npx skills add ...
npx skills add software-mansion-labs/skills --skill typegpu
TypeGPU is type-safe WebGPU in TypeScript. Use whenever the user writes, debugs, or designs TypeGPU code: 'use gpu' shader functions, tgpu.fn, buffers, textures, bind groups, compute and render pipelines, command encoders, render passes, render bundles, vertex layouts, slots, accessors, @typegpu/react hooks (useRoot, useFrame, useUniform), React Native worklet rendering, and any TypeGPU API. Shader logic and CPU-side resources are tightly coupled - handle both sides here even if the user only mentions one (e.g. "how do I write a shader", "how do I create a buffer"). Trigger on any mention of typegpu, tgpu, "use gpu", TypedGPU, or WebGPU code written using TypeGPU's schema API (d.*, tgpu.*, std.*). Do NOT trigger for raw WebGPU (using GPUDevice/GPURenderPipeline directly without tgpu), WGSL-only questions, Three.js, Babylon.js, or WebGL.
npx skills add software-mansion-labs/skills --skill typegpu
A single schema (d.*) defines a GPU type, CPU buffer layout, and TypeScript type at once - no manual alignment, type mapping, or casting. The build plugin unplugin-typegpu transforms 'use gpu'-marked TypeScript for runtime WGSL transpilation, enabling type inference and polymorphism across the CPU/GPU boundary.
This skill targets TypeGPU 0.12. If the user's project is on an older release, verify API availability before relying on examples or recommended patterns here.
Read before writing virtually any shader or GPU function — these two cover the rules that trip people up most:
references/types.md — abstract type resolution, exactly when d.f32() is required vs redundant, vector constructor overloads, sampler/texture schemas for tgpu.fn signatures, CPU-side TgpuBuffer/TgpuTexture TypeScript types. If you skip this, you'll hit type errors.references/shaders.md — loops (std.range, tgpu.unroll), ternary/logical-operator semantics, tgpu.comptime, outer-scope capture rules, complete builtin reference for all three shader stages, console.log. Read this for any non-trivial shader logic.references/std.md — full std function listing (math, comparison/boolean vectors, matrix builders, texture, atomics, packing, subgroups, environment probes). Consult before hand-rolling any math/utility function.Read when the task specifically involves:
references/pipelines.md — vertex buffers/layouts, attribs wiring, MRT, fullscreen triangle, depth/stencil, blend modes, fragDepth output, loading 3D models (@loaders.gl), resolve APIreferences/matrices.md — wgpu-matrix integration, column-major layout, camera uniforms, common.writeSoA, fast-path CPU writes. Read for any 3D work (view/projection matrices, animated transforms, model loading)references/textures.md — texture creation, views, samplers, storage textures, mipmaps, multisamplingreferences/noise.md — @typegpu/noise (random, distributions, Perlin 2D/3D)references/sdf.md — @typegpu/sdf (2D/3D primitives, operators, ray marching, AA masking)references/encoders.md — typed command encoders, multi-pipeline render/compute passes, render bundles, batched submission, raw-WebGPU encoder interop (unstable API, stable behavior)references/timing.md — GPU timing via timestamp queries: withPerformanceCallback vs a shared query set, the available guard, why per-pass timings overlapreferences/react.md — @typegpu/react hooks (useRoot, useFrame, useUniform, ...), React Native worklet render loopsreferences/setup.md — TypeGPU CLI, install, unplugin-typegpu build plugin, tsover operator overloading, troubleshootingreferences/advanced.md — buffer reinterpretation, indirect drawing/dispatch, ArrayBuffer IO, minification, warning silencing, root.unwrapCreate one root at app startup. Resources from different roots cannot interact. Teardown: root.destroy() destroys all resources created through the root, plus the device itself if the root came from tgpu.init (not initFromDevice).
d.*)A schema defines memory layout and infers TypeScript types; the same schema is used for buffers, shader signatures, and bind group entries.
Instance types: d.vec3f() -> d.v3f, d.mat4x4f() -> d.m4x4f.
Vector constructors are richly overloaded — they compose from any mix of scalars, smaller vectors, and swizzles that adds up to the right component count (d.vec4f(rgb, 1), d.vec3f(v.xy, newZ)). Prefer them over manual component decomposition; full overload listing in references/types.md.
