A mobile-optimized fork of wgpu that adds tile-based deferred rendering (TBDR) support while keeping the upstream API intact.
This is the feature/tiled branch: a port of the TBDR extension from the
wgpu-tiled reference implementation onto
upstream wgpu v29.0.1, deliberately reshaped to minimize divergence from
upstream. It exposes the GPU features that mobile TBDR architectures (Apple GPU,
Qualcomm Adreno, ARM Mali) need to keep intermediate rendering data in fast on-chip
tile memory instead of round-tripping through DRAM:
- Transient attachments — tile-memory-only textures with no DRAM backing
(Vulkan
LAZILY_ALLOCATED, MetalMTLStorageMode::Memoryless, GLES renderbuffer fallback). - Multi-subpass render passes — multiple rendering phases inside a single hardware pass, so G-buffer / depth / normal data stays in tile memory across subpasses.
- Input attachments — read a previous subpass's output at the current fragment position directly from tile memory, with no texture sampling overhead.
- Typed
subpass_inputWGSL types —subpass_input<T>andsubpass_input_multisampled<T>plus thesubpassLoadbuiltin, compiled by naga to SPIR-VSubpassData/ MSL[[color(N)]]/ GLSL framebuffer fetch.
Standard wgpu follows the WebGPU spec, which only supports flat single-pass rendering — forcing mobile GPUs to spill intermediate data to DRAM between passes and read it back. This fork eliminates that bottleneck.
Unlike a from-scratch divergence, this fork wraps rather than extends. New capability is delivered through additive, sidecar APIs so an upstream rebase stays trivial:
adapter.tiled_capabilities()— query subpass / input-attachment limits (separate fromLimits, not an extension of it).device.create_transient_attachment(&desc)— allocate a tile-memory attachment.device.create_subpass_render_pipeline(&SubpassRenderPipelineDescriptor::new(..))— a wrapper aroundRenderPipelineDescriptor, not a new field on it.encoder.begin_subpass_render_pass(&SubpassRenderPassDescriptor { .. })andpass.next_subpass()— a sibling entry point, not an expansion ofbegin_render_pass.- HAL backends opt in via
TiledApi/TiledDevice/TiledCommandEncodersub-traits rather than changes to the upstreamApi/Device/CommandEncodertraits.
git grep "tiled-fork:" enumerates every divergence point in upstream-shared files;
the bulk of the diff lives in fork-only new files.
| Backend | Transient attachments | Multi-subpass | Status |
|---|---|---|---|
| Vulkan | VkImage + LAZILY_ALLOCATED |
Native VkRenderPass subpasses + dependencies |
End-to-end; deferred_rendering runs at 60 FPS with zero validation messages |
| Metal | MTLStorageMode::Memoryless |
Single-encoder subpass state machine | End-to-end runtime (deferred_rendering / subpass_msaa) |
| GLES | Renderbuffer fallback | EXT_shader_framebuffer_fetch / multi-pass (Tier A/B) |
Real impl |
| DX12 | Stub (regular texture) | Stub (separate passes) | Stub |
// Lighting subpass — reads the G-Buffer from tile memory via input attachments
@group(0) @binding(0) var t_albedo: subpass_input<f32>;
@group(0) @binding(1) var t_normal: subpass_input<f32>;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let albedo = subpassLoad(t_albedo).rgb;
let normal = subpassLoad(t_normal).rgb;
// ... lighting calculation ...
}subpass_input* declarations identify the attachment through @binding only, and
subpassLoad reads from the current fragment position. naga compiles this to
SPIR-V OpTypeImage with Dim=SubpassData + InputAttachmentIndex, MSL
[[color(N)]] fragment parameters, or a GLSL framebuffer-fetch / texelFetch
fallback.
examples/features/src/deferred_rendering/— 3-subpass G-buffer → lighting → composite pipeline. Runs end-to-end on Vulkan and Metal.examples/features/src/subpass_msaa/— 2-subpass MSAA line demo with a follow-up resolve pass; Left/Right arrow keys toggle 1× ↔ adapter-max MSAA.examples/features/src/subpass_render_graph/— headless 2-subpass smoke test built directly from the subpass descriptors.
Note: the
wgpu-tiledreference repo ships a higher-level declarativeRenderGraphBuilder. This fork intentionally does not port it — the render-graph example constructs subpasses directly from the lower-level descriptors to keep the upstream-divergence surface small.
This branch deliberately breaks WebGPU spec compliance to expose native TBDR
capabilities. There are no plans to upstream these changes; the goal is a clean,
rebaseable diff against upstream wgpu. The design plan and phase status live in
TILED.md.
wgpu is a cross-platform, safe, pure-Rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
The API is based on the WebGPU standard, but is a fully native Rust library. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.
See our examples online at https://wgpu.rs/examples/. You can see the Rust sources at examples and run them directly with cargo run --bin wgpu-examples <example>.
If you are new to wgpu and graphics programming, we recommend starting with Learn Wgpu.
