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gfx-rs logowgpu

A cross-platform, safe, pure-Rust graphics API.

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Quick Overview

wgpu is a cross-platform, safe, and portable graphics API for Rust. It provides a modern, efficient abstraction layer over various graphics backends, including Vulkan, Metal, D3D12, and WebGPU, allowing developers to write high-performance graphics code that runs on multiple platforms.

Pros

  • Cross-platform compatibility (Windows, macOS, Linux, Web)
  • Safe and ergonomic Rust API
  • Supports modern graphics features and performance optimizations
  • Active development and community support

Cons

  • Learning curve for developers new to graphics programming
  • May have slightly higher overhead compared to using native APIs directly
  • Documentation can be sparse in some areas
  • Still evolving, which may lead to breaking changes in future versions

Code Examples

  1. Initializing a wgpu instance and adapter:
use wgpu;

async fn init() {
    let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::default());
    let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions::default()).await.unwrap();
    let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor::default(), None).await.unwrap();
}
  1. Creating a render pipeline:
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
    label: Some("Shader"),
    source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});

let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
    label: Some("Render Pipeline Layout"),
    bind_group_layouts: &[],
    push_constant_ranges: &[],
});

let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
    label: Some("Render Pipeline"),
    layout: Some(&pipeline_layout),
    vertex: wgpu::VertexState {
        module: &shader,
        entry_point: "vs_main",
        buffers: &[],
    },
    fragment: Some(wgpu::FragmentState {
        module: &shader,
        entry_point: "fs_main",
        targets: &[Some(wgpu::ColorTargetState {
            format: surface_config.format,
            blend: Some(wgpu::BlendState::REPLACE),
            write_mask: wgpu::ColorWrites::ALL,
        })],
    }),
    primitive: wgpu::PrimitiveState::default(),
    depth_stencil: None,
    multisample: wgpu::MultisampleState::default(),
    multiview: None,
});
  1. Rendering a frame:
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
    label: Some("Render Encoder"),
});

{
    let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
        label: Some("Render Pass"),
        color_attachments: &[Some(wgpu::RenderPassColorAttachment {
            view: &view,
            resolve_target: None,
            ops: wgpu::Operations {
                load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
                store: true,
            },
        })],
        depth_stencil_attachment: None,
    });

    render_pass.set_pipeline(&render_pipeline);
    render_pass.draw(0..3, 0..1);
}

queue.submit(std::iter::once(encoder.finish()));

Getting Started

To get started with wgpu, add it to your Cargo.toml:

[dependencies]
wgpu = "0.15"

Then, in your Rust code, import and use wgpu:

use wgpu;

async fn run() {
    let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::default());

Competitor Comparisons

🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

Pros of rust-gpu

  • Allows writing GPU shaders directly in Rust, providing better type safety and ergonomics
  • Enables sharing code between CPU and GPU, potentially reducing duplication
  • Leverages Rust's powerful macro system for shader-specific optimizations

Cons of rust-gpu

  • More experimental and less mature compared to wgpu
  • Limited support for certain GPU features and platforms
  • Steeper learning curve for developers not familiar with GPU programming concepts

Code Comparison

rust-gpu shader example:

#[spirv(fragment)]
pub fn main(
    #[spirv(frag_coord)] frag_coord: Vec4,
    output: &mut Vec4
) {
    *output = vec4(1.0, 0.0, 0.0, 1.0);
}

wgpu shader example (WGSL):

@fragment
fn main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
    return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

Both examples demonstrate a simple fragment shader that outputs a solid red color. The rust-gpu version uses Rust syntax with SPIR-V attributes, while the wgpu version uses WGSL, WebGPU's shader language.

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[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

Pros of gfx

  • More flexible and lower-level API, allowing for greater control over graphics operations
  • Supports a wider range of graphics backends, including OpenGL and Metal
  • Potentially better performance for specialized use cases

Cons of gfx

  • Steeper learning curve due to its lower-level nature
  • Less standardized API, which can lead to more complex code
  • Requires more boilerplate code for common operations

Code Comparison

gfx:

let mut encoder: gfx::Encoder<_, _> = factory.create_command_buffer().into();
encoder.clear(&data.out, [0.1, 0.2, 0.3, 1.0]);
encoder.draw(&slice, &pso, &data);
encoder.flush(&mut device);

wgpu:

let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
    let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { /* ... */ });
}
queue.submit(std::iter::once(encoder.finish()));

The gfx code is more verbose and requires explicit management of the encoder, while wgpu provides a more streamlined API with implicit handling of command buffers.

