Skip to content

infosia/wgpu-tiled

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

10,492 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

wgpu-tiled

A mobile-optimized fork of wgpu with tile-based deferred rendering (TBDR) support.

What is wgpu-tiled?

wgpu-tiled extends wgpu with multi-subpass render passes, transient (tile-memory-only) attachments, and input attachments -- the critical GPU features that mobile TBDR architectures (Apple GPU, Qualcomm Adreno, ARM Mali) need to keep intermediate rendering data in fast on-chip tile memory instead of round-tripping through slow main memory (DRAM).

Standard wgpu follows the WebGPU spec, which only supports flat single-pass rendering. This forces mobile GPUs to write intermediate data (G-buffers, depth, normals) to DRAM between passes, then read it back -- wasting bandwidth and battery. wgpu-tiled eliminates this bottleneck.

Key Features

Feature What it does Mobile benefit
Transient Attachments Tile-memory-only textures with no DRAM backing (MTLStorageModeMemoryless, VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT) Zero main memory allocation for intermediate buffers
Multi-Subpass Render Passes Multiple rendering phases within a single hardware pass G-buffer data stays in tile memory across subpasses
Input Attachments Read previous subpass output at the current fragment position Direct tile memory read, no texture sampling overhead
Dynamic Subpass Culling Per-frame subpass activation/deactivation without pipeline recompilation Skip debug/optional passes with zero GPU cost
RenderGraphBuilder Declarative API that auto-infers load/store ops and generates subpass dependencies Correct TBDR optimization with minimal boilerplate
Typed subpass inputs in naga subpass_input* WGSL types + ImageClass::SubpassInput{,Depth,Stencil} IR + binding-driven InputAttachmentIndex SPIR-V decoration + GLSL use_framebuffer_fetch option Shader compiler support for tile memory reads

Supported Backends

Backend Transient Attachments Multi-Subpass Tile Dispatch
Metal MTLStorageModeMemoryless Single encoder, [[color(N)]] tile shading Deferred
Vulkan LAZILY_ALLOCATED memory Native vkCmdNextSubpass with BY_REGION_BIT N/A
GLES Regular texture (fallback) EXT_shader_framebuffer_fetch or multi-pass N/A
DX12 Stub (regular texture) Stub (separate passes) N/A

Architecture

wgpu (public API)          -- RenderPass::next_subpass(), RenderGraphBuilder
  |
wgpu-core (validation)     -- TransientAttachment resources, subpass validation errors
  |
wgpu-hal (HAL traits)      -- Device::create_transient_attachment(), CommandEncoder::next_subpass()
  |
  +-- Metal backend         -- Memoryless textures, single-encoder subpass state machine
  +-- Vulkan backend        -- LAZILY_ALLOCATED, N-subpass VkRenderPass, SubpassDependency
  +-- GLES backend          -- Renderbuffer fallback, EXT_shader_framebuffer_fetch detection
  +-- DX12 backend          -- Stub implementations
  |
naga (shader compiler)     -- Typed subpass input IR, binding-driven InputAttachmentIndex, use_framebuffer_fetch

WGSL Shader Extension: typed subpass_input*

wgpu-tiled extends WGSL with typed subpass input bindings for reading previous subpass output directly from tile memory:

// Lighting pass shader -- reads G-Buffer via input attachments
@group(0) @binding(0) var t_albedo: subpass_input<f32>;
@group(0) @binding(1) var t_normal: subpass_input<f32>;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    let albedo = subpassLoad(t_albedo).rgb;
    let normal = subpassLoad(t_normal).rgb;
    // ... lighting calculation ...
}

subpass_input* declarations identify the attachment through @binding only. subpassLoad reads from the current fragment position. naga compiles this to:

  • SPIR-V: OpTypeImage with Dim=SubpassData, InputAttachmentIndex decoration
  • MSL: [[color(N)]] fragment function parameter (tile memory read)
  • GLSL: inout color attachment via EXT_shader_framebuffer_fetch, or texelFetch(sampler, ivec2(gl_FragCoord.xy), 0) fallback

Quick Example

use wgpu::{RenderGraphBuilder, TextureFormat, SubpassIndex};

// Declare a deferred rendering graph
let mut builder = RenderGraphBuilder::new();
let albedo = builder.add_transient_color("albedo", TextureFormat::Rgba8Unorm);
let output = builder.add_persistent_color("output", TextureFormat::Bgra8Unorm);

builder.add_subpass("gbuffer").writes_color(albedo);
builder.add_subpass("composite").reads(albedo).writes_color(output);

let graph = builder.build()?;

// Dynamic culling -- skip optional passes without pipeline recompilation
let mask = graph.resolve_active(&[SubpassIndex(0), SubpassIndex(1)])?;

See examples/features/src/deferred_rendering/ for a complete working example with G-Buffer + lighting subpasses running on Vulkan.

Performance

Benchmarked with a 3-subpass deferred rendering pipeline (G-Buffer → Lighting → Composite), 288K triangles, 225 draw calls per frame. Comparison is wgpu-tiled subpass mode vs upstream wgpu multi-pass (3 separate render passes).

Metal — Apple A15 GPU (iOS, 960×1440)

Metric wgpu-tiled (subpass) Upstream wgpu (multi-pass) Improvement
GPU render time (avg) 4.16 ms 4.46 ms 7% faster
DRAM bandwidth/frame 5.3 MB 63.3 MB 12x less

Vulkan — ARM Mali-G78 (Android, 1080×2209)

Metric wgpu-tiled (subpass) Upstream wgpu (multi-pass) Improvement
Avg frame time 2.19 ms (456 FPS) 4.07 ms (245 FPS) 1.86x faster
DRAM bandwidth/frame 9.1 MB 109.2 MB