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32 changes: 32 additions & 0 deletions content/posts/newsletter-020/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,38 @@ If needed, a section can be split into subsections with a "------" delimiter.

## Library & Tooling Updates

### [wgpu]

![voxel bunny on wgpu](wgpu-conservative-bunny.png)
Voxel Bunny rendering with conservative rasterization

[wgpu] is a [WebGPU] implementation in Rust. It is safe, efficient,
and portable: can target both native (Vulkan/D3D/Metal) and the Web.

Most progress in April was focused around [WGSL] shaders and validation.
[naga] has seen a lot of improvements in the SPIR-V and WGSL parsing, as well
as backend code generation. Most importantly, it now fully validates both
statements and expressions. No more accidental foot shots from adding vec2
and vec3 in the shaders!

The last and the biggest (in terms of shader complexity) example - "water"
has been successfully ported to WGSL 🎉.

A small addition to our native-only features - conservative rasterization
feature - was added by [@wumpf] and demonstrated on a voxel bunny 🐇

Finally, there is a blog post on Mozilla [graphics team blog] about the
progress using [wgpu] in Gecko.

_Discussions: [/r/rust_gamedev](https://www.reddit.com/r/rust_gamedev/comments/mgvd8d/last_big_wgpurs_example_shaders_are_fully_ported/)_

[naga]: https://github.com/gfx-rs/naga
[wgpu]: https://github.com/gfx-rs/wgpu
[WebGPU]: https://gpuweb.github.io/gpuweb/
[WGSL]: https://gpuweb.github.io/gpuweb/wgsl/
[@wumpf]: https://github.com/Wumpf
[graphics team blog]: https://mozillagfx.wordpress.com/2021/03/10/webgpu-progress/

## Popular Workgroup Issues in Github

<!-- Up to 10 links to interesting issues -->
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