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Releases: gfx-rs/wgpu

v30.0.1

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@cwfitzgerald cwfitzgerald released this 22 Aug 02:57
Immutable release. Only release title and notes can be modified.
v30.0.1
40f4a34

Bug Fixes

Vulkan

  • Stop passing an un-waited fence to vkAcquireNextImageKHR on non-Windows platforms, which triggered VUID-vkAcquireNextImageKHR-fence-10066 validation errors every frame since v30.0.0. By @ErichDonGubler in #9855.

Metal

WebGPU

  • Upgrade vendored WebGPU bindings and wasm-bindgen to 0.2.127. This fixes a panic “can't access property "info", arg0 is null” when using the WebGPU backend and requestAdapter() fails. By @beicause in #10034, backported in #10105.

v29.0.4

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@cwfitzgerald cwfitzgerald released this 02 Jul 00:02
Immutable release. Only release title and notes can be modified.
v29.0.4
e99f530

New Features

GLES

  • XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.

Bug Fixes

Metal

  • Restore the Queue::as_raw method, which was removed without good reason in v29. It now returns &ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.

Vulkan

  • Fixed VUID-RuntimeSpirv-vulkanMemoryModel-06265 validation errors by enabling vulkanMemoryModelDeviceScope whenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics with Device scope. By @francisdb in #9741.

v30.0.0

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@cwfitzgerald cwfitzgerald released this 01 Jul 21:12
Immutable release. Only release title and notes can be modified.
v30.0.0
8bf3e5f

Major changes

Optional vertex buffer slots

This allows gaps in VertexState's buffers and adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this, VertexState's buffers field now has type of &[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts in Some:

  let vertex_state = wgpu::VertexState {
      module: &vs_module,
      entry_point: Some("vs_main"),
      compilation_options: wgpu::PipelineCompilationOptions::default(),
      buffers: &[
-         &vertex_buffer_layout
+         Some(&vertex_buffer_layout)
      ],
  };

By @teoxoy in #9351.

Integer shader I/O no longer defaults to @interpolate(flat)

To align with the shading language specifications, naga no longer assumes that integer-typed shader I/O should have flat interpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.

WGSL:

 struct FragmentInput {
     @location(0) tex_coord: vec2<f32>,
-    @location(1) index: i32,
+    @location(1) @interpolate(flat) index: i32,
 }

GLSL:

-layout(location = 1) in int index;
+layout(location = 1) flat in int index;

By @andyleiserson in #9321.

Empty buffer slices are now permitted

Creating a BufferSlice with a length of 0 no longer causes a panic.

Empty buffer slices can be:

  • Instantiated
  • Mapped (the result is an empty slice of bytes)

Empty buffer slices cannot be:

  • Used in buffer bindings
  • Passed to set_index_buffer or set_vertex_buffer

#3170 tracks making it possible to pass a zero-size BufferSlice to set_vertex_buffer and set_index_buffer in the future.

Zero-size buffer bindings are still not permitted. BufferBinding and BindingResource now implement TryFrom<BufferSlice> instead of From<BufferSlice>. The TryFrom conversion will fail if the slice is zero-size.

-let slice = buffer.slice(0..0); // panic!
-let mapping = BufferBinding::from(slice); // infallible
+let slice = buffer.slice(0..0); // okay
+let mapping = BufferBinding::try_from(slice).unwrap(); // panic

Relatedly, BufferSlice::size() now returns BufferAddress (u64) instead of BufferSize (NonZero<u64>), since an empty slice has size 0.

By @beholdnec in #8505.

Surface color space selection (HDR output)

Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it. SurfaceConfiguration has a new color_space field, and SurfaceCapabilities reports the supported color spaces for every supported format in a new format_capabilities field. SurfaceColorSpace::is_hdr() classifies a color space (the extended-range and PQ/HLG spaces are HDR) so you can branch after picking one.

