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API Overview

The API enables the creation of portable GPU applications that can run on top of either WebGPU, or WebGL 2. is divided into different sub-APIs: the core GPU API, the shader API and the engine API.

Most applications work with the engine API (Model, AnimationLoop and related classes), leveraging the core GPU API as necessary to obtain a Device and use it to create GPU resources such as Buffer and Texture. The shader API is used to assemble shaders and define shader modules.

Most applications will:

  1. Use the core API to create a Device class to access the GPU (either using WebGPU or WebGL).
  2. Upload data to the GPU via methods on the Device, using Buffer and Texture objects.
  3. Use tne engine API to create one or more Model instances from GLSL or WGSL shader code.
  4. Bind attribute buffers and bindings (textures, uniform buffers or uniforms).
  5. Start an engine API AnimationLoop loop, and draw each frame into a RenderPass.

Core API

The core API is designed to expose the capabilities of the GPU and shader programming to web applications. It is a portable API, in the sense that the module provides an abstract API for writing application code that works with both WebGPU and/or WebGL depending on which adapter modules are installed ) and/or

Core responsibilities for any GPU library are to enable applications to perform:

Shader API

The Shader API lets the application use a library of existing shader modules to create new customer shaders. It is also possible for developers to create new reusable shader modules.

Engine API

The engine API provides higher level classes like Model, AnimationLoop and Transforms. glTF support is available through