v29.0.4
- XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
- Fixed
VUID-RuntimeSpirv-vulkanMemoryModel-06265validation errors by enablingvulkanMemoryModelDeviceScopewhenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics withDevicescope. By @francisdb in #9741.
v30.0.0
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.
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.
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_bufferorset_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.
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.
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.
- Add
StagingBelt::finish_and_recall_on_submit, a convenience that combinesfinishandrecallby deferring the buffer re-map viaCommandEncoder::map_buffer_on_submit, so no explicitrecall()call is needed after submission. By @ruihe774. - Implement
i16/u1616-bit integer support in WGSL shaders, gated behindFeatures::SHADER_I16andenable 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_bucketsmember inRequestAdapterOptions, which isfalseby default. By @andyleiserson in #9119. - Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349. - Add support for
per_vertexin Metal and DX12, as well as some validation forper_vertex, and a new enable extension,wgpu_per_vertex. By @inner-daemons in #9219. - Add
ComputePassversion ofCommandEncoder::transition_resourcesthat allows intra-pass transitions. By @wingertge in #9371. Device::create_texture_from_halnow takes an explicitinitial_state: wgt::TextureUsesparameter declaring the state the wrapped foreign resource is already in. Previously the tracker hard-codedTextureUses::UNINITIALIZEDfor 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, passwgpu::TextureUses::UNINITIALIZEDto preserve the previous behaviour:By @AdrianEddy in #9496.let texture = unsafe { - device.create_texture_from_hal::<Vulkan>(hal_texture, &desc) + device.create_texture_from_hal::<Vulkan>(hal_texture, &desc, wgpu::TextureUses::UNINITIALIZED) };- Add
as_customto many new API types and exposeTlas::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_textureto allow copying a single plane of a multi-planar source (NV12, P010) into a single-plane destination of the matching format (e.g. NV12Plane0→R8Unorm, NV12Plane1→Rg8Unorm).copy_sizeis interpreted in plane texels, not luma texels. By @AdrianEddy in #9551. - Added
InstanceFlags::STRICT_WEBGPU_COMPLIANCEflag, which restricts the available feature set to the one defined by the WebGPU specification. By @teoxoy in #9586. - Implemented
QuerySet::destroyby @sagudev in #9671 - Add
QuerySet::tyandQuerySet::countgetters. 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 bySurfaceCapabilities, 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 withoutInstanceFlags::STRICT_WEBGPU_COMPLIANCEset, 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_shader_stage) are set to 29. By @teoxoy in #9709.
- Add
spirv-outray tracing pipelines. By @Vecvec in #9085. - Add
naga::front::wgsl::ParseError::notes(). By @kwillemsen in #9572. - Add MSL support for cooperative matrix multiply-add with lower-precision A/B operands and a higher-precision accumulator/result, such as
coopMultiplyAdd(f16, f16, f32) -> f32. By @seddonm1 in #9629.
- Added support for mesh shaders in naga's HLSL writer, completing DX12 support for mesh shaders. By @inner-daemons in #8752.
- Added
dx12::Queue::add_wait_fence/add_signal_fence(and matchingremove_*companions). They stageID3D12CommandQueue::Wait/Signalcalls on the nextQueue::submit. The wait calls are issued before the submit'sExecuteCommandLists, the signal calls after wgpu's ownSignal(signal_fence, signal_value). Cross-API interop crates use this to GPU-side gate / publish wgpu submits against foreign-API fences. By @AdrianEddy in #9463. - Added
dx12::Texture::with_plane_sliceso cross-API importers can wrap one plane of a multi-plane DXGI resource (e.g.DXGI_FORMAT_NV12) as a single-plane wgpu texture. By @AdrianEddy in #9551.
- Add
vulkan::Queue::add_wait_semaphoreandvulkan::Queue::remove_wait_semaphore. Lets external producers (CUDA / OpenCL / D3D12 imported viaVK_KHR_external_semaphore_*) be waited on at the nextQueue::submitcall without a CPU block. By @AdrianEddy in #9461. - Add
vulkan::Device::texture_from_dmabuf_fd()for importing DMA-buf textures on Linux, withVULKAN_EXTERNAL_MEMORY_FDandVULKAN_EXTERNAL_MEMORY_DMA_BUFfeature flags. By @TODO in #9412. - Add support for
RawWindowHandle::Drmon Unix, conditional on thedrmfeature. - Add
wgpu_hal::vulkan::Buffer::raw_handle()for retrieving the underlyingvk::Bufferresource. By @WillowGriffiths in #9459.
- Add
metal::Queue::add_wait_event/add_signal_event(withremove_*companions) to stageMTLSharedEventwaits/signals on the nextQueue::submit, for GPU-side interop with foreign APIs. Waits run on an internal CB committed before user CBs. By @AdrianEddy in #9483. - Unconditionally enable
Features::CLIP_DISTANCES. By @ErichDonGubler in #9270. - Added full support for mesh shaders, including in WGSL shaders. By @inner-daemons in #8739.
