The Adapter¶
Resulting code: step005
Before getting our hand on a device, we need to select an adapter. The same host system may expose multiple adapters if it has access to multiple physical GPUs. It may also have an adapter that represents an emulated/virtual device.
Note
It is common that high-end laptops have two physical GPUs, a high performance one and a low energy consumption one (that is usually integrated inside the CPU chip).
Each adapter advertises a list of optional features and supported limits that it can handle. These are used to determine the overall capabilities of the system before requesting the device.
🤔 Why do we have both an adapter and then a device abstraction?
The idea is to limit the “it worked on my machine” issue you could encounter when trying your program on a different machine. The adapter is used to access the capabilities of the user’s hardware, which are used to select the behavior of your application among very different code paths. Once a code path is chosen, a device is created with the capabilities we choose.
Only the capabilities selected for this device are then allowed in the rest of the application. This way, it is not possible to inadvertently rely on capabilities specific to your own machine.
![../../_images/device-creation.png](../../_images/device-creation.png)
In an advanced use of the adapter/device duality, we can set up multiple limit presets and select one depending on the adapter. In our case, we have a single preset and abort early if it is not supported.¶
Requesting the adapter¶
An adapter is not something we create, but rather something that we request using the function wgpuInstanceRequestAdapter
.
Note
The names of the procedure provided by webgpu.h
always follow the same construction:
wgpuSomethingSomeAction(something, ...)
^^^^^^^^^^ // What to do...
^^^^^^^^^ // ...on what type of object
^^^^ // (Common prefix to avoid naming collisions)
The first argument of the function is always a “handle” (a blind pointer) representing an object of type “Something”.
So, as suggested by the name, the first argument is the WGPUInstance
that we created in the previous chapter. What about the others?
// Signature of the wgpuInstanceRequestAdapter function as defined in webgpu.h
void wgpuInstanceRequestAdapter(
WGPUInstance instance,
WGPU_NULLABLE WGPURequestAdapterOptions const * options,
WGPURequestAdapterCallback callback,
void * userdata
);
Note
It is always informative to have a look at how a function is defined in webgpu.h
!
The second argument is a set of options, that is a bit like the descriptor that we find in wgpuCreateSomething
functions, we detail them below. The WGPU_NULLABLE
flag is an empty define that is only here to tell the reader (i.e., us) that it is allowed to leave the argument to nullptr
to use default options.
Asynchronous function¶
The last two arguments go together, and reveal yet another WebGPU idiom. Indeed, the function wgpuInstanceRequestAdapter
is asynchronous. This means that instead of directly returning a WGPUAdapter
object, this request function remembers a callback, i.e. a function that will be called whenever the request ends.
Note
Asynchronous functions are used in multiple places in the WebGPU API, whenever an operation may take time. Actually, none of the WebGPU functions takes time to return. This way, the CPU program that we are writing never gets blocked by a lengthy operation!
To understand this callback mechanism a bit better, here is the definition of the WGPURequestAdapterCallback
function type:
// Definition of the WGPURequestAdapterCallback function type as defined in webgpu.h
typedef void (*WGPURequestAdapterCallback)(
WGPURequestAdapterStatus status,
WGPUAdapter adapter,
char const * message,
void * userdata
);
The callback is a function that receives the requested adapter as an argument, together with status information (that tells whether the request failed and why), as well as this mysterious userdata
pointer.
This userdata
pointer can be anything, it is not interpreted by WebGPU, but only forwarded from the initial call to wgpuInstanceRequestAdapter
to the callback, as a mean to share some context information:
void onAdapterRequestEnded(
WGPURequestAdapterStatus status, // a success status
WGPUAdapter adapter, // the returned adapter
char const* message, // error message, or nullptr
void* userdata // custom user data, as provided when requesting the adapter
) {
// [...] Do something with the adapter
// Manipulate user data
bool* pRequestEnded = reinterpret_cast<bool*>(userdata);
*pRequestEnded = true;
}
// [...]
// In main():
bool requestEnded = false;
wgpuInstanceRequestAdapter(
instance /* equivalent of navigator.gpu */,
&options,
onAdapterRequestEnded,
&requestEnded // custom user data is simply a pointer to a boolean in this case
);
We see in the next section a more advanced use of this context in order to retrieve the adapter once the request is done.
Note - JavaScript API
In the JavaScript API of WebGPU, asynchronous functions use the built-in Promise mechanism:
const adapterPromise = navigator.gpu.requestAdapter(options);
// The "promise" has no value yet, it is rather a handle that we may connect to callbacks:
adapterPromise.then(onAdapterRequestEnded).catch(onAdapterRequestFailed);
// [...]
// Instead of a 'status' argument, we have multiple callbacks:
function onAdapterRequestEnded(adapter) {
// do something with the adapter
}
function onAdapterRequestFailed(error) {
// display the error message
}
The JavaScript language later introduced a mechanism async
function, which enables “awaiting” for an asynchronous function without explicitly creating a callback:
// (From within an async function)
const adapter = await navigator.gpu.requestAdapter(options);
// do something with the adapter
This mechanism now exists in other languages such as Python, and has even been introduced in C++20 with coroutines.
