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WebGPU 'Compute'..

Compute, Algorithms, and Code.....

 


Color Mapping



Applying some simple color mapping and grading to an image in the compute shader.



Sepia tone effect (top left), grayscale color (top right), posterization (bottom left) and original image colors in bottom right.
Sepia tone effect (top left), grayscale color (top right), posterization (bottom left) and original image colors in bottom right.


Functions Used: requestAdapter(), getPreferredCanvasFormat(), createCommandEncoder(), beginRenderPass(), setPipeline(), draw(), end(), submit(), getCurrentTexture(), createView(), createShaderModule()

• Sepia Tone: Apply a sepia filter to give the image a warm, brownish tone.
• Grayscale Conversion: Convert the image to grayscale by averaging or using luminance formulas.
• Posterization: Reduce the number of colors in the image to create a poster-like effect.





Complete Code


let div document.createElement('div');
document.body.appendChilddiv );
div.style['font-size'] = '20pt';
function 
log)
{
  
console.log);
  
let args = [...arguments].join(' ');
  
div.innerHTML += args '<br><br>';
}

log('WebGPU Compute Example');

async function loadTexture(fileName "https://webgpulab.xbdev.net/var/images/test512.png"
                           
width=512height=512) {
  
console.log('loading image:'fileName);
  
// Load image 
  
const img document.createElement("img");
  
img.src fileName;

  
await img.decode();

  const 
originalWidth img.width;
  const 
originalHeight img.height;

  const 
imageCanvas document.createElement('canvas');
  
imageCanvas.width width;
  
imageCanvas.height height;
  const 
imageCanvasContext imageCanvas.getContext('2d');

  
// Draw the image onto the canvas, resizing it to the specified width and height
  
imageCanvasContext.drawImage(img00widthheight);

  const 
imageData imageCanvasContext.getImageData(00widthheight);
  const 
textureData imageData.data;
  
console.log('textureData.byteLength:'textureData.byteLength);

  const 
basicTexture device.createTexture({
    
size: [widthheight1],
    
format"rgba8unorm",
    
usageGPUTextureUsage.COPY_DST GPUTextureUsage.TEXTURE_BINDING
  
});

  
await device.queue.writeTexture(
    { 
texturebasicTexture },
    
textureData,
    { 
bytesPerRowwidth },
    [
widthheight1]
  );

  return { 
wwidthhheighttbasicTexture };
}



if (!
navigator.gpu) { log("WebGPU is not supported (or is it disabled? flags/settings)"); return; }

const 
adapter await navigator.gpu.requestAdapter();
const 
device  await adapter.requestDevice();

const 
imgWidth 512;
const 
imgHeight imgWidth;

// ----------------------------------------------------------

const texture0         await loadTexture'https://webgpulab.xbdev.net/var/images/test512.png'imgWidth );
//const texture1         = await loadTexture( 'https://webgpulab.xbdev.net/var/images/avatar.png', imgWidth);

// ----------------------------------------------------------

// Basic canvas which will be used to display the output from the compute shader

let canvasa document.createElement('canvas');
document.body.appendChildcanvasa ); canvasa.height canvasa.width imgWidth;
const 
context canvasa.getContext('webgpu');
const 
presentationFormat navigator.gpu.getPreferredCanvasFormat(); 
console.log('presentationFormat:'presentationFormat );

context.configure({ devicedevice
                    
usageGPUTextureUsage.RENDER_ATTACHMENT GPUTextureUsage.COPY_SRC GPUTextureUsage.COPY_DST,
                    
format"rgba8unorm" /*presentationFormat*/  });

let canvasTexture context.getCurrentTexture();

// ----------------------------------------------------------

// Output texture - output from the compute shader written to this texture
// Copy this texutre to the 'canvas' - needs to be the same size as the output
// canvas size
const texture1 device.createTexture({
  
size: [imgWidthimgHeight1],
  
format"rgba8unorm",
  
usageGPUTextureUsage.COPY_DST GPUTextureUsage.COPY_SRC GPUTextureUsage.TEXTURE_BINDING GPUTextureUsage.STORAGE_BINDING
});

// ----------------------------------------------------------


const timerUniformBuffer device.createBuffer({
  
size4
  
usageGPUBufferUsage.UNIFORM GPUBufferUsage.COPY_DST
});

const 
timestep  = new Float32Array( [0.0] );

device.queue.writeBuffer(timerUniformBuffer,   0timestep             );


// ----------------------------------------------------------

const GCOMPUTE GPUShaderStage.COMPUTE;

// Bind group layout and bind group
const bindGroupLayout device.createBindGroupLayout({
  
entries: [ {binding0visibilityGCOMPUTEtexture: { sampleType"float" }   }, 
             {
binding1visibilityGCOMPUTEbuffer:  { type"uniform"     }   },
             {
binding2visibilityGCOMPUTEstorageTexture: {format:"rgba8unorm"access:"write-only"viewDimension:"2d"}   }
           ]
});

const 
bindGroup device.createBindGroup({
    
layoutbindGroupLayout,
    
entries: [  {   binding0,  resourcetexture0.t.createView()         },
                  {   
binding1,  resource: { buffertimerUniformBuffer  } },
                {   
binding2,  resourcetexture1.createView()           }
    ]
});


