346: Add Makefile for shader compilation r=kvark a=HanKruiger I couldn't find clear instructions on how to compile the shaders in the examples, and had to do some digging. So I added instructions to the README to hopefully save other people's time. Sidenote: When I compile the shaders as they are now (with my instructions), I end up with different `.spv` shaders with (seemingly) equivalent behaviour. I expect this is due to a different version/environment of `glslang` (see below) but it could be a mistake on my part. ``` > glslangValidator --version Glslang Version: 8.13.3743 ESSL Version: OpenGL ES GLSL 3.20 glslang Khronos. 13.3743 GLSL Version: 4.60 glslang Khronos. 13.3743 SPIR-V Version 0x00010500, Revision 3 GLSL.std.450 Version 100, Revision 1 Khronos Tool ID 8 SPIR-V Generator Version 8 GL_KHR_vulkan_glsl version 100 ARB_GL_gl_spirv version 100 ``` Cheers! Co-authored-by: Han Kruiger <HanKruiger@users.noreply.github.com>
wgpu-rs
wgpu-rs is an idiomatic Rust wrapper over wgpu-core. It's designed to be suitable for general purpose graphics and computation needs of Rust community.
wgpu-rs can target both the natively supported backends and WASM directly.
Gallery
Usage
How to Run Examples
All examples are located under the examples directory.
These examples use the default syntax for running examples, as found in the Cargo documentation. For example, to run the cube example:
cargo run --example cube
The hello-triangle and hello-compute examples show bare-bones setup without any helper code. For hello-compute, pass 4 numbers separated by spaces as arguments:
cargo run --example hello-compute 1 2 3 4
Run Examples on the Web (wasm32-unknown-unknown)
Running on the web is still work-in-progress. You may need to enable experimental flags on your browser. Check browser implementation status on webgpu.io.
To run examples on the wasm32-unknown-unknown target, first build the example as usual, then run wasm-bindgen:
# Install or update wasm-bindgen-cli
cargo install -f wasm-bindgen-cli
# Build with the wasm target
RUSTFLAGS=--cfg=web_sys_unstable_apis cargo build --target wasm32-unknown-unknown --example hello-triangle
# Generate bindings in a `target/generated` directory
wasm-bindgen --out-dir target/generated --web target/wasm32-unknown-unknown/debug/examples/hello-triangle.wasm
Create an index.html file into target/generated directory and add the following code:
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<script type="module">
import init from "./hello-triangle.js";
init();
</script>
</body>
</html>
Now run a web server locally inside the target/generated directory to see the hello-triangle in the browser.
e.g. python -m http.server
How to compile the shaders in the examples
Currently, shaders in the examples are written in GLSL 4.50 and compiled to SPIR-V manually. In the future WGSL will be the shader language for WebGPU, but support is not implemented yet.
For now, the shaders can be compiled to SPIR-V by running make, which requires you to have glslangs glslangValidator binary.
Friends
Shout out to the following projects that work best with wgpu-rs:
- wgpu_glyph - for your text-y rendering needs
- coffee - a whole 2D engine
- iced - a cross-platform GUI library
- rgx - a 2D graphics library
- imgui-wgpu - Dear ImGui interfacing
- pixels - the easiest way to create a hardware-accelerated pixel frame buffer
- kas - toolKit Abstraction System
- oxidator - RTS game engine
- nannou - a creative coding framework
- harmony - a modern 2D/3D engine
- wgpu-pbr - realtime PBR renderer for games
Also, libraries that have support for wgpu-rs:
Development
If you need to test local fixes to gfx-rs or other dependencies, the simplest way is to add a Cargo patch. For example, when working on DX12 backend on Windows, you can check out the "hal-0.2" branch of gfx-rs repo and add this to the end of "Cargo.toml":
[patch.crates-io]
gfx-backend-dx12 = { path = "../gfx/src/backend/dx12" }
gfx-hal = { path = "../gfx/src/hal" }
If a version needs to be changed, you need to do cargo update -p gfx-backend-dx12.







