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251 lines
14 KiB
Markdown
251 lines
14 KiB
Markdown
<img align="right" width="25%" src="logo.png">
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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)
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[![Dev Matrix ](https://img.shields.io/static/v1?label=devs&message=%23wgpu&color=blueviolet&logo=matrix)](https://matrix.to/#/#wgpu:matrix.org)
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[![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.
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- [![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`.
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- [![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`.
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- `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
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### 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-examples`. 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-examples --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/
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### 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
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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.
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- [![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.
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- [![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
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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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| 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
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: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
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: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.
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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 as we handle all of the conversions. 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.
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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,
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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, the "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
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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 **1.74**.
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- The rest of the workspace has an MSRV of **1.76**.
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It is enforced on CI (in "/.github/workflows/ci.yml") with the `CORE_MSRV` and `REPO_MSRV` variables.
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This version can only be upgraded in breaking releases, though we release a breaking version every three 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
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determined by the value of `MINIMUM_RUST_VERSION` in
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[`python/mozboot/mozboot/util.py`][util].
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[util]: https://searchfox.org/mozilla-central/source/python/mozboot/mozboot/util.py
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## Environment Variables
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All testing and example infrastructure share the same set of environment variables that determine which Backend/GPU it will run on.
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- `WGPU_ADAPTER_NAME` with a substring of the name of the adapter you want to use (ex. `1080` will match `NVIDIA GeForce 1080ti`).
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- `WGPU_BACKEND` with a comma-separated list of the backends you want to use (`vulkan`, `metal`, `dx12`, 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_UNDERLYING_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`.
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## 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:
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| Platform/Backend | Tests | Notes |
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| ---------------- | ------------------ | --------------------- |
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| Windows/DX12 | :heavy_check_mark: | using WARP |
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| Windows/OpenGL | :heavy_check_mark: | using llvmpipe |
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| MacOS/Metal | :heavy_check_mark: | using hardware runner |
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| Linux/Vulkan | :heavy_check_mark: | using lavapipe |
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| Linux/OpenGL ES | :heavy_check_mark: | using llvmpipe |
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| Chrome/WebGL | :heavy_check_mark: | using swiftshader |
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| 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.
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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
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wasm-pack test --headless --chrome --no-default-features --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
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WebGPU includes a Conformance Test Suite to validate that implementations are working correctly. We can run this CTS against wgpu.
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To run the CTS, first, you need to check it out:
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```
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git clone https://github.com/gpuweb/cts.git
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cd cts
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# works in bash and powershell
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git checkout $(cat ../cts_runner/revision.txt)
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```
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To run a given set of tests:
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```
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# 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
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The `wgpu` crate is meant to be an idiomatic Rust translation of the [WebGPU API][webgpu spec].
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That specification, along with its shading language, [WGSL][wgsl spec],
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are both still in the "Working Draft" phase,
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and while the general outlines are stable,
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details change frequently.
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Until the specification is stabilized, the `wgpu` crate and the version of WGSL it implements
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will likely differ from what is specified,
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as the implementation catches up.
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Exactly which WGSL features `wgpu` supports depends on how you are using it:
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- When running as native code, `wgpu` uses the [Naga][naga] crate
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to translate WGSL code into the shading language of your platform's native GPU API.
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Naga has [a milestone][naga wgsl milestone]
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for catching up to the WGSL specification,
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but in general, there is no up-to-date summary
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of the differences between Naga and the WGSL spec.
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- When running in a web browser (by compilation to WebAssembly)
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without the `"webgl"` feature enabled,
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`wgpu` relies on the browser's own WebGPU implementation.
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WGSL shaders are simply passed through to the browser,
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so that determines which WGSL features you can use.
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- When running in a web browser with `wgpu`'s `"webgl"` feature enabled,
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`wgpu` uses Naga to translate WGSL programs into GLSL.
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This uses the same version of Naga as if you were running `wgpu` as native code.
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[webgpu spec]: https://www.w3.org/TR/webgpu/
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[wgsl spec]: https://gpuweb.github.io/gpuweb/wgsl/
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[naga]: https://github.com/gfx-rs/naga/
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[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 |
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| --------------------------------------------------- | ----------------------------------------------------- |
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| ![render_coordinates](./etc/render_coordinates.png) | ![texture_coordinates](./etc/texture_coordinates.png) |
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