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Safe and rich Rust wrapper around the Vulkan API

Pros of Vulkano

  • Direct Vulkan API access, offering more low-level control
  • Comprehensive Vulkan feature support
  • Stronger type safety and compile-time checks

Cons of Vulkano

  • Steeper learning curve due to Vulkan complexity
  • Less cross-platform compatibility (Vulkan-specific)
  • Potentially more verbose code for simple operations

Code Comparison

Vulkano example:

let instance = Instance::new(None, &InstanceExtensions::none(), None)
    .expect("failed to create instance");
let physical = PhysicalDevice::enumerate(&instance).next()
    .expect("no device available");
let queue_family = physical.queue_families()
    .find(|&q| q.supports_graphics())
    .expect("couldn't find a graphical queue family");

WGPU example:

let instance = wgpu::Instance::new(wgpu::Backends::all());
let adapter = instance.request_adapter(
    &wgpu::RequestAdapterOptions::default()
).await.unwrap();
let (device, queue) = adapter.request_device(
    &wgpu::DeviceDescriptor::default(),
    None
).await.unwrap();

WGPU provides a more abstracted and simplified API, while Vulkano offers more direct control over Vulkan features. WGPU is designed for cross-platform compatibility and ease of use, whereas Vulkano focuses on providing a comprehensive Rust interface to Vulkan.

2,190

Vulkan bindings for Rust

Pros of ash

  • Lower-level API, providing more direct control over Vulkan
  • Potentially better performance for specialized use cases
  • Closer to native Vulkan, easier for developers familiar with the API

Cons of ash

  • Steeper learning curve, requires more Vulkan knowledge
  • Less abstraction, leading to more verbose code
  • Fewer built-in safety features compared to wgpu

Code Comparison

ash example:

let instance = ash::Instance::new(&create_info, None)?;
let physical_device = instance.enumerate_physical_devices()?.pop().unwrap();
let device = instance.create_device(physical_device, &device_create_info, None)?;

wgpu example:

let instance = wgpu::Instance::new(wgpu::Backends::all());
let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions::default()).await?;
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor::default(), None).await?;

ash provides a more direct interface to Vulkan, requiring explicit management of instances, physical devices, and logical devices. wgpu abstracts these details, offering a higher-level API that's easier to use but provides less fine-grained control. The choice between ash and wgpu depends on the specific requirements of your project and your familiarity with Vulkan.

44,141

A refreshingly simple data-driven game engine built in Rust

Pros of Bevy

  • Higher-level game engine with a complete ecosystem for game development
  • Entity Component System (ECS) architecture for efficient and modular game design
  • Built-in asset management and scene system

Cons of Bevy

  • Steeper learning curve for beginners due to its comprehensive feature set
  • Less flexibility for low-level graphics programming compared to WGPU
  • Potentially higher overhead for simple applications

Code Comparison

Bevy (creating a simple window):

use bevy::prelude::*;

fn main() {
    App::new().add_plugins(DefaultPlugins).run();
}

WGPU (creating a simple window):

use winit::{event_loop::EventLoop, window::WindowBuilder};

fn main() {
    let event_loop = EventLoop::new();
    let window = WindowBuilder::new().build(&event_loop).unwrap();
    // Additional WGPU setup required...
}

Bevy provides a more concise and higher-level API for window creation and management, while WGPU requires more manual setup but offers greater control over the rendering process.

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README

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 and Discord to discuss.

  • #wgpu:matrix.org - discussion of wgpu's development.
  • #wgpu-users:matrix.org - discussion of using the library and the surrounding ecosystem.
  • #wgpu on the Rust Gamedev Discord - Dedicated support channel on the Rust Gamedev Discord.

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

DocsExamplesChangelog
v28v28v28
trunktrunktrunk

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

Supported Platforms

APIWindowsLinux/AndroidmacOS/iOSWeb (wasm)
Vulkan✅✅🌋
Metal✅
DX12✅
OpenGL🆗 (GL 3.3+)🆗 (GL ES 3.0+)📐🆗 (WebGL2)
WebGPU✅

✅ = First Class Support
🆗 = Downlevel/Best Effort Support
📐 = Requires the ANGLE translation layer (GL ES 3.0 only)
🌋 = Requires the MoltenVK translation layer
🛠️ = 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 1.92.

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 1.92.

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.