@@ -70,6 +70,38 @@ If needed, a section can be split into subsections with a "------" delimiter.
7070
7171## Library & Tooling Updates
7272
73+ ### [ wgpu]
74+
75+ ![ voxel bunny on wgpu] ( wgpu-conservative-bunny.png )
76+ Voxel Bunny rendering with conservative rasterization
77+
78+ [ wgpu] is a [ WebGPU] implementation in Rust. It is safe, efficient,
79+ and portable: can target both native (Vulkan/D3D/Metal) and the Web.
80+
81+ Most progress in April was focused around [ WGSL] shaders and validation.
82+ [ naga] has seen a lot of improvements in the SPIR-V and WGSL parsing, as well
83+ as backend code generation. Most importantly, it now fully validates both
84+ statements and expressions. No more accidental foot shots from adding vec2
85+ and vec3 in the shaders!
86+
87+ The last and the biggest (in terms of shader complexity) example - "water"
88+ has been successfully ported to WGSL :tada : .
89+
90+ A small addition to our native-only features - conservative rasterization
91+ feature - was added by [ @wumpf ] and demonstrated on a voxel bunny :rabbit2 :
92+
93+ Finally, there is a blog post on Mozilla [ graphics team blog] about the
94+ progress using [ wgpu] in Gecko.
95+
96+ _ Discussions: [ /r/rust_gamedev] ( https://www.reddit.com/r/rust_gamedev/comments/mgvd8d/last_big_wgpurs_example_shaders_are_fully_ported/ ) _
97+
98+ [ naga ] : https://github.com/gfx-rs/naga
99+ [ wgpu ] : https://github.com/gfx-rs/wgpu
100+ [ WebGPU ] : https://gpuweb.github.io/gpuweb/
101+ [ WGSL ] : https://gpuweb.github.io/gpuweb/wgsl/
102+ [ @wumpf ] : https://github.com/Wumpf
103+ [ graphics team blog ] : https://mozillagfx.wordpress.com/2021/03/10/webgpu-progress/
104+
73105## Popular Workgroup Issues in Github
74106
75107<!-- Up to 10 links to interesting issues -->
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