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Releases: gfx-rs/wgpu

v22.1.0

31 Jul 21:50
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This release includes wgpu, wgpu-core and naga. All other crates remain at 22.0.0.

Added

Naga

  • Added back implementations of PartialEq for more IR types. By @teoxoy in #6045

Bug Fixes

General

  • Fix profiling with tracy. By @waywardmonkeys in #5988
  • Fix function for checking bind compatibility to error instead of panic. By @sagudev #6012
  • Fix crash when dropping the surface after the device. By @Wumpf in #6052
  • Fix length of copy in queue_write_texture. By @teoxoy in #6009
  • Fix error message that is thrown in create_render_pass to no longer say compute_pass. By @matthew-wong1 #6041
  • As a workaround for issue #4905, wgpu-core is undocumented unless --cfg wgpu_core_doc feature is enabled. By @kpreid in #5987

v22.0.0 (Our first major version release!)

18 Jul 18:22
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Our first major version release!

For the first time ever, WGPU is being released with a major version (i.e., 22.* instead of 0.22.*)! Maintainership has decided to fully adhere to Semantic Versioning's recommendations for versioning production software. According to SemVer 2.0.0's Q&A about when to use 1.0.0 versions (and beyond):

How do I know when to release 1.0.0?

If your software is being used in production, it should probably already be 1.0.0. If you have a stable API on which users have come to depend, you should be 1.0.0. If you’re worrying a lot about backward compatibility, you should probably already be 1.0.0.

It is a well-known fact that WGPU has been used for applications and platforms already in production for years, at this point. We are often concerned with tracking breaking changes, and affecting these consumers' ability to ship. By releasing our first major version, we publicly acknowledge that this is the case. We encourage other projects in the Rust ecosystem to follow suit.

Note that while we start to use the major version number, WGPU is not "going stable", as many Rust projects do. We anticipate many breaking changes before we fully comply with the WebGPU spec., which we expect to take a small number of years.

Overview

A major (pun intended) theme of this release is incremental improvement. Among the typically large set of bug fixes, new features, and other adjustments to WGPU by the many contributors listed below, @Wumpf and @teoxoy have merged a series of many simplifications to WGPU's internals and, in one case, to the render and compute pass recording APIs. Many of these change WGPU to use atomically reference-counted resource tracking (i.e., Arc<…>), rather than using IDs to manage the lifetimes of platform-specific graphics resources in a registry of separate reference counts. This has led us to diagnose and fix many long-standing bugs, and net some neat performance improvements on the order of 40% or more of some workloads.

While the above is exciting, we acknowledge already finding and fixing some (easy-to-fix) regressions from the above work. If you migrate to WGPU 22 and encounter such bugs, please engage us in the issue tracker right away!

Major Changes

Lifetime bounds on wgpu::RenderPass & wgpu::ComputePass

wgpu::RenderPass & wgpu::ComputePass recording methods (e.g. wgpu::RenderPass:set_render_pipeline) no longer impose a lifetime constraint to objects passed to a pass (like pipelines/buffers/bindgroups/query-sets etc.).

This means the following pattern works now as expected:

let mut pipelines: Vec<wgpu::RenderPipeline> = ...;
// ...
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
cpass.set_pipeline(&pipelines[123]);
// Change pipeline container - this requires mutable access to `pipelines` while one of the pipelines is in use.
pipelines.push(/* ... */);
// Continue pass recording.
cpass.set_bindgroup(...);

Previously, a set pipeline (or other resource) had to outlive pass recording which often affected wider systems,
meaning that users needed to prove to the borrow checker that Vec<wgpu::RenderPipeline> (or similar constructs)
aren't accessed mutably for the duration of pass recording.

Furthermore, you can now opt out of wgpu::RenderPass/wgpu::ComputePass's lifetime dependency on its parent wgpu::CommandEncoder using wgpu::RenderPass::forget_lifetime/wgpu::ComputePass::forget_lifetime:

fn independent_cpass<'enc>(encoder: &'enc mut wgpu::CommandEncoder) -> wgpu::ComputePass<'static> {
    let cpass: wgpu::ComputePass<'enc> = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
    cpass.forget_lifetime()
}

⚠️ As long as a wgpu::RenderPass/wgpu::ComputePass is pending for a given wgpu::CommandEncoder, creation of a compute or render pass is an error and invalidates the wgpu::CommandEncoder.
forget_lifetime can be very useful for library authors, but opens up an easy way for incorrect use, so use with care.
This method doesn't add any additional overhead and has no side effects on pass recording.

