Skip to content

Latest commit

 

History

History
59 lines (49 loc) · 6.58 KB

README.md

File metadata and controls

59 lines (49 loc) · 6.58 KB

Structure

For the simplest examples without using any helping code (see framework.rs here), check out:

  • hello for printing adapter information
  • hello-triangle for graphics and presentation
  • hello-compute for pure computing

Notably, capture example shows rendering without a surface/window. It reads back the contents and saves them to a file.

All the examples use WGSL shaders unless specified otherwise.

All framework-based examples render to the window and are reftested against the screenshot in the directory.

Feature matrix

Feature boids bunnymark cube mipmap msaa-line shadow skybox texture-arrays water conservative-raster stencil-triangles
vertex attributes
instancing
lines and points
dynamic buffer offsets
implicit layout
sampled color textures
storage textures
comparison samplers
subresource views
cubemaps
multisampling
off-screen rendering
stencil testing
depth testing
depth biasing
read-only depth
blending
render bundles
compute passes
error scopes
optional extensions
- SPIR-V shaders
- binding array
- push constants
- depth clamping
- compressed textures
- polygon mode
- queries
- conservative rasterization
integrations
- staging belt
- typed arena
- obj loading

Hacking

You can record an API trace any of the framework-based examples by starting them as:

mkdir -p trace && WGPU_TRACE=trace cargo run --features trace --bin <example-name>