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WebGPU-Claude-Skill-Package

WebGPU-Claude-Skill-Package 收录了来自 Impertio-Studio 的 35 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。

已收集 skills
35
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0
更新
2026-05-20
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0
职业覆盖
2 个职业分类 · 已分类 100%
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这个仓库中的 skills

webgpu-agents-pipeline-orchestrator
软件开发工程师

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 inconsistency. Covers the full WebGPU setup sequence, the decision routing to the 33 detailed WebGPU skills, and end-to-end render and compute scaffolds. Keywords: WebGPU setup, full pipeline, end to end, getting started, scaffold a WebGPU app, which WebGPU skill, orchestrate WebGPU, render pipeline setup, compute pipeline setup, how do I build a WebGPU app.

2026-05-20
webgpu-agents-quality-validator
软件质量保证分析师与测试员

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 category-by-category WebGPU review checklist, the consolidated anti-pattern catalog, and routing each issue to the skill that fixes it. Keywords: WebGPU code review, validate WebGPU code, audit, quality check, review WGSL, is this WebGPU code correct, hallucinated API, alignment error, checklist, what is wrong with my WebGPU code.

2026-05-20
webgpu-errors-debugging
软件开发工程师

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, getCompilationInfo and GPUCompilationMessage, debug groups and markers, and browser GPU tooling. Keywords: WebGPU debugging, label, getCompilationInfo, GPUCompilationMessage, shader compile error, debug group, insertDebugMarker, RenderDoc, chrome gpu, how do I debug WebGPU, where is my shader error.

2026-05-20
webgpu-errors-device-loss
软件开发工程师

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 values, and the explicit recovery pattern that recreates every GPU resource. Keywords: device lost, device.lost, GPUDeviceLostInfo, device loss recovery, device.destroy, GPU process crashed, WebGPU stopped working, reason destroyed, reason unknown, how do I recover from device loss.

2026-05-20
webgpu-errors-validation
软件开发工程师

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, GPUInternalError, pushErrorScope and popErrorScope, the uncapturederror event, and the contagious-error model. Keywords: validation error, GPUValidationError, GPUOutOfMemoryError, pushErrorScope, popErrorScope, uncapturederror, GPUError, error scope, why did my WebGPU call fail, how do I debug a validation error.

2026-05-20
webgpu-impl-compute-usecases
软件开发工程师

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 simulation, reduction and scan patterns, and workgroup-shared-memory tiling. Keywords: compute use case, image processing, blur, particle system, physics simulation, reduction, prefix sum, scan, workgroup shared memory, storage texture, ping-pong, how do I do GPU compute, GPGPU.

2026-05-20
webgpu-impl-render-usecases
软件开发工程师

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 full-screen oversized-triangle trick, post-processing, and screen-space effects like SSAO and SSR. Keywords: render use case, PBR, physically based rendering, full-screen quad, full-screen triangle, post-processing, screen-space effects, SSAO, SSR, how do I render PBR materials, full screen pass.

2026-05-20
webgpu-impl-webgl-migration
软件开发工程师

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, clip-space Z range, command encoders versus immediate mode, bind groups versus uniforms, and manual mipmap generation. Keywords: WebGL to WebGPU, migration, port, WebGL2, clip space, GLSL to WGSL, framebuffer to render pass, generateMipmap, manual mipmap, immediate mode, how do I port WebGL to WebGPU.

2026-05-20
webgpu-impl-async-patterns
软件开发工程师

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, onSubmittedWorkDone, createRenderPipelineAsync, the requestAnimationFrame frame loop, and avoiding GPU stalls. Keywords: async, mapAsync, mapState, onSubmittedWorkDone, createRenderPipelineAsync, requestAnimationFrame, frame loop, GPU stall, low frame rate, buffer is already mapped, how do I structure a WebGPU render loop.

2026-05-20
webgpu-impl-buffer-upload
软件开发工程师

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 ring) and the GPU to CPU readback workflow with the 256-byte bytesPerRow padding. Keywords: buffer upload, writeBuffer, mappedAtCreation, staging buffer, readback, copyBufferToBuffer, copyTextureToBuffer, bytesPerRow, GPU to CPU, read pixels, download texture, how do I read data back from the GPU.

2026-05-20
webgpu-impl-performance
软件开发工程师

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, pipeline and bind-group caching, render bundles, command-buffer reuse, state-change minimization, and timestamp-query profiling. Keywords: performance, optimization, render bundle, GPURenderBundleEncoder, executeBundles, pipeline caching, workgroup size, timestamp-query, profiling, slow frame rate, draw call overhead, how do I make WebGPU faster.

2026-05-20
webgpu-impl-instancing-indirect
软件开发工程师

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 drawIndexedIndirect with exact buffer layouts, dispatchWorkgroupsIndirect, GPU-driven rendering, and multiDrawIndirect. Keywords: instancing, instanced draw, instanceCount, drawIndirect, drawIndexedIndirect, dispatchWorkgroupsIndirect, indirect buffer, GPU-driven rendering, multiDrawIndirect, firstInstance, instance_index, how do I draw many objects.

