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@cwfitzgerald cwfitzgerald released this 01 Jul 21:12
Immutable release. Only release title and notes can be modified.
v30.0.0
8bf3e5f

Major changes

Optional vertex buffer slots

This allows gaps in VertexState's buffers and adds support for unbinding vertex buffers, bringing us in compliance with the WebGPU spec. As a result of this, VertexState's buffers field now has type of &[Option<VertexBufferLayout>]. To migrate, wrap vertex buffer layouts in Some:

  let vertex_state = wgpu::VertexState {
      module: &vs_module,
      entry_point: Some("vs_main"),
      compilation_options: wgpu::PipelineCompilationOptions::default(),
      buffers: &[
-         &vertex_buffer_layout
+         Some(&vertex_buffer_layout)
      ],
  };

By @teoxoy in #9351.

Integer shader I/O no longer defaults to @interpolate(flat)

To align with the shading language specifications, naga no longer assumes that integer-typed shader I/O should have flat interpolation, i.e., should not be interpolated. Even though flat interpolation is the only choice for integer I/O, it must be still specified explicitly.

WGSL:

 struct FragmentInput {
     @location(0) tex_coord: vec2<f32>,
-    @location(1) index: i32,
+    @location(1) @interpolate(flat) index: i32,
 }

GLSL:

-layout(location = 1) in int index;
+layout(location = 1) flat in int index;

By @andyleiserson in #9321.

Empty buffer slices are now permitted

Creating a BufferSlice with a length of 0 no longer causes a panic.

Empty buffer slices can be:

  • Instantiated
  • Mapped (the result is an empty slice of bytes)

Empty buffer slices cannot be:

  • Used in buffer bindings
  • Passed to set_index_buffer or set_vertex_buffer

#3170 tracks making it possible to pass a zero-size BufferSlice to set_vertex_buffer and set_index_buffer in the future.

Zero-size buffer bindings are still not permitted. BufferBinding and BindingResource now implement TryFrom<BufferSlice> instead of From<BufferSlice>. The TryFrom conversion will fail if the slice is zero-size.

-let slice = buffer.slice(0..0); // panic!
-let mapping = BufferBinding::from(slice); // infallible
+let slice = buffer.slice(0..0); // okay
+let mapping = BufferBinding::try_from(slice).unwrap(); // panic

Relatedly, BufferSlice::size() now returns BufferAddress (u64) instead of BufferSize (NonZero<u64>), since an empty slice has size 0.

By @beholdnec in #8505.

Surface color space selection (HDR output)

Surfaces can now be configured with an explicit color space, enabling HDR and wide-gamut output where the platform supports it. SurfaceConfiguration has a new color_space field, and SurfaceCapabilities reports the supported color spaces for every supported format in a new format_capabilities field. SurfaceColorSpace::is_hdr() classifies a color space (the extended-range and PQ/HLG spaces are HDR) so you can branch after picking one.

The new SurfaceColorSpace::Auto default reproduces wgpu's historical behavior (extended linear scRGB for Rgba16Float where supported, sRGB otherwise; never a wide-gamut or HDR color space). To migrate, add the field:

  let config = wgpu::SurfaceConfiguration {
      usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
      format: surface_format,
+     color_space: wgpu::SurfaceColorSpace::Auto,
      ..
  };

Support by backend:

Color space / feature Vulkan DX12 Metal WebGPU GLES
Srgb
ExtendedSrgb ✅¹
ExtendedSrgbLinear (scRGB) ✅¹
DisplayP3 ✅¹
ExtendedDisplayP3
Bt2100Pq (HDR10) ✅¹
Bt2100Hlg ✅¹

¹ Vulkan support for extended color spaces depends on the driver/platform.

The current state of HDR on the current monitor can be queried with Surface::display_hdr_info.

For wgpu-hal users: hal::SurfaceConfiguration gained a color_space field (never Auto), and hal::SurfaceCapabilities::formats is now Vec<SurfaceFormatCapabilities> instead of Vec<TextureFormat>.

