# GPU Initialization ## Adapter An `Adapter` is a factory for `Device` instances for a specific backend (e.g. WebGPU or WebGL). ## Device The [`Device`](/docs/api-reference/core/device) class provides luma.gl applications with access to the GPU. A luma.gl application first creates a `Device` instance which in turn provides the application with facilities for creating GPU resources (such as `Buffer` and `Texture` objects), querying GPU capabilities, compiling and linking shaders into pipelines, setting parameters, and of course performing draw and compute calls. While a `Device` can be used on its own to perform computations on the GPU, at least one `CanvasContext` is required for rendering to the screen. Each `CanvasContext` provides a connection between a `Device` and an `HTMLCanvasElement` (or `OffscreenCanvas`). ## CanvasContext The[`CanvasContext` is an important companion to the `Device`. A `CanvasContext` holds a connection between the GPU `Device` and an HTML or offscreen `canvas` into which it can render. A `CanvasContext` takes care of: - providing a fresh `Framebuffer` every render frame, set up to render into the canvas' swap chain. - canvas resizing - device pixel ratio calculations ## Registering Backend Adapters The `@luma.gl/core` module defines abstract API interfaces such as `Device`, `Buffer` etc and is not usable on its own. One or more GPU backend modules must be also be imported from a corresponding GPU API backend module (`@luma.gl/webgl` and/or `@luma.gl/webgpu`) and then registered with luma.gl. To create a WebGPU device: ```sh yarn add @luma.gl/core yarn add @luma.gl/webgl yarn add @luma.gl/webgpu ``` ```typescript import {luma} from '@luma.gl/core'; import {webgpuAdapter} from '@luma.gl/webgpu'; luma.registerAdapters([webgpuAdapter]); const device = await luma.createDevice({type: 'webgpu', createCanvasContext: {canvas: ...}}); ``` It is possible to register more than one device adapter to create an application that can work in both WebGL and WebGPU environments. To create a `Device` using the best available adapter (luma.gl favors WebGPU over WebGL devices, whenever WebGPU is available). ```sh yarn add @luma.gl/core yarn add @luma.gl/webgl yarn add @luma.gl/webgpu ``` ```typescript import {luma} from '@luma.gl/core'; import {WebGLDevice} from '@luma.gl/webgl'; import {WebGPUDevice} from '@luma.gl/webgpu'; luma.registerAdapters([WebGLDevice, WebGPUDevice]); const webgpuDevice = luma.createDevice({type: 'best-available', createCanvasContext: true}); ```