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webgpu-memory

v1.4.3

Published

Tracks WebGPU memory usage

Downloads

5,444

Readme

WebGPU-Memory

This is a WebGPU-Memory tracker. You add the script to your page before you initialize WebGPU and then for a given context you can ask how much WebGPU memory you're using.

Note: This is only a guess as various GPUs have different internal requirements. For example a GPU might have alignment requirements. Still, this is likely to give a reasonable approximation.

Usage

<script src="https://greggman.github.io/webgpu-memory/webgpu-memory.js" crossorigin></script>
<script>
  const {getWebGPUMemoryUsage} = webgpuMemory;

or

import {getWebGPUMemoryUsage} from 'https://greggman.github.io/webgpu-memory/webgpu-memory.js';

Then in your code

  const info = getWebGPUMemoryUsage();

The info returned is

{
  memory: {
    buffer: <bytes used by buffers>
    texture: <bytes used by textures>
    canvas: <bytes used by canvases>
    total: <bytes used in total>
  },
  resources: {
    buffer: <count of buffers>
    texture: <count of textures>
    devices: <count of devices or undefined if none>
    canvas: <count of canvases or undefined if none>
    sampler: <count of samplers or undefined if none>
    bindGroup: <count of bindGroups or undefined if none>
    bindGroupLayout: <count of bindGroupLayouts or undefined if none>
    pipelineLayout: <count of pipelineLayouts or undefined if none>
    shaderModule: <count of shaderModules or undefined if none>
    computePipeline: <count of computePipelines or undefined if none>
    renderPipeline: <count of renderPipelines or undefined if none>
    computePipeline: <count of computePipelines or undefined if none>
    renderPipeline: <count of renderPipelines or undefined if none>
    querySet: <count of querySets or undefined if none>
  },
}

By default getWebGPUMemoryUsage returns info for all devices. You can get info for a single device by passing the device.

const allInfo = getWebGPUMemoryUsage();
const deviceSpecificInfo = getWebGPUMemoryUsage(someDevice);

Caveats

  1. You must have WebGPU error free code.

    If your code is generating WebGPU errors you must fix those first before using this library. That also means it doesn't handle out-of-memory

  2. Most resources in WebGPU are garbage collected

    Only GPUDevice, GPUTexture, GPUBuffer, and GPUQuerySet have a destroy method. All other objects are garbage collected. That means, it's unknown when they will actually be collected. So for example, if you create 50 bind groups and then stop using them and lose all references to them it's undefined how long they will continue to exist.

    The point being, just because the number doesn't go down immediately after you stop using the object, doesn't mean you have a bug.

    One possible thing to try, at least in Chrome, you can pass the flag --js-flags="--expose-gc" and then there should be a global function gc so you could do

    ...release references to objects...
    gc(); 
    const info = getWebGPUMemoryUsage();

    Still, the resource counts are useful info. If you're not expecting to see them increase constantly and they are then you probably have an bug that's not losing all references to them.

  3. It doesn't track render bundles

    it's on the TODO list

  4. Lost contexts are not handled

    it's on the TODO list

Example:

Click here for an Example

Development

git clone https://github.com/greggman/webgpu-memory.git
cd webgpu-memory
npm install

now serve the folder

npx servez

and go to http://localhost:8080/test?src=true

src=true tells the test harness to use the unrolled source from the src folder where as without it uses webgpu-memory.js in the root folder which is built using npm run build.

grep=<some expression> will limit the tests as in ...?src=true&grep=texture only runs the tests with texture in their description.

Live Tests

built version
source version

Licence

MIT