- Added support for bindless storage buffers (buffer binding arrays) on Metal. By @mate-h in #9081.
- Added
DropCallbacks to Metal textures. By @jerzywilczek in #9634.
- Added support for GLSL passthrough. By @inner-daemons in #9064.
- Implement
Adapter::new_external()for WebGL2 (just like EGL/WGL) to import an external WebGL2 rendering context, and expose the imported context back throughAdapter::adapter_context()/Device::context(). By @pepperoni505 in #9438. - Add
gles::Device::buffer_from_rawfor wrapping an externally-owned GL buffer as awgpu_hal::gles::Buffer. By @AdrianEddy in #9550. - Advertise
Features::TEXTURE_FORMAT_16BIT_NORMon OpenGL, including storage-texture usage where the driver supports it. By @AdrianEddy in #9601.
SurfaceTexture::present()has been replaced byQueue::present(surface_texture). By @inner-daemons and @atlv24 in #9361.Features::CLIP_DISTANCE,naga::Capabilities::CLIP_DISTANCE, andnaga::BuiltIn::ClipDistancehave been renamed toCLIP_DISTANCESandClipDistances(viz., pluralized) as appropriate, to match the WebGPU spec. By @ErichDonGubler in #9267.- Added more granular limits for mesh shaders. By @inner-daemons in #8739.
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. By @andyleiserson in #9357. - Zero-size
Queue::write_buffernow returns an error if the offset is invalid or the buffer lacksCOPY_DST. By @39ali in #9374. Buffer::get_mapped_rangeand variants now returnResult<_, MapRangeError>>instead of panicking, in line with WebGPU spec. By @atlv24 in #9281.- Passthrough shaders now require a list of entry points when being created. by @inner-daemons in #9064.
- BREAKING: The
dispatchanddispatch_indirectmethods on pass and bundle encoders have been renamed todispatch_workgroupsanddispatch_workgroups_indirect, respectively, to match the WebGPU spec. By @ErichDonGubler in #9362. LoadOp::DontCarecan no longer be deserialized, and theLoadOpDontCaretoken no longer implementsDefault. This ensures thatDontCarecan only be used withunsafe, as intended. By @kpreid in #9428.- Minor changes to various error enums to support improved validation. By @andyleiserson in #9357, #9363, and #9425:
- Added new
InvalidWorkgroupSizeError, which is now used byDrawError::InvalidGroupSizeandStageError::InvalidWorkgroupSize. - Added
BuildAccelerationStructureErrorvariantOffsetLimitedTo4GBand changedIndirectBufferOverrunto contain offset and size rather than start and end offsets. IndexFormat::byte_sizenow returnsu32instead ofusize.
- Added new
- BREAKING:
map_labelhelpers have changed slightly. By @beicause and @andyleiserson in #9480, #9481, and #9526.TextureDescriptor::map_label_and_view_formatsandSurfaceConfiguration::map_view_formatsnow takeFnOnce(&V)instead ofFnOnce(V).- All
map_labelhelpers exceptCreateShaderModuleDescriptorPassthroughnow have the signaturemap_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K)(previously the lifetimes were implicit and thus could differ).
- Relaxed locking within
wgpu-coreto enable queue submission processing on one thread to proceed while another thread is blocked in a device poll. To facilitate this,wgpu-halfences are now internally synchronized. By @Vecvec in #9475. AdapterInfo::transient_saves_memorynow isOption<bool>instead ofbool. It isNoneon web andSomeon native platforms. By @beicause in #9568.- BREAKING:
TextureUsages::TRANSIENTis renamed toTextureUsages::TRANSIENT_ATTACHMENTand brought in line with WebGPU spec. Transient textures may now only be used withLoadOp::ClearorLoadOp::DontCare(if it is available) andStoreOp::Discard. By @beicause in #9568. - Added missing
Debugimplementations across the public API (includingTextureBlitterand its builder,SurfaceTarget,ErrorScopeGuard, andQueueWriteBufferView) and enabled themissing_debug_implementationslint. By @euclio in #9730 and @kpreid in #9744.
- Switched from using an
intersectorto using anintersection_queryon metal so AABBs and non-opaque triangles can be handled. By @Vecvec in #9304. - Guard against invalid calls to ray query functions on Metal. By @Vecvec in #9442.
- Add clip distances validation for
maxInterStageShaderVariables. By @ErichDonGubler in #8762. This may break some existing programs, but it compiles with the WebGPU spec. - Bring immediates in line with webgpu spec. By @atlv24 in #9280.
