Initial commit: Portfolio Website
Vollständige Next.js 15 Portfolio-Website mit: - Blog-System mit 100+ Artikeln - Supabase-Integration - Responsive Design mit Tailwind CSS - TypeScript-Konfiguration - Testing-Setup mit Vitest und Playwright Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
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# WebGPU: Next-Gen Browser Graphics
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**Meta-Description:** WebGPU für 3D-Grafik im Browser. Performance-Vergleich zu WebGL, Compute Shaders und Three.js WebGPU Renderer.
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**Keywords:** WebGPU, WebGL, 3D Graphics, Compute Shaders, GPU Programming, Three.js, Browser Graphics
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---
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## Einführung
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**WebGPU** ist der Nachfolger von WebGL und bringt moderne GPU-Architektur in den Browser. Mit **Compute Shaders**, besserer Performance und Support in allen Major Browsern (seit 2025) ist WebGPU bereit für Production.
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---
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## WebGPU vs WebGL
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```
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┌─────────────────────────────────────────────────────────────┐
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│ WEBGPU VS WEBGL COMPARISON │
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├─────────────────────────────────────────────────────────────┤
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│ │
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│ Architecture: │
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│ │
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│ WebGL (2011): │
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│ ┌─────────────────────────────────────────────────────┐ │
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│ │ JavaScript │ │
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│ │ ↓ │ │
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│ │ OpenGL ES (State Machine) │ │
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│ │ ↓ │ │
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│ │ Driver Translation Layer │ │
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│ │ ↓ │ │
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│ │ GPU │ │
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│ └─────────────────────────────────────────────────────┘ │
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│ │
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│ WebGPU (2023): │
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│ ┌─────────────────────────────────────────────────────┐ │
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│ │ JavaScript / WASM │ │
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│ │ ↓ │ │
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│ │ WebGPU API (Modern, Low-Level) │ │
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│ │ ↓ │ │
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│ │ Native GPU APIs (Vulkan/Metal/D3D12) │ │
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│ │ ↓ │ │
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│ │ GPU │ │
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│ └─────────────────────────────────────────────────────┘ │
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│ │
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│ Performance Comparison: │
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│ ├── Draw Calls: WebGPU 10x faster (Render Bundles) │
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│ ├── Compute: WebGPU has Compute Shaders (WebGL: none) │
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│ ├── Multi-threading: WebGPU supports parallel encoding │
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│ └── Memory: WebGPU explicit resource management │
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│ │
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│ Browser Support (2026): │
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│ ├── Chrome/Edge: ✅ (since April 2023) │
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│ ├── Firefox: ✅ (since July 2025) │
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│ ├── Safari: ✅ (since June 2025, Safari 26) │
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│ └── Mobile: Partial (Chrome Android, Safari iOS 26) │
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│ │
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└─────────────────────────────────────────────────────────────┘
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```
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---
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## Basic WebGPU Setup
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```typescript
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// lib/webgpu-setup.ts
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async function initWebGPU(): Promise<{
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device: GPUDevice;
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context: GPUCanvasContext;
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format: GPUTextureFormat;
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}> {
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// Check Support
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if (!navigator.gpu) {
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throw new Error('WebGPU not supported');
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}
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// Request Adapter
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const adapter = await navigator.gpu.requestAdapter({
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powerPreference: 'high-performance'
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});
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if (!adapter) {
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throw new Error('No GPU adapter found');
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}
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// Request Device
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const device = await adapter.requestDevice({
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requiredFeatures: [],
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requiredLimits: {}
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});
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// Canvas Context
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const canvas = document.querySelector('canvas')!;
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const context = canvas.getContext('webgpu')!;
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const format = navigator.gpu.getPreferredCanvasFormat();
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context.configure({
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device,
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format,
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alphaMode: 'premultiplied'
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});
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return { device, context, format };
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}
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```
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---
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## Triangle Rendering
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```typescript
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// webgpu-triangle.ts
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const vertexShaderCode = /* wgsl */ `
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struct VertexOutput {
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@builtin(position) position: vec4f,
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@location(0) color: vec4f,
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}
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@vertex
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fn vertexMain(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput {
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var positions = array<vec2f, 3>(