I try however to avoid stacking up too many levels of abstraction in this guide so we will not use these (and also stick to C++17), but advanced readers may want to create their own WebGPU wrapper that relies on coroutines.
Request¶
We can wrap the whole adapter request in the following requestAdapterSync()
function, which I provide so that we do not spend too much time on boilerplate code (the important part here is that you get the idea of the asynchronous callback described above):
#include <cassert>
/**
* Utility function to get a WebGPU adapter, so that
* WGPUAdapter adapter = requestAdapterSync(options);
* is roughly equivalent to
* const adapter = await navigator.gpu.requestAdapter(options);
*/
WGPUAdapter requestAdapterSync(WGPUInstance instance, WGPURequestAdapterOptions const * options) {
// A simple structure holding the local information shared with the
// onAdapterRequestEnded callback.
struct UserData {
WGPUAdapter adapter = nullptr;
bool requestEnded = false;
};
UserData userData;
// Callback called by wgpuInstanceRequestAdapter when the request returns
// This is a C++ lambda function, but could be any function defined in the
// global scope. It must be non-capturing (the brackets [] are empty) so
// that it behaves like a regular C function pointer, which is what
// wgpuInstanceRequestAdapter expects (WebGPU being a C API). The workaround
// is to convey what we want to capture through the pUserData pointer,
// provided as the last argument of wgpuInstanceRequestAdapter and received
// by the callback as its last argument.
auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, char const * message, void * pUserData) {
UserData& userData = *reinterpret_cast<UserData*>(pUserData);
if (status == WGPURequestAdapterStatus_Success) {
userData.adapter = adapter;
} else {
std::cout << "Could not get WebGPU adapter: " << message << std::endl;
}
userData.requestEnded = true;
};
// Call to the WebGPU request adapter procedure
wgpuInstanceRequestAdapter(
instance /* equivalent of navigator.gpu */,
options,
onAdapterRequestEnded,
(void*)&userData
);
// We wait until userData.requestEnded gets true
{{Wait for request to end}}
assert(userData.requestEnded);
return userData.adapter;
}
// All utility functions are regrouped here
{{Request adapter function}}
In the main function, after creating the WebGPU instance, we can get the adapter:
std::cout << "Requesting adapter..." << std::endl;
WGPURequestAdapterOptions adapterOpts = {};
adapterOpts.nextInChain = nullptr;
WGPUAdapter adapter = requestAdapterSync(instance, &adapterOpts);
std::cout << "Got adapter: " << adapter << std::endl;
Waiting for the request to end¶
You may have noticed the comment above saying we need to wait for the request to end, i.e. for the callback to be invoked, before returning.
When using the native API (Dawn or wgpu-native
), it is in practice not needed, we know that when the wgpuInstanceRequestAdapter
function returns its callback has been called.
However, when using Emscripten, we need to hand the control back to the browser until the adapter is ready. In JavaScript, this would be using the await
keyword. Instead, Emscripten provides the emscripten_sleep
function that interrupts the C++ module for a couple of milliseconds:
#ifdef __EMSCRIPTEN__
while (!userData.requestEnded) {
emscripten_sleep(100);
}
#endif // __EMSCRIPTEN__
In order to use this, we must add a custom link option in CMakeLists.txt
, in the if (EMSCRIPTEN)
block:
# Enable the use of emscripten_sleep()
target_link_options(App PRIVATE -sASYNCIFY)
Also do not forget to include emscripten.h
in order to use emscripten_sleep
:
#ifdef __EMSCRIPTEN__
# include <emscripten.h>
#endif // __EMSCRIPTEN__
Destruction¶
Like for the WebGPU instance, we must release the adapter:
wgpuAdapterRelease(adapter);
Note
We will no longer need to use the instance
once we have selected our adapter, so we can call wgpuInstanceRelease(instance)
right after the adapter request instead of at the very end. The underlying instance object will keep on living until the adapter gets released but we do not need to manager this.
{{Create WebGPU instance}}
{{Check WebGPU instance}}
{{Request adapter}}
// We no longer need to use the instance once we have the adapter
{{Destroy WebGPU instance}}
{{Includes}}
{{Utility functions in main.cpp}}
int main() {
{{Create things}}
{{Main body}}
{{Destroy things}}
return 0;
}
{{Destroy adapter}}
Inspecting the adapter¶
The adapter object provides information about the underlying implementation and hardware, and about what it is able or not to do. It advertises the following information:
Limits regroup all the maximum and minimum values that may limit the behavior of the underlying GPU and its driver. A typical examples is the maximum texture size. Supported limits are retrieved using
wgpuAdapterGetLimits
.Features are non-mandatory extensions of WebGPU, that adapters may or may not support. They can be listed using
wgpuAdapterEnumerateFeatures
or tested individually withwgpuAdapterHasFeature
.Properties are extra information about the adapter, like its name, vendor, etc. Properties are retrieved using
wgpuAdapterGetProperties
.
