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GPUDevice: createComputePipelineAsync() method

Limited availability

This feature is not Baseline because it does not work in some of the most widely-used browsers.

Secure context: This feature is available only in secure contexts (HTTPS), in some or all supporting browsers.

Note: This feature is available in Web Workers.

The createComputePipelineAsync() method of the GPUDevice interface returns a Promise that fulfills with a GPUComputePipeline, which can control the compute shader stage and be used in a GPUComputePassEncoder, once the pipeline can be used without any stalling.

Note: It is generally preferable to use this method over GPUDevice.createComputePipeline() whenever possible, as it prevents blocking of GPU operation execution on pipeline compilation.

Syntax

createComputePipelineAsync(descriptor)

Parameters

descriptor

See the descriptor definition for the GPUDevice.createComputePipeline() method.

Return value

A Promise that fulfills with a GPUComputePipeline object instance when the created pipeline is ready to be used without additional delay.

Validation

If pipeline creation fails and the resulting pipeline becomes invalid as a result, the returned promise rejects with a GPUPipelineError:

  • If this is due to an internal error, the GPUPipelineError will have a reason of "internal".
  • If this is due to a validation error, the GPUPipelineError will have a reason of "validation".

A validation error can occur if any of the following are false:

  • The workgroup storage size used by the module referenced inside the compute property is less than or equal to the GPUDevice's maxComputeWorkgroupStorageSize limit.
  • The module uses a number of compute invocations per workgroup less than or equal to the GPUDevice's maxComputeInvocationsPerWorkgroup limit.
  • The module's workgroup size is less than or equal to the GPUDevice's corresponding maxComputeWorkgroupSizeX, maxComputeWorkgroupSizeY, or maxComputeWorkgroupSizeZ limit.
  • If the entryPoint property is omitted, the shader code contains a single compute shader entry point function for the browser to use as the default entry point.

Examples

Note: The WebGPU samples feature many more examples.

Basic example

The following example shows a process of:

async function init() {
  // …

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

  const computePipeline = await device.createComputePipelineAsync({
    layout: device.createPipelineLayout({
      bindGroupLayouts: [bindGroupLayout],
    }),
    compute: {
      module: shaderModule,
      entryPoint: "main",
    },
  });

  // …
}

Specifications

Browser compatibility

Desktop Mobile
Chrome Edge Firefox Opera Safari Chrome Android Firefox for Android Opera Android Safari on IOS Samsung Internet WebView Android WebView on iOS
createComputePipelineAsync
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
optional_entryPoint
121Currently supported on ChromeOS, macOS, and Windows only.
121Currently supported on ChromeOS, macOS, and Windows only.
No
107Currently supported on ChromeOS, macOS, and Windows only.
No
121Currently supported on ChromeOS, macOS, and Windows only.
No
81Currently supported on ChromeOS, macOS, and Windows only.
No
25.0Currently supported on ChromeOS, macOS, and Windows only.
121Currently supported on ChromeOS, macOS, and Windows only.
No

See also

© 2005–2025 MDN contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/GPUDevice/createComputePipelineAsync