@@ -70,6 +70,34 @@ If needed, a section can be split into subsections with a "------" delimiter.
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## Library & Tooling Updates
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+ # [ wgpu] /[ naga]
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+ ![ voxel bunny on wgpu] ( wgpu-conservative-bunny.png )
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+ Voxel Bunny rendering with conservative rasterization
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+ [ wgpu] is a [ WebGPU] implementation in Rust. It is safe, efficient,
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+ and portable: can target both native (Vulkan/D3D/Metal) and the Web.
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+ Most progress in April was focused around [ WGSL] shaders and validation.
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+ [ naga] has seen a lot of improvements in the SPIR-V and WGSL parsing, as well
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+ as backend code generation. Most importantly, it now fully validates both
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+ statements and expressions. No more accidental foot shots from adding vec2
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+ and vec3 in the shaders!
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+ The last and the biggest (in terms of shader complexity) example - "water"
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+ has been successfully ported to WGSL :tada : .
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+ A small addition to our native-only features - conservative rasterization
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+ feature - was added by [ @wumpf ] and demonstrated on a voxel bunny :rabbit2 :
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+ _ Discussions: [ /r/rust_gamedev] ( https://www.reddit.com/r/rust_gamedev/comments/mgvd8d/last_big_wgpurs_example_shaders_are_fully_ported/ ) _
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+ [ naga ] : https://github.com/gfx-rs/naga
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+ [ wgpu ] : https://github.com/gfx-rs/wgpu
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+ [ WebGPU ] : https://gpuweb.github.io/gpuweb/
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+ [ WGSL ] : https://gpuweb.github.io/gpuweb/wgsl/
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+ [ @wumpf ] : https://github.com/Wumpf
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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