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# wgpu
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[![Matrix Space ](https://img.shields.io/static/v1?label=Space&message=%23Wgpu&color=blue&logo=matrix )](https://matrix.to/#/#Wgpu:matrix.org)
[![Dev Matrix ](https://img.shields.io/static/v1?label=devs&message=%23wgpu&color=blueviolet&logo=matrix )](https://matrix.to/#/#wgpu:matrix.org)
[![User Matrix ](https://img.shields.io/static/v1?label=users&message=%23wgpu-users&color=blueviolet&logo=matrix )](https://matrix.to/#/#wgpu-users:matrix.org)
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[![Build Status ](https://github.com/gfx-rs/wgpu/workflows/CI/badge.svg )](https://github.com/gfx-rs/wgpu/actions)
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[![codecov.io ](https://codecov.io/gh/gfx-rs/wgpu/branch/trunk/graph/badge.svg?token=84qJTesmeS )](https://codecov.io/gh/gfx-rs/wgpu)
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`wgpu` is a cross-platform, safe, pure-rust graphics api. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
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The api is based on the [WebGPU standard ](https://gpuweb.github.io/gpuweb/ ). It serves as the core of the WebGPU integration in Firefox and Deno.
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## Repo Overview
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The repository hosts the following libraries:
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- [![Crates.io ](https://img.shields.io/crates/v/wgpu.svg?label=wgpu )](https://crates.io/crates/wgpu) [![docs.rs ](https://docs.rs/wgpu/badge.svg )](https://docs.rs/wgpu/) - User facing Rust API.
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- [![Crates.io ](https://img.shields.io/crates/v/wgpu-core.svg?label=wgpu-core )](https://crates.io/crates/wgpu-core) [![docs.rs ](https://docs.rs/wgpu-core/badge.svg )](https://docs.rs/wgpu-core/) - Internal safe implementation.
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- [![Crates.io ](https://img.shields.io/crates/v/wgpu-hal.svg?label=wgpu-hal )](https://crates.io/crates/wgpu-hal) [![docs.rs ](https://docs.rs/wgpu-hal/badge.svg )](https://docs.rs/wgpu-hal/) - Internal unsafe GPU API abstraction layer.
- [![Crates.io ](https://img.shields.io/crates/v/wgpu-types.svg?label=wgpu-types )](https://crates.io/crates/wgpu-types) [![docs.rs ](https://docs.rs/wgpu-types/badge.svg )](https://docs.rs/wgpu-types/) - Rust types shared between all crates.
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- [![Crates.io ](https://img.shields.io/crates/v/naga.svg?label=naga )](https://crates.io/crates/naga) [![docs.rs ](https://docs.rs/naga/badge.svg )](https://docs.rs/naga/) - Stand-alone shader translation library.
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- [![Crates.io ](https://img.shields.io/crates/v/d3d12.svg?label=d3d12 )](https://crates.io/crates/d3d12) [![docs.rs ](https://docs.rs/d3d12/badge.svg )](https://docs.rs/d3d12/) - Collection of thin abstractions over d3d12.
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- [![Crates.io ](https://img.shields.io/crates/v/deno_webgpu.svg?label=deno_webgpu )](https://crates.io/crates/deno_webgpu) - WebGPU implementation for the Deno JavaScript/TypeScript runtime
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The following binaries:
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- [![Crates.io ](https://img.shields.io/crates/v/naga-cli.svg?label=naga-cli )](https://crates.io/crates/naga-cli) - Tool for translating shaders between different languages using naga.
- [![Crates.io ](https://img.shields.io/crates/v/wgpu-info.svg?label=wgpu-info )](https://crates.io/crates/wgpu-info) - Tool for getting information on GPUs in the system.
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- `cts_runner` - WebGPU Conformance Test Suite runner using `deno_webgpu` .
- `player` - standalone application for replaying the API traces.
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For an overview of all the components in the gfx-rs ecosystem, see [the big picture ](./etc/big-picture.png ).
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## Getting Started
### Rust
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Rust examples can be found at [wgpu/examples ](examples ). You can run the examples on native with `cargo run --bin wgpu-examples <example>` . See the [list of examples ](examples ).
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To run the examples on WebGPU on wasm, run `cargo xtask run-wasm --bin wgpu-example` . Then connect to `http://localhost:8000` in your WebGPU enabled browser, and you can choose an example to run.
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To run the examples on WebGL on wasm, run `cargo xtask run-wasm --bin wgpu-example --features webgl` . Then connect to `http://localhost:8000` in your WebGL enabled browser, and you can choose an example to run.
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If you are looking for a wgpu tutorial, look at the following:
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- https://sotrh.github.io/learn-wgpu/
### C/C++
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To use wgpu in C/C++, you need [wgpu-native ](https://github.com/gfx-rs/wgpu-native ).
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If you are looking for a wgpu C++ tutorial, look at the following:
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- https://eliemichel.github.io/LearnWebGPU/
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### Others
If you want to use wgpu in other languages, there are many bindings to wgpu-native from languages such as Python, D, Julia, Kotlin, and more. See [the list ](https://github.com/gfx-rs/wgpu-native#bindings ).