Additionally, WebGPU Fundamentals is a tutorial for WebGPU which is very similar to our API, minus differences between Rust and Javascript.
We have a wiki which has information on useful architecture patterns, debugging tips, and more getting started information.
The wgpu community uses Matrix and Discord to discuss.
- discussion of wgpu's development.
- discussion of using the library and the surrounding ecosystem.
- Dedicated support channel on the Rust Gamedev Discord.
To use wgpu in C or dozens of other languages, look at wgpu-native. These are C bindings to wgpu and has an up-to-date list of libraries bringing support to other languages.
Learn WebGPU (for C++) is a good resource for learning how to use wgpu-native from C++.
| Docs | Examples | Changelog |
|---|---|---|
| v29 | v29 | v29 |
trunk |
trunk |
trunk |
Contributors are welcome! See CONTRIBUTING.md for more information.
| API | Windows | Linux/Android | macOS/iOS | Web (wasm) |
|---|---|---|---|---|
| Vulkan | ✅ | ✅ | 🌋 | |
| Metal | ✅ | |||
| DX12 | ✅ | |||
| OpenGL | 🆗 (GL 3.3+) | 🆗 (GL ES 3.0+) | 📐 | 🆗 (WebGL2) |
| WebGPU | ✅ |
✅ = First Class Support
🆗 = Downlevel/Best Effort Support
📐 = Requires the ANGLE translation layer (GL ES 3.0 only)
🌋 = Requires the MoltenVK translation layer
🛠️ = Unsupported, though open to contributions
Testing, examples, and ::from_env() methods use a standardized set of environment variables to control wgpu's behavior.
WGPU_BACKENDwith a comma-separated list of the backends you want to use (vulkan,metal,dx12, orgl).WGPU_ADAPTER_NAMEwith a case-insensitive substring of the name of the adapter you want to use (ex.1080will matchNVIDIA GeForce 1080ti).WGPU_DX12_COMPILERwith the DX12 shader compiler you wish to use (dxc,static-dxc, orfxc). Note thatdxcrequiresdxcompiler.dll(min v1.8.2502) to be in the working directory, andstatic-dxcrequires thestatic-dxccrate feature to be enabled. Otherwise, it will fall back tofxc.
See the documentation for more environment variables.
When running the CTS, use the variables DENO_WEBGPU_ADAPTER_NAME, DENO_WEBGPU_BACKEND, DENO_WEBGPU_POWER_PREFERENCE, and DENO_WEBGPU_DX12_COMPILER.
For an overview of all the components in the gfx-rs ecosystem, see the big picture.
TL;DR: If you're using wgpu, our MSRV is 1.87. If you're running our tests or examples, our MSRV is 1.93.
We will avoid bumping the MSRV of wgpu without good reason, and such a change is considered breaking.
Specific Details
Due to complex dependants, we have three MSRV policies:
wgpu's MSRV is 1.87wgpu-core(and hencewgpu-hal,naga, andwgpu-types)'s MSRV is 1.87.- The rest of the workspace has an MSRV of 1.93.
It is enforced on CI (in "/.github/workflows/ci.yml") with the WGPU_MSRV, CORE_MSRV, and REPO_MSRV variables, respectively.
This version can only be upgraded in breaking releases, though we release a breaking version every three months.
The following rules apply:
- The
wgpu-corecrate should never require an MSRV ahead of Firefox's MSRV for nightly builds, as determined by the value ofMINIMUM_RUST_VERSIONinpython/mozboot/mozboot/util.py. - The
wgpucrate should never require an MSRV ahead of Servo's MSRV, as determined by the value of their rust-version declaration inCargo.toml - The repository MSRV should never require an MSRV higher than
stable - 3. For example, if stable is at 1.97, the repository MSRV should be no higher than 1.94. This is to allow people who are using a decently-updated OS-provided rust to be able to build our repository. Consider cross checking with NixOS, though this is not required.
Information about testing, including where tests of various kinds live, and how to run the tests.
The wgpu crate is meant to be an idiomatic Rust translation of the WebGPU API.
That specification, along with its shading language, WGSL,
are both still in the "Working Draft" phase,
and while the general outlines are stable,
details change frequently.
Until the specification is stabilized, the wgpu crate and the version of WGSL it implements
will likely differ from what is specified,
as the implementation catches up.
Exactly which WGSL features wgpu supports depends on how you are using it:
-
When running as native code,
wgpuuses Naga to translate WGSL code into the shading language of your platform's native GPU API. Naga is working on catching up to the WGSL specification, with bugs tracking various issues, but there is no concise summary of differences from the specification. -
When running in a web browser (by compilation to WebAssembly) without the
"webgl"feature enabled,wgpurelies on the browser's own WebGPU implementation. WGSL shaders are simply passed through to the browser, so that determines which WGSL features you can use. -
When running in a web browser with
wgpu's"webgl"feature enabled,wgpuuses Naga to translate WGSL programs into GLSL. This uses the same version of Naga as if you were runningwgpuas native code.
