- GPU initialization - Open a GPU device and query its capabilities.
- GPU memory management - Create, upload memory to and read from Buffers, Textures etc.
- GPU tables - Represent typed, batch-preserving columns and lower varying or constant values to attributes and storage buffers.
- Video textures - Choose copied texture bindings or WebGPU external-texture sampling for live video.
- HTML-in-Canvas - Detect experimental DOM subtree rasterization into Canvas, WebGL, or WebGPU texture paths.
- GPU command encoding - Decide when to use immediate resource helpers versus explicit
CommandEncoder recording.
- GPU resource management - Create
Shader, RenderPipeline, RenderPass etc. objects.
- GPU binding management - Make attribute buffers, uniforms, textures, samplers available to GPU shaders.
- Tabular data in WGSL - Map logical table columns to vertex attributes or WebGPU storage arrays and structs.
- Shader execution / rendering - Drawing into textures, running compute shaders.
- GPU parameter management - Configuring blending, clipping, depth tests etc.