bors[bot] daf45362bc Merge #591
591: Warn when binding a buffer that is still mapped r=kvark a=almarklein

Fixes #510

I'd like to make more contributions wrt validation. Though I'm quite new to Rust, so let's start small :)  

From the discussion in #510 I concluded that in this case the buffer has actually been dropped, does the error message make sense like this?

Do the messages logged with `log::warn`, end up in the same logging system as the layer validation messages? So a solution to get those messages into Python (for wgpu-py) would work for both kinds of validation messages?


Co-authored-by: Almar Klein <almar.klein@gmail.com>
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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 an experimental WebGPU implementation, exposing both Rust and C interfaces as a native static library. 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:

  1. wgpu-core - internal Rust API for WebGPU implementations to use
  2. wgpu-native - the native implementation of WebGPU as a C API library
  3. wgpu-remote - remoting layer to work with WebGPU across the process boundary, as a C API library used by Gecko
  4. wgpu-types - Rust types shared between wgpu-core, wgpu-native, wgpu-remote, and wgpu-rs
  5. ffi - the C headers generated by cbindgen for the native headers

Bindings

Supported Platforms

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

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

Usage

This repository contains C-language examples that link to the native library targets and perform basic rendering and computation. Please refer to our Getting Started page at the wiki for more information.

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