By @Wumpf in #5569, #5575, #5620, #5768 (together with @kpreid), #5671, #5794, #5884.

Querying shader compilation errors

Wgpu now supports querying shader compilation info.

This allows you to get more structured information about compilation errors, warnings and info:

...
let lighting_shader = ctx.device.create_shader_module(include_wgsl!("lighting.wgsl"));
let compilation_info = lighting_shader.get_compilation_info().await;
for message in compilation_info
    .messages
    .iter()
    .filter(|m| m.message_type == wgpu::CompilationMessageType::Error)
{
    let line = message.location.map(|l| l.line_number).unwrap_or(1);
    println!("Compile error at line {line}");
}

By @stefnotch in #5410

64 bit integer atomic support in shaders.

Add support for 64 bit integer atomic operations in shaders.

Add the following flags to wgpu_types::Features:

  • SHADER_INT64_ATOMIC_ALL_OPS enables all atomic operations on atomic<i64> and
    atomic<u64> values.

  • SHADER_INT64_ATOMIC_MIN_MAX is a subset of the above, enabling only
    AtomicFunction::Min and AtomicFunction::Max operations on atomic<i64> and
    atomic<u64> values in the Storage address space. These are the only 64-bit
    atomic operations available on Metal as of 3.1.

Add corresponding flags to naga::valid::Capabilities. These are supported by the
WGSL front end, and all Naga backends.

Platform support:

  • On Direct3d 12, in D3D12_FEATURE_DATA_D3D12_OPTIONS9, if
    AtomicInt64OnTypedResourceSupported and AtomicInt64OnGroupSharedSupported are
    both available, then both wgpu features described above are available.

  • On Metal, SHADER_INT64_ATOMIC_MIN_MAX is available on Apple9 hardware, and on
    hardware that advertises both Apple8 and Mac2 support. This also requires Metal
    Shading Language 2.4 or later. Metal does not yet support the more general
    SHADER_INT64_ATOMIC_ALL_OPS.

  • On Vulkan, if the VK_KHR_shader_atomic_int64 extension is available with both the
    shader_buffer_int64_atomics and shader_shared_int64_atomics features, then both
    wgpu features described above are available.

By @atlv24 in #5383

A compatible surface is now required for request_adapter() on WebGL2 enumerate_adapters() is now native only.

When targeting WebGL2, it has always been the case that a surface had to be created before calling request_adapter().
We now make this requirement explicit.

Validation was also added to prevent configuring the surface with a device that doesn't share the same underlying
WebGL2 context since this has never worked.

Calling enumerate_adapters() when targeting WebGPU used to return an empty Vec and since we now require users
to pass a compatible surface when targeting WebGL2, having enumerate_adapters() doesn't make sense.

By @teoxoy in #5901

New features

General

  • Added as_hal for Buffer to access wgpu created buffers form wgpu-hal. By @JasondeWolff in #5724
  • include_wgsl! is now callable in const contexts by @9SMTM6 in #5872
  • Added memory allocation hints to DeviceDescriptor by @nical in #5875
    • MemoryHints::Performance, the default, favors performance over memory usage and will likely cause large amounts of VRAM to be allocated up-front. This hint is typically good for games.
    • MemoryHints::MemoryUsage favors memory usage over performance. This hint is typically useful for smaller applications or UI libraries.
    • MemoryHints::Manual allows the user to specify parameters for the underlying GPU memory allocator. These parameters are subject to change.
    • These hints may be ignored by some backends. Currently only the Vulkan and D3D12 backends take them into account.

Naga

  • Added -D, --defines option to naga CLI to define preprocessor macros by @theomonnom in #5859

  • Added type upgrades to SPIR-V atomic support. Added related infrastructure. Tracking issue is here. By @schell in #5775.

  • Implement WGSL's unpack4xI8,unpack4xU8,pack4xI8 and pack4xU8. By @VlaDexa in #5424

  • Began work adding support for atomics to the SPIR-V frontend. Tracking issue is here. By @schell in #5702.

