Use when building a WebGPU application end to end, setting up the full adapter to device to pipeline to resource chain, or deciding which WebGPU skill applies to the current step. Prevents setup-order mistakes, wrong buffer usage flags, and bind-group layout…
Impertio-Studio/WebGPU-Claude-Skill-Package
SkillsMP has collected 35 skills from Impertio-Studio/WebGPU-Claude-Skill-Package. Open a skill to review its source and details.
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Skills in this repository
Showing 35 of 35 collected skills.
Use when reviewing or validating generated WebGPU or WGSL code before trusting it, or auditing a WebGPU codebase for correctness. Prevents shipping hallucinated APIs, alignment errors, missing device-loss handling, and unlabeled descriptors. Covers a…
Use when debugging WebGPU: diagnosing validation messages, surfacing WGSL compile errors, or capturing a GPU frame. Prevents the undebuggable-from-a-generic-message problem caused by unlabeled descriptors. Covers object labels, error scopes for isolation,…
Use when handling WebGPU device loss, the device.lost promise, or recovering after a GPU process crash. Prevents the silent-retry-loop anti-pattern and recovering after an intentional device.destroy. Covers the device.lost promise, GPUDeviceLostInfo reason…
Use when a WebGPU call fails validation, when capturing errors with error scopes, or when handling the uncapturederror event. Prevents the mistake of treating uncapturederror like a synchronous getError. Covers GPUValidationError, GPUOutOfMemoryError,…
Use when building WebGPU compute workloads: image processing, particle systems, physics simulation, or reduction and prefix-sum. Prevents data races and stale-read bugs in multi-pass compute pipelines. Covers image processing, particle systems, physics…
Use when building WebGPU render workloads: PBR materials, full-screen passes, post-processing, or screen-space effects. Prevents the unnecessary-vertex-buffer mistake for full-screen passes and WebGL clip-space assumptions. Covers PBR material setup, the…
Use when porting a WebGL or WebGL2 application to WebGPU, or mapping a WebGL concept to its WebGPU equivalent. Prevents broken ports from clip-space differences and the missing automatic mipmap generation. Covers the WebGL to WebGPU concept mapping,…
Use when structuring a WebGPU frame loop, mapping buffers asynchronously, or loading pipelines without blocking. Prevents CPU-GPU stalls that collapse frame pipelining and the buffer-already-mapped error. Covers the mapAsync map-state lifecycle,…
Use when uploading data to a WebGPU buffer or texture, or reading GPU results back to the CPU. Prevents the copy-failed validation error from unpadded bytesPerRow and stale readback data. Covers the upload decision tree (writeBuffer, mappedAtCreation, staging…
Use when optimizing WebGPU performance: reducing command-submission cost, caching pipelines, using render bundles, or profiling on the GPU. Prevents the per-frame rebuild anti-patterns that negate caching and bundle replay. Covers workgroup-size tuning,…
Use when drawing many instances, issuing indirect draws or dispatches, or building GPU-driven rendering. Prevents corrupt geometry from wrong indirect buffer strides and the silently ignored firstInstance. Covers instanced draws, drawIndirect and…
Use when building multi-pass WebGPU rendering: post-processing chains, deferred shading, shadow mapping, or ping-pong buffers. Prevents the same-pass read-write hazard from sampling a texture still bound as an attachment. Covers multi-pass rendering,…
Use when setting up WebGPU render pass attachments: the canvas target, multiple render targets, a depth-stencil buffer, or MSAA. Prevents pipeline / attachment format mismatches and the wrong-sampleCount MSAA bug. Covers color attachments, multiple render…
Use when writing a WGSL compute shader: workgroup size, invocation ids, shared workgroup memory, atomics, and barriers. Prevents the missing-workgroup-size error and workgroup-memory data races from missing barriers. Covers @compute and @workgroup_size,…
Use when writing a WGSL fragment shader: color outputs, multiple render targets, depth output, sample-rate shading, or discard. Prevents target / output mismatches and the lost-early-Z bug from writing frag_depth. Covers the @fragment entry point, @builtin…
Use when writing a WGSL vertex shader: declaring vertex attributes, the clip-space position output, and inter-stage varyings. Prevents pipeline failures from attribute / location mismatches and the non-flat-integer-varying error. Covers the @vertex entry…
