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chore(deps): update rust crate hal to v29#563

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@renovate renovate bot commented Mar 23, 2026

This PR contains the following updates:

Package Type Update Change
hal (source) workspace.dependencies major 27.0.429.0.0

Release Notes

gfx-rs/wgpu (hal)

v29.0.0

Compare Source

Major Changes
Surface::get_current_texture now returns CurrentSurfaceTexture enum

Surface::get_current_texture no longer returns Result<SurfaceTexture, SurfaceError>.
Instead, it returns a single CurrentSurfaceTexture enum that represents all possible outcomes as variants.
SurfaceError has been removed, and the suboptimal field on SurfaceTexture has been replaced by a dedicated Suboptimal variant.

match surface.get_current_texture() {
    wgpu::CurrentSurfaceTexture::Success(frame) => { /* render */ }
    wgpu::CurrentSurfaceTexture::Timeout
      | wgpu::CurrentSurfaceTexture::Occluded => { /* skip frame */ }
    wgpu::CurrentSurfaceTexture::Outdated
      | wgpu::CurrentSurfaceTexture::Suboptimal(frame) => { /* reconfigure surface */ }
    wgpu::CurrentSurfaceTexture::Lost => { /* reconfigure surface, or recreate device if device lost */ }
    wgpu::CurrentSurfaceTexture::Validation => {
        /* Only happens if there is a validation error and you
           have registered a error scope or uncaptured error handler. */
    }
}

By @​cwfitzgerald, @​Wumpf, and @​emilk in #​9141 and #​9257.

InstanceDescriptor initialization APIs and display handle changes

A display handle represents a connection to the platform's display server (e.g. a Wayland or X11 connection on Linux). This is distinct from a window — a display handle is the system-level connection through which windows are created and managed.

InstanceDescriptor's convenience constructors (an implementation of Default and the static from_env_or_default method) have been removed. In their place are new static methods that force recognition of whether a display handle is used:

  • new_with_display_handle
  • new_with_display_handle_from_env
  • new_without_display_handle
  • new_without_display_handle_from_env

If you are using winit, this can be populated using EventLoop::owned_display_handle.

- InstanceDescriptor::default();
- InstanceDescriptor::from_env_or_default();
+ InstanceDescriptor::new_with_display_handle(Box::new(event_loop.owned_display_handle()));
+ InstanceDescriptor::new_with_display_handle_from_env(Box::new(event_loop.owned_display_handle()));

Additionally, DisplayHandle is now optional when creating a surface if a display handle was already passed to InstanceDescriptor. This means that once you've provided the display handle at instance creation time, you no longer need to pass it again for each surface you create.

By @​MarijnS95 in #​8782

Bind group layouts now optional in PipelineLayoutDescriptor

This allows gaps in bind group layouts and adds full support for unbinding, bring us in compliance with the WebGPU spec. As a result of this PipelineLayoutDescriptor's bind_group_layouts field now has type of &[Option<&BindGroupLayout>]. To migrate wrap bind group layout references in Some:

  let pl_desc = wgpu::PipelineLayoutDescriptor {
      label: None,
      bind_group_layouts: &[
-         &bind_group_layout
+         Some(&bind_group_layout)
      ],
      immediate_size: 0,
  });

By @​teoxoy in #​9034.

MSRV update

wgpu now has a new MSRV policy. This release has an MSRV of 1.87. This is lower than v27's 1.88 and v28's 1.92. Going forward, we will only bump wgpu's MSRV if it has tangible benefits for the code, and we will never bump to an MSRV higher than stable - 3. So if stable is at 1.97 and 1.94 brought benefit to our code, we could bump it no higher than 1.94. As before, MSRV bumps will always be breaking changes.

By @​cwfitzgerald in #​8999.

WriteOnly

To ensure memory safety when accessing mapped GPU memory, MapMode::Write buffer mappings (BufferViewMut and also QueueWriteBufferView) can no longer be dereferenced to Rust &mut [u8]. Instead, they must be used through the new pointer type wgpu::WriteOnly<[u8]>, which does not allow reading at all.

