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@renovate renovate bot commented Jul 10, 2025

Note

Mend has cancelled the proposed renaming of the Renovate GitHub app being renamed to mend[bot].

This notice will be removed on 2025-10-07.


This PR contains the following updates:

Package Type Update Change
wgpu (source) dependencies major 0.19 -> 26.0

Release Notes

gfx-rs/wgpu (wgpu)

v26.0.1

Compare Source

Bug Fixes
  • Fixed build error inside wgpu::util::initialize_adapter_from_env when std feature is not enabled. By @​kpreid in #​7918.
  • Fixed build error occurring when the profiling dependency is configured to have profiling active. By @​kpreid in #​7916.
  • Emit a validation error instead of panicking when a query set index is OOB. By @​ErichDonGubler in #​7908.

v26.0.0

Compare Source

Major Features
New method TextureView::texture

You can now call texture_view.texture() to get access to the texture that
a given texture view points to.

By @​cwfitzgerald and @​Wumpf in #​7907.

as_hal calls now return guards instead of using callbacks.

Previously, if you wanted to get access to the wgpu-hal or underlying api types, you would call as_hal and get the hal type as a callback. Now the function returns a guard which dereferences to the hal type.

- device.as_hal::<hal::api::Vulkan>(|hal_device| {...});
+ let hal_device: impl Deref<Item = hal::vulkan::Device> = device.as_hal::<hal::api::Vulkan>();

By @​cwfitzgerald in #​7863.

Enabling Vulkan Features/Extensions

For those who are doing vulkan/wgpu interop or passthrough and need to enable features/extensions that wgpu does not expose, there is a new wgpu_hal::vulkan::Adapter::open_with_callback that allows the user to modify the pnext chains and extension lists populated by wgpu before we create a vulkan device. This should vastly simplify the experience, as previously you needed to create a device yourself.

Underlying api interop is a quickly evolving space, so we welcome all feedback!

type VkApi = wgpu::hal::api::Vulkan;
let adapter: wgpu::Adapter = ...;

let mut buffer_device_address_create_info = ash::vk::PhysicalDeviceBufferDeviceAddressFeatures { .. };
let hal_device: wgpu::hal::OpenDevice<VkApi> = adapter
    .as_hal::<VkApi>()
    .unwrap()
    .open_with_callback(
        wgpu::Features::empty(),
        &wgpu::MemoryHints::Performance,
        Some(Box::new(|args| {
            // Add the buffer device address extension.
            args.extensions.push(ash::khr::buffer_device_address::NAME);
            // Extend the create info with the buffer device address create info.
            *args.create_info = args
                .create_info
                .push_next(&mut buffer_device_address_create_info);
            // We also have access to the queue create infos if we need them.
            let _ = args.queue_create_infos;
        })),
    )
    .unwrap();

let (device, queue) = adapter
    .create_device_from_hal(hal_device, &wgpu::DeviceDescriptor { .. })
    .unwrap();

By @​Vecvec in #​7829.