The new SurfaceColorSpace::Auto default reproduces wgpu's historical behavior (extended linear scRGB for Rgba16Float where supported, sRGB otherwise; never a wide-gamut or HDR color space). To migrate, add the field:

  let config = wgpu::SurfaceConfiguration {
      usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
      format: surface_format,
+     color_space: wgpu::SurfaceColorSpace::Auto,
      ..
  };

Support by backend:

Color space / feature Vulkan DX12 Metal WebGPU GLES
Srgb
ExtendedSrgb ✅¹
ExtendedSrgbLinear (scRGB) ✅¹
DisplayP3 ✅¹
ExtendedDisplayP3
Bt2100Pq (HDR10) ✅¹
Bt2100Hlg ✅¹

¹ Vulkan support for extended color spaces depends on the driver/platform.

The current state of HDR on the current monitor can be queried with Surface::display_hdr_info.

For wgpu-hal users: hal::SurfaceConfiguration gained a color_space field (never Auto), and hal::SurfaceCapabilities::formats is now Vec<SurfaceFormatCapabilities> instead of Vec<TextureFormat>.

A new standalone example, examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.

By @stuartparmenter in #9658.

New naga-types crate

To better re-use code between internal crates and prepare for future additions, there is a new crate called naga-types which contains some useful datatypes used by naga and wgpu, without pulling in naga itself.

Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.

By @inner-daemons in #9434.

Added/New Features

General

  • Add StagingBelt::finish_and_recall_on_submit, a convenience that combines finish and recall by deferring the buffer re-map via CommandEncoder::map_buffer_on_submit, so no explicit recall() call is needed after submission. By @ruihe774.
  • Implement i16/u16 16-bit integer support in WGSL shaders, gated behind Features::SHADER_I16 and enable wgpu_int16;. Supported on Vulkan, Metal, and DX12 (SM 6.2+). By @JMS55 in #9412.
  • Add BLAS support for procedural AABB geometry (BlasGeometrySizeDescriptors::AABBs, BlasAabbGeometry, and related descriptors). By @dylanblokhuis in #9290
  • Added "limit bucketing" functionality which can adjust adapter limits and features to match one of several pre-defined buckets. This is controlled by the new apply_limit_buckets member in RequestAdapterOptions, which is false by default. By @andyleiserson in #9119.
  • Make wgpu_types::texture::format::TextureChannel accessible as wgpu::TextureChannel. By @TornaxO7 in #9349.
  • Add support for per_vertex in Metal and DX12, as well as some validation for per_vertex, and a new enable extension, wgpu_per_vertex. By @inner-daemons in #9219.
  • Add ComputePass version of CommandEncoder::transition_resources that allows intra-pass transitions. By @wingertge in #9371.
  • Device::create_texture_from_hal now takes an explicit initial_state: wgt::TextureUses parameter declaring the state the wrapped foreign resource is already in. Previously the tracker hard-coded TextureUses::UNINITIALIZED for the wrapped texture, which is a content-discarding transition under the Vulkan spec. This affected zero-copy hardware-decoded video imports on the platforms where compressed modifiers are used. To migrate, pass wgpu::TextureUses::UNINITIALIZED to preserve the previous behaviour:
      let texture = unsafe {
    -     device.create_texture_from_hal::<Vulkan>(hal_texture, &desc)
    +     device.create_texture_from_hal::<Vulkan>(hal_texture, &desc, wgpu::TextureUses::UNINITIALIZED)
      };
    By @AdrianEddy in #9496.
  • Add as_custom to many new API types and expose Tlas::lowest_unmodified (letting custom backends perform partial TLAS updates), increasing the capabilities of custom backends. Also fixed render bundles on custom backends. By @inner-daemons in #9605.
  • Extend copy_texture_to_texture to allow copying a single plane of a multi-planar source (NV12, P010) into a single-plane destination of the matching format (e.g. NV12 Plane0R8Unorm, NV12 Plane1Rg8Unorm). copy_size is interpreted in plane texels, not luma texels. By @AdrianEddy in #9551.
  • Added InstanceFlags::STRICT_WEBGPU_COMPLIANCE flag, which restricts the available feature set to the one defined by the WebGPU specification. By @teoxoy in #9586.
  • Implemented QuerySet::destroy by @sagudev in #9671
  • Add QuerySet::ty and QuerySet::count getters. By @sagudev in #9672.
  • Implemented query set initialization tracking, ensuring unwritten query slots resolve to 0; avoiding UB. By @teoxoy in #9664.
  • Add Surface::display_hdr_info, a read-only snapshot of the backing display's HDR characteristics (luminance in nits, EDR headroom, primaries, bit depth, and a coarse dynamic-range/gamut bucket) for tone-mapping. DisplayHdrInfo::tone_map_headroom() folds it into the one multiplier most tone-mappers want; whether to request an HDR surface at all is a separate, capability question answered by SurfaceCapabilities, not by this live value. Populated on DX12 and Vulkan on Windows, Metal on macOS, and the web. By @stuartparmenter.
  • Added Limits::max_buffers_and_acceleration_structures_per_shader_stage, a combined limit for all buffer types (storage, uniform, vertex buffers, and acceleration structures) that share Metal's buffer argument table. On Metal without InstanceFlags::STRICT_WEBGPU_COMPLIANCE set, the new limit and the individual per-type limits (max_storage_buffers_per_shader_stage, max_uniform_buffers_per_shader_stage, max_vertex_buffers, `max_acceleration_structures_per_...
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v29.0.3

