79a6f2cd31
* fix more compile errors * fix err * fix all compile errors * fix clippy errors * fix issues in ray-traced-triangle example * fix clippy warnings * fix wasm not compiling * fix test * fix clippy (again) * fix some rustfmt issues * fix more rustfmt issues * fix even more rustfmt issues * fix yet more rustfmt issues * add #[allow(dead_code)] to some structs to fix clippy on web assembly * more format fixes * even more format fixes * close to final format fixes * final format fixes (hopefully) * actual final format fixes (hopefully) * move ray_cube_cube example and fix bugs * move other examples * fix crash when dropping * fix test * apply clippy and rustfmt changes * fix some memory leaks * fix incompatibility with new wgpu trunk changes * fix clippy & fmt * fix clippy errors on github * update to trunk * remove a line that printed log "Created blas ..." in device create tlas * fix merge issues * fix merge * fix fmt * restored example ray scene functionality * WIP fix rebase * Fix compile issues * More fixes * Fix rebase * Add wgls backend write_value_type AccelerationStructure * Add back xtask Cargo.lock * Revert serde path * Doc typos * Add -diff * Revert more serde * Revert serde again? * Fix doc typo * add test * clippy & fmt * fix error "blas does not exist" * fix various things * fix unused acceleration structures causing invalid SPIR-V * fix merge * fix use after free in a different way (now moved tlas instances to wgpu_core) * refactor & fmt * remove accidentally created file * remove accidentally created file (actually) * merge & fix * Fix problems * fix validation error * fix validation * fix merge * fmt * fix merge * use staging buffer trackers in creating the ray-tracing staging buffers (not the tlas_s) * change one missed staging buffer's tracker * wip: example * finished shadow! * fix merge * clippy * remove some uses of blas ids * fmt * fix merge * deduplicate code shared between command_encoder_build_acceleration_structures and command_encoder_build_acceleration_structures_unsafe_tlas * clippy * fix merge * fix warnings * clippy & fmt * re-add matching to get_raw_tlas_instance_size and tlas_instance_into_bytes * fmt * fix command * wip: fix merge * fix merge * fmt & docs * fix wasm clippy * fix issues with tests * fix issues with tests * fmt & clippy (wasm) * wip ray-traced-triangle (non hal) * unify camera location in ray_shadows * fix tests * add readme to ray_traced_triangle * note that vertex format must be f32x3 (not yet validated) * changelog * require VertexFormat::Float32x3 * fix compile error * when creating and building acceleration structures require Features::RAY_TRACING_ACCELERATION_STRUCTURE is enabled * remove duplicate workaround * fix most feedback * remove all changes from .gitattributes * fix compile error in test * more changes along same lines * format * apply feedback to more places * fix `cargo clippy` not just `cargo clippy --all-features` * cache max instances from tlas creation * fix clippy * fix examples * fix tests * remove now useless docs * add more docs * yet more docs * still more docs * Documentation. * Running out of unique commit messages to say writing docs. * Add more references to docs. * Get BindGroup in scope * Remove unintentional changes * Remove #[allow(dead_code)] * Remove old comments * Add device.poll * make ray_scene start right way up * fmt * move scratch buffer to its own module * actually remove intentional changes (turns out wgt is inconsistent) * use better names in ray_scene/shader.wgsl * fmt * remove more unintentional changes. * work on ray_tracing use after free * spelling Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com> * grammar Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com> * move things into struct (should be all vectors with 3 item types or more) * remove long-standing locks. * fmt * move not using index buffer to test * impl index & index mut for tlas package * impl index & index mut for tlas package * fix errors * fix test errors * move everything out of ray_tracing.rs * more index_mut * fmt * fix docs links * move to separate impl block * fix older request review * fmt * remove missed deref * fix wasm clippy * change to suggestions * fmt * add a note as to why `command_encoder_build_acceleration_structures_unsafe_tlas` and `command_encoder_build_acceleration_structures` are currently separate * add a todo to reconsider soon `command_encoder_build_acceleration_structures_unsafe_tlas` * switch to mat4 in ray-tracing examples * Combine RT Tests Under Single Submodule * Add More Raytracing Tests and Re-Organize * Documentation and Formatting Fixes * Remove Forced Alignment in wgpu-hal * work on out_of_order_as_build and add out_of_order_as_build_use * fmt * update test label naming * fix one validation error * fix clippy & fmt * add acceleration structure creation tests * make mis-matched index test use the correct function * move validation into validate_command_buffer * fix tests * add blas and tlas to pending writes to remove (now unneeded) `device.poll()`s * remove commented out code from examples and properly use the constants in ray_shadow * add examples to examples\README.md * rename ray tracing to ray queries in readme * remove unneeded usage from scratch buffer creation * use snatchables for raw acceleration structures * format * add EXPERIMENTAL_ to features * fix missed comment --------- Co-authored-by: Daniel Keitel <daniel.mg.keitel@fau.de> Co-authored-by: JMS55 <47158642+JMS55@users.noreply.github.com> Co-authored-by: atlas dostal <rodol@rivalrebels.com> Co-authored-by: vero <email@atlasdostal.com> Co-authored-by: Connor Fitzgerald <connorwadefitzgerald@gmail.com> |
||
---|---|---|
.cargo | ||
.config | ||
.github | ||
benches | ||
cts_runner | ||
deno_webgpu | ||
etc | ||
examples | ||
lock-analyzer | ||
naga | ||
naga-cli | ||
player | ||
tests | ||
wgpu | ||
wgpu-core | ||
wgpu-hal | ||
wgpu-info | ||
wgpu-macros | ||
wgpu-types | ||
xtask | ||
.deny.toml | ||
.envrc | ||
.gitattributes | ||
.gitignore | ||
Cargo.lock | ||
Cargo.toml | ||
CHANGELOG.md | ||
codecov.yml | ||
GOVERNANCE.md | ||
LICENSE.APACHE | ||
LICENSE.MIT | ||
logo.png | ||
README.md | ||
RELEASE.md | ||
rust-toolchain.toml | ||
rustfmt.toml | ||
shell.nix | ||
taplo.toml | ||
typos.toml |
wgpu
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.
The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox and Deno.
Repo Overview
The repository hosts the following libraries:
- - User facing Rust API.
- - Internal safe implementation.
- - Internal unsafe GPU API abstraction layer.
- - Rust types shared between all crates.
- - Stand-alone shader translation library.
- - Collection of thin abstractions over d3d12.
- - WebGPU implementation for the Deno JavaScript/TypeScript runtime
The following binaries:
- - Tool for translating shaders between different languages using
naga
. - - Tool for getting information on GPUs in the system.
cts_runner
- WebGPU Conformance Test Suite runner usingdeno_webgpu
.player
- standalone application for replaying the API traces.
For an overview of all the components in the gfx-rs ecosystem, see the big picture.
Getting Started
Rust
Rust examples can be found at wgpu/examples. You can run the examples on native with cargo run --bin wgpu-examples <example>
. See the list of examples.
To run the examples in a browser, run cargo xtask run-wasm
.
Then open http://localhost:8000
in your browser, and you can choose an example to run.
Naturally, in order to display any of the WebGPU based examples, you need to make sure your browser supports it.
If you are looking for a wgpu tutorial, look at the following:
C/C++
To use wgpu in C/C++, you need wgpu-native.
If you are looking for a wgpu C++ tutorial, look at the following:
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.
Community
We have the Matrix space with a few different rooms that form the wgpu community:
- - discussion of the wgpu's development.
- - discussion of the naga's development.
- - discussion of using the library and the surrounding ecosystem.
- - discussion of everything else.
Wiki
We have a wiki that serves as a knowledge base.
Supported Platforms
API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
---|---|---|---|---|
Vulkan | ✅ | ✅ | 🌋 | |
Metal | ✅ | |||
DX12 | ✅ | |||
OpenGL | 🆗 (GL 3.3+) | 🆗 (GL ES 3.0+) | 📐 | 🆗 (WebGL2) |
WebGPU | ✅ |
✅ = First Class Support
🆗 = Downlevel/Best Effort Support
📐 = Requires the ANGLE translation layer (GL ES 3.0 only)
🌋 = Requires the MoltenVK translation layer
🛠️ = Unsupported, though open to contributions
Shader Support
wgpu supports shaders in WGSL, SPIR-V, and GLSL. Both HLSL and GLSL have compilers to target SPIR-V. All of these shader languages can be used with any backend as we handle all of the conversions. Additionally, support for these shader inputs is not going away.