Runtime-sized schemas. d.arrayOf(Element) without a count returns a function (n: number) => WgslArray<Element>. This dual nature is the key: pass the function itself (unsized) to bind group layouts, call it with a count (sized) for buffer creation.
You cannot pass an unsized schema directly to createBuffer - size must be known on the CPU.
TypeGPU compiles TypeScript marked with 'use gpu' into WGSL.
No explicit signature; best for helper math and flexible utilities.
number parameters and unions like d.v2f | d.v3f are polymorphic - TypeGPU generates one WGSL overload per unique call-site type combination. Values captured from outer scope are inlined as WGSL literals; use buffers/uniforms for anything that changes at runtime.
tgpu.fn (explicit types)Pinned WGSL signature. Use for library code or when you need a fixed WGSL interface.
Vertex in may include builtins: d.builtin.vertexIndex, d.builtin.instanceIndex.
Full shader syntax, branch pruning, the std library, type inference, and idiomatic patterns (vector ops, struct constructors, register pressure): see references/shaders.md. Read it before any non-trivial shader — values-vs-references handling lives there and is the most common source of ResolutionError.
| Literal | Shader access |
|---|---|
'uniform' | var<uniform> |
'storage' | var<storage, read> (or read_write with access: 'mutable') |
'vertex' | vertex input, paired with tgpu.vertexLayout |
'index' | index buffer (array of d.u16 or d.u32 only) |
'indirect' | indirect dispatch/draw |
All buffers get COPY_SRC | COPY_DST automatically. $addFlags(GPUBufferUsage.X) adds any flag not covered by $usage.
.write(value) handles alignment. Four input forms (slowest → fastest):
| Form | Example (vec3f) | Notes |
|---|---|---|
| Typed instance | d.vec3f(1, 2, 3) | Allocates a wrapper — fine for setup/prototypes |
| Plain JS array / tuple | [1, 2, 3] | No allocation, padding added automatically |
| TypedArray | new Float32Array([1, 2, 3]) | Bytes copied verbatim — must include WGSL padding |
| ArrayBuffer | rawBytes | Maximum throughput, bytes copied verbatim |
Cache plain arrays or Float32Array at setup and reuse. For the padding rules (vec3f = 16 bytes, mat3x3f per-column padding) and full fast-path guidance, see references/matrices.md.
Slice write - update a sub-region using d.memoryLayoutOf to get byte offsets:
.patch(data) - update specific struct fields or array indices without touching the rest:
common.writeSoA(buffer, { field: Float32Array, ... }) - scatter separate packed per-field arrays into the GPU's AoS layout with correct padding. The idiomatic path for particle systems, simulations, and model loading where CPU data is already field-separated. See references/matrices.md for examples and references/pipelines.md for the model-loading pattern.
GPU-side copy: destBuffer.copyFrom(srcBuffer) (schemas must match). Zeroing: buffer.clear(). Cleanup: buffer.destroy(). Both copyFrom and clear take an optional command encoder — see references/encoders.md.
Skip manual bind groups - the buffer is always bound when referenced in any shader:
Access inside shaders via particles.$, config.$. Prefer fixed resources by default; switch to manual bind groups when you need to swap resources per frame, manage @group indices, or share layouts across pipelines.
A manually created buffer converts to the same kind of binding with buffer.as('uniform' | 'readonly' | 'mutable') (requires the matching $usage) — use it when you hold a TgpuBuffer but need .$ access in a shader.
Buffer bindings from createUniform/createMutable/createReadonly are accepted directly as entries (no need to unwrap to a buffer).
Explicit @group index (only needed when integrating with raw WGSL that hardcodes group indices): layout.$idx(0).
WebGPU matches DirectX/Metal, not OpenGL/WebGL — porting tutorials verbatim causes subtle bugs:
[0, 1], not [-1, 1]. A copy-pasted gluPerspective clips the near plane. Use wgpu-matrix's mat4.perspective (already targets [0, 1]), or mat4.perspectiveReverseZ for better depth precision.(0, 0) is top-left, +y down — opposite of OpenGL. d.builtin.position.xy in a fragment shader is pixel-space with this origin.(0, 0) is top-left. Do not pre-flip v — createImageBitmap already matches this.d.mat4x4f(c0, c1, c2, c3) takes columns. Inside shaders use mat.columns[c][r]; plain mat[i] is rejected. Composition: projection * view * model * position. See references/matrices.md.Shell-less inline vertex/fragment lambdas are also valid for simple cases.
