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WebGPU · 09 Uniform Struct Alignment

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Stage: Render Resources and Display Configuration · Editable example · Storage ID: webgpu-step-09

Goals and learning outcomes

Prerequisites

Continue using the output and notes from unit 8. Preserve the previous inputs and reference outputs before the Uniform Struct Alignment experiment.

Key concepts and explanations

Internal Layout

WGSL struct member alignment and size determine the CPU byte layout. A vec3f alignment of 16 and size of 12 are different concepts.

Binding Offset

Struct member alignment and dynamic uniform offset limits are separate rules. Dynamic offsets must follow the device's minimum alignment.

Practice setup

First read the execution-scope guidance on the example screen. The following preparation is for extending the assignment in a separate project. This is a document-guided exercise to implement yourself in a separate localhost or HTTPS project. Check the secure context, navigator.gpu, and adapter request result, and provide an unsupported-environment message. Preserve device.lost handling and resource release.

The linked example is a starting point. It does not implement every task below. Complete work beyond its supported scope in a separate project.

Practice tasks

  1. In layout.md, calculate offsets 0·12 and size 16 for a struct containing color:vec3f, gain:f32.
  2. Write color and gain separately with DataView and check the output color.
  3. When creating two struct slots, round the slot stride up using minUniformBufferOffsetAlignment.

Variables to observe

VariableBaselineChangeExpected change / hypothesis
gain offset12Intentionally write at 16The gain read by the shader is expected to remain unchanged, exposing the layout error.

Predictions in this table are not measured results. Change one condition at a time and record why the actual result differs.

Completion criteria

Self-check

  1. Does placing f32 after vec3 always require 4 bytes of padding?
  2. Can dynamic offset alignment be treated as equal to struct size?

Official references

Linked example and execution scope

Example source · Runtime environments and limits

Runs real WebGPU/WGSL. Requires HTTPS/localhost and a supported adapter; unsupported environments display a reason, and CPU results are not substituted for GPU results.

Source code and records are not overwritten automatically. Resetting an existing example also preserves your notes.

Next learning

Previous: Uniforms and Bind Groups · Next: Matrices and Cameras

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