naga
General
  • Add support for astc-sliced-3d feature. By @​mehmetoguzderin in #​7577
  • Added wgpu_hal::dx12::Adapter::as_raw(). By @​tronical in ##​7852
  • Add support for rendering to slices of 3D texture views and single layered 2D-Array texture views (this requires VK_KHR_maintenance1 which should be widely available on newer drivers). By @​teoxoy in #​7596
  • Add extra acceleration structure vertex formats. By @​Vecvec in #​7580.
  • Add acceleration structure limits. By @​Vecvec in #​7845.
  • Add support for clip-distances feature for Vulkan and GL backends. By @​dzamkov in #​7730
  • Added wgpu_types::error::{ErrorType, WebGpuError} for classification of errors according to WebGPU's GPUError's classification scheme, and implement WebGpuError for existing errors. This allows users of wgpu-core to offload error classification onto the wgpu ecosystem, rather than having to do it themselves without sufficient information. By @​ErichDonGubler in #​6547.
Bug Fixes
General
  • Fix error message for sampler array limit. By @​LPGhatguy in #​7704.
  • Fix bug where using BufferSlice::get_mapped_range_as_array_buffer() on a buffer would prevent you from ever unmapping it. Note that this API has changed and is now BufferView::as_uint8array().
naga
DX12
  • Get vertex_index & instance_index builtins working for indirect draws. By @​teoxoy in #​7535
Vulkan
Metal
WebGPU
Changes
  • Loosen Viewport validation requirements to match the new specs. By @​ebbdrop in #​7564
  • wgpu and deno_webgpu now use wgpu-types::error::WebGpuError to classify errors. Any changes here are likely to be regressions; please report them if you find them! By @​ErichDonGubler in #​6547.
General
  • Support BLAS compaction in wgpu. By @​Vecvec in #​7285.
  • Removed MaintainBase in favor of using PollType. By @​waywardmonkeys in #​7508.
  • The destroy functions for buffers and textures in wgpu-core are now infallible. Previously, they returned an error if called multiple times for the same object. This only affects the wgpu-core API; the wgpu API already allowed multiple destroy calls. By @​andyleiserson in #​7686 and #​7720.
  • Remove CommandEncoder::build_acceleration_structures_unsafe_tlas in favour of as_hal and apply
    simplifications allowed by this. By @​Vecvec in #​7513
  • The type of the size parameter to copy_buffer_to_buffer has changed from BufferAddress to impl Into<Option<BufferAddress>>. This achieves the spec-defined behavior of the value being optional, while still accepting existing calls without changes. By @​andyleiserson in #​7659.
  • To bring wgpu's error reporting into compliance with the WebGPU specification, the error type returned from some functions has changed, and some errors may be raised at a different time than they were previously.
    • The error type returned by many methods on CommandEncoder, RenderPassEncoder, ComputePassEncoder, and RenderBundleEncoder has changed to EncoderStateError or PassStateError. These functions will return the Ended variant of these errors if called on an encoder that is no longer active. Reporting of all other errors is deferred until a call to finish().
    • Variants holding a CommandEncoderError in the error enums ClearError, ComputePassErrorInner, QueryError, and RenderPassErrorInner have been replaced with variants holding an EncoderStateError.
    • The definition of enum CommandEncoderError has changed significantly, to reflect which errors can be raised by CommandEncoder.finish(). There are also some errors that no longer appear directly in CommandEncoderError, and instead appear nested within the RenderPass or ComputePass variants.
    • CopyError has been removed. Errors that were previously a CopyError are now a CommandEncoderError returned by finish(). (The detailed reasons for copies to fail were and still are described by TransferError, which was previously a variant of CopyError, and is now a variant of CommandEncoderError).
naga
  • Mark readonly_and_readwrite_storage_textures & packed_4x8_integer_dot_product language extensions as implemented. By @​teoxoy in #​7543
  • naga::back::hlsl::Writer::new has a new pipeline_options argument. hlsl::PipelineOptions::default() can be passed as a default. The shader_stage and entry_point members of pipeline_options can be used to write only a single entry point when using the HLSL and MSL backends (GLSL and SPIR-V already had this functionality). The Metal and DX12 HALs now write only a single entry point when loading shaders. By @​andyleiserson in #​7626.
  • Implemented early_depth_test for SPIR-V backend, enabling SHADER_EARLY_DEPTH_TEST for Vulkan. Additionally, fixed conservative depth optimizations when using early_depth_test. The syntax for forcing early depth tests is now @early_depth_test(force) instead of @early_depth_test. By @​dzamkov in #​7676.
  • ImplementedLanguageExtension::VARIANTS is now implemented manually rather than derived using strum (allowing strum to become a dev-only dependency) so it is no longer a member of the strum::VARIANTS trait. Unless you are using this trait as a bound this should have no effect.
  • Compaction changes, by @​andyleiserson in #​7703:
    • process_overrides now compacts the module to remove unused items. It is no longer necessary to supply values for overrides that are not used by the active entry point.
    • The compact Cargo feature has been removed. It is no longer possible to exclude compaction support from the build.
    • compact now has an additional argument that specifies whether to remove unused functions, globals, and named types and overrides. For the previous behavior, pass KeepUnused::Yes.
D3D12
Vulkan
HAL
Documentation
General

v25.0.2

Compare Source

Bug Fixes
General
WebGPU
  • Insert fragment pipeline constants into fragment descriptor instead of vertex descriptor. By @​DerSchmale in #​7621

v25.0.0

Compare Source

Major Features
Hashmaps Removed from APIs

Both PipelineCompilationOptions::constants and ShaderSource::Glsl::defines now take
slices of key-value pairs instead of hashmaps. This is to prepare for no_std
support and allow us to keep which hashmap hasher and such as implementation details. It
also allows more easily creating these structures inline.

