Releases: gfx-rs/wgpu
v28.0.0 - Mesh Shaders, Immediates, and More!
Major Changes
Mesh Shaders
This has been a long time coming. See the tracking issue for more information.
They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting
is supported, meaning they can be used through WESL or naga_oil.
Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes.
They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together,
for both culling and rendering.
They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather
than having a list of vertices generated individually and then using a static index buffer. This means that certain computations
on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and
you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.
Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders
on their own or with task shaders.
A full example of mesh shaders in use can be seen in the mesh_shader example. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:
@task
@payload(taskPayload)
@workgroup_size(1)
fn ts_main() -> @builtin(mesh_task_size) vec3<u32> {
// Task shaders can use workgroup variables like compute shaders
workgroupData = 1.0;
// Pass some data to all mesh shaders dispatched by this workgroup
taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0);
taskPayload.visible = 1;
// Dispatch a mesh shader grid with one workgroup
return vec3(1, 1, 1);
}
@mesh(mesh_output)
@payload(taskPayload)
@workgroup_size(1)
fn ms_main(@builtin(local_invocation_index) index: u32, @builtin(global_invocation_id) id: vec3<u32>) {
// Set how many outputs this workgroup will generate
mesh_output.vertex_count = 3;
mesh_output.primitive_count = 1;
// Can also use workgroup variables
workgroupData = 2.0;
// Set vertex outputs
mesh_output.vertices[0].position = positions[0];
mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask;
mesh_output.vertices[1].position = positions[1];
mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask;
mesh_output.vertices[2].position = positions[2];
mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask;
// Set the vertex indices for the only primitive
mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2);
// Cull it if the data passed by the task shader says to
mesh_output.primitives[0].cull = taskPayload.visible == 1;
// Give a noninterpolated per-primitive vec4 to the fragment shader
mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0);
}Thanks
This was a monumental effort from many different people, but it was championed by @inner-daemons, without whom it would not have happened.
Thank you @cwfitzgerald for doing the bulk of the code review. Finally thank you @ColinTimBarndt for coordinating the testing effort.
Reviewers:
wgpu Contributions:
- Metal implementation in wgpu-hal. By @inner-daemons in #8139.
- DX12 implementation in wgpu-hal. By @inner-daemons in #8110.
- Vulkan implementation in wgpu-hal. By @inner-daemons in #7089.
- wgpu/wgpu-core implementation. By @inner-daemons in #7345.
- New mesh shader limits and validation. By @inner-daemons in #8507.
naga Contributions:
- Naga IR implementation. By @inner-daemons in #8104.
wgsl-inimplementation in naga. By @inner-daemons in #8370.spv-outimplementation in naga. By @inner-daemons in #8456.wgsl-outimplementation in naga. By @Slightlyclueless in #8481.- Allow barriers in mesh/task shaders. By @inner-daemons in #8749
Testing Assistance:
- @ColinTimBarndt
- @AdamK2003
- @Mhowser
- @9291Sam
- 3 more testers who wished to remain anonymous.
Thank you to everyone to made this happen!
Switch from gpu-alloc to gpu-allocator in the vulkan backend
gpu-allocator is the allocator used in the dx12 backend, allowing to configure
the allocator the same way in those two backends converging their behavior.
This also brings the Device::generate_allocator_report feature to
the vulkan backend.
wgpu::Instance::enumerate_adapters is now async & available on WebGPU
BREAKING CHANGE: enumerate_adapters is now async:
- pub fn enumerate_adapters(&self, backends: Backends) -> Vec<Adapter> {
+ pub fn enumerate_adapters(&self, backends: Backends) -> impl Future<Output = Vec<Adapter>> {This yields two benefits:
- This method is now implemented on non-native using the standard
Adapter::request_adapter(…), makingenumerate_adaptersa portable surface. This was previously a nontrivial pain point when an application wanted to do some of its own filtering of adapters. - This method can now be implemented in custom backends.
By @R-Cramer4 in #8230
New LoadOp::DontCare
In the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Load can cause unnecessary memory traffic, and Clear can spend time unnecessarily
clearing the rendertargets. DontCare is a new LoadOp which will leave the contents
of the rendertarget undefined. Because this could lead to undefined behavior, this API
requires that the user gives an unsafe token to use the api.
