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wgpu

Build Status codecov.io

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, but is a fully native Rust library. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.

Getting Started

See our examples online at https://wgpu.rs/examples/. You can see the Rust sources at examples and run them directly with cargo run --bin wgpu-examples <example>.

Learning wgpu

If you are new to wgpu and graphics programming, we recommend starting with Learn Wgpu.

Additionally, WebGPU Fundamentals is a tutorial for WebGPU which is very similar to our API, minus differences between Rust and Javascript.

Wiki

We have a wiki which has information on useful architecture patterns, debugging tips, and more getting started information.

Need Help? Want to Contribute?

The wgpu community uses Matrix to discuss.

  • #wgpu:matrix.org - discussion of wgpu's development.
  • #wgpu-users:matrix.org - discussion of using the library and the surrounding ecosystem.

Other Languages

To use wgpu in C or dozens of other languages, look at wgpu-native. These are C bindings to wgpu and has an up-to-date list of libraries bringing support to other languages.

Learn WebGPU (for C++) is a good resource for learning how to use wgpu-native from C++.

Quick Links

Docs Examples Changelog
v27 v27 v27
trunk trunk trunk

Contributors are welcome! See CONTRIBUTING.md for more information.

Supported Platforms

API Windows Linux/Android macOS/iOS Web (wasm)
Vulkan βœ… βœ… πŸŒ‹
Metal βœ…
DX12 βœ…
OpenGL πŸ†— (GL 3.3+) πŸ†— (GL ES 3.0+) πŸ“ πŸ†— (WebGL2)
WebGPU βœ…

βœ… = First Class Support
πŸ†— = Downlevel/Best Effort Support
πŸ“ = Requires the ANGLE translation layer (GL ES 3.0 only)
πŸŒ‹ = Requires the MoltenVK translation layer
πŸ› οΈ = Unsupported, though open to contributions

Environment Variables

Testing, examples, and ::from_env() methods use a standardized set of environment variables to control wgpu's behavior.

  • WGPU_BACKEND with a comma-separated list of the backends you want to use (vulkan, metal, dx12, or gl).
  • WGPU_ADAPTER_NAME with a case-insensitive substring of the name of the adapter you want to use (ex. 1080 will match NVIDIA GeForce 1080ti).
  • WGPU_DX12_COMPILER with the DX12 shader compiler you wish to use (dxc, static-dxc, or fxc). Note that dxc requires dxcompiler.dll (min v1.8.2502) to be in the working directory, and static-dxc requires the static-dxc crate feature to be enabled. Otherwise, it will fall back to fxc.

See the documentation for more environment variables.

When running the CTS, use the variables DENO_WEBGPU_ADAPTER_NAME, DENO_WEBGPU_BACKEND, DENO_WEBGPU_POWER_PREFERENCE.

Repo Overview

For an overview of all the components in the gfx-rs ecosystem, see the big picture.

MSRV policy

TL;DR: If you're using wgpu, our MSRV is 1.88.

Specific Details

Due to complex dependants, we have two MSRV policies:

  • naga, wgpu-core, wgpu-hal, and wgpu-types's MSRV is 1.82.
  • The rest of the workspace has an MSRV of 1.88.

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.

Testing and Environment Variables

Information about testing, including where tests of various kinds live, and how to run the tests.

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 Naga to translate WGSL code into the shading language of your platform's native GPU API. Naga is working on catching up to the WGSL specification, with bugs tracking various issues, but there is no concise summary of differences from the specification.

  • 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.