A new standalone example, examples/standalone/03_hdr_surface, prints a surface's (format, color space) capabilities and renders an HDR luminance test pattern through the most capable color space available.

By @stuartparmenter in #9658.

New naga-types crate

To better re-use code between internal crates and prepare for future additions, there is a new crate called naga-types which contains some useful datatypes used by naga and wgpu, without pulling in naga itself.

Some types have changed canonical locations, but are re-exported in their previous places, so there should not be any breaking changes caused by this.

By @inner-daemons in #9434.

Added/New Features

General

  • Add StagingBelt::finish_and_recall_on_submit, a convenience that combines finish and recall by deferring the buffer re-map via CommandEncoder::map_buffer_on_submit, so no explicit recall() call is needed after submission. By @ruihe774.
  • Implement i16/u16 16-bit integer support in WGSL shaders, gated behind Features::SHADER_I16 and enable wgpu_int16;. Supported on Vulkan, Metal, and DX12 (SM 6.2+). By @JMS55 in #9412.
  • Add BLAS support for procedural AABB geometry (BlasGeometrySizeDescriptors::AABBs, BlasAabbGeometry, and related descriptors). By @dylanblokhuis in #9290
  • Added "limit bucketing" functionality which can adjust adapter limits and features to match one of several pre-defined buckets. This is controlled by the new apply_limit_buckets member in RequestAdapterOptions, which is false by default. By @andyleiserson in #9119.
  • Make wgpu_types::texture::format::TextureChannel accessible as wgpu::TextureChannel. By @TornaxO7 in #9349.
  • Add support for per_vertex in Metal and DX12, as well as some validation for per_vertex, and a new enable extension, wgpu_per_vertex. By @inner-daemons in #9219.
  • Add ComputePass version of CommandEncoder::transition_resources that allows intra-pass transitions. By @wingertge in #9371.
  • Device::create_texture_from_hal now takes an explicit initial_state: wgt::TextureUses parameter declaring the state the wrapped foreign resource is already in. Previously the tracker hard-coded TextureUses::UNINITIALIZED for the wrapped texture, which is a content-discarding transition under the Vulkan spec. This affected zero-copy hardware-decoded video imports on the platforms where compressed modifiers are used. To migrate, pass wgpu::TextureUses::UNINITIALIZED to preserve the previous behaviour:
      let texture = unsafe {
    -     device.create_texture_from_hal::<Vulkan>(hal_texture, &desc)
    +     device.create_texture_from_hal::<Vulkan>(hal_texture, &desc, wgpu::TextureUses::UNINITIALIZED)
      };
    By @AdrianEddy in #9496.
  • Add as_custom to many new API types and expose Tlas::lowest_unmodified (letting custom backends perform partial TLAS updates), increasing the capabilities of custom backends. Also fixed render bundles on custom backends. By @inner-daemons in #9605.
  • Extend copy_texture_to_texture to allow copying a single plane of a multi-planar source (NV12, P010) into a single-plane destination of the matching format (e.g. NV12 Plane0R8Unorm, NV12 Plane1Rg8Unorm). copy_size is interpreted in plane texels, not luma texels. By @AdrianEddy in #9551.
  • Added InstanceFlags::STRICT_WEBGPU_COMPLIANCE flag, which restricts the available feature set to the one defined by the WebGPU specification. By @teoxoy in #9586.
  • Implemented QuerySet::destroy by @sagudev in #9671
  • Add QuerySet::ty and QuerySet::count getters. By @sagudev in #9672.
  • Implemented query set initialization tracking, ensuring unwritten query slots resolve to 0; avoiding UB. By @teoxoy in #9664.
  • Add Surface::display_hdr_info, a read-only snapshot of the backing display's HDR characteristics (luminance in nits, EDR headroom, primaries, bit depth, and a coarse dynamic-range/gamut bucket) for tone-mapping. DisplayHdrInfo::tone_map_headroom() folds it into the one multiplier most tone-mappers want; whether to request an HDR surface at all is a separate, capability question answered by SurfaceCapabilities, not by this live value. Populated on DX12 and Vulkan on Windows, Metal on macOS, and the web. By @stuartparmenter.
  • Added Limits::max_buffers_and_acceleration_structures_per_shader_stage, a combined limit for all buffer types (storage, uniform, vertex buffers, and acceleration structures) that share Metal's buffer argument table. On Metal without InstanceFlags::STRICT_WEBGPU_COMPLIANCE set, the new limit and the individual per-type limits (max_storage_buffers_per_shader_stage, max_uniform_buffers_per_shader_stage, max_vertex_buffers, max_acceleration_structures_per_shader_stage) are set to 29. By @teoxoy in #9709.