  • In hlsl-out, allow passing information about the fragment entry point to omit vertex outputs that are not in the fragment inputs. By @Imberflur in #5531

  • In spv-out, allow passing acceleration_structure as a function argument. By @kvark in #5961

    let writer: naga::back::hlsl::Writer = /* ... */;
    -writer.write(&module, &module_info);
     writer.write(&module, &module_info, None);

...

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v0.20.2

27 Jun 05:06
14a7698
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This release bumps wgpu-core and wgpu-hal to 0.21.1, to resolve some undefined behavior observable in the DX12 backend after upgrading to Rust 1.79 or later. We also include a fix for a command buffer leak.

Bug Fixes

General

DX12

Full Changelog: v0.20.1...v0.20.2

v0.20.1

13 Jun 04:06
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This release included v0.21.0 of wgpu-core and wgpu-hal, due to breaking changes needed to solve vulkan validation issues. It also includes v0.20.1 for wgpu and wgpu-info.

Bug Fixes

This release fixes the validation errors whenever a surface is used with the vulkan backend. By @cwfitzgerald in #5681.

General

  • Clean up weak references to texture views and bind groups to prevent memory leaks. By @xiaopengli89 in #5595.
  • Fix segfault on exit if queue & device are dropped before surface. By @sagudev in #5640.

Metal

  • Fix unrecognized selector crash on iOS 12. By @VladasZ in #5744.

Vulkan

  • Fix enablement of subgroup ops extension on Vulkan devices that don't support Vulkan 1.3. By @cwfitzgerald in #5624.

GLES / OpenGL

  • Fix regression on OpenGL (EGL) where non-sRGB still used sRGB #5642

v0.20.0

28 Apr 22:15
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Major Changes

Pipeline overridable constants

Wgpu supports now pipeline-overridable constants

This allows you to define constants in wgsl like this:

override some_factor: f32 = 42.1337; // Specifies a default of 42.1337 if it's not set.

And then set them at runtime like so on your pipeline consuming this shader:

// ...
fragment: Some(wgpu::FragmentState {
    compilation_options: wgpu::PipelineCompilationOptions {
        constants: &[("some_factor".to_owned(), 0.1234)].into(), // Sets `some_factor` to 0.1234.
        ..Default::default()
    },
    // ...
}),
// ...

By @teoxoy & @jimblandy in #5500

Changed feature requirements for timestamps

Due to a specification change write_timestamp is no longer supported on WebGPU.
wgpu::CommandEncoder::write_timestamp requires now the new wgpu::Features::TIMESTAMP_QUERY_INSIDE_ENCODERS feature which is available on all native backends but not on WebGPU.

By @Wumpf in #5188

Wgsl const evaluation for many more built-ins

Many numeric built-ins have had a constant evaluation implementation added for them, which allows them to be used in a const context:

abs, acos, acosh, asin, asinh, atan, atanh, cos, cosh, round, saturate, sin, sinh, sqrt, step, tan, tanh, ceil, countLeadingZeros, countOneBits, countTrailingZeros, degrees, exp, exp2, floor, fract, fma, inverseSqrt, log, log2, max, min, radians, reverseBits, sign, trunc

By @ErichDonGubler in #4879, #5098

New native-only wgsl features

Subgroup operations

The following subgroup operations are available in wgsl now:

subgroupBallot, subgroupAll, subgroupAny, subgroupAdd, subgroupMul, subgroupMin, subgroupMax, subgroupAnd, subgroupOr, subgroupXor, subgroupExclusiveAdd, subgroupExclusiveMul, subgroupInclusiveAdd, subgroupInclusiveMul, subgroupBroadcastFirst, subgroupBroadcast, subgroupShuffle, subgroupShuffleDown, subgroupShuffleUp, subgroupShuffleXor

Availability is governed by the following feature flags:

  • wgpu::Features::SUBGROUP for all operations except subgroupBarrier in fragment & compute, supported on Vulkan, DX12 and Metal.
  • wgpu::Features::SUBGROUP_VERTEX, for all operations except subgroupBarrier general operations in vertex shaders, supported on Vulkan
  • wgpu::Features::SUBGROUP_BARRIER, for support of the subgroupBarrier operation, supported on Vulkan & Metal

Note that there currently some differences between wgpu's native-only implementation and the open WebGPU proposal.