Use a named record for fragment out, pipeline targets, and withColorAttachment — TypeScript enforces matching keys. Keys become WGSL struct field names verbatim; no $-prefixes. Builtins (fragDepth) go in out but do not appear in targets or withColorAttachment.
Full MRT example, per-target blend/writeMask config, and the fragDepth footgun: see references/pipelines.md.
root.createBindGroup(...) and texture.createView(...) allocate fresh GPU objects each call. Fine for prototypes; for anything you care about, create them once at setup (near the resource they wrap), store handles in consts, and reuse. Per-frame allocation isn't slow per se, but it raises GC pressure and introduces stutters. When a view or bind group legitimately varies each frame, cache the small set you cycle through.
For vertex buffer layouts, the attribs spread trick, and the common.fullScreenTriangle helper: references/pipelines.md.
draw()/dispatchWorkgroups() each record and submit their own single-pipeline pass. To run several pipelines in one pass (shared attachments) or batch several passes into one submission, use the typed command encoder — root['~unstable'].createCommandEncoder() → beginRenderPass/beginComputePass → pipeline.with(pass).draw(...) → pass.end() → encoder.submit(). Render bundles and raw-WebGPU encoder interop too: see references/encoders.md.
Pipelines initialize lazily on first use; pipeline.initSync() / await pipeline.initAsync() move that cost to a loading screen (see references/pipelines.md).
tgpu.workgroupVar(schema) — shared across all threads in a workgroup (compute only). tgpu.privateVar(schema) — thread-private. tgpu.const(schema, value) — compile-time constant embedded as a WGSL literal. Access all via .$. Full examples in references/shaders.md.
tgpu.slot<T>() is a typed placeholder; fill with .with(slot, value) at root scope (before pipeline creation) or function scope — pipelines do not accept slots in .with(). Any type fits: GPU values, functions, callbacks. Slots are the idiomatic way to build configurable/reusable shaders.
Scalar/vector slot with a default:
tgpu.accessor(schema, initial?) is schema-aware - the value can be a buffer binding, a constant, a literal, or a 'use gpu' function returning one. The shader is agnostic about how the value is sourced. If they can be cleanly used, they should be preferred over slots.
Write access: tgpu.mutableAccessor(schema, initial?).
d.InferInput<typeof Schema> — CPU-side type accepted by .write(). d.InferGPU<typeof Schema> — type inside 'use gpu' functions. d.AnyData (also importable from 'typegpu/data') — broadest schema constraint for generics. Full buffer/texture TypeScript types (TgpuBuffer, TgpuUniform, TgpuTexture, usage flags): references/types.md.
1.0 may strip -> abstractInt. Use d.f32(1). See types.md.createUniform/createMutable. See shaders.md.vec3f elements are 16 bytes (12 + 4 padding). Plain arrays handle padding; typed arrays must include it.a / b on primitives is f32. Use d.i32()/d.u32() for integer semantics. See types.md.let x; is invalid - always initialise so the type can be inferred: let x = d.f32(0).select — both branches always evaluate, so branches must be side-effect-free and scalar/vector-valued (no structs/arrays/matrices; use if/else for those). Comptime-known conditions prune the dead branch entirely. See shaders.md.d.vec4f; d.vec4i/d.vec4u for integer formats), even for fewer-channel formats. A pipeline with targets: { format: 'r8unorm' } or 'rg16float' still requires out: d.vec4f and return d.vec4f(...). WebGPU drops the unused channels.@typegpu/noise - real PRNG (randf), distributions (uniform, normal, hemisphere, ...), and Perlin noise (perlin2d/perlin3d) with optional precomputed gradient caches (~10x speedups). Prefer over hand-rolled hashes. See references/noise.md.
