGE_WGSL,
cshader: `
// resources declared with the simplified syntax are reflected automatically -
// no computeBindGroupFormat required
uniform count: u32;
var<storage, read_write> data: array<f32>;

@compute @workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3u) {
let i = global_id.x;
if (i >= uniform.count) { return; }
data[i] = data[i] * 2.0;
}
`
});
note

If you need explicit control over bind groups — a hand-authored computeBindGroupFormat, explicit @group/@binding indices, or mixing manually-bound resources with reflected ones — see Compute Shaders Advanced.

Entry Points​

By default, the engine expects the entry point function to be named main. You can use computeEntryPoint to specify a different function name, which also allows a single shader source to contain multiple entry points:

const shaderSource = `
@compute @workgroup_size(64, 1, 1)
fn initParticles(@builtin(global_invocation_id) global_id: vec3u) {
// Initialize particles
}

@compute @workgroup_size(64, 1, 1)
fn updateParticles(@builtin(global_invocation_id) global_id: vec3u) {
// Update particles
}
`;

// Create separate shaders from the same source, each using a different entry point
const initShader = new pc.Shader(device, {
name: 'InitParticles',
shaderLanguage: pc.SHADERLANGUAGE_WGSL,
cshader: shaderSource,
computeEntryPoint: 'initParticles'
});

const updateShader = new pc.Shader(device, {
name: 'UpdateParticles',
shaderLanguage: pc.SHADERLANGUAGE_WGSL,
cshader: shaderSource,
computeEntryPoint: 'updateParticles'
});

Creating a Compute Instance​

The Compute class represents an executable instance of a compute shader with its associated parameters:

const compute = new pc.Compute(device, shader, 'MyComputeInstance');

Setting Parameters​

Use setParameter to bind resources and set uniform values. Resources are matched to the shader declarations by name:

// Bind a storage buffer
compute.setParameter('data', storageBuffer);

// Bind a texture
compute.setParameter('inputTexture', texture);

// Set uniform values
compute.setParameter('count', 1024);
compute.setParameter('tint', [1.0, 0.5, 0.0, 1.0]);

Every uniform and resource the compute shader declares has to be given a value on the compute instance. Compute shaders do not use values set globally on the scope of the graphics device, and debug builds report a declared uniform or resource that has no value.

Creating Storage Buffers​

Storage buffers hold data that compute shaders can read from and write to:

const storageBuffer = new pc.StorageBuffer(
device,
bufferSizeInBytes,
pc.BUFFERUSAGE_COPY_SRC | // Enable reading back to CPU
pc.BUFFERUSAGE_COPY_DST // Enable writing from CPU
);

// Write initial data
const data = new Float32Array([...]);
storageBuffer.write(0, data);

// Clear the buffer
storageBuffer.clear();

Creating Storage Textures​

Storage textures are created with the storage: true option:

const storageTexture = new pc.Texture(device, {
name: 'StorageTexture',
width: 512,
height: 512,
format: pc.PIXELFORMAT_RGBA8,
mipmaps: false,
minFilter: pc.FILTER_LINEAR,
magFilter: pc.FILTER_LINEAR,
storage: true // Enable as storage texture
});

Dispatching Compute Shaders​

To execute a compute shader, first set up the dispatch dimensions, then dispatch:

// Set up dispatch dimensions (number of workgroups in X, Y, Z)
compute.setupDispatch(width, height, 1);

// Dispatch the compute shader
device.computeDispatch([compute], 'MyDispatch');

Multiple compute shaders can be dispatched together in a single compute pass:

compute1.setupDispatch(64, 64);
compute2.setupDispatch(128, 128);
device.computeDispatch([compute1, compute2], 'BatchedDispatch');
note

device.computeDispatch records into the current frame's command encoder, so it must be called within the render frame — typically from an app.on('update', ...) handler. Calling it from a bare setTimeout or a detached promise outside the frame is unreliable and may silently skip the dispatch.