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vec2f( 0.0, 0.5), // Top
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vec2f(-0.5, -0.5), // Bottom Left
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vec2f( 0.5, -0.5) // Bottom Right
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);
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var colors = array<vec4f, 3>(
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vec4f(1.0, 0.0, 0.0, 1.0), // Red
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vec4f(0.0, 1.0, 0.0, 1.0), // Green
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vec4f(0.0, 0.0, 1.0, 1.0) // Blue
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);
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var output: VertexOutput;
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output.position = vec4f(positions[vertexIndex], 0.0, 1.0);
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output.color = colors[vertexIndex];
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return output;
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}
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`;
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const fragmentShaderCode = /* wgsl */ `
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@fragment
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fn fragmentMain(@location(0) color: vec4f) -> @location(0) vec4f {
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return color;
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}
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`;
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async function renderTriangle() {
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const { device, context, format } = await initWebGPU();
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// Shader Module
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const shaderModule = device.createShaderModule({
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code: vertexShaderCode + fragmentShaderCode
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});
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// Pipeline
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const pipeline = device.createRenderPipeline({
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layout: 'auto',
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vertex: {
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module: shaderModule,
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entryPoint: 'vertexMain'
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},
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fragment: {
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module: shaderModule,
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entryPoint: 'fragmentMain',
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targets: [{ format }]
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},
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primitive: {
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topology: 'triangle-list'
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}
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});
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// Render Loop
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function frame() {
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const commandEncoder = device.createCommandEncoder();
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const renderPass = commandEncoder.beginRenderPass({
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colorAttachments: [{
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view: context.getCurrentTexture().createView(),
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clearValue: { r: 0.1, g: 0.1, b: 0.1, a: 1.0 },
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loadOp: 'clear',
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storeOp: 'store'
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}]
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});
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renderPass.setPipeline(pipeline);
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renderPass.draw(3); // 3 vertices
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renderPass.end();
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device.queue.submit([commandEncoder.finish()]);
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requestAnimationFrame(frame);
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}
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frame();
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}
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```
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---
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## Compute Shaders
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```typescript
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// webgpu-compute.ts
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// Particle Simulation mit Compute Shader
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const computeShaderCode = /* wgsl */ `
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struct Particle {
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position: vec2f,
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velocity: vec2f,
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}
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struct SimParams {
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deltaTime: f32,
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gravity: f32,
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}
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@group(0) @binding(0) var<storage, read_write> particles: array<Particle>;
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@group(0) @binding(1) var<uniform> params: SimParams;
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) id: vec3u) {
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let index = id.x;
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if (index >= arrayLength(&particles)) {
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return;
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}
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var particle = particles[index];
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// Apply Gravity
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particle.velocity.y -= params.gravity * params.deltaTime;
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// Update Position
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particle.position += particle.velocity * params.deltaTime;
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// Bounce off boundaries
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if (particle.position.y < -1.0) {
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particle.position.y = -1.0;
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particle.velocity.y *= -0.8; // Energy loss
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}
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if (abs(particle.position.x) > 1.0) {
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particle.velocity.x *= -1.0;
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}
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particles[index] = particle;
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}
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`;
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async function setupParticleSimulation(
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device: GPUDevice,
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particleCount: number
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) {
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// Initialize Particles
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const particleData = new Float32Array(particleCount * 4);
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for (let i = 0; i < particleCount; i++) {
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particleData[i * 4 + 0] = (Math.random() - 0.5) * 2; // x
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particleData[i * 4 + 1] = Math.random(); // y
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particleData[i * 4 + 2] = (Math.random() - 0.5) * 0.1; // vx
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particleData[i * 4 + 3] = 0; // vy