// Compute shader code
const computeShader = ` 
@group(0) @binding(0) var myTexture0:  texture_2d<f32>; // input texture image
@group(0) @binding(1) var<uniform>     mytimer   : f32; // timer increments each frame
@group(0) @binding(2) var myTexture1:  texture_storage_2d<rgba8unorm, write>; // output image


@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) globalId      : vec3<u32>,
        @builtin(local_invocation_id)  localId       : vec3<u32>,
        @builtin(workgroup_id)         workgroupId   : vec3<u32>,
        @builtin(num_workgroups)       workgroupSize : vec3<u32>
        ) 
{
    var imgWidth  = f32( 
${imgWidth}  ); 
    var imgHeight = f32( 
${imgHeight} ); 

    var coords = vec2<f32>(f32(globalId.x), f32(globalId.y));
    var uv = coords / vec2<f32>(imgWidth, imgHeight); // normalize coordinates to 0.0 - 1.0 range

    // -------------------------------------------
    
    // Sepia Tone effect (top left corner)
    var sepiaColor = vec4<f32>(0.0);
    {
        var texCol0 = textureLoad(myTexture0, vec2<i32>(uv * vec2<f32>(imgWidth, imgHeight)), 0);
        var sepiaMatrix = mat3x3<f32>(
            vec3<f32>(0.393, 0.769, 0.189),
            vec3<f32>(0.349, 0.686, 0.168),
            vec3<f32>(0.272, 0.534, 0.131)
        );
        sepiaColor = vec4<f32>(sepiaMatrix * texCol0.rgb, texCol0.a);
    }

    // -------------------------------------------
    
    // Grayscale Conversion (top right corner)
    var grayscaleColor = vec4<f32>(0.0);
    {
        var texCol1 = textureLoad(myTexture0, vec2<i32>(uv * vec2<f32>(imgWidth, imgHeight)), 0);
        var grayscaleValue = dot(texCol1.rgb, vec3<f32>(0.2126, 0.7152, 0.0722));
        grayscaleColor = vec4<f32>(grayscaleValue, grayscaleValue, grayscaleValue, texCol1.a);
    }

    // -------------------------------------------

    // Posterization (bottom left corner)
    var posterizedColor = vec4<f32>(0.0);
    {
        var texCol2 = textureLoad(myTexture0, vec2<i32>(uv * vec2<f32>(imgWidth, imgHeight)), 0);
        var numColors = 4.0; // Change this value to adjust the number of colors
        posterizedColor = floor(texCol2 * numColors) / numColors;
    }

    // -------------------------------------------
    
    var finalColor = vec4<f32>(0);
    
    // 4 corners of the output image - each with a different effect
    if      ( uv.x < 0.5 && uv.y < 0.5 ) { finalColor = sepiaColor;       } // top left
    else if ( uv.x > 0.5 && uv.y < 0.5 ) { finalColor = grayscaleColor;   } // top right
    else if ( uv.x < 0.5 && uv.y > 0.5 ) { finalColor = posterizedColor;  } // bottom left
    else    { 
        finalColor = textureLoad(myTexture0, vec2<i32>(uv * vec2<f32>(imgWidth, imgHeight)), 0);
    } // bottom right - original image
    
    textureStore(myTexture1, vec2<i32>(globalId.xy), finalColor);
}
`;
  

// Pipeline setup
const computePipeline device.createComputePipeline({
    
layout :   device.createPipelineLayout({bindGroupLayouts: [bindGroupLayout]}),
    
compute: { module    device.createShaderModule({code:computeShader}),
               
entryPoint"main" }
});



// Commands submission
const commandEncoder device.createCommandEncoder();
const 
passEncoder commandEncoder.beginComputePass();
passEncoder.setPipeline(computePipeline);
passEncoder.setBindGroup(0bindGroup);
passEncoder.dispatchWorkgroupsimgWidth/8imgWidth/);
await passEncoder.end();


canvasTexture context.getCurrentTexture();

await
commandEncoder
.copyTextureToTexture( { texturetexture1 },
                                    { 
texturecanvasTexture },
                                    { 
width:imgWidthheight:imgHeightdepthOrArrayLayers:1} );

// Submit GPU commands.
const gpuCommands commandEncoder.finish();
await device.queue.submit([gpuCommands]);

timestep[0] = timestep[0] + 0.01;
device.queue.writeBuffer(timerUniformBuffer,   0timestep             );

frame();



Things to Try


• Try converting and mapping to other colors (instead of gray-scale - try green-scale)
• Experiment with the coefficients
• Animate the color effect (disco)




Resources and Links


• WebGPU Lab Demo [LINK]



WebGPU by Example: Fractals, Image Effects, Ray-Tracing, Procedural Geometry, 2D/3D, Particles, Simulations WebGPU Compute graphics and animations using the webgpu api 12 week course kenwright learn webgpu api kenwright programming compute and graphics applications with html5 and webgpu api kenwright real-time 3d graphics with webgpu kenwright webgpu api develompent a quick start guide kenwright webgpu by example 2022 kenwright webgpu gems kenwright webgpu interactive compute and graphics visualization cookbook kenwright wgsl webgpu shading language cookbook kenwright wgsl webgpugems shading language cookbook kenwright



 
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