A compute instance is dispatched at most once in a frame. To dispatch a compute shader more than once in a frame, use a separate compute instance for each dispatch. The instances can share the shader, which is compiled only once:

const computes = [0.25, 0.5].map((strength) => {
const compute = new pc.Compute(device, shader, `Blur-${strength}`);
compute.setParameter('strength', strength);
compute.setupDispatch(width, height);
return compute;
});
device.computeDispatch(computes, 'Blur');

Workgroup Size​

The total number of invocations is dispatchSize × workgroupSize. For example, if you dispatch with (width, height) and your shader has @workgroup_size(1, 1, 1), you get width × height invocations.

For better performance with large datasets, use larger workgroup sizes, such as 64 for data in one dimension, or 8 × 8 for images:

@compute @workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3u) {
// Process element at global_id.x
}

Dispatching for a Number of Threads​

setupDispatchThreads takes the number of threads to dispatch in each dimension, instead of the number of workgroups. A thread is one invocation of the shader, typically processing one element or pixel. The workgroups are derived from the workgroup size the shader declares, which needs to be written with integer literals, such as @workgroup_size(8, 8). Values injected using cdefines, see Defines and Includes, are replaced with literals before the workgroup size is read.

// a thread for each element
compute.setupDispatchThreads(numElements);

// a thread for each pixel of an image
compute.setupDispatchThreads(width, height);

The dispatch is rounded up to whole workgroups, so the shader skips the threads beyond the requested number. The functions of the dispatchThreadsCS include do that, and index the threads:

#include "dispatchThreadsCS"

var<storage, read_write> values: array<f32>;

@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) id: vec3u) {
if (!dispatchThreadInRange(id)) {
return;
}
let index = dispatchThreadIndex(id);
values[index] = values[index] * 2.0;
}

The dispatchThreadsCS include provides:

FunctionDescription
dispatchThreadCount() -> vec3uThe number of threads the dispatch was set up for.
dispatchThreadInRange(globalId: vec3u) -> boolTrue when the thread is one of the threads the dispatch was set up for.
dispatchThreadIndex(globalId: vec3u) -> u32The linear index of the thread, with x varying fastest.

A shader can also skip the threads using its own bounds, for example the size of the texture it writes. However, a device supports a limited number of workgroups in each dimension, at least 65535. A dispatch in one dimension which needs more is spread over rows of workgroups, and the shader then needs to include dispatchThreadsCS and index its threads using dispatchThreadIndex, which accounts for that.

Indirect Dispatch​

Indirect dispatch allows one compute shader to generate dispatch parameters for another compute shader, enabling fully GPU-driven workloads without CPU readback. This is useful for:

  • Variable workload sizes determined on the GPU
  • Tile-based processing where tile counts are computed dynamically
  • GPU culling followed by processing only visible elements

Reserving Dispatch Slots​

The device provides a built-in buffer for indirect dispatch parameters. Reserve slots each frame:

const slot = device.getIndirectDispatchSlot();

Each slot holds three 32-bit unsigned integers representing the x, y, and z workgroup counts. The maximum number of slots is controlled by device.maxIndirectDispatchCount (default: 256).

Writing Dispatch Parameters​

Declare the indirect buffer in your compute shader (reflected automatically) and write the dispatch parameters into the reserved slot:

struct DispatchIndirectArgs {
x: u32,
y: u32,
z: u32
};

var<storage, read_write> indirectBuffer: array<DispatchIndirectArgs>;
uniform slot: u32; // slot index to write into

@compute @workgroup_size(1)
fn main() {
// Compute workload size dynamically
let workloadSize = calculateWorkload();

// Write dispatch parameters to the slot
indirectBuffer[uniform.slot].x = workloadSize;
indirectBuffer[uniform.slot].y = 1u;
indirectBuffer[uniform.slot].z = 1u;
}

Using Indirect Dispatch​

Configure the second compute shader to read dispatch parameters from the buffer using setupIndirectDispatch:

// Reserve a slot for this frame
const slot = device.getIndirectDispatchSlot();

// First pass: compute shader writes dispatch parameters
prepareCompute.setParameter('indirectBuffer', device.indirectDispatchBuffer);
prepareCompute.setParameter('slot', slot);
prepareCompute.setupDispatch(1, 1, 1);
device.computeDispatch([prepareCompute]);

// Second pass: dispatch using parameters from the buffer
processCompute.setupIndirectDispatch(slot);
device.computeDispatch([processCompute]);
note

When using the device's built-in indirect buffer, setupIndirectDispatch must be called each frame because slots are only valid for the current frame.