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@cwfitzgerald cwfitzgerald released this 02 May 03:13
Immutable release. Only release title and notes can be modified.
v29.0.3
4cbe623

Bug Fixes

  • Fix compilation error when cfg(debug_assertions) is not active. wgpu-core v29.0.2 has been yanked. By @Elabajaba in #9352.

v29.0.2

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@cwfitzgerald cwfitzgerald released this 01 May 23:19
Immutable release. Only release title and notes can be modified.
v29.0.2
d4d264f

Bug Fixes

General

  • Fix late bindings not being updated for identical pipeline layouts. By @kristoff3r in #9341.

  • Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @Wumpf in #9325.

  • Make wgpu_types::texture::format::TextureChannel accessible as wgpu::TextureChannel. By @TornaxO7 in #9349.

DX12

  • Fixed a debug_assert during stride validation for indirect multi draw. By @kristoff3r in #9332.
  • Fix incorrect max_binding_array_sampler_elements_per_shader_stage limit reported on DX12. By @kristoff3r in #9330.

Vulkan

  • Only request shaderDrawParameters when SHADER_DRAW_INDEX is requested, avoiding device creation failures on drivers that don't support it (e.g. V3DV, SwiftShader). By @mohamedtahaguelzim in #9331.

Metal

  • Fix crash on fence creation when running in a MacOS sandbox. By @Wumpf in #9415.

v29.0.1

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@Wumpf Wumpf released this 26 Mar 13:14

v29.0.1 (2026-03-26)

This release includes wgpu-core, wgpu-hal, naga, wgpu-naga-bridge and wgpu-types version 29.0.1. All other crates remain at their previous versions.

Bug Fixes

General

Metal

  • Added guards to avoid calling some feature detection methods that are not implemented on CaptureMTLDevice. By @andyleiserson in #9284.
  • Fix a regression where buffer limits were too conservative. This comes at the cost of non-compliant WebGPU limit validation. A future major release will keep the relaxed buffer limits on native while allowing WebGPU-mandated validation to be opted in. See #9287.

GLES / OpenGL

  • Fix texture height initialized incorrectly in create_texture. By @umajho in #9302.