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}
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// Particle Buffer
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const particleBuffer = device.createBuffer({
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size: particleData.byteLength,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true
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});
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new Float32Array(particleBuffer.getMappedRange()).set(particleData);
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particleBuffer.unmap();
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// Uniform Buffer
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const uniformBuffer = device.createBuffer({
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size: 8, // 2 x float32
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usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST
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});
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// Compute Pipeline
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const computeModule = device.createShaderModule({ code: computeShaderCode });
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const computePipeline = device.createComputePipeline({
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layout: 'auto',
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compute: {
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module: computeModule,
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entryPoint: 'main'
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}
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});
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// Bind Group
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const bindGroup = device.createBindGroup({
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layout: computePipeline.getBindGroupLayout(0),
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entries: [
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{ binding: 0, resource: { buffer: particleBuffer } },
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{ binding: 1, resource: { buffer: uniformBuffer } }
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]
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});
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return {
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particleBuffer,
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uniformBuffer,
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computePipeline,
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bindGroup,
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particleCount
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};
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}
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function runComputePass(
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device: GPUDevice,
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simulation: Awaited<ReturnType<typeof setupParticleSimulation>>,
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deltaTime: number
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) {
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const { uniformBuffer, computePipeline, bindGroup, particleCount } = simulation;
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// Update Uniforms
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device.queue.writeBuffer(
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uniformBuffer,
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0,
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new Float32Array([deltaTime, 9.81])
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);
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// Dispatch Compute
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const commandEncoder = device.createCommandEncoder();
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const computePass = commandEncoder.beginComputePass();
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computePass.setPipeline(computePipeline);
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computePass.setBindGroup(0, bindGroup);
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computePass.dispatchWorkgroups(Math.ceil(particleCount / 64));
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computePass.end();
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device.queue.submit([commandEncoder.finish()]);
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}
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```
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---
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## Three.js WebGPU Renderer
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```typescript
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// three-webgpu.ts
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import * as THREE from 'three';
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import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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async function initThreeWebGPU() {
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// WebGPU Renderer
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const renderer = new WebGPURenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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document.body.appendChild(renderer.domElement);
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// Initialize WebGPU
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await renderer.init();
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// Scene Setup
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x111111);
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// Camera
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const camera = new THREE.PerspectiveCamera(
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75,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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camera.position.z = 5;
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// Controls
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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// Lights
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
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directionalLight.position.set(10, 10, 10);
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scene.add(directionalLight);
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// Objects
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const geometry = new THREE.TorusKnotGeometry(1, 0.3, 100, 16);
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const material = new THREE.MeshStandardMaterial({
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color: 0x00ff88,
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metalness: 0.5,
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roughness: 0.2
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});
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const mesh = new THREE.Mesh(geometry, material);
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scene.add(mesh);
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// Animation Loop
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function animate() {
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requestAnimationFrame(animate);
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mesh.rotation.x += 0.01;
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mesh.rotation.y += 0.01;
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controls.update();
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renderer.render(scene, camera);
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}
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animate();
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// Resize Handler
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window.addEventListener('resize', () => {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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});
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}
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```
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---
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## React Three Fiber mit WebGPU