Use when calling WGSL builtin functions (math, geometric, integer, pack) or declaring builtin input and output values in shaders. Prevents shader-creation errors from stage-restricted builtins and wrong builtin value types. Covers WGSL builtin functions by…
Use when declaring WGSL texture and sampler variables or sampling, loading, and storing texels in a shader. Prevents shader-creation errors from wrong handle types and stage-illegal texture calls. Covers WGSL texture handle types, sampler and…
Use when a WGSL shader hits a uniformity or derivative_uniformity diagnostic, or when enabling optional WGSL features with enable or requires directives. Prevents shader-creation errors from calling textureSample, derivatives, or barriers in non-uniform…
Use when configuring a WebGPU canvas, presenting rendered frames, or handling canvas resize. Prevents the black-canvas bug from caching getCurrentTexture and the blurry-upscale bug from CSS-only sizing. Covers getContext webgpu, GPUCanvasConfiguration,…
Use when laying out WGSL structs for uniform or storage buffers, matching a JS typed array to a shader struct, or choosing an address space. Prevents the single most common WGSL bug: uniform struct misalignment from the vec3 16-byte rule producing garbage…
Use when writing WGSL shader code: declaring types, variables, operators, control flow, and functions. Prevents shader-creation errors from wrong type aliases, recursion, and missing switch defaults. Covers WGSL scalar / vector / matrix / array / struct…
Use when creating WebGPU bind group layouts and bind groups, wiring uniforms, storage buffers, textures, and samplers into shaders, or using dynamic offsets. Prevents validation failures from layout / shader mismatches and the unaligned-dynamic-offset bug.…
Use when creating a WebGPU compute pipeline, encoding a compute pass, or dispatching workgroups directly or indirectly. Prevents wrong workgroup-count math and dispatch-versus-workgroup-size confusion. Covers GPUComputePipelineDescriptor, the compute pass…
Use when creating a WebGPU render pipeline, configuring vertex buffers, fragment targets, blending, primitive topology, or depth-stencil state. Prevents pipeline-creation validation failures from mismatched vertex layouts, target formats, and depth state.…
Use when creating WebGPU buffers, choosing GPUBufferUsage flags, uploading data, or mapping a buffer for CPU access. Prevents validation failures from illegal usage-flag combinations and the buffer-already-mapped error. Covers createBuffer, GPUBufferUsage…
Use when recording WebGPU commands, beginning render or compute passes, copying buffers and textures, submitting work to the queue, or using query sets. Prevents the encoder-finish-with-open-pass error and the reused-command-buffer mistake. Covers…
Use when creating WebGPU textures, texture views, or samplers, choosing a texture format, or importing a video frame as an external texture. Prevents validation failures from wrong usage flags, sampler / binding-type mismatches, and stale external-texture…
Use when writing WebGPU code that must run across Chrome, Safari, and Firefox, or when a feature works in one browser but not another. Prevents apps breaking on Safari or Firefox from Chrome-only assumptions. Covers Chrome / Safari / Firefox WebGPU support…
Use when computing buffer sizes, copy offsets, bytesPerRow for texture copies, or dynamic bind-group offsets in WebGPU. Prevents the most common WebGPU validation failures caused by misaligned sizes and offsets. Covers host-side alignment rules: buffer size,…
Use when running WebGPU inside a Web Worker or rendering to an OffscreenCanvas off the main thread. Prevents main-thread jank and the mistake of trying to access a DOM canvas from a worker. Covers WorkerNavigator.gpu, OffscreenCanvas,…
Use when initializing WebGPU, setting up navigator.gpu, or reasoning about the adapter / device / queue model and application lifecycle. Prevents the dead-device bug from not null-checking the adapter and from treating device.queue as a method. Covers…
Use when negotiating WebGPU device limits and optional features, calling requestDevice with requiredLimits or requiredFeatures, or targeting the compatibility tier. Prevents requestDevice failures from requesting a feature or limit the adapter does not…
Use when reasoning about WebGPU render versus compute pipelines, shader modules, pipeline layouts, or choosing auto layout versus an explicit pipeline layout. Prevents the non-reusable-bind-group bug from auto layout and pipeline-creation jank from…