naga

  • Add spirv-out ray tracing pipelines. By @Vecvec in #9085.
  • Add naga::front::wgsl::ParseError::notes(). By @kwillemsen in #9572.
  • Add MSL support for cooperative matrix multiply-add with lower-precision A/B operands and a higher-precision accumulator/result, such as coopMultiplyAdd(f16, f16, f32) -> f32. By @seddonm1 in #9629.

DX12

  • Added support for mesh shaders in naga's HLSL writer, completing DX12 support for mesh shaders. By @inner-daemons in #8752.
  • Added dx12::Queue::add_wait_fence / add_signal_fence (and matching remove_* companions). They stage ID3D12CommandQueue::Wait / Signal calls on the next Queue::submit. The wait calls are issued before the submit's ExecuteCommandLists, the signal calls after wgpu's own Signal(signal_fence, signal_value). Cross-API interop crates use this to GPU-side gate / publish wgpu submits against foreign-API fences. By @AdrianEddy in #9463.
  • Added dx12::Texture::with_plane_slice so cross-API importers can wrap one plane of a multi-plane DXGI resource (e.g. DXGI_FORMAT_NV12) as a single-plane wgpu texture. By @AdrianEddy in #9551.

Vulkan

  • Add vulkan::Queue::add_wait_semaphore and vulkan::Queue::remove_wait_semaphore. Lets external producers (CUDA / OpenCL / D3D12 imported via VK_KHR_external_semaphore_*) be waited on at the next Queue::submit call without a CPU block. By @AdrianEddy in #9461.
  • Add vulkan::Device::texture_from_dmabuf_fd() for importing DMA-buf textures on Linux, with VULKAN_EXTERNAL_MEMORY_FD and VULKAN_EXTERNAL_MEMORY_DMA_BUF feature flags. By @todo in #9412.
  • Add support for RawWindowHandle::Drm on Unix, conditional on the drm feature.
  • Add wgpu_hal::vulkan::Buffer::raw_handle() for retrieving the underlying vk::Buffer resource. By @WillowGriffiths in #9459.

Metal

  • Add metal::Queue::add_wait_event / add_signal_event (with remove_* companions) to stage MTLSharedEvent waits/signals on the next Queue::submit, for GPU-side interop with foreign APIs. Waits run on an internal CB committed before user CBs. By @AdrianEddy in #9483.
  • Unconditionally enable Features::CLIP_DISTANCES. By @ErichDonGubler in #9270.
  • Added full support for mesh shaders, including in WGSL shaders. By @inner-daemons in #8739.
  • Added support for bindless storage buffers (buffer binding arrays) on Metal. By @mate-h in #9081.
  • Added DropCallbacks to Metal textures. By @jerzywilczek in #9634.

GLES

  • Added support for GLSL passthrough. By @inner-daemons in #9064.
  • Implement Adapter::new_external() for WebGL2 (just like EGL/WGL) to import an external WebGL2 rendering context, and expose the imported context back through Adapter::adapter_context() / Device::context(). By @pepperoni505 in #9438.
  • Add gles::Device::buffer_from_raw for wrapping an externally-owned GL buffer as a wgpu_hal::gles::Buffer. By @AdrianEddy in #9550.
  • Advertise Features::TEXTURE_FORMAT_16BIT_NORM on OpenGL, including storage-texture usage where the driver supports it. By @AdrianEddy in #9601.