While you can use this unconditionally, on platforms where DontCare is not available,
it will internally use a different load op.
load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })By @cwfitzgerald in #8549
MipmapFilterMode is split from FilterMode
This is a breaking change that aligns wgpu with spec.
SamplerDescriptor {
...
- mipmap_filter: FilterMode::Nearest
+ mipmap_filter: MipmapFilterMode::Nearest
...
}Multiview on all major platforms and support for multiview bitmasks
Multiview is a feature that allows rendering the same content to multiple layers of a texture.
This is useful primarily in VR where you wish to display almost identical content to 2 views,
just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you
can use this feature.
Multiview is also called view instancing in DX12 or vertex amplification in Metal.
Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself.
This change also introduces a view bitmask, a new field in RenderPassDescriptor that allows a render pass to render
to multiple non-adjacent layers when using the SELECTIVE_MULTIVIEW feature. If you don't use multi-view,
you can set this field to none.
- wgpu::RenderPassDescriptor {
- label: None,
- color_attachments: &color_attachments,
- depth_stencil_attachment: None,
- timestamp_writes: None,
- occlusion_query_set: None,
- }
+ wgpu::RenderPassDescriptor {
+ label: None,
+ color_attachments: &color_attachments,
+ depth_stencil_attachment: None,
+ timestamp_writes: None,
+ occlusion_query_set: None,
+ multiview_mask: NonZero::new(3),
+ }One other breaking change worth noting is that in WGSL @builtin(view_index) now requires a type of u32, where previously it required i32.
By @inner-daemons in #8206.
Error scopes now use guards and are thread-local.
- device.push_error_scope(wgpu::ErrorFilter::Validation);
+ let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
// ... perform operations on the device ...
- let error: Option<Error> = device.pop_error_scope().await;
+ let error: Option<Error> = scope.pop().await;Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts,
without having the error scope capture errors from other threads.
When the std feature is not enabled, we have no way to differentiate between threads, so error scopes return to be
global operations.
By @cwfitzgerald in #8685
Log Levels
We have received complaints about wgpu being way too log spammy at log levels info/warn/error. We have
adjusted our log policy and changed logging such that info and above should be silent unless some exceptional
event happens. Our new log policy is as follows:
- Error: if we can’t (for some reason, usually a bug) communicate an error any other way.
- Warning: similar, but there may be one-shot warnings about almost certainly sub-optimal.
- Info: do not use
- Debug: Used for interesting events happening inside wgpu.
- Trace: Used for all events that might be useful to either
wgpuor application...
v27.0.4
This release includes wgpu-hal version 27.0.4. All other crates remain at their previous versions.
Bug Fixes
General
- Remove fragile dependency constraint on
ordered-floatthat prevented semver-compatible changes above5.0.0. By @kpreid in #8371.
Vulkan
- Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in
FifoandFifoRelaxedpresent modes. This is due to the drivers implicitly using a DXGI (Direct3D) swapchain to implement these modes and it having vastly different timing properties. See #8310 and #8354 for more information. By @cwfitzgerald in #8420.
v26.0.6
This release includes wgpu-hal version 26.0.6. All other crates remain at their previous versions.
Bug Fixes
Vulkan
- Work around extremely poor frame pacing from AMD and Nvidia cards on Windows in
FifoandFifoRelaxedpresent modes. This is due to the drivers implicitly using a DXGI (Direct3D) swapchain to implement these modes and it having vastly different timing properties. See #8310 and #8354 for more information. By @cwfitzgerald in #8420.
v27.0.3
This release includes naga, wgpu-core and wgpu-hal version 27.0.3. All other crates remain at their previous versions.
Bug Fixes
naga
- Fix a bug that resulted in the Metal error
program scope variable must reside in constant address spacein some cases. Backport of #8311 by @teoxoy.
General
- Remove an assertion that causes problems if
CommandEncoder::as_hal_mutis used. By @andyleiserson in #8387.
DX12
- Align copies b/w textures and buffers via a single intermediate buffer per copy when
D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupportedisfalse. By @ErichDonGubler in #7721, backported in #8374.
v26.0.5
This release includes wgpu-hal version 26.0.5. All other crates remain at their previous versions.
Bug Fixes
DX12
- Align copies b/w textures and buffers via a single intermediate buffer per copy when
D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupportedisfalse. By @ErichDonGubler in #7721, backported in #8375.
v27.0.2
This release includes wgpu-hal version 27.0.2. All other crates remain at their previous versions.