Validation

  • Don't crash in the Display implementation of CreateTextureViewError::TooMany{MipLevels,ArrayLayers} when their base and offset overflow. By @ErichDonGubler in #8808.

v29.0.0

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@cwfitzgerald cwfitzgerald released this 19 Mar 00:29
06e2c7d

Major Changes

Surface::get_current_texture now returns CurrentSurfaceTexture enum

Surface::get_current_texture no longer returns Result<SurfaceTexture, SurfaceError>.
Instead, it returns a single CurrentSurfaceTexture enum that represents all possible outcomes as variants.
SurfaceError has been removed, and the suboptimal field on SurfaceTexture has been replaced by a dedicated Suboptimal variant.

match surface.get_current_texture() {
    wgpu::CurrentSurfaceTexture::Success(frame) => { /* render */ }
    wgpu::CurrentSurfaceTexture::Timeout
      | wgpu::CurrentSurfaceTexture::Occluded => { /* skip frame */ }
    wgpu::CurrentSurfaceTexture::Outdated
      | wgpu::CurrentSurfaceTexture::Suboptimal(frame) => { /* reconfigure surface */ }
    wgpu::CurrentSurfaceTexture::Lost => { /* reconfigure surface, or recreate device if device lost */ }
    wgpu::CurrentSurfaceTexture::Validation => {
        /* Only happens if there is a validation error and you
           have registered a error scope or uncaptured error handler. */
    }
}

By @cwfitzgerald, @Wumpf, and @emilk in #9141 and #9257.

InstanceDescriptor initialization APIs and display handle changes

A display handle represents a connection to the platform's display server (e.g. a Wayland or X11 connection on Linux). This is distinct from a window — a display handle is the system-level connection through which windows are created and managed.

InstanceDescriptor's convenience constructors (an implementation of Default and the static from_env_or_default method) have been removed. In their place are new static methods that force recognition of whether a display handle is used:

  • new_with_display_handle
  • new_with_display_handle_from_env
  • new_without_display_handle
  • new_without_display_handle_from_env

If you are using winit, this can be populated using EventLoop::owned_display_handle.

- InstanceDescriptor::default();
- InstanceDescriptor::from_env_or_default();
+ InstanceDescriptor::new_with_display_handle(Box::new(event_loop.owned_display_handle()));
+ InstanceDescriptor::new_with_display_handle_from_env(Box::new(event_loop.owned_display_handle()));

Additionally, DisplayHandle is now optional when creating a surface if a display handle was already passed to InstanceDescriptor. This means that once you've provided the display handle at instance creation time, you no longer need to pass it again for each surface you create.

By @MarijnS95 in #8782

Bind group layouts now optional in PipelineLayoutDescriptor

This allows gaps in bind group layouts and adds full support for unbinding, bring us in compliance with the WebGPU spec. As a result of this PipelineLayoutDescriptor's bind_group_layouts field now has type of &[Option<&BindGroupLayout>]. To migrate wrap bind group layout references in Some:

  let pl_desc = wgpu::PipelineLayoutDescriptor {
      label: None,
      bind_group_layouts: &[
-         &bind_group_layout
+         Some(&bind_group_layout)
      ],
      immediate_size: 0,
  });

By @teoxoy in #9034.

MSRV update

wgpu now has a new MSRV policy. This release has an MSRV of 1.87. This is lower than v27's 1.88 and v28's 1.92. Going forward, we will only bump wgpu's MSRV if it has tangible benefits for the code, and we will never bump to an MSRV higher than stable - 3. So if stable is at 1.97 and 1.94 brought benefit to our code, we could bump it no higher than 1.94. As before, MSRV bumps will always be breaking changes.

By @cwfitzgerald in #8999.

WriteOnly

To ensure memory safety when accessing mapped GPU memory, MapMode::Write buffer mappings (BufferViewMut and also QueueWriteBufferView) can no longer be dereferenced to Rust &mut [u8]. Instead, they must be used through the new pointer type wgpu::WriteOnly<[u8]>, which does not allow reading at all.

WriteOnly<[u8]> is designed to offer similar functionality to &mut [u8] and have almost no performance overhead, but you will probably need to make some changes for anything more complicated than get_mapped_range_mut().copy_from_slice(my_data); in particular, replacing view[start..end] with view.slice(start..end).

