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WebGPU Copying Data

In most of the articles to date, we’ve used the functions writeBuffer to put data in a buffer and writeTexture to put data in a texture. There are several ways to put data into a buffer or a texture.

writeBuffer

writeBuffer copies data from a TypedArray or ArrayBuffer in JavaScript to a buffer. This is arguably the most straight forward way to get data into a buffer.

writeBuffer follows this format

device.queue.writeBuffer(
  destBuffer,  // the buffer to write to
  destOffset,  // where in the destination buffer to start writing
  srcData,     // a typedArray or arrayBuffer
  srcOffset?,  // offset in **elements** in srcData to start copying
  size?,       // size in **elements** of srcData to copy
)

If srcOffset is not passed it’s 0. If size is not passed it’s the size of srcData.

Important: srcOffset and size are in elements of srcData

In other words,

device.queue.writeBuffer(
  someBuffer,
  someOffset,
  someFloat32Array,
  6,
  7,
)

the code above will copy from float32 #6, 7 float32s of data. To put it another way it will copy 28 bytes starting at byte 24 from the portion of the arrayBuffer that someFloat32Array is a view of.

writeTexture

writeTexture copies data from a TypedArray or ArrayBuffer in JavaScript to a texture.

writeTexture has this signature

device.writeTexture(
  // details of the destination
  { texture, mipLevel: 0, origin: [0, 0, 0], aspect: "all" },

  // the source data
  srcData,

  // details of the source data
  { offset: 0, bytesPerRow, rowsPerImage },

  // size:
  [ width, height, depthOrArrayLayers ]
)

Things to note:

  • texture must have a usage of GPUTextureUsage.COPY_DST

  • mipLevel, origin, and aspect all have defaults so they often do not need to be specified

  • bytesPerRow: This is how many bytes to advance to get to the next block row of data.

    This is required if you are copying more than 1 block row. It is almost always true that you’re copying more than 1 block row so it is therefore almost always required.

  • rowsPerImage: This is the number of block rows to advance to get from the the start of one image to the next image.

    This is required if you are copying more than 1 layer. In other words, if depthOrArrayLayers in the size argument is > 1 then you need to supply this value.

You can think of the copy as working like this

   // pseudo code
   const [x, y, z] = origin || [0, 0, 0];
   const [blockWidth, blockHeight] = getBlockSizeForTextureFormat(texture.format);

   const blocksAcross = width / blockWidth;
   const blocksDown = height / blockHeight;

   for (layer = 0; layer < depthOrArrayLayers; layer) {
      for (row = 0; row < blocksDown; ++row) {
        const start = offset + (layer * rowsPerImage + row) * bytesPerRow;
        copyRowToTexture(
            texture,               // texture to copy to
            x, y + row, z + layer, // where in texture to copy to
            srcDataAsBytes + start,
            bytesPerRow);
      }
   }

block row

Textures are organized into blocks. For most regular textures the block width and block height are both 1. For compressed textures that changes. For example the format, bc1-rgba-unorm as a block width of 4 and a block height of 4. That means if you set the width to 8, and the height to 12, only 6 blocks will be copied. 2 blocks for the first row, 2 for the 2nd row, 3 for the 3rd.

For compressed textures, size and origin must be aligned to blocks sizes.

Important: Anywhere in the WebGPU that takes size (defined as a GPUExtent3D) can either be an array of 1 to 3 numbers, or it can be an object with 1 to 3 properties. height and depthOrArrayLayers default to 1 so

  • [2] a size where width = 2, height = 1, depthOrArrayLayers = 1
  • [2, 3] a size where width = 2, height = 3, depthOrArrayLayers = 1
  • [2, 3, 4] a size where width = 2, height = 3, depthOrArrayLayers = 4
  • { width: 2 } a size where width = 2, height = 1, depthOrArrayLayers = 1
  • { width: 2, height: 3 } a size where width = 2, height = 3, depthOrArrayLayers = 1
  • { width: 2, height: 3, depthOrArrayLayers: 4 } a size where width = 2, height = 3, depthOrArrayLayers = 4

