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feat(core): prepare WebGPU shader hooks for extensions - #10996
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[Medium impact] The changes reach built-in WebGPU rendering across many layer types. Fix the picking filter input before merging so color-based extensions draw and select the same objects. Findings
SummaryAdds shared GLSL/WGSL hook names and calls them across built-in WGSL shaders.
Reviews (7) · Last reviewed commit: "Wire shared shader injection targets for..." · Reviewed by Greptile |
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Cursor Bugbot has reviewed your changes using default effort and found 2 potential issues.
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Reviewed by Cursor Bugbot for commit 86e6032. Configure here.
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chrisgervang
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Reviewed 86e6032 after merge; follow-ups below. No P1s. The new WebGPU section explains luma.gl internals and pins a luma.gl alpha. One rewrite of the section is proposed inline.
Labels: P1 settle before this is merged, P2 can follow, Non-blocking optional.
| ## WebGPU shader plugins | ||
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| Extensions can return `{plugins: [plugin]}` from `getShaders`. deck.gl preserves | ||
| plugins contributed by the layer and other extensions, in order. Declare shader | ||
| inputs in `ShaderPlugin.vertexInputs` and cross-stage values in `ShaderPlugin.interStageVariables`; | ||
| luma.gl allocates locations and rewrites the WGSL entry-point interfaces. Keep | ||
| accessors, attribute buffers, invalidation, and resource lifecycle in the extension. | ||
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| Injections use explicit stages and language-specific source. For example: | ||
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| ```typescript | ||
| const plugin: ShaderPlugin = { | ||
| name: 'fade', | ||
| injections: { | ||
| 'glsl:fs:DECKGL_FILTER_COLOR': 'color.a *= 0.5;', | ||
| 'wgsl:fs:DECKGL_FILTER_COLOR': '(*color).a *= 0.5;' | ||
| } | ||
| }; | ||
| ``` | ||
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| The built-in rendering primitives expose these WGSL injection targets: | ||
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| ```wgsl | ||
| DECKGL_FILTER_SIZE(&size, geometry); | ||
| DECKGL_FILTER_GL_POSITION(&output.position, geometry); | ||
| DECKGL_FILTER_COLOR(&color, fragmentGeometry); | ||
| ``` | ||
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| Call the position target after populating `geometry.worldPosition` and, when relevant, | ||
| `geometry.worldPositionAlt`. Call the fragment color target on visible and picking | ||
| return paths, after derivative-dependent calculations and before premultiplying color. Custom layer shaders should | ||
| return a named vertex-output struct and accept a named fragment-input struct so | ||
| luma.gl can transport plugin varyings. Do not add extension-specific attributes or | ||
| varyings to those structs yourself. | ||
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| GLSL and WGSL share injection target names, with language-specific signatures in one descriptor. | ||
| Plugins select the shader language and stage through qualified injection keys. | ||
| Luma.gl alpha.10 resolves vertex and fragment targets with the same name by | ||
| stage. The WGSL layer call sites shown above apply color filters in the fragment stage. |
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P2: This section mixes two readers (extension authors and custom WGSL layer authors) with luma.gl internals: "luma.gl allocates locations and rewrites the WGSL entry-point interfaces" and "Luma.gl alpha.10 resolves vertex and fragment targets with the same name by stage". The example also doesn't show where the plugin goes.
Could it read like this? The heading keeps the #webgpu-shader-plugins anchor that brushing-extension.md and clip-extension.md link to.