By @exrook and @Lichtso in #5301

Signed and unsigned 64 bit integer support in shaders.

wgpu::Features::SHADER_INT64 enables 64 bit integer signed and unsigned integer variables in wgsl (i64 and u64 respectively).
Supported on Vulkan, DX12 (requires DXC) and Metal (with MSL 2.3 support).

By @atlv24 and @cwfitzgerald in #5154

New features

General

  • Implemented the Unorm10_10_10_2 VertexFormat by @McMackety in #5477
  • wgpu-types's trace and replay features have been replaced by the serde feature. By @KirmesBude in #5149
  • wgpu-core's serial-pass feature has been removed. Use serde instead. By @KirmesBude in #5149
  • Added InstanceFlags::GPU_BASED_VALIDATION, which enables GPU-based validation for shaders. This is currently only supported on the DX12 and Vulkan backends; other platforms ignore this flag, for now. By @ErichDonGubler in #5146, #5046.
    • When set, this flag implies InstanceFlags::VALIDATION.
    • This has been added to the set of flags set by InstanceFlags::advanced_debugging. Since the overhead is potentially very large, the flag is not enabled by default in debug builds when using InstanceFlags::from_build_config.
    • As with other instance flags, this flag can be changed in calls to InstanceFlags::with_env with the new WGPU_GPU_BASED_VALIDATION environment variable.
  • wgpu::Instance can now report which wgpu::Backends are available based on the build configuration. By @Wumpf #5167
    -wgpu::Instance::any_backend_feature_enabled()
     !wgpu::Instance::enabled_backend_features().is_empty()
  • Breaking change: wgpu_core::pipeline::ProgrammableStageDescriptor is now optional. By @ErichDonGubler in #5305.
  • Features::downlevel{_webgl2,}_features was made const by @MultisampledNight in #5343
  • More as_hal methods and improvements by @JMS55 in #5452
    • Added wgpu::CommandEncoder::as_hal_mut
    • Added wgpu::TextureView::as_hal
    • wgpu::Texture::as_hal now returns a user-defined type to match the other as_hal functions

Naga

  • Allow user to select which MSL version to use via --metal-version with Naga CLI. By @pcleavelin in #5392
  • Support arrayLength for runtime-sized arrays inside binding arrays (for WGSL input and SPIR-V output). By @kvark in #5428
  • Added --shader-stage and --input-kind options to naga-cli for specifying vertex/fragment/compute shaders, and frontend. by @ratmice in #5411
  • Added a create_validator function to wgpu_core Device to create naga Validators. By @atlv24 #5606

WebGPU

  • Implement the device_set_device_lost_callback method for ContextWebGpu. By @suti in #5438
  • Add support for storage texture access modes ReadOnly and ReadWrite. By @JolifantoBambla in #5434

GLES / OpenGL

  • Log an error when GLES texture format heuristics fail. By @PolyMeilex in #5266
  • Cache the sample count to keep get_texture_format_features cheap. By @Dinnerbone in #5346
  • Mark DEPTH32FLOAT_STENCIL8 as supported in GLES. By @Dinnerbone in #5370
  • Desktop GL now also supports TEXTURE_COMPRESSION_ETC2. By @valaphee in #5568
  • Don't create a program for shader-clearing if that workaround isn't required. By @Dinnerbone in #5348.
  • OpenGL will now be preferred over OpenGL ES on EGL, making it consistent with WGL. By @valaphee in #5482
  • Fill out driver and driver_info, with the OpenGL flavor and version, similar to Vulkan. By @valaphee in #5482

Metal

DX12

Other performance improvements

  • Simplify and speed up the allocation of internal IDs. By @nical in #5229
  • Use memory pooling for UsageScopes to avoid frequent large allocations. by @robtfm in #5414
  • Eager release of GPU resources comes from device.trackers. By @bradwerth in #5075
  • Support disabling zero-initialization of workgroup local memory in compute shaders. By @DJMcNab in #5508

Documentation

Bug Fixes

General

  • Fix serde feature not compiling for wgpu-types. By @KirmesBude in #5149
  • Fix the validation of vertex and index ranges. By @nical in #5144 and #5156
  • Fix panic when creating a surface while no backend is available. By @Wumpf #5166
  • Correctly compute minimum buffer size ...
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v0.19.4

18 Apr 00:12
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This release includes wgpu, wgpu-core, and wgpu-hal. All other crates are unchanged.

