Major Changes
Surface::get_current_texture now returns CurrentSurfaceTexture enum
Surface::get_current_texture no longer returns Result<SurfaceTexture, SurfaceError>.
Instead, it returns a single CurrentSurfaceTexture enum that represents all possible outcomes as variants.
SurfaceError has been removed, and the suboptimal field on SurfaceTexture has been replaced by a dedicated Suboptimal variant.
match surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(frame) => { /* render */ }
wgpu::CurrentSurfaceTexture::Timeout
| wgpu::CurrentSurfaceTexture::Occluded => { /* skip frame */ }
wgpu::CurrentSurfaceTexture::Outdated
| wgpu::CurrentSurfaceTexture::Suboptimal(frame) => { /* reconfigure surface */ }
wgpu::CurrentSurfaceTexture::Lost => { /* reconfigure surface, or recreate device if device lost */ }
wgpu::CurrentSurfaceTexture::Validation => {
/* Only happens if there is a validation error and you
have registered a error scope or uncaptured error handler. */
}
}By @cwfitzgerald, @Wumpf, and @emilk in #9141 and #9257.
InstanceDescriptor initialization APIs and display handle changes
A display handle represents a connection to the platform's display server (e.g. a Wayland or X11 connection on Linux). This is distinct from a window — a display handle is the system-level connection through which windows are created and managed.
InstanceDescriptor's convenience constructors (an implementation of Default and the static from_env_or_default method) have been removed. In their place are new static methods that force recognition of whether a display handle is used:
new_with_display_handlenew_with_display_handle_from_envnew_without_display_handlenew_without_display_handle_from_env
If you are using winit, this can be populated using EventLoop::owned_display_handle.
- InstanceDescriptor::default();
- InstanceDescriptor::from_env_or_default();
+ InstanceDescriptor::new_with_display_handle(Box::new(event_loop.owned_display_handle()));
+ InstanceDescriptor::new_with_display_handle_from_env(Box::new(event_loop.owned_display_handle()));Additionally, DisplayHandle is now optional when creating a surface if a display handle was already passed to InstanceDescriptor. This means that once you've provided the display handle at instance creation time, you no longer need to pass it again for each surface you create.
By @MarijnS95 in #8782
Bind group layouts now optional in PipelineLayoutDescriptor
This allows gaps in bind group layouts and adds full support for unbinding, bring us in compliance with the WebGPU spec. As a result of this PipelineLayoutDescriptor's bind_group_layouts field now has type of &[Option<&BindGroupLayout>]. To migrate wrap bind group layout references in Some:
let pl_desc = wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[
- &bind_group_layout
+ Some(&bind_group_layout)
],
immediate_size: 0,
});MSRV update
wgpu now has a new MSRV policy. This release has an MSRV of 1.87. This is lower than v27's 1.88 and v28's 1.92. Going forward, we will only bump wgpu's MSRV if it has tangible benefits for the code, and we will never bump to an MSRV higher than stable - 3. So if stable is at 1.97 and 1.94 brought benefit to our code, we could bump it no higher than 1.94. As before, MSRV bumps will always be breaking changes.
By @cwfitzgerald in #8999.
WriteOnly
To ensure memory safety when accessing mapped GPU memory, MapMode::Write buffer mappings (BufferViewMut and also QueueWriteBufferView) can no longer be dereferenced to Rust &mut [u8]. Instead, they must be used through the new pointer type wgpu::WriteOnly<[u8]>, which does not allow reading at all.
WriteOnly<[u8]> is designed to offer similar functionality to &mut [u8] and have almost no performance overhead, but you will probably need to make some changes for anything more complicated than get_mapped_range_mut().copy_from_slice(my_data); in particular, replacing view[start..end] with view.slice(start..end).
Depth/stencil state changes
The depth_write_enabled and depth_compare members of DepthStencilState are now optional, and may be omitted when they do not apply, to match WebGPU.
depth_write_enabled is applicable, and must be Some, if format has a depth aspect, i.e., is a depth or depth/stencil format. Otherwise, a value of None best reflects that it does not apply, although Some(false) is also accepted.
depth_compare is applicable, and must be Some, if depth_write_enabled is Some(true), or if depth_fail_op for either stencil face is not Keep. Otherwise, a value of None best reflects that it does not apply, although Some(CompareFunction::Always) is also accepted.
There is also a new constructor DepthStencilState::stencil which may be used instead of a struct literal for stencil operations.
