wgpu-core
Core implementation logic of wgpu, the cross-platform, safe, pure-rust graphics API
30.0.1
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gfx-rs/wgpu
What this package is like to depend on
Last release today
22 Aug 2026
Ships fairly regularly
a new release about every 2 months
Some releases are documented
notes for 30 of 71 stable releases
8 versions withdrawn
withdrawn after publishing
6 years old
79 releases · first in 2020
12 releases in the last 12 months
see the full history below
Release timeline
79 releases · Apr 2020 to Aug 2026Releases
latest 60 of 79-
30.0.122 Aug 2026Release notes
Open source →Bug Fixes
Vulkan
- Stop passing an un-waited fence to
vkAcquireNextImageKHRon non-Windows platforms, which triggeredVUID-vkAcquireNextImageKHR-fence-10066validation errors every frame since v30.0.0. By @ErichDonGubler in #9855.
Metal
- Resolve metal color space constants dynamically. By @andyleiserson in #9819.
WebGPU
- Stop passing an un-waited fence to
-
30.0.001 Jul 2026Release notes
Open source →Major changes
Optional vertex buffer slots
This allows gaps in
VertexState'sbuffersand adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this,VertexState'sbuffersfield now has type of&[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts inSome: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) ], };Integer shader I/O no longer defaults to
@interpolate(flat)To align with the shading language specifications,
nagano longer assumes that integer-typed shader I/O should haveflatinterpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.WGSL:
struct FragmentInput { @location(0) tex_coord: vec2<f32>, - @location(1) index: i32, + @location(1) @interpolate(flat) index: i32, }GLSL:
-layout(location = 1) in int index; +layout(location = 1) flat in int index;
By @andyleiserson in #9321.
Empty buffer slices are now permitted
Creating a
BufferSlicewith 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
BufferSlicetoset_vertex_bufferandset_index_bufferin the future.Zero-size buffer bindings are still not permitted.
BufferBindingandBindingResourcenow implementTryFrom<BufferSlice>instead ofFrom<BufferSlice>. TheTryFromconversion 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 returnsBufferAddress(u64) instead ofBufferSize(NonZero<u64>), since an empty slice has size 0.By @beholdnec in #8505.
Surface color space selection (HDR output)
Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it.
SurfaceConfigurationhas a newcolor_spacefield, andSurfaceCapabilitiesreports the supported color spaces for every supported format in a newformat_capabilitiesfield.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::Autodefault reproduces wgpu's historical behavior (extended linear scRGB forRgba16Floatwhere 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-halusers:hal::SurfaceConfigurationgained acolor_spacefield (neverAuto), andhal::SurfaceCapabilities::formatsis nowVec<SurfaceFormatCapabilities>instead ofVec<TextureFormat>.A new standalone example,
examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.By @stuartparmenter in #9658.
New
naga-typescrateTo better re-use code between internal crates and prepare for future additions, there is a new crate called
naga-typeswhich contains some useful datatypes used by naga and wgpu, without pulling innagaitself.Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.
By @inner-daemons in #9434.
Added/New Features
General
- Add
StagingBelt::finish_and_recall_on_submit, a convenience that 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.
naga
- 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.
DX12
- 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.
Vulkan
- 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.- DRM support by @rectalogic in #9182.
- Conditional compilation by @jimblandy in #9390
- Add
wgpu_hal::vulkan::Buffer::raw_handle()for retrieving the underlyingvk::Bufferresource. By @WillowGriffiths in #9459.
Metal
- 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.
GLES
- 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.
Changes
General
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.
naga
- 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.
Validation
- 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.
DX12
Bug Fixes
General
- 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.
naga
- 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.
DX12
- 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.
Vulkan
- 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.
Metal
- 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.
WebGPU
- 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
Dependency Updates
WebGPU
- 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.
Testing/Internal
- 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.
Release notes
Open source →Major changes
Optional vertex buffer slots
This allows gaps in
VertexState'sbuffersand adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this,VertexState'sbuffersfield now has type of&[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts inSome:let vertex_state = wgpu::VertexState { module: &vs_module, entry_point: Some("vs_main"), compilation_options: wgpu::PipelineCompilationOptions::default(), buffers: &[ - &vertex_buffer_layout + Some(&vertex_buffer_layout) ], };By @teoxoy in #9351.
Integer shader I/O no longer defaults to
@interpolate(flat)To align with the shading language specifications,
nagano longer assumes that integer-typed shader I/O should haveflatinterpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.WGSL:
struct FragmentInput { @location(0) tex_coord: vec2<f32>, - @location(1) index: i32, + @location(1) @interpolate(flat) index: i32, }GLSL:
-layout(location = 1) in int index; +layout(location = 1) flat in int index;By @andyleiserson in #9321.
Empty buffer slices are now permitted
Creating a
BufferSlicewith 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
BufferSlicetoset_vertex_bufferandset_index_bufferin the future.Zero-size buffer bindings are still not permitted.
BufferBindingandBindingResourcenow implementTryFrom<BufferSlice>instead ofFrom<BufferSlice>. TheTryFromconversion 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(); // panicRelatedly,
BufferSlice::size()now returnsBufferAddress(u64) instead ofBufferSize(NonZero<u64>), since an empty slice has size 0.By @beholdnec in #8505.
Surface color space selection (HDR output)
Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it.
SurfaceConfigurationhas a newcolor_spacefield, andSurfaceCapabilitiesreports the supported color spaces for every supported format in a newformat_capabilitiesfield.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::Autodefault reproduces wgpu's historical behavior (extended linear scRGB forRgba16Floatwhere 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-halusers:hal::SurfaceConfigurationgained acolor_spacefield (neverAuto), andhal::SurfaceCapabilities::formatsis nowVec<SurfaceFormatCapabilities>instead ofVec<TextureFormat>.A new standalone example,
examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.By @stuartparmenter in #9658.
New
naga-typescrateTo better re-use code between internal crates and prepare for future additions, there is a new crate called
naga-typeswhich contains some useful datatypes used by naga and wgpu, without pulling innagaitself.Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.
By @inner-daemons in #9434.
Added/New Features
General
- Add
StagingBelt::finish_and_recall_on_submit, a convenience that 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.
naga
- 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.
DX12
- 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.
Vulkan
- 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.
Metal
- 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.
GLES
- 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.
Changes
General
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.
naga
- 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.
Validation
- 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.
DX12
- Prefix
FeatureLevelandShaderModelenum variants withVinstead of_. By @teoxoy in #9337.
Bug Fixes
General
- 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.
naga
- 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.
DX12
- 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.
Vulkan
- Use the imported queue family's supported shader stages when building buffer, texture, and acceleration structure barriers for raw Vulkan devices. By @ruihe774 in #9594.
- 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 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.
Metal
- 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.
WebGPU
- 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
Dependency Updates
WebGPU
- 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.
Testing/Internal
- 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.
-
29.0.402 Jul 2026Release notes
Open source →New Features
GLES
- XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.
Bug Fixes
Metal
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
Vulkan
- 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.
Release notes
Open source →New Features
GLES
- XCB window handles can now be used to initialize OpenGL on Linux. By @reflectronic in #9271.
Bug Fixes
Metal
- Restore the
Queue::as_rawmethod, which was removed without good reason in v29. It now returns&ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.
Vulkan
- 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.
-
29.0.302 May 2026Release notes
Open source →Bug Fixes
- Fix compilation error when
cfg(debug_assertions)is not active.wgpu-corev29.0.2has been yanked. By @Elabajaba in #9352.
Release notes
Open source →Bug Fixes
- Fix compilation error when
cfg(debug_assertions)is not active.wgpu-corev29.0.2has been yanked. By @Elabajaba in #9352.
- Fix compilation error when
-
29.0.201 May 2026 withdrawnRelease notes
Open source →Bug Fixes
General
-
Fix late bindings not being updated for identical pipeline layouts. By @kristoff3r in #9341.
-
Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @Wumpf in #9325.
-
Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349.
DX12
- 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.
Vulkan
- 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.
Metal
Release notes
Open source →Bug Fixes
General
-
Fix late bindings not being updated for identical pipeline layouts. By @kristoff3r in #9341.
-
Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @wumpf in #9325.
-
Make
wgpu_types::texture::format::TextureChannelaccessible aswgpu::TextureChannel. By @TornaxO7 in #9349.
DX12
- 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.
Vulkan
- 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.
Metal
- Fix crash on fence creation when running in a MacOS sandbox. By @wumpf in #9415.
-
-
29.0.126 Mar 2026Release notes
Open source →Cherry-picked PRs:
- #9264: fix(core): implement value comparison for max_inter_stage_shader_variables
- #9284: fix(metal): Check respondsToSelector before feature detection calls
- #9302: fix(gles): texture height initialized incorrectly in create_texture
- #8808: Fix up CreateTextureViewError::TooManyMipLevels/ArrayLayers crashes
Plus revert of c819484
Bump workspace version to 29.0.1 and update changelog.
Release notes
Open source →v29.0.1 (2026-03-26)
This release includes
wgpu-core,wgpu-hal,naga,wgpu-naga-bridgeandwgpu-typesversion29.0.1. All other crates remain at their previous versions.Bug Fixes
General
- Fix limit comparison logic for
max_inter_stage_shader_variables. By @ErichDonGubler in #9264.
Metal
- Added guards to avoid calling some feature detection methods that are not implemented on
CaptureMTLDevice. By @andyleiserson in #9284. - Fix a regression where buffer limits were too conservative. This comes at the cost of non-compliant WebGPU limit validation. A future major release will keep the relaxed buffer limits on native while allowing WebGPU-mandated validation to be opted in. See #9287.
GLES / OpenGL
Validation
- Don't crash in the
Displayimplementation ofCreateTextureViewError::TooMany{MipLevels,ArrayLayers}when their base and offset overflow. By @ErichDonGubler in #8808.
Release notes
Open source →This release includes
wgpu-core,wgpu-halandwgpu-typesversion29.0.1. All other crates remain at their previous versions.Bug Fixes
General
- Fix limit comparison logic for
max_inter_stage_shader_variables. By @ErichDonGubler in #9264.
Metal
- Added guards to avoid calling some feature detection methods that are not implemented on
CaptureMTLDevice. By @andyleiserson in #9284. - Fix a regression where buffer limits were too conservative. This comes at the cost of non-compliant WebGPU limit validation. A future major release will keep the relaxed buffer limits on native while allowing WebGPU-mandated validation to be opted in. See #9287.
GLES / OpenGL
- Fix texture height initialized incorrectly in
create_texture. By @umajho in #9302.
Validation
- Don't crash in the
Displayimplementation ofCreateTextureViewError::TooMany{MipLevels,ArrayLayers}when their base and offset overflow. By @ErichDonGubler in #8808.
-
29.0.019 Mar 2026Release notes
Open source →Major Changes
Surface::get_current_texturenow returnsCurrentSurfaceTextureenumSurface::get_current_textureno longer returnsResult<SurfaceTexture, SurfaceError>. Instead, it returns a singleCurrentSurfaceTextureenum that represents all possible outcomes as variants.SurfaceErrorhas been removed, and thesuboptimalfield onSurfaceTexturehas been replaced by a dedicatedSuboptimalvariant.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.
InstanceDescriptorinitialization APIs and display handle changesA 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 ofDefaultand the staticfrom_env_or_defaultmethod) 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 usingEventLoop::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,
DisplayHandleis now optional when creating a surface if a display handle was already passed toInstanceDescriptor. This means that once you've provided the display handle at instance creation time, you no longer need to pass it again for each surface you create.By @MarijnS95 in #8782
Bind group layouts now optional in
PipelineLayoutDescriptorThis 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'sbind_group_layoutsfield now has type of&[Option<&BindGroupLayout>]. To migrate wrap bind group layout references inSome:let pl_desc = wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[ - &bind_group_layout + Some(&bind_group_layout) ], immediate_size: 0, });By @teoxoy in #9034.
MSRV update
wgpunow 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 thanstable - 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.
WriteOnlyTo ensure memory safety when accessing mapped GPU memory,
MapMode::Writebuffer mappings (BufferViewMutand alsoQueueWriteBufferView) can no longer be dereferenced to Rust&mut [u8]. Instead, they must be used through the new pointer typewgpu::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 thanget_mapped_range_mut().copy_from_slice(my_data); in particular, replacingview[start..end]withview.slice(start..end).By @kpreid in #9042.
Depth/stencil state changes
The
depth_write_enabledanddepth_comparemembers ofDepthStencilStateare now optional, and may be omitted when they do not apply, to match WebGPU.depth_write_enabledis applicable, and must beSome, ifformathas a depth aspect, i.e., is a depth or depth/stencil format. Otherwise, a value ofNonebest reflects that it does not apply, althoughSome(false)is also accepted.depth_compareis applicable, and must beSome, ifdepth_write_enabledisSome(true), or ifdepth_fail_opfor either stencil face is notKeep. Otherwise, a value ofNonebest reflects that it does not apply, althoughSome(CompareFunction::Always)is also accepted.There is also a new constructor
DepthStencilState::stencilwhich may be used instead of a struct literal for stencil operations.Example 1: A configuration that does a depth test and writes updated values:
depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, - depth_write_enabled: true, - depth_compare: wgpu::CompareFunction::Less, + depth_write_enabled: Some(true), + depth_compare: Some(wgpu::CompareFunction::Less), stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }),Example 2: A configuration with only stencil:
depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Stencil8, - depth_write_enabled: false, - depth_compare: wgpu::CompareFunction::Always, + depth_write_enabled: None, + depth_compare: None, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }),Example 3: The previous example written using the new
stencil()constructor:depth_stencil: Some(wgpu::DepthStencilState::stencil( wgpu::TextureFormat::Stencil8, wgpu::StencilState::default(), )),D3D12 Agility SDK support
Added support for loading a specific DirectX 12 Agility SDK runtime via the Independent Devices API. The Agility SDK lets applications ship a newer D3D12 runtime alongside their binary, unlocking the latest D3D12 features without waiting for an OS update.
Configure it programmatically:
let options = wgpu::Dx12BackendOptions { agility_sdk: Some(wgpu::Dx12AgilitySDK { sdk_version: 619, sdk_path: "path/to/sdk/bin/x64".into(), }), ..Default::default() };Or via environment variables:
WGPU_DX12_AGILITY_SDK_PATH=path/to/sdk/bin/x64 WGPU_DX12_AGILITY_SDK_VERSION=619The
sdk_versionmust match the version of theD3D12Core.dllin the provided path exactly, or loading will fail.If the Agility SDK fails to load (e.g. version mismatch, missing DLL, or unsupported OS), wgpu logs a warning and falls back to the system D3D12 runtime.
By @cwfitzgerald in #9130.
primitive_indexis now a WGSLenableextensionWGSL shaders using
@builtin(primitive_index)must now request it withenable primitive_index;. TheSHADER_PRIMITIVE_INDEXfeature has been renamed toPRIMITIVE_INDEXand moved fromFeaturesWGPUtoFeaturesWebGPU. 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;maxInterStageShaderComponentsreplaced bymaxInterStageShaderVariablesMigrated from the
max_inter_stage_shader_componentslimit tomax_inter_stage_shader_variables, following the latest WebGPU spec. Components counted individual scalars (e.g. avec4= 4 components), while variables counts locations (e.g. avec4= 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_variablesOther Breaking Changes
- Use clearer field names for
StageError::InvalidWorkgroupSize. By @ErichDonGubler in #9192.
New Features
General
- 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.
naga
- 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
GLES
- 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.
WebGPU
- 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.
Changes
General
- 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
- 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.
Metal
- 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.
deno_webgpu
- 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.
Hal
- Make ordered texture and buffer uses hal specific. By @NiklasEi in #8924.
Bug Fixes
General
- 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
naga
- 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.
Validation
- 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.
Vulkan
- 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.
Metal / macOS
- 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
GLES
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.
Performance
GLES
- 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.
Documentation
General
- Expanded documentation of
QuerySet,QueryType, andresolve_query_set()describing how to use queries. By @kpreid in #8776.
-
28.0.101 Mar 2026Release notes
Open source →General
- Fixed crash on nvidia cards when presenting from another thread. By @inner-daemons in #9036.
Vulkan
- Fixed crash on some Mali drivers on Android. By @beicause in #8769.
Metal
- Re-added support for TRANSIENT textures on Apple A7 chips. By @Opstic in #8725.
-
28.0.018 Dec 2025Release notes
Open source →Major Changes
Mesh Shaders
This has been a long time coming. See the tracking issue for more information. They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting is supported, meaning they can be used through WESL or naga_oil.
Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes. They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together, for both culling and rendering.
They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather than having a list of vertices generated individually and then using a static index buffer. This means that certain computations on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.
Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders on their own or with task shaders.
A full example of mesh shaders in use can be seen in the
mesh_shaderexample. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:@task @payload(taskPayload) @workgroup_size(1) fn ts_main() -> @builtin(mesh_task_size) vec3<u32> { // Task shaders can use workgroup variables like compute shaders workgroupData = 1.0; // Pass some data to all mesh shaders dispatched by this workgroup taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0); taskPayload.visible = 1; // Dispatch a mesh shader grid with one workgroup return vec3(1, 1, 1); } @mesh(mesh_output) @payload(taskPayload) @workgroup_size(1) fn ms_main(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) { // Set how many outputs this workgroup will generate mesh_output.vertex_count = 3; mesh_output.primitive_count = 1; // Can also use workgroup variables workgroupData = 2.0; // Set vertex outputs mesh_output.vertices[0].position = positions[0]; mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask; mesh_output.vertices[1].position = positions[1]; mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask; mesh_output.vertices[2].position = positions[2]; mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask; // Set the vertex indices for the only primitive mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2); // Cull it if the data passed by the task shader says to mesh_output.primitives[0].cull = taskPayload.visible == 1; // Give a noninterpolated per-primitive vec4 to the fragment shader mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0); }Thanks
This was a monumental effort from many different people, but it was championed by @inner-daemons, without whom it would not have happened. Thank you @cwfitzgerald for doing the bulk of the code review. Finally thank you @ColinTimBarndt for coordinating the testing effort.
Reviewers:
- @cwfitzgerald
- @jimblandy
- @ErichDonGubler
wgpuContributions:- 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.
nagaContributions:- 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!
Switch from
gpu-alloctogpu-allocatorin thevulkanbackendgpu-allocatoris the allocator used in thedx12backend, allowing to configure the allocator the same way in those two backends converging their behavior.This also brings the
Device::generate_allocator_reportfeature to the vulkan backend.By @DeltaEvo in #8158.
wgpu::Instance::enumerate_adaptersis nowasync& available on WebGPUBREAKING CHANGE:
enumerate_adaptersis nowasync:- 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
New
LoadOp::DontCareIn the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Loadcan cause unnecessary memory traffic, andClearcan spend time unnecessarily clearing the rendertargets.DontCareis a newLoadOpwhich 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
DontCareis not available, it will internally use a different load op.load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })By @cwfitzgerald in #8549
MipmapFilterModeis split fromFilterModeThis is a breaking change that aligns wgpu with spec.
