
Description
Build and optimize WebGPU apps with the vgpu package and entrypoints vgpu/node, vgpu/mock, vgpu/scene, and vgpu/client. Use @vgpu/render/inspect, /utils, /edit, and /perf only as slim tooling subpaths. Bundles performance guides and the API reference; load one doc at a time.
SKILL.md
vgpu
Generated from the vgpu .docs.md source. Each entry maps to a file in references/ and to a
doc you can load on demand with the CLI — load only what you need, don't read the whole skill:
vgpu is layered: vgpu/core (thin WebGPU wrappers) → vgpu (main API with WGSL reflection) → vgpu/scene (geometry/camera helpers). Lower layers are always accessible and interoperable.
Glossary: Surface means a canvas-backed render target (swapchain) created with gpu.surface(canvas); do not confuse it with the general phrase ‘API surface’.
npx --package @vgpu/cli vgpu docs find <query> # search doc paths + symbols
npx --package @vgpu/cli vgpu docs grep -i <term> # search doc CONTENT
npx --package @vgpu/cli vgpu docs cat <symbol> # print one doc, e.g. `cat Frame`, `cat performance-model`
Docs app workflows live in apps/docs/README.md. Use it when you need to re-bake example thumbnails with pnpm thumbs:docker / pnpm --filter docs thumbs:check (pass -- --only <slug> for a single example).
Performance guides
Writing or optimizing a shader? Read performance-model first, then the rest as needed.
- authoring-for-perf — Write WGSL so reflection can build stable layouts.
references/guides/authoring-for-perf.docs.md - browser-testing — Browser tests should exercise the same public API users copy: init(), gpu.surface(canvas, opts), explicit targets, and deterministic frame submission.
references/guides/browser-testing.docs.md - getting-started — Start with the public vgpu package.
references/guides/getting-started.docs.md - measuring — Measure the thing you intend to optimize: CPU encoding, pipeline warm-up, bind-group churn, target memory, or shader cost.
references/guides/measuring.docs.md - optimize-pass — Optimize one pass by first deciding what changes every frame.
references/guides/optimize-pass.docs.md - performance-model — vgpu's public API is organized around stable identities.
references/guides/performance-model.docs.md - performance-patterns — This is the quick index.
references/guides/performance-patterns.docs.md - performance-playbook — This guide is for LLMs and humans writing shaders.
references/guides/performance-playbook.docs.md - shader-fix-its — Use these messages as the self-correction map for generated shader code.
references/guides/shader-fix-its.docs.md
API reference
196 symbols across 15 packages — open references/<package>/<file> or npx --package @vgpu/cli vgpu docs cat <symbol>:
@vgpu/render/edit— bevel, bridge, dissolveEdges, dissolveFaces, dissolveVertices, EdgeView, EditableMesh, EditableMeshValue, ElementDomain, ElementSelection, ElementSet, extrude, FaceView, fillHole, gridFill, healManifold, inset, KernelHandle, loopCut, mergeByDistance, MeshEditError, MeshEditWarning, recomputeNormals, ScoredSelection, subdivideEdges, subdivideFaces, toEditable, toEditableWithDiagnostics, VertexView@vgpu/render/inspect— InspectMaterial, InspectMaterialUniformParams, meshToReadable, meshToWireframe, normalDebugMaterial, NormalDebugMaterialSpec, wireframeMaterial, WireframeMaterialSpec, WireframeMesh@vgpu/render/perf— gpuFrameTime, GpuFrameTimeOptions, GpuFrameTimeResult, pixelDiff, PixelDiffResult@vgpu/render/utils— canvasMouseTracker, CanvasMouseTracker, CanvasMouseTrackerSpec, canvasResolution, CanvasResolution, frameClock, FrameClock@vgpu/wgsl— compile, ResolvedShader, SourceMap, WGSLAst, WGSLSource@vgpu/wgsl-std/color— applyExposure, luminance, luminanceThreshold, tonemapAces, tonemapReinhard@vgpu/wgsl-std/fullscreen— fullscreenTriangleClip, fullscreenTriangleUv@vgpu/wgsl-std/hash— hash1, hash2, hash3, hashU32, pcg2d, pcg3d, unitFloat@vgpu/wgsl-std/noise— voronoi2d, voronoi3d, VoronoiSample2, VoronoiSample3@vgpu/wgsl/loader-vite— transformWgsl, ViteLoadResult, wgslVitePlugin@vgpu/wgsl/loader-webpack— wgslWebpackLoader@vgpu/wgsl/runtime— ResolvedShader, ResolveOptions, resolveShader, SourceMap, WGSLAst, WGSLModulevgpu— Bundle, BundleOptions, BundleRecorder, Compute, ComputeOptions, Draw, DrawCallOptions, DrawLayoutOptions, DrawOptions, Effect, EffectOptions, Frame, FrameLoopHandle, FramePass, FramePassOptions, FrameRunner, Gpu, init, InitOptions, MeshLike, PingPongStorage, PingPongTargets, SharedUniforms, StorageAccess, StorageBuffer, Surface, SurfaceOptions, SurfaceResizeEvent, Target, TargetOptions, TargetTextureOptions, Uniform, UniformOptionsvgpu/core— bind, Buffer, BufferOptions, createBindGroup, createBindGroupLayout, CreateDeviceOptions, createPipelineLayout, createRenderBundle, createSampler, Device, DeviceOptions, Queue, RenderBundleOptions, RenderBundleRecorder, ScalarUniformType, StorageBuffer, StorageBufferOptions, StructuredUniform, StructuredUniformOptions, Texture, TextureOptions, Uniform, UniformField, UniformLayout, UniformLayoutInfo, UniformOptions, UniformPool, UniformPoolOptions, UniformSlot, UniformValues, ValidationError, VectorUniformInput, VGPUAdapter, VGPUError, WgslUniformTypevgpu/scene— box, BoxOptions, Camera, CameraVec3, capsule, CapsuleOptions, cone, ConeOptions, cylinder, CylinderOptions, degToRad, disk, DiskOptions, dodecahedron, fullscreenQuad, FullscreenQuadOptions, geometries, GeometryKind, icosahedron, icosphere, IcosphereOptions, Mat4, octahedron, orbit, OrbitOptions, orthographicCamera, OrthographicCameraOptions, perspectiveCamera, PerspectiveCameraOptions, plane, PlaneOptions, PolyhedronOptions, ring, RingOptions, SceneCamera, SceneGeometry, SceneGeometryOfKind, SceneMesh, sphere, SphereOptions, srgb, tetrahedron, torus, TorusOptions, Vec3
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