By @​cwfitzgerald in #​7133

All Backends Now Have Features

Previously, the vulkan and gles backends were non-optional on windows, linux, and android and there was no way to disable them. We have now figured out how to properly make them disablable! Additionally, if you turn on the webgl feature, you will only get the GLES backend on WebAssembly, it won't leak into native builds, like previously it might have.

[!WARNING]
If you use wgpu with default-features = false and you want to retain the vulkan and gles backends, you will need to add them to your feature list.

-wgpu = { version = "24", default-features = false, features = ["metal", "wgsl", "webgl"] }
+wgpu = { version = "25", default-features = false, features = ["metal", "wgsl", "webgl", "vulkan", "gles"] }

By @​cwfitzgerald in #​7076.

device.poll Api Reworked

This release reworked the poll api significantly to allow polling to return errors when polling hits internal timeout limits.

Maintain was renamed PollType. Additionally, poll now returns a result containing information about what happened during the poll.

-pub fn wgpu::Device::poll(&self, maintain: wgpu::Maintain) -> wgpu::MaintainResult
+pub fn wgpu::Device::poll(&self, poll_type: wgpu::PollType) -> Result<wgpu::PollStatus, wgpu::PollError>

-device.poll(wgpu::Maintain::Poll);
+device.poll(wgpu::PollType::Poll).unwrap();
pub enum PollType<T> {
    /// On wgpu-core based backends, block until the given submission has
    /// completed execution, and any callbacks have been invoked.
    ///
    /// On WebGPU, this has no effect. Callbacks are invoked from the
    /// window event loop.
    WaitForSubmissionIndex(T),
    /// Same as WaitForSubmissionIndex but waits for the most recent submission.
    Wait,
    /// Check the device for a single time without blocking.
    Poll,
}

pub enum PollStatus {
    /// There are no active submissions in flight as of the beginning of the poll call.
    /// Other submissions may have been queued on other threads during the call.
    ///
    /// This implies that the given Wait was satisfied before the timeout.
    QueueEmpty,

    /// The requested Wait was satisfied before the timeout.
    WaitSucceeded,

    /// This was a poll.
    Poll,
}

pub enum PollError {
    /// The requested Wait timed out before the submission was completed.
    Timeout,
}

[!WARNING]
As part of this change, WebGL's default behavior has changed. Previously device.poll(Wait) appeared as though it functioned correctly. This was a quirk caused by the bug that these PRs fixed. Now it will always return Timeout if the submission has not already completed. As many people rely on this behavior on WebGL, there is a new options in BackendOptions. If you want the old behavior, set the following on instance creation:

instance_desc.backend_options.gl.fence_behavior = wgpu::GlFenceBehavior::AutoFinish;

You will lose the ability to know exactly when a submission has completed, but device.poll(Wait) will behave the same as it does on native.

By @​cwfitzgerald in #​6942 and #​7030.

wgpu::Device::start_capture renamed, documented, and made unsafe
- device.start_capture();
+ unsafe { device.start_graphics_debugger_capture() }
// Your code here
- device.stop_capture();
+ unsafe { device.stop_graphics_debugger_capture() }

There is now documentation to describe how this maps to the various debuggers' apis.

By @​cwfitzgerald in #​7470

Ensure loops generated by SPIR-V and HLSL naga backends are bounded

Make sure that all loops in shaders generated by these naga backends are bounded
to avoid undefined behaviour due to infinite loops. Note that this may have a
performance cost. As with the existing implementation for the MSL backend this
can be disabled by using Device::create_shader_module_trusted().

By @​jamienicol in #​6929 and #​7080.

Split up Features internally

Internally split up the Features struct and recombine them internally using a macro. There should be no breaking
changes from this. This means there are also namespaces (as well as the old Features::*) for all wgpu specific
features and webgpu feature (FeaturesWGPU and FeaturesWebGPU respectively) and Features::from_internal_flags which
allow you to be explicit about whether features you need are available on the web too.

By @​Vecvec in #​6905, #​7086

WebGPU compliant dual source blending feature

Previously, dual source blending was implemented with a wgpu native only feature flag and used a custom syntax in wgpu.
By now, dual source blending was added to the WebGPU spec as an extension.
We're now following suite and implement the official syntax.

