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Add naga/wgpu to n20 (#533)
* Add naga/wgpu to n20 * Update content/posts/newsletter-020/index.md * Update content/posts/newsletter-020/index.md Co-authored-by: Joe Clay <27cupsofcoffee@gmail.com>
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content/posts/newsletter-020/index.md

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## Library & Tooling Updates
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### [wgpu]
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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 🎉.
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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 🐇
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Finally, there is a blog post on Mozilla [graphics team blog] about the
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progress using [wgpu] in Gecko.
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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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[graphics team blog]: https://mozillagfx.wordpress.com/2021/03/10/webgpu-progress/
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## Popular Workgroup Issues in Github
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<!-- Up to 10 links to interesting issues -->
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