SamplerDescriptor { ... - mipmap_filter: FilterMode::Nearest + mipmap_filter: MipmapFilterMode::Nearest ... }By @sagudev in #8314.
Multiview on all major platforms and support for multiview bitmasks
Multiview is a feature that allows rendering the same content to multiple layers of a texture. This is useful primarily in VR where you wish to display almost identical content to 2 views, just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you can use this feature.
Multiview is also called view instancing in DX12 or vertex amplification in Metal.
Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself. This change also introduces a view bitmask, a new field in
RenderPassDescriptorthat allows a render pass to render to multiple non-adjacent layers when using theSELECTIVE_MULTIVIEWfeature. 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 ofu32, where previously it requiredi32.By @inner-daemons in #8206.
Error scopes now use guards and are thread-local.
- device.push_error_scope(wgpu::ErrorFilter::Validation); + let scope = device.push_error_scope(wgpu::ErrorFilter::Validation); // ... perform operations on the device ... - let error: Option<Error> = device.pop_error_scope().await; + let error: Option<Error> = scope.pop().await;Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts, without having the error scope capture errors from other threads.
When the
stdfeature is not enabled, we have no way to differentiate between threads, so error scopes return to be global operations.By @cwfitzgerald in #8685
Log Levels
We have received complaints about wgpu being way too log spammy at log levels
info/warn/error. We have adjusted our log policy and changed logging such thatinfoand 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.
Push constants renamed immediates, API brought in line with spec.
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
immediateaddress space instead of thepush_constantaddress 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.
subgroup_{min,max}_sizerenamed and moved fromLimits->AdapterInfoTo 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.
New Features
- 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.
Changes
General
- 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.
Metal
naga
- 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.
Bug Fixes
General
- 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.
naga
- 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.
DX12
- 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.
Vulkan
- Fixed a validation error regarding atomic memory semantics. By @atlv24 in #8391.
Metal
- Fixed a variety of feature detection related bugs. By @inner-daemons in #8439.
WebGPU
- 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.
GLES
- 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.
hal
DropCallbacks are now called after dropping all other fields of their parent structs. By @jerzywilczek in #8353
Release notes
Open source →v28.0.0 - Mesh Shaders, Immediates, and More!
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-
27.0.322 Oct 2025Release notes
Open source →This release includes
naga,wgpu-coreandwgpu-halversion27.0.3. All other crates remain at their previous versions.Bug Fixes
naga
- 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.
General
- Remove an assertion that causes problems if
CommandEncoder::as_hal_mutis used. By @andyleiserson in #8387.
DX12
- Fix a bug that resulted in the Metal error
-
27.0.102 Oct 2025 -
27.0.001 Oct 2025Release notes
Open source →Major Changes
Deferred command buffer actions:
map_buffer_on_submitandon_submitted_work_doneYou may schedule buffer mapping and a submission-complete callback to run automatically after you submit, directly from encoders, command buffers, and passes.
// Record some GPU work so the submission isn't empty and touches `buffer`. encoder.clear_buffer(&buffer, 0, None); // Defer mapping until this encoder is submitted. encoder.map_buffer_on_submit(&buffer, wgpu::MapMode::Read, 0..size, |result| { .. }); // Fires after the command buffer's work is finished. encoder.on_submitted_work_done(|| { .. }); // Automatically calls `map_async` and `on_submitted_work_done` after this submission finishes. queue.submit([encoder.finish()]);Available on
CommandEncoder,CommandBuffer,RenderPass, andComputePass.By @cwfitzgerald in #8125.
Builtin Support for DXGI swapchains on top of of DirectComposition Visuals in DX12
By enabling DirectComposition support, the dx12 backend can now support transparent windows.
This creates a single
IDCompositionVisualover the entire window that is used by the mfSurface. If a user wants to manage the composition tree themselves, they should create their own device and composition, and pass the relevant visual down intowgpuviaSurfaceTargetUnsafe::CompositionVisual.let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { backend_options: wgpu::BackendOptions { dx12: wgpu::Dx12BackendOptions { presentation_system: wgpu::Dx12SwapchainKind::DxgiFromVisual, .. }, .. }, .. });By @n1ght-hunter in #7550.
EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTUREhas been merged intoEXPERIMENTAL_RAY_QUERYWe have merged the acceleration structure feature into the
RayQueryfeature. This is to help work around an AMD driver bug and reduce the feature complexity of ray tracing. In the future when ray tracing pipelines are implemented, if either feature is enabled, acceleration structures will be available.- Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE + Features::EXPERIMENTAL_RAY_QUERYBy @Vecvec in #7913.
New
EXPERIMENTAL_PRECOMPILED_SHADERSAPIWe have added
Features::EXPERIMENTAL_PRECOMPILED_SHADERS, replacing existing passthrough types with a unifiedCreateShaderModuleDescriptorPassthroughwhich allows passing multiple shader codes for different backends. By @SupaMaggie70Incorporated in #7834Difference for SPIR-V passthrough:
- device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough::SpirV( - wgpu::ShaderModuleDescriptorSpirV { - label: None, - source: spirv_code, - }, - )) + device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough { + entry_point: "main".into(), + label: None, + spirv: Some(spirv_code), + ..Default::default() })This allows using precompiled shaders without manually checking which backend's code to pass, for example if you have shaders precompiled for both DXIL and SPIR-V.
Buffer mapping apis no longer have lifetimes
Buffer::get_mapped_range(),Buffer::get_mapped_range_mut(), andQueue::write_buffer_with()now return guard objects without any lifetimes. This makes it significantly easier to store these types in structs, which is useful for building utilities that build the contents of a buffer over time.- let buffer_mapping_ref: wgpu::BufferView<'_> = buffer.get_mapped_range(..); - let buffer_mapping_mut: wgpu::BufferViewMut<'_> = buffer.get_mapped_range_mut(..); - let queue_write_with: wgpu::QueueWriteBufferView<'_> = queue.write_buffer_with(..); + let buffer_mapping_ref: wgpu::BufferView = buffer.get_mapped_range(..); + let buffer_mapping_mut: wgpu::BufferViewMut = buffer.get_mapped_range_mut(..); + let queue_write_with: wgpu::QueueWriteBufferView = queue.write_buffer_with(..);By @sagudev in #8046 and @cwfitzgerald in #8070.
EXPERIMENTAL_*features now require unsafe code to enableWe want to be able to expose potentially experimental features to our users before we have ensured that they are fully sound to use. As such, we now require any feature that is prefixed with
EXPERIMENTALto have a special unsafe token enabled in the device descriptor acknowledging that the features may still have bugs in them and to report any they find.adapter.request_device(&wgpu::DeviceDescriptor { features: wgpu::Features::EXPERIMENTAL_MESH_SHADER, experimental_features: unsafe { wgpu::ExperimentalFeatures::enabled() } .. })By @cwfitzgerald in #8163.
Multi-draw indirect is now unconditionally supported when indirect draws are supported
We have removed
Features::MULTI_DRAW_INDIRECTas it was unconditionally available on all platforms.RenderPass::multi_draw_indirectis now available if the device supports downlevel flagDownlevelFlags::INDIRECT_EXECUTION.If you are using spirv-passthrough with multi-draw indirect and
gl_DrawID, you can know ifMULTI_DRAW_INDIRECTis being emulated by if theFeature::MULTI_DRAW_INDIRECT_COUNTfeature is available on the device, this feature cannot be emulated efficicently.By @cwfitzgerald in #8162.
wgpu::PollType::Waithas now an optional timeoutWe removed
wgpu::PollType::WaitForSubmissionIndexand added fields towgpu::PollType::Waitin order to express timeouts.Before/after for
wgpu::PollType::Wait:-device.poll(wgpu::PollType::Wait).unwrap(); -device.poll(wgpu::PollType::wait_indefinitely()).unwrap(); +device.poll(wgpu::PollType::Wait { + submission_index: None, // Wait for most recent submission + timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead. + }) + .unwrap();Before/after for
wgpu::PollType::WaitForSubmissionIndex:-device.poll(wgpu::PollType::WaitForSubmissionIndex(index_to_wait_on)) +device.poll(wgpu::PollType::Wait { + submission_index: Some(index_to_wait_on), + timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead. + }) + .unwrap();⚠️ Previously, both
wgpu::PollType::WaitForSubmissionIndexandwgpu::PollType::Waithad a hard-coded timeout of 60 seconds.To wait indefinitely on the latest submission, you can also use the
wait_indefinitelyconvenience function:device.poll(wgpu::PollType::wait_indefinitely());New Features
General
- Added mesh shader support to
wgpu, with examples. Requires passthrough. By @SupaMaggie70Incorporated in #7345. - Added support for external textures based on WebGPU's
GPUExternalTexture. These allow shaders to transparently operate on potentially multiplanar source texture data in either RGB or YCbCr formats via WGSL'stexture_externaltype. This is gated behind theFeatures::EXTERNAL_TEXTUREfeature, which is currently only supported on DX12. By @jamienicol in #4386. wgpu::Device::pollcan now specify a timeout viawgpu::PollType::Wait. By @wumpf in #8282 & #8285
naga
- Expose
naga::front::wgsl::UnimplementedEnableExtension. By @ErichDonGubler in #8237.
Changes
General
- Command encoding now happens when
CommandEncoder::finishis called, not when the individual operations are requested. This does not affect the API, but may affect performance characteristics. By @andyleiserson in #8220. - Prevent resources for acceleration structures being created if acceleration structures are not enabled. By @Vecvec in #8036.
- Validate that each
push_debug_grouppairs with exactly onepop_debug_group. By @andyleiserson in #8048. set_viewportnow requires that the supplied minimum depth value is less than the maximum depth value. By @andyleiserson in #8040.- Validation of
copy_texture_to_buffer,copy_buffer_to_texture, andcopy_texture_to_textureoperations more closely follows the WebGPU specification. By @andyleiserson in various PRs.- Copies within the same texture must not overlap.
- Copies of multisampled or depth/stencil formats must span an entire subresource (layer).
- Copies of depth/stencil formats must be 4B aligned.
- For texture-buffer copies,
bytes_per_rowon the buffer side must be 256B-aligned, even if the transfer is a single row.
- The offset for
set_vertex_bufferandset_index_buffermust be 4B aligned. By @andyleiserson in #7929. - The offset and size of bindings are validated as fitting within the underlying buffer in more cases. By @andyleiserson in #7911.
- The function you pass to
Device::on_uncaptured_error()must now implementSyncin addition toSend, and be wrapped inArcinstead ofBox. In exchange for this, it is no longer possible for callingwgpufunctions while in that callback to cause a deadlock (not that we encourage you to actually do that). By @kpreid in #8011. - Make a compacted hal acceleration structure inherit a label from the base BLAS. By @Vecvec in #8103.
- The limits requested for a device must now satisfy
min_subgroup_size <= max_subgroup_size. By @andyleiserson in #8085. - Improve errors when buffer mapping is done incorrectly. Allow aliasing immutable [
BufferViews]. By @cwfitzgerald in #8150. - Require new
F16_IN_F32downlevel flag forquantizeToF16,pack2x16float, andunpack2x16floatin WGSL input. By @aleiserson in #8130. - The error message for non-copyable depth/stencil formats no longer mentions the aspect when it is not relevant. By @reima in #8156.
- Track the initialization status of buffer memory correctly when
copy_texture_to_bufferskips over padding space between rows or layers, or when the start/end of a texture-buffer transfer is not 4B aligned. By @andyleiserson in #8099.
naga
- naga now requires that no type be larger than 1 GB. This limit may be lowered in the future; feedback on an appropriate value for the limit is welcome. By @andyleiserson in #7950.
- If the shader source contains control characters, naga now replaces them with U+FFFD ("replacement character") in diagnostic output. By @andyleiserson in #8049.
- Add f16 IO polyfill on Vulkan backend to enable SHADER_F16 use without requiring
storageInputOutput16. By @cryvosh in #7884. - For custom Naga backend authors:
naga::proc::Namernow accepts reserved keywords using two new dedicated types,proc::{KeywordSet, CaseInsensitiveKeywordSet}. By @kpreid in #8136. - BREAKING: Previously the WGSL storage-texture format
rg11b10floatwas incorrectly accepted and generated by naga, but now only accepts the the correct namerg11b10ufloatinstead. By @ErikWDev in #8219. - The
source()method ofShaderErrorno longer reports the error as its own source. By @andyleiserson in #8258. - naga correctly ingests SPIR-V that use descriptor runtime indexing, which in turn is correctly converted into WGSLs binding array. By @hasenbanck in 8256.
- naga correctly ingests SPIR-V that loads from multi-sampled textures, which in turn is correctly converted into WGSLs texture_multisampled_2d and load operations. By @hasenbanck in 8270.
- naga implement OpImageGather and OpImageDrefGather operations when ingesting SPIR-V. By @hasenbanck in 8280.
DX12
- Allow disabling waiting for latency waitable object. By @marcpabst in #7400
- Add mesh shader support, including to the example. By @SupaMaggie70Incorporated in #8110
Bug Fixes
General
- Validate that effective buffer binding size is aligned to 4 when creating bind groups with buffer entries.. By @ErichDonGubler in 8041.
DX12
- Create an event per wait to prevent 60 second hangs in certain multithreaded scenarios. By @Vecvec in #8273.
- Fixed a bug where access to matrices with 2 rows would not work in some cases. By @andyleiserson in #7438.
EGL
- Fixed unwrap failed in context creation for some Android devices. By @uael in #8024.
Vulkan
- Fixed wrong color format+space being reported versus what is hardcoded in
create_swapchain(). By @MarijnS95 in #8226.
naga
- [wgsl-in] Allow a trailing comma in
@blend_src(…)attributes. By @ErichDonGubler in #8137. - [wgsl-in] Allow a trailing comma in the list of
casevalues inside aswitch. By @reima in #8165. - Escape, rather than strip, identifiers with Unicode. By @ErichDonGubler in 7995.
Documentation
General
- Clarify that subgroup barriers require both the
SUBGROUPandSUBGROUP_BARRIERfeatures / capabilities. By @andyleiserson in #8203.
v26.0.6 (2025-10-23)
This release includes
wgpu-halversion26.0.6. All other crates remain at their previous versions.Bug Fixes
Vulkan
- 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.
- Added mesh shader support to
-
26.0.110 Jul 2025Release notes
Open source →Bug Fixes
- Fixed build error inside
wgpu::util::initialize_adapter_from_envwhenstdfeature is not enabled. By @kpreid in #7918. - Fixed build error occurring when the
profilingdependency is configured to have profiling active. By @kpreid in #7916. - Emit a validation error instead of panicking when a query set index is OOB. By @ErichDonGubler in #7908.
- Fixed build error inside
-
26.0.010 Jul 2025Release notes
Open source →Major Features
New method
TextureView::textureYou can now call
texture_view.texture()to get access to the texture that a given texture view points to.By @cwfitzgerald and @Wumpf in #7907.
as_halcalls now return guards instead of using callbacks.Previously, if you wanted to get access to the wgpu-hal or underlying api types, you would call
as_haland get the hal type as a callback. Now the function returns a guard which dereferences to the hal type.- device.as_hal::<hal::api::Vulkan>(|hal_device| {...}); + let hal_device: impl Deref<Item = hal::vulkan::Device> = device.as_hal::<hal::api::Vulkan>();By @cwfitzgerald in #7863.
Enabling Vulkan Features/Extensions
For those who are doing vulkan/wgpu interop or passthrough and need to enable features/extensions that wgpu does not expose, there is a new
wgpu_hal::vulkan::Adapter::open_with_callbackthat allows the user to modify the pnext chains and extension lists populated by wgpu before we create a vulkan device. This should vastly simplify the experience, as previously you needed to create a device yourself.Underlying api interop is a quickly evolving space, so we welcome all feedback!
type VkApi = wgpu::hal::api::Vulkan; let adapter: wgpu::Adapter = ...; let mut buffer_device_address_create_info = ash::vk::PhysicalDeviceBufferDeviceAddressFeatures { .. }; let hal_device: wgpu::hal::OpenDevice<VkApi> = adapter .as_hal::<VkApi>() .unwrap() .open_with_callback( wgpu::Features::empty(), &wgpu::MemoryHints::Performance, Some(Box::new(|args| { // Add the buffer device address extension. args.extensions.push(ash::khr::buffer_device_address::NAME); // Extend the create info with the buffer device address create info. *args.create_info = args .create_info .push_next(&mut buffer_device_address_create_info); // We also have access to the queue create infos if we need them. let _ = args.queue_create_infos; })), ) .unwrap(); let (device, queue) = adapter .create_device_from_hal(hal_device, &wgpu::DeviceDescriptor { .. }) .unwrap();By @Vecvec in #7829.
naga
- Added
no_stdsupport with default features disabled. By @Bushrat011899 in #7585. - [wgsl-in,ir] Add support for parsing rust-style doc comments via
naga::front::glsl::Frontend::new_with_options. By @Vrixyz in #6364. - When emitting GLSL, Uniform and Storage Buffer memory layouts are now emitted even if no explicit binding is given. By @cloone8 in #7579.
- Diagnostic rendering methods (i.e.,
naga::{front::wgsl::ParseError,WithSpan}::emit_error_to_string_with_path) now accept more types for theirpathargument via a new sealedAsDiagnosticFilePathtrait. By @atlv24, @bushrat011899, and @ErichDonGubler in #7643. - Add support for quad operations (requires
SUBGROUPfeature to be enabled). By @dzamkov and @valaphee in #7683. - Add support for
atomicCompareExchangeWeakin HLSL and GLSL backends. By @cryvosh in #7658
General
- Add support for astc-sliced-3d feature. By @mehmetoguzderin in #7577
- Added
wgpu_hal::dx12::Adapter::as_raw(). By @tronical in ##7852 - Add support for rendering to slices of 3D texture views and single layered 2D-Array texture views (this requires
VK_KHR_maintenance1which should be widely available on newer drivers). By @teoxoy in #7596 - Add extra acceleration structure vertex formats. By @Vecvec in #7580.
- Add acceleration structure limits. By @Vecvec in #7845.
- Add support for clip-distances feature for Vulkan and GL backends. By @dzamkov in #7730
- Added
wgpu_types::error::{ErrorType, WebGpuError}for classification of errors according to WebGPU'sGPUError's classification scheme, and implementWebGpuErrorfor existing errors. This allows users ofwgpu-coreto offload error classification onto the wgpu ecosystem, rather than having to do it themselves without sufficient information. By @ErichDonGubler in #6547.
Bug Fixes
General
- Fix error message for sampler array limit. By @LPGhatguy in #7704.
- Fix bug where using
BufferSlice::get_mapped_range_as_array_buffer()on a buffer would prevent you from ever unmapping it. Note that this API has changed and is nowBufferView::as_uint8array().
naga
- naga now infers the correct binding layout when a resource appears only in an assignment to
_. By @andyleiserson in #7540. - Implement
dot4U8Packedanddot4I8Packedfor all backends, using specialized intrinsics on SPIR-V, HLSL, and Metal if available, and polyfills everywhere else. By @robamler in #7494, #7574, and #7653. - Add polyfilled
pack4x{I,U}8Clampedbuilt-ins to all backends and WGSL frontend. By @ErichDonGubler in #7546. - Allow textureLoad's sample index arg to be unsigned. By @jimblandy in #7625.
