bors[bot] 1234c96373 Merge #596
596: Remove wgpu-native and wgpu-remote r=grovesNL a=kvark

Closes #587 

I'm still not sure if it's a good idea. Feedback is welcome!
For instance, even after we remove these two things, the repo will still contain a bunch of logic that Gecko wouldn't necessarily be interested in, such as the surface/swapchains logic.

It's also not clear to me how to properly organize the workflow with the wgpu-native being separate (btw, it's https://github.com/gfx-rs/wgpu-native). Do we still have the workspace here? Or do we just introduce a separate repo that will include all the stuff as sub-modules and have a single workspace?

Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>
2020-04-18 21:40:51 +00:00
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This is an active GitHub mirror of the WebGPU implementation in Rust, which now lives in "gfx/wgpu" of Mozilla-central. Issues and pull requests are accepted, but some bidirectional synchronization may be involved.

WebGPU

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This is the core logic of an experimental WebGPU implementation. It's written in Rust and is based on gfx-hal with help of gfx-extras. See the upstream WebGPU specification (work in progress).

The implementation consists of the following parts:

  • wgpu-core - internal Rust API for WebGPU implementations to use
  • wgpu-types - Rust types shared between wgpu-core, wgpu-native, and wgpu-rs

This repository is not meant for direct use by applications. If you are looking for the user-facing Rust API, you need wgpu-rs. If you are looking for the native implementation or bindings to the API in other languages, you need wgpu-native.

Supported Platforms

API Windows Linux macOS & iOS
DX11
DX12 ✔️
Vulkan ✔️ ✔️
Metal ✔️
OpenGL 🚧 🚧 🚧

✔️ = Primary support — = Secondary support — 🚧 = Unsupported, but support in progress

Description
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Readme 137 MiB
Languages
Rust 79.9%
WGSL 16.2%
HLSL 2%
GLSL 1.7%
JavaScript 0.2%