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WebGPU Shader Language...

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Function Pointers in WGSL


WGSL does not support traditional function pointers like in C or GLSL. Instead, it uses pointer-to-function-variable arguments (`ptr`) to pass mutable function-scoped variables by reference. This allows functions to modify their arguments directly, similar to `inout` parameters in other languages.

Example of what the syntax looks like:
fn pcount(pptr<function, vec2<f32>>, num f32) -> f32 {
...
}


Why Use Function Pointers?


Passing a `ptr` is useful when:
1. You need to modify a variable inside a function and retain changes after the call (avoiding copies).
2. Working with large structs where passing by value would be inefficient.
3. Implementing SDF operations (like `pModPolar`) that transform coordinates in-place.


Syntax & Common Errors


The syntax `fn foo(p: ptr>)` declares a function that takes a mutable reference to a
vec2<f32>
. Key pitfalls:

Only works in 'function' address space (not
private
/
workgroup
).
❌ Must dereference with `*p` to read/write (e.g.,
(*p).x = 1.0
).
❌ The original variable must be marked as
var
not
let
).


Minimal WGSL Example


// Function that modifies a vec2 via pointer
fn add_one(pptr<function, vec2<f32>>) {
    (*
p).+= 1.0;  // Dereference to modify
    
(*p).+= 1.0;
}

@
fragment
fn main() -> @location(0vec4<f32> {
    var 
coord vec2<f32>(0.50.5);  // Must be 'var'!
    
add_one(&coord);                   // Pass as pointer
    
    // coord is now (1.5, 1.5)
    
return vec4<f32>(coord0.01.0);
}


Output:

coord
becomes
(1.5, 1.5)
after
add_one
.
• Without
ptr<function>
, changes would be local to the function.

Compare to Incorrect Usage:

let coord vec2<f32>(0.5);   // ❌ Fails: 'let' is immutable!
add_one(&coord);              // ❌ Can't take pointer to const.


Use
ptr<function>
sparingly—it’s best for performance-critical in-place updates.


Resources & Links


WebGPU Shader Language Information/Tutorials

WGSL API










101 WebGPU Programming Projects. WebGPU Development Pixels - coding fragment shaders from post processing to ray tracing! WebGPU by Example: Fractals, Image Effects, Ray-Tracing, Procedural Geometry, 2D/3D, Particles, Simulations WebGPU Games WGSL 2d 3d interactive web-based fun learning WebGPU Compute WebGPU API - Owners WebGPU Development Cookbook - coding recipes for all your webgpu needs! WebGPU & WGSL Essentials: A Hands-On Approach to Interactive Graphics, Games, 2D Interfaces, 3D Meshes, Animation, Security and Production Kenwright graphics and animations using the webgpu api 12 week course kenwright learn webgpu api kenwright programming compute and graphics applications with html5 and webgpu api kenwright real-time 3d graphics with webgpu kenwright webgpu for dummies kenwright webgpu wgsl compute graphics all in one kenwright webgpu api develompent a quick start guide kenwright webgpu by example 2022 kenwright webgpu gems kenwright webgpu interactive compute and graphics visualization cookbook kenwright wgsl webgpu shading language cookbook kenwright WebGPU Shader Language Development: Vertex, Fragment, Compute Shaders for Programmers Kenwright WGSL Fundamentals book kenwright WebGPU Data Visualization Cookbook kenwright Special Effects Programming with WebGPU kenwright WebGPU Programming Guide: Interactive Graphics and Compute Programming with WebGPU & WGSL kenwright Ray-Tracing with WebGPU kenwright



 
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