Tested tool guide
Tested browser tools
Checked August 16, 2026
What WebGPU Compute Playground does, with a checked example
You paste a WGSL compute shader and define one or more storage buffers as input, and the tool compiles and dispatches it against your browser's actual WebGPU adapter, then reads the result buffer back into a viewable grid alongside a measured execution time. The most common surprise is that nothing runs until a GPU device is granted by the browser itself - on a browser or machine without WebGPU enabled, the page reports that no adapter was found rather than silently falling back to a CPU simulation of your shader.
Worked example
A concrete input and expected output from the current implementation.
Input
Buffer: [1.0, 2.0, 3.0, 4.0] (f32)
Shader:
@group(0) @binding(0) var<storage, read_write> data: array<f32>;
@compute @workgroup_size(4)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
data[id.x] = data[id.x] * 2.0;
}
Dispatch: (1, 1, 1) ->
Expected output
[2.0, 4.0, 6.0, 8.0]
workgroup_size(4) with a dispatch of 1 workgroup launches exactly 4 invocations, one per buffer element, each doubling data[id.x].