WriteOnly<[u8]> is designed to offer similar functionality to &mut [u8] and have almost no performance overhead, but you will probably need to make some changes for anything more complicated than get_mapped_range_mut().copy_from_slice(my_data); in particular, replacing view[start..end] with view.slice(start..end).

By @​kpreid in #​9042.

Depth/stencil state changes

The depth_write_enabled and depth_compare members of DepthStencilState are now optional, and may be omitted when they do not apply, to match WebGPU.

depth_write_enabled is applicable, and must be Some, if format has a depth aspect, i.e., is a depth or depth/stencil format. Otherwise, a value of None best reflects that it does not apply, although Some(false) is also accepted.

depth_compare is applicable, and must be Some, if depth_write_enabled is Some(true), or if depth_fail_op for either stencil face is not Keep. Otherwise, a value of None best reflects that it does not apply, although Some(CompareFunction::Always) is also accepted.

There is also a new constructor DepthStencilState::stencil which may be used instead of a struct literal for stencil operations.

Example 1: A configuration that does a depth test and writes updated values:

 depth_stencil: Some(wgpu::DepthStencilState {
     format: wgpu::TextureFormat::Depth32Float,
-    depth_write_enabled: true,
-    depth_compare: wgpu::CompareFunction::Less,
+    depth_write_enabled: Some(true),
+    depth_compare: Some(wgpu::CompareFunction::Less),
     stencil: wgpu::StencilState::default(),
     bias: wgpu::DepthBiasState::default(),
 }),

Example 2: A configuration with only stencil:

 depth_stencil: Some(wgpu::DepthStencilState {
     format: wgpu::TextureFormat::Stencil8,
-    depth_write_enabled: false,
-    depth_compare: wgpu::CompareFunction::Always,
+    depth_write_enabled: None,
+    depth_compare: None,
     stencil: wgpu::StencilState::default(),
     bias: wgpu::DepthBiasState::default(),
 }),

Example 3: The previous example written using the new stencil() constructor:

depth_stencil: Some(wgpu::DepthStencilState::stencil(
    wgpu::TextureFormat::Stencil8,
    wgpu::StencilState::default(),
)),
D3D12 Agility SDK support

Added support for loading a specific DirectX 12 Agility SDK runtime via the Independent Devices API. The Agility SDK lets applications ship a newer D3D12 runtime alongside their binary, unlocking the latest D3D12 features without waiting for an OS update.

Configure it programmatically:

let options = wgpu::Dx12BackendOptions {
    agility_sdk: Some(wgpu::Dx12AgilitySDK {
        sdk_version: 619,
        sdk_path: "path/to/sdk/bin/x64".into(),
    }),
    ..Default::default()
};

Or via environment variables:

WGPU_DX12_AGILITY_SDK_PATH=path/to/sdk/bin/x64
WGPU_DX12_AGILITY_SDK_VERSION=619

The sdk_version must match the version of the D3D12Core.dll in the provided path exactly, or loading will fail.

If the Agility SDK fails to load (e.g. version mismatch, missing DLL, or unsupported OS), wgpu logs a warning and falls back to the system D3D12 runtime.

By @​cwfitzgerald in #​9130.

primitive_index is now a WGSL enable extension

WGSL shaders using @builtin(primitive_index) must now request it with enable primitive_index;. The SHADER_PRIMITIVE_INDEX feature has been renamed to PRIMITIVE_INDEX and moved from FeaturesWGPU to FeaturesWebGPU. By @​inner-daemons in #​8879 and @​andyleiserson in #​9101.

- device.features().contains(wgpu::FeaturesWGPU::SHADER_PRIMITIVE_INDEX)
+ device.features().contains(wgpu::FeaturesWebGPU::PRIMITIVE_INDEX)
// WGSL shaders must now include this directive:
enable primitive_index;
maxInterStageShaderComponents replaced by maxInterStageShaderVariables

Migrated from the max_inter_stage_shader_components limit to max_inter_stage_shader_variables, following the latest WebGPU spec. Components counted individual scalars (e.g. a vec4 = 4 components), while variables counts locations (e.g. a vec4 = 1 variable). This changes validation in a way that should not affect most programs. By @​ErichDonGubler in #​8652, #​8792.

