react-native-wgpu
v0.5.3
Published
React Native WebGPU
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4,891
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React Native WebGPU
React Native implementation of WebGPU using Dawn.
React Native WebGPU requires React Native 0.81 or newer. It doesn't support the legacy architecture.
Installation
Please note that the package name is react-native-wgpu.
npm install react-native-wgpuWith Expo
Expo provides a React Native WebGPU template that works with React Three Fiber. The works on iOS, Android, and Web.
npx create-expo-app@latest -e with-webgpuhttps://github.com/user-attachments/assets/efbd05f8-4ce0-46c2-919c-03e1095bc8ac
Below are some examples from the example app.
https://github.com/user-attachments/assets/116a41b2-2cf8-49f1-9f16-a5c83637c198
Starting from r168, Three.js runs out of the box with React Native WebGPU.
You need to have a slight modification of the metro config to resolve Three.js to the WebGPU build.
We also support react-three-fiber; to make it work, patch node_modules/@react-three/fiber/package.json (for instance via patch-package) so that it resolves to the WebGPU entry point instead of the React Native bundle:
diff --git a/node_modules/@react-three/fiber/package.json b/node_modules/@react-three/fiber/package.json
@@
- "react-native": "native/dist/react-three-fiber-native.cjs.js",
+ "react-native": "dist/react-three-fiber.cjs.js",For model loading, we also need the following polyfill.
https://github.com/user-attachments/assets/5b49ef63-0a3c-4679-aeb5-e4b4dddfcc1d
We also provide prebuilt binaries for visionOS and macOS.
https://github.com/user-attachments/assets/2d5c618e-5b15-4cef-8558-d4ddf8c70667
Usage
Usage is identical to Web.
import React from "react";
import { StyleSheet, View, PixelRatio } from "react-native";
import { Canvas, CanvasRef } from "react-native-wgpu";
import { redFragWGSL, triangleVertWGSL } from "./triangle";
export function HelloTriangle() {
const ref = useRef<CanvasRef>(null);
useEffect(() => {
const helloTriangle = async () => {
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) {
throw new Error("No adapter");
}
const device = await adapter.requestDevice();
const presentationFormat = navigator.gpu.getPreferredCanvasFormat();
const context = ref.current!.getContext("webgpu")!;
const canvas = context.canvas as HTMLCanvasElement;
canvas.width = canvas.clientWidth * PixelRatio.get();
canvas.height = canvas.clientHeight * PixelRatio.get();
if (!context) {
throw new Error("No context");
}
context.configure({
device,
format: presentationFormat,
alphaMode: "opaque",
});
const pipeline = device.createRenderPipeline({
layout: "auto",
vertex: {
module: device.createShaderModule({
code: triangleVertWGSL,
}),
entryPoint: "main",
},
fragment: {
module: device.createShaderModule({
code: redFragWGSL,
}),
entryPoint: "main",
targets: [
{
format: presentationFormat,
},
],
},
primitive: {
topology: "triangle-list",
},
});
const commandEncoder = device.createCommandEncoder();
const textureView = context.getCurrentTexture().createView();
const renderPassDescriptor: GPURenderPassDescriptor = {
colorAttachments: [
{
view: textureView,
clearValue: [0, 0, 0, 1],
loadOp: "clear",
storeOp: "store",
},
],
};
const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor);
passEncoder.setPipeline(pipeline);
passEncoder.draw(3);
passEncoder.end();
device.queue.submit([commandEncoder.finish()]);
context.present();
};
helloTriangle();
}, [ref]);
return (
<View style={style.container}>
<Canvas ref={ref} style={style.webgpu} />
</View>
);
}
const style = StyleSheet.create({
container: {
flex: 1,
},
webgpu: {
flex: 1,
},
});Example App
To run the example app you first need to install Dawn.
From there you will be able to run the example app properly.
Similarities and Differences with the Web
The API has been designed to be completely symmetric with the Web.
For instance, you can access the WebGPU context synchronously, as well as the canvas size.
Pixel density and canvas resizing are handled exactly like on the Web as well.
// The default canvas size is not scaled to the device pixel ratio
// When resizing the canvas, the clientWidth and clientHeight are updated automatically
// This behaviour is symmetric to the Web
const ctx = canvas.current.getContext("webgpu")!;
ctx.canvas.width = ctx.canvas.clientWidth * PixelRatio.get();
ctx.canvas.height = ctx.canvas.clientHeight * PixelRatio.get();Frame Scheduling
In React Native, we want to keep frame presentation as a manual operation as we plan to provide more advanced rendering options that are React Native specific.
This means that when you are ready to present a frame, you need to call present on the context.
// draw
// submit to the queue
device.queue.submit([commandEncoder.finish()]);
// This method is React Native only
context.present();Canvas Transparency
On Android, the alphaMode property is ignored when configuring the canvas.
To have a transparent canvas by default, use the transparent property.
return (
<View style={style.container}>
<Canvas ref={ref} style={style.webgpu} transparent />
</View>
);External Textures
This module provides a createImageBitmap function that you can use in copyExternalImageToTexture.
const url = Image.resolveAssetSource(require("./assets/image.png")).uri;
const response = await fetch(url);
const imageBitmap = await createImageBitmap(await response.blob());
const texture = device.createTexture({
size: [imageBitmap.width, imageBitmap.height, 1],
format: "rgba8unorm",
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture(
{ source: imageBitmap },
{ texture },
[imageBitmap.width, imageBitmap.height],
);Reanimated Integration
React Native WebGPU supports running WebGPU rendering on the UI thread using React Native Reanimated and React Native Worklets.
First, install the optional peer dependencies:
npm install react-native-reanimated react-native-workletsWebGPU objects are automatically registered for Worklets serialization when the module loads. You can pass WebGPU objects like GPUDevice and GPUCanvasContext directly to worklets:
import { Canvas } from "react-native-wgpu";
import { runOnUI } from "react-native-reanimated";
const renderFrame = (device: GPUDevice, context: GPUCanvasContext) => {
"worklet";
// WebGPU rendering code runs on the UI thread
const commandEncoder = device.createCommandEncoder();
// ... render ...
device.queue.submit([commandEncoder.finish()]);
context.present();
};
// Initialize WebGPU on main thread, then run on UI thread
const device = await adapter.requestDevice();
const context = canvasRef.current.getContext("webgpu");
runOnUI(renderFrame)(device, context);Troubleshooting
iOS
To run the React Native WebGPU project on the iOS simulator, you need to disable the Metal validation API.
In "Edit Scheme," uncheck "Metal Validation". Learn more here.
Library Development
Make sure to check out the submodules:
git submodule update --initMake sure you have all the tools required for building the Skia libraries (Android Studio, XCode, Ninja, CMake, Android NDK/build tools).
Installing Dawn
There is an alternative way which is to install the prebuilt binaries from GitHub.
$ yarn
$ cd packages/webgpu
$ yarn install-dawnBuilding Dawn
Alternatively, you can build Dawn locally.
yarn
cd packages/webgpu
yarn build-dawnUpgrading
git submodule update --remoteyarn clean-dawnyarn build-dawn
Codegen
cd packages/webgpu && yarn codegen
Testing
In the package folder, to run the test against Chrome for reference:
yarn test:refTo run the e2e test, open the example app on the e2e screen.
By default, it will try to connect to a localhost test server.
If you want to run the test suite on a physical device, you can modify the address here.
yarn test