Existing shaders using dual source blending need to be updated:

struct FragmentOutput{
-    @&#8203;location(0) source0: vec4<f32>,
-    @&#8203;location(0) @&#8203;second_blend_source source1: vec4<f32>,
+    @&#8203;location(0) @&#8203;blend_src(0) source0: vec4<f32>,
+    @&#8203;location(0) @&#8203;blend_src(1) source1: vec4<f32>,
}

With that wgpu::Features::DUAL_SOURCE_BLENDING is now available on WebGPU.

Furthermore, GLSL shaders now support dual source blending as well via the index layout qualifier:

layout(location = 0, index = 0) out vec4 output0;
layout(location = 0, index = 1) out vec4 output1;

By @​wumpf in #​7144

Unify interface for SpirV shader passthrough

Replace device create_shader_module_spirv function with a generic create_shader_module_passthrough function
taking a ShaderModuleDescriptorPassthrough enum as parameter.

Update your calls to create_shader_module_spirv and use create_shader_module_passthrough instead:

-    device.create_shader_module_spirv(
-        wgpu::ShaderModuleDescriptorSpirV {
-            label: Some(&name),
-            source: Cow::Borrowed(&source),
-        }
-    )
+    device.create_shader_module_passthrough(
+        wgpu::ShaderModuleDescriptorPassthrough::SpirV(
+            wgpu::ShaderModuleDescriptorSpirV {
+                label: Some(&name),
+                source: Cow::Borrowed(&source),
+            },
+        ),
+    )

By @​syl20bnr in #​7326.

Noop Backend

It is now possible to create a dummy wgpu device even when no GPU is available. This may be useful for testing of code which manages graphics resources. Currently, it supports reading and writing buffers, and other resource types can be created but do nothing.

To use it, enable the noop feature of wgpu, and either call Device::noop(), or add NoopBackendOptions { enable: true } to the backend options of your Instance (this is an additional safeguard beyond the Backends bits).

By @​kpreid in #​7063 and #​7342.

SHADER_F16 feature is now available with naga shaders

Previously this feature only allowed you to use f16 on SPIR-V passthrough shaders. Now you can use it on all shaders, including WGSL, SPIR-V, and GLSL!

enable f16;

fn hello_world(a: f16) -> f16 {
    return a + 1.0h;
}

By @​FL33TW00D, @​ErichDonGubler, and @​cwfitzgerald in #​5701

Bindless support improved and validation rules changed.

Metal support for bindless has significantly improved and the limits for binding arrays have been increased.

Previously, all resources inside binding arrays contributed towards the standard limit of their type (texture_2d arrays for example would contribute to max_sampled_textures_per_shader_stage). Now these resources will only contribute towards binding-array specific limits:

  • max_binding_array_elements_per_shader_stage for all non-sampler resources
  • max_binding_array_sampler_elements_per_shader_stage for sampler resources.

This change has allowed the metal binding array limits to go from between 32 and 128 resources, all the way 500,000 sampled textures. Additionally binding arrays are now bound more efficiently on Metal.

This change also enabled legacy Intel GPUs to support 1M bindless resources, instead of the previous 1800.

To facilitate this change, there was an additional validation rule put in place: if there is a binding array in a bind group, you may not use dynamic offset buffers or uniform buffers in that bind group. This requirement comes from vulkan rules on UpdateAfterBind descriptors.
By @​cwfitzgerald in #​6811, #​6815, and #​6952.