Bug Fixes
DX12
- Fix device creation failures for devices that do not support mesh shaders. By @vorporeal in #8297.
v27.0.1
This release includes wgpu, wgpu-core, wgpu-hal, and wgpu-types version 27.0.1. All other crates remain at their previous versions.
Bug Fixes
- Fixed the build on docs.rs. By @cwfitzgerald in #8292.
v27.0.0
Major Changes
Deferred command buffer actions: map_buffer_on_submit and on_submitted_work_done
You may schedule buffer mapping and a submission-complete callback to run automatically after you submit, directly from encoders, command buffers, and passes.
// Record some GPU work so the submission isn't empty and touches `buffer`.
encoder.clear_buffer(&buffer, 0, None);
// Defer mapping until this encoder is submitted.
encoder.map_buffer_on_submit(&buffer, wgpu::MapMode::Read, 0..size, |result| { .. });
// Fires after the command buffer's work is finished.
encoder.on_submitted_work_done(|| { .. });
// Automatically calls `map_async` and `on_submitted_work_done` after this submission finishes.
queue.submit([encoder.finish()]);Available on CommandEncoder, CommandBuffer, RenderPass, and ComputePass.
By @cwfitzgerald in #8125.
Builtin Support for DXGI swapchains on top of of DirectComposition Visuals in DX12
By enabling DirectComposition support, the dx12 backend can now support transparent windows.
This creates a single IDCompositionVisual over the entire window that is used by the mfSurface. If a user wants to manage the composition tree themselves, they should create their own device and composition, and pass the relevant visual down into wgpu via SurfaceTargetUnsafe::CompositionVisual.
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backend_options: wgpu::BackendOptions {
dx12: wgpu::Dx12BackendOptions {
presentation_system: wgpu::Dx12SwapchainKind::DxgiFromVisual,
..
},
..
},
..
});By @n1ght-hunter in #7550.
EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE has been merged into EXPERIMENTAL_RAY_QUERY
We have merged the acceleration structure feature into the RayQuery feature. This is to help work around an AMD driver bug and reduce the feature complexity of ray tracing. In the future when ray tracing pipelines are implemented, if either feature is enabled, acceleration structures will be available.
- Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE
+ Features::EXPERIMENTAL_RAY_QUERYNew EXPERIMENTAL_PRECOMPILED_SHADERS API
We have added Features::EXPERIMENTAL_PRECOMPILED_SHADERS, replacing existing passthrough types with a unified CreateShaderModuleDescriptorPassthrough which allows passing multiple shader codes for different backends. By @SupaMaggie70Incorporated in #7834
Difference for SPIR-V passthrough:
- device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough::SpirV(
- wgpu::ShaderModuleDescriptorSpirV {
- label: None,
- source: spirv_code,
- },
- ))
+ device.create_shader_module_passthrough(wgpu::ShaderModuleDescriptorPassthrough {
+ entry_point: "main".into(),
+ label: None,
+ spirv: Some(spirv_code),
+ ..Default::default()
})This allows using precompiled shaders without manually checking which backend's code to pass, for example if you have shaders precompiled for both DXIL and SPIR-V.
Buffer mapping apis no longer have lifetimes
Buffer::get_mapped_range(), Buffer::get_mapped_range_mut(), and Queue::write_buffer_with() now return guard objects without any lifetimes. This
makes it significantly easier to store these types in structs, which is useful for building utilities that build the contents of a buffer over time.
- let buffer_mapping_ref: wgpu::BufferView<'_> = buffer.get_mapped_range(..);
- let buffer_mapping_mut: wgpu::BufferViewMut<'_> = buffer.get_mapped_range_mut(..);
- let queue_write_with: wgpu::QueueWriteBufferView<'_> = queue.write_buffer_with(..);
+ let buffer_mapping_ref: wgpu::BufferView = buffer.get_mapped_range(..);
+ let buffer_mapping_mut: wgpu::BufferViewMut = buffer.get_mapped_range_mut(..);
+ let queue_write_with: wgpu::QueueWriteBufferView = queue.write_buffer_with(..);By @sagudev in #8046 and @cwfitzgerald in #8070.
EXPERIMENTAL_* features now require unsafe code to enable
We want to be able to expose potentially experimental features to our users before we have ensured that they are fully sound to use.