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## Community
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We have the Matrix space [![Matrix Space ](https://img.shields.io/static/v1?label=Space&message=%23Wgpu&color=blue&logo=matrix )](https://matrix.to/#/#Wgpu:matrix.org) with a few different rooms that form the wgpu community:
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- [![Wgpu Matrix ](https://img.shields.io/static/v1?label=wgpu-devs&message=%23wgpu&color=blueviolet&logo=matrix )](https://matrix.to/#/#wgpu:matrix.org) - discussion of the wgpu's development.
- [![Naga Matrix ](https://img.shields.io/static/v1?label=naga-devs&message=%23naga&color=blueviolet&logo=matrix )](https://matrix.to/#/#naga:matrix.org) - discussion of the naga's development.
- [![User Matrix ](https://img.shields.io/static/v1?label=wgpu-users&message=%23wgpu-users&color=blueviolet&logo=matrix )](https://matrix.to/#/#wgpu-users:matrix.org) - discussion of using the library and the surrounding ecosystem.
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- [![Random Matrix ](https://img.shields.io/static/v1?label=random&message=%23wgpu-random&color=blueviolet&logo=matrix )](https://matrix.to/#/#wgpu-random:matrix.org) - discussion of everything else.
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## Wiki
We have a [wiki ](https://github.com/gfx-rs/wgpu/wiki ) that serves as a knowledge base.
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## Supported Platforms
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| API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
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| ----------- | ------------------------------ | ------------------ | ------------------------- | ------------------------- |
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| Vulkan | :white_check_mark: | :white_check_mark: | :volcano: | |
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| Metal | | | :white_check_mark: | |
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| DX12 | :white_check_mark: | | | |
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| DX11 | :hammer_and_wrench: | | | |
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| OpenGL | :ok: (GL 3.3+) | :ok: (GL ES 3.0+) | :triangular_ruler: | :ok: (WebGL2) |
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| WebGPU | | | | :white_check_mark: |
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:white_check_mark: = First Class Support
:ok: = Downlevel/Best Effort Support
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:triangular_ruler: = Requires the [ANGLE ](#angle ) translation layer (GL ES 3.0 only)
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:volcano: = Requires the [MoltenVK ](https://vulkan.lunarg.com/sdk/home#mac ) translation layer
:hammer_and_wrench: = Unsupported, though open to contributions
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### Shader Support
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wgpu supports shaders in [WGSL ](https://gpuweb.github.io/gpuweb/wgsl/ ), SPIR-V, and GLSL.
Both [HLSL ](https://github.com/Microsoft/DirectXShaderCompiler ) and [GLSL ](https://github.com/KhronosGroup/glslang )
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have compilers to target SPIR-V. All of these shader languages can be used with any backend, we
will handle all of the conversion. Additionally, support for these shader inputs is not going away.
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While WebGPU does not support any shading language other than WGSL, we will automatically convert your
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non-WGSL shaders if you're running on WebGPU.
WGSL is always supported by default, but GLSL and SPIR-V need features enabled to compile in support.
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Note that the WGSL specification is still under development,
so the [draft specification][wgsl spec] does not exactly describe what `wgpu` supports.
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See [below ](#tracking-the-webgpu-and-wgsl-draft-specifications ) for details.
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To enable SPIR-V shaders, enable the `spirv` feature of wgpu.
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To enable GLSL shaders, enable the `glsl` feature of wgpu.
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### Angle
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[Angle ](http://angleproject.org ) is a translation layer from GLES to other backends, developed by Google.
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We support running our GLES3 backend over it in order to reach platforms DX11 support, which aren't accessible otherwise.
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In order to run with Angle, "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application.
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These binaries can be downloaded from [gfbuild-angle ](https://github.com/DileSoft/gfbuild-angle ) artifacts, [manual compilation ](https://github.com/google/angle/blob/main/doc/DevSetup.md ) may be required on Macs with Apple silicon.
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On Windows, you generally need to copy them into the working directory, in the same directory as the executable, or somewhere in your path.
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On Linux, you can point to them using `LD_LIBRARY_PATH` environment.
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### MSRV policy
Due to complex dependants, we have two MSRV policies:
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- `d3d12` , `naga` , `wgpu-core` , `wgpu-hal` , and `wgpu-types` 's MSRV is **1.65** .
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- The rest of the workspace has the MSRV of **1.70** .
It is enforced on CI (in "/.github/workflows/ci.yml") with `CORE_MSRV` and `REPO_MSRV` variable.
This version can only be upgraded in breaking releases, though we release a breaking version every 3 months.
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The `naga` , `wgpu-core` , `wgpu-hal` , and `wgpu-types` crates should never
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require an MSRV ahead of Firefox's MSRV for nightly builds, as
determined by the value of `MINIMUM_RUST_VERSION` in
[`python/mozboot/mozboot/util.py`][util].
[util]: https://searchfox.org/mozilla-central/source/python/mozboot/mozboot/util.py
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## Environment Variables
All testing and example infrastructure shares the same set of environment variables that determine which Backend/GPU it will run on.