New Features
General
  • Add Buffer methods corresponding to BufferSlice methods, so you can skip creating a BufferSlice when it offers no benefit, and BufferSlice::slice() for sub-slicing a slice. By @​kpreid in #​7123.
  • Add BufferSlice::buffer(), BufferSlice::offset() and BufferSlice::size(). By @​kpreid in #​7148.
  • Add impl From<BufferSlice> for BufferBinding and impl From<BufferSlice> for BindingResource, allowing BufferSlices to be easily used in creating bind groups. By @​kpreid in #​7148.
  • Add util::StagingBelt::allocate() so the staging belt can be used to write textures. By @​kpreid in #​6900.
  • Added CommandEncoder::transition_resources() for native API interop, and allowing users to slightly optimize barriers. By @​JMS55 in #​6678.
  • Add wgpu_hal::vulkan::Adapter::texture_format_as_raw for native API interop. By @​JMS55 in #​7228.
  • Support getting vertices of the hit triangle when raytracing. By @​Vecvec in #​7183.
  • Add as_hal for both acceleration structures. By @​Vecvec in #​7303.
  • Add Metal compute shader passthrough. Use create_shader_module_passthrough on device. By @​syl20bnr in #​7326.
  • new Features::MSL_SHADER_PASSTHROUGH run-time feature allows providing pass-through MSL Metal shaders. By @​syl20bnr in #​7326.
  • Added mesh shader support to wgpu_hal. By @​SupaMaggie70Incorporated in #​7089
naga
  • Add support for unsigned types when calling textureLoad with the level parameter. By @​ygdrasil-io in #​7058.
  • Support @​must_use attribute on function declarations. By @​turbocrime in #​6801.
  • Support for generating the candidate intersections from AABB geometry, and confirming the hits. By @​kvark in #​7047.
  • Make naga::back::spv::Function::to_words write the OpFunctionEnd instruction in itself, instead of making another call after it. By @​junjunjd in #​7156.
  • Add support for texture memory barriers. By @​Devon7925 in #​7173.
  • Add polyfills for unpackSnorm4x8, unpackUnorm4x8, unpackSnorm2x16, unpackUnorm2x16 for GLSL versions they aren't supported in. By @​DJMcNab in #​7408.
Examples
  • Added an example that shows how to handle datasets too large to fit in a single GPUBuffer by distributing it across many buffers, and then having the shader receive them as a binding_array of storage buffers. By @​alphastrata in #​6138
Changes
General
  • wgpu::Instance::request_adapter() now returns Result instead of Option; the error provides information about why no suitable adapter was returned. By @​kpreid in #​7330.
  • Support BLAS compaction in wgpu-hal. By @​Vecvec in #​7101.
  • Avoid using default features in many dependencies, etc. By Brody in #​7031
  • Use hashbrown to simplify no-std support. By Brody in #​6938 & #​6925.
  • If you use Binding Arrays in a bind group, you may not use Dynamic Offset Buffers or Uniform Buffers in that bind group. By @​cwfitzgerald in #​6811
  • Rename instance_id and instance_custom_index to instance_index and instance_custom_data by @​Vecvec in
    #​6780
naga
  • naga IR types are now available in the module naga::ir (e.g. naga::ir::Module).
    The original names (e.g. naga::Module) remain present for compatibility.
    By @​kpreid in #​7365.
  • Refactored use statements to simplify future no_std support. By @​bushrat011899 in #​7256
  • naga's WGSL frontend no longer allows using the & operator to take the address of a component of a vector,
    which is not permitted by the WGSL specification. By @​andyleiserson in #​7284
  • naga's use of termcolor and stderr are now optional behind features of the same names. By @​bushrat011899 in #​7482
Vulkan
HAL queue callback support
  • Add a way to notify with Queue::submit() to Vulkan's vk::Semaphore allocated outside of wgpu. By @​sotaroikeda in #​6813.
Bug Fixes
naga
General
Vulkan
  • Stop naga causing undefined behavior when a ray query misses. By @​Vecvec in #​6752.
  • In naga's SPIR-V backend, avoid duplicating SPIR-V OpTypePointer instructions. By @​jimblandy in #​7246.
Gles
Dx12
WebGPU
Performance
naga
Documentation
  • Improved documentation around pipeline caches and TextureBlitter. By @​DJMcNab in #​6978 and #​7003.

  • Improved documentation of PresentMode, buffer mapping functions, memory alignment requirements, texture formats’ automatic conversions, and various types and constants. By @​kpreid in #​7211 and #​7283.

  • Added a hello window example. By @​laycookie in #​6992.

Examples

v24.0.5

Compare Source

Bug Fixes
General
WebGPU
  • Insert fragment pipeline constants into fragment descriptor instead of vertex descriptor. By @​DerSchmale in #​7621

v24.0.3

Compare Source

Bug Fixes
  • Fix drop order in Surface, solving segfaults on exit on some systems. By @​ed-2100 in #​6997

v24.0.1

Compare Source

Bug Fixes

v24.0.0

Compare Source

Major changes
Refactored Dispatch Between wgpu-core and webgpu

The crate wgpu has two different "backends", one which targets webgpu in the browser, one which targets wgpu_core on native platforms and webgl. This was previously very difficult to traverse and add new features to. The entire system was refactored to make it simpler. Additionally the new system has zero overhead if there is only one "backend" in use. You can see the new system in action by using go-to-definition on any wgpu functions in your IDE.