Changes

General

  • SurfaceTexture::present() has been replaced by Queue::present(surface_texture). By @inner-daemons and @atlv24 in #9361.
  • Features::CLIP_DISTANCE, naga::Capabilities::CLIP_DISTANCE, and naga::BuiltIn::ClipDistance have been renamed to CLIP_DISTANCES and ClipDistances (viz., pluralized) as appropriate, to match the WebGPU spec. By @ErichDonGubler in #9267.
  • Added more granular limits for mesh shaders. By @inner-daemons in #8739.
  • Added new InvalidWorkgroupSizeError, which is now used by DrawError::InvalidGroupSize and StageError::InvalidWorkgroupSize. By @andyleiserson in #9357.
  • Zero-size Queue::write_buffer now returns an error if the offset is invalid or the buffer lacks COPY_DST. By @39ali in #9374.
  • Buffer::get_mapped_range and variants now return Result<_, MapRangeError>> instead of panicking, in line with WebGPU spec. By @atlv24 in #9281.
  • Passthrough shaders now require a list of entry points when being created. by @inner-daemons in #9064.
  • BREAKING: The dispatch and dispatch_indirect methods on pass and bundle encoders have been renamed to dispatch_workgroups and dispatch_workgroups_indirect, respectively, to match the WebGPU spec. By @ErichDonGubler in #9362.
  • LoadOp::DontCare can no longer be deserialized, and the LoadOpDontCare token no longer implements Default. This ensures that DontCare can only be used with unsafe, as intended. By @kpreid in #9428.
  • Minor changes to various error enums to support improved validation. By @andyleiserson in #9357, #9363, and #9425:
    • Added new InvalidWorkgroupSizeError, which is now used by DrawError::InvalidGroupSize and StageError::InvalidWorkgroupSize.
    • Added BuildAccelerationStructureError variant OffsetLimitedTo4GB and changed IndirectBufferOverrun to contain offset and size rather than start and end offsets.
    • IndexFormat::byte_size now returns u32 instead of usize.
  • BREAKING: map_label helpers have changed slightly. By @beicause and @andyleiserson in #9480, #9481, and #9526.
    • TextureDescriptor::map_label_and_view_formats and SurfaceConfiguration::map_view_formats now take FnOnce(&V) instead of FnOnce(V).
    • All map_label helpers except CreateShaderModuleDescriptorPassthrough now have the signature map_label<'a, K>(&'a self, fun: impl FnOnce(&'a L) -> K) (previously the lifetimes were implicit and thus could differ).
  • Relaxed locking within wgpu-core to enable queue submission processing on one thread to proceed while another thread is blocked in a device poll. To facilitate this, wgpu-hal fences are now internally synchronized. By @Vecvec in #9475.
  • AdapterInfo::transient_saves_memory now is Option<bool> instead of bool. It is None on web and Some on native platforms. By @beicause in #9568.
  • BREAKING: TextureUsages::TRANSIENT is renamed to TextureUsages::TRANSIENT_ATTACHMENT and brought in line with WebGPU spec. Transient textures may now only be used with LoadOp::Clear or LoadOp::DontCare (if it is available) and StoreOp::Discard. By @beicause in #9568.
  • Added missing Debug implementations across the public API (including TextureBlitter and its builder, SurfaceTarget, ErrorScopeGuard, and QueueWriteBufferView) and enabled the missing_debug_implementations lint. By @euclio in #9730 and @kpreid in #9744.

naga

  • Switched from using an intersector to using an intersection_query on metal so AABBs and non-opaque triangles can be handled. By @Vecvec in #9304.
  • Guard against invalid calls to ray query functions on Metal. By @Vecvec in #9442.

