WebGPU canvas

Overview

To use WebGPU, you need to create a <canvas>. This is done with <WebGPU> and <AutoCanvas>:

import { WebGPU, AutoCanvas } from '@use-gpu/webgpu';

const App = () => {
  return (
    <WebGPU>
      <AutoCanvas
        selector="#use-gpu .canvas"
        samples={4}
      >

      </AutoCanvas>
    </WebGPU>
  )
};
  • <WebGPU> will mount a native GPUDevice and provide it via a DeviceContext.
  • <AutoCanvas> will create or adopt an HTML <canvas> to render to, and size-to-fit inside its container.

The CSS selector determines the behavior. If it points to a <canvas>, it is adopted and used as is. Otherwise, a new <canvas> is created inside.

If you want to control the canvas more directly, you can use <Canvas>.

Fallback content

If WebGPU is not available, <WebGPU> will render its fallback prop with an error. This must be other Live components.

To render an HTML message using React, use the <HTML> portal from @use-gpu/react:

import React from '@use-gpu/live';
import { HTML } from '@use-gpu/react';

import { makeErrorMessage } from './ErrorMessage';

// Live component
const App = () => {

  const root = document.querySelector('#use-gpu');

  return (
    // Live-flavored JSX
    <WebGPU
      fallback={(error: Error) =>
        <HTML container={root}>
          {makeErrorMessage(error)}
        </HTML>
    >
    </WebGPU>
  );
}
import React from 'react';

// React component
export const ErrorMessage = ({error}) => {
  return (
    // React-flavored JSX
    <span>{error.message}</span>
  );
}

export const makeErrorMessage = (error: Error) =>
  <ErrorMessage error={error} />;
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