- Properly convert arguments to atomic operations. By @jimblandy in #7573.
- Apply necessary automatic conversions to the
valueargument oftextureStore. By @jimblandy in #7567. - Properly apply WGSL's automatic conversions to the arguments to texture sampling functions. By @jimblandy in #7548.
- Properly evaluate
abs(most negative abstract int). By @jimblandy in #7507. - Generate vectorized code for
[un]pack4x{I,U}8[Clamp]on SPIR-V and MSL 2.1+. By @robamler in #7664. - Fix typing for
select, which had issues particularly with a lack of automatic type conversion. By @ErichDonGubler in #7572. - Allow scalars as the first argument of the
distancebuilt-in function. By @bernhl in #7530. - Don't panic when handling
f16for pipeline constants, i.e.,overrides in WGSL. By @ErichDonGubler in #7801. - Prevent aliased ray queries crashing naga when writing SPIR-V out. By @Vecvec in #7759.
DX12
- Get
vertex_index&instance_indexbuiltins working for indirect draws. By @teoxoy in #7535
Vulkan
- Fix OpenBSD compilation of
wgpu_hal::vulkan::drm. By @ErichDonGubler in #7810. - Fix warnings for unrecognized present mode. By @Wumpf in #7850.
Metal
- Remove extraneous main thread warning in
fn surface_capabilities(). By @jamesordner in #7692
WebGPU
- Fix setting unclipped_depth. By @atlv24 in #7841
- Implement
on_submitted_work_donefor WebGPU backend. By @drewcrawford in #7864
Changes
- Loosen Viewport validation requirements to match the new specs. By @ebbdrop in #7564
wgpuanddeno_webgpunow usewgpu-types::error::WebGpuErrorto classify errors. Any changes here are likely to be regressions; please report them if you find them! By @ErichDonGubler in #6547.
General
- Support BLAS compaction in wgpu. By @Vecvec in #7285.
- Removed
MaintainBasein favor of usingPollType. By @waywardmonkeys in #7508. - The
destroyfunctions for buffers and textures in wgpu-core are now infallible. Previously, they returned an error if called multiple times for the same object. This only affects the wgpu-core API; the wgpu API already allowed multipledestroycalls. By @andyleiserson in #7686 and #7720. - Remove
CommandEncoder::build_acceleration_structures_unsafe_tlasin favour ofas_haland apply simplifications allowed by this. By @Vecvec in #7513 - The type of the
sizeparameter tocopy_buffer_to_bufferhas changed fromBufferAddresstoimpl Into<Option<BufferAddress>>. This achieves the spec-defined behavior of the value being optional, while still accepting existing calls without changes. By @andyleiserson in #7659. - To bring wgpu's error reporting into compliance with the WebGPU specification, the error type returned from some functions has changed, and some errors may be raised at a different time than they were previously.
- The error type returned by many methods on
CommandEncoder,RenderPassEncoder,ComputePassEncoder, andRenderBundleEncoderhas changed toEncoderStateErrororPassStateError. These functions will return theEndedvariant of these errors if called on an encoder that is no longer active. Reporting of all other errors is deferred until a call tofinish(). - Variants holding a
CommandEncoderErrorin the error enumsClearError,ComputePassErrorInner,QueryError, andRenderPassErrorInnerhave been replaced with variants holding anEncoderStateError. - The definition of
enum CommandEncoderErrorhas changed significantly, to reflect which errors can be raised byCommandEncoder.finish(). There are also some errors that no longer appear directly inCommandEncoderError, and instead appear nested within theRenderPassorComputePassvariants. CopyErrorhas been removed. Errors that were previously aCopyErrorare now aCommandEncoderErrorreturned byfinish(). (The detailed reasons for copies to fail were and still are described byTransferError, which was previously a variant ofCopyError, and is now a variant ofCommandEncoderError).
- The error type returned by many methods on
naga
- Mark
readonly_and_readwrite_storage_textures&packed_4x8_integer_dot_productlanguage extensions as implemented. By @teoxoy in #7543 naga::back::hlsl::Writer::newhas a newpipeline_optionsargument.hlsl::PipelineOptions::default()can be passed as a default. Theshader_stageandentry_pointmembers ofpipeline_optionscan be used to write only a single entry point when using the HLSL and MSL backends (GLSL and SPIR-V already had this functionality). The Metal and DX12 HALs now write only a single entry point when loading shaders. By @andyleiserson in #7626.- Implemented
early_depth_testfor SPIR-V backend, enablingSHADER_EARLY_DEPTH_TESTfor Vulkan. Additionally, fixed conservative depth optimizations when usingearly_depth_test. The syntax for forcing early depth tests is now@early_depth_test(force)instead of@early_depth_test. By @dzamkov in #7676. ImplementedLanguageExtension::VARIANTSis now implemented manually rather than derived usingstrum(allowingstrumto become a dev-only dependency) so it is no longer a member of thestrum::VARIANTStrait. Unless you are using this trait as a bound this should have no effect.- Compaction changes, by @andyleiserson in #7703:
process_overridesnow compacts the module to remove unused items. It is no longer necessary to supply values for overrides that are not used by the active entry point.- The
compactCargo feature has been removed. It is no longer possible to exclude compaction support from the build. compactnow has an additional argument that specifies whether to remove unused functions, globals, and named types and overrides. For the previous behavior, passKeepUnused::Yes.
D3D12
- Remove the need for dxil.dll. By @teoxoy in #7566
- Ability to get the raw
IDXGIFactory4fromInstance. By @MendyBerger in #7827
Vulkan
- Use highest SPIR-V version supported by Vulkan API version. By @robamler in #7595
HAL
- Added initial
no_stdsupport towgpu-hal. By @bushrat011899 in #7599
Documentation
General
- Remove outdated information about
Adapter::request_device. By @tesselode in #7768
- Added
-
25.0.224 May 2025Release notes
Open source →Bug Fixes
General
- Fix a possible deadlock within
Queue::write_buffer. By @RedMindZ in #7582 - Fix
raw-window-handledependency being too lenient. By @kpreid in #7526
WebGPU
- Insert fragment pipeline constants into fragment descriptor instead of vertex descriptor. By @DerSchmale in #7621
- Fix a possible deadlock within
-
25.0.111 Apr 2025Release notes
Open source →Bug Fixes
- Fix typos in various documentation. By @waywardmonkeys in #7510.
- Fix compile error when building with
profiling/profile-with-*feature enabled. By @waywardmonkeys in #7509. - Use
once_cell::race::OnceBoxinstead ofstd::sync::LazyLockto allownaga::proc::Namer::default()to be available without backend features being enabled. By @cwfitzgerald in #7517.
DX12
- Fix validation error when creating a non-mappable buffer using the committed allocation scheme. By @cwfitzgerald and @ErichDonGubler in #7519.
-
25.0.010 Apr 2025Release notes
Open source →Major Features
Hashmaps Removed from APIs
Both
PipelineCompilationOptions::constantsandShaderSource::Glsl::definesnow take slices of key-value pairs instead ofhashmaps. This is to prepare forno_stdsupport and allow us to keep whichhashmaphasher and such as implementation details. It also allows more easily creating these structures inline.By @cwfitzgerald in #7133
All Backends Now Have Features
Previously, the
vulkanandglesbackends were non-optional on windows, linux, and android and there was no way to disable them. We have now figured out how to properly make them disablable! Additionally, if you turn on thewebglfeature, you will only get the GLES backend on WebAssembly, it won't leak into native builds, like previously it might have.[!WARNING] If you use wgpu with
default-features = falseand you want to retain thevulkanandglesbackends, you will need to add them to your feature list.-wgpu = { version = "24", default-features = false, features = ["metal", "wgsl", "webgl"] } +wgpu = { version = "25", default-features = false, features = ["metal", "wgsl", "webgl", "vulkan", "gles"] }By @cwfitzgerald in #7076.
device.pollApi ReworkedThis release reworked the poll api significantly to allow polling to return errors when polling hits internal timeout limits.
Maintainwas renamedPollType. Additionally,pollnow returns a result containing information about what happened during the poll.-pub fn wgpu::Device::poll(&self, maintain: wgpu::Maintain) -> wgpu::MaintainResult +pub fn wgpu::Device::poll(&self, poll_type: wgpu::PollType) -> Result<wgpu::PollStatus, wgpu::PollError> -device.poll(wgpu::Maintain::Poll); +device.poll(wgpu::PollType::Poll).unwrap();pub enum PollType<T> { /// On wgpu-core based backends, block until the given submission has /// completed execution, and any callbacks have been invoked. /// /// On WebGPU, this has no effect. Callbacks are invoked from the /// window event loop. WaitForSubmissionIndex(T), /// Same as WaitForSubmissionIndex but waits for the most recent submission. Wait, /// Check the device for a single time without blocking. Poll, } pub enum PollStatus { /// There are no active submissions in flight as of the beginning of the poll call. /// Other submissions may have been queued on other threads during the call. /// /// This implies that the given Wait was satisfied before the timeout. QueueEmpty, /// The requested Wait was satisfied before the timeout. WaitSucceeded, /// This was a poll. Poll, } pub enum PollError { /// The requested Wait timed out before the submission was completed. Timeout, }[!WARNING] As part of this change, WebGL's default behavior has changed. Previously
device.poll(Wait)appeared as though it functioned correctly. This was a quirk caused by the bug that these PRs fixed. Now it will always returnTimeoutif the submission has not already completed. As many people rely on this behavior on WebGL, there is a new options inBackendOptions. If you want the old behavior, set the following on instance creation:instance_desc.backend_options.gl.fence_behavior = wgpu::GlFenceBehavior::AutoFinish;You will lose the ability to know exactly when a submission has completed, but
device.poll(Wait)will behave the same as it does on native.By @cwfitzgerald in #6942 and #7030.
wgpu::Device::start_capturerenamed, documented, and made unsafe- device.start_capture(); + unsafe { device.start_graphics_debugger_capture() } // Your code here - device.stop_capture(); + unsafe { device.stop_graphics_debugger_capture() }There is now documentation to describe how this maps to the various debuggers' apis.
By @cwfitzgerald in #7470
Ensure loops generated by SPIR-V and HLSL naga backends are bounded
Make sure that all loops in shaders generated by these naga backends are bounded to avoid undefined behaviour due to infinite loops. Note that this may have a performance cost. As with the existing implementation for the MSL backend this can be disabled by using
Device::create_shader_module_trusted().By @jamienicol in #6929 and #7080.
Split up
FeaturesinternallyInternally split up the
Featuresstruct and recombine them internally using a macro. There should be no breaking changes from this. This means there are also namespaces (as well as the oldFeatures::*) for all wgpu specific features and webgpu feature (FeaturesWGPUandFeaturesWebGPUrespectively) andFeatures::from_internal_flagswhich allow you to be explicit about whether features you need are available on the web too.WebGPU compliant dual source blending feature
Previously, dual source blending was implemented with a
wgpunative only feature flag and used a custom syntax in wgpu. By now, dual source blending was added to the WebGPU spec as an extension. We're now following suite and implement the official syntax.Existing shaders using dual source blending need to be updated:
struct FragmentOutput{ - @location(0) source0: vec4<f32>, - @location(0) @second_blend_source source1: vec4<f32>, + @location(0) @blend_src(0) source0: vec4<f32>, + @location(0) @blend_src(1) source1: vec4<f32>, }With that
wgpu::Features::DUAL_SOURCE_BLENDINGis now available on WebGPU.Furthermore, GLSL shaders now support dual source blending as well via the
indexlayout qualifier:layout(location = 0, index = 0) out vec4 output0; layout(location = 0, index = 1) out vec4 output1;By @wumpf in #7144
Unify interface for SpirV shader passthrough
Replace device
create_shader_module_spirvfunction with a genericcreate_shader_module_passthroughfunction taking aShaderModuleDescriptorPassthroughenum as parameter.Update your calls to
create_shader_module_spirvand usecreate_shader_module_passthroughinstead:- device.create_shader_module_spirv( - wgpu::ShaderModuleDescriptorSpirV { - label: Some(&name), - source: Cow::Borrowed(&source), - } - ) + device.create_shader_module_passthrough( + wgpu::ShaderModuleDescriptorPassthrough::SpirV( + wgpu::ShaderModuleDescriptorSpirV { + label: Some(&name), + source: Cow::Borrowed(&source), + }, + ), + )By @syl20bnr in #7326.
Noop Backend
It is now possible to create a dummy
wgpudevice even when no GPU is available. This may be useful for testing of code which manages graphics resources. Currently, it supports reading and writing buffers, and other resource types can be created but do nothing.To use it, enable the
noopfeature ofwgpu, and either callDevice::noop(), or addNoopBackendOptions { enable: true }to the backend options of yourInstance(this is an additional safeguard beyond theBackendsbits).By @kpreid in #7063 and #7342.
SHADER_F16feature is now available with naga shadersPreviously this feature only allowed you to use
f16on SPIR-V passthrough shaders. Now you can use it on all shaders, including WGSL, SPIR-V, and GLSL!enable f16; fn hello_world(a: f16) -> f16 { return a + 1.0h; }By @FL33TW00D, @ErichDonGubler, and @cwfitzgerald in #5701
Bindless support improved and validation rules changed.
Metal support for bindless has significantly improved and the limits for binding arrays have been increased.
Previously, all resources inside binding arrays contributed towards the standard limit of their type (
texture_2darrays for example would contribute tomax_sampled_textures_per_shader_stage). Now these resources will only contribute towards binding-array specific limits:max_binding_array_elements_per_shader_stagefor all non-sampler resourcesmax_binding_array_sampler_elements_per_shader_stagefor sampler resources.
This change has allowed the metal binding array limits to go from between 32 and 128 resources, all the way 500,000 sampled textures. Additionally binding arrays are now bound more efficiently on Metal.
This change also enabled legacy Intel GPUs to support 1M bindless resources, instead of the previous 1800.
To facilitate this change, there was an additional validation rule put in place: if there is a binding array in a bind group, you may not use dynamic offset buffers or uniform buffers in that bind group. This requirement comes from vulkan rules on
UpdateAfterBinddescriptors. By @cwfitzgerald in #6811, #6815, and #6952.New Features
General
- Add
Buffermethods corresponding toBufferSlicemethods, so you can skip creating aBufferSlicewhen it offers no benefit, andBufferSlice::slice()for sub-slicing a slice. By @kpreid in #7123. - Add
BufferSlice::buffer(),BufferSlice::offset()andBufferSlice::size(). By @kpreid in #7148. - Add
impl From<BufferSlice> for BufferBindingandimpl From<BufferSlice> for BindingResource, allowingBufferSlices to be easily used in creating bind groups. By @kpreid in #7148. - Add
util::StagingBelt::allocate()so the staging belt can be used to write textures. By @kpreid in #6900. - Added
CommandEncoder::transition_resources()for native API interop, and allowing users to slightly optimize barriers. By @JMS55 in #6678. - Add
wgpu_hal::vulkan::Adapter::texture_format_as_rawfor native API interop. By @JMS55 in #7228. - Support getting vertices of the hit triangle when raytracing. By @Vecvec in #7183.
- Add
as_halfor both acceleration structures. By @Vecvec in #7303. - Add Metal compute shader passthrough. Use
create_shader_module_passthroughon device. By @syl20bnr in #7326. - new
Features::MSL_SHADER_PASSTHROUGHrun-time feature allows providing pass-through MSL Metal shaders. By @syl20bnr in #7326. - Added mesh shader support to
wgpu_hal. By @SupaMaggie70Incorporated in #7089
naga
- Add support for unsigned types when calling textureLoad with the level parameter. By @ygdrasil-io in #7058.
- Support @must_use attribute on function declarations. By @turbocrime in #6801.
- Support for generating the candidate intersections from AABB geometry, and confirming the hits. By @kvark in #7047.
- Make naga::back::spv::Function::to_words write the OpFunctionEnd instruction in itself, instead of making another call after it. By @junjunjd in #7156.
- Add support for texture memory barriers. By @Devon7925 in #7173.
- Add polyfills for
unpackSnorm4x8,unpackUnorm4x8,unpackSnorm2x16,unpackUnorm2x16for GLSL versions they aren't supported in. By @DJMcNab in #7408.
Examples
- Added an example that shows how to handle datasets too large to fit in a single
GPUBufferby distributing it across many buffers, and then having the shader receive them as abinding_arrayof storage buffers. By @alphastrata in #6138
Changes
General
wgpu::Instance::request_adapter()now returnsResultinstead ofOption; the error provides information about why no suitable adapter was returned. By @kpreid in #7330.- Support BLAS compaction in wgpu-hal. By @Vecvec in #7101.
- Avoid using default features in many dependencies, etc. By Brody in #7031
- Use
hashbrownto simplify no-std support. By Brody in #6938 & #6925. - If you use Binding Arrays in a bind group, you may not use Dynamic Offset Buffers or Uniform Buffers in that bind group. By @cwfitzgerald in #6811
- Rename
instance_idandinstance_custom_indextoinstance_indexandinstance_custom_databy @Vecvec in #6780
naga
- naga IR types are now available in the module
naga::ir(e.g.naga::ir::Module). The original names (e.g.naga::Module) remain present for compatibility. By @kpreid in #7365. - Refactored
usestatements to simplify futureno_stdsupport. By @bushrat011899 in #7256 - naga's WGSL frontend no longer allows using the
&operator to take the address of a component of a vector, which is not permitted by the WGSL specification. By @andyleiserson in #7284 - naga's use of
termcolorandstderrare now optional behind features of the same names. By @bushrat011899 in #7482
Vulkan
HAL queue callback support
- Add a way to notify with
Queue::submit()to Vulkan'svk::Semaphoreallocated outside of wgpu. By @sotaroikeda in #6813.
Bug Fixes
naga
- Fix some instances of functions which have a return type but don't return a value being incorrectly validated. By @jamienicol in #7013.
- Allow abstract expressions to be used in WGSL function return statements. By @jamienicol in #7035.
- Error if structs have two fields with the same name. By @SparkyPotato in #7088.
- Forward '--keep-coordinate-space' flag to GLSL backend in naga-cli. By @cloone8 in #7206.
- Allow template lists to have a trailing comma. By @KentSlaney in #7142.
- Allow WGSL const declarations to have abstract types. By @jamienicol in #7055 and #7222.
- Allows override-sized arrays to resolve to the same size without causing the type arena to panic. By @KentSlaney in #7082.
- Allow abstract types to be used for WGSL switch statement selector and case selector expressions. By @jamienicol in #7250.
- Apply automatic conversions to
letdeclarations, and acceptvecN()as a constructor for vectors (in any context). By @andyleiserson in #7367. - The
&&and||operators are no longer allowed on vectors. By @andyleiserson in #7368. - Prevent ray intersection function overwriting each other. By @Vecvec in #7497.
- Require that the level operand of an ImageQuery::Size expression is i32 or u32, per spec. By @jimblandy in #7426.
- Implement constant evaluation for the cross builtin. By @jimblandy in #7404.