- limits.max_inter_stage_shader_components
+ limits.max_inter_stage_shader_variables
Other Breaking Changes
New Features
General
  • Added TLAS binding array support via ACCELERATION_STRUCTURE_BINDING_ARRAY. By @​kvark in #​8923.
  • Added wgpu-naga-bridge crate with conversions between naga and wgpu-types (features to capabilities, storage format mapping, shader stage mapping). By @​atlv24 in #​9201.
  • Added support for cooperative load/store operations in shaders. Currently only WGSL on the input and SPIR-V, METAL, and WGSL on the output are supported. By @​kvark in #​8251.
  • Added support for per-vertex attributes in fragment shaders. Currently only WGSL input is supported, and only SPIR-V or WGSL output is supported. By @​atlv24 in #​8821.
  • Added support for no-perspective barycentric coordinates. By @​atlv24 in #​8852.
  • Added support for obtaining AdapterInfo from Device. By @​sagudev in #​8807.
  • Added Limits::or_worse_values_from. By @​atlv24 in #​8870.
  • Added Features::FLOAT32_BLENDABLE on Vulkan and Metal. By @​timokoesters in #​8963 and @​andyleiserson in #​9032.
  • Added Dx12BackendOptions::force_shader_model to allow using advanced features in passthrough shaders without bundling DXC. By @​inner-daemons in #​8984.
  • Changed passthrough shaders to not require an entry point parameter, so that the same shader module may be used in multiple entry points. Also added support for metallib passthrough. By @​inner-daemons in #​8886.
  • Added Dx12Compiler::Auto to automatically use static or dynamic DXC if available, before falling back to FXC. By @​inner-daemons in #​8882.
  • Added support for insert_debug_marker, push_debug_group and pop_debug_group on WebGPU. By @​evilpie in #​9017.
  • Added support for @builtin(draw_index) to the vulkan backend. By @​inner-daemons in #​8883.
  • Added TextureFormat::channels method to get some information about which color channels are covered by the texture format. By @​TornaxO7 in #​9167
  • BREAKING: Add V6_8 variant to DxcShaderModel and naga::back::hlsl::ShaderModel. By @​inner-daemons in #​8882 and @​ErichDonGubler in #​9083.
  • BREAKING: Add V6_9 variant to DxcShaderModel and naga::back::hlsl::ShaderModel. By @​ErichDonGubler in #​9083.
naga
  • Initial wgsl-in ray tracing pipelines. By @​Vecvec in #​8570.
  • wgsl-out ray tracing pipelines. By @​Vecvec in #​8970.
  • Allow parsing shaders which make use of SPV_KHR_non_semantic_info for debug info. Also removes naga::front::spv::SUPPORTED_EXT_SETS. By @​inner-daemons in #​8827.
  • Added memory decorations for storage buffers: coherent, supported on all native backends, and volatile, only on Vulkan and GL. By @​atlv24 in #​9168.
  • Made the following available in const contexts; by @​ErichDonGubler in #​8943:
    • naga
      • Arena::len
      • Arena::is_empty
      • Range::first_and_last
      • front::wgsl::Frontend::set_options
      • ir::Block::is_empty
      • ir::Block::len
GLES
  • Added GlDebugFns option in GlBackendOptions to control OpenGL debug functions (glPushDebugGroup, glPopDebugGroup, glObjectLabel, etc.). Automatically disables them on Mali GPUs to work around a driver crash. By @​Xavientois in #​8931.
WebGPU
  • Added support for insert_debug_marker, push_debug_group and pop_debug_group. By @​evilpie in #​9017.
  • Added support for begin_occlusion_query and end_occlusion_query. By @​evilpie in #​9039.
Changes
General
  • Tracing now uses the .metal extension for metal source files, instead of .msl. By @​inner-daemons in #​8880.
  • BREAKING: Several error APIs were changed by @​ErichDonGubler in #​9073 and #​9205:
    • BufferAccessError:
      • Split the OutOfBoundsOverrun variant into new OutOfBoundsStartOffsetOverrun and OutOfBoundsEndOffsetOverrun variants.