- Validate
LoadOpandStoreOpareNonefor attachments without corresponding depth or stencil aspect. By @beicause in #9567.
- Prefix
FeatureLevelandShaderModelenum variants withVinstead of_. By @teoxoy in #9337.
- Fix
SYNC-HAZARD-WRITE-AFTER-PRESENTon Vulkan when a surface texture is presented without being rendered to. By @inner-daemons and @atlv24 in #9361. - Fix incorrect checks for dynamic binding bounds when calling an encoder's
set_bind_groupin passes and bundles. By @ErichDonGubler in #9308. - Writes from
Queue::write_bufferare now flushed by calls toBuffer::map_asyncfor that same buffer, to prevent reading stale data.on_submitted_work_donealso now flushes pending writes. By @andyleiserson in #9307. - Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @wumpf in #9325
- Increase recursion limits to please
-Znext-solver. By @nazar-pc in #9609 - Stencil clear and reference values are now truncated to 8 bits. By @beicause in #9607.
- Fixed missing initialization of other aspects when writing to a single aspect of a multi-aspect texture. By @andyleiserson in #9626.
- Fix process abort when a
SurfaceTextureis dropped during panic unwind betweenget_current_textureandQueue::present. The acquired texture reference is now released without calling HAL discard. By @hack3rmann in #9678. - Fixed incorrect initialization tracking for 3D textures. By @andyleiserson in #9765.
- Fixed atomic load and store operations being incorrectly generated as non-atomic memory accesses in GLSL and HLSL. By @CldStlkr in #9242.
- Fixed overflow detection and argument domain validation for
acosh,length,normalize, andpowin constant evaluation. By @ecoricemon in #9249. - Naga no longer allows derivative operations on
f16. WGSL does not currently allow this, although it may be added in the future. By @andyleiserson in #9154. - Disallow direct access to atomic variables in WGSL front-end (e.g.
let x = myAtomic;). By @ecoricemon in #9262. - Fixed handling of unterminated block comments. By @BKDaugherty in #9356.
- Enforce that
@must_useappear only on function declarations. By @dnsn021 in #9367. - Fix typo in
naga::back::msl::Error::UnsupportedWritable*variant names. By @ErichDonGubler in #9376. - Added support for
enable wgpu_binding_array;. By @39ali in #9298. - Ability to disable integer division safety checks on Vulkan and Metal. By @kvark in #9443.
- [hlsl] more
matCx2fixes. By @teoxoy in #9507. - Fix
packSnorm2x16andpackUnorm2x16swap in the GLSL frontend. By @treylutton in #9675. - Fixed WGSL loop-local
vardeclarations without explicit initializers so they are zero-initialized each iteration. By @ruihe774 in #9592. - Fixed logic errors in the ray query spirv writer. By @Vecvec in #9731.
- Fixed use of a texture view without
TextureUsage::TEXTURE_BINDINGas a read-only depth attachment. By @andyleiserson in #9346. - Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332 - Fixed stencil values read with
textureLoadappearing in G instead of R. By @andyleiserson in #9520. - Fixed some cases where the
textureNum{Layers,Levels,Samples}functions returned incorrect results. By @andyleiserson in #9542. - Fixed
map_texture_format_for_copypanicking on(planar_format, single_plane_aspect)during buffer<->texture transfers, andTextureView::subresource_indexpreviously being hard-coded to plane 0. By @AdrianEddy in #9551. - Fixed partially-bound texture and storage-texture binding arrays (
PARTIALLY_BOUND_BINDING_ARRAY) reading garbage increate_bind_group. By @holg in #9653.
- Fixed
SHADER_I16not enablingstorage_buffer16_bit_accessorstorage_input_output16, causing Vulkan validation errors when using 16-bit integers in buffers. By @JMS55 in #9412. - Fixed validation errors when frames take longer than the specified swapchain acquire timeout. By @atlv24 in #9405.
- Fixed limits on Mesa's Honeykrisp / Asahi Linux. By @im-0 in #9393.
- Fixed vkAcquireNextImage fence being awaited on non-Windows platforms causing frametime spikes on nvidia drivers. By @cohaereo in #9486.
- Fixed alignment and
MatrixStridefor mat2x2 in SPIR-V uniform blocks. By @39ali #9369. - Fixed loading of
libvulkan.soon OpenHarmony (target_env = "ohos"). By @jschwe in #9649. - Fixed
VUID-RuntimeSpirv-vulkanMemoryModel-06265validation errors by enablingvulkanMemoryModelDeviceScopewhenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics withDevicescope. By @francisdb in #9741. - Fixed some cases where out-of-memory errors were reported incorrectly. By @andyleiserson in #9643 and #9747.
