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.