      • Removed the NegativeRange variant in favor of new MapStartOffsetUnderrun and MapStartOffsetOverrun variants.
    • Split the TransferError::BufferOverrun variant into new BufferStartOffsetOverrun and BufferEndOffsetOverrun variants.
    • ImmediateUploadError:
      • Removed the TooLarge variant in favor of new StartOffsetOverrun and EndOffsetOverrun variants.
      • Removed the Unaligned variant in favor of new StartOffsetUnaligned and SizeUnaligned variants.
      • Added the ValueStartIndexOverrun and ValueEndIndexOverrun invariants
  • The various "max resources per stage" limits are now capped at 100, so that their total remains below max_bindings_per_bind_group, as required by WebGPU. By @​andyleiserson in #​9118.
  • The max_uniform_buffer_binding_size and max_storage_buffer_binding_size limits are now u64 instead of u32, to match WebGPU. By @​wingertge in #​9146.
  • The main 3 native backends now report their limits properly. By @​teoxoy in #​9196.
naga
Metal
  • Use autogenerated objc2 bindings internally, which should resolve a lot of leaks and unsoundness. By @​madsmtm in #​5641.
  • Implements ray-tracing acceleration structures for metal backend. By @​lichtso in #​8071.
  • Remove mutex for MTLCommandQueue because the Metal object is thread-safe. By @​andyleiserson in #​9217.
deno_webgpu
  • Expose the GPU.wgslLanguageFeatures property. By @​andyleiserson in #​8884.
  • GPUFeatureName now includes all wgpu extensions. Feature names for extensions should be written with a wgpu- prefix, although unprefixed names that were accepted previously are still accepted. By @​andyleiserson in #​9163.
Hal
Bug Fixes
General
  • Tracing support has been restored. By @​andyleiserson in #​8429.
  • Pipelines using passthrough shaders now correctly require explicit pipeline layout. By @​inner-daemons in #​8881.
  • Allow using a shader that defines I/O for dual-source blending in a pipeline that does not make use of it. By @​andyleiserson in #​8856.
  • Improve validation of dual-source blending, by @​andyleiserson in #​9200:
    • Validate structs with @blend_src members whether or not they are used by an entry point.
    • Dual-source blending is not supported when there are multiple color attachments.
    • TypeFlags::IO_SHAREABLE is not set for structs other than @blend_src structs.
  • Validate strip_index_format isn't None and equals index buffer format for indexed drawing with strip topology. By @​beicause in #​8850.
  • BREAKING: Renamed EXPERIMENTAL_PASSTHROUGH_SHADERS to PASSTHROUGH_SHADERS and made this no longer an experimental feature. By @​inner-daemons in #​9054.
  • BREAKING: End offsets in trace and player commands are now represented using offset + size instead. By @​ErichDonGubler in #​9073.
  • Validate some uncaught cases where buffer transfer operations could overflow when computing an end offset. By @​ErichDonGubler in #​9073.
  • Fix local_invocation_id and local_invocation_index being written multiple times in HLSL/MSL backends, and naming conflicts when users name variables __local_invocation_id or __local_invocation_index. By @​inner-daemons in #​9099.
  • Added internal labels to validation GPU objects and timestamp normalization code to improve clarity in graphics debuggers. By @​szostid in #​9094
  • Fix multi-planar texture copying. By @​noituri in #​9069
naga
  • The validator checks that override-sized arrays have a positive size, if overrides have been resolved. By @​andyleiserson in #​8822.
  • Fix some cases where f16 constants were not working. By @​andyleiserson in #​8816.
  • Use wrapping arithmetic when evaluating constant expressions involving u32. By @​andyleiserson in #​8912.
  • Fix missing side effects from sequence expressions in GLSL. By @​Vipitis in #​8787.
