luma
The luma
namespace provides luma.gl applications
with the ability to create Device
class instances against GPU Adapters
that bring
support for different GPU backends such as WebGPU and WebGL.
The returned Device
instances provide
luma.gl applications with a complete GPU API.
Device Registration
The @luma.gl/core
module defines abstract API interfaces such as Device
, Buffer
etc and is not usable on its own.
One or more GPU backend modules must be imported from a corresponding
GPU API backend module (@luma.gl/webgl
and/or @luma.gl/webgpu
) and then registered with luma.gl.
Usage
Create a WebGL 2 context (throws if WebGL2 not supported)
import {luma} from '@luma.gl/core';
import {webgl2Adapter} from '@luma.gl/webgl';
const webgpuDevice = luma.createDevice({type: 'webgl', adapters: [webgl2Adapter], createCanvasContext: true});
const webgpuDevice = luma.createDevice({
type: 'best-available',
createCanvasContext: true,
adapters: [webgl2Adapter, WebGPUDevice]
});
To pre-register a device backend, import the corresponding device backend module and then call luma.registerAdapters()
Register the WebGL backend, then create a WebGL2 context, auto creating a canvas
import {luma} from '@luma.gl/core';
import {webgl2Adapter} from '@luma.gl/webgl';
luma.registerAdapters([webgl2Adapter]);
const webglDevice = luma.createDevice({type: 'webgl', createCanvasContext: {canvas: ...}});
It is possible to register more than one device to create an application that can work in both WebGL and WebGPU environments.
import {luma} from '@luma.gl/core';
import {webgl2Adapter} from '@luma.gl/webgl';
import {webgpuDevice} from '@luma.gl/webgl';
luma.registerAdapters([webgl2Adapter, webgpuDevice]);
const device = luma.createDevice({type: 'best-available', createCanvasContext: {canvas: ...}});
Registering Adapters
Install device modules and register adapters to access backends
yarn add @luma.gl/core
yarn add @luma.gl/webgl
yarn add @luma.gl/webgpu
To create a WebGPU device:
import {luma} from '@luma.gl/core';
import {webgpuAdapter} from '@luma.gl/webgpu';
luma.registerAdapters([webgpuAdapter]);
const device = await luma.createDevice({type: 'webgpu', createCanvasContext: ...});
Pre-register devices
import {luma} from '@luma.gl/core';
import {webgl2Adapter} from '@luma.gl/webgl';
import {webgpuAdapter} from '@luma.gl/webgpu';
luma.registerAdapters([webgl2Adapter, webgpuAdapter]);
const webgpuDevice = luma.createDevice({type: 'best-available', createCanvasContext: ...});
Types
CreateDeviceProps
Properties for creating a new device. See DeviceProps
for device specific options.
type CreateDeviceProps = {
/** Selects the type of device. `best-available` uses webgpu if available, then webgl. */
type?: 'webgl' | 'webgpu' | 'unknown' | 'best-available';
/** List of device types. Will also search any pre-registered device backends */
adapters?: Adapter[];
/** Whether to wait for page to be loaded, which ensures that canvas contexts can refer to existing canvases by id (defaults to true) */
waitForPageLoad?: boolean;
} & DeviceProps
AttachDeviceProps
Properties for attaching an existing WebGL context or WebGPU device to a new luma Device. See DeviceProps
for device specific options.
export type AttachDeviceProps = {
/** Externally created WebGL context or WebGPU device */
handle: WebGL2RenderingContext | GPUDevice | null;
/** List of device types. Will also search any pre-registered device backends */
adapters?: Adapter[];
} & DeviceProps;
Methods
luma.createDevice()
luma.createDevice({type, adapters, ...deviceProps}: CreateDeviceProps);
To create a Device instance, the application calls luma.createDevice()
.
type
:'webgl' \| 'webgpu' \| 'best-available'
adapters
: list ofAdapter
instances providing support for different GPU backends. Can be omitted ifluma.registerAdapters()
has been called....deviceProps
: SeeDeviceProps
for device specific options.
Unless a device type
is specified a Device
will be created using the 'best-available'
adapter.
luma.gl favors WebGPU over WebGL adapters, whenever WebGPU is available.
Note: A specific device type is available and supported if both of the following are true:
- The backend module has been registered
- The browser supports that GPU API
luma.attachDevice()
luma.attachDevice({handle: WebGL2RenderingContext | GPUDevice, adapters, ...deviceProps}: AttachDeviceProps);
A luma.gl Device can be attached to an externally created WebGL2RenderingContext
or GPUDevice
.
This allows applications to use the luma.gl API to "interleave" rendering with other GPU libraries.
handle
- The externally createdWebGL2RenderingContext
orGPUDevice
that should be attached to a lumaDevice
.adapters
- list ofDevice
backend classes. Can be omitted ifluma.registerAdapters()
has been called....deviceProps
: SeeDeviceProps
for device specific options.
Note that while you cannot directly attach a luma.gl Device
to a WebGL 1 WebGLRenderingContext
, you may be able to work around it using luma.enforceWebGL2()
.
luma.registerAdapters()
luma.registerAdapters(adapters?: Adapter[]): void;
Pre-registers one or more adapters so that they can be used
to create Device
instances against those GPU backends. The registered adapters types
will be available to luma.createDevice()
and luma.attachDevice()
calls.
luma.registerAdapters()
enables separation of the application code that
registers GPU backends from the application code that creates adapters,
so that device types do not have to be provided at Device
create or attach time.
luma.enforceWebGL2()
luma.enforceWebGL2(enforce: boolean = true, adapters: Adapter[]);
Overrides HTMLCanvasElement.prototype.getContext()
to return WebGL2 contexts even when WebGL1 context are requested. Reversible with luma.enforceWebGL2(false);
Since luma.gl only supports WebGL2 contexts (WebGL2RenderingContext
), it is not possible to callluma.attachDevice()
on a WebGL1 context (WebGLRenderingContext
).
This becomes a problem when using luma.gl with a WebGL library that always creates WebGL1 contexts (such as Mapbox GL JS v1).
Calling luma.enforceWebGL2()
before initializing the external library makes that library create a WebGL2 context, that luma.gl can then attach a Device to.
Note that the webgl2Adapter
must either be pre-registered or supplied to the luma.enforceWebGL2()
call.
Since WebGL2 is a essentially a superset of WebGL1, a library written for WebGL 1 will often still work with a WebGL 2 context. However there may be issues if the external library relies on WebGL1 extensions that are not available in WebGL2. To make a WebGL 2 context support WebGL1-only extensions, those extensions would also need to be emulated on top of the WebGL 2 API, and this is not currently done.
Remarks
- At least one backend must be imported and registered with
luma.registerAdapters()
forluma.createDevice()
orluma.attachDevice()
calls to succeed (unlessDevice
implementations are supplied to those calls).