By @​cwfitzgerald in #​6619.

Most objects in wgpu are now Clone

All types in the wgpu API are now Clone.
This is implemented with internal reference counting, so cloning for instance a Buffer does copies only the "handle" of the GPU buffer, not the underlying resource.

Previously, libraries using wgpu objects like Device, Buffer or Texture etc. often had to manually wrap them in a Arc to allow passing between libraries.
This caused a lot of friction since if one library wanted to use a Buffer by value, calling code had to give up ownership of the resource which may interfere with other subsystems.
Note that this also mimics how the WebGPU javascript API works where objects can be cloned and moved around freely.

By @​cwfitzgerald in #​6665.

Render and Compute Passes Now Properly Enforce Their Lifetime

A regression introduced in 23.0.0 caused lifetimes of render and compute passes to be incorrectly enforced. While this is not
a soundness issue, the intent is to move an error from runtime to compile time. This issue has been fixed and restored to the 22.0.0 behavior.

Bindless (binding_array) Grew More Capabilities
  • DX12 now supports PARTIALLY_BOUND_BINDING_ARRAY on Resource Binding Tier 3 Hardware. This is most D3D12 hardware D3D12 Feature Table for more information on what hardware supports this feature. By @​cwfitzgerald in #​6734.
Device::create_shader_module_unchecked Renamed and Now Has Configuration Options

create_shader_module_unchecked became create_shader_module_trusted.

This allows you to customize which exact checks are omitted so that you can get the correct balance of performance and safety for your use case. Calling the function is still unsafe, but now can be used to skip certain checks only on certain builds.

This also allows users to disable the workarounds in the msl-out backend to prevent the compiler from optimizing infinite loops. This can have a big impact on performance, but is not recommended for untrusted shaders.

let desc: ShaderModuleDescriptor = include_wgsl!(...)
- let module = unsafe { device.create_shader_module_unchecked(desc) };
+ let module = unsafe { device.create_shader_module_trusted(desc, wgpu::ShaderRuntimeChecks::unchecked()) };

By @​cwfitzgerald and @​rudderbucky in #​6662.

wgpu::Instance::new now takes InstanceDescriptor by reference

Previously wgpu::Instance::new took InstanceDescriptor by value (which is overall fairly uncommon in wgpu).
Furthermore, InstanceDescriptor is now cloneable.

- let instance = wgpu::Instance::new(instance_desc);
+ let instance = wgpu::Instance::new(&instance_desc);

By @​wumpf in #​6849.

Environment Variable Handling Overhaul

Previously how various bits of code handled reading settings from environment variables was inconsistent and unideomatic.
We have unified it to (Type::from_env() or Type::from_env_or_default()) and Type::with_env for all types.

- wgpu::util::backend_bits_from_env()
+ wgpu::Backends::from_env()

- wgpu::util::power_preference_from_env()
+ wgpu::PowerPreference::from_env()

- wgpu::util::dx12_shader_compiler_from_env()
+ wgpu::Dx12Compiler::from_env()

- wgpu::util::gles_minor_version_from_env()
+ wgpu::Gles3MinorVersion::from_env()

- wgpu::util::instance_descriptor_from_env()
+ wgpu::InstanceDescriptor::from_env_or_default()

- wgpu::util::parse_backends_from_comma_list(&str)
+ wgpu::Backends::from_comma_list(&str)

By @​cwfitzgerald in #​6895

Backend-specific instance options are now in separate structs

In order to better facilitate growing more interesting backend options, we have put them into individual structs. This allows users to more easily understand what options can be defaulted and which they care about. All of these new structs implement from_env() and delegate to their respective from_env() methods.