  • Naga now enforces the @must_use attribute on WGSL built-in functions, when applicable. You can waive the error with a phony assignment, e.g., _ = subgroupElect(). By @​andyleiserson in #​8713.
  • Reject zero-value construction of a runtime-sized array with a validation error. Previously it would crash in the HLSL backend. By @​mooori in #​8741.
  • Reject splat vector construction if the argument type does not match the type of the vector's scalar. Previously it would succeed. By @​mooori in #​8829.
  • Fixed workgroupUniformLoad incorrectly returning an atomic when called on an atomic, it now returns the inner T as per the spec. By @​cryvosh in #​8791.
  • Fixed constant evaluation for sign() builtin to return zero when the argument is zero. By @​mandryskowski in #​8942.
  • Allow array generation to compile with the macOS 10.12 Metal compiler. By @​madsmtm in #​8953
  • Naga now detects bitwise shifts by a constant exceeding the operand bit width at compile time, and disallows scalar-by-vector and vector-by-scalar shifts in constant evaluation. By @​andyleiserson in #​8907.
  • Naga uses wrapping arithmetic when evaluating dot products on concrete integer types (u32 and i32). By @​BKDaugherty in #​9142.
  • Disallow negation of a matrix in WGSL. By @​andyleiserson in #​9157.
  • Fix evaluation order of compound assignment (e.g. +=) LHS and RHS. By @​andyleiserson in #​9181.
  • Fixed invalid MSL when float16-format vertex input data was accessed via an f16-type variable in a vertex shader. By @​andyleiserson in #​9166.
Validation
  • Fixed validation of the texture format in GPUDepthStencilState when neither depth nor stencil is actually enabled. By @​andyleiserson in #​8766.
  • Check that depth bias is not used with non-triangle topologies. By @​andyleiserson in #​8856.
  • Check that if the shader outputs frag_depth, then the pipeline must have a depth attachment. By @​andyleiserson in #​8856.
  • Fix incorrect acceptance of some swizzle selectors that are not valid for their operand, e.g. const v = vec2<i32>(); let r = v.xyz. By @​andyleiserson in #​8949.
  • Fixed calculation of the total number of bindings in a pipeline layout when validating against device limits. By @​andyleiserson in #​8997.
  • Reject non-constructible types (runtime- and override-sized arrays, and structs containing non-constructible types) in more places where they should not be allowed. By @​andyleiserson in #​8873.
  • The query set type for an occlusion query is now validated when opening the render pass, in addition to within the call to beginOcclusionQuery. By @​andyleiserson in #​9086.
  • Require that the blend factor is One when the blend operation is Min or Max. The BlendFactorOnUnsupportedTarget error is now reported within ColorStateError rather than directly in CreateRenderPipelineError. By @​andyleiserson in #​9110.
Vulkan
  • Fixed a variety of mesh shader SPIR-V writer issues from the original implementation. By @​inner-daemons in #​8756
  • Offset the vertex buffer device address when building a BLAS instead of using the first_vertex field. By @​Vecvec in #​9220
  • Remove incorrect ordered texture uses. By @​NiklasEi in #​8924.
Metal / macOS
GLES
  • DisplayHandle should now be passed to InstanceDescriptor for correct EGL initialization on Wayland. By @​MarijnS95 in #​8012
    Note that the existing workaround to create surfaces before the adapter is no longer valid.
  • Changing shader constants now correctly recompiles the shader. By @​DerSchmale in #​8291.
Performance
GLES
  • The GL backend would now try to take advantage of GL_EXT_multisampled_render_to_texture extension when applicable to skip the multi-sample resolve operation. By @​opstic in #​8536.
Documentation
General
  • Expanded documentation of QuerySet, QueryType, and resolve_query_set() describing how to use queries. By @​kpreid in #​8776.