Validation

  • Add clip distances validation for maxInterStageShaderVariables. By @ErichDonGubler in #8762. This may break some existing programs, but it compiles with the WebGPU spec.
  • Bring immediates in line with webgpu spec. By @atlv24 in #9280.
  • Validate LoadOp and StoreOp are None for attachments without corresponding depth or stencil aspect. By @beicause in #9567.

DX12

  • Prefix FeatureLevel and ShaderModel enum variants with V instead of _. By @teoxoy in #9337.

Bug Fixes

General

  • Fix SYNC-HAZARD-WRITE-AFTER-PRESENT on Vulkan when a surface texture is presented without being rendered to. By @inner-daemons and @atlv24 in #9361.
  • Fix incorrect checks for dynamic binding bounds when calling an encoder's set_bind_group in passes and bundles. By @ErichDonGubler in #9308.
  • Writes from Queue::write_buffer are now flushed by calls to Buffer::map_async for that same buffer, to prevent reading stale data. on_submitted_work_done also now flushes pending writes. By @andyleiserson in #9307.
  • Fix missing dependency feature activations when building wgpu-hal with gles/dx12 in isolation. By @Wumpf in #9325
  • Increase recursion limits to please -Znext-solver. By @nazar-pc in #9609
  • Stencil clear and reference values are now truncated to 8 bits. By @beicause in #9607.
  • Fixed missing initialization of other aspects when writing to a single aspect of a multi-aspect texture. By @andyleiserson in #9626.
  • Fix process abort when a SurfaceTexture is dropped during panic unwind between get_current_texture and Queue::present. The acquired texture reference is now released without calling HAL discard. By @hack3rmann in #9678.
  • Fixed incorrect initialization tracking for 3D textures. By @andyleiserson in #9765.

naga

  • Fixed atomic load and store operations being incorrectly generated as non-atomic memory accesses in GLSL and HLSL. By @CldStlkr in #9242.
  • Fixed overflow detection and argument domain validation for acosh, length, normalize, and pow in constant evaluation. By @ecoricemon in #9249.
  • Naga no longer allows derivative operations on f16. WGSL does not currently allow this, although it may be added in the future. By @andyleiserson in #9154.
  • Disallow direct access to atomic variables in WGSL front-end (e.g. let x = myAtomic;). By @ecoricemon in #9262.
  • Fixed handling of unterminated block comments. By @BKDaugherty in #9356.
  • Enforce that @must_use appear only on function declarations. By @dnsn021 in #9367.
  • Fix typo in naga::back::msl::Error::UnsupportedWritable* variant names. By @ErichDonGubler in #9376.
  • Added support for enable wgpu_binding_array;. By @39ali in #9298.
  • Ability to disable integer division safety checks on Vulkan and Metal. By @kvark in #9443.
  • [hlsl] more matCx2 fixes. By @teoxoy in #9507.
  • Fix packSnorm2x16 and packUnorm2x16 swap in the GLSL frontend. By @treylutton in #9675.
  • Fixed WGSL loop-local var declarations without explicit initializers so they are zero-initialized each iteration. By @ruihe774 in #9592.
  • Fixed logic errors in the ray query spirv writer. By @Vecvec in #9731.

DX12

  • Fixed use of a texture view without TextureUsage::TEXTURE_BINDING as a read-only depth attachment. By @andyleiserson in #9346.
  • Fixed a debug_assert during stride validation for indirect multi draw. By @kristoff3r in #9332
  • Fixed stencil values read with textureLoad appearing in G instead of R. By @andyleiserson in #9520.
  • Fixed some cases where the textureNum{Layers,Levels,Samples} functions returned incorrect results. By @andyleiserson in #9542.
  • Fixed map_texture_format_for_copy panicking on (planar_format, single_plane_aspect) during buffer<->texture transfers, and TextureView::subresource_index previously being hard-coded to plane 0. By @AdrianEddy in #9551.
  • Fixed partially-bound texture and storage-texture binding arrays (PARTIALLY_BOUND_BINDING_ARRAY) reading garbage in create_bind_group. By @holg in #9653.