- `WGPU_ADAPTER_NAME` with a substring of the name of the adapter you want to use (ex. `1080` will match `NVIDIA GeForce 1080ti` ).
- `WGPU_BACKEND` with a comma separated list of the backends you want to use (`vulkan`, `metal` , `dx12` , `dx11` , or `gl` ).
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- `WGPU_POWER_PREF` with the power preference to choose when a specific adapter name isn't specified (`high`, `low` or `none` )
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- `WGPU_DX12_COMPILER` with the DX12 shader compiler you wish to use (`dxc` or `fxc` , note that `dxc` requires `dxil.dll` and `dxcompiler.dll` to be in the working directory otherwise it will fall back to `fxc` )
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- `WGPU_GLES_MINOR_VERSION` with the minor OpenGL ES 3 version number to request (`0`, `1` , `2` or `automatic` ).
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- `WGPU_ALLOW_NONCOMPLIANT_ADAPTER` with a boolean whether non-compliant drivers are enumerated (`0` for false, `1` for true).
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When running the CTS, use the variables `DENO_WEBGPU_ADAPTER_NAME` , `DENO_WEBGPU_BACKEND` , `DENO_WEBGPU_POWER_PREFERENCE` .
## Testing
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We have multiple methods of testing, each of which tests different qualities about wgpu. We automatically run our tests on CI. The current state of CI testing:
| Platform/Backend | Tests | Notes |
| ---------------- | ------------------ | ------------------------------------- |
| Windows/DX12 | :heavy_check_mark: | using WARP |
| Windows/OpenGL | :heavy_check_mark: | using llvmpipe |
| MacOS/Metal | :heavy_check_mark: | using hardware runner |
| Linux/Vulkan | :heavy_check_mark: | using lavapipe |
| Linux/OpenGL ES | :heavy_check_mark: | using llvmpipe |
| Chrome/WebGL | :heavy_check_mark: | using swiftshader |
| Chrome/WebGPU | :x: | not set up |
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### Core Test Infrastructure
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We use a tool called [`cargo nextest` ](https://github.com/nextest-rs/nextest ) to run our tests.
To install it, run `cargo install cargo-nextest` .
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To run the test suite:
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```
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cargo xtask test
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```
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To run the test suite on WebGL (currently incomplete):
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```
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cd wgpu
wasm-pack test --headless --chrome --features webgl --workspace
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```
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This will automatically run the tests using a packaged browser. Remove `--headless` to run the tests with whatever browser you wish at `http://localhost:8000` .
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If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
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### WebGPU Conformance Test Suite
WebGPU includes a Conformance Test Suite to validate that implementations are working correctly. We can run this CTS against wgpu.
To run the CTS, first you need to check it out:
```
git clone https://github.com/gpuweb/cts.git
cd cts
# works in bash and powershell
git checkout $(cat ../cts_runner/revision.txt)
```
To run a given set of tests:
```
# Must be inside the cts folder we just checked out, else this will fail
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cargo run --manifest-path ../Cargo.toml --bin cts_runner -- ./tools/run_deno --verbose "< test string > "
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```
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To find the full list of tests, go to the [online cts viewer ](https://gpuweb.github.io/cts/standalone/?runnow=0&worker=0&debug=0&q=webgpu:* ).
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The list of currently enabled CTS tests can be found [here ](./cts_runner/test.lst ).
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## Tracking the WebGPU and WGSL draft specifications
The `wgpu` crate is meant to be an idiomatic Rust translation of the [WebGPU API][webgpu spec].
That specification, along with its shading language, [WGSL][wgsl spec],
are both still in the "Working Draft" phase,
and while the general outlines are stable,
details change frequently.
Until the specification is stabilized, the `wgpu` crate and the version of WGSL it implements
will likely differ from what is specified,
as the implementation catches up.
Exactly which WGSL features `wgpu` supports depends on how you are using it:
- When running as native code, `wgpu` uses the [Naga][naga] crate
to translate WGSL code into the shading language of your platform's native GPU API.
Naga has [a milestone][naga wgsl milestone]
for catching up to the WGSL specification,
but in general there is no up-to-date summary
of the differences between Naga and the WGSL spec.
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- When running in a web browser (by compilation to WebAssembly)
without the `"webgl"` feature enabled,
`wgpu` relies on the browser's own WebGPU implementation.
WGSL shaders are simply passed through to the browser,
so that determines which WGSL features you can use.
- When running in a web browser with `wgpu` 's `"webgl"` feature enabled,
`wgpu` uses Naga to translate WGSL programs into GLSL.
This uses the same version of Naga as if you were running `wgpu` as native code.
[webgpu spec]: https://www.w3.org/TR/webgpu/
[wgsl spec]: https://gpuweb.github.io/gpuweb/wgsl/
[naga]: https://github.com/gfx-rs/naga/
[naga wgsl milestone]: https://github.com/gfx-rs/naga/milestone/4
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## Coordinate Systems
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wgpu uses the coordinate systems of D3D and Metal:
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| Render | Texture |
| --------------------------------------------------- | ----------------------------------------------------- |
| ![render_coordinates ](./etc/render_coordinates.png ) | ![texture_coordinates ](./etc/texture_coordinates.png ) |