Bug Fixes

General

  • Don't depend on bind group and bind group layout entry order in backends. This caused incorrect command execution and, in some cases, crashes. By @ErichDonGubler in #5421.
  • Properly clean up all write_buffer/texture temporary resources. By @robtfm in #5413.
  • Fix deadlock in certain situations when mapping buffers using wgpu-profiler. By @cwfitzgerald in #5517

WebGPU

v0.19.3

01 Mar 22:19
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This release includes wgpu, wgpu-core, and wgpu-hal. All other crates are unchanged.

Major Changes

Vendored WebGPU Bindings from web_sys

--cfg=web_sys_unstable_apis is no longer needed in your RUSTFLAGS to compile for WebGPU!!!

While WebGPU's javascript api is stable in the browsers, the web_sys bindings for WebGPU are still improving. As such they are hidden behind the special cfg --cfg=web_sys_unstable_apis and are not available by default. Everyone who wanted to use our WebGPU backend needed to enable this cfg in their RUSTFLAGS. This was very inconvenient and made it hard to use WebGPU, especially when WebGPU is enabled by default. Additionally, the unstable APIs don't adhere to semver, so there were repeated breakages.

To combat this problem we have decided to vendor the web_sys bindings for WebGPU within the crate. Notably we are not forking the bindings, merely vendoring, so any improvements we make to the bindings will be contributed directly to upstream web_sys.

By @cwfitzgerald in #5325.

Bug Fixes

General

  • Fix an issue where command encoders weren't properly freed if an error occurred during command encoding. By @ErichDonGubler in #5251.

Android

  • Fix linking error when targeting android without winit. By @ashdnazg in #5326.

v0.19.2

29 Feb 22:33
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This release includes wgpu, wgpu-core, wgpu-hal, wgpu-types, and naga. All other crates are unchanged.

Added/New Features

General

OpenGL

  • Log an error when OpenGL texture format heuristics fail. By @PolyMeilex in #5266

wgsl-out

  • Learned to generate acceleration structure types. By @JMS55 in #5261

Documentation

  • Fix link in wgpu::Instance::create_surface documentation. By @HexoKnight in #5280.
  • Fix typo in wgpu::CommandEncoder::clear_buffer documentation. By @PWhiddy in #5281.
  • Surface configuration incorrectly claimed that wgpu::Instance::create_surface was unsafe. By @hackaugusto in #5265.

Bug Fixes

General

  • Device lost callbacks are invoked when replaced and when global is dropped. By @bradwerth in #5168
  • Fix performance regression when allocating a large amount of resources of the same type. By @nical in #5229
  • Fix docs.rs wasm32 builds. By @cwfitzgerald in #5310
  • Improve error message when binding count limit hit. By @hackaugusto in #5298
  • Remove an unnecessary clone during GLSL shader injestion. By @a1phyr in #5118.
  • Fix missing validation for Device::clear_buffer where offset size > buffer.size was not checked when size was omitted. By @ErichDonGubler in #5282.

DX12

  • Fix panic! when dropping Instance without InstanceFlags::VALIDATION. By @hakolao in #5134

OpenGL

  • Fix internal format for the Etc2Rgba8Unorm format. By @andristarr in #5178
  • Try to load libX11.so.6 in addition to libX11.so on linux. #5307
  • Make use of GL_EXT_texture_shadow_lod to support sampling a cube depth texture with an explicit LOD. By @cmrschwarz in #5171.

glsl-in

v0.19.1

22 Jan 00:27
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This release includes wgpu and wgpu-hal. The rest of the crates are unchanged since 0.19.0.

Bug Fixes

DX12

  • Properly register all swapchain buffers to prevent error on surface present. By @dtzxporter in #5091
  • Check for extra null states when creating resources. By @nical in #5096
  • Fix depth-only and stencil-only views causing crashes. By @teoxoy in #5100

OpenGL

  • In Surface::configure and Surface::present on Windows, fix the current GL context not being unset when releasing the lock that guards access to making the context current. This was causing other threads to panic when trying to make the context current. By @Imberflur in #5087.