Vulkan

  • Fixed SHADER_I16 not enabling storage_buffer16_bit_access or storage_input_output16, causing Vulkan validation errors when using 16-bit integers in buffers. By @JMS55 in #9412.
  • Fixed validation errors when frames take longer than the specified swapchain acquire timeout. By @atlv24 in #9405.
  • Fixed limits on Mesa's Honeykrisp / Asahi Linux. By @im-0 in #9393.
  • Fixed vkAcquireNextImage fence being awaited on non-Windows platforms causing frametime spikes on nvidia drivers. By @cohaereo in #9486.
  • Fixed alignment and MatrixStride for mat2x2 in SPIR-V uniform blocks. By @39ali #9369.
  • Fixed loading of libvulkan.so on OpenHarmony (target_env = "ohos"). By @jschwe in #9649.
  • Fixed VUID-RuntimeSpirv-vulkanMemoryModel-06265 validation errors by enabling vulkanMemoryModelDeviceScope whenever the Vulkan memory model is enabled, since the SPIR-V backend emits storage atomics with Device scope. By @francisdb in #9741.
  • Fixed some cases where out-of-memory errors were reported incorrectly. By @andyleiserson in #9643 and #9747.
  • Fixed signed integer % (and %=) returning the wrong result for negative operands in the SPIR-V backend, e.g. -1 % 768 yielding 255 instead of -1 on NVIDIA. OpSRem is poison for negative operands in the Vulkan SPIR-V environment without VK_KHR_maintenance8, even though WGSL defines % for these operands, so signed remainder is now always lowered as a - b * (a / b). By @mstampfli in #9674.

Metal

  • Detect BC texture support on newer iOS, tvOS, and visionOS devices. By @bmisiak in #9656.
  • Fix crash on fence creation when running in a MacOS Seatbelt sandbox. By @Wumpf in #9415
  • Improved command buffer completion handling. By @39ali in #9328.
    • Wait using a condition variable, instead of polling.
    • Fixed a hang in Device::poll(PollType::wait_indefinitely()) when a Metal command buffer exits with an error.
  • Fixed structure field names incorrectly ignoring reserved keywords in the Metal (MSL) backend. By @39ali #9379.
  • Restore the Queue::as_raw method, which was removed without good reason in v29. It now returns &ProtocolObject<dyn MTLCommandQueue>. By @andyleiserson in #9560.

WebGPU

  • Expose the underlying JS handles of WebGPU-backed resources via new as_webgpu accessors on Texture, TextureView, Buffer, Queue, and Device, returning Option<&wgpu::webgpu::Gpu*>. This is the WebGPU counterpart of as_hal (which returns None on the WebGPU backend, since WebGPU is not a wgpu_hal API). The vendored handle types are re-exported under the new wgpu::webgpu module. By @AdrianEddy in #9530
  • Add Device::create_texture_from_webgpu_handle(texture, desc, drop_callback) for wrapping a foreign webgpu::GpuTexture (e.g. a canvas getCurrentTexture() result) as a wgpu::Texture without copy. Use the drop_callback to decide if you want to call GpuTexture.destroy() when wgpu is done with the texture. By @AdrianEddy in #9530

Dependency Updates

WebGPU

  • Upgrade vendored wasm-bindgen WebGPU bindings to 0.2.115 and adapt the webgpu backend to the new API. ExternalImageSource::VideoFrame no longer requires --cfg=web_sys_unstable_apis, as web_sys::VideoFrame is now stable. The GLES backend still requires the cfg to upload VideoFrames, since glow still needs to adapt. By @evilpie in #9090.

Testing/Internal

  • We now use tombi as our TOML formatter instead of taplo, which has been unmaintained for some time. If you currently use taplo as part of your workflow, we recommend you migrate, or change your editor settings while working with wgpu.