- Properly handle automatic type conversions in calls to
MathFunctionbuiltins. By @jimblandy in #6833.
General
- Fix some validation errors when building acceleration structures. By @Vecvec in #7486.
- Avoid overflow in query set bounds check validation. By @ErichDonGubler in #6933.
- Add Flush to GL Queue::submit. By @cwfitzgerald in #6941.
- Reduce downlevel
max_color_attachmentslimit from 8 to 4 for better GLES compatibility. By @adrian17 in #6994. - Fix building a BLAS with a transform buffer by adding a flag to indicate usage of the transform buffer. By @Vecvec in #7062.
- Move incrementation of
Device::last_acceleration_structure_build_command_indexinto queue submit. By @Vecvec in #7462. - Implement indirect draw validation. By @teoxoy in #7140
Vulkan
- Stop naga causing undefined behavior when a ray query misses. By @Vecvec in #6752.
- In naga's SPIR-V backend, avoid duplicating SPIR-V OpTypePointer instructions. By @jimblandy in #7246.
Gles
- Support OpenHarmony render with
gles. By @richerfu in #7085
Dx12
- Fix HLSL storage format generation. By @Vecvec in #6993 and #7104
- Fix 3D storage texture bindings. By @SparkyPotato in #7071
- Fix DX12 composite alpha modes. By @amrbashir in #7117
- Bound check dynamic buffers. By @teoxoy in #6931
- Fix size of buffer. By @teoxoy in #7310
WebGPU
- Improve efficiency of dropping read-only buffer mappings. By @kpreid in #7007.
Performance
naga
- Replace
unicode-xidwithunicode-ident. By @CrazyboyQCD in #7135
Documentation
-
Improved documentation around pipeline caches and
TextureBlitter. By @DJMcNab in #6978 and #7003. -
Improved documentation of
PresentMode, buffer mapping functions, memory alignment requirements, texture formats’ automatic conversions, and various types and constants. By @kpreid in #7211 and #7283. -
Added a hello window example. By @laycookie in #6992.
Examples
- Call
pre_present_notify()before presenting. By @kjarosh in #7074.
-
24.0.524 May 2025Release notes
Open source →Bug Fixes
General
- Fix a possible deadlock within
Queue::write_buffer. By @RedMindZ in #7582
WebGPU
- Insert fragment pipeline constants into fragment descriptor instead of vertex descriptor. By @DerSchmale in #7621
- Fix a possible deadlock within
-
24.0.227 Feb 2025 -
24.0.015 Jan 2025Release notes
Open source →Major changes
Refactored Dispatch Between
wgpu-coreandwebgpuThe crate
wgpuhas two different "backends", one which targets webgpu in the browser, one which targetswgpu_coreon native platforms and webgl. This was previously very difficult to traverse and add new features to. The entire system was refactored to make it simpler. Additionally the new system has zero overhead if there is only one "backend" in use. You can see the new system in action by using go-to-definition on any wgpu functions in your IDE.By @cwfitzgerald in #6619.
Most objects in
wgpuare nowCloneAll types in the
wgpuAPI are nowClone. This is implemented with internal reference counting, so cloning for instance aBufferdoes copies only the "handle" of the GPU buffer, not the underlying resource.Previously, libraries using
wgpuobjects likeDevice,BufferorTextureetc. often had to manually wrap them in aArcto allow passing between libraries. This caused a lot of friction since if one library wanted to use aBufferby value, calling code had to give up ownership of the resource which may interfere with other subsystems. Note that this also mimics how the WebGPU javascript API works where objects can be cloned and moved around freely.By @cwfitzgerald in #6665.
Render and Compute Passes Now Properly Enforce Their Lifetime
A regression introduced in 23.0.0 caused lifetimes of render and compute passes to be incorrectly enforced. While this is not a soundness issue, the intent is to move an error from runtime to compile time. This issue has been fixed and restored to the 22.0.0 behavior.
Bindless (
binding_array) Grew More Capabilities- DX12 now supports
PARTIALLY_BOUND_BINDING_ARRAYon Resource Binding Tier 3 Hardware. This is most D3D12 hardware D3D12 Feature Table for more information on what hardware supports this feature. By @cwfitzgerald in #6734.
Device::create_shader_module_uncheckedRenamed and Now Has Configuration Optionscreate_shader_module_uncheckedbecamecreate_shader_module_trusted.This allows you to customize which exact checks are omitted so that you can get the correct balance of performance and safety for your use case. Calling the function is still unsafe, but now can be used to skip certain checks only on certain builds.
This also allows users to disable the workarounds in the
msl-outbackend to prevent the compiler from optimizing infinite loops. This can have a big impact on performance, but is not recommended for untrusted shaders.let desc: ShaderModuleDescriptor = include_wgsl!(...) - let module = unsafe { device.create_shader_module_unchecked(desc) }; + let module = unsafe { device.create_shader_module_trusted(desc, wgpu::ShaderRuntimeChecks::unchecked()) };By @cwfitzgerald and @rudderbucky in #6662.
wgpu::Instance::newnow takesInstanceDescriptorby referencePreviously
wgpu::Instance::newtookInstanceDescriptorby value (which is overall fairly uncommon in wgpu). Furthermore,InstanceDescriptoris now cloneable.- let instance = wgpu::Instance::new(instance_desc); + let instance = wgpu::Instance::new(&instance_desc);By @wumpf in #6849.
Environment Variable Handling Overhaul
Previously how various bits of code handled reading settings from environment variables was inconsistent and unideomatic. We have unified it to (
Type::from_env()orType::from_env_or_default()) andType::with_envfor all types.- wgpu::util::backend_bits_from_env() + wgpu::Backends::from_env() - wgpu::util::power_preference_from_env() + wgpu::PowerPreference::from_env() - wgpu::util::dx12_shader_compiler_from_env() + wgpu::Dx12Compiler::from_env() - wgpu::util::gles_minor_version_from_env() + wgpu::Gles3MinorVersion::from_env() - wgpu::util::instance_descriptor_from_env() + wgpu::InstanceDescriptor::from_env_or_default() - wgpu::util::parse_backends_from_comma_list(&str) + wgpu::Backends::from_comma_list(&str)By @cwfitzgerald in #6895
Backend-specific instance options are now in separate structs
In order to better facilitate growing more interesting backend options, we have put them into individual structs. This allows users to more easily understand what options can be defaulted and which they care about. All of these new structs implement
from_env()and delegate to their respectivefrom_env()methods.- let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { - backends: wgpu::Backends::all(), - flags: wgpu::InstanceFlags::default(), - dx12_shader_compiler: wgpu::Dx12Compiler::Dxc, - gles_minor_version: wgpu::Gles3MinorVersion::Automatic, - }); + let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { + backends: wgpu::Backends::all(), + flags: wgpu::InstanceFlags::default(), + backend_options: wgpu::BackendOptions { + dx12: wgpu::Dx12BackendOptions { + shader_compiler: wgpu::Dx12ShaderCompiler::Dxc, + }, + gl: wgpu::GlBackendOptions { + gles_minor_version: wgpu::Gles3MinorVersion::Automatic, + }, + }, + });If you do not need any of these options, or only need one backend's info use the
default()impl to fill out the remaining feelds.By @cwfitzgerald in #6895
The
diagnostic(…);directive is now supported in WGSLnaga now parses
diagnostic(…);directives according to the WGSL spec. This allows users to control certain lints, similar to Rust'sallow,warn, anddenyattributes. For example, in standard WGSL (but, notably, not naga yet—see https://github.com/gfx-rs/wgpu/issues/4369) this snippet would emit a uniformity error:@group(0) @binding(0) var s : sampler; @group(0) @binding(2) var tex : texture_2d<f32>; @group(1) @binding(0) var<storage, read> ro_buffer : array<f32, 4>; @fragment fn main(@builtin(position) p : vec4f) -> @location(0) vec4f { if ro_buffer[0] == 0 { // Emits a derivative uniformity error during validation. return textureSample(tex, s, vec2(0.,0.)); } return vec4f(0.); }…but we can now silence it with the
offseverity level, like so:// Disable the diagnostic with this… diagnostic(off, derivative_uniformity); @group(0) @binding(0) var s : sampler; @group(0) @binding(2) var tex : texture_2d<f32>; @group(1) @binding(0) var<storage, read> ro_buffer : array<f32, 4>; @fragment fn main(@builtin(position) p : vec4f) -> @location(0) vec4f { if ro_buffer[0] == 0 { // Look ma, no error! return textureSample(tex, s, vec2(0.,0.)); } return vec4f(0.); }There are some limitations to keep in mind with this new functionality:
- We support
@diagnostic(…)rules asfnattributes, but prioritization for rules in statement positions (i.e.,if (…) @diagnostic(…) { … }is unclear. If you are blocked by not being able to parsediagnostic(…)rules in statement positions, please let us know in https://github.com/gfx-rs/wgpu/issues/5320, so we can determine how to prioritize it! - Standard WGSL specifies
error,warning,info, andoffseverity levels. These are all technically usable now! A caveat, though: warning- and info-level are only emitted tostderrvia thelogfaçade, rather than being reported through aResult::Errin naga or theCompilationInfointerface inwgpu{,-core}. This will require breaking changes in naga to fix, and is being tracked by https://github.com/gfx-rs/wgpu/issues/6458. - Not all lints can be controlled with
diagnostic(…)rules. In fact, only thederivative_uniformitytriggering rule exists in the WGSL standard. That said, naga contributors are excited to see how this level of control unlocks a new ecosystem of configurable diagnostics. - Finally,
diagnostic(…)rules are not yet emitted in WGSL output. This means thatwgsl-in→wgsl-outis currently a lossy process. We felt that it was important to unblock users who neededdiagnostic(…)rules (i.e., https://github.com/gfx-rs/wgpu/issues/3135) before we took significant effort to fix this (tracked in https://github.com/gfx-rs/wgpu/issues/6496).
By @ErichDonGubler in #6456, #6148, #6533, #6353, #6537.
New Features
naga
- Support atomic operations on fields of global structs in the SPIR-V frontend. By @schell in #6693.
- Clean up tests for atomic operations support in SPIR-V frontend. By @schell in #6692
- Fix an issue where
nagaCLI would incorrectly skip the first positional argument when--stdin-file-pathwas specified. By @ErichDonGubler in #6480. - Fix textureNumLevels in the GLSL backend. By @magcius in #6483.
- Support 64-bit hex literals and unary operations in constants #6616.
- Implement
quantizeToF16()for WGSL frontend, and WGSL, SPIR-V, HLSL, MSL, and GLSL backends. By @jamienicol in #6519. - Add support for GLSL
usampler*andisampler*. By @DavidPeicho in #6513. - Expose Ray Query flags as constants in WGSL. Implement candidate intersections. By @kvark in #5429
- Add new vertex formats (
{U,S}{int,norm}{8,16},Float16andUnorm8x4Bgra). By @nolanderc in #6632 - Allow for override-expressions in
workgroup_size. By @KentSlaney in #6635. - Add support for OpAtomicCompareExchange in SPIR-V frontend. By @schell in #6590.
- Implement type inference for abstract arguments to user-defined functions. By @jamienicol in #6577.
- Allow for override-expressions in array sizes. By @KentSlaney in #6654.
pointer_composite_accessWGSL language extension is implemented. By @sagudev in #6913
General
- Add unified documentation for ray-tracing. By @Vecvec in #6747
- Return submission index in
map_asyncandon_submitted_work_doneto track down completion of async callbacks. By @eliemichel in #6360. - Move raytracing alignments into HAL instead of in core. By @Vecvec in #6563.
- Allow for statically linking DXC rather than including separate
.dllfiles. By @DouglasDwyer in #6574. DeviceTypeandAdapterInfonow implHashby @cwfitzgerald in #6868- Add build support for Apple Vision Pro. By @guusw in #6611.
- Add
wgsl_language_featuresfor obtaining available WGSL language feature by @sagudev in #6814 - Image atomic support in shaders. By @atlv24 in #6706
- 64 bit image atomic support in shaders. By @atlv24 in #5537
- Add
no_stdsupport towgpu-types. By @bushrat011899 in #6892.
Vulkan
- Allow using some 32-bit floating-point atomic operations (load, store, add, sub, exchange) in shaders. It requires the extension
VK_EXT_shader_atomic_float. By @AsherJingkongChen in #6234.
Metal
- Allow using some 32-bit floating-point atomic operations (load, store, add, sub, exchange) in shaders. It requires Metal 3.0+ with Apple 7, 8, 9 or Mac 2. By @AsherJingkongChen in #6234.
- Add build support for Apple Vision Pro. By @guusw in #6611.
- Add
raw_handlemethod to access raw Metal textures in #6894.
D3D12
- Support DXR (DirectX Ray-tracing) in wgpu-hal. By @Vecvec in #6777
Changes
naga
- Show types of LHS and RHS in binary operation type mismatch errors. By @ErichDonGubler in #6450.
- The GLSL parser now uses less expressions for function calls. By @magcius in #6604.
- Add a note to help with a common syntax error case for global diagnostic filter directives. By @e-hat in #6718
- Change arithmetic operations between two i32 variables to wrap on overflow to match WGSL spec. By @matthew-wong1 in #6835.
- Add directives to suggestions in error message for parsing global items. By @e-hat in #6723.
- Automatic conversion for
overrideinitializers. By @sagudev in 6920
General
- Align Storage Access enums to the webgpu spec. By @atlv24 in #6642
- Make
Surface::as_haltake an immutable reference to the surface. By @jerzywilczek in #9999 - Add actual sample type to
CreateBindGroupError::InvalidTextureSampleTypeerror message. By @ErichDonGubler in #6530. - Improve binding error to give a clearer message when there is a mismatch between resource binding as it is in the shader and as it is in the binding layout. By @eliemichel in #6553.
Surface::configureandSurface::get_current_textureare no longer fatal. By @alokedesai in #6253- Rename
BlasTriangleGeometry::index_buffer_offsettoBlasTriangleGeometry::first_index. By @Vecvec in #6873
D3D12
- Avoid using FXC as fallback when the DXC container was passed at instance creation. Paths to
dxcompiler.dll&dxil.dllare also now required. By @teoxoy in #6643.
Vulkan
- Add a cache for samplers, deduplicating any samplers, allowing more programs to stay within the global sampler limit. By @cwfitzgerald in #6847
HAL
- Replace
usage: Range<T>, forBufferUses,TextureUses, andAccelerationStructureBarrierwith a newStateTransition<T>. By @atlv24 in #6703 - Change the
DropCallbackAPI to useFnOnceinstead ofFnMut. By @jerzywilczek in #6482
Bug Fixes
General
- Handle query set creation failure as an internal error that loses the
Device, rather than panicking. By @ErichDonGubler in #6505. - Ensure that
Features::TIMESTAMP_QUERYis set when using timestamp writes in render and compute passes. By @ErichDonGubler in #6497. - Check for device mismatches when beginning render and compute passes. By @ErichDonGubler in #6497.
- Lower
QUERY_SET_MAX_QUERIES(and enforced limits) from 8192 to 4096 to match WebGPU spec. By @ErichDonGubler in #6525. - Allow non-filterable float on texture bindings never used with samplers when using a derived bind group layout. By @ErichDonGubler in #6531.
- Replace potentially unsound usage of
PreHashedMapwithFastHashMap. By @jamienicol in #6541. - Add missing validation for timestamp writes in compute and render passes. By @ErichDonGubler in #6578, #6583.
- Check the status of the
TIMESTAMP_QUERYfeature before other validation. - Check that indices are in-bounds for the query set.
- Check that begin and end indices are not equal.
- Check that at least one index is specified.
- Check the status of the
- Reject destroyed buffers in query set resolution. By @ErichDonGubler in #6579.
- Fix panic when dropping
Deviceon some environments. By @Dinnerbone in #6681. - Reduced the overhead of command buffer validation. By @nical in #6721.
- Set index type to NONE in
get_acceleration_structure_build_sizes. By @Vecvec in #6802. - Fix
wgpu-infonot showing dx12 adapters. By @wumpf in #6844. - Use
transform_buffer_offsetwhen initialisingtransform_buffer. By @Vecvec in #6864.
naga
- Fix crash when a texture argument is missing. By @aedm in #6486
- Emit an error in constant evaluation, rather than crash, in certain cases where
vecNconstructors have less than N arguments. By @ErichDonGubler in #6508. - Fix an error in template list matching
>=ina<b>=c. By @KentSlaney in #6898. - Correctly validate handles in override-sized array types. By @jimblandy in #6882.
- Clean up validation of
Statement::ImageStore. By @jimblandy in #6729. - In compaction, avoid cloning the type arena. By @jimblandy in #6790
- In validation, forbid cycles between global expressions and types. By @jimblandy in #6800
- Allow abstract scalars in modf and frexp results. By @jimblandy in #6821
- In the WGSL front end, apply automatic conversions to values being assigned. By @jimblandy in #6822
- Fix a leak by ensuring that types that depend on expressions are correctly compacted. By @KentSlaney in #6934.
Vulkan
- Allocate descriptors for acceleration structures. By @Vecvec in #6861.
max_color_attachment_bytes_per_sampleis now correctly set to 128. By @cwfitzgerald in #6866
D3D12
- Fix no longer showing software rasterizer adapters. By @wumpf in #6843.
max_color_attachment_bytes_per_sampleis now correctly set to 128. By @cwfitzgerald in #6866
Examples
- Add multiple render targets example. By @kaphula in #5297
Testing
- Tests the early returns in the acceleration structure build calls with empty calls. By @Vecvec in #6651.
- DX12 now supports
-
23.0.125 Nov 2024Release notes
Open source →This release includes patches for
wgpu,wgpu-coreandwgpu-hal. All other crates remain at 23.0.0. Below changes were cherry-picked from 24.0.0 development line.Bug fixes
General
- Fix Texture view leaks regression. By @xiaopengli89 in #6576
Metal
- Fix surface creation crashing on iOS. By @mockersf in #6535
Vulkan
- Fix surface capabilities being advertised when its query failed. By @wumpf in #6510
-
23.0.030 Oct 2024Release notes
Open source →Themes of this release
This release's theme is one that is likely to repeat for a few releases: convergence with the WebGPU specification! wgpu's design and base functionality are actually determined by two specifications: one for WebGPU, and one for the WebGPU Shading Language.
This may not sound exciting, but let us convince you otherwise! All major web browsers have committed to offering WebGPU in their environment. Even JS runtimes like Node and Deno have communities that are very interested in providing WebGPU! WebGPU is slowly eating the world, as it were. 😀 It's really important, then, that WebGPU implementations behave in ways that one would expect across all platforms. For example, if Firefox's WebGPU implementation were to break when running scripts and shaders that worked just fine in Chrome, that would mean sad users for both application authors and browser authors.
wgpu also benefits from standard, portable behavior in the same way as web browsers. Because of this behavior, it's generally fairly easy to port over usage of WebGPU in JavaScript to wgpu. It is also what lets wgpu go full circle: wgpu can be an implementation of WebGPU on native targets, but also it can use other implementations of WebGPU as a backend in JavaScript when compiled to WASM. Therefore, the same dynamic applies: if wgpu's own behavior were significantly different, then wgpu and end users would be sad, sad humans as soon as they discover places where their nice apps are breaking, right?