Example 1: A configuration that does a depth test and writes updated values:
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
- depth_write_enabled: true,
- depth_compare: wgpu::CompareFunction::Less,
+ depth_write_enabled: Some(true),
+ depth_compare: Some(wgpu::CompareFunction::Less),
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),Example 2: A configuration with only stencil:
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Stencil8,
- depth_write_enabled: false,
- depth_compare: wgpu::CompareFunction::Always,
+ depth_write_enabled: None,
+ depth_compare: None,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),Example 3: The previous example written using the new stencil() constructor:
depth_stencil: Some(wgpu::DepthStencilState::stencil(
wgpu::TextureFormat::Stencil8,
wgpu::StencilState::default(),
)),D3D12 Agility SDK support
Added support for loading a specific DirectX 12 Agility SDK runtime via the Independent Devices API. The Agility SDK lets applications ship a newer D3D12 runtime alongside their binary, unlocking the latest D3D12 features without waiting for an OS update.
Configure it programmatically:
let options = wgpu::Dx12BackendOptions {
agility_sdk: Some(wgpu::Dx12AgilitySDK {
sdk_version: 619,
sdk_path: "path/to/sdk/bin/x64".into(),
}),
..Default::default()
};Or via environment variables:
WGPU_DX12_AGILITY_SDK_PATH=path/to/sdk/bin/x64
WGPU_DX12_AGILITY_SDK_VERSION=619
The sdk_version must match the version of the D3D12Core.dll in the provided path exactly, or loading will fail.
If the Agility SDK fails to load (e.g. version mismatch, missing DLL, or unsupported OS), wgpu logs a warning and falls back to the system D3D12 runtime.
By @cwfitzgerald in #9130.
primitive_index is now a WGSL enable extension
WGSL shaders using @builtin(primitive_index) must now request it with enable primitive_index;. The SHADER_PRIMITIVE_INDEX feature has been renamed to PRIMITIVE_INDEX and moved from FeaturesWGPU to FeaturesWebGPU. By @inner-daemons in #8879 and @andyleiserson in #9101.
- device.features().contains(wgpu::FeaturesWGPU::SHADER_PRIMITIVE_INDEX)
+ device.features().contains(wgpu::FeaturesWebGPU::PRIMITIVE_INDEX)// WGSL shaders must now include this directive:
enable primitive_index;maxInterStageShaderComponents replaced by maxInterStageShaderVariables
Migrated from the max_inter_stage_shader_components limit to max_inter_stage_shader_variables, following the latest WebGPU spec. Components counted individual scalars (e.g. a vec4 = 4 components), while variables counts locations (e.g. a vec4 = 1 variable). This changes validation in a way that should not affect most programs. By @ErichDonGubler in #8652, #8792.
- limits.max_inter_stage_shader_components
+ limits.max_inter_stage_shader_variablesOther Breaking Changes
- Use clearer field names for
StageError::InvalidWorkgroupSize. By @ErichDonGubler in #9192.
New Features
General
- Added TLAS binding array support via
ACCELERATION_STRUCTURE_BINDING_ARRAY. By @kvark in #8923. - Added
wgpu-naga-bridgecrate with conversions betweennagaandwgpu-types(features to capabilities, storage format mapping, shader stage mapping). By @atlv24 in #9201. - Added support for cooperative load/store operations in shaders. Currently only WGSL on the input and SPIR-V, METAL, and WGSL on the output are supported. By @kvark in #8251.
- Added support for per-vertex attributes in fragment shaders. Currently only WGSL input is supported, and only SPIR-V or WGSL output is supported. By @atlv24 in #8821.
- Added support for no-perspective barycentric coordinates. By @atlv24 in #8852.
- Added support for obtaining
AdapterInfofromDevice. By @sagudev in #8807. - Added
Limits::or_worse_values_from. By @atlv24 in #8870. - Added
Features::FLOAT32_BLENDABLEon Vulkan and Metal. By @timokoesters in #8963 and @andyleiserson in #9032. - Added
Dx12BackendOptions::force_shader_modelto allow using advanced features in passthrough shaders without bundling DXC. By @inner-daemons in #8984. - Changed passthrough shaders to not require an entry point parameter, so that the same shader module may be used in multiple entry points. Also added support for metallib passthrough. By @inner-daemons in #8886.
- Added
Dx12Compiler::Autoto automatically use static or dynamic DXC if available, before falling back to FXC. By @inner-daemons in #8882. - Added support for
insert_debug_marker,push_debug_groupandpop_debug_groupon WebGPU. By @evilpie in #9017. - Added support for
@builtin(draw_index)to the vulkan backend. By @inner-daemons in #8883. - Added
TextureFormat::channelsmethod to get some information about which color channels are covered by the texture format. By @TornaxO7 in #9167 - BREAKING: Add
V6_8variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @inner-daemons in #8882 and @ErichDonGubler in #9083. - BREAKING: Add
V6_9variant toDxcShaderModelandnaga::back::hlsl::ShaderModel. By @ErichDonGubler in #9083.
naga
- Initial wgsl-in ray tracing pipelines. By @Vecvec in #8570.