- Fixed signed integer
%(and%=) returning the wrong result for negative operands in the SPIR-V backend, e.g.-1 % 768yielding255instead of-1on NVIDIA.OpSRemis poison for negative operands in the Vulkan SPIR-V environment withoutVK_KHR_maintenance8, even though WGSL defines%for these operands, so signed remainder is now always lowered asa - b * (a / b). By @mstampfli in #9674.
- Detect BC texture support on newer iOS, tvOS, and visionOS devices. By @bmisiak in #9656.
- Fix crash on fence creation when running in a MacOS Seatbelt sandbox. By @wumpf in #9415
- Improved command buffer completion handling. By @39ali in #9328.
- Wait using a condition variable, instead of polling.
- Fixed a hang in
Device::poll(PollType::wait_indefinitely())when a Metal command buffer exits with an error.
- Fixed structure field names incorrectly ignoring reserved keywords in the Metal (MSL) backend. By @39ali #9379.
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
- Expose the underlying JS handles of WebGPU-backed resources via new
as_webgpuaccessors onTexture,TextureView,Buffer,Queue, andDevice, returningOption<&wgpu::webgpu::Gpu*>. This is the WebGPU counterpart ofas_hal(which returnsNoneon the WebGPU backend, since WebGPU is not awgpu_halAPI). The vendored handle types are re-exported under the newwgpu::webgpumodule. By @AdrianEddy in #9530 - Add
Device::create_texture_from_webgpu_handle(texture, desc, drop_callback)for wrapping a foreignwebgpu::GpuTexture(e.g. a canvasgetCurrentTexture()result) as awgpu::Texturewithout copy. Use thedrop_callbackto decide if you want to callGpuTexture.destroy()when wgpu is done with the texture. By @AdrianEddy in #9530
- Upgrade vendored
wasm-bindgenWebGPU bindings to 0.2.115 and adapt thewebgpubackend to the new API.ExternalImageSource::VideoFrameno longer requires--cfg=web_sys_unstable_apis, asweb_sys::VideoFrameis now stable. The GLES backend still requires the cfg to uploadVideoFrames, sinceglowstill needs to adapt. By @evilpie in #9090.
- We now use
tombias our TOML formatter instead oftaplo, which has been unmaintained for some time. If you currently usetaploas part of your workflow, we recommend you migrate, or change your editor settings while working with wgpu.
v29.0.2
-
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::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349.
- Fixed a
debug_assertduring stride validation for indirect multi draw. By @kristoff3r in #9332. - Fix incorrect
max_binding_array_sampler_elements_per_shader_stagelimit reported on DX12. By @kristoff3r in #9330.
- Only request
shaderDrawParameterswhenSHADER_DRAW_INDEXis requested, avoiding device creation failures on drivers that don't support it (e.g. V3DV, SwiftShader). By @mohamedtahaguelzim in #9331.
- Fix crash on fence creation when running in a MacOS sandbox. By @wumpf in #9415.
v29.0.1
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.
- Fix limit comparison logic for
max_inter_stage_shader_variables. By @ErichDonGubler in #9264.
- 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.
- Fix texture height initialized incorrectly in
create_texture. By @umajho in #9302.
- Don't crash in the
Displayimplementation ofCreateTextureViewError::TooMany{MipLevels,ArrayLayers}when their base and offset overflow. By @ErichDonGubler in #8808.
v29.0.0
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.
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_handlenew_with_display_handle_from_envnew_without_display_handlenew_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
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.
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.
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.
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(),
)),
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.
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;
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
- Use clearer field names for
StageError::InvalidWorkgroupSize. By @ErichDonGubler in #9192.
- Added TLAS binding array support via
ACCELERATION_STRUCTURE_BINDING_ARRAY. By @kvark in #8923. - Added
wgpu-naga-bridgecrate with conversions betweennagaandwgpu-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 supported. By @atlv24 in #8821.
- Added support for no-perspective barycentric coordinates. By @atlv24 in #8852.
- Added support for obtaining
AdapterInfofromDevice. By @sagudev in #8807. - Added
Limits::or_worse_values_from. By @atlv24 in #8870. - Added
Features::FLOAT32_BLENDABLEon Vulkan and Metal. By @timokoesters in #8963 and @andyleiserson in #9032. - Added
Dx12BackendOptions::force_shader_modelto allow using advanced features in passthrough shaders without bundling DXC. By @inner-daemons in #8984. - Changed passthrough shaders to not require an entry point parameter, so that the same shader module may be used in multiple entry points. Also added support for metallib passthrough. By @inner-daemons in #8886.