By @kpreid in #9042.

Depth/stencil state changes

The depth_write_enabled and depth_compare members of DepthStencilState are now optional, and may be omitted when they do not apply, to match WebGPU.

depth_write_enabled is applicable, and must be Some, if format has a depth aspect, i.e., is a depth or depth/stencil format. Otherwise, a value of None best reflects that it does not apply, although Some(false) is also accepted.

depth_compare is applicable, and must be Some, if depth_write_enabled is Some(true), or if depth_fail_op for either stencil face is not Keep. Otherwise, a value of None best reflects that it does not apply, although Some(CompareFunction::Always) is also accepted.

There is also a new constructor DepthStencilState::stencil which may be used instead of a struct literal for stencil operations.

Example 1: A configuration that does a depth test and writes updated values:

 depth_stencil: Some(wgpu::DepthStencilState {
     format: wgpu::TextureFormat::Depth32Float,
-    depth_write_enabled: true,
-    depth_compare: wgpu::CompareFunction::Less,
+    depth_write_enabled: Some(true),
+    depth_compare: Some(wgpu::CompareFunction::Less),
     stencil: wgpu::StencilState::default(),
     bias: wgpu::DepthBiasState::default(),
 }),

Example 2: A configuration with only stencil:

 depth_stencil: Some(wgpu::DepthStencilState {
     format: wgpu::TextureFormat::Stencil8,
-    depth_write_enabled: false,
-    depth_compare: wgpu::CompareFunction::Always,
+    depth_write_enabled: None,
+    depth_compare: None,
     stencil: wgpu::StencilState::default(),
     bias: wgpu::DepthBiasState::default(),
 }),

Example 3: The previous example written using the new stencil() constructor:

depth_stencil: Some(wgpu::DepthStencilState::stencil(
    wgpu::TextureFormat::Stencil8,
    wgpu::StencilState::default(),
)),

D3D12 Agility SDK support

Added support for loading a specific DirectX 12 Agility SDK runtime via the Independent Devices API. The Agility SDK lets applications ship a newer D3D12 runtime alongside their binary, unlocking the latest D3D12 features without waiting for an OS update.

Configure it programmatically:

let options = wgpu::Dx12BackendOptions {
    agility_sdk: Some(wgpu::Dx12AgilitySDK {
        sdk_version: 619,
        sdk_path: "path/to/sdk/bin/x64".into(),
    }),
    ..Default::default()
};

Or via environment variables:

WGPU_DX12_AGILITY_SDK_PATH=path/to/sdk/bin/x64
WGPU_DX12_AGILITY_SDK_VERSION=619

The sdk_version must match the version of the D3D12Core.dll in the provided path exactly, or loading will fail.

If the Agility SDK fails to load (e.g. version mismatch, missing DLL, or unsupported OS), wgpu logs a warning and falls back to the system D3D12 runtime.

By @cwfitzgerald in #9130.

primitive_index is now a WGSL enable extension

WGSL shaders using @builtin(primitive_index) must now request it with enable primitive_index;. The SHADER_PRIMITIVE_INDEX feature has been renamed to PRIMITIVE_INDEX and moved from FeaturesWGPU to FeaturesWebGPU. By @inner-daemons in #8879 and @andyleiserson in #9101.

- device.features().contains(wgpu::FeaturesWGPU::SHADER_PRIMITIVE_INDEX)
+ device.features().contains(wgpu::FeaturesWebGPU::PRIMITIVE_INDEX)
// WGSL shaders must now include this directive:
enable primitive_index;

maxInterStageShaderComponents replaced by maxInterStageShaderVariables

Migrated from the max_inter_stage_shader_components limit to max_inter_stage_shader_variables, following the latest WebGPU spec. Components counted individual scalars (e.g. a vec4 = 4 components), while variables counts locations (e.g. a vec4 = 1 variable). This changes validation in a way that should not affect most programs. By @ErichDonGubler in #8652, #8792.