- wgsl-out ray tracing pipelines. By @Vecvec in #8970.
- Allow parsing shaders which make use of
SPV_KHR_non_semantic_infofor debug info. Also removesnaga::front::spv::SUPPORTED_EXT_SETS. By @inner-daemons in #8827. - Added memory decorations for storage buffers:
coherent, supported on all native backends, andvolatile, only on Vulkan and GL. By @atlv24 in #9168. - Made the following available in
constcontexts; by @ErichDonGubler in #8943:nagaArena::lenArena::is_emptyRange::first_and_lastfront::wgsl::Frontend::set_optionsir::Block::is_emptyir::Block::len
GLES
- Added
GlDebugFnsoption inGlBackendOptionsto control OpenGL debug functions (glPushDebugGroup,glPopDebugGroup,glObjectLabel, etc.). Automatically disables them on Mali GPUs to work around a driver crash. By @Xavientois in #8931.
WebGPU
- Added support for
insert_debug_marker,push_debug_groupandpop_debug_group. By @evilpie in #9017. - Added support for
begin_occlusion_queryandend_occlusion_query. By @evilpie in #9039.
Changes
General
- Tracing now uses the
.metalextension for metal source files, instead of.msl. By @inner-daemons in #8880. - BREAKING: Several error APIs were changed by @ErichDonGubler in #9073 and #9205:
BufferAccessError:- Split the
OutOfBoundsOverrunvariant into newOutOfBoundsStartOffsetOverrunandOutOfBoundsEndOffsetOverrunvariants. - Removed the
NegativeRangevariant in favor of newMapStartOffsetUnderrunandMapStartOffsetOverrunvariants.
- Split the
- Split the
TransferError::BufferOverrunvariant into newBufferStartOffsetOverrunandBufferEndOffsetOverrunvariants. ImmediateUploadError:- Removed the
TooLargevariant in favor of newStartOffsetOverrunandEndOffsetOverrunvariants. - Removed the
Unalignedvariant in favor of newStartOffsetUnalignedandSizeUnalignedvariants. - Added the
ValueStartIndexOverrunandValueEndIndexOverruninvariants
- Removed the
- The various "max resources per stage" limits are now capped at 100, so that their total remains below
max_bindings_per_bind_group, as required by WebGPU. By @andyleiserson in #9118. - The
max_uniform_buffer_binding_sizeandmax_storage_buffer_binding_sizelimits are nowu64instead ofu32, to match WebGPU. By @wingertge in #9146. - The main 3 native backends now report their limits properly. By @teoxoy in #9196.
naga
- Naga and
wgpunow reject shaders with anenabledirective for functionality that is not available, even if that functionality is not used by the shader. By @andyleiserson in #8913. - Prevent UB from incorrectly using ray queries on HLSL. By @Vecvec in #8763.
- Added support for dual-source blending in SPIR-V shaders. By @andyleiserson in #8865.
- Added
supported_capabilitiesto all backends. By @inner-daemons in #9068. - Updated codespan-reporting to 0.13. By @cwfitzgerald in #9243.
Metal
- Use autogenerated
objc2bindings internally, which should resolve a lot of leaks and unsoundness. By @madsmtm in #5641. - Implements ray-tracing acceleration structures for metal backend. By @Lichtso in #8071.
- Remove mutex for
MTLCommandQueuebecause the Metal object is thread-safe. By @andyleiserson in #9217.
deno_webgpu
- Expose the
GPU.wgslLanguageFeaturesproperty. By @andyleiserson in #8884. GPUFeatureNamenow includes allwgpuextensions. Feature names for extensions should be written with awgpu-prefix, although unprefixed names that were accepted previously are still accepted. By @andyleiserson in #9163.
Hal
Bug Fixes
General
- Tracing support has been restored. By @andyleiserson in #8429.
- Pipelines using passthrough shaders now correctly require explicit pipeline layout. By @inner-daemons in #8881.
- Allow using a shader that defines I/O for dual-source blending in a pipeline that does not make use of it. By @andyleiserson in #8856.
- Improve validation of dual-source blending, by @andyleiserson in #9200:
- Validate structs with
@blend_srcmembers whether or not they are used by an entry point. - Dual-source blending is not supported when there are multiple color attachments.
TypeFlags::IO_SHAREABLEis not set for structs other than@blend_srcstructs.
- Validate structs with
- Validate
strip_index_formatisn't None and equals index buffer format for indexed drawing with strip topology. By @beicause in #8850. - BREAKING: Renamed
EXPERIMENTAL_PASSTHROUGH_SHADERStoPASSTHROUGH_SHADERSand made this no longer an experimental feature. By @inner-daemons in #9054. - BREAKING: End offsets in trace and
playercommands are now represented usingoffset+sizeinstead. By @ErichDonGubler in #9073. - Validate some uncaught cases where buffer transfer operations could overflow when computing an end offset. By @ErichDonGubler in #9073.