2026-05-20
webgpu-impl-multipass
软件开发工程师

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, post-processing chains, deferred shading G-buffers, shadow mapping, ping-pong buffers, and intermediate render textures. Keywords: multi-pass, post-processing, deferred shading, G-buffer, shadow mapping, ping-pong, intermediate texture, render to texture then sample, bloom, screen effect, how do I do post processing in WebGPU.

2026-05-20
webgpu-impl-render-targets
软件开发工程师

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 targets, depth-stencil attachment and depth formats, MSAA with sampleCount and resolveTarget, loadOp storeOp clearValue. Keywords: render target, colorAttachments, depthStencilAttachment, MRT, multiple render targets, MSAA, multisample, resolveTarget, loadOp, storeOp, clearValue, depth buffer, how do I render to a texture, antialiasing.

2026-05-20
webgpu-wgsl-compute-shaders
软件开发工程师

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, workgroup_id local global invocation ids, var workgroup shared memory, atomics, workgroupBarrier and storageBarrier, subgroups. Keywords: WGSL compute shader, @compute, @workgroup_size, global_invocation_id, local_invocation_id, workgroup_id, var<workgroup>, atomic, workgroupBarrier, storageBarrier, subgroup, shared memory, data race, how do I write a compute shader.

2026-05-20
webgpu-wgsl-fragment-shaders
软件开发工程师

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 position front_facing frag_depth sample_index sample_mask, MRT @location outputs, sample-rate shading, and discard. Keywords: WGSL fragment shader, @fragment, @builtin(frag_depth), @builtin(front_facing), MRT, multiple render targets, discard, sample_index, sample mask, how do I write a fragment shader, pixel shader.

2026-05-20
webgpu-wgsl-vertex-shaders
软件开发工程师

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 point, @location vertex attributes, @builtin vertex_index instance_index position, inter-stage varyings, @interpolate, and @invariant. Keywords: WGSL vertex shader, @vertex, @location, @builtin(position), vertex_index, instance_index, varyings, interpolate, clip space, vertex attributes, how do I write a vertex shader, inter-stage variable.

2026-05-20
webgpu-wgsl-builtins
软件开发工程师

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 category and the builtin values per shader stage with their direction and type. Keywords: WGSL builtin, dot, cross, normalize, mix, clamp, pow, atomicAdd, dpdx, pack4x8unorm, builtin position, global_invocation_id, vertex_index, builtin value, what WGSL functions are available.

2026-05-20
webgpu-wgsl-textures
软件开发工程师

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 sampler_comparison, the textureSample family, textureLoad, textureStore, textureGather, and per-stage legality. Keywords: WGSL texture, texture_2d, texture_depth_2d, texture_storage_2d, texture_external, sampler, sampler_comparison, textureSample, textureSampleLevel, textureLoad, textureStore, how do I sample a texture in WGSL, texture in compute shader.

2026-05-20
webgpu-wgsl-uniformity
软件开发工程师

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 control flow. Covers uniform control flow, the uniformity analysis, derivative_uniformity diagnostics, the diagnostic directive, and enable / requires feature gating. Keywords: WGSL uniformity, uniform control flow, derivative_uniformity, diagnostic, enable f16, requires, textureSample uniformity error, workgroupBarrier divergent, must be called from uniform control flow.

2026-05-20
webgpu-syntax-canvas-context
软件开发工程师

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, configure, getCurrentTexture, alphaMode, getPreferredCanvasFormat, and the ResizeObserver resize pattern. Keywords: getContext webgpu, GPUCanvasContext, configure, getCurrentTexture, getPreferredCanvasFormat, alphaMode, canvas resize, black canvas, blurry canvas, nothing renders, how do I show WebGPU output on a canvas.

2026-05-20
webgpu-wgsl-memory-layout
软件开发工程师

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 shader reads. Covers the six WGSL address spaces, pointers, AlignOf and SizeOf rules, the vec3 16-byte trap, the std140-like uniform array stride, align and size attributes. Keywords: WGSL memory layout, address space, uniform, storage, workgroup, vec3 alignment, std140, align, size, struct padding, ptr, arrayLength, shader reads garbage, uniform buffer offset wrong, how do I lay out a uniform struct.

2026-05-20
webgpu-wgsl-syntax
软件开发工程师

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 types, var let const override declarations, operators, swizzling, control flow, and functions. Keywords: WGSL, WGSL syntax, vec3f, mat4x4f, var let const override, alias, switch default, swizzle, WGSL function, recursion not allowed, shader compile error, how do I write a WGSL shader.

2026-05-20
webgpu-syntax-bind-groups
软件开发工程师

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. Covers GPUBindGroupLayout, GPUBindGroup, the five entry layout types, shader-stage visibility, dynamic offsets, and getBindGroupLayout from auto layout. Keywords: createBindGroupLayout, createBindGroup, GPUBindGroupLayoutEntry, GPUShaderStage, dynamic offset, uniform binding, storage buffer binding, sampler binding, group and binding, bind group does not match, getBindGroupLayout.