v28.0.1

Compare Source

General
Vulkan
Metal

v28.0.0

Compare Source

Major Changes
Mesh Shaders

This has been a long time coming. See the tracking issue for more information.
They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting
is supported, meaning they can be used through WESL or naga_oil.

Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes.
They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together,
for both culling and rendering.

They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather
than having a list of vertices generated individually and then using a static index buffer. This means that certain computations
on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and
you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.

Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders
on their own or with task shaders.

A full example of mesh shaders in use can be seen in the mesh_shader example. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:

@&#8203;task
@&#8203;payload(taskPayload)
@&#8203;workgroup_size(1)
fn ts_main() -> @&#8203;builtin(mesh_task_size) vec3<u32> {
    // Task shaders can use workgroup variables like compute shaders
    workgroupData = 1.0;
    // Pass some data to all mesh shaders dispatched by this workgroup
    taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0);
    taskPayload.visible = 1;
    // Dispatch a mesh shader grid with one workgroup
    return vec3(1, 1, 1);
}

@&#8203;mesh(mesh_output)
@&#8203;payload(taskPayload)
@&#8203;workgroup_size(1)
fn ms_main(@&#8203;builtin(local_invocation_index) index: u32, @&#8203;builtin(global_invocation_id) id: vec3<u32>) {
    // Set how many outputs this workgroup will generate
    mesh_output.vertex_count = 3;
    mesh_output.primitive_count = 1;
    // Can also use workgroup variables
    workgroupData = 2.0;

    // Set vertex outputs
    mesh_output.vertices[0].position = positions[0];
    mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask;

    mesh_output.vertices[1].position = positions[1];
    mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask;

    mesh_output.vertices[2].position = positions[2];
    mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask;

    // Set the vertex indices for the only primitive
    mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2);
    // Cull it if the data passed by the task shader says to
    mesh_output.primitives[0].cull = taskPayload.visible == 1;
    // Give a noninterpolated per-primitive vec4 to the fragment shader
    mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0);
}
Thanks

This was a monumental effort from many different people, but it was championed by @​inner-daemons, without whom it would not have happened.
Thank you @​cwfitzgerald for doing the bulk of the code review. Finally thank you @​ColinTimBarndt for coordinating the testing effort.

Reviewers:

wgpu Contributions:

naga Contributions:

Testing Assistance:

Thank you to everyone to made this happen!

Switch from gpu-alloc to gpu-allocator in the vulkan backend

gpu-allocator is the allocator used in the dx12 backend, allowing to configure
the allocator the same way in those two backends converging their behavior.

This also brings the Device::generate_allocator_report feature to
the vulkan backend.

By @​DeltaEvo in #​8158.

wgpu::Instance::enumerate_adapters is now async & available on WebGPU

BREAKING CHANGE: enumerate_adapters is now async:

- pub fn enumerate_adapters(&self, backends: Backends) -> Vec<Adapter> {
+ pub fn enumerate_adapters(&self, backends: Backends) -> impl Future<Output = Vec<Adapter>> {

This yields two benefits:

  • This method is now implemented on non-native using the standard Adapter::request_adapter(…), making enumerate_adapters a portable surface. This was previously a nontrivial pain point when an application wanted to do some of its own filtering of adapters.
  • This method can now be implemented in custom backends.

By @​R-Cramer4 in #​8230

New LoadOp::DontCare

In the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Load can cause unnecessary memory traffic, and Clear can spend time unnecessarily
clearing the rendertargets. DontCare is a new LoadOp which will leave the contents
of the rendertarget undefined. Because this could lead to undefined behavior, this API
requires that the user gives an unsafe token to use the api.

While you can use this unconditionally, on platforms where DontCare is not available,
it will internally use a different load op.

load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })

By @​cwfitzgerald in #​8549

MipmapFilterMode is split from FilterMode

This is a breaking change that aligns wgpu with spec.

SamplerDescriptor {
...
-     mipmap_filter: FilterMode::Nearest
+     mipmap_filter: MipmapFilterMode::Nearest
...
}

By @​sagudev in #​8314.

Multiview on all major platforms and support for multiview bitmasks

Multiview is a feature that allows rendering the same content to multiple layers of a texture.
This is useful primarily in VR where you wish to display almost identical content to 2 views,
just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you
can use this feature.

Multiview is also called view instancing in DX12 or vertex amplification in Metal.

Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself.
This change also introduces a view bitmask, a new field in RenderPassDescriptor that allows a render pass to render
to multiple non-adjacent layers when using the SELECTIVE_MULTIVIEW feature. If you don't use multi-view,
you can set this field to none.