- Fix
local_invocation_idandlocal_invocation_indexbeing written multiple times in HLSL/MSL backends, and naming conflicts when users name variables__local_invocation_idor__local_invocation_index. By @inner-daemons in #9099. - Added internal labels to validation GPU objects and timestamp normalization code to improve clarity in graphics debuggers. By @szostid in #9094
- Fix multi-planar texture copying. By @noituri in #9069
naga
- The validator checks that override-sized arrays have a positive size, if overrides have been resolved. By @andyleiserson in #8822.
- Fix some cases where f16 constants were not working. By @andyleiserson in #8816.
- Use wrapping arithmetic when evaluating constant expressions involving
u32. By @andyleiserson in #8912. - Fix missing side effects from sequence expressions in GLSL. By @Vipitis in #8787.
- Naga now enforces the
@must_useattribute on WGSL built-in functions, when applicable. You can waive the error with a phony assignment, e.g.,_ = subgroupElect(). By @andyleiserson in #8713. - Reject zero-value construction of a runtime-sized array with a validation error. Previously it would crash in the HLSL backend. By @mooori in #8741.
- Reject splat vector construction if the argument type does not match the type of the vector's scalar. Previously it would succeed. By @mooori in #8829.
- Fixed
workgroupUniformLoadincorrectly returning an atomic when called on an atomic, it now returns the innerTas per the spec. By @cryvosh in #8791. - Fixed constant evaluation for
sign()builtin to return zero when the argument is zero. By @mandryskowski in #8942. - Allow array generation to compile with the macOS 10.12 Metal compiler. By @madsmtm in #8953
- Naga now detects bitwise shifts by a constant exceeding the operand bit width at compile time, and disallows scalar-by-vector and vector-by-scalar shifts in constant evaluation. By @andyleiserson in #8907.
- Naga uses wrapping arithmetic when evaluating dot products on concrete integer types (
u32andi32). By @BKDaugherty in #9142. - Disallow negation of a matrix in WGSL. By @andyleiserson in #9157.
- Fix evaluation order of compound assignment (e.g.
+=) LHS and RHS. By @andyleiserson in #9181. - Fixed invalid MSL when
float16-format vertex input data was accessed via anf16-type variable in a vertex shader. By @andyleiserson in #9166.
Validation
- Fixed validation of the texture format in GPUDepthStencilState when neither depth nor stencil is actually enabled. By @andyleiserson in #8766.
- Check that depth bias is not used with non-triangle topologies. By @andyleiserson in #8856.
- Check that if the shader outputs
frag_depth, then the pipeline must have a depth attachment. By @andyleiserson in #8856. - Fix incorrect acceptance of some swizzle selectors that are not valid for their operand, e.g.
const v = vec2<i32>(); let r = v.xyz. By @andyleiserson in #8949. - Fixed calculation of the total number of bindings in a pipeline layout when validating against device limits. By @andyleiserson in #8997.
- Reject non-constructible types (runtime- and override-sized arrays, and structs containing non-constructible types) in more places where they should not be allowed. By @andyleiserson in #8873.
- The query set type for an occlusion query is now validated when opening the render pass, in addition to within the call to
beginOcclusionQuery. By @andyleiserson in #9086. - Require that the blend factor is
Onewhen the blend operation isMinorMax. TheBlendFactorOnUnsupportedTargeterror is now reported withinColorStateErrorrather than directly inCreateRenderPipelineError. By @andyleiserson in #9110.
Vulkan
- Fixed a variety of mesh shader SPIR-V writer issues from the original implementation. By @inner-daemons in #8756
- Offset the vertex buffer device address when building a BLAS instead of using the
first_vertexfield. By @Vecvec in #9220 - Remove incorrect ordered texture uses. By @NiklasEi in #8924.
Metal / macOS
- Fix one-second delay when switching a wgpu app to the foreground. By @emilk in #9141
- Work around Metal driver bug with atomic textures. By @atlv24 in #9185
- Fix setting an immediate for a Mesh shader. By @waywardmonkeys in #9254
GLES
DisplayHandleshould now be passed toInstanceDescriptorfor correct EGL initialization on Wayland. By @MarijnS95 in #8012
Note that the existing workaround to create surfaces before the adapter is no longer valid.- Changing shader constants now correctly recompiles the shader. By @DerSchmale in #8291.
Performance
GLES
- The GL backend would now try to take advantage of
GL_EXT_multisampled_render_to_textureextension when applicable to skip the multi-sample resolve operation. By @opstic in #8536.