2026-05-20
webgpu-syntax-compute-pipeline
软件开发工程师

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 encoder, dispatchWorkgroups, dispatchWorkgroupsIndirect, and workgroup-count computation. Keywords: createComputePipeline, GPUComputePipelineDescriptor, dispatchWorkgroups, dispatchWorkgroupsIndirect, compute pass, workgroup count, GPU compute, how do I run a compute shader, workgroup size.

2026-05-20
webgpu-syntax-render-pipeline
软件开发工程师

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. Covers GPURenderPipelineDescriptor, vertex state and GPUVertexBufferLayout, fragment state and targets, primitive state, depth-stencil state, multisample state. Keywords: createRenderPipeline, GPURenderPipelineDescriptor, GPUVertexBufferLayout, vertex attributes, fragment targets, blend state, primitive topology, depth stencil state, cullMode, how do I draw a triangle, pipeline format mismatch.

2026-05-20
webgpu-syntax-buffers
软件开发工程师

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 flags, mappedAtCreation, mapAsync, getMappedRange, unmap, the mapState lifecycle, and queue.writeBuffer. Keywords: createBuffer, GPUBufferUsage, mapAsync, getMappedRange, unmap, mappedAtCreation, writeBuffer, GPUMapMode, buffer is already mapped, MAP_READ, COPY_DST, how do I upload data to the GPU, vertex buffer, uniform buffer.

2026-05-20
webgpu-syntax-command-encoder
软件开发工程师

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 createCommandEncoder, beginRenderPass, beginComputePass, copy methods, finish, queue.submit, onSubmittedWorkDone, GPUQuerySet, and debug groups. Keywords: createCommandEncoder, beginRenderPass, beginComputePass, queue.submit, copyBufferToBuffer, finish, onSubmittedWorkDone, createQuerySet, resolveQuerySet, timestamp query, command buffer, pass end, how do I submit work to the GPU.

2026-05-20
webgpu-syntax-textures
软件开发工程师

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 references. Covers createTexture, GPUTextureFormat, GPUTextureUsage, createView and view dimensions, mip levels, multisample textures, createSampler, and importExternalTexture. Keywords: createTexture, createView, createSampler, GPUTextureFormat, GPUTextureUsage, GPUSampler, importExternalTexture, mip levels, multisample, texture binding, comparison sampler, how do I load a texture, blurry texture, video texture.

2026-05-20
webgpu-core-cross-browser
软件开发工程师

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 differences, feature-detection patterns, version gating, wgslLanguageFeatures, and getPreferredCanvasFormat. Keywords: cross-browser, Chrome, Safari, Firefox, WebGPU support, feature detection, getPreferredCanvasFormat, wgslLanguageFeatures, works in Chrome not Safari, WebGPU not working in Firefox, browser compatibility.

2026-05-20
webgpu-core-memory-model
软件开发工程师

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, writeBuffer, mapAsync and getMappedRange offsets, dynamic buffer offsets, the 256-byte bytesPerRow rule. Keywords: alignment, bytesPerRow, minUniformBufferOffsetAlignment, minStorageBufferOffsetAlignment, dynamic offset, buffer size multiple of 4, validation error, copy failed, bytesPerRow must be multiple of 256, why does my copy fail, offset alignment.

2026-05-20
webgpu-core-workers
软件开发工程师

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, transferControlToOffscreen, worker WebGPU context setup, and unsupported worker contexts. Keywords: Web Worker, OffscreenCanvas, transferControlToOffscreen, WorkerNavigator.gpu, render on worker thread, off main thread, navigator.gpu in worker, how do I run WebGPU in a worker, main thread jank.

2026-05-20
webgpu-core-architecture
软件开发工程师

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 navigator.gpu, requestAdapter, requestDevice, GPUQueue, the adapter/device ownership model, the 4-phase runtime model, and the secure-context requirement. Keywords: navigator.gpu, requestAdapter, requestDevice, GPUAdapter, GPUDevice, GPUQueue, WebGPU initialization, navigator.gpu is undefined, requestAdapter returns null, WebGPU not available, how do I start with WebGPU, getting started.

2026-05-19
webgpu-core-limits-features
软件开发工程师

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 support. Covers GPUSupportedLimits and defaults, the limit negotiation algorithm, the full GPUFeatureName enum with version gates, and featureLevel "compatibility". Keywords: requiredLimits, requiredFeatures, GPUFeatureName, GPUSupportedLimits, adapter.features, maxBufferSize, timestamp-query, shader-f16, featureLevel, compatibility mode, requestDevice failed, feature not supported, how do I check WebGPU support.

2026-05-19
webgpu-core-pipeline-architecture
软件开发工程师

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 synchronous compilation. Covers GPUShaderModule, render and compute pipeline concepts, explicit versus auto pipeline layout, async pipeline creation, and pipeline reuse. Keywords: GPURenderPipeline, GPUComputePipeline, GPUShaderModule, GPUPipelineLayout, createShaderModule, auto layout, createRenderPipelineAsync, getBindGroupLayout, pipeline layout, bind group not reusable, pipeline jank, how do WebGPU pipelines work.

2026-05-19