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The createBindGroupLayout() method of the GPUDevice interface creates a GPUBindGroupLayout that defines the structure and purpose of related GPU resources such as buffers that will be used in a pipeline, and is used as a template when creating GPUBindGroups.
createBindGroupLayout(descriptor)
descriptorAn object containing the following properties:
entriesAn array of entry objects, each one of which describes a single shader resource binding to be included in the GPUBindGroupLayout. Each entry will correspond to an entry defined in a GPUBindGroup (created via a GPUDevice.createBindGroup() call) that uses this GPUBindGroupLayout object as a template.
label OptionalA string providing a label that can be used to identify the object, for example in GPUError messages or console warnings.
An entry object includes the following properties:
bindingA number representing a unique identifier for this particular entry, which matches the binding value of a corresponding GPUBindGroup entry. In addition, it matches the n index value of the corresponding @binding(n) attribute in the shader (GPUShaderModule) used in the related pipeline.
visibilityOne or more bitwise flags defining the shader stages that a GPUBindGroup entry corresponding to this entry will be visible to. Possible values are:
GPUShaderStage.COMPUTE: The bind group entry will be accessible to compute shaders.GPUShaderStage.FRAGMENT: The bind group entry will be accessible to fragment shaders.GPUShaderStage.VERTEX: The bind group entry will be accessible to vertex shaders.Note that multiple stages can be specified by separating values with bitwise OR, for example: GPUShaderStage.FRAGMENT | GPUShaderStage.VERTEX.
An object that defines the required binding resource type and structure of the GPUBindGroup entry corresponding to this entry. This property can be one of buffer, externalTexture, sampler, storageTexture, or texture, the object structures of which are described in the next section.
The resource layout object can be one of the following (see also GPUDevice.createBindGroup() for details of how the required resources for each entry are structured):
buffer: Indicates that the corresponding GPUBindGroup entry will be a GPUBufferBinding object, which contains a GPUBuffer plus offset and size values. A buffer resource layout object can contain the following properties:
hasDynamicOffset OptionalA boolean. If set to true, it indicates that this binding requires a dynamic offset, for example as set during a GPURenderPassEncoder.setBindGroup() call. If omitted, hasDynamicOffset defaults to false.
minBindingSize OptionalA number indicating the minimum allowed size, in bytes, of bound buffers. If omitted, minBindingSize defaults to 0. If the value is 0, minimum buffer size is ignored during pipeline creation and is instead validated by issued draw/dispatch commands.
type OptionalAn enumerated value specifying the required type for GPUBuffers bound to this binding (see GPUDevice.createBuffer() for more information on buffer types). Possible values are:
"read-only-storage": A read-only buffer created with a usage of GPUBufferUsage.STORAGE."storage": A writable buffer created with a usage of GPUBufferUsage.STORAGE."uniform": A buffer created with a usage of GPUBufferUsage.UNIFORM.If omitted, type defaults to "uniform".
externalTexture: Indicates that the corresponding GPUBindGroup entry will be a GPUExternalTexture object. An externalTexture resource layout object is empty — {}.
sampler: Indicates that the corresponding GPUBindGroup entry will be a GPUSampler object. A sampler resource layout object can contain the following properties:
type OptionalAn enumerated value specifying the required type for GPUSamplers bound to this binding (see GPUDevice.createSampler() for more information on sampler types). Possible values are:
"comparison": A comparison sampler."filtering": A filtering sampler."non-filtering": A non-filtering sampler.If omitted, type defaults to "filtering".
storageTexture: Indicates that the corresponding GPUBindGroup entry will be a GPUTextureView object. A storageTexture resource layout object can contain the following properties:
access OptionalAn enumerated value specifying whether texture views bound to this binding will be bound for read and/or write access. Possible values are:
"read-only": Enables WGSL code to read storage textures."read-write": Enables WGSL code to read and write to storage textures."write-only": The default value; Enables WGSL code to write to storage textures.The "read-only" and "read-write" values can only be used if the "readonly_and_readwrite_storage_textures" WGSL language extension is present in WGSLLanguageFeatures. If this is not the case, a GPUValidationError is generated.
formatAn enumerated value specifying the required format of texture views bound to this binding. See the specification's Texture Formats section for all the available format values.
viewDimension OptionalAn enumerated value specifying the required dimension for texture views bound to this binding. Possible values are:
"1d": The texture is viewed as a one-dimensional image."2d": The texture is viewed as a single two-dimensional image."2d-array": The texture is viewed as an array of two-dimensional images."cube": The texture is viewed as a cubemap. The view has 6 array layers, corresponding to the [+X, -X, +Y, -Y, +Z, -Z] faces of the cube. Sampling is done seamlessly across the faces of the cubemap."cube-array": The texture is viewed as a packed array of n cubemaps, each with 6 array layers corresponding to the [+X, -X, +Y, -Y, +Z, -Z] faces of the cube. Sampling is done seamlessly across the faces of the cubemaps."3d": The texture is viewed as a three-dimensional image.If omitted, viewDimension defaults to "2d".
texture: Indicates that the corresponding GPUBindGroup entry will be a GPUTextureView object. A texture resource layout object can contain the following properties:
multisampled OptionalA boolean. A value of true indicates that texture views bound to this binding must be multi-sampled. If omitted, multisampled defaults to false.
sampleType OptionalAn enumerated value specifying the sample type required for texture views bound to this binding (see GPUDevice.createTexture() for more information on texture view types). Possible values are:
"depth""float""sint""uint""unfilterable-float"If omitted, sampleType defaults to "float".
viewDimension OptionalAn enumerated value specifying the required dimension for texture views bound to this binding. Possible and default values are the same as for storageTexture resource layout objects — see above.
A GPUBindGroupLayout object instance.
The following criteria must be met when calling createBindGroupLayout(), otherwise a GPUValidationError is generated and an invalid GPUBindGroupLayout object is returned:
binding value is unique.binding value is less than the GPUDevice's maxBindingsPerBindGroup limit.visibility includes GPUShaderStage.VERTEX: buffer, its type is not "storage".storageTexture.texture, and its multisampled value is true: viewDimension is "2d".sampleType is not "float".storageTexture: viewDimension is not "cube" or "cube-array".format is a format that supports storage usage.Note: The WebGPU samples feature many more examples.
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.
// …
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,
},
},
],
});
// …
| Specification |
|---|
| WebGPU> # dom-gpudevice-createbindgrouplayout> |
| Desktop | Mobile | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chrome | Edge | Firefox | Opera | Safari | Chrome Android | Firefox for Android | Opera Android | Safari on IOS | Samsung Internet | WebView Android | WebView on iOS | |
createBindGroupLayout |
113Currently supported on ChromeOS, macOS, and Windows only. |
113Currently supported on ChromeOS, macOS, and Windows only. |
141Currently supported on Windows only, in all contexts except for service workers. |
99Currently supported on ChromeOS, macOS, and Windows only. |
26 | 121 | No | 81 | 26 | 25.0 | 121 | 26 |
storageTexture_access_read-write_read-only |
124 | 124 | No | 110 | No | 124 | No | 82 | No | 27.0 | 124 | No |
texture_rgb10a2uint |
119Currently supported on ChromeOS, macOS, and Windows only. |
119Currently supported on ChromeOS, macOS, and Windows only. |
No | 105Currently supported on ChromeOS, macOS, and Windows only. |
No | 121 | No | 81 | No | 25.0 | 121 | No |
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https://developer.mozilla.org/en-US/docs/Web/API/GPUDevice/createBindGroupLayout