WasmGPU.compute.readback.readU32¶
Summary¶
WasmGPU.compute.readback.readU32 reads u32 elements from a GPU source and returns a Uint32Array.
Offsets and counts are expressed in elements rather than bytes.
This is convenient for counters, indices, histograms, and prefix-scan outputs.
Use it when your compute output is naturally unsigned integer data.
Syntax¶
WasmGPU.compute.readback.readU32(src: ReadbackSource, elemOffset?: number, elemCount?: number, opts?: { label?: string }): Promise<Uint32Array>
const out = await wgpu.compute.readback.readU32(src, elemOffset, elemCount, opts);
Parameters¶
| Name | Type | Required | Description |
|---|---|---|---|
src |
ReadbackSource |
Yes | Source GPU buffer to read from. |
elemOffset |
number |
No | Element offset within the source (default 0). |
elemCount |
number |
No | Number of u32 elements to read (default reads remaining elements). |
opts |
{ label?: string } |
No | Optional debug label for copy instrumentation. |
Returns¶
Promise<Uint32Array> - Resolves to unsigned integer data from GPU memory.
Example¶
const canvas = document.querySelector("canvas");
const wgpu = await WasmGPU.create(canvas);
const storage = wgpu.compute.createStorageBuffer({ data: new Uint32Array([3, 6, 9, 12]), copySrc: true });
const out = await wgpu.compute.readback.readU32(storage, 0, 4);
console.log(Array.from(out));