As such, we now require any feature that is prefixed with EXPERIMENTAL to have a special unsafe token enabled in the device descriptor
acknowledging that the features may still have bugs in them and to report any they find.
adapter.request_device(&wgpu::DeviceDescriptor {
features: wgpu::Features::EXPERIMENTAL_MESH_SHADER,
experimental_features: unsafe { wgpu::ExperimentalFeatures::enabled() }
..
})By @cwfitzgerald in #8163.
Multi-draw indirect is now unconditionally supported when indirect draws are supported
We have removed Features::MULTI_DRAW_INDIRECT as it was unconditionally available on all platforms.
RenderPass::multi_draw_indirect is now available if the device supports downlevel flag DownlevelFlags::INDIRECT_EXECUTION.
The Feature::MULTI_DRAW_INDIRECT_COUNT feature can be used to determine if multi-draw is supported natively on the device. This is helpful to know if you are using spirv-passthrough and gl_DrawID in your shaders.
By @cwfitzgerald in #8162.
wgpu::PollType::Wait has now an optional timeout
We removed wgpu::PollType::WaitForSubmissionIndex and added fields to wgpu::PollType::Wait in order to express timeouts.
Before/after for wgpu::PollType::Wait:
-device.poll(wgpu::PollType::Wait).unwrap();
-device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
+device.poll(wgpu::PollType::Wait {
+ submission_index: None, // Wait for most recent submission
+ timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead.
+ })
+ .unwrap();Before/after for wgpu::PollType::WaitForSubmissionIndex:
-device.poll(wgpu::PollType::WaitForSubmissionIndex(index_to_wait_on))
+device.poll(wgpu::PollType::Wait {
+ submission_index: Some(index_to_wait_on),
+ timeout: Some(std::time::Duration::from_secs(60)), // Previous behavior, but more likely you want `None` instead.
+ })
+ .unwrap();wgpu::PollType::WaitForSubmissionIndex and wgpu::PollType::Wait had a hard-coded timeout of 60 seconds.
To wait indefinitely on the latest submission, you can also use the wait_indefinitely convenience function:
device.poll(wgpu::PollType::wait_indefinitely());New Features
General
- Added mesh shader support to
wgpu, with examples. Requires passthrough. By @SupaMaggie70Incorporated in #7345. - Added support for external textures based on WebGPU's
GPUExternalTexture. These allow shaders to transparently operate on potentially multiplanar source texture data in either RGB or YCbCr formats via WGSL'stexture_externaltype. This is gated behind theFeatures::EXTERNAL_TEXTUREfeature, which is currently only supported on DX12. By @jamienicol in #4386. wgpu::Device::pollcan now specify a timeout viawgpu::PollType::Wait. By @Wumpf in #8282 & #8285
naga
- Expose
naga::front::wgsl::UnimplementedEnableExtension. By @ErichDonGubler in #8237.
Changes
General
- Command encoding now happens when
CommandEncoder::finishis called, not when the individual operations are requested. This does not affect the API, but may affect performance characteristics. By @andyleiserson in #8220. - Prevent resources for acceleration structures being created if acceleration structures are not enabled. By @Vecvec in #8036.
- Validate that each
push_debug_grouppairs with exactly onepop_debug_group. By @andyleiserson in #8048. set_viewportnow requires that the supplied minimum depth value is less than the maximum depth value. By @andyleiserson in #8040.- Validation of
copy_texture_to_buffer,copy_buffer_to_texture, andcopy_texture_to_textureoperations more closely follows the WebGPU specification. By @andyleiserson in various PRs.- Copies within the same texture must not overlap.
- Copies of multisampled or depth/stencil formats must span an entire subresource (layer).
- Copies of depth/stencil formats must be 4B aligned.
- For texture-buffer copies,
bytes_per_rowon the buffer side must be 256B-aligned, even if the transfer is a single row.
- The offset for
set_vertex_bufferandset_index_buffermust be 4B aligned. By @andyleiserson in #7929. - The offset and size of bindings are validated as fitting within the underlying buffer in more cases. By @andyleiserson in #7911.
- The function you pass to
Device::on_uncaptured_error()must now implementSyncin addition toSend, and be wrapped inArc...
v26.0.4
v26.0.3
This release includes wgpu-hal version v26.0.3. All other crates remain at their previous versions.
Bug Fixes
- Fixed memory leak in vulkan backend. By @cwfitzgerald in #8031.