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 SurfaceError has been removed, and the suboptimal field on SurfaceTexture has been replaced by a dedicated Suboptimal variant.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wgpu::CurrentSurfaceTexture::Outdated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.
v27.0.3
This release includes naga, wgpu-core and wgpu-hal version 27.0.3. All other crates remain at their previous versions.
- Fix a bug that resulted in the Metal error
program scope variable must reside in constant address spacein some cases. Backport of #8311 by @teoxoy.
- Remove an assertion that causes problems if
CommandEncoder::as_hal_mutis used. By @andyleiserson in #8387.
v26.0.5
This release includes wgpu-hal version 26.0.5. All other crates remain at their previous versions.