Custom Indirect Buffers​

For advanced use cases like complex scheduling outside of rendering frames, you can provide your own storage buffer:

// Create a custom buffer for indirect dispatch
const customBuffer = new pc.StorageBuffer(device, 3 * 4, pc.BUFFERUSAGE_INDIRECT);

// Use custom buffer for indirect dispatch
compute.setupIndirectDispatch(0, customBuffer);

When using a custom buffer, you manage its lifetime and contents—no frame validation is performed.

In Engine 2.23 and later, compute resources are recreated during device recovery, but storage-buffer contents must be written again or regenerated. See Device Loss and Recovery for interrupted reads and explicit resource cleanup.

Reading Data Back to CPU​

To read results from a storage buffer back to the CPU:

const resultData = new Float32Array(numElements);
storageBuffer.read(0, undefined, resultData).then((data) => {
// Process the data
console.log('First value:', data[0]);
});

Note that read() returns a Promise because GPU operations are asynchronous. The data will be available after the GPU finishes executing the compute shader, which may be several frames later.

For time-critical reads, you can pass immediate: true as the fourth parameter:

storageBuffer.read(0, undefined, resultData, true).then((data) => {
// Data available sooner, but with performance cost
});

By default (immediate: false), the read is deferred to the next event handling cycle when the GPU command buffer is naturally submitted. With immediate: true, the command buffer is submitted immediately and the read executes right away.

warning

Using immediate: true has a performance impact as it forces an early command buffer submission. Only use it when low-latency reads are essential.

Scene Depth and Color Maps​

A compute shader can read the depth and color maps a camera renders of the scene, for example to implement screen-space effects or to analyze the rendered image.

The camera renders the maps when they are requested on its camera component:

cameraEntity.camera.requestSceneDepthMap(true);
cameraEntity.camera.requestSceneColorMap(true);

A camera rendering with CameraFrame renders them when it is configured to:

cameraFrame.rendering.sceneDepthMap = true;
cameraFrame.rendering.sceneColorMap = true;
cameraFrame.update();

Attach the maps of the camera to the compute instance:

compute.setSceneDepthMap(cameraEntity.camera.sceneDepthMapHandle);
compute.setSceneColorMap(cameraEntity.camera.sceneColorMapHandle);

The maps only need to be attached once. Each dispatch uses the maps the camera rendered most recently, so a compute dispatched before the camera renders, for example from an update event, uses the maps of the previous frame. Pass null to detach a map when the compute no longer uses it, and before the camera is destroyed.

The compute shader accesses the maps using the functions of the sceneDepthCS and sceneColorCS includes:

#include "sceneDepthCS"
#include "sceneColorCS"

var output: texture_storage_2d<rgba16float, write>;

@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) id: vec3u) {
// process the texels of the viewport the camera rendered to
let viewport = sceneDepthViewport();
if (id.x >= viewport.z || id.y >= viewport.w) {
return;
}
let texel = vec2i(viewport.xy + id.xy);

// the depth of the surface in front of the camera, and the scene color converted to linear
let depth = sceneDepthLinear(texel);
let color = sceneColorToLinear(sceneColorLoad(texel, 0).rgb);

// fade the scene to gray with distance
let fogged = mix(color, vec3f(0.5), saturate(depth / 100.0));
textureStore(output, texel, vec4f(fogged, 1.0));
}

The sceneDepthCS include provides:

FunctionDescription
sceneDepthSize() -> vec2uThe dimensions of the depth map.
sceneDepthViewport() -> vec4uThe viewport the camera rendered the depth map with, in texels: the x and y of its first texel, and its width and height.
sceneDepthNearClip() -> f32The near clip plane the depth map was rendered with.
sceneDepthFarClip() -> f32The far clip plane the depth map was rendered with.
sceneDepthLinear(texel: vec2i) -> f32The linear depth of the surface at the texel, along the view direction of the camera, in world units.
sceneDepthWorldPosition(texel: vec2i) -> vec3fThe world position of the surface at the texel, which needs to be within the viewport.