- limits.max_inter_stage_shader_components
+ limits.max_inter_stage_shader_variables

Other Breaking Changes

New Features

General

  • Added TLAS binding array support via ACCELERATION_STRUCTURE_BINDING_ARRAY. By @kvark in #8923.
  • Added wgpu-naga-bridge crate with conversions between naga and wgpu-types (features to capabilities, storage format mapping, shader stage mapping). By @atlv24 in #9201.
  • Added support for cooperative load/store operations in shaders. Currently only WGSL on the input and SPIR-V, METAL, and WGSL on the output are supported. By @kvark in #8251.
  • Added support for per-vertex attributes in fragment shaders. Currently only WGSL input is supported, and only SPIR-V or WGSL output is s...
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v28.0.1

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@cwfitzgerald cwfitzgerald released this 01 Mar 22:39
a6d9d32

This release includes wgpu-core, wgpu-hal version 28.0.1. All other crates remain at their previous versions.

General

Vulkan

Metal

  • Re-added support for TRANSIENT textures on Apple A7 chips. By @opstic in #8725.

v28.0.0 - Mesh Shaders, Immediates, and More!

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@cwfitzgerald cwfitzgerald released this 18 Dec 03:36
v28.0.0
3f02781

Major Changes

Mesh Shaders

This has been a long time coming. See the tracking issue for more information.
They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting
is supported, meaning they can be used through WESL or naga_oil.

Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes.
They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together,
for both culling and rendering.

They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather
than having a list of vertices generated individually and then using a static index buffer. This means that certain computations
on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and
you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.

Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders
on their own or with task shaders.

A full example of mesh shaders in use can be seen in the mesh_shader example. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:

@task
@payload(taskPayload)
@workgroup_size(1)
fn ts_main() -> @builtin(mesh_task_size) vec3<u32> {
    // Task shaders can use workgroup variables like compute shaders
    workgroupData = 1.0;
    // Pass some data to all mesh shaders dispatched by this workgroup
    taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0);
    taskPayload.visible = 1;
    // Dispatch a mesh shader grid with one workgroup
    return vec3(1, 1, 1);
}

@mesh(mesh_output)
@payload(taskPayload)
@workgroup_size(1)
fn ms_main(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) {
    // Set how many outputs this workgroup will generate
    mesh_output.vertex_count = 3;
    mesh_output.primitive_count = 1;
    // Can also use workgroup variables
    workgroupData = 2.0;

    // Set vertex outputs
    mesh_output.vertices[0].position = positions[0];
    mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask;

    mesh_output.vertices[1].position = positions[1];
    mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask;

    mesh_output.vertices[2].position = positions[2];
    mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask;
    
    // Set the vertex indices for the only primitive
    mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2);
    // Cull it if the data passed by the task shader says to
    mesh_output.primitives[0].cull = taskPayload.visible == 1;
    // Give a noninterpolated per-primitive vec4 to the fragment shader
    mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0);
}
Thanks

This was a monumental effort from many different people, but it was championed by @inner-daemons, without whom it would not have happened.
Thank you @cwfitzgerald for doing the bulk of the code review. Finally thank you @ColinTimBarndt for coordinating the testing effort.

Reviewers:

wgpu Contributions:

naga Contributions:

Testing Assistance:

Thank you to everyone to made this happen!

Switch from gpu-alloc to gpu-allocator in the vulkan backend

gpu-allocator is the allocator used in the dx12 backend, allowing to configure
the allocator the same way in those two backends converging their behavior.

This also brings the Device::generate_allocator_report feature to
the vulkan backend.