The answer is: yes, we do have sad, sad humans that really want their wgpu code to work everywhere. As Firefox and others use wgpu to implement WebGPU, the above example of Firefox diverging from standard is, unfortunately, today's reality. It mostly behaves the same as a standards-compliant WebGPU, but it still doesn't in many important ways. Of particular note is naga, its implementation of the WebGPU Shader Language. Shaders are pretty much a black-and-white point of failure in GPU programming; if they don't compile, then you can't use the rest of the API! And yet, it's extremely easy to run into a case like that from https://github.com/gfx-rs/wgpu/issues/4400:
fn gimme_a_float() -> f32 { return 42; // fails in naga, but standard WGSL happily converts to `f32` }We intend to continue making visible strides in converging with specifications for WebGPU and WGSL, as this release has. This is, unfortunately, one of the major reasons that wgpu has no plans to work hard at keeping a SemVer-stable interface for the foreseeable future; we have an entire platform of GPU programming functionality we have to catch up with, and SemVer stability is unfortunately in tension with that. So, for now, you're going to keep seeing major releases and breaking changes. Where possible, we'll try to make that painless, but compromises to do so don't always make sense with our limited resources.
This is also the last planned major version release of 2024; the next milestone is set for January 1st, 2025, according to our regular 12-week cadence (offset from the originally planned date of 2024-10-09 for this release 😅). We'll see you next year!
Contributor spotlight: @sagudev
This release, we'd like to spotlight the work of @sagudev, who has made significant contributions to the wgpu ecosystem this release. Among other things, they contributed a particularly notable feature where runtime-known indices are finally allowed for use with
constarray values. For example, this WGSL shader previously wasn't allowed:const arr: array<u32, 4> = array(1, 2, 3, 4); fn what_number_should_i_use(idx: u32) -> u32 { return arr[idx]; }…but now it works! This is significant because this sort of shader rejection was one of the most impactful issues we are aware of for converging with the WGSL specification. There are more still to go—some of which we expect to even more drastically change how folks author shaders—but we suspect that many more will come in the next few releases, including with @sagudev's help.
We're excited for more of @sagudev's contributions via the Servo community. Oh, did we forget to mention that these contributions were motivated by their work on Servo? That's right, a third well-known JavaScript runtime is now using wgpu to implement its WebGPU implementation. We're excited to support Servo to becoming another fully fledged browsing environment this way.
Major Changes
In addition to the above spotlight, we have the following particularly interesting items to call out for this release:
wgpu-coreis no longer generic overwgpu-halbackendsDynamic dispatch between different backends has been moved from the user facing
wgpucrate, to a new dynamic dispatch mechanism inside the backend abstraction layerwgpu-hal.Whenever targeting more than a single backend (default on Windows & Linux) this leads to faster compile times and smaller binaries! This also solves a long standing issue with
cargo docfailing to run forwgpu-core.Benchmarking indicated that compute pass recording is slower as a consequence, whereas on render passes speed improvements have been observed. However, this effort simplifies many of the internals of the wgpu family of crates which we're hoping to build performance improvements upon in the future.
By @wumpf in #6069, #6099, #6100.
wgpu's resources no longer have.global_id()getterswgpu-core's internals no longer use nor need IDs and we are moving towards removing IDs completely. This is a step in that direction.Current users of
.global_id()are encouraged to make use of thePartialEq,Eq,Hash,PartialOrdandOrdtraits that have now been implemented forwgpuresources.By @teoxoy in #6134.
set_bind_groupnow takes anOptionfor the bind group argument.https://gpuweb.github.io/gpuweb/#programmable-passes-bind-groups specifies that bindGroup is nullable. This change is the start of implementing this part of the spec. Callers that specify a
Some()value should have unchanged behavior. Handling ofNonevalues still needs to be implemented by backends.For convenience, the
set_bind_groupon compute/render passes & encoders takesimpl Into<Option<&BindGroup>>, so most code should still work the same.By @bradwerth in #6216.
entry_points are nowOptionalOne of the changes in the WebGPU spec. (from about this time last year 😅) was to allow optional entry points in
GPUProgrammableStage. Inwgpu, this corresponds to a subset of fields inFragmentState,VertexState, andComputeStateas theentry_pointmember:let render_pipeline = device.createRenderPipeline(wgpu::RenderPipelineDescriptor { module, entry_point: Some("cs_main"), // This is now `Option`al. // … }); let compute_pipeline = device.createComputePipeline(wgpu::ComputePipelineDescriptor { module, entry_point: None, // This is now `Option`al. // … });When set to
None, it's assumed that the shader only has a single entry point associated with the pipeline stage (i.e.,@compute,@fragment, or@vertex). If there is not one and only one candidate entry point, then a validation error is returned. To continue the example, we might have written the above API usage with the following shader module:// We can't use `entry_point: None` for compute pipelines with this module, // because there are two `@compute` entry points. @compute fn cs_main() { /* … */ } @compute fn other_cs_main() { /* … */ } // The following entry points _can_ be inferred from `entry_point: None` in a // render pipeline, because they're the only `@vertex` and `@fragment` entry // points: @vertex fn vs_main() { /* … */ } @fragment fn fs_main() { /* … */ }wgpu's DX12 backend is now based on the
windowscrate ecosystem, instead of thed3d12cratewgpu has retired the
d3d12crate (based onwinapi), and now uses thewindowscrate for interfacing with Windows. For many, this may not be a change that affects day-to-day work. However, for users who need to vet their dependencies, or who may vendor in dependencies, this may be a nontrivial migration.By @MarijnS95 in #6006.
New Features
Wgpu
- Added initial acceleration structure and ray query support into wgpu. By @expenses @daniel-keitel @Vecvec @JMS55 @atlv24 in #6291
naga
- Support constant evaluation for
firstLeadingBitandfirstTrailingBitnumeric built-ins in WGSL. Front-ends that translate to these built-ins also benefit from constant evaluation. By @ErichDonGubler in #5101. - Add
firstandeithersampling types for@interpolate(flat, …)in WGSL. By @ErichDonGubler in #6181. - Support for more atomic ops in the SPIR-V frontend. By @schell in #5824.
- Support local
constdeclarations in WGSL. By @sagudev in #6156. - Implemented
const_assertin WGSL. By @sagudev in #6198. - Support polyfilling
inversein WGSL. By @chyyran in #6385. - Add base support for parsing
requires,enable, anddiagnosticdirectives. No extensions or diagnostic filters are yet supported, but diagnostics have improved dramatically. By @ErichDonGubler in #6352, #6424, #6437. - Include error chain information as a message and notes in shader compilation messages. By @ErichDonGubler in #6436.
- Unify naga CLI error output with the format of shader compilation messages. By @ErichDonGubler in #6436.
General
- Add
VideoFrametoExternalImageSourceenum. By @jprochazk in #6170. - Add
wgpu::util::new_instance_with_webgpu_detection&wgpu::util::is_browser_webgpu_supportedto make it easier to support WebGPU & WebGL in the same binary. By @wumpf in #6371.
Vulkan
- Allow using VK_GOOGLE_display_timing unsafely with the
VULKAN_GOOGLE_DISPLAY_TIMINGfeature. By @DJMcNab in #6149.
Metal
- Implement
atomicCompareExchangeWeak. By @AsherJingkongChen in #6265. - Unless an explicit
CAMetalLayeris provided, surfaces now render to a sublayer. This improves resizing behavior, fixing glitches during on window resize. By @madsmtm in #6107.
Bug Fixes
- Fix incorrect hlsl image output type conversion. By @atlv24 in #6123.
naga
- SPIR-V frontend splats depth texture sample and load results. Fixes issue #4551. By @schell in #6384.
- Accept only
vec3(notvecN) for thecrossbuilt-in. By @ErichDonGubler in #6171. - Configure
SourceLanguagewhen enabling debug info in SPV-out. By @kvark in #6256. - Do not consider per-polygon and flat inputs subgroup uniform. By @magcius in #6276.
- Validate all swizzle components are either color (rgba) or dimension (xyzw) in WGSL. By @sagudev in #6187.
- Fix detection of shl overflows to detect arithmetic overflows. By @sagudev in #6186.
- Fix type parameters to vec/mat type constructors to also support aliases. By @sagudev in #6189.
- Accept global
vars without explicit type. By @sagudev in #6199. - Fix handling of phony statements, so they are actually emitted. By @sagudev in #6328.
- Added
gl_DrawIDto glsl andDrawIndexto spv. By @ChosenName in #6325. - Matrices can now be indexed by value (#4337), and indexing arrays by value no longer causes excessive spilling (#6358). By @jimblandy in #6390.
- Add support for
textureQueryLevelsto the GLSL parser. By @magcius in #6325. - Fix unescaped identifiers in the Metal backend shader I/O structures causing shader miscompilation. By @ErichDonGubler in #6438.
General
- If GL context creation fails retry with GLES. By @Rapdorian in #5996.
- Bump MSRV for
d3d12/naga/wgpu-core/wgpu-hal/wgpu-types' to 1.76. By @wumpf in #6003. - Print requested and supported usages on
UnsupportedUsageerror. By @VladasZ in #6007. - Deduplicate bind group layouts that are created from pipelines with "auto" layouts. By @teoxoy #6049.
- Document
wgpu_halbounds-checking promises, and adaptwgpu_core's lazy initialization logic to the slightly weaker-than-expected guarantees. By @jimblandy in #6201. - Raise validation error instead of panicking in
{Render,Compute}Pipeline::get_bind_group_layouton native / WebGL. By @bgr360 in #6280. - BREAKING: Remove the last exposed C symbols in project, located in
wgpu_core::render::bundle::bundle_ffi, to allow multiple versions of wgpu to compile together. By @ErichDonGubler in #6272. - Call
flush_mapped_rangeswhen unmapping write-mapped buffers. By @teoxoy in #6089. - When mapping buffers for reading, mark buffers as initialized only when they have
MAP_WRITEusage. By @teoxoy in #6178. - Add a separate pipeline constants error. By @teoxoy in #6094.
- Ensure safety of indirect dispatch by injecting a compute shader that validates the content of the indirect buffer. By @teoxoy in #5714.
- Add conversions between
TextureFormatandStorageFormat. By @caelunshun in #6185
GLES / OpenGL
- Fix GL debug message callbacks not being properly cleaned up (causing UB). By @Imberflur in #6114.
- Fix calling
slice::from_raw_partswith unaligned pointers in push constant handling. By @Imberflur in #6341. - Optimise fence checking when
Queue::submitis called many times per frame. By @dinnerbone in #6427.
WebGPU
- Fix JS
TypeErrorexception inInstance::request_adapterwhen browser doesn't support WebGPU butwgpunot compiled withwebglsupport. By @bgr360 in #6197.
Vulkan
- Avoid undefined behaviour with adversarial debug label. By @DJMcNab in #6257.
- Add
.index_type(vk::IndexType::NONE_KHR)when creatingAccelerationStructureGeometryTrianglesDataKHRin the raytraced triangle example to prevent a validation error. By @Vecvec in #6282.
Changes
wgpu_hal::gles::Adapter::new_externalnow requires the context to be current when dropping the adapter and related objects. By @Imberflur in #6114.- Reduce the amount of debug and trace logs emitted by wgpu-core and wgpu-hal. By @nical in #6065.
- Rename
Rg11b10FloattoRg11b10Ufloat. By @sagudev in #6108. - Invalidate the device when we encounter driver-induced device loss or on unexpected errors. By @teoxoy in #6229.
- Make Vulkan error handling more robust. By @teoxoy in #6119.
- Add bounds checking to Buffer slice method. By @beholdnec in #6432.
- Replace
impl From<StorageFormat> for ScalarKindwithimpl From<StorageFormat> for Scalarso that byte width is included. By @atlv24 in #6451.
Internal
- Tracker simplifications. By @teoxoy in #6073 & #6088.
- D3D12 cleanup. By @teoxoy in #6200.
- Use
ManuallyDropin remaining places. By @teoxoy in #6092. - Move out invalidity from the
Registry. By @teoxoy in #6243. - Remove
backendfrom ID. By @teoxoy in #6263.
HAL
- Change the inconsistent
DropGuardbased API on Vulkan and GLES to a consistent, callback-based one. By @jerzywilczek in #6164.
Documentation
- Removed some OpenGL and Vulkan references from
wgpu-typesdocumentation. Fixed Storage texel types in examples. By @Nelarius in #6271. - Used
wgpu::include_wgsl!(…)more in examples and tests. By @ErichDonGubler in #6326.
Dependency Updates
GLES
- Replace
winapicode in WGL wrapper to use thewindowscrate. By @MarijnS95 in #6006. - Update
glutinto0.31withglutin-winitcrate. By @MarijnS95 in #6150 and #6176. - Implement
Adapter::new_external()for WGL (just like EGL) to import an external OpenGL ES context. By @MarijnS95 in #6152.
DX12
- Replace
winapicode to use thewindowscrate. By @MarijnS95 in #5956 and #6173. - Get
num_workgroupsbuiltin working for indirect dispatches. By @teoxoy in #5730.
HAL
- Update
parking_lotto0.12. By @mahkoh in #6287.
-
22.1.031 Jul 2024Release notes
Open source →This release includes
wgpu,wgpu-coreandnaga. All other crates remain at 22.0.0.Added
naga
- Added back implementations of PartialEq for more IR types. By @teoxoy in #6045
Bug Fixes
General
- Fix profiling with
tracy. By @waywardmonkeys in #5988 - Fix function for checking bind compatibility to error instead of panic. By @sagudev #6012
- Fix crash when dropping the surface after the device. By @wumpf in #6052
- Fix length of copy in
queue_write_texture. By @teoxoy in #6009 - Fix error message that is thrown in create_render_pass to no longer say
compute_pass. By @matthew-wong1 #6041 - As a workaround for issue #4905,
wgpu-coreis undocumented unless--cfg wgpu_core_docfeature is enabled. By @kpreid in #5987
-
22.0.018 Jul 2024Release notes
Open source →Overview
Our first major version release!
For the first time ever, wgpu is being released with a major version (i.e., 22.* instead of 0.22.*)! Maintainership has decided to fully adhere to Semantic Versioning's recommendations for versioning production software. According to SemVer 2.0.0's Q&A about when to use 1.0.0 versions (and beyond):
How do I know when to release 1.0.0?
If your software is being used in production, it should probably already be 1.0.0. If you have a stable API on which users have come to depend, you should be 1.0.0. If you’re worrying a lot about backward compatibility, you should probably already be 1.0.0.
It is a well-known fact that wgpu has been used for applications and platforms already in production for years, at this point. We are often concerned with tracking breaking changes, and affecting these consumers' ability to ship. By releasing our first major version, we publicly acknowledge that this is the case. We encourage other projects in the Rust ecosystem to follow suit.
Note that while we start to use the major version number, wgpu is not "going stable", as many Rust projects do. We anticipate many breaking changes before we fully comply with the WebGPU spec., which we expect to take a small number of years.
Overview
A major (pun intended) theme of this release is incremental improvement. Among the typically large set of bug fixes, new features, and other adjustments to wgpu by the many contributors listed below, @wumpf and @teoxoy have merged a series of many simplifications to wgpu's internals and, in one case, to the render and compute pass recording APIs. Many of these change wgpu to use atomically reference-counted resource tracking (i.e.,
Arc<…>), rather than using IDs to manage the lifetimes of platform-specific graphics resources in a registry of separate reference counts. This has led us to diagnose and fix many long-standing bugs, and net some neat performance improvements on the order of 40% or more of some workloads.While the above is exciting, we acknowledge already finding and fixing some (easy-to-fix) regressions from the above work. If you migrate to wgpu 22 and encounter such bugs, please engage us in the issue tracker right away!
Major Changes
Lifetime bounds on
wgpu::RenderPass&wgpu::ComputePasswgpu::RenderPass&wgpu::ComputePassrecording methods (e.g.wgpu::RenderPass:set_render_pipeline) no longer impose a lifetime constraint to objects passed to a pass (like pipelines/buffers/bindgroups/query-sets etc.).This means the following pattern works now as expected:
let mut pipelines: Vec<wgpu::RenderPipeline> = ...; // ... let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default()); cpass.set_pipeline(&pipelines[123]); // Change pipeline container - this requires mutable access to `pipelines` while one of the pipelines is in use. pipelines.push(/* ... */); // Continue pass recording. cpass.set_bindgroup(...);Previously, a set pipeline (or other resource) had to outlive pass recording which often affected wider systems, meaning that users needed to prove to the borrow checker that
Vec<wgpu::RenderPipeline>(or similar constructs) aren't accessed mutably for the duration of pass recording.Furthermore, you can now opt out of
wgpu::RenderPass/wgpu::ComputePass's lifetime dependency on its parentwgpu::CommandEncoderusingwgpu::RenderPass::forget_lifetime/wgpu::ComputePass::forget_lifetime:fn independent_cpass<'enc>(encoder: &'enc mut wgpu::CommandEncoder) -> wgpu::ComputePass<'static> { let cpass: wgpu::ComputePass<'enc> = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default()); cpass.forget_lifetime() }⚠️ As long as a
wgpu::RenderPass/wgpu::ComputePassis pending for a givenwgpu::CommandEncoder, creation of a compute or render pass is an error and invalidates thewgpu::CommandEncoder.forget_lifetimecan be very useful for library authors, but opens up an easy way for incorrect use, so use with care. This method doesn't add any additional overhead and has no side effects on pass recording.By @wumpf in #5569, #5575, #5620, #5768 (together with @kpreid), #5671, #5794, #5884.
Querying shader compilation errors
Wgpu now supports querying shader compilation info.
This allows you to get more structured information about compilation errors, warnings and info:
... let lighting_shader = ctx.device.create_shader_module(include_wgsl!("lighting.wgsl")); let compilation_info = lighting_shader.get_compilation_info().await; for message in compilation_info .messages .iter() .filter(|m| m.message_type == wgpu::CompilationMessageType::Error) { let line = message.location.map(|l| l.line_number).unwrap_or(1); println!("Compile error at line {line}"); }By @stefnotch in #5410
64 bit integer atomic support in shaders.
Add support for 64 bit integer atomic operations in shaders.
Add the following flags to
wgpu_types::Features:-
SHADER_INT64_ATOMIC_ALL_OPSenables all atomic operations onatomic<i64>andatomic<u64>values. -
SHADER_INT64_ATOMIC_MIN_MAXis a subset of the above, enabling onlyAtomicFunction::MinandAtomicFunction::Maxoperations onatomic<i64>andatomic<u64>values in theStorageaddress space. These are the only 64-bit atomic operations available on Metal as of 3.1.
Add corresponding flags to
naga::valid::Capabilities. These are supported by the WGSL front end, and all naga backends.Platform support:
-
On Direct3d 12, in
D3D12_FEATURE_DATA_D3D12_OPTIONS9, ifAtomicInt64OnTypedResourceSupportedandAtomicInt64OnGroupSharedSupportedare both available, then both wgpu features described above are available. -
On Metal,
SHADER_INT64_ATOMIC_MIN_MAXis available on Apple9 hardware, and on hardware that advertises both Apple8 and Mac2 support. This also requires Metal Shading Language 2.4 or later. Metal does not yet support the more generalSHADER_INT64_ATOMIC_ALL_OPS. -
On Vulkan, if the
VK_KHR_shader_atomic_int64extension is available with both theshader_buffer_int64_atomicsandshader_shared_int64_atomicsfeatures, then both wgpu features described above are available.