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```tsx
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// components/WebGPUScene.tsx
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'use client';
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import { Canvas } from '@react-three/fiber';
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import { OrbitControls, Environment } from '@react-three/drei';
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import { Suspense } from 'react';
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export function WebGPUScene() {
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return (
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<Canvas
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gl={(canvas) => {
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// WebGPU Renderer wird automatisch verwendet wenn verfügbar
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// Fallback auf WebGL
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return undefined;
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}}
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frameloop="demand"
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>
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<Suspense fallback={null}>
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<Environment preset="city" />
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<OrbitControls />
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<mesh>
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<torusKnotGeometry args={[1, 0.3, 100, 16]} />
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<meshStandardMaterial color="#00ff88" metalness={0.5} roughness={0.2} />
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</mesh>
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</Suspense>
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</Canvas>
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);
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}
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// Feature Detection
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export function useWebGPUSupport() {
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const [supported, setSupported] = useState<boolean | null>(null);
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useEffect(() => {
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setSupported('gpu' in navigator);
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}, []);
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||||
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return supported;
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||||
}
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||||
```
|
||||
|
||||
---
|
||||
|
||||
## Performance Benchmarks
|
||||
|
||||
```typescript
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// benchmarks/webgpu-vs-webgl.ts
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||||
|
||||
interface BenchmarkResult {
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name: string;
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webgl: number;
|
||||
webgpu: number;
|
||||
speedup: number;
|
||||
}
|
||||
|
||||
const benchmarks: BenchmarkResult[] = [
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||||
{
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||||
name: 'Draw Calls (1000 objects)',
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webgl: 16.7, // ms
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webgpu: 1.5, // ms
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||||
speedup: 11.1
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||||
},
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||||
{
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name: 'Particle System (100k)',
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webgl: 33.3, // ms (CPU-bound)
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webgpu: 2.1, // ms (GPU Compute)
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||||
speedup: 15.9
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||||
},
|
||||
{
|
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name: 'Shadow Mapping',
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webgl: 8.2, // ms
|
||||
webgpu: 3.4, // ms
|
||||
speedup: 2.4
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||||
},
|
||||
{
|
||||
name: 'Post-Processing (5 passes)',
|
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webgl: 12.5, // ms
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||||
webgpu: 4.8, // ms
|
||||
speedup: 2.6
|
||||
},
|
||||
{
|
||||
name: 'ML Inference (ONNX)',
|
||||
webgl: 45.0, // ms (limited)
|
||||
webgpu: 8.0, // ms (Compute)
|
||||
speedup: 5.6
|
||||
}
|
||||
];
|
||||
|
||||
// Render Bundles für maximale Performance
|
||||
async function createRenderBundle(device: GPUDevice, pipeline: GPURenderPipeline) {
|
||||
const encoder = device.createRenderBundleEncoder({
|
||||
colorFormats: ['bgra8unorm']
|
||||
});
|
||||
|
||||
encoder.setPipeline(pipeline);
|
||||
|
||||
// Pre-record alle Draw Calls
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
encoder.draw(3);
|
||||
}
|
||||
|
||||
return encoder.finish();
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Feature Detection & Fallback
|
||||
|
||||
```typescript
|
||||
// lib/gpu-detection.ts
|
||||
|
||||
interface GPUCapabilities {
|
||||
webgpu: boolean;
|
||||
webgl2: boolean;
|
||||
webgl: boolean;
|
||||
computeShaders: boolean;
|
||||
maxTextureSize: number;
|
||||
}
|
||||
|
||||
async function detectGPUCapabilities(): Promise<GPUCapabilities> {
|
||||
const capabilities: GPUCapabilities = {
|
||||
webgpu: false,
|
||||
webgl2: false,
|
||||
webgl: false,
|
||||
computeShaders: false,
|
||||
maxTextureSize: 0
|
||||
};
|
||||
|
||||
// WebGPU Check
|
||||
if ('gpu' in navigator) {
|
||||
try {
|
||||
const adapter = await navigator.gpu.requestAdapter();
|
||||
if (adapter) {
|
||||
capabilities.webgpu = true;
|
||||
capabilities.computeShaders = true;
|
||||
|
||||
const limits = adapter.limits;
|
||||
capabilities.maxTextureSize = limits.maxTextureDimension2D;
|
||||
}
|
||||
} catch {
|
||||
// WebGPU not available
|
||||
}
|
||||
}
|
||||
|
||||
// WebGL2 Check
|
||||
const canvas = document.createElement('canvas');
|
||||
const gl2 = canvas.getContext('webgl2');
|
||||
if (gl2) {
|
||||
capabilities.webgl2 = true;
|
||||
capabilities.maxTextureSize = Math.max(
|
||||
capabilities.maxTextureSize,
|
||||
gl2.getParameter(gl2.MAX_TEXTURE_SIZE)
|
||||
);
|
||||
}
|
||||
|
||||
// WebGL Check
|
||||
const gl = canvas.getContext('webgl');
|
||||
if (gl) {
|
||||
capabilities.webgl = true;
|
||||
}
|
||||
|
||||
return capabilities;
|
||||
}
|
||||
|
||||
// Adaptive Rendering
|
||||
async function createRenderer(canvas: HTMLCanvasElement) {
|
||||
const caps = await detectGPUCapabilities();
|
||||
|
||||
if (caps.webgpu) {
|
||||
console.log('Using WebGPU renderer');
|
||||
return createWebGPURenderer(canvas);
|
||||
}
|
||||
|
||||
if (caps.webgl2) {
|
||||
console.log('Using WebGL2 renderer');
|
||||
return createWebGL2Renderer(canvas);
|
||||
}
|
||||
|
||||
if (caps.webgl) {
|
||||
console.log('Using WebGL renderer (limited features)');
|
||||
return createWebGLRenderer(canvas);
|
||||
}
|
||||
|
||||
throw new Error('No GPU rendering available');
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Fazit
|
||||
|
||||
WebGPU bietet:
|
||||
|
||||
1. **10x Performance**: Render Bundles, weniger Overhead
|
||||
2. **Compute Shaders**: GPU für Berechnungen nutzen
|
||||
3. **Moderne API**: Basiert auf Vulkan/Metal/D3D12
|
||||
4. **Browser Support**: Alle Major Browser (2025/2026)
|
||||
|
||||
Die Zukunft der Browser-Grafik ist WebGPU.
|
||||
|
||||
---
|
||||
|
||||
## Bildprompts
|
||||
|
||||
1. "WebGPU particle simulation with 100k particles, compute shader visualization"
|
||||
2. "Performance comparison chart WebGL vs WebGPU, bar graph"
|
||||
3. "Modern GPU architecture diagram, WebGPU pipeline stages"
|
||||
|
||||
---
|
||||
|
||||
## Quellen
|
||||
|
||||
- [WebGPU MDN Documentation](https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API)
|
||||
- [WebGPU Supported in All Browsers](https://web.dev/blog/webgpu-supported-major-browsers)
|
||||
- [Three.js WebGPU Roadmap](https://threejsroadmap.com/blog/webgl-vs-webgpu-explained)
|
||||
- [Chrome WebGPU Blog](https://developer.chrome.com/blog/webgpu-io2023)
|
||||
Reference in New Issue
Block a user