* CLEAR_COMMANDS extension is now more of a window into wgpu zero-init this has mostly implications on the constraints, but also allows a more leaky documentation which makes sense for this non-standard function as there is no other place to look it up * clear_texture via renderpasses wip * 3D depth textures are no longer allowed, volumes are always cleared via CPY_DST * cleanup texture's clear_views * rename CLEAR_COMMANDS to CLEAR_TEXTURE * separate clear_texture into reusable & more descriptive parts * texture clear views are now created ahead of time * discarded surface fixup goes through new clear_texture method now * onq ueue texture initialization now goes threw clear_texture pending inits need to store Stored textures now though, causing more ref count bumping * texture init on queue_write_texture now also goes through new clear_texture * transfer functions on commandbuffer use now new texture init route * merge collect_zero_buffer_copies_for_clear_texture into clear_texture_via_buffer_copies * clear functions now take TextureInitRange * Fix clippy lints * command_encoder_clear_texture no longer takes write lock on texture * TextureClearMode encodes now is_color * code cleanup, mostly about `use` * Handle volume textures in clear_texture_via_render_passes properly * texture clear no longer requires id::Stored * init tracking fixes for volumes and init on partial subresource writes * texture creation enforces COPY_DST only if absolutely necessary * unrolled functional chain, reduce unsafe scope size * fix clippy lints * clear_texture test no longer creates 1D textures see #2323 * 3D textures are no longer cleared as render target since this isn't supported on Metal * fix deno building issue, fix formatting * TextureInner::Surface can now be zero initialized
wgpu
wgpu is a cross-platform, safe, pure-rust graphics api. It runs natively on Vulkan, Metal, D3D12, D3D11, and OpenGLES; and on top of WebGPU on wasm.
The api is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
Repo Overview
The repository hosts the following libraries:
- User facing Rust API.
- Internal WebGPU implementation.
- Internal unsafe GPU API abstraction layer.
- Rust types shared between all crates.
- WebGPU implementation for the Deno JavaScript/TypeScript runtime
The following binaries:
cts_runner- WebGPU Conformance Test Suite runner usingdeno_webgpu.player- standalone application for replaying the API traces.wgpu-info- program that prints out information about all the adapters on the system or invokes a command for every adapter.
For an overview of all the components in the gfx-rs ecosystem, see the big picture.
MSRV policy
Minimum Supported Rust Version is 1.53.
It is enforced on CI (in "/.github/workflows/ci.txt") with RUST_VERSION variable.
This version can only be upgraded in breaking releases.
Getting Started
Rust
Rust examples can be found at wgpu/examples. You can run the examples with cargo run --example name. See the list of examples. For detailed instructions, look at our Get Started wiki.
If you are looking for a wgpu tutorial, look at the following:
C/C++
To use wgpu in C/C++, you need wgpu-native.
Others
If you want to use wgpu in other languages, there are many bindings to wgpu-native from languages such as Python, D, Julia, Kotlin, and more. See the list.
Community
We have the Matrix space with a few different rooms that form the wgpu community:
- discussion of the library's development.
- discussion of using the library and the surrounding ecosystem.
- discussion of everything else.
Wiki
We have a wiki that serves as a knowledge base.
Supported Platforms
| API | Windows | Linux & Android | macOS & iOS |
|---|---|---|---|
| Vulkan | ✅ | ✅ | |
| Metal | ✅ | ||
| DX12 | ✅ (W10 only) | ||
| DX11 | 🛠️ | ||
| GLES3 | 🆗 | ||
| Angle | 🆗 | 🆗 | 🛠️ |
✅ = First Class Support — 🆗 = Best Effort Support — 🛠️ = Unsupported, but support in progress
Angle
Angle is a translation layer from GLES to other backends, developed by Google. We support running our GLES3 backend over it in order to reach platforms with GLES2 or DX11 support, which aren't accessible otherwise. In order to run with Angle, "angle" feature has to be enabled, and Angle libraries placed in a location visible to the application. These binaries can be downloaded from gfbuild-angle artifacts.
On Windows, you generally need to copy them into the working directory, or in the same directory as the executable.
On Linux, you can point to them using LD_LIBRARY_PATH environment.
Environment Variables
All testing and example infrastructure shares the same set of environment variables that determine which Backend/GPU it will run on.
WGPU_ADAPTER_NAMEwith a substring of the name of the adapter you want to use (ex.1080will matchNVIDIA GeForce 1080ti).WGPU_BACKENDwith a comma separated list of the backends you want to use (vulkan,metal,dx12,dx11, orgl).WGPU_POWER_PREFERENCEwith the power preference to choose when a specific adapter name isn't specified (highorlow)
When running the CTS, use the variables DENO_WEBGPU_ADAPTER_NAME, DENO_WEBGPU_BACKEND, DENO_WEBGPU_POWER_PREFERENCE.
Testing
We have multiple methods of testing, each of which tests different qualities about wgpu. We automatically run our tests on CI if possible. The current state of CI testing:
| Backend/Platform | Status |
|---|---|
| DX12/Windows 10 | ✔️ (over WARP) |
| DX11/Windows 10 | 🚧 (over WARP) |
| Metal/MacOS | ❌ (no CPU runner) |
| Vulkan/Linux | 🆗 (cts hangs) |
| GLES/Linux | ❌ (egl fails init) |
Core Test Infrastructure
All framework based examples have image comparison tested against their screenshot.
To run the test suite on the default device:
cargo test --no-fail-fast
There's logic which can automatically run the tests once for each adapter on your system.
cargo run --bin wgpu-info -- cargo test --no-fail-fast
Then to run an example's image comparison tests, run:
cargo test --example <example-name> --no-fail-fast
Or run a part of the integration test suite:
cargo test -p wgpu -- <name-of-test>
If you are a user and want a way to help contribute to wgpu, we always need more help writing test cases.
WebGPU Conformance Test Suite
WebGPU includes a Conformance Test Suite to validate that implementations are working correctly. We can run this CTS against wgpu.
To run the CTS, first you need to check it out:
git clone https://github.com/gpuweb/cts.git
cd cts
# works in bash and powershell
git checkout $(cat ../cts_runner/revision.txt)
To run a given set of tests:
# Must be inside the cts folder we just checked out, else this will fail
cargo run --manifest-path ../cts_runner/Cargo.toml -- ./tools/run_deno --verbose "<test string>"
To find the full list of tests, go to the online cts viewer.
The list of currently enabled CTS tests can be found here.
Coordinate Systems
wgpu uses the coordinate systems of D3D and Metal:
| Render | Depth | Texture |
|---|---|---|
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