In OpenGL, updating a buffer the GPU is still reading stalls, so engines rotate two or three buffers. WebGPU's writeBuffer() is ordered on the queue, so one buffer is always correct; a ring pays off only for large data, where writing into mapped memory saves the browser's extra copy. MAP_WRITE buffers can only be copy sources, so the ring holds staging buffers, remapped with mapAsync() once the GPU has used them:
const device = await (await navigator.gpu.requestAdapter()).requestDevice();
const B = GPUBufferUsage, SIZE = 64 * 1024; // 64 KiB of per-object data a frame
const uniforms = device.createBuffer({ size: SIZE, usage: B.UNIFORM | B.COPY_DST });
const ring = []; // mapped staging buffers, ready to fill
let created = 0;
function upload(fill) {
const staging = ring.pop() ?? (created++, device.createBuffer({ size: SIZE,
usage: B.MAP_WRITE | B.COPY_SRC, mappedAtCreation: true }));
fill(new Float32Array(staging.getMappedRange())); // write straight into GPU-visible memory
staging.unmap();
const encoder = device.createCommandEncoder();
encoder.copyBufferToBuffer(staging, uniforms); // whole buffer: 64 KiB
device.queue.submit([encoder.finish()]);
staging.mapAsync(GPUMapMode.WRITE).then(() => ring.push(staging)); // back when idle
}
for (let frame = 0; frame < 120; frame++) {
upload((floats) => floats.fill(frame)); // new data every frame
await new Promise(requestAnimationFrame);
}
console.log(`120 frames, ${created} staging buffers created, ${ring.length} idle now`);120 frames, 2 staging buffers created, 2 idle now
Over 120 frames at 64 KiB each, the ring never needed more than two buffers: each came back mapped before the next frame. Under GPU load it grows to three or four, the classic triple buffering, bounded by how fast the GPU finishes. For a few kilobytes per frame, writeBuffer() is simpler and as fast.
<!doctype html>
<style>
body { margin: 0; background: #f7f4ee; font: 14px system-ui, sans-serif; }
.stage { position: relative; width: 100%; max-width: 600px; }
.stage canvas { display: block; width: 100%; }
.stage canvas + canvas { position: absolute; inset: 0; pointer-events: none; }
</style>
<div class="stage">
<canvas id="view" width="600" height="340"></canvas>
<canvas id="labels" width="600" height="340"></canvas>
</div>
<script>
const canvas = document.getElementById('view');
const ink = document.getElementById('labels').getContext('2d');
function showMessage(text) { // 2D fallback when WebGPU is missing
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#fbeaea'; ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#8a2b2b'; ctx.font = '18px system-ui, sans-serif'; ctx.textAlign = 'center';
ctx.fillText(text, canvas.width / 2, canvas.height / 2);
}
const SIZE = 64 * 1024, CELLS = SIZE / 16; // 64 KiB = 4,096 vec4f of per-object data
const code = /* wgsl */ `
@group(0) @binding(0) var<uniform> cells: array<vec4f, ${CELLS}>; // the whole 64 KiB uniform
struct Out { @builtin(position) pos: vec4f, @location(0) color: vec3f }
@vertex fn vs(@builtin(vertex_index) v: u32, @builtin(instance_index) i: u32) -> Out {
let q = vec2f(f32(v & 1), f32(v >> 1));
let cell = vec2f(f32(i % 64), f32(i / 64)); // a 64 x 64 grid
let c = cells[i];
let px = vec2f(80, 60) + cell * 4 + q * 3.4;
return Out(vec4f(px.x / 300 - 1, 1 - px.y / 170, 0, 1), c.rgb);
}
@fragment fn fs(in: Out) -> @location(0) vec4f { return vec4f(in.color, 1); }`;
async function main() {
const adapter = await navigator.gpu?.requestAdapter();
if (!adapter) return showMessage('WebGPU is not available in this browser');
const device = await adapter.requestDevice();
const context = canvas.getContext('webgpu');
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format });
const B = GPUBufferUsage;
const uniforms = device.createBuffer({ size: SIZE, usage: B.UNIFORM | B.COPY_DST });
const ring = []; // mapped staging buffers, ready to fill
let created = 0;
function upload(fill, encoder) {
const staging = ring.pop() ?? (created++, device.createBuffer({ size: SIZE,
usage: B.MAP_WRITE | B.COPY_SRC, mappedAtCreation: true }));
fill(new Float32Array(staging.getMappedRange())); // write straight into GPU-visible memory
staging.unmap();
encoder.copyBufferToBuffer(staging, 0, uniforms, 0, SIZE);
return staging; // remapped after the submit
}
const module = device.createShaderModule({ code });
const pipeline = device.createRenderPipeline({ layout: 'auto', primitive: { topology: 'triangle-strip' },
vertex: { module }, fragment: { module, targets: [{ format }] } });
const group = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: uniforms } }] });
let frames = 0;
function frame(now) {
const t = now / 1000;
const encoder = device.createCommandEncoder();
const used = upload((floats) => { // new data every frame: a ripple of colours
for (let i = 0; i < CELLS; i++) {
const x = (i % 64) - 32, y = Math.floor(i / 64) - 32;
const w = 0.5 + 0.5 * Math.sin(Math.hypot(x, y) * 0.35 - t * 3);
floats[i * 4] = 0.08 + 0.8 * w; floats[i * 4 + 1] = 0.40 + 0.2 * w; floats[i * 4 + 2] = 0.75 - 0.5 * w;
}
}, encoder);
const pass = encoder.beginRenderPass({ colorAttachments: [{ view: context.getCurrentTexture().createView(),
clearValue: [0.97, 0.96, 0.93, 1], loadOp: 'clear', storeOp: 'store' }] });
pass.setPipeline(pipeline);
pass.setBindGroup(0, group);
pass.draw(4, CELLS);
pass.end();
device.queue.submit([encoder.finish()]);
used.mapAsync(GPUMapMode.WRITE).then(() => ring.push(used)); // back in the ring when the GPU is done
if (++frames % 10 === 0) {
ink.clearRect(340, 0, 260, 340);
ink.font = '12.5px system-ui, sans-serif'; ink.fillStyle = '#222';
['64 KiB of per-object data a frame', 'written into mapped staging memory,', 'copied to one uniform buffer', '',
`frames: ${frames}`, `staging buffers created: ${created}`, `idle in the ring now: ${ring.length}`, '',
'Two or three buffers suffice: each', 'comes back mapped before it is', 'needed again. For a few KB,', 'writeBuffer() is simpler.']
.forEach((line, k) => ink.fillText(line, 356, 70 + k * 19));
ink.fillStyle = '#1f4f8a';
for (let k = 0; k < created; k++) { ink.fillRect(356 + k * 30, 310, 24, 16); }
ink.fillStyle = '#9fe0a8';
for (let k = 0; k < ring.length; k++) { ink.fillRect(360 + k * 30, 314, 16, 8); }
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
main();
</script>