In the same way, Anywhere an origin appears (default aa a GPUOrigin3D), you can either have an array of 3 numbers, or a object with x, y, z properties. All of them default to 0 so

  • [5] an origin where x = 5, y = 0, z = 0
  • [5, 6] an origin where x = 5, y = 6, z = 0
  • [5, 6, 7] an origin where x = 5, y = 6, z = 7
  • { x: 5 } an origin where x = 5, y = 0, z = 0
  • { x: 5, y: 6 } an origin where x = 5, y = 6, z = 0
  • { x: 5, y: 6, z: 7 } an origin where x = 5, y = 6, z = 7
  • aspect really only comes into play when copying data to a depth-stencil format. You can only copy to one aspect at a time, either the depth-only or the stencil-only.

copyBufferToBuffer

copyBufferToBuffer, like the name suggests, copies data from one buffer to another.

signature:

encoder.copyBufferToBuffer(
  source,       // buffer to copy from
  sourceOffset, // where to start copying from
  dest,         // buffer to copy to
  destOffset,   // where to start copying to
  size,         // how many bytes to copy
)
  • source must have a usage of GPUBufferUsage.COPY_SRC
  • dest must have a usage of GPUBufferUsage.COPY_DST
  • size must be a multiple of 4

copyBufferToTexture

copyBufferToTexture, like the name suggests, copies data from a buffer to a texture.

signature:

encode.copyBufferToTexture(
  // details of the source buffer
  { buffer, offset: 0, bytesPerRow, rowsPerImage },

  // details of the destination texture
  { texture, mipLevel: 0, origin: [0, 0, 0], aspect: "all" },

  // size:
  [ width, height, depthOrArrayLayers ]
)

This has almost exactly the same parameters as writeTexture. The biggest difference is that bytesPerRow must be a multiple of 256!!

  • texture must have a usage of GPUTextureUsage.COPY_DST
  • buffer must have a usage of GPUBufferUsage.COPY_SRC

copyTextureToBuffer

copyTextureToBuffer like the name suggests, copies data from a texture to a buffer.

signature:

encode.copyTextureToBuffer(
  // details of the source texture
  { texture, mipLevel: 0, origin: [0, 0, 0], aspect: "all" },

  // details of the destination buffer
  { buffer, offset: 0, bytesPerRow, rowsPerImage },

  // size:
  [ width, height, depthOrArrayLayers ]
)

This has similar parameters to copyBufferToTexture just the texture (now the source) and the buffer (now the destination) are swapped. Like copyTextureToBuffer, bytesPerRow must be a multiple of 256!!

  • texture must have a usage of GPUTextureUsage.COPY_SRC
  • buffer must have a usage of GPUBufferUsage.COPY_DST

copyTextureToTexture

copyTextureToTexture copies a portion of one texture to another.

The two textures must be must either be the same format, or they must only differ by the suffix '-srgb'.

signature:

encode.copyTextureToBuffer(
  // details of the source texture
  src: { texture, mipLevel: 0, origin: [0, 0, 0], aspect: "all" },

  // details of the destination texture
  dst: { texture, mipLevel: 0, origin: [0, 0, 0], aspect: "all" },

  // size:
  [ width, height, depthOrArrayLayers ]
);
  • src.texture must have a usage of GPUTextureUsage.COPY_SRC
  • dst.texture must have a usage of GPUTextureUsage.COPY_DST
  • width must be a multiple of block width
  • height must be a multiple of block height
  • src.origin[0] or .x must be a multiple block width
  • src.origin[1] or .y must be a multiple block height
  • dst.origin[0] or .x must be a multiple block width
  • dst.origin[1] or .y must be a multiple block height

Shaders

Shaders can write to storage buffers, storage textures, and indirectly they can render to textures. Those are all ways of getting data into buffers and textures. In other words you can write shaders to generate data.