WebGPU

  • Improve error message when compiling WebGPU backend on wasm without the web_sys_unstable_apis set. By @rukai in #5104

Documentation

  • Document Wayland specific behavior related to SurfaceTexture::present. By @i509VCB in #5093.

v0.19.0

17 Jan 20:30
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This release includes:

  • wgpu
  • wgpu-core
  • wgpu-hal
  • wgpu-types
  • wgpu-info
  • naga (skipped from 0.14 to 0.19)
  • naga-cli (skipped from 0.14 to 0.19)
  • d3d12 (skipped from 0.7 to 0.19)

Improved Multithreading through internal use of Reference Counting

Large refactoring of wgpu’s internals aiming at reducing lock contention, and providing better performance when using wgpu on multiple threads.

Check the blog post!

By @gents83 in #3626 and thanks also to @jimblandy, @nical, @Wumpf, @Elabajaba & @cwfitzgerald

All Public Dependencies are Re-Exported

All of wgpu's public dependencies are now re-exported at the top level so that users don't need to take their own dependencies.
This includes:

  • wgpu-core
  • wgpu-hal
  • naga
  • raw_window_handle
  • web_sys

Feature Flag Changes

WebGPU & WebGL in the same Binary

Enabling webgl no longer removes the webgpu backend.

Instead, there's a new (default enabled) webgpu feature that allows to explicitly opt-out of webgpu if so desired.
If both webgl & webgpu are enabled, wgpu::Instance decides upon creation whether to target wgpu-core/WebGL or WebGPU.
This means that adapter selection is not handled as with regular adapters, but still allows to decide at runtime whether
webgpu or the webgl backend should be used using a single wasm binary.
By @Wumpf in #5044

naga-ir Dedicated Feature

The naga-ir feature has been added to allow you to add naga module shaders without guessing about what other features needed to be enabled to get access to it.
By @cwfitzgerald in #5063.

expose-ids Feature available unconditionally

This feature allowed you to call global_id on any wgpu opaque handle to get a unique hashable identity for the given resource. This is now available without the feature flag.
By @cwfitzgerald in #4841.

dx12 and metal Backend Crate Features

wgpu now exposes backend feature for the Direct3D 12 (dx12) and Metal (metal) backend. These are enabled by default, but don't do anything when not targeting the corresponding OS.
By @daxpedda in #4815.

Direct3D 11 Backend Removal

This backend had no functionality, and with the recent support for GL on Desktop, which allows wgpu to run on older devices, there was no need to keep this backend.
By @valaphee in #4828.

WGPU_ALLOW_UNDERLYING_NONCOMPLIANT_ADAPTER Environment Variable

This adds a way to allow a Vulkan driver which is non-compliant per VK_KHR_driver_properties to be enumerated. This is intended for testing new Vulkan drivers which are not Vulkan compliant yet.
By @i509VCB in #4754.

DeviceExt::create_texture_with_data allows Mip-Major Data

Previously, DeviceExt::create_texture_with_data only allowed data to be provided in layer major order. There is now a order parameter which allows you to specify if the data is in layer major or mip major order.

    let tex = ctx.device.create_texture_with_data(
        &queue,
        &descriptor,
        wgpu::util::TextureDataOrder::LayerMajor,
        src_data,
    );

By @cwfitzgerald in #4780.

Safe & unified Surface Creation

It is now possible to safely create a wgpu::Surface with wgpu::Instance::create_surface() by letting wgpu::Surface hold a lifetime to window.
Passing an owned value window to Surface will return a wgpu::Surface<'static>.

All possible safe variants (owned windows and web canvases) are grouped using wgpu::SurfaceTarget.
Conversion to wgpu::SurfaceTarget is automatic for any type implementing raw-window-handle's HasWindowHandle & HasDisplayHandle traits, i.e. most window types.
For web canvas types this has to be done explicitly:

let surface: wgpu::Surface<'static> = instance.create_surface(wgpu::SurfaceTarget::Canvas(my_canvas))?;

All unsafe variants are now grouped under wgpu::Instance::create_surface_unsafe which takes the
wgpu::SurfaceTargetUnsafe enum and always returns wgpu::Surface<'static>.

