typegpu
TypeGPU and raw WebGPU adapter patterns for HyperFrames. Use when creating GPU-rendered compositions with TypeGPU, raw WebGPU, WGSL fragment shaders, compute pipelines, liquid glass effects, particle systems, or any canvas layer driven by navigator.gpu that responds to HyperFrames hf-seek events.
git clone https://github.com/heygen-com/hyperframes.gitBefore / After Comparison
1 组Manually synchronizing complex WebGPU animations with a timeline without a dedicated adapter requires extensive custom code and debugging, leading to long development cycles and difficulty ensuring precise frame synchronization.
The TypeGPU adapter seamlessly integrates WebGPU animations with the HyperFrames timeline, automatically responding to hf-seek events, significantly reducing synchronization code and debugging time, and accelerating the implementation of complex visual effects.
TypeGPU / WebGPU for HyperFrames
HyperFrames supports TypeGPU and raw WebGPU through its typegpu runtime adapter. The adapter does not own your pipeline. It publishes HyperFrames time and dispatches a seek event so your composition can render the exact GPU frame.
Contract
- Initialize WebGPU asynchronously (
await navigator.gpu.requestAdapter()), but register all GSAP tweens synchronously — before anyawait. The HyperFrames player reads the timeline immediately at page load. - Render from HyperFrames time, not
performance.now(). - Listen for the
hf-seekevent and re-render at exactly that time. - Guard against environments where WebGPU is unavailable — the adapter does not check for you.
- For video renders, call
await device.queue.onSubmittedWorkDone()after submitting GPU work to ensure the canvas is flushed before the frame is captured.
The adapter sets window.__hfTypegpuTime and dispatches new CustomEvent("hf-seek", { detail: { time } }) on each seek.
Basic Pattern
<canvas id="gpu-layer"></canvas>
<script>
(async () => {
if (!navigator.gpu) return;
const adapter = await navigator.gpu.requestAdapter();
if (!adapter) return;
const device = await adapter.requestDevice();
const canvas = document.getElementById("gpu-layer");
canvas.width = 1920;
canvas.height = 1080;
const ctx = canvas.getContext("webgpu");
const fmt = navigator.gpu.getPreferredCanvasFormat();
ctx.configure({ device, format: fmt, alphaMode: "opaque" });
// Build your pipeline, buffers, bind groups...
const timeUniform = new Float32Array([0]);
const timeBuf = device.createBuffer({
size: 16,
usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
});
function render(t) {
timeUniform[0] = t;
device.queue.writeBuffer(timeBuf, 0, timeUniform);
const enc = device.createCommandEncoder();
const pass = enc.beginRenderPass({
colorAttachments: [
{
view: ctx.getCurrentTexture().createView(),
loadOp: "clear",
clearValue: { r: 0, g: 0, b: 0, a: 1 },
storeOp: "store",
},
],
});
pass.setPipeline(pipeline);
pass.setBindGroup(0, bindGroup);
pass.draw(3);
pass.end();
device.queue.submit([enc.finish()]);
}
render(0);
window.addEventListener("hf-seek", (e) => render(e.detail.time));
})();
</script>
Timeline Registration
GSAP tweens that drive text, captions, or HTML elements must be registered synchronously — before any await:
const tl = gsap.timeline({ paused: true });
// Caption tweens: synchronous, added before WebGPU init
gsap.set(".cap", { opacity: 0 });
tl.to("#cap-1", { opacity: 1, duration: 0.3 }, 1.0);
tl.to("#cap-1", { opacity: 0, duration: 0.2 }, 3.5);
window.__timelines["my-comp"] = tl;
// GPU-dependent tweens can go inside the async IIFE
(async () => {
// ... WebGPU init ...
const proxy = { value: 0 };
tl.to(proxy, { value: 1, duration: 2, onUpdate: render }, 0.5);
})();
Video-Backed Effects (Liquid Glass, Distortion)
To use a <video> as the GPU input texture:
const videoEl = document.getElementById("aroll");
// Wait for video metadata before creating the texture
await new Promise((r) => {
if (videoEl.readyState >= 1) r();
else videoEl.addEventListener("loadedmetadata", r, { once: true });
});
// Create texture at the video's NATIVE resolution
const vw = videoEl.videoWidth,
vh = videoEl.videoHeight;
const bgTex = device.createTexture({
size: [vw, vh],
format: "rgba8unorm",
usage:
GPUTextureUsage.COPY_DST | GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.RENDER_ATTACHMENT,
});
function render(t) {
try {
device.queue.copyExternalImageToTexture({ source: videoEl }, { texture: bgTex }, [vw, vh]);
} catch (_) {
/* frame not decoded yet */
}
// ... draw ...
}
Render-mode caveat: headless Chrome may fail copyExternalImageToTexture for video elements. For production renders, pre-extract key frames via FFmpeg as PNGs and load them as image textures instead.
Frosted Blur via Downsample Pass
A single-pass Gaussian kernel is too weak for glass-like frosted blur. Use a two-pass approach:
- Pass 1 — Downsample: render the full-res texture to a small texture (1/6 resolution). Bilinear filtering during the downsample naturally averages pixels.
- Pass 2 — Glass composite: sample the small texture for the frosted interior (bilinear upscale = heavy smooth blur) and the full-res texture for sharp areas and chromatic refraction.
This matches TypeGPU's textureSampleBias mip-level approach without generating mipmaps.
Transparent vs Opaque Canvas
alphaMode: 'opaque'— the GPU canvas renders the full frame (video + effect). Use when the GPU pipeline handles all visual content.alphaMode: 'premultiplied'— the GPU canvas is transparent where alpha = 0, letting HTML elements below show through. Use for overlays (particles, path animations) on top of a regular<video>element.
WGSL Full-Screen Triangle
The standard vertex shader for full-screen effects (no vertex buffer needed):
struct Vo { @builtin(position) pos: vec4f, @location(0) uv: vec2f }
@vertex fn vs(@builtin(vertex_index) vi: u32) -> Vo {
let ps = array<vec2f, 3>(vec2f(-1., -1.), vec2f(3., -1.), vec2f(-1., 3.));
let ts = array<vec2f, 3>(vec2f(0., 1.), vec2f(2., 1.), vec2f(0., -1.));
return Vo(vec4f(ps[vi], 0., 1.), ts[vi]);
}
Draw with pass.draw(3) — one triangle that covers the viewport.
Rounded-Rect SDF (Liquid Glass Pill)
fn sdf_box(p: vec2f, half_size: vec2f, corner_radius: f32) -> f32 {
let d = abs(p) - half_size + vec2f(corner_radius);
return length(max(d, vec2f(0.))) + min(max(d.x, d.y), 0.) - corner_radius;
}
Use this to define inside/ring/outside zones for glass effects. Negative values are inside the shape.
Deterministic Rendering
- No
Math.random()— use a seeded PRNG. - No
requestAnimationFramefor the render loop — render only in response tohf-seek. - No
performance.now()for animation time — readwindow.__hfTypegpuTimeore.detail.time. - After GPU submit, call
await device.queue.onSubmittedWorkDone()for render-mode frame capture.
User Reviews (0)
Write a Review
No reviews yet
Statistics
User Rating
Rate this Skill