While WebGPU does not support any shading language other than WGSL, we will automatically convert your 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.
Note that the WGSL specification is still under development,
so the draft specification does not exactly describe what wgpu
supports.
See below for details.
To enable SPIR-V shaders, enable the spirv
feature of wgpu.
To enable GLSL shaders, enable the glsl
feature of wgpu.
Angle
Angle is a translation layer from GLES to other backends developed by Google. We support running our GLES3 backend over it in order to reach platforms DX11 support, which aren't accessible otherwise. In order to run with Angle, the "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application. These binaries can be downloaded from gfbuild-angle artifacts, manual compilation may be required on Macs with Apple silicon.
On Windows, you generally need to copy them into the working directory, in the same directory as the executable, or somewhere in your path.
On Linux, you can point to them using LD_LIBRARY_PATH
environment.
MSRV policy
Due to complex dependants, we have two MSRV policies:
d3d12
,naga
,wgpu-core
,wgpu-hal
, andwgpu-types
's MSRV is 1.76, but may be lower than the rest of the workspace in the future.- The rest of the workspace has an MSRV of 1.76 as well right now, but may be higher than above listed crates.
It is enforced on CI (in "/.github/workflows/ci.yml") with the CORE_MSRV
and REPO_MSRV
variables.
This version can only be upgraded in breaking releases, though we release a breaking version every three months.
The naga
, wgpu-core
, wgpu-hal
, and wgpu-types
crates should never
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
.
Environment Variables
All testing and example infrastructure share 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 matchNVIDIA GeForce 1080ti
).WGPU_BACKEND
with a comma-separated list of the backends you want to use (vulkan
,metal
,dx12
, orgl
).WGPU_POWER_PREF
with the power preference to choose when a specific adapter name isn't specified (high
,low
ornone
)WGPU_DX12_COMPILER
with the DX12 shader compiler you wish to use (dxc
orfxc
, note thatdxc
requiresdxil.dll
anddxcompiler.dll
to be in the working directory otherwise it will fall back tofxc
)WGPU_GLES_MINOR_VERSION
with the minor OpenGL ES 3 version number to request (0
,1
,2
orautomatic
).WGPU_ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER
with a boolean whether non-compliant drivers are enumerated (0
for false,1
for true).
When running the CTS, use the variables DENO_WEBGPU_ADAPTER_NAME
, DENO_WEBGPU_BACKEND
, DENO_WEBGPU_POWER_PREFERENCE
.
Testing
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 | ✔️ | using WARP |
Windows/OpenGL | ✔️ | using llvmpipe |
MacOS/Metal | ✔️ | using hardware runner |
Linux/Vulkan | ✔️ | using lavapipe |
Linux/OpenGL ES | ✔️ | using llvmpipe |
Chrome/WebGL | ✔️ | using swiftshader |
Chrome/WebGPU | ❌ | not set up |
Core Test Infrastructure
We use a tool called cargo nextest
to run our tests.
To install it, run cargo install cargo-nextest
.
To run the test suite:
cargo xtask test
To run the test suite on WebGL (currently incomplete):
cd wgpu
wasm-pack test --headless --chrome --no-default-features --features webgl --workspace
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
.
If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
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
cargo run --manifest-path ../Cargo.toml -p cts_runner --bin cts_runner -- ./tools/run_deno --verbose "<test string>"
To find the full list of tests, go to the online cts viewer.
The list of currently enabled CTS tests can be found here.
Tracking the WebGPU and WGSL draft specifications
The wgpu
crate is meant to be an idiomatic Rust translation of the WebGPU API.
That specification, along with its shading language, WGSL,
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 crate to translate WGSL code into the shading language of your platform's native GPU API. Naga has a 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. -
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 runningwgpu
as native code.
Coordinate Systems
wgpu uses the coordinate systems of D3D and Metal:
Render | Texture |
---|---|