In order to create a wgpu::Surface<'static> without passing ownership of the window use
wgpu::SurfaceTargetUnsafe::from_window:

let surface = unsafe {
  instance.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::from_window(&my_window))?
};

The easiest way to make this code safe is to use shared ownership:

let window: Arc<winit::Window>;
// ...
let surface = instance.create_surface(my_window.clone())?;

All platform specific surface creation using points have moved into SurfaceTargetUnsafe as well.
For example:

Safety by @daxpedda in #4597
Unification by @Wumpf in #4984

Add partial Support for WGSL Abstract Types

Abstract types make numeric literals easier to use, by
automatically converting literals and other constant expressions
from abstract numeric types to concrete types when safe and
necessary. For example, to build a vector of floating-point
numbers, Naga previously made you write:

vec3<f32>(1.0, 2.0, 3.0)

With this change, you can now simply write:

vec3<f32>(1, 2, 3)

Even though the literals are abstract integers, Naga recognizes
that it is safe and necessary to convert them to f32 values in
order to build the vector. You can also use abstract values as
initializers for global constants and global and local variables,
like this:

var unit_x: vec2<f32> = vec2(1, 0);

The literals 1 and 0 are abstract integers, and the expression
vec2(1, 0) is an abstract vector. However, Naga recognizes that
it can convert that to the concrete type vec2<f32> to satisfy
the given type of unit_x.
The WGSL specification permits abstract integers and
floating-point values in almost all contexts, but Naga's support
for this is still incomplete. Many WGSL operators and builtin
functions are specified to produce abstract results when applied
to abstract inputs, but for now Naga simply concretizes them all
before applying the operation. We will expand Naga's abstract type
support in subsequent pull requests.
As part of this work, the public types naga::ScalarKind and
naga::Literal now have new variants, AbstractInt and AbstractFloat.

By @jimblandy in #4743, #4755.

Instance::enumerate_adapters now returns Vec<Adapter> instead of an ExactSizeIterator

This allows us to support WebGPU and WebGL in the same binary.

- let adapters: Vec<Adapter> = instance.enumerate_adapters(wgpu::Backends::all()).collect();
  let adapters: Vec<Adapter> = instance.enumerate_adapters(wgpu::Backends::all());

By @Wumpf in #5044

device.poll() now returns a MaintainResult instead of a bool

This is a forward looking change, as we plan to add more information to the MaintainResult in the future.
This enum has the same data as the boolean, but with some useful helper functions.

- let queue_finished: bool = device.poll(wgpu::Maintain::Wait);
  let queue_finished: bool = device.poll(wgpu::Maintain::Wait).is_queue_empty();

By @cwfitzgerald in #5053

New Features

General

  • Added DownlevelFlags::VERTEX_AND_INSTANCE_INDEX_RESPECTS_RESPECTIVE_FIRST_VALUE_IN_INDIRECT_DRAW to know if @builtin(vertex_index) and @builtin(instance_index) will respect the first_vertex / first_instance in indirect calls. If this is not present, both will always start counting from 0. Currently enabled on all backends except DX12. By @cwfitzgerald in #4722.
  • Added support for the FLOAT32_FILTERABLE feature (web and native, corresponds to WebGPU's float32-filterable). By @almarklein in #4759.
  • GPU buffer memory is released during "lose the device". By @bradwerth in #4851.
  • wgpu and wgpu-core cargo feature flags are now documented on docs.rs. By @Wumpf in #4886.
  • DeviceLostClosure is guaranteed to be invoked exactly once. By @bradwerth in #4862.
  • Log vulkan validation layer messages during instance creation and destruction: By @exrook in #4586.
  • TextureFormat::block_size is deprecated, use TextureFormat::block_copy_size instead: By @Wumpf in #4647.
  • Rename of DispatchIndirect, DrawIndexedIndirect, and DrawIndirect types in the wgpu::util module to DispatchIndirectArgs, DrawIndexedIndirectArgs, and DrawIndirectArgs. By @cwfitzgerald in #4723.
  • Make the size parameter of encoder.clear_buffer an Option<u64> instead of Option<NonZero<u64>>. By @nical in #4737.
  • Reduce the info log level noise. By @nical in #4769, #4711 and #4772
  • Rename features & limits fields of DeviceDescriptor to required_features & required_limits. By @teoxoy in #4803.
  • `SurfaceConfig...
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