Note
In the accompanying code, adapter capability inspection is enclosed in the inspectAdapter()
function.
void inspectAdapter(WGPUAdapter adapter) {
{{Inspect adapter}}
}
inspectAdapter(adapter);
Limits¶
We can first list the limits that our adapter supports with wgpuAdapterGetLimits
. This function takes as argument a WGPUSupportedLimits
object where it writes the limits:
#ifndef __EMSCRIPTEN__
WGPUSupportedLimits supportedLimits = {};
supportedLimits.nextInChain = nullptr;
#ifdef WEBGPU_BACKEND_DAWN
bool success = wgpuAdapterGetLimits(adapter, &supportedLimits) == WGPUStatus_Success;
#else
bool success = wgpuAdapterGetLimits(adapter, &supportedLimits);
#endif
if (success) {
std::cout << "Adapter limits:" << std::endl;
std::cout << " - maxTextureDimension1D: " << supportedLimits.limits.maxTextureDimension1D << std::endl;
std::cout << " - maxTextureDimension2D: " << supportedLimits.limits.maxTextureDimension2D << std::endl;
std::cout << " - maxTextureDimension3D: " << supportedLimits.limits.maxTextureDimension3D << std::endl;
std::cout << " - maxTextureArrayLayers: " << supportedLimits.limits.maxTextureArrayLayers << std::endl;
}
#endif // NOT __EMSCRIPTEN__
Implementation divergences
The procedure wgpuAdapterGetLimits
returns a boolean in wgpu-native
but a WGPUStatus
in Dawn.
Also, as of April 1st, 2024, wgpuAdapterGetLimits
is not implemented yet on Google Chrome, hence the #ifndef __EMSCRIPTEN__
above.
Here is an example of what you could see:
Adapter limits:
- maxTextureDimension1D: 32768
- maxTextureDimension2D: 32768
- maxTextureDimension3D: 16384
- maxTextureArrayLayers: 2048
This means for instance that my GPU can handle 2D textures up to 32k, 3D textures up to 16k and texture arrays up to 2k layers.
Note
There are many more limits, that we will progressively introduce in the next chapters. The full list is available in the spec, together with their default values, which is also expected to be the minimum for an adapter to claim support for WebGPU.
Features¶
Let us now focus on the wgpuAdapterEnumerateFeatures
function, which enumerates the features of the WebGPU implementation, because its usage is very typical from WebGPU native.
We call the function twice. The first time, we provide a null pointer as the return, and as a consequence the function only returns the number of features, but not the features themselves.
We then dynamically allocate memory for storing this many items of result, and call the same function a second time, this time with a pointer to where the result should store its result.
#include <vector>
std::vector<WGPUFeatureName> features;
// Call the function a first time with a null return address, just to get
// the entry count.
size_t featureCount = wgpuAdapterEnumerateFeatures(adapter, nullptr);
// Allocate memory (could be a new, or a malloc() if this were a C program)
features.resize(featureCount);
// Call the function a second time, with a non-null return address
wgpuAdapterEnumerateFeatures(adapter, features.data());
std::cout << "Adapter features:" << std::endl;
std::cout << std::hex; // Write integers as hexadecimal to ease comparison with webgpu.h literals
for (auto f : features) {
std::cout << " - 0x" << f << std::endl;
}
std::cout << std::dec; // Restore decimal numbers
The features are numbers corresponding to the enum WGPUFeatureName
defined in webgpu.h
. We use std::hex
to display them as hexadecimal values, because this is how they are listed in webgpu.h
.
You may notice very high numbers apparently not defined in this enum. These are extensions provided by our native implementation (e.g., defined in wgpu.h
instead of webgpu.h
in the case of wgpu-native
).
Properties¶
Lastly we can have a look at the adapter’s properties, that contain information that we may want to display to the end user:
WGPUAdapterProperties properties = {};
properties.nextInChain = nullptr;
wgpuAdapterGetProperties(adapter, &properties);
std::cout << "Adapter properties:" << std::endl;
std::cout << " - vendorID: " << properties.vendorID << std::endl;
if (properties.vendorName) {
std::cout << " - vendorName: " << properties.vendorName << std::endl;
}
if (properties.architecture) {
std::cout << " - architecture: " << properties.architecture << std::endl;
}
std::cout << " - deviceID: " << properties.deviceID << std::endl;
if (properties.name) {
std::cout << " - name: " << properties.name << std::endl;
}
if (properties.driverDescription) {
std::cout << " - driverDescription: " << properties.driverDescription << std::endl;
}
std::cout << std::hex;
std::cout << " - adapterType: 0x" << properties.adapterType << std::endl;
std::cout << " - backendType: 0x" << properties.backendType << std::endl;
std::cout << std::dec; // Restore decimal numbers
Here is a sample result with my nice Titan RTX:
Adapter properties:
- vendorID: 4318
- vendorName: NVIDIA
- architecture:
- deviceID: 7682
- name: NVIDIA TITAN RTX
- driverDescription: 536.23
- adapterType: 0x0
- backendType: 0x5
Conclusion¶
The very first thing to do with WebGPU is to get the adapter.
Once we have an adapter, we can inspect its capabilities (limits, features) and properties.
We learned to use asynchronous functions and double call enumeration functions.
Resulting code: step005