By @atlv24 in #5383
A compatible surface is now required for
request_adapter()on WebGL2 +enumerate_adapters()is now native only.When targeting WebGL2, it has always been the case that a surface had to be created before calling
request_adapter(). We now make this requirement explicit.Validation was also added to prevent configuring the surface with a device that doesn't share the same underlying WebGL2 context since this has never worked.
Calling
enumerate_adapters()when targeting WebGPU used to return an emptyVecand since we now require users to pass a compatible surface when targeting WebGL2, havingenumerate_adapters()doesn't make sense.By @teoxoy in #5901
New features
General
- Added
as_halforBufferto access wgpu created buffers form wgpu-hal. By @JasondeWolff in #5724 include_wgsl!is now callable in const contexts by @9SMTM6 in #5872- Added memory allocation hints to
DeviceDescriptorby @nical in #5875MemoryHints::Performance, the default, favors performance over memory usage and will likely cause large amounts of VRAM to be allocated up-front. This hint is typically good for games.MemoryHints::MemoryUsagefavors memory usage over performance. This hint is typically useful for smaller applications or UI libraries.MemoryHints::Manualallows the user to specify parameters for the underlying GPU memory allocator. These parameters are subject to change.- These hints may be ignored by some backends. Currently only the Vulkan and D3D12 backends take them into account.
- Add
HTMLImageElementandImageDataas external source for copying images. By @Valaphee in #5668
naga
-
Added -D, --defines option to naga CLI to define preprocessor macros by @theomonnom in #5859
-
Added type upgrades to SPIR-V atomic support. Added related infrastructure. Tracking issue is here. By @schell in #5775.
-
Implement
WGSL'sunpack4xI8,unpack4xU8,pack4xI8andpack4xU8. By @VlaDexa in #5424 -
Began work adding support for atomics to the SPIR-V frontend. Tracking issue is here. By @schell in #5702.
-
In hlsl-out, allow passing information about the fragment entry point to omit vertex outputs that are not in the fragment inputs. By @Imberflur in #5531
-
In spv-out, allow passing
acceleration_structureas a function argument. By @kvark in #5961let writer: naga::back::hlsl::Writer = /* ... */; -writer.write(&module, &module_info); +writer.write(&module, &module_info, None); -
HLSL & MSL output can now be added conditionally on the target via the
msl-out-if-target-appleandhlsl-out-if-target-windowsfeatures. This is used in wgpu-hal to no longer compile with MSL output whenmetalis enabled & MacOS isn't targeted and no longer compile with HLSL output whendx12is enabled & Windows isn't targeted. By @wumpf in #5919
Vulkan
- Added a
PipelineCacheresource to allow using Vulkan pipeline caches. By @DJMcNab in #5319
WebGPU
- Added support for pipeline-overridable constants to the WebGPU backend by @DouglasDwyer in #5688
Changes
General
- Unconsumed vertex outputs are now always allowed. Removed
StageError::InputNotConsumed,Features::SHADER_UNUSED_VERTEX_OUTPUT, and associated validation. By @Imberflur in #5531 - Avoid introducing spurious features for optional dependencies. By @bjorn3 in #5691
wgpu::Erroris nowSync, making it possible to be wrapped inanyhow::Errororeyre::Report. By @nolanderc in #5820- Added benchmark suite. By @cwfitzgerald in #5694, compute passes by @wumpf in #5767
- Improve performance of
.submit()by 39-64% (.submit()+.poll()by 22-32%). By @teoxoy in #5910 - The
tracewgpu feature has been temporarily removed. By @teoxoy in #5975
Metal
-
Removed the
linkCargo feature.This was used to allow weakly linking frameworks. This can be achieved with putting something like the following in your
.cargo/config.tomlinstead:[target.'cfg(target_vendor = "apple")'] rustflags = ["-C", "link-args=-weak_framework Metal -weak_framework QuartzCore -weak_framework CoreGraphics"]By @madsmtm in #5752
Bug Fixes
General
- Ensure render pipelines have at least 1 target. By @ErichDonGubler in #5715
wgpu::ComputePassnow internally takes ownership ofQuerySetfor bothwgpu::ComputePassTimestampWritesas well as timestamp writes and statistics query, fixing crashes when destroyingQuerySetbefore ending the pass. By @wumpf in #5671- Validate resources passed during compute pass recording for mismatching device. By @wumpf in #5779
- Fix staging buffers being destroyed too early. By @teoxoy in #5910
- Fix attachment byte cost validation panicking with native only formats. By @teoxoy in #5934
- [wgpu] Fix leaks from auto layout pipelines. By @teoxoy in #5971
- [wgpu-core] Fix length of copy in
queue_write_texture(causing UB). By @teoxoy in #5973 - Add missing same device checks. By @teoxoy in #5980
GLES / OpenGL
- Fix
ClearColorF,ClearColorUandClearColorIcommands being issued beforeSetDrawColorBuffers#5666 - Replace
glClearwithglClearBufferFbecauseglDrawBuffersrequires that the ith buffer must beCOLOR_ATTACHMENTiorNONE#5666 - Return the unmodified version in driver_info. By @Valaphee in #5753
naga
-
-
0.21.126 Jun 2024Nothing published for this version
-
0.21.013 Jun 2024 withdrawnNothing published for this version
-
0.20.028 Apr 2024 withdrawnRelease notes
Open source →Major Changes
Pipeline overridable constants
Wgpu supports now pipeline-overridable constants
This allows you to define constants in wgsl like this:
override some_factor: f32 = 42.1337; // Specifies a default of 42.1337 if it's not set.And then set them at runtime like so on your pipeline consuming this shader:
// ... fragment: Some(wgpu::FragmentState { compilation_options: wgpu::PipelineCompilationOptions { constants: &[("some_factor".to_owned(), 0.1234)].into(), // Sets `some_factor` to 0.1234. ..Default::default() }, // ... }), // ...By @teoxoy & @jimblandy in #5500
Changed feature requirements for timestamps
Due to a specification change
write_timestampis no longer supported on WebGPU.wgpu::CommandEncoder::write_timestamprequires now the newwgpu::Features::TIMESTAMP_QUERY_INSIDE_ENCODERSfeature which is available on all native backends but not on WebGPU.By @wumpf in #5188
Wgsl const evaluation for many more built-ins
Many numeric built-ins have had a constant evaluation implementation added for them, which allows them to be used in a
constcontext:abs,acos,acosh,asin,asinh,atan,atanh,cos,cosh,round,saturate,sin,sinh,sqrt,step,tan,tanh,ceil,countLeadingZeros,countOneBits,countTrailingZeros,degrees,exp,exp2,floor,fract,fma,inverseSqrt,log,log2,max,min,radians,reverseBits,sign,truncBy @ErichDonGubler in #4879, #5098
New native-only wgsl features
Subgroup operations
The following subgroup operations are available in wgsl now:
subgroupBallot,subgroupAll,subgroupAny,subgroupAdd,subgroupMul,subgroupMin,subgroupMax,subgroupAnd,subgroupOr,subgroupXor,subgroupExclusiveAdd,subgroupExclusiveMul,subgroupInclusiveAdd,subgroupInclusiveMul,subgroupBroadcastFirst,subgroupBroadcast,subgroupShuffle,subgroupShuffleDown,subgroupShuffleUp,subgroupShuffleXorAvailability is governed by the following feature flags:
wgpu::Features::SUBGROUPfor all operations exceptsubgroupBarrierin fragment & compute, supported on Vulkan, DX12 and Metal.wgpu::Features::SUBGROUP_VERTEX, for all operations exceptsubgroupBarriergeneral operations in vertex shaders, supported on Vulkanwgpu::Features::SUBGROUP_BARRIER, for support of thesubgroupBarrieroperation, supported on Vulkan & Metal
Note that there currently some differences between wgpu's native-only implementation and the open WebGPU proposal.
By @exrook and @lichtso in #5301
Signed and unsigned 64 bit integer support in shaders.
wgpu::Features::SHADER_INT64enables 64 bit integer signed and unsigned integer variables in wgsl (i64andu64respectively). Supported on Vulkan, DX12 (requires DXC) and Metal (with MSL 2.3+ support).By @atlv24 and @cwfitzgerald in #5154
New features
General
- Implemented the
Unorm10_10_10_2VertexFormat by @McMackety in #5477 wgpu-types'straceandreplayfeatures have been replaced by theserdefeature. By @KirmesBude in #5149wgpu-core'sserial-passfeature has been removed. Useserdeinstead. By @KirmesBude in #5149- Added
InstanceFlags::GPU_BASED_VALIDATION, which enables GPU-based validation for shaders. This is currently only supported on the DX12 and Vulkan backends; other platforms ignore this flag, for now. By @ErichDonGubler in #5146, #5046.- When set, this flag implies
InstanceFlags::VALIDATION. - This has been added to the set of flags set by
InstanceFlags::advanced_debugging. Since the overhead is potentially very large, the flag is not enabled by default in debug builds when usingInstanceFlags::from_build_config. - As with other instance flags, this flag can be changed in calls to
InstanceFlags::with_envwith the newWGPU_GPU_BASED_VALIDATIONenvironment variable.
- When set, this flag implies
wgpu::Instancecan now report whichwgpu::Backendsare available based on the build configuration. By @wumpf #5167-wgpu::Instance::any_backend_feature_enabled() +!wgpu::Instance::enabled_backend_features().is_empty()- Breaking change:
wgpu_core::pipeline::ProgrammableStageDescriptoris now optional. By @ErichDonGubler in #5305. Features::downlevel{_webgl2,}_featureswas made const by @MultisampledNight in #5343- Breaking change:
wgpu_core::pipeline::ShaderErrorhas been moved tonaga. By @stefnotch in #5410 - More as_hal methods and improvements by @JMS55 in #5452
- Added
wgpu::CommandEncoder::as_hal_mut - Added
wgpu::TextureView::as_hal wgpu::Texture::as_halnow returns a user-defined type to match the other as_hal functions
- Added
naga
- Allow user to select which MSL version to use via
--metal-versionwith naga CLI. By @pcleavelin in #5392 - Support
arrayLengthfor runtime-sized arrays inside binding arrays (for WGSL input and SPIR-V output). By @kvark in #5428 - Added
--shader-stageand--input-kindoptions to naga-cli for specifying vertex/fragment/compute shaders, and frontend. by @ratmice in #5411 - Added a
create_validatorfunction to wgpu_coreDeviceto create nagaValidators. By @atlv24 #5606
WebGPU
- Implement the
device_set_device_lost_callbackmethod forContextWebGpu. By @suti in #5438 - Add support for storage texture access modes
ReadOnlyandReadWrite. By @JolifantoBambla in #5434
GLES / OpenGL
- Log an error when GLES texture format heuristics fail. By @PolyMeilex in #5266
- Cache the sample count to keep
get_texture_format_featurescheap. By @Dinnerbone in #5346 - Mark
DEPTH32FLOAT_STENCIL8as supported in GLES. By @Dinnerbone in #5370 - Desktop GL now also supports
TEXTURE_COMPRESSION_ETC2. By @Valaphee in #5568 - Don't create a program for shader-clearing if that workaround isn't required. By @Dinnerbone in #5348.
- OpenGL will now be preferred over OpenGL ES on EGL, making it consistent with WGL. By @valaphee in #5482
- Fill out
driveranddriver_info, with the OpenGL flavor and version, similar to Vulkan. By @valaphee in #5482
Metal
- Metal 3.0 and 3.1 detection. By @atlv24 in #5497
DX12
- Shader Model 6.1-6.7 detection. By @atlv24 in #5498
Other performance improvements
- Simplify and speed up the allocation of internal IDs. By @nical in #5229
- Use memory pooling for UsageScopes to avoid frequent large allocations. by @robtfm in #5414
- Eager release of GPU resources comes from device.trackers. By @bradwerth in #5075
- Support disabling zero-initialization of workgroup local memory in compute shaders. By @DJMcNab in #5508
Documentation
- Improved
wgpu_haldocumentation. By @jimblandy in #5516, #5524, #5562, #5563, #5566, #5617, #5618 - Add mention of primitive restart in the description of
PrimitiveState::strip_index_format. By @cpsdqs in #5350 - Document and tweak precise behaviour of
SourceLocation. By @stefnotch in #5386 and #5410 - Give short example of WGSL
push_constantsyntax. By @waywardmonkeys in #5393 - Fix incorrect documentation of
Limits::max_compute_workgroup_storage_sizedefault value. By @atlv24 in #5601
Bug Fixes
General
- Fix
serdefeature not compiling forwgpu-types. By @KirmesBude in #5149 - Fix the validation of vertex and index ranges. By @nical in #5144 and #5156
- Fix panic when creating a surface while no backend is available. By @wumpf #5166
- Correctly compute minimum buffer size for array-typed
storageanduniformvars. By @jimblandy #5222 - Fix timeout when presenting a surface where no work has been done. By @waywardmonkeys in #5200
- Fix registry leaks with de-duplicated resources. By @nical in #5244
- Fix linking when targeting android. By @ashdnazg in #5326.
- Failing to set the device lost closure will call the closure before returning. By @bradwerth in #5358.
- Fix deadlocks caused by recursive read-write lock acquisitions #5426.
- Remove exposed C symbols (
extern "C"+ [no_mangle]) from RenderPass & ComputePass recording. By @wumpf in #5409. - Fix surfaces being only compatible with first backend enabled on an instance, causing failures when manually specifying an adapter. By @Wumpf in #5535.
naga
- In spv-in, remove unnecessary "gl_PerVertex" name check so unused builtins will always be skipped. Prevents validation errors caused by capability requirements of these builtins #4915. By @Imberflur in #5227.
- In spv-out, check for acceleration and ray-query types when enabling ray-query extension to prevent validation error. By @Vecvec in #5463
- Add a limit for curly brace nesting in WGSL parsing, plus a note about stack size requirements. By @ErichDonGubler in #5447.
- In hlsl-out, fix accesses on zero value expressions by generating helper functions for
Expression::ZeroValue. By @Imberflur in #5587. - Fix behavior of
extractBitsandinsertBitswhenoffset + countoverflows the bit width. By @cwfitzgerald in #5305 - Fix behavior of integer
clampwhenminargument >maxargument. By @cwfitzgerald in #5300. - Fix
TypeInner::scalar_widthto be consistent with the rest of the codebase and return values in bytes not bits. By @atlv24 in #5532.
GLES / OpenGL
- GLSL 410 does not support layout(binding = ...), enable only for GLSL 420. By @bes in #5357
- Fixes for being able to use an OpenGL 4.1 core context provided by macOS with wgpu. By @bes in #5331.
- Fix crash when holding multiple devices on wayland/surfaceless. By @ashdnazg in #5351.
- Fix
first_instancegetting ignored in draw indexed whenARB_shader_draw_parametersfeature is present andbase_vertexis 0. By @valaphee in #5482
Vulkan
- Set object labels when the DEBUG flag is set, even if the VALIDATION flag is disabled. By @DJMcNab in #5345.
- Add safety check to
wgpu_hal::vulkan::CommandEncoderto make surediscard_encodingis not called in the closed state. By @villuna in #5557 - Fix SPIR-V type capability requests to not depend on
LocalTypecaching. By @atlv24 in #5590 - Upgrade
ashto0.38. By @MarijnS95 in #5504.
Tests
- Fix intermittent crashes on Linux in the
multithreaded_computetest. By @jimblandy in #5129. - Refactor tests to read feature flags by name instead of a hardcoded hexadecimal u64. By @atlv24 in #5155.
- Add test that verifies that we can drop the queue before using the device to create a command encoder. By @Davidster in #5211
-
0.19.418 Apr 2024Release notes
Open source →Bug Fixes
General
- Don't depend on bind group and bind group layout entry order in backends. This caused incorrect severely incorrect command execution and, in some cases, crashes. By @ErichDonGubler in #5421.
- Properly clean up all write_buffer/texture temporary resources. By @robtfm in #5413.
- Fix deadlock in certain situations when mapping buffers using
wgpu-profiler. By @cwfitzgerald in #5517
WebGPU
- Correctly pass through timestamp queries to WebGPU. By @cwfitzgerald in #5527.
-
0.19.301 Mar 2024 withdrawnRelease notes
Open source →This release includes
wgpu,wgpu-core, andwgpu-hal. All other crates are unchanged.Major Changes
Vendored WebGPU Bindings from
web_sys--cfg=web_sys_unstable_apisis no longer needed in yourRUSTFLAGSto compile for WebGPU!!!While WebGPU's javascript api is stable in the browsers, the
web_sysbindings for WebGPU are still improving. As such they are hidden behind the special cfg--cfg=web_sys_unstable_apisand are not available by default. Everyone who wanted to use our WebGPU backend needed to enable this cfg in theirRUSTFLAGS. This was very inconvenient and made it hard to use WebGPU, especially when WebGPU is enabled by default. Additionally, the unstable APIs don't adhere to semver, so there were repeated breakages.To combat this problem we have decided to vendor the
web_sysbindings for WebGPU within the crate. Notably we are not forking the bindings, merely vendoring, so any improvements we make to the bindings will be contributed directly to upstreamweb_sys.By @cwfitzgerald in #5325.
Bug Fixes
General
- Fix an issue where command encoders weren't properly freed if an error occurred during command encoding. By @ErichDonGubler in #5251.
- Fix incorrect validation causing all indexed draws on render bundles to fail. By @wumpf in #5430.
Android
- Fix linking error when targeting android without
winit. By @ashdnazg in #5326.
-
0.19.229 Feb 2024 withdrawnRelease notes
Open source →This release includes
wgpu,wgpu-core,wgpu-hal,wgpu-types, andnaga. All other crates are unchanged.Added/New Features
General
wgpu::Idnow implementsPartialOrd/Ordallowing it to be put inBTreeMaps. By @cwfitzgerald and @9291Sam in #5176
OpenGL
- Log an error when OpenGL texture format heuristics fail. By @PolyMeilex in #5266
wgsl-out- Learned to generate acceleration structure types. By @JMS55 in #5261
Documentation
- Fix link in
wgpu::Instance::create_surfacedocumentation. By @HexoKnight in #5280. - Fix typo in
wgpu::CommandEncoder::clear_bufferdocumentation. By @PWhiddy in #5281. Surfaceconfiguration incorrectly claimed thatwgpu::Instance::create_surfacewas unsafe. By @hackaugusto in #5265.
Bug Fixes
General
- Device lost callbacks are invoked when replaced and when global is dropped. By @bradwerth in #5168
- Fix performance regression when allocating a large amount of resources of the same type. By @nical in #5229
- Fix docs.rs wasm32 builds. By @cwfitzgerald in #5310
- Improve error message when binding count limit hit. By @hackaugusto in #5298
- Remove an unnecessary
cloneduring GLSL shader ingestion. By @a1phyr in #5118. - Fix missing validation for
Device::clear_bufferwhereoffset + size > buffer.sizewas not checked whensizewas omitted. By @ErichDonGubler in #5282.
