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24: Actually begin render passes r=grovesNL a=kvark
For now, we create the render pass and the frame buffer in place. Of course, we'd need to cache it properly, but this is blocked on W3C discussions on the API side.
With this PR, the Rust example is able to create a texture and run a render pass on it, all without a single Vulkan validation error 🎉
Co-authored-by: Dzmitry Malyshau <dmalyshau@mozilla.com>
WebGPU
This is an experimental WebGPU implementation as a native static library. It's written in Rust and is based on gfx-hal and satellite libraries. The corresponding WebIDL specification can be found at gpuweb project.
The implementation consists of the following parts:
wgpu-native- the native implementation of WebGPU as a C API librarywgpu-bindings- automatic generator of actual C headerswgpu-remote- remoting layer to work with WebGPU across the process boundarywgpu-rs- idiomatic Rust wrapper of the native library
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