By @DeltaEvo in #8158.

wgpu::Instance::enumerate_adapters is now async & available on WebGPU

BREAKING CHANGE: enumerate_adapters is now async:

- pub fn enumerate_adapters(&self, backends: Backends) -> Vec<Adapter> {
+ pub fn enumerate_adapters(&self, backends: Backends) -> impl Future<Output = Vec<Adapter>> {

This yields two benefits:

  • This method is now implemented on non-native using the standard Adapter::request_adapter(…), making enumerate_adapters a portable surface. This was previously a nontrivial pain point when an application wanted to do some of its own filtering of adapters.
  • This method can now be implemented in custom backends.

By @R-Cramer4 in #8230

New LoadOp::DontCare

In the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Load can cause unnecessary memory traffic, and Clear can spend time unnecessarily
clearing the rendertargets. DontCare is a new LoadOp which will leave the contents
of the rendertarget undefined. Because this could lead to undefined behavior, this API
requires that the user gives an unsafe token to use the api.

While you can use this unconditionally, on platforms where DontCare is not available,
it will internally use a different load op.

load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })

By @cwfitzgerald in #8549

MipmapFilterMode is split from FilterMode

This is a breaking change that aligns wgpu with spec.

SamplerDescriptor {
...
-     mipmap_filter: FilterMode::Nearest
+     mipmap_filter: MipmapFilterMode::Nearest
...
}

By @sagudev in #8314.

Multiview on all major platforms and support for multiview bitmasks

Multiview is a feature that allows rendering the same content to multiple layers of a texture.
This is useful primarily in VR where you wish to display almost identical content to 2 views,
just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you
can use this feature.

Multiview is also called view instancing in DX12 or vertex amplification in Metal.

Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself.
This change also introduces a view bitmask, a new field in RenderPassDescriptor that allows a render pass to render
to multiple non-adjacent layers when using the SELECTIVE_MULTIVIEW feature. If you don't use multi-view,
you can set this field to none.

- wgpu::RenderPassDescriptor {
-     label: None,
-     color_attachments: &color_attachments,
-     depth_stencil_attachment: None,
-     timestamp_writes: None,
-     occlusion_query_set: None,
- }
+ wgpu::RenderPassDescriptor {
+     label: None,
+     color_attachments: &color_attachments,
+     depth_stencil_attachment: None,
+     timestamp_writes: None,
+     occlusion_query_set: None,
+     multiview_mask: NonZero::new(3),
+ }

One other breaking change worth noting is that in WGSL @builtin(view_index) now requires a type of u32, where previously it required i32.

By @inner-daemons in #8206.

Error scopes now use guards and are thread-local.

- device.push_error_scope(wgpu::ErrorFilter::Validation);
+ let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
  // ... perform operations on the device ...
- let error: Option<Error> = device.pop_error_scope().await;
+ let error: Option<Error> = scope.pop().await;

Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts,
without having the error scope capture errors from other threads.

When the std feature is not enabled, we have no way to differentiate between threads, so error scopes return to be
global operations.

By @cwfitzgerald in #8685

Log Levels

We have received complaints about wgpu being way too log spammy at log levels info/warn/error. We have
adjusted our log policy and changed logging such that info and above should be silent unless some exceptional
event happens. Our new log policy is as follows:

  • Error: if we can’t (for some reason, usually a bug) communicate an error any other way.
  • Warning: similar, but there may be one-shot warnings about almost certainly sub-optimal.
  • Info: do not use
  • Debug: Used for interesting events happening inside wgpu.
  • Trace: Used for all events that might be useful to either wgpu or application...
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v27.0.4

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@cwfitzgerald cwfitzgerald released this 23 Oct 18:20
v27.0.4
af91efa

This release includes wgpu-hal version 27.0.4. All other crates remain at their previous versions.

Bug Fixes

General

  • Remove fragile dependency constraint on ordered-float that prevented semver-compatible changes above 5.0.0. By @kpreid in #8371.

Vulkan

  • Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in Fifo and FifoRelaxed present modes. This is due to the drivers implicitly using a DXGI (Direct3D) swapchain to implement these modes and it having vastly different timing properties. See #8310 and #8354 for more information. By @cwfitzgerald in #8420.