Cross-platform, safe, pure-rust graphics api.
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bors[bot] 93a34b538d
Merge #741
741: Fix the default lod_max_clamp value for the SamplerDescriptor r=kvark a=hasenbanck

**Connections**
As suggested in https://github.com/gfx-rs/wgpu-rs/pull/397

**Description**
The current default value for the ```lod_max_clamp``` of a sampler is 0.
This would deactivate mipmapping alltogether. Setting the default to ```f32::MAX``` makes sure to always enable it. It's the default value apple uses in Metal, it seems to be valid usage in Vulkan (```maxLod``` in ```VkSamplerCreateInfo```) and in DX12 (```MaxLOD``` in ```D3D12_SAMPLER_DESC```).

Co-authored-by: Nils Hasenbanck <nils@hasenbanck.de>
2020-06-21 00:49:09 +00:00
.github Remove peek-poke. 2020-06-20 00:39:11 -04:00
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player Merge #739 2020-06-20 17:52:29 +00:00
wgpu-core Merge #739 2020-06-20 17:52:29 +00:00
wgpu-types Merge #741 2020-06-21 00:49:09 +00:00
.gitignore trace: replaying all the commands 2020-04-30 09:55:52 -04:00
bors.toml Android support (#625) 2020-05-01 00:22:00 -04:00
Cargo.lock Remove peek-poke. 2020-06-20 00:39:11 -04:00
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LICENSE Initial commit 2018-09-13 15:18:51 -04:00
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This is an active GitHub mirror of the WebGPU implementation in Rust, which now lives in "gfx/wgpu" of Mozilla-central. Issues and pull requests are accepted, but some bidirectional synchronization may be involved.

WebGPU

Matrix Matrix Build Status

This is the core logic of an experimental WebGPU implementation. It's written in Rust and is based on gfx-hal with help of gfx-extras. See the upstream WebGPU specification (work in progress).

The implementation consists of the following parts:

  • Crates.io docs.rs - internal Rust API for WebGPU implementations to use
  • Crates.io docs.rs - Rust types shared between wgpu-core, wgpu-native, and wgpu-rs
  • player - standalone application for replaying the API traces, uses winit

This repository contains the core of wgpu, and is not usable directly by applications. If you are looking for the user-facing Rust API, you need wgpu-rs. If you are looking for the native implementation or bindings to the API in other languages, you need wgpu-native.

Supported Platforms

API Windows 7/10 Linux & Android macOS & iOS
DX11
DX12 ✔️
Vulkan ✔️ ✔️
Metal ✔️
OpenGL 🚧 🚧 🚧

✔️ = Primary support — = Secondary support — 🚧 = Unsupported, but support in progress