- wgpu::RenderPassDescriptor {
-     label: None,
-     color_attachments: &color_attachments,
-     depth_stencil_attachment: None,
-     timestamp_writes: None,
-     occlusion_query_set: None,
- }
+ wgpu::RenderPassDescriptor {
+     label: None,
+     color_attachments: &color_attachments,
+     depth_stencil_attachment: None,
+     timestamp_writes: None,
+     occlusion_query_set: None,
+     multiview_mask: NonZero::new(3),
+ }

One other breaking change worth noting is that in WGSL @builtin(view_index) now requires a type of u32, where previously it required i32.

By @​inner-daemons in #​8206.

Error scopes now use guards and are thread-local.
- device.push_error_scope(wgpu::ErrorFilter::Validation);
+ let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
  // ... perform operations on the device ...
- let error: Option<Error> = device.pop_error_scope().await;
+ let error: Option<Error> = scope.pop().await;

Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts,
without having the error scope capture errors from other threads.

When the std feature is not enabled, we have no way to differentiate between threads, so error scopes return to be
global operations.

By @​cwfitzgerald in #​8685

Log Levels

We have received complaints about wgpu being way too log spammy at log levels info/warn/error. We have
adjusted our log policy and changed logging such that info and above should be silent unless some exceptional
event happens. Our new log policy is as follows:

  • Error: if we can’t (for some reason, usually a bug) communicate an error any other way.
  • Warning: similar, but there may be one-shot warnings about almost certainly sub-optimal.
  • Info: do not use
  • Debug: Used for interesting events happening inside wgpu.
  • Trace: Used for all events that might be useful to either wgpu or application developers.

By @​cwfitzgerald in #​8579.

Push constants renamed immediates, API brought in line with spec.

As the "immediate data" api is getting close to stabilization in the WebGPU specification,
we're bringing our implementation in line with what the spec dictates.

First, in the PipelineLayoutDescriptor, you now pass a unified size for all stages:

- push_constant_ranges: &[wgpu::PushConstantRange {
-     stages: wgpu::ShaderStages::VERTEX_FRAGMENT,
-     range: 0..12,
- }]
+ immediate_size: 12,

Second, on the command encoder you no longer specify a shader stage, uploads apply
to all shader stages that use immediate data.

- rpass.set_push_constants(wgpu::ShaderStages::FRAGMENT, 0, bytes);
+ rpass.set_immediates(0, bytes);

Third, immediates are now declared with the immediate address space instead of
the push_constant address space. Due to a known issue on DX12
it is advised to always use a structure for your immediates until that issue
is fixed.

- var<push_constant> my_pc: MyPushConstant;
+ var<immediate> my_imm: MyImmediate;

Finally, our implementation currently still zero-initializes the immediate data
range you declared in the pipeline layout. This is not spec compliant and failing
to populate immediate "slots" that are used in the shader will be a validation error
in a future version. See the proposal for details for determining
which slots are populated in a given shader.

By @​cwfitzgerald in #​8724.

subgroup_{min,max}_size renamed and moved from Limits -> AdapterInfo

To bring our code in line with the WebGPU spec, we have moved information about subgroup size
from limits to adapter info. Limits was not the correct place for this anyway, and we had some
code special casing those limits.

Additionally we have renamed the fields to match the spec.

- let min = limits.min_subgroup_size;
+ let min = info.subgroup_min_size;
- let max = limits.max_subgroup_size;
+ let max = info.subgroup_max_size;

By @​cwfitzgerald in #​8609.

