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1e177d0813d8f258e5eb5b0656260f28fa394382
144: Rewrite bindings generation r=grovesNL a=kvark This PR is shaping wgpu-remote to become distantly usable, introduces an example that tests it on CI. It also rewrites our binding generation to use `cbindgen.toml` configuration, which goes in line with Gecko use case (even though they are going to have a separate configuration). The `ClientFactory` is introduced so that we can have multiple clients (say, one page per client) talking to the same server on a dedicated thread within the GPU process. Co-authored-by: Dzmitry Malyshau <kvarkus@gmail.com>
WebGPU
This is an experimental WebGPU implementation as a native static library. It's written in Rust and is based on gfx-hal and satellite libraries. The corresponding WebIDL specification can be found at gpuweb project.
The implementation consists of the following parts:
wgpu-native- the native implementation of WebGPU as a C API librarywgpu-remote- remoting layer to work with WebGPU across the process boundarywgpu-rs- idiomatic Rust wrapper of the native library
Supported platforms:
- Vulkan on Windows and Linux
- D3D12 and D3D11 on Windows
- Metal on macOS and iOS
Examples
To run an example, simply cd to the examples or gfx-examples directory, then use cargo run with --features {backend} to specify the backend (where {backend} is either vulkan, dx12, dx11 or metal). For example:
# Clone the wgpu repository
git clone https://github.com/gfx-rs/wgpu
# Change directory to `examples`
cd wgpu/examples
# Vulkan (Linux/Windows)
cargo run --bin hello_triangle --features vulkan
# Metal (macOS/iOS)
cargo run --bin hello_triangle --features metal
# DirectX12 (Windows)
cargo run --bin hello_triangle --features dx12
cd ../gfx-examples
# Vulkan (Linux/Windows)
cargo run --bin cube --features vulkan
# Metal (macOS/iOS)
cargo run --bin cube --features metal
# DirectX12 (Windows)
cargo run --bin cube --features dx12
These examples assume that necessary dependencies for the graphics backend are already installed. For more information about installation and usage, refer to the Getting Started gfx-rs guide.
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