- let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
-     backends: wgpu::Backends::all(),
-     flags: wgpu::InstanceFlags::default(),
-     dx12_shader_compiler: wgpu::Dx12Compiler::Dxc,
-     gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
- });
+ let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
+     backends: wgpu::Backends::all(),
+     flags: wgpu::InstanceFlags::default(),
+     backend_options: wgpu::BackendOptions {
+         dx12: wgpu::Dx12BackendOptions {
+             shader_compiler: wgpu::Dx12ShaderCompiler::Dxc,
+         },
+         gl: wgpu::GlBackendOptions {
+             gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
+         },
+     },
+ });

If you do not need any of these options, or only need one backend's info use the default() impl to fill out the remaining feelds.

By @​cwfitzgerald in #​6895

The diagnostic(…); directive is now supported in WGSL

naga now parses diagnostic(…); directives according to the WGSL spec. This allows users to control certain lints, similar to Rust's allow, warn, and deny attributes. For example, in standard WGSL (but, notably, not naga yet—see #​4369) this snippet would emit a uniformity error:

@&#8203;group(0) @&#8203;binding(0) var s : sampler;
@&#8203;group(0) @&#8203;binding(2) var tex : texture_2d<f32>;
@&#8203;group(1) @&#8203;binding(0) var<storage, read> ro_buffer : array<f32, 4>;

@&#8203;fragment
fn main(@&#8203;builtin(position) p : vec4f) -> @&#8203;location(0) vec4f {
  if ro_buffer[0] == 0 {
    // Emits a derivative uniformity error during validation.
    return textureSample(tex, s, vec2(0.,0.));
  }

  return vec4f(0.);
}

…but we can now silence it with the off severity level, like so:

// Disable the diagnosic with this…
diagnostic(off, derivative_uniformity);

@&#8203;group(0) @&#8203;binding(0) var s : sampler;
@&#8203;group(0) @&#8203;binding(2) var tex : texture_2d<f32>;
@&#8203;group(1) @&#8203;binding(0) var<storage, read> ro_buffer : array<f32, 4>;

@&#8203;fragment
fn main(@&#8203;builtin(position) p : vec4f) -> @&#8203;location(0) vec4f {
  if ro_buffer[0] == 0 {
    // Look ma, no error!
    return textureSample(tex, s, vec2(0.,0.));
  }

  return vec4f(0.);
}

There are some limitations to keep in mind with this new functionality:

  • We support @diagnostic(…) rules as fn attributes, but prioritization for rules in statement positions (i.e., if (…) @&#8203;diagnostic(…) { … } is unclear. If you are blocked by not being able to parse diagnostic(…) rules in statement positions, please let us know in #​5320, so we can determine how to prioritize it!
  • Standard WGSL specifies error, warning, info, and off severity levels. These are all technically usable now! A caveat, though: warning- and info-level are only emitted to stderr via the log façade, rather than being reported through a Result::Err in naga or the CompilationInfo interface in wgpu{,-core}. This will require breaking changes in naga to fix, and is being tracked by #​6458.
  • Not all lints can be controlled with diagnostic(…) rules. In fact, only the derivative_uniformity triggering rule exists in the WGSL standard. That said, naga contributors are excited to see how this level of control unlocks a new ecosystem of configurable diagnostics.
  • Finally, diagnostic(…) rules are not yet emitted in WGSL output. This means that wgsl-inwgsl-out is currently a lossy process. We felt that it was important to unblock users who needed diagnostic(…) rules (i.e., #​3135) before we took significant effort to fix this (tracked in #​6496).

By @​ErichDonGubler in #​6456, #​6148, #​6533, #​6353, #​6537.

New Features
naga
  • Support atomic operations on fields of global structs in the SPIR-V frontend. By @​schell in #​6693.
  • Clean up tests for atomic operations support in SPIR-V frontend. By @​schell in #​6692
  • Fix an issue where naga CLI would incorrectly sk

Configuration

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🚦 Automerge: Disabled by config. Please merge this manually once you are satisfied.

Rebasing: Whenever PR becomes conflicted, or you tick the rebase/retry checkbox.

🔕 Ignore: Close this PR and you won't be reminded about this update again.


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This PR was generated by Mend Renovate. View the repository job log.

@renovate renovate bot changed the title fix(deps): update rust crate wgpu to v26 fix(deps): update rust crate wgpu to v26 - autoclosed Oct 2, 2025
@renovate renovate bot closed this Oct 2, 2025
@renovate renovate bot deleted the renovate/wgpu-26.x branch October 2, 2025 02:04
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