New Features
  • Added support for transient textures on Vulkan and Metal. By @​opstic in #​8247
  • Implement shader triangle barycentric coordinate builtins. By @​atlv24 in #​8320.
  • Added support for binding arrays of storage textures on Metal. By @​msvbg in #​8464
  • Added support for multisampled texture arrays on Vulkan through adapter feature MULTISAMPLE_ARRAY. By @​LaylBongers in #​8571.
  • Added get_configuration to wgpu::Surface, that returns the current configuration of wgpu::Surface. By @​sagudev in #​8664.
  • Add wgpu_core::Global::create_bind_group_layout_error. By @​ErichDonGubler in #​8650.
Changes
General
  • Require new enable extensions when using ray queries and position fetch (wgpu_ray_query, wgpu_ray_query_vertex_return). By @​Vecvec in #​8545.
  • Texture now has from_custom. By @​R-Cramer4 in #​8315.
  • Using both the wgpu command encoding APIs and CommandEncoder::as_hal_mut on the same encoder will now result in a panic.
  • Allow include_spirv! and include_spirv_raw! macros to be used in constants and statics. By @​clarfonthey in #​8250.
  • Added support for rendering onto multi-planar textures. By @​noituri in #​8307.
  • Validation errors from CommandEncoder::finish() will report the label of the invalid encoder. By @​kpreid in #​8449.
  • Corrected documentation of the minimum alignment of the end of a mapped range of a buffer (it is 4, not 8). By @​kpreid in #​8450.
  • util::StagingBelt now takes a Device when it is created instead of when it is used. By @​kpreid in #​8462.
  • wgpu_hal::vulkan::Texture API changes to handle externally-created textures and memory more flexibly. By @​s-ol in #​8512, #​8521.
  • Render passes are now validated against the maxColorAttachmentBytesPerSample limit. By @​andyleiserson in #​8697.
Metal
naga
  • Prevent UB with invalid ray query calls on spirv. By @​Vecvec in #​8390.
  • Update the set of binding_array capabilities. In most cases, they are set automatically from wgpu features, and this change should not be user-visible. By @​andyleiserson in #​8671.
  • Naga now accepts the var<function> syntax for declaring local variables. By @​andyleiserson in #​8710.
Bug Fixes
General
  • Fixed a bug where mapping sub-ranges of a buffer on web would fail with OperationError: GPUBuffer.getMappedRange: GetMappedRange range extends beyond buffer's mapped range. By @​ryankaplan in #​8349
  • Reject fragment shader output locations > max_color_attachments limit. By @​ErichDonGubler in #​8316.
  • WebGPU device requests now support the required limits maxColorAttachments and maxColorAttachmentBytesPerSample. By @​evilpie in #​8328
  • Reject binding indices that exceed wgpu_types::Limits::max_bindings_per_bind_group when deriving a bind group layout for a pipeline. By @​jimblandy in #​8325.
  • Removed three features from wgpu-hal which did nothing useful: "cargo-clippy", "gpu-allocator", and "rustc-hash". By @​kpreid in #​8357.
  • wgpu_types::PollError now always implements the Error trait. By @​kpreid in #​8384.
  • The texture subresources used by the color attachments of a render pass are no longer allowed to overlap when accessed via different texture views. By @​andyleiserson in #​8402.
  • The STORAGE_READ_ONLY texture usage is now permitted to coexist with other read-only usages. By @​andyleiserson in #​8490.
  • Validate that buffers are unmapped in write_buffer calls. By @​ErichDonGubler in #​8454.
  • Shorten critical section inside present such that the snatch write lock is no longer held during present, preventing other work happening on other threads. By @​cwfitzgerald in #​8608.
naga
  • The || and && operators now "short circuit", i.e., do not evaluate the RHS if the result can be determined from just the LHS. By @​andyleiserson in #​7339.
  • Fix a bug that resulted in the Metal error program scope variable must reside in constant address space in some cases. By @​teoxoy in #​8311.
  • Handle rayQueryTerminate in spv-out instead of ignoring it. By @​Vecvec in #​8581.
DX12
  • Align copies b/w textures and buffers via a single intermediate buffer per copy when D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupported is false. By @​ErichDonGubler in #​7721.
  • Fix detection of Int64 Buffer/Texture atomic features. By @​cwfitzgerald in #​8667.
Vulkan
Metal
WebGPU
  • Fixed a bug where the texture aspect was not passed through when calling copy_texture_to_buffer in WebGPU, causing the copy to fail for depth/stencil textures. By @​Tim-Evans-Seequent in #​8445.
GLES
hal

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@cwfitzgerald
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Closing in favor of #565.

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renovate bot commented Mar 23, 2026

Renovate Ignore Notification

Because you closed this PR without merging, Renovate will ignore this update. You will not get PRs for any future 29.x releases. But if you manually upgrade to 29.x then Renovate will re-enable minor and patch updates automatically.

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@renovate renovate bot deleted the renovate/hal-29.x branch March 23, 2026 16:13
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