- Added
Dx12Compiler::Autoto automatically use static or dynamic DXC if available, before falling back to FXC. By @inner-daemons in #8882. - Added support for
insert_debug_marker,push_debug_groupandpop_debug_groupon WebGPU. By @evilpie in #9017. - Added support for
@builtin(draw_index)to the vulkan backend. By @inner-daemons in #8883. - Added
TextureFormat::channelsmethod to get some information about which color channels are covered by the texture format. By @TornaxO7 in #9167 - BREAKING: Add
V6_8variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @inner-daemons in #8882 and @ErichDonGubler in #9083. - BREAKING: Add
V6_9variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @ErichDonGubler in #9083.
- Initial wgsl-in ray tracing pipelines. By @Vecvec in #8570.
- wgsl-out ray tracing pipelines. By @Vecvec in #8970.
- Allow parsing shaders which make use of
SPV_KHR_non_semantic_infofor debug info. Also removesnaga::front::spv::SUPPORTED_EXT_SETS. By @inner-daemons in #8827. - Added memory decorations for storage buffers:
coherent, supported on all native backends, andvolatile, only on Vulkan and GL. By @atlv24 in #9168. - Made the following available in
constcontexts; by @ErichDonGubler in #8943:nagaArena::lenArena::is_emptyRange::first_and_lastfront::wgsl::Frontend::set_optionsir::Block::is_emptyir::Block::len
- Added
GlDebugFnsoption inGlBackendOptionsto control OpenGL debug functions (glPushDebugGroup,glPopDebugGroup,glObjectLabel, etc.). Automatically disables them on Mali GPUs to work around a driver crash. By @Xavientois in #8931.
- Added support for
insert_debug_marker,push_debug_groupandpop_debug_group. By @evilpie in #9017. - Added support for
begin_occlusion_queryandend_occlusion_query. By @evilpie in #9039.
- Tracing now uses the
.metalextension for metal source files, instead of.msl. By @inner-daemons in #8880. - BREAKING: Several error APIs were changed by @ErichDonGubler in #9073 and #9205:
BufferAccessError:- Split the
OutOfBoundsOverrunvariant into newOutOfBoundsStartOffsetOverrunandOutOfBoundsEndOffsetOverrunvariants. - Removed the
NegativeRangevariant in favor of newMapStartOffsetUnderrunandMapStartOffsetOverrunvariants.
- Split the
- Split the
TransferError::BufferOverrunvariant into newBufferStartOffsetOverrunandBufferEndOffsetOverrunvariants. ImmediateUploadError:- Removed the
TooLargevariant in favor of newStartOffsetOverrunandEndOffsetOverrunvariants. - Removed the
Unalignedvariant in favor of newStartOffsetUnalignedandSizeUnalignedvariants. - Added the
ValueStartIndexOverrunandValueEndIndexOverruninvariants
- Removed the
- The various "max resources per stage" limits are now capped at 100, so that their total remains below
max_bindings_per_bind_group, as required by WebGPU. By @andyleiserson in #9118. - The
max_uniform_buffer_binding_sizeandmax_storage_buffer_binding_sizelimits are nowu64instead ofu32, to match WebGPU. By @wingertge in #9146. - The main 3 native backends now report their limits properly. By @teoxoy in #9196.
- Naga and
wgpunow reject shaders with anenabledirective for functionality that is not available, even if that functionality is not used by the shader. By @andyleiserson in #8913. - Prevent UB from incorrectly using ray queries on HLSL. By @Vecvec in #8763.
- Added support for dual-source blending in SPIR-V shaders. By @andyleiserson in #8865.
- Added
supported_capabilitiesto all backends. By @inner-daemons in #9068. - Updated codespan-reporting to 0.13. By @cwfitzgerald in #9243.
- Use autogenerated
objc2bindings internally, which should resolve a lot of leaks and unsoundness. By @madsmtm in #5641. - Implements ray-tracing acceleration structures for metal backend. By @lichtso in #8071.
- Remove mutex for
MTLCommandQueuebecause the Metal object is thread-safe. By @andyleiserson in #9217.
- Expose the
GPU.wgslLanguageFeaturesproperty. By @andyleiserson in #8884. GPUFeatureNamenow includes allwgpuextensions. Feature names for extensions should be written with awgpu-prefix, although unprefixed names that were accepted previously are still accepted. By @andyleiserson in #9163.
- Make ordered texture and buffer uses hal specific. By @NiklasEi in #8924.
- Tracing support has been restored. By @andyleiserson in #8429.
- Pipelines using passthrough shaders now correctly require explicit pipeline layout. By @inner-daemons in #8881.
- Allow using a shader that defines I/O for dual-source blending in a pipeline that does not make use of it. By @andyleiserson in #8856.
- Improve validation of dual-source blending, by @andyleiserson in #9200:
- Validate structs with
@blend_srcmembers whether or not they are used by an entry point. - Dual-source blending is not supported when there are multiple color attachments.
TypeFlags::IO_SHAREABLEis not set for structs other than@blend_srcstructs.