DX12
- Fix
panic!when droppingInstancewithoutInstanceFlags::VALIDATION. By @hakolao in #5134
OpenGL
- Fix internal format for the
Etc2Rgba8Unormformat. By @andristarr in #5178 - Try to load
libX11.so.6in addition tolibX11.soon linux. #5307 - Make use of
GL_EXT_texture_shadow_lodto support sampling a cube depth texture with an explicit LOD. By @cmrschwarz in #5171.
glsl-in- Fix code generation from nested loops. By @cwfitzgerald and @teoxoy in #5311
-
0.19.017 Jan 2024 withdrawnRelease notes
Open source →This release includes:
wgpuwgpu-corewgpu-halwgpu-typeswgpu-infonaga(skipped from 0.14 to 0.19)naga-cli(skipped from 0.14 to 0.19)d3d12(skipped from 0.7 to 0.19)
Improved Multithreading through internal use of Reference Counting
Large refactoring of wgpu’s internals aiming at reducing lock contention, and providing better performance when using wgpu on multiple threads.
By @gents83 in #3626 and thanks also to @jimblandy, @nical, @Wumpf, @Elabajaba & @cwfitzgerald
All Public Dependencies are Re-Exported
All of wgpu's public dependencies are now re-exported at the top level so that users don't need to take their own dependencies. This includes:
- wgpu-core
- wgpu-hal
- naga
- raw_window_handle
- web_sys
Feature Flag Changes
WebGPU & WebGL in the same Binary
Enabling
webglno longer removes thewebgpubackend.Instead, there's a new (default enabled)
webgpufeature that allows to explicitly opt-out ofwebgpuif so desired. If bothwebgl&webgpuare enabled,wgpu::Instancedecides upon creation whether to target wgpu-core/WebGL or WebGPU. This means that adapter selection is not handled as with regular adapters, but still allows to decide at runtime whetherwebgpuor thewebglbackend should be used using a single wasm binary. By @wumpf in #5044naga-irDedicated FeatureThe
naga-irfeature has been added to allow you to add naga module shaders without guessing about what other features needed to be enabled to get access to it. By @cwfitzgerald in #5063.expose-idsFeature available unconditionallyThis feature allowed you to call
global_idon any wgpu opaque handle to get a unique hashable identity for the given resource. This is now available without the feature flag. By @cwfitzgerald in #4841.dx12andmetalBackend Crate Featureswgpu now exposes backend feature for the Direct3D 12 (
dx12) and Metal (metal) backend. These are enabled by default, but don't do anything when not targeting the corresponding OS. By @daxpedda in #4815.Direct3D 11 Backend Removal
This backend had no functionality, and with the recent support for GL on Desktop, which allows wgpu to run on older devices, there was no need to keep this backend. By @valaphee in #4828.
WGPU_ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTEREnvironment VariableThis adds a way to allow a Vulkan driver which is non-compliant per
VK_KHR_driver_propertiesto be enumerated. This is intended for testing new Vulkan drivers which are not Vulkan compliant yet. By @i509VCB in #4754.DeviceExt::create_texture_with_dataallows Mip-Major DataPreviously,
DeviceExt::create_texture_with_dataonly allowed data to be provided in layer major order. There is now aorderparameter which allows you to specify if the data is in layer major or mip major order.let tex = ctx.device.create_texture_with_data( &queue, &descriptor, + wgpu::util::TextureDataOrder::LayerMajor, src_data, );By @cwfitzgerald in #4780.
Safe & unified Surface Creation
It is now possible to safely create a
wgpu::Surfacewithwgpu::Instance::create_surface()by lettingwgpu::Surfacehold a lifetime towindow. Passing an owned valuewindowtoSurfacewill return awgpu::Surface<'static>.All possible safe variants (owned windows and web canvases) are grouped using
wgpu::SurfaceTarget. Conversion towgpu::SurfaceTargetis automatic for any type implementingraw-window-handle'sHasWindowHandle&HasDisplayHandletraits, i.e. most window types. For web canvas types this has to be done explicitly:let surface: wgpu::Surface<'static> = instance.create_surface(wgpu::SurfaceTarget::Canvas(my_canvas))?;All unsafe variants are now grouped under
wgpu::Instance::create_surface_unsafewhich takes thewgpu::SurfaceTargetUnsafeenum and always returnswgpu::Surface<'static>.In order to create a
wgpu::Surface<'static>without passing ownership of the window usewgpu::SurfaceTargetUnsafe::from_window:let surface = unsafe { instance.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::from_window(&my_window))? };The easiest way to make this code safe is to use shared ownership:
let window: Arc<winit::Window>; // ... let surface = instance.create_surface(window.clone())?;All platform specific surface creation using points have moved into
SurfaceTargetUnsafeas well. For example:Safety by @daxpedda in #4597 Unification by @wumpf in #4984
Add partial Support for WGSL Abstract Types
Abstract types make numeric literals easier to use, by automatically converting literals and other constant expressions from abstract numeric types to concrete types when safe and necessary. For example, to build a vector of floating-point numbers, naga previously made you write:
vec3<f32>(1.0, 2.0, 3.0)With this change, you can now simply write:
vec3<f32>(1, 2, 3)Even though the literals are abstract integers, naga recognizes that it is safe and necessary to convert them to
f32values in order to build the vector. You can also use abstract values as initializers for global constants and global and local variables, like this:var unit_x: vec2<f32> = vec2(1, 0);The literals
1and0are abstract integers, and the expressionvec2(1, 0)is an abstract vector. However, naga recognizes that it can convert that to the concrete typevec2<f32>to satisfy the given type ofunit_x. The WGSL specification permits abstract integers and floating-point values in almost all contexts, but naga's support for this is still incomplete. Many WGSL operators and builtin functions are specified to produce abstract results when applied to abstract inputs, but for now naga simply concretizes them all before applying the operation. We will expand naga's abstract type support in subsequent pull requests. As part of this work, the public typesnaga::ScalarKindandnaga::Literalnow have new variants,AbstractIntandAbstractFloat.By @jimblandy in #4743, #4755.
Instance::enumerate_adaptersnow returnsVec<Adapter>instead of anExactSizeIteratorThis allows us to support WebGPU and WebGL in the same binary.
- let adapters: Vec<Adapter> = instance.enumerate_adapters(wgpu::Backends::all()).collect(); + let adapters: Vec<Adapter> = instance.enumerate_adapters(wgpu::Backends::all());By @wumpf in #5044
device.poll()now returns aMaintainResultinstead of aboolThis is a forward looking change, as we plan to add more information to the
MaintainResultin the future. This enum has the same data as the boolean, but with some useful helper functions.- let queue_finished: bool = device.poll(wgpu::Maintain::Wait); + let queue_finished: bool = device.poll(wgpu::Maintain::Wait).is_queue_empty();By @cwfitzgerald in #5053
New Features
General
- Added
DownlevelFlags::VERTEX_AND_INSTANCE_INDEX_RESPECTS_RESPECTIVE_FIRST_VALUE_IN_INDIRECT_DRAWto know if@builtin(vertex_index)and@builtin(instance_index)will respect thefirst_vertex/first_instancein indirect calls. If this is not present, both will always start counting from 0. Currently enabled on all backends except DX12. By @cwfitzgerald in #4722. - Added support for the
FLOAT32_FILTERABLEfeature (web and native, corresponds to WebGPU'sfloat32-filterable). By @almarklein in #4759. - GPU buffer memory is released during "lose the device". By @bradwerth in #4851.
- wgpu and wgpu-core cargo feature flags are now documented on docs.rs. By @wumpf in #4886.
- DeviceLostClosure is guaranteed to be invoked exactly once. By @bradwerth in #4862.
- Log vulkan validation layer messages during instance creation and destruction: By @exrook in #4586.
TextureFormat::block_sizeis deprecated, useTextureFormat::block_copy_sizeinstead: By @wumpf in #4647.- Rename of
DispatchIndirect,DrawIndexedIndirect, andDrawIndirecttypes in thewgpu::utilmodule toDispatchIndirectArgs,DrawIndexedIndirectArgs, andDrawIndirectArgs. By @cwfitzgerald in #4723. - Make the size parameter of
encoder.clear_bufferanOption<u64>instead ofOption<NonZero<u64>>. By @nical in #4737. - Reduce the
infolog level noise. By @nical in #4769, #4711 and #4772 - Rename
features&limitsfields ofDeviceDescriptortorequired_features&required_limits. By @teoxoy in #4803. SurfaceConfigurationnow exposesdesired_maximum_frame_latencywhich was previously hard-coded to 2. By setting it to 1 you can reduce latency under the risk of making GPU & CPU work sequential. Currently, on DX12 this affects theMaximumFrameLatency, on all other backends except OpenGL the size of the swapchain (on OpenGL this has no effect). By @emilk & @wumpf in #4899
OpenGL
@builtin(instance_index)now properly reflects the range provided in the draw call instead of always counting from 0. By @cwfitzgerald in #4722.- Desktop GL now supports
POLYGON_MODE_LINEandPOLYGON_MODE_POINT. By @valaphee in #4836.
naga
- naga's WGSL front end now allows operators to produce values with abstract types, rather than concretizing their operands. By @jimblandy in #4850 and #4870.
- naga's WGSL front and back ends now have experimental support for 64-bit floating-point literals:
1.0lfdenotes anf64value. There has been experimental support for anf64type for a while, but until now there was no syntax for writing literals with that type. As before, naga module validation rejectsf64values unlessnaga::valid::Capabilities::FLOAT64is requested. By @jimblandy in #4747. - naga constant evaluation can now process binary operators whose operands are both vectors. By @jimblandy in #4861.
- Add
--bulk-validateoption to naga CLI. By @jimblandy in #4871. - naga's
cargo xtask validatenow runs validation jobs in parallel, using the jobserver protocol to limit concurrency, and offers avalidate allsubcommand, which runs all available validation types. By @jimblandy in #4902. - Remove
spanandvalidatefeatures. Always fully validate shader modules, and always track source positions for use in error messages. By @teoxoy in #4706. - Introduce a new
Scalarstruct type for use in naga's IR, and update all frontend, middle, and backend code appropriately. By @jimblandy in #4673. - Add more metal keywords. By @fornwall in #4707.
- Add a new
naga::Literalvariant,I64, for signed 64-bit literals. #4711. - Emit and init
structmember padding always. By @ErichDonGubler in #4701. - In WGSL output, always include the
isuffix oni32literals. By @jimblandy in #4863. - In WGSL output, always include the
fsuffix onf32literals. By @jimblandy in #4869.
Bug Fixes
General
BufferMappedRangetrait is nowWasmNotSendSync, i.e. it isSend/Syncif not on wasm orfragile-send-sync-non-atomic-wasmis enabled. By @wumpf in #4818.- Align
wgpu_types::CompositeAlphaModeserde serialization to spec. By @littledivy in #4940. - Fix error message of
ConfigureSurfaceError::TooLarge. By @Dinnerbone in #4960. - Fix dropping of
DeviceLostCallbackCparams. By @bradwerth in #5032. - Fixed a number of panics. By @nical in #4999, #5014, #5024, #5025, #5026, #5027, #5028 and #5042.
- No longer validate surfaces against their allowed extent range on configure. This caused warnings that were almost impossible to avoid. As before, the resulting behavior depends on the compositor. By @wumpf in #4796.
DX12
- Fixed D3D12_SUBRESOURCE_FOOTPRINT calculation for block compressed textures which caused a crash with
Queue::write_textureon DX12. By @DTZxPorter in #4990.
Vulkan
- Use
VK_EXT_robustness2only when not using an outdated intel iGPU driver. By @TheoDulka in #4602.
WebGPU
- Allow calling
BufferSlice::get_mapped_rangemultiple times on the same buffer slice (instead of throwing a Javascript exception). By @DouglasDwyer in #4726.
WGL
- Create a hidden window per
wgpu::Instanceinstead of sharing a global one. By @Zoxc in #4603
naga
- Make module compaction preserve the module's named types, even if they are unused. By @jimblandy in #4734.
- Improve algorithm used by module compaction. By @jimblandy in #4662.
- When reading GLSL, fix the argument types of the double-precision floating-point overloads of the
dot,reflect,distance, andldexpbuiltin functions. Correct the WGSL generated for constructing 64-bit floating-point matrices. Add tests for all the above. By @jimblandy in #4684. - Allow naga's IR types to represent matrices with elements elements of any scalar kind. This makes it possible for naga IR types to represent WGSL abstract matrices. By @jimblandy in #4735.
- Preserve the source spans for constants and expressions correctly across module compaction. By @jimblandy in #4696.
- Record the names of WGSL
aliasdeclarations in naga IRTypes. By @jimblandy in #4733.
Metal
- Allow the
COPY_SRCusage flag in surface configuration. By @Toqozz in #4852.
Examples
-
0.18.115 Nov 2023 withdrawnRelease notes
Open source →(naga version 0.14.1)
Bug Fixes
General
- Fix panic in
Surface::configurein debug builds. By @cwfitzgerald in #4635 - Fix crash when all the following are true: By @teoxoy in ##4642
- Passing a naga module directly to
Device::create_shader_module. InstanceFlags::DEBUGis enabled.
- Passing a naga module directly to
DX12
- Always use HLSL 2018 when using DXC to compile HLSL shaders. By @daxpedda in #4629
Metal
- In Metal Shading Language output, fix issue where local variables were sometimes using variable names from previous functions. By @DJMcNab in #4594
- Fix panic in
-
0.18.025 Oct 2023 withdrawnRelease notes
Open source →For naga changelogs at or before v0.14.0. See naga's changelog.
Desktop OpenGL 3.3+ Support on Windows
We now support OpenGL on Windows! This brings support for a vast majority of the hardware that used to be covered by our DX11 backend. As of this writing we support OpenGL 3.3+, though there are efforts to reduce that further.
This allows us to cover the last 12 years of Intel GPUs (starting with Ivy Bridge; aka 3xxx), and the last 16 years of AMD (starting with Terascale; aka HD 2000) / NVidia GPUs (starting with Tesla; aka GeForce 8xxx).
By @Zoxc in #4248
Timestamp Queries Supported on Metal and OpenGL
Timestamp queries are now supported on both Metal and Desktop OpenGL. On Apple chips on Metal, they only support timestamp queries in command buffers or in the renderpass descriptor, they do not support them inside a pass.
Metal: By @Wumpf in #4008 OpenGL: By @Zoxc in #4267
Render/Compute Pass Query Writes
Addition of the
TimestampWritestype to compute and render pass descriptors to allow profiling on tilers which do not support timestamps inside passes.Added an example to demonstrate the various kinds of timestamps.
Additionally, metal now supports timestamp queries!
By @FL33TW00D & @wumpf in #3636.
Occlusion Queries
We now support binary occlusion queries! This allows you to determine if any of the draw calls within the query drew any pixels.
Use the new
occlusion_query_setfield onRenderPassDescriptorto give a query set that occlusion queries will write to.let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { // ... + occlusion_query_set: Some(&my_occlusion_query_set), });Within the renderpass do the following to write the occlusion query results to the query set at the given index:
rpass.begin_occlusion_query(index); rpass.draw(...); rpass.draw(...); rpass.end_occlusion_query();These are binary occlusion queries, so the result will be either 0 or an unspecified non-zero value.
By @Valaphee in #3402
Shader Improvements
// WGSL constant expressions are now supported! const BLAH: u32 = 1u + 1u; // `rgb10a2uint` and `bgra8unorm` can now be used as a storage image format. var image: texture_storage_2d<rgb10a2uint, write>; var image: texture_storage_2d<bgra8unorm, write>; // You can now use dual source blending! struct FragmentOutput{ @location(0) source1: vec4<f32>, @location(0) @second_blend_source source2: vec4<f32>, } // `modf`/`frexp` now return structures let result = modf(1.5); result.fract == 0.5; result.whole == 1.0; let result = frexp(1.5); result.fract == 0.75; result.exponent == 2i; // `modf`/`frexp` are currently disabled on GLSL and SPIR-V input.Shader Validation Improvements
// Cannot get pointer to a workgroup variable fn func(p: ptr<workgroup, u32>); // ERROR // Cannot create Inf/NaN through constant expressions const INF: f32 = 3.40282347e+38 + 1.0; // ERROR const NAN: f32 = 0.0 / 0.0; // ERROR // `outerProduct` function removed // Error on repeated or missing `@workgroup_size()` @workgroup_size(1) @workgroup_size(2) // ERROR fn compute_main() {} // Error on repeated attributes. fn fragment_main(@location(0) @location(0) location_0: f32) // ERRORRenderPass
StoreOpis now Enumerationwgpu::Operations::storeused to be an underdocumented boolean value, causing misunderstandings of the effect of setting it tofalse.The API now more closely resembles WebGPU which distinguishes between
storeanddiscard, see WebGPU spec on GPUStoreOp.// ... depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), - store: false, + store: wgpu::StoreOp::Discard, }), // ...By @wumpf in #4147
Instance Descriptor Settings
The instance descriptor grew two more fields:
flagsandgles_minor_version.flagsallow you to toggle the underlying api validation layers, debug information about shaders and objects in capture programs, and the ability to discard labelsgles_minor_versionis a rather niche feature that allows you to force the GLES backend to use a specific minor version, this is useful to get ANGLE to enable more than GLES 3.0.let instance = wgpu::Instance::new(InstanceDescriptor { ... + flags: wgpu::InstanceFlags::default() + gles_minor_version: wgpu::Gles3MinorVersion::Automatic, });gles_minor_version: By @PJB3005 in #3998flags: By @nical in #4230Many New Examples!
- Added the following examples: By @JustAnotherCodemonkey in #3885.
Revamped Testing Suite
Our testing harness was completely revamped and now automatically runs against all gpus in the system, shows the expected status of every test, and is tolerant to flakes.
Additionally, we have filled out our CI to now run the latest versions of WARP and Mesa. This means we can test even more features on CI than before.
By @cwfitzgerald in #3873
The GLES backend is now optional on macOS
The
anglefeature flag has to be set for the GLES backend to be enabled on Windows & macOS.By @teoxoy in #4185
Added/New Features
Changes
General
- Omit texture store bound checks since they are no-ops if out of bounds on all APIs. By @teoxoy in #3975
- Validate
DownlevelFlags::READ_ONLY_DEPTH_STENCIL. By @teoxoy in #4031 - Add validation in accordance with WebGPU
setViewportvalid usage forx,yandthis.[[attachment_size]]. By @James2022-rgb in #4058 wgpu::CreateSurfaceErrorandwgpu::RequestDeviceErrornow give details of the failure, but no longer implementPartialEqand cannot be constructed. By @kpreid in #4066 and #4145- Make
WGPU_POWER_PREF=nonea valid value. By @fornwall in 4076 - Support dual source blending in OpenGL ES, Metal, Vulkan & DX12. By @freqmod in 4022
- Add stub support for device destroy and device validity. By @bradwerth in 4163 and in 4212
- Add trace-level logging for most entry points in wgpu-core By @nical in 4183
- Add
Rgb10a2Uintformat. By @teoxoy in 4199 - Validate that resources are used on the right device. By @nical in 4207
- Expose instance flags.