The sceneColorCS include provides:

FunctionDescription
sceneColorSize(lod: i32) -> vec2uThe dimensions of a mip level of the color map.
sceneColorLoad(texel: vec2i, lod: i32) -> vec4fThe color of a texel.
sceneColorSample(uv: vec2f, lod: f32) -> vec4fThe color sampled with filtering. When the format of the color map cannot be filtered on the device, the color of the nearest texel is returned.
sceneColorToLinear(color: vec3f) -> vec3fConverts a color read from the color map to linear.
sceneColorToDisplay(color: vec3f) -> vec3fConverts a color read from the color map to gamma encoded.

The depth functions return the same values however the camera stored the depth. The colors are returned the way the camera stored them: linear when the camera renders with CameraFrame, and gamma encoded otherwise. When they are gamma encoded, SCENE_COLORMAP_GAMMA is defined in the compute shader. The two conversion functions take a color read from the color map, and return it unchanged when it is already in the requested space.

A camera rendering to only a part of its target, see rect, covers only its viewport of the maps. The rest of the maps holds what the camera did not render, such as the views of other cameras rendering to the same target. To process only the view of the camera, map the invocations to the viewport as in the example above, and dispatch over the size of the viewport, which matches the camera rect multiplied by the size of the target.

Preprocessor​

Compute shaders support the same shader preprocessor as vertex and fragment shaders, including #define, #ifdef, #if, #include, and more.

Built-in Includes​

The engine provides built-in shader chunks that are automatically available in compute shaders:

IncludeDescription
halfTypesCSHalf-precision type aliases (half, half2, etc.) that resolve to f16 when supported, f32 otherwise. See Half-Precision Types.
sceneDepthCSAccess to the scene depth map of a camera. See Scene Depth and Color Maps.
sceneColorCSAccess to the scene color map of a camera. See Scene Depth and Color Maps.
dispatchThreadsCSSkipping and indexing the threads of a dispatch set up using setupDispatchThreads. See Dispatching for a Number of Threads.

Example:

#include "halfTypesCS"

@compute @workgroup_size(64, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3u) {
// Use half types for calculations
var color: half3 = half3(1.0, 0.5, 0.0);
// ...
}

Defines and Includes​

Use cdefines to pass defines and cincludes to provide include content:

const shader = new pc.Shader(device, {
name: 'ComputeShader',
shaderLanguage: pc.SHADERLANGUAGE_WGSL,
cshader: `
#include "myHelper"

@compute @workgroup_size({WORKGROUP_SIZE}, 1, 1)
fn main(@builtin(global_invocation_id) global_id: vec3u) {
var<workgroup> sharedData: array<f32, {WORKGROUP_SIZE}>;
// ...
}
`,
cdefines: new Map([
['{WORKGROUP_SIZE}', '64']
]),
cincludes: pc.ShaderChunks.get(device, pc.SHADERLANGUAGE_WGSL)
});

The {WORKGROUP_SIZE} placeholders are replaced with 64 before compilation. See the preprocessor documentation for details on regular defines vs injection defines.

Examples​

Explore these live examples demonstrating various compute shader use cases:

  • Edge Detect - Image processing with edge detection
Edge Detect
  • Particles - GPU-based particle simulation with collision detection
Particles
  • Histogram - Compute image histogram using atomic operations
Histogram
  • Texture Generation - Generate and modify textures with compute shaders
Texture Generation
  • Vertex Update - Modify mesh vertex buffers in real-time
Vertex Update
  • Indirect Draw - GPU-driven rendering with indirect draw calls
Indirect Draw
  • Indirect Dispatch - GPU-driven compute dispatch with depth-based tile classification
Indirect Dispatch
  • Scene Maps - A scanner pulse sweeping through the scene, using the scene depth and color maps
Scene Maps