- Validate structs with
- Validate
strip_index_formatisn't None and equals index buffer format for indexed drawing with strip topology. By @beicause in #8850. - BREAKING: Renamed
EXPERIMENTAL_PASSTHROUGH_SHADERStoPASSTHROUGH_SHADERSand made this no longer an experimental feature. By @inner-daemons in #9054. - BREAKING: End offsets in trace and
playercommands are now represented usingoffset+sizeinstead. By @ErichDonGubler in #9073. - Validate some uncaught cases where buffer transfer operations could overflow when computing an end offset. By @ErichDonGubler in #9073.
- Fix
local_invocation_idandlocal_invocation_indexbeing written multiple times in HLSL/MSL backends, and naming conflicts when users name variables__local_invocation_idor__local_invocation_index. By @inner-daemons in #9099. - Added internal labels to validation GPU objects and timestamp normalization code to improve clarity in graphics debuggers. By @szostid in #9094
- Fix multi-planar texture copying. By @noituri in #9069
- The validator checks that override-sized arrays have a positive size, if overrides have been resolved. By @andyleiserson in #8822.
- Fix some cases where f16 constants were not working. By @andyleiserson in #8816.
- Use wrapping arithmetic when evaluating constant expressions involving
u32. By @andyleiserson in #8912. - Fix missing side effects from sequence expressions in GLSL. By @Vipitis in #8787.
- Naga now enforces the
@must_useattribute on WGSL built-in functions, when applicable. You can waive the error with a phony assignment, e.g.,_ = subgroupElect(). By @andyleiserson in #8713. - Reject zero-value construction of a runtime-sized array with a validation error. Previously it would crash in the HLSL backend. By @mooori in #8741.
- Reject splat vector construction if the argument type does not match the type of the vector's scalar. Previously it would succeed. By @mooori in #8829.
- Fixed
workgroupUniformLoadincorrectly returning an atomic when called on an atomic, it now returns the innerTas per the spec. By @cryvosh in #8791. - Fixed constant evaluation for
sign()builtin to return zero when the argument is zero. By @mandryskowski in #8942. - Allow array generation to compile with the macOS 10.12 Metal compiler. By @madsmtm in #8953
- Naga now detects bitwise shifts by a constant exceeding the operand bit width at compile time, and disallows scalar-by-vector and vector-by-scalar shifts in constant evaluation. By @andyleiserson in #8907.
- Naga uses wrapping arithmetic when evaluating dot products on concrete integer types (
u32andi32). By @BKDaugherty in #9142. - Disallow negation of a matrix in WGSL. By @andyleiserson in #9157.
- Fix evaluation order of compound assignment (e.g.
+=) LHS and RHS. By @andyleiserson in #9181. - Fixed invalid MSL when
float16-format vertex input data was accessed via anf16-type variable in a vertex shader. By @andyleiserson in #9166.
- Fixed validation of the texture format in GPUDepthStencilState when neither depth nor stencil is actually enabled. By @andyleiserson in #8766.
- Check that depth bias is not used with non-triangle topologies. By @andyleiserson in #8856.
- Check that if the shader outputs
frag_depth, then the pipeline must have a depth attachment. By @andyleiserson in #8856. - Fix incorrect acceptance of some swizzle selectors that are not valid for their operand, e.g.
const v = vec2<i32>(); let r = v.xyz. By @andyleiserson in #8949. - Fixed calculation of the total number of bindings in a pipeline layout when validating against device limits. By @andyleiserson in #8997.
- Reject non-constructible types (runtime- and override-sized arrays, and structs containing non-constructible types) in more places where they should not be allowed. By @andyleiserson in #8873.
- The query set type for an occlusion query is now validated when opening the render pass, in addition to within the call to
beginOcclusionQuery. By @andyleiserson in #9086. - Require that the blend factor is
Onewhen the blend operation isMinorMax. TheBlendFactorOnUnsupportedTargeterror is now reported withinColorStateErrorrather than directly inCreateRenderPipelineError. By @andyleiserson in #9110.
- Fixed a variety of mesh shader SPIR-V writer issues from the original implementation. By @inner-daemons in #8756
- Offset the vertex buffer device address when building a BLAS instead of using the
first_vertexfield. By @Vecvec in #9220 - Remove incorrect ordered texture uses. By @NiklasEi in #8924.
- Fix one-second delay when switching a wgpu app to the foreground. By @emilk in #9141
- Work around Metal driver bug with atomic textures. By @atlv24 in #9185
- Fix setting an immediate for a Mesh shader. By @waywardmonkeys in #9254
DisplayHandleshould now be passed toInstanceDescriptorfor correct EGL initialization on Wayland. By @MarijnS95 in #8012 Note that the existing workaround to create surfaces before the adapter is no longer valid.- Changing shader constants now correctly recompiles the shader. By @DerSchmale in #8291.
