webgpu-impl-multipass

Prevent read-write hazards in multi-pass WebGPU render pipelines.

Updated May 20, 2026
One-click install
npx skills add https://github.com/Impertio-Studio/WebGPU-Claude-Skill-Package --skill webgpu-impl-multipass
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: webgpu-impl-multipass
Source: https://github.com/Impertio-Studio/WebGPU-Claude-Skill-Package/tree/main/skills/source/webgpu-impl/webgpu-impl-multipass
Command: npx skills add https://github.com/Impertio-Studio/WebGPU-Claude-Skill-Package --skill webgpu-impl-multipass

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill prevents common WebGPU multi-pass rendering mistakes, especially sampling a texture while it is still bound as a render attachment, which causes validation failures and broken visual effects.

Core Features & Use Cases

  • Multi-pass rendering patterns: Organize post-processing chains, deferred shading, shadow mapping, and iterative effects into separate passes.
  • Safe intermediate textures: Create offscreen render targets with the correct usage flags so later passes can sample them reliably.
  • Ping-pong workflows: Alternate between two textures for blur, bloom, and other feedback effects that read and write over multiple passes.
  • Depth and MRT correctness: Match fragment targets to color attachments, use comparison samplers for shadow maps, and preserve depth equality when needed.
  • Use Case: A scene is rendered into an HDR texture, blurred across multiple passes, then tone-mapped to the canvas without read-write hazards.

Quick Start

Use the webgpu-impl-multipass skill to design a safe multi-pass WebGPU render flow that renders into intermediate textures, samples them in later passes, and avoids attachment sampling hazards.

Frequently Asked Questions about webgpu-impl-multipass

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
Why does my WebGPU post-processing chain fail validation when sampling a texture?

WebGPU post-processing fails validation due to read-write hazards when sampling a texture still bound as a render attachment. Prevent this by using separate render passes and intermediate textures with RENDER_ATTACHMENT and TEXTURE_BINDING usage flags.

How do I set up ping-pong textures for a WebGPU blur workflow?

Set up ping-pong textures for WebGPU blur workflows by alternating between two intermediate textures across sequential passes. Ensure both textures have RENDER_ATTACHMENT and TEXTURE_BINDING usage flags to safely read and write feedback effects.

What's the best way to handle depth textures for shadow mapping in WebGPU?

Handle depth textures for WebGPU shadow mapping by using comparison samplers specifically designed for depth textures. Maintain depth equality across passes by outputting invariant positions when depth equality matters for accurate shadow mapping.

How do I correctly match fragment targets to color attachments in deferred shading?

Match fragment targets to color attachments in deferred shading by configuring Multiple Render Targets (MRT) correctly. Ensure fragment outputs map exactly to the color attachments specified in your intermediate render passes to prevent validation errors.

Do I need separate render passes for multi-pass WebGPU rendering?

Yes, you need separate render passes for multi-pass WebGPU rendering to prevent read-write hazards. Organize post-processing chains, deferred shading, and shadow mapping into distinct passes that render into intermediate textures before sampling them later.

When should I use intermediate textures in a WebGPU render pipeline?

Use intermediate textures in WebGPU render pipelines when moving data across sequential passes for post-processing, deferred shading, shadow mapping, or ping-pong blur workflows. Create offscreen render targets with correct usage flags so later passes can sample them reliably.