Mapping Buffers

You can map a buffer. Mapping a buffer means making it available to read or write from JavaScript. At least in version 1 of WebGPU, mappable buffers have severe restrictions, namely, a mappable buffer can can only be used as a temporary place to copy from to. A mappable buffer can not be used as any other type of buffer (like a Uniform buffer, vertex buffer, index buffer, storage buffer, etc…) [1]

You can create a mappable buffer with 2 combinations of usage flags.

  • GPUBufferUsage.MAP_READ | GPU_BufferUsage.COPY_DST

    This is a buffer you can use the copy commands above to copy data to from another buffer or a texture, then map it to read the values in JavaScript

  • GPUBufferUsage.MAP_WRITE | GPU_BufferUsage.COPY_SRC

    This is a buffer you can map in JavaScript, you can then put data in it from JavaScript, and finally unmap it and use the and the copy commands above to copy its contents to another buffer or texture.

The process of mapping a buffer is asynchronous. You call buffer.mapAsync(mode, offset = 0, size?) where offset and size are in bytes. If size is not specified it’s the size of the entire buffer. mode must be either GPUMapMode.READ or GPUMapMode.WRITE and must of course match the MAP_ usage flag you passed in when you created the buffer.

mapAsync returns a Promise. When the promise resolves the buffer is mappable. You can then view some or all of the buffer by calling buffer.getMappedRange(offset = 0, size?) where offset a byte offset into the portion of the buffer you mapped. getMappedRange returns an ArrayBuffer so generally, to be of any use, you’d use that to construct TypedArray.

Here’s one example of mapping a buffer

const buffer = device.createBuffer({
  size: 1024,
  usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,
});

// map the entire buffer
await buffer.mapAsync(GPUMapMode.READ);

// get the entire buffer
const f32 = new Float32Array(buffer.getMappedRange())

...

buffer.unmap();

Note: Once mapped, the buffer is not usable by WebGPU until you call unmap. The moment unmap is called the buffer disappears from JavaScript. In other words, take the example above

const f32 = new Float32Array(buffer.getMappedRange())

f32[0] = 123;
console.log(f32[0]); // prints 123

buffer.unmap();

console.log(f32[0]); // prints undefined

We’ve already seen examples of mapping a buffer for read. Once in the first article where we doubled some numbers in a storage buffer and the copied the results to a mappable buffer and mapped it to read out the results

Another is the article on compute shader basics where we output the various @builtin compute shader values to a storage buffer. We then copied those results to a mappable buffer and mapped it read out the results.

mappedAtCreation

mappedAtCreation: true is a flag you can add when you create a buffer. In this case, the buffer does not need the usage flags GPUBufferUsage.COPY_DST nor GPUBufferUsage.MAP_WRITE.

This is a special flag solely to let you put data in the buffer on creation. You add the flat mappedAtCreation: true when you create the buffer. The buffer is created, already mapped for writing. Example:

 const buffer = device.createBuffer({
   size: 16,
   usage: GPUBufferUsage.UNIFORM,
   mappedAtCreation: true,
 });
 const arrayBuffer = buffer.getMappedRange(0, buffer.size);
 const f32 = new Float32Array(arrayBuffer);
 f32.set([1, 2, 3, 4]);
 buffer.unmap();

Or, more tersely

 const buffer = device.createBuffer({
   size: 16,
   usage: GPUBufferUsage.UNIFORM,
   mappedAtCreation: true,
 });
 new Float32Array(buffer.getMappedRange(0, buffer.size)).set([1, 2, 3, 4]);
 buffer.unmap();

Efficiently using mappable buffers

Above we saw that mapping a buffer is asynchronous. This means there’s an indeterminate amount of time from the point we ask for the buffer to be mapped by calling mapAsync, until the time it’s mapped and we can call getMappedRange.

A common way to workaround this is to keep a set of buffers always mapped. Since they are already mapped they are ready to use immediately. As soon as you use one and unmap it, and as soon as you’ve submitted whatever commands use the buffer, you ask for to to be mapped again. When it promise resolves you put it back in a pool of already mapped buffers. If you ever need a mapped buffer and none are available you create a new one and add it to the pool.

TBD: Example


  1. The exception is if you set mappedAtCreation: true See mappedAtCreation. ↩︎

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