| ## WebGPU shader plugins | |
| Extensions can return `{plugins: [plugin]}` from `getShaders`. deck.gl preserves | |
| plugins contributed by the layer and other extensions, in order. Declare shader | |
| inputs in `ShaderPlugin.vertexInputs` and cross-stage values in `ShaderPlugin.interStageVariables`; | |
| luma.gl allocates locations and rewrites the WGSL entry-point interfaces. Keep | |
| accessors, attribute buffers, invalidation, and resource lifecycle in the extension. | |
| Injections use explicit stages and language-specific source. For example: | |
| ```typescript | |
| const plugin: ShaderPlugin = { | |
| name: 'fade', | |
| injections: { | |
| 'glsl:fs:DECKGL_FILTER_COLOR': 'color.a *= 0.5;', | |
| 'wgsl:fs:DECKGL_FILTER_COLOR': '(*color).a *= 0.5;' | |
| } | |
| }; | |
| ``` | |
| The built-in rendering primitives expose these WGSL injection targets: | |
| ```wgsl | |
| DECKGL_FILTER_SIZE(&size, geometry); | |
| DECKGL_FILTER_GL_POSITION(&output.position, geometry); | |
| DECKGL_FILTER_COLOR(&color, fragmentGeometry); | |
| ``` | |
| Call the position target after populating `geometry.worldPosition` and, when relevant, | |
| `geometry.worldPositionAlt`. Call the fragment color target on visible and picking | |
| return paths, after derivative-dependent calculations and before premultiplying color. Custom layer shaders should | |
| return a named vertex-output struct and accept a named fragment-input struct so | |
| luma.gl can transport plugin varyings. Do not add extension-specific attributes or | |
| varyings to those structs yourself. | |
| GLSL and WGSL share injection target names, with language-specific signatures in one descriptor. | |
| Plugins select the shader language and stage through qualified injection keys. | |
| Luma.gl alpha.10 resolves vertex and fragment targets with the same name by | |
| stage. The WGSL layer call sites shown above apply color filters in the fragment stage. | |
| ## WebGPU shader plugins | |
| To support WebGPU, return a `ShaderPlugin` with both GLSL and WGSL injections from `getShaders`. deck.gl keeps the plugins from the layer and from other extensions, in order. | |
| ```typescript | |
| import type {ShaderPlugin} from '@luma.gl/shaders'; | |
| const plugin: ShaderPlugin = { | |
| name: 'fade', | |
| injections: { | |
| 'glsl:fs:DECKGL_FILTER_COLOR': 'color.a *= 0.5;', | |
| 'wgsl:fs:DECKGL_FILTER_COLOR': '(*color).a *= 0.5;' | |
| } | |
| }; | |
| class FadeExtension extends LayerExtension { | |
| getShaders() { | |
| return {plugins: [plugin]}; | |
| } | |
| } | |
| ``` | |
| The key prefix selects the shader language (`glsl` or `wgsl`) and the stage (`vs` or `fs`). The [standard injection targets](./writing-shaders.md#standard-shader-injection-targets) have the same names in both languages. | |
| For per-object values, declare the shader inputs in the plugin's `vertexInputs` and pass values to the fragment stage with `interStageVariables`. The extension still adds the matching attributes to the layer's attribute manager. | |
| ### Supporting extensions in custom WGSL layers | |
| A custom WGSL layer supports extensions by calling the injection targets: | |
| ```wgsl | |
| DECKGL_FILTER_SIZE(&size, geometry); | |
| DECKGL_FILTER_GL_POSITION(&output.position, geometry); | |
| DECKGL_FILTER_COLOR(&color, fragmentGeometry); | |
| ``` | |
| - Call `DECKGL_FILTER_GL_POSITION` after setting `geometry.worldPosition`, and `geometry.worldPositionAlt` when the layer uses it. | |
| - Call `DECKGL_FILTER_COLOR` in the fragment shader on both the visible and picking paths, after any derivative calculations and before premultiplying alpha. | |
| - Return a named struct from the vertex entry point and take a named struct in the fragment entry point. Don't add extension attributes or varyings to these structs yourself. |
Details
- writing-shaders.md:99 (from feat(extensions): port DataFilterExtension to WebGPU #10990) gives the WGSL size target as
geometry: Geometry. The registered target usesVertexGeometry(shaderlib/index.ts). Listing the WGSL signature of each target there would give this section one place to link.

Background
WebGPU extensions need layer injection points and geometry state. Master already registers shared GLSL and WGSL targets, and luma.gl alpha.10 resolves same-name targets by stage. This PR wires the layer calls into those targets.
Change List
Verified: full build and lint pass; no local tests run. Fresh CI pending.
Note
Medium Risk
Modifies WGSL shader implementations across multiple core rendering layers, introducing moderate regression risk for WebGPU rendering and picking pipelines.
Overview
Wired standard WGSL shader injection hooks (
DECKGL_FILTER_SIZE,DECKGL_FILTER_GL_POSITION, andDECKGL_FILTER_COLOR) across all core WebGPU layer shaders. Standardized geometry structures by aliasingGeometrytoVertexGeometryinproject.wgsland populatingfragmentGeometry.uvacross fragment entry points.Applied
DECKGL_FILTER_COLORhooks prior to alpha premultiplication on both visible rendering and picking paths, allowing extension filters to discard fragments while keeping picking payloads intact. Also added developer documentation for authoring WebGPU shader plugins and unit tests verifying ordered plugin merging.Reviewed by Cursor Bugbot for commit 86e6032. Bugbot is set up for automated code reviews on this repo. Configure here.