- The GL backend would now try to take advantage of
GL_EXT_multisampled_render_to_textureextension when applicable to skip the multi-sample resolve operation. By @opstic in #8536.
- Expanded documentation of
QuerySet,QueryType, andresolve_query_set()describing how to use queries. By @kpreid in #8776.
v28.0.1
This release includes wgpu-core, wgpu-hal version 28.0.1. All other crates remain at their previous versions.
- Fixed crash on nvidia cards when presenting from another thread. By @inner-daemons in #9036.
- Fixed crash on some Mali drivers on Android. By @beicause in #8769.
- Re-added support for TRANSIENT textures on Apple A7 chips. By @Opstic in #8725.
v28.0.0 - Mesh Shaders, Immediates, and More!
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);
}
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:
- @cwfitzgerald
- @jimblandy
- @ErichDonGubler
wgpu Contributions:
- Metal implementation in wgpu-hal. By @inner-daemons in #8139.
- DX12 implementation in wgpu-hal. By @inner-daemons in #8110.
- Vulkan implementation in wgpu-hal. By @inner-daemons in #7089.
- wgpu/wgpu-core implementation. By @inner-daemons in #7345.
- New mesh shader limits and validation. By @inner-daemons in #8507.
naga Contributions:
- Naga IR implementation. By @inner-daemons in #8104.
wgsl-inimplementation in naga. By @inner-daemons in #8370.spv-outimplementation in naga. By @inner-daemons in #8456.wgsl-outimplementation in naga. By @Slightlyclueless in #8481.- Allow barriers in mesh/task shaders. By @inner-daemons in #8749
Testing Assistance:
- @ColinTimBarndt
- @AdamK2003
- @Mhowser
- @9291Sam
- 3 more testers who wished to remain anonymous.
Thank you to everyone to made this happen!
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.
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(…), makingenumerate_adaptersa 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
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
This is a breaking change that aligns wgpu with spec.
SamplerDescriptor {
...
- mipmap_filter: FilterMode::Nearest
+ mipmap_filter: MipmapFilterMode::Nearest
...
}
By @sagudev in #8314.
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.
- 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
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
wgpuor application developers.
By @cwfitzgerald in #8579.
As the "immediate data" api is getting close to stabilization in the WebGPU specification, we're bringing our implementation in line with what the spec dictates.
First, in the PipelineLayoutDescriptor, you now pass a unified size for all stages:
- push_constant_ranges: &[wgpu::PushConstantRange {
- stages: wgpu::ShaderStages::VERTEX_FRAGMENT,
- range: 0..12,
- }]
+ immediate_size: 12,
Second, on the command encoder you no longer specify a shader stage, uploads apply to all shader stages that use immediate data.
- rpass.set_push_constants(wgpu::ShaderStages::FRAGMENT, 0, bytes);
+ rpass.set_immediates(0, bytes);
Third, immediates are now declared with the immediate address space instead of the push_constant address space. Due to a known issue on DX12 it is advised to always use a structure for your immediates until that issue is fixed.
- var<push_constant> my_pc: MyPushConstant;
+ var<immediate> my_imm: MyImmediate;
Finally, our implementation currently still zero-initializes the immediate data range you declared in the pipeline layout. This is not spec compliant and failing to populate immediate "slots" that are used in the shader will be a validation error in a future version. See the proposal for details for determining which slots are populated in a given shader.
By @cwfitzgerald in #8724.
To bring our code in line with the WebGPU spec, we have moved information about subgroup size from limits to adapter info. Limits was not the correct place for this anyway, and we had some code special casing those limits.
Additionally we have renamed the fields to match the spec.
- let min = limits.min_subgroup_size;
+ let min = info.subgroup_min_size;
- let max = limits.max_subgroup_size;
+ let max = info.subgroup_max_size;
By @cwfitzgerald in #8609.
- Added support for transient textures on Vulkan and Metal. By @opstic in #8247
- Implement shader triangle barycentric coordinate builtins. By @atlv24 in #8320.
- Added support for binding arrays of storage textures on Metal. By @msvbg in #8464
- Added support for multisampled texture arrays on Vulkan through adapter feature
MULTISAMPLE_ARRAY. By @LaylBongers in #8571. - Added
get_configurationtowgpu::Surface, that returns the current configuration ofwgpu::Surface. By @sagudev in #8664. - Add
wgpu_core::Global::create_bind_group_layout_error. By @ErichDonGubler in #8650.
- Require new enable extensions when using ray queries and position fetch (
wgpu_ray_query,wgpu_ray_query_vertex_return). By @Vecvec in #8545. - Texture now has
from_custom. By @R-Cramer4 in #8315. - Using both the wgpu command encoding APIs and
CommandEncoder::as_hal_muton the same encoder will now result in a panic. - Allow
include_spirv!andinclude_spirv_raw!macros to be used in constants and statics. By @clarfonthey in #8250. - Added support for rendering onto multi-planar textures. By @noituri in #8307.
