1240: Fix issue with multiple queued mappings where the last one is not cancelled r=kvark a=Imberflur **Connections** Follow up from #1239 **Description** In #1239 I missed the case where there are multiple rounds of mapping/unmapping with the last map not being cancelled. In practice it doesn't occur very often, but I did encounter it with settings/a scene that created a heavy GPU load. Sorry for not catching this earlier! **Testing** Using `wgpu-rs` capture example, after the first `map_async` I added in an `unmap` followed by another `map_async`. <!-- Non-trivial functional changes would need to be tested through: - [wgpu-rs](https://github.com/gfx-rs/wgpu-rs) - test the examples. - [wgpu-native](https://github.com/gfx-rs/wgpu-native/) - check the generated C header for sanity. Ideally, a PR needs to link to the draft PRs in these projects with relevant modifications. See https://github.com/gfx-rs/wgpu/pull/666 for an example. If you can add a unit/integration test here in `wgpu`, that would be best. --> Co-authored-by: Imbris <imbrisf@gmail.com>
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
This is the core logic of an experimental WebGPU implementation. It's written in Rust and is based on gfx-hal with help of gpu-alloc and gpu-descriptor. See the upstream WebGPU specification (work in progress).
The implementation consists of the following parts:
- internal Rust API for WebGPU implementations to use
- Rust types shared between
wgpu-coreandwgpu-rsplayer- standalone application for replaying the API traces, useswinit
This repository contains the core of wgpu, and is not usable directly 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 7/10 | Linux & Android | macOS & iOS |
|---|---|---|---|
| DX11 | 🆗 | ||
| DX12 | ✅ | ||
| Vulkan | ✅ | ✅ | |
| Metal | ✅ | ||
| GL ES3 | 🚧 |
✅ = Primary support — 🆗 = Secondary support — 🚧 = Unsupported, but support in progress