@typegpu/sdf - 2D/3D signed distance primitives (sdDisk, sdBox2d, sdRoundedBox2d, sdBezier, sdSphere, sdBox3d, sdCapsule, sdPlane, ...) and operators (opUnion, opSmoothUnion, opSmoothDifference, opExtrudeX/Y/Z). All tgpu.fn with pinned types, callable directly from 'use gpu'. For ray marching, UI masking, AA vector drawing. See references/sdf.md.
@typegpu/react - hooks for TypeGPU in React and React Native (useRoot, useFrame, useUniform, ...), including UI-thread render loops via react-native-worklets. See references/react.md.
TypeGPU CLI - npx typegpu@latest scaffolds a new project; --enhance retrofits TypeGPU into an existing one. See references/setup.md.
wgpu-matrix - canonical math library for TypeGPU. TypeGPU vectors/matrices can be passed as dst to wgpu-matrix calls to avoid allocations. See references/matrices.md for full integration patterns.
d.f32 d.i32 d.u32 d.f16 // f16 needs the 'shader-f16' device feature (references/setup.md)
// d.bool is NOT host-shareable - use d.u32 in buffersd.vec2f d.vec3f d.vec4f // f32
d.vec2i d.vec3i d.vec4i // i32
d.vec2u d.vec3u d.vec4u // u32
d.vec2h d.vec3h d.vec4h // f16
d.vec2b d.vec3b d.vec4b // bool - shader-side only (not host-shareable)
d.mat2x2f d.mat3x3f d.mat4x4fconst Particle = d.struct({
position: d.vec2f,
velocity: d.vec2f,
color: d.vec4f,
});
const ParticleArray = d.arrayOf(Particle, 1000); // fixed-size// Plain array - arrayOf without count is already a factory:
const layout = tgpu.bindGroupLayout({
data: { storage: d.arrayOf(d.f32), access: 'mutable' }, // unsized for layout
});
const buf = root.createBuffer(d.arrayOf(d.f32, 1024)).$usage('storage'); // sized for buffer
// Struct with a runtime-sized last field - wrap in a factory function:
const RuntimeStruct = (n: number) =>
d.struct({
counter: d.atomic(d.u32),
items: d.arrayOf(d.f32, n), // last field gets the runtime size
});
const layout2 = tgpu.bindGroupLayout({
runtimeData: { storage: RuntimeStruct, access: 'mutable' }, // unsized (the function)
});
const buf2 = root.createBuffer(RuntimeStruct(1024)).$usage('storage'); // sized (called)const rotate = (v: d.v2f, angle: number) => {
'use gpu';
const c = std.cos(angle);
const s = std.sin(angle);
return d.vec2f(c * v.x - s * v.y, s * v.x + c * v.y);
};const rotate = tgpu.fn([d.vec2f, d.f32], d.vec2f)((v, angle) => {
'use gpu';
// ...
});// Compute
const myCompute = tgpu.computeFn({
workgroupSize: [64],
in: { gid: d.builtin.globalInvocationId },
})((input) => { 'use gpu'; /* input.gid: d.v3u */ });
// Vertex
const myVertex = tgpu.vertexFn({
in: { position: d.vec3f, uv: d.vec2f },
out: { position: d.builtin.position, fragUv: d.vec2f },
})((input) => {
'use gpu';
return { position: d.vec4f(input.position, 1), fragUv: input.uv };
});
// Fragment
const myFragment = tgpu.fragmentFn({
in: { fragUv: d.vec2f },
out: d.vec4f,
})((input) => { 'use gpu'; return d.vec4f(input.fragUv, 0, 1); });// Schema only:
const buf = root.createBuffer(d.arrayOf(Particle, 1000)).$usage('storage');
// With typed initial value (only when non-zero — all buffers are zero-initialized by default):
const uBuf = root.createBuffer(Config, { time: 1, scale: 2.0 }).$usage('uniform');
// With an initializer callback - buffer is still mapped (cheapest CPU path):
const buf = root.createBuffer(Schema, (mappedBuffer) => {
mappedBuffer.write([10, 20], { startOffset: firstChunk.offset });
mappedBuffer.write([30, 40], { startOffset: secondChunk.offset });
});
// Wrap an existing GPUBuffer (you own its lifecycle and flags):
const buf = root.createBuffer(d.u32, existingGPUBuffer);
buf.write(12);const layout = d.memoryLayoutOf(schema, (a) => a[3]);
buffer.write([4, 5, 6], { startOffset: layout.offset });planetBuffer.patch({
mass: 123.1,
colors: { 2: [1, 0, 0], 4: d.vec3f(0, 0, 1) },
});const data = await buffer.read(); // returns a typed JS value matching the schemaconst particlesMutable = root.createMutable(d.arrayOf(Particle, 1000)); // var<storage, read_write>
const configUniform = root.createUniform(Config); // var<uniform>
const bufReadonly = root.createReadonly(d.arrayOf(d.f32, N)); // var<storage, read>const layout = tgpu.bindGroupLayout({
config: { uniform: ConfigSchema },
particles: { storage: d.arrayOf(Particle), access: 'mutable' },
mySampler: { sampler: 'filtering' }, // 'filtering' | 'non-filtering' | 'comparison'
myTexture: { texture: d.texture2d(d.f32) },
});
// Inside shaders: layout.$.config, layout.$.particles, ...