- Add support for the bgra8unorm-storage feature. By @jinleili and @nical in #4228
- Calls to lost devices now return
DeviceError::Lostinstead ofDeviceError::Invalid. By @bradwerth in #4238 - Let the
"strict_asserts"feature enable check that wgpu-core's lock-ordering tokens are unique per thread. By @jimblandy in #4258 - Allow filtering labels out before they are passed to GPU drivers by @nical in https://github.com/gfx-rs/wgpu/pull/4246
DeviceLostClosurecallback mechanism provided so user agents can resolveGPUDevice.lostPromises at the appropriate time by @bradwerth in #4645
Vulkan
- Rename
wgpu_hal::vulkan::Instance::required_extensionstodesired_extensions. By @jimblandy in #4115 - Don't bother calling
vkFreeCommandBufferswhenvkDestroyCommandPoolwill take care of that for us. By @jimblandy in #4059
DX12
- Bump
gpu-allocatorto 0.23. By @Elabajaba in #4198
Documentation
- Use WGSL for VertexFormat example types. By @ScanMountGoat in #4035
- Fix description of
Features::TEXTURE_COMPRESSION_ASTC_HDRin #4157
Bug Fixes
General
- Derive storage bindings via
naga::StorageAccessinstead ofnaga::GlobalUse. By @teoxoy in #3985. Queue::on_submitted_work_donecallbacks will now always be called after all previousBufferSlice::map_asynccallbacks, even when there are no active submissions. By @cwfitzgerald in #4036.- Fix
cleartexture views being leaked whenwgpu::SurfaceTextureis dropped before it is presented. By @rajveermalviya in #4057. - Add
Feature::SHADER_UNUSED_VERTEX_OUTPUTto allow unused vertex shader outputs. By @Aaron1011 in #4116. - Fix a panic in
surface_configure. By @nical in #4220 and #4227 - Pipelines register their implicit layouts in error cases. By @bradwerth in #4624
- Better handle explicit destruction of textures and buffers. By @nical in #4657
Vulkan
- Fix enabling
wgpu::Features::PARTIALLY_BOUND_BINDING_ARRAYnot being actually enabled in vulkan backend. By @39ali in#3772. - Don't pass
vk::InstanceCreateFlags::ENUMERATE_PORTABILITY_KHRunless theVK_KHR_portability_enumerationextension is available. By @jimblandy in#4038. - Enhancement of [#4038], using ash's definition instead of hard-coded c_str. By @hybcloud in#4044.
- Enable vulkan presentation on (Linux) Intel Mesa >= v21.2. By @flukejones in#4110
DX12
- DX12 doesn't support `Features::POLYGON_MODE_POINT``. By @teoxoy in #4032.
- Set
Features::VERTEX_WRITABLE_STORAGEbased on the right feature level. By @teoxoy in #4033.
Metal
- Ensure that MTLCommandEncoder calls endEncoding before it is deallocated. By @bradwerth in #4023
WebGPU
- Ensure that limit requests and reporting is done correctly. By @OptimisticPeach in #4107
- Validate usage of polygon mode. By @teoxoy in #4196
GLES
- enable/disable blending per attachment only when available (on ES 3.2 or higher). By @teoxoy in #4234
Documentation
- Add an overview of
RenderPassand how render state works. By @kpreid in #4055
Examples
- Created
wgpu-example::utilsmodule to contain misc functions and such that are common code but aren't part of the example framework. Add to it the functionsoutput_image_wasmandoutput_image_native, both for outputtingVec<u8>RGBA images either to the disc or the web page. By @JustAnotherCodemonkey in #3885. - Removed
captureexample as it had issues (did not run on wasm) and has been replaced byrender-to-texture(see above). By @JustAnotherCodemonkey in #3885.
-
0.17.127 Sep 2023Release notes
Open source →Added/New Features
- Add
get_mapped_range_as_array_bufferfor faster buffer read-backs in wasm builds. By @ryankaplan in [#4042] (https://github.com/gfx-rs/wgpu/pull/4042).
Bug Fixes
DX12
- Fix panic on resize when using DX12. By @cwfitzgerald in #4106
Vulkan
- Add
-
0.17.021 Jul 2023Release notes
Open source →This is the first release that featured
wgpu-infoas a binary crate for getting information about what devices wgpu sees in your system. It can dump the information in both human readable format and json.Major Changes
This release was fairly minor as breaking changes go.
wgputypes now!Send!Syncon wasmUp until this point, wgpu has made the assumption that threads do not exist on wasm. With the rise of libraries like
wasm_threadmaking it easier and easier to do wasm multithreading this assumption is no longer sound. As all wgpu objects contain references into the JS heap, they cannot leave the thread they started on.As we understand that this change might be very inconvenient for users who don't care about wasm threading, there is a crate feature which re-enables the old behavior:
fragile-send-sync-non-atomic-wasm. So long as you don't compile your code with-Ctarget-feature=+atomics,SendandSyncwill be implemented again on wgpu types on wasm. As the name implies, especially for libraries, this is very fragile, as you don't know if a user will want to compile with atomics (and therefore threads) or not.By @daxpedda in #3691
Power Preference is now optional
The
power_preferencefield ofRequestAdapterOptionsis now optional. If it isPowerPreference::None, we will choose the first available adapter, preferring GPU adapters over CPU adapters.By @Aaron1011 in #3903
initialize_adapter_from_envargument changesRemoved the backend_bits parameter from
initialize_adapter_from_envandinitialize_adapter_from_env_or_default. If you want to limit the backends used by this function, only enable the wanted backends in the instance.Added a compatible surface parameter, to ensure the given device is able to be presented onto the given surface.
- wgpu::util::initialize_adapter_from_env(instance, backend_bits); + wgpu::util::initialize_adapter_from_env(instance, Some(&compatible_surface));By @fornwall in #3904 and #3905
Misc Breaking Changes
- Change
AdapterInfo::{device,vendor}to beu32instead ofusize. By @ameknite in #3760
Changes
- Added support for importing external buffers using
buffer_from_raw(Dx12, Metal, Vulkan) andcreate_buffer_from_hal. By @AdrianEddy in #3355
Vulkan
- Work around Vulkan-ValidationLayers#5671 by ignoring reports of violations of VUID-vkCmdEndDebugUtilsLabelEXT-commandBuffer-01912. By @jimblandy in #3809.
Added/New Features
General
- Empty scissor rects are allowed now, matching the specification. by @PJB3005 in #3863.
- Add back components info to
TextureFormats. By @teoxoy in #3843. - Add
get_mapped_range_as_array_bufferfor faster buffer read-backs in wasm builds. By @ryankaplan in [#4042] (https://github.com/gfx-rs/wgpu/pull/4042).
Documentation
- Better documentation for draw, draw_indexed, set_viewport and set_scissor_rect. By @genusistimelord in #3860
- Fix link to
GPUVertexBufferLayout. By @fornwall in #3906 - Document feature requirements for
DEPTH32FLOAT_STENCIL8by @ErichDonGubler in #3734. - Flesh out docs. for
AdapterInfo::{device,vendor}by @ErichDonGubler in #3763. - Spell out which sizes are in bytes. By @jimblandy in #3773.
- Validate that
descriptor.usageis not empty increate_bufferby @nical in #3928 - Update
max_bindings_per_bind_grouplimit to reflect spec changes by @ErichDonGubler and @nical in #3943 #3942 - Add better docs for
Limits, listing the actual limits returned bydownlevel_defaultsanddownlevel_webgl2_defaultsby @JustAnotherCodemonkey in #3988
Bug Fixes
General
- Fix order of arguments to glPolygonOffset by @komadori in #3783.
- Fix OpenGL/EGL backend not respecting non-sRGB texture formats in
SurfaceConfiguration. by @liquidev in #3817 - Make write- and read-only marked buffers match non-readonly layouts. by @fornwall in #3893
- Fix leaking X11 connections. by @wez in #3924
- Fix ASTC feature selection in the webgl backend. by @expenses in #3934
- Fix Multiview to disable validation of TextureViewDimension and ArrayLayerCount. By @MalekiRe in #3779.
Vulkan
- Fix incorrect aspect in barriers when using emulated Stencil8 textures. By @cwfitzgerald in #3833.
- Implement depth-clip-control using depthClamp instead of VK_EXT_depth_clip_enable. By @AlbinBernhardssonARM #3892.
- Fix enabling
wgpu::Features::PARTIALLY_BOUND_BINDING_ARRAYnot being actually enabled in vulkan backend. By @39ali in#3772.
Metal
- Fix renderpasses being used inside of renderpasses. By @cwfitzgerald in #3828
- Support (simulated) visionOS. By @jinleili in #3883
DX12
- Disable suballocation on Intel Iris(R) Xe. By @xiaopengli89 in #3668
- Change the
max_buffer_sizelimit fromu64::MAXtoi32::MAX. By @nical in #4020
WebGPU
- Use
get_preferred_canvas_format()to fillformatsofSurfaceCapabilities. By @jinleili in #3744
Examples
- Change
-
0.16.125 May 2023Release notes
Open source →Bug Fixes
- Fix missing 4X MSAA support on some OpenGL backends. By @emilk in #3780
General
- Fix crash on dropping
wgpu::CommandBuffer. By @wumpf in #3726. - Use
u32s internally for bind group indices, rather thanu8. By @ErichDonGubler in #3743.
WebGPU
- Fix crash when calling
create_surface_from_canvas. By @grovesNL in #3718
-
0.16.020 Apr 2023Release notes
Open source →Major changes
Shader Changes
typehas been replaced withaliasto match with upstream WebGPU.- type MyType = vec4<u32>; + alias MyType = vec4<u32>;TextureFormat info API
The
TextureFormat::describefunction was removed in favor of separate functions:block_dimensions,is_compressed,is_srgb,required_features,guaranteed_format_features,sample_typeandblock_size.- let block_dimensions = format.describe().block_dimensions; + let block_dimensions = format.block_dimensions(); - let is_compressed = format.describe().is_compressed(); + let is_compressed = format.is_compressed(); - let is_srgb = format.describe().srgb; + let is_srgb = format.is_srgb(); - let required_features = format.describe().required_features; + let required_features = format.required_features();Additionally
guaranteed_format_featuresnow takes a set of features to assume are enabled.- let guaranteed_format_features = format.describe().guaranteed_format_features; + let guaranteed_format_features = format.guaranteed_format_features(device.features());Additionally
sample_typeandblock_sizenow take an optionalTextureAspectand returnOptions.- let sample_type = format.describe().sample_type; + let sample_type = format.sample_type(None).expect("combined depth-stencil format requires specifying a TextureAspect"); - let block_size = format.describe().block_size; + let block_size = format.block_size(None).expect("combined depth-stencil format requires specifying a TextureAspect");By @teoxoy in #3436
BufferUsages::QUERY_RESOLVE
Buffers used as the
destinationargument ofCommandEncoder::resolve_query_setnow have to contain theQUERY_RESOLVEusage instead of theCOPY_DSTusage.let destination = device.create_buffer(&wgpu::BufferDescriptor { // ... - usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ, + usage: wgpu::BufferUsages::QUERY_RESOLVE | wgpu::BufferUsages::MAP_READ, mapped_at_creation: false, }); command_encoder.resolve_query_set(&query_set, query_range, &destination, destination_offset);By @JolifantoBambla in #3489
Renamed features
The following
Featureshave been renamed.SHADER_FLOAT16->SHADER_F16SHADER_FLOAT64->SHADER_F64SHADER_INT16->SHADER_I16TEXTURE_COMPRESSION_ASTC_LDR->TEXTURE_COMPRESSION_ASTCWRITE_TIMESTAMP_INSIDE_PASSES->TIMESTAMP_QUERY_INSIDE_PASSES
By @teoxoy in #3534
Anisotropic Filtering
Anisotropic filtering has been brought in line with the spec. The anisotropic clamp is now a
u16(was aOption<u8>) which must be at least 1.If the anisotropy clamp is not 1, all the filters in a sampler must be
Linear.SamplerDescriptor { - anisotropic_clamp: None, + anisotropic_clamp: 1, }By @cwfitzgerald in #3610.
TextureFormat Names
Some texture format names have changed to get back in line with the spec.
- TextureFormat::Bc6hRgbSfloat + TextureFormat::Bc6hRgbFloatBy @cwfitzgerald in #3671.
Misc Breaking Changes
- Change type of
mip_level_countandarray_layer_count(members ofTextureViewDescriptorandImageSubresourceRange) fromOption<NonZeroU32>toOption<u32>. By @teoxoy in #3445 - Change type of
bytes_per_rowandrows_per_image(members ofImageDataLayout) fromOption<NonZeroU32>toOption<u32>. By @teoxoy in #3529 - On Web,
Instance::create_surface_from_canvas()andcreate_surface_from_offscreen_canvas()now take the canvas by value. By @daxpedda in #3690
Added/New Features
General
- Added feature flags for ray-tracing (currently only hal):
RAY_QUERYandRAY_TRACING@daniel-keitel (started by @expenses) in #3507
Vulkan
- Implemented basic ray-tracing api for acceleration structures, and ray-queries @daniel-keitel (started by @expenses) in #3507
Hal
- Added basic ray-tracing api for acceleration structures, and ray-queries @daniel-keitel (started by @expenses) in #3507
Changes
General
- Added
TextureFormatFeatureFlags::MULTISAMPLE_X16. By @Dinnerbone in #3454 - Added
BufferUsages::QUERY_RESOLVE. By @JolifantoBambla in #3489 - Support stencil-only views and copying to/from combined depth-stencil textures. By @teoxoy in #3436
- Added
Features::SHADER_EARLY_DEPTH_TEST. By @teoxoy in #3494 - All
fxhashdependencies have been replaced withrustc-hash. By @james7132 in #3502 - Allow copying of textures with copy-compatible formats. By @teoxoy in #3528
- Improve attachment related errors. By @cwfitzgerald in #3549
- Make error descriptions all upper case. By @cwfitzgerald in #3549
- Don't include ANSI terminal color escape sequences in shader module validation error messages. By @jimblandy in #3591
- Report error messages from DXC compile. By @Davidster in #3632
- Error in native when using a filterable
TextureSampleType::Floaton a multisampleBindingType::Texture. By @mockersf in #3686 - On Web, the size of the canvas is adjusted when using
Surface::configure(). If the canvas was given an explicit size (via CSS), this will not affect the visual size of the canvas. By @daxpedda in #3690 - Added
Global::create_render_bundle_error. By @jimblandy in #3746
WebGPU
- Implement the new checks for readonly stencils. By @JCapucho in #3443
- Reimplement
adapter|device_features. By @jinleili in #3428 - Implement
command_encoder_resolve_query_set. By @JolifantoBambla in #3489 - Add support for
Features::RG11B10UFLOAT_RENDERABLE. By @mockersf in #3689
Vulkan
- Set
max_memory_allocation_sizeviaPhysicalDeviceMaintenance3Properties. By @jinleili in #3567 - Silence false-positive validation error about surface resizing. By @seabassjh in #3627
Bug Fixes
General
copyTextureToTexturesrc/dst aspects must both refer to all aspects of src/dst format. By @teoxoy in #3431- Validate before extracting texture selectors. By @teoxoy in #3487
- Fix fatal errors (those which panic even if an error handler is set) not including all of the details. By @kpreid in #3563
- Validate shader location clashes. By @emilk in #3613
- Fix surfaces not being dropped until exit. By @benjaminschaaf in #3647
WebGPU
- Fix handling of
Nonevalues fordepth_opsandstencil_opsinRenderPassDescriptor::depth_stencil_attachment. By @niklaskorz in #3660 - Avoid using
WasmAbifunctions for WebGPU backend. By @grovesNL in #3657
DX12
- Use typeless formats for textures that might be viewed as srgb or non-srgb. By @teoxoy in #3555
GLES
- Set FORCE_POINT_SIZE if it is vertex shader with mesh consist of point list. By @REASY in 3440
- Remove unwraps inside
surface.configure. By @cwfitzgerald in #3585 - Fix
copy_external_image_to_texture,copy_texture_to_textureandcopy_buffer_to_texturenot taking the specified index into account if the target texture is a cube map, 2D texture array or cube map array. By @daxpedda #3641 - Fix disabling of vertex attributes with non-consecutive locations. By @Azorlogh in #3706
Metal
- Fix metal erroring on an
array_strideof 0. By @teoxoy in #3538 create_texturereturns an error ifnew_texturereturns NULL. By @jinleili in #3554- Fix shader bounds checking being ignored. By @FL33TW00D in #3603
Vulkan
- Treat
VK_SUBOPTIMAL_KHRasVK_SUCCESSon Android due to rotation issues. By @James2022-rgb in #3525
Examples
- Use
BufferUsages::QUERY_RESOLVEinstead ofBufferUsages::COPY_DSTfor buffers used inCommandEncoder::resolve_query_setcalls inmipmapexample. By @JolifantoBambla in #3489
-
0.15.109 Feb 2023Nothing published for this version
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0.15.026 Jan 2023Nothing published for this version
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0.14.230 Nov 2022Nothing published for this version
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0.14.005 Oct 2022Nothing published for this version
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0.13.214 Jul 2022Nothing published for this version
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0.13.103 Jul 2022Nothing published for this version
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0.13.001 Jul 2022Nothing published for this version
-
0.12.210 Jan 2022Release notes
Open source →- fix tracy compile error
- fix buffer binding limits beyond 2Gb
- fix zero initialization of 3D textures
- Metal:
- fix surface texture views
- Gles:
- extend
libwaylandsearch paths
- extend
-
0.12.129 Dec 2021Release notes
Open source →- zero initialization uses now render target clears when possible (faster and doesn't enforce COPY_DST internally if not necessary)
- fix use of MSAA targets in WebGL
- fix not providing
COPY_DSTflag for textures causing assertions in some cases - fix surface textures not getting zero initialized
- clear_texture supports now depth/stencil targets
- error message on creating depth/stencil volume texture
- Vulkan:
- fix validation error on debug message types
- DX12:
- fix check for integrated GPUs
- fix stencil subresource transitions
- Metal:
- implement push constants
- zero initialization uses now render target clears when possible (faster and doesn't enforce COPY_DST internally if not necessary)
-
0.12.018 Dec 2021Nothing published for this version
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0.11.302 Dec 2021Nothing published for this version
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0.11.222 Oct 2021Nothing published for this version
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0.11.115 Oct 2021Nothing published for this version
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0.11.007 Oct 2021Nothing published for this version
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0.10.423 Sep 2021Nothing published for this version
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0.10.319 Sep 2021Nothing published for this version
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0.10.201 Sep 2021Nothing published for this version
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0.10.124 Aug 2021Nothing published for this version
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0.10.018 Aug 2021Nothing published for this version
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0.9.330 Nov 2022Nothing published for this version
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0.9.217 Jul 2021Nothing published for this version
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0.9.113 Jul 2021Nothing published for this version
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0.9.019 Jun 2021Nothing published for this version