- Validation errors from
CommandEncoder::finish()will report the label of the invalid encoder. By @kpreid in #8449. - Corrected documentation of the minimum alignment of the end of a mapped range of a buffer (it is 4, not 8). By @kpreid in #8450.
util::StagingBeltnow takes aDevicewhen it is created instead of when it is used. By @kpreid in #8462.wgpu_hal::vulkan::TextureAPI changes to handle externally-created textures and memory more flexibly. By @s-ol in #8512, #8521.- Render passes are now validated against the
maxColorAttachmentBytesPerSamplelimit. By @andyleiserson in #8697.
- Prevent UB with invalid ray query calls on spirv. By @Vecvec in #8390.
- Update the set of binding_array capabilities. In most cases, they are set automatically from
wgpufeatures, and this change should not be user-visible. By @andyleiserson in #8671. - Naga now accepts the
var<function>syntax for declaring local variables. By @andyleiserson in #8710.
- Fixed a bug where mapping sub-ranges of a buffer on web would fail with
OperationError: GPUBuffer.getMappedRange: GetMappedRange range extends beyond buffer's mapped range. By @ryankaplan in #8349 - Reject fragment shader output
locations >max_color_attachmentslimit. By @ErichDonGubler in #8316. - WebGPU device requests now support the required limits
maxColorAttachmentsandmaxColorAttachmentBytesPerSample. By @evilpie in #8328 - Reject binding indices that exceed
wgpu_types::Limits::max_bindings_per_bind_groupwhen deriving a bind group layout for a pipeline. By @jimblandy in #8325. - Removed three features from
wgpu-halwhich did nothing useful:"cargo-clippy","gpu-allocator", and"rustc-hash". By @kpreid in #8357. wgpu_types::PollErrornow always implements theErrortrait. By @kpreid in #8384.- The texture subresources used by the color attachments of a render pass are no longer allowed to overlap when accessed via different texture views. By @andyleiserson in #8402.
- The
STORAGE_READ_ONLYtexture usage is now permitted to coexist with other read-only usages. By @andyleiserson in #8490. - Validate that buffers are unmapped in
write_buffercalls. By @ErichDonGubler in #8454. - Shorten critical section inside present such that the snatch write lock is no longer held during present, preventing other work happening on other threads. By @cwfitzgerald in #8608.
- The
||and&&operators now "short circuit", i.e., do not evaluate the RHS if the result can be determined from just the LHS. By @andyleiserson in #7339. - Fix a bug that resulted in the Metal error
program scope variable must reside in constant address spacein some cases. By @teoxoy in #8311. - Handle
rayQueryTerminatein spv-out instead of ignoring it. By @Vecvec in #8581.
- Align copies b/w textures and buffers via a single intermediate buffer per copy when
D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupportedisfalse. By @ErichDonGubler in #7721. - Fix detection of Int64 Buffer/Texture atomic features. By @cwfitzgerald in #8667.
- Fixed a validation error regarding atomic memory semantics. By @atlv24 in #8391.
- Fixed a variety of feature detection related bugs. By @inner-daemons in #8439.
- Fixed a bug where the texture aspect was not passed through when calling
copy_texture_to_bufferin WebGPU, causing the copy to fail for depth/stencil textures. By @Tim-Evans-Seequent in #8445.
- Fix race when downloading texture from compute shader pass. By @SpeedCrash100 in #8527
- Fix double window class registration when dynamic libraries are used. By @Azorlogh in #8548
- Fix context loss on device initialization on GL3.3-4.1 contexts. By @cwfitzgerald in #8674.
VertexFormat::Unorm10_10_10_2can now be used onglbackends. By @mooori in #8717.
DropCallbacks are now called after dropping all other fields of their parent structs. By @jerzywilczek in #8353
v27.0.4
This release includes wgpu-hal version 27.0.4. All other crates remain at their previous versions.
- Remove fragile dependency constraint on
ordered-floatthat prevented semver-compatible changes above5.0.0. By @kpreid in #8371.
- Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in
FifoandFifoRelaxedpresent 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 https://github.com/gfx-rs/wgpu/issues/8310 and https://github.com/gfx-rs/wgpu/issues/8354 for more information. By @cwfitzgerald in #8420.
v26.0.6
This release includes wgpu-hal version 26.0.6. All other crates remain at their previous versions.
- Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in
FifoandFifoRelaxedpresent 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 https://github.com/gfx-rs/wgpu/issues/8310 and https://github.com/gfx-rs/wgpu/issues/8354 for more information. By @cwfitzgerald in #8420.