const bindGroup = root.createBindGroup(layout, {
config: configBuffer,
particles: particleBuffer,
mySampler: tgpuSampler,
myTexture: textureOrView,
});
pipeline.with(bindGroup).dispatchWorkgroups(N);// Standard - you control workgroup sizing
const pipeline = root.createComputePipeline({ compute: myComputeFn });
pipeline.with(bindGroup).dispatchWorkgroups(Math.ceil(N / 64));
// Guarded - TypeGPU handles workgroup sizing and bounds checking automatically.
// The callback's parameter count sets the dimensionality (0D to 3D):
const p0 = root.createGuardedComputePipeline(() => { 'use gpu'; /* runs once */ });
const p1 = root.createGuardedComputePipeline((x: number) => { 'use gpu'; });
const p2 = root.createGuardedComputePipeline((x: number, y: number) => { 'use gpu'; });
const p3 = root.createGuardedComputePipeline((x: number, y: number, z: number) => { 'use gpu'; });
// dispatchThreads matches the callback's arity - pass thread counts, not workgroup counts.
// TypeGPU picks workgroup sizes internally and injects a bounds guard so threads
// outside the requested range are no-ops.
p2.with(bindGroup).dispatchThreads(width, height);
// WGSL builtins like globalInvocationId are NOT available - use the callback parameters instead.const pipeline = root.createRenderPipeline({
vertex: myVertex,
fragment: myFragment,
targets: { format: presentationFormat }, // single target - shorthand
primitive?: GPUPrimitiveState,
depthStencil?: GPUDepthStencilState,
multisample?: GPUMultisampleState,
});
pipeline
.with(bindGroup)
.withColorAttachment({
view: context,
// loadOp/storeOp/clearValue have defaults
})
.withDepthStencilAttachment({ /* ... */ })
.withIndexBuffer(indexBuffer) // enables .drawIndexed()
.draw(vertexCount, instanceCount /* optional */);const distFnSlot = tgpu.slot<(pos: d.v3f) => number>();
const rayMarcher = tgpu.computeFn({
workgroupSize: [64],
in: { gid: d.builtin.globalInvocationId },
})(({ gid }) => {
'use gpu';
const dist = distFnSlot.$(d.vec3f(gid)); // call the injected function
});
root
.with(distFnSlot, (pos) => {
'use gpu';
return std.length(pos - d.vec3f(0, 0, -5)) - 1.0; // sphere SDF
})
.createComputePipeline({ compute: rayMarcher });const colorSlot = tgpu.slot(d.vec4f(1, 0, 0, 1));
root.with(colorSlot, d.vec4f(0, 1, 0, 1)).createRenderPipeline({ ... });const colorAccess = tgpu.accessor(d.vec3f);
// Fill with a uniform buffer:
root.with(colorAccess, colorUniform).createComputePipeline(...)
// Fill with a literal (inlined):
root.with(colorAccess, d.vec3f(1, 0, 0)).createComputePipeline(...)
// Fill with a GPU function:
root.with(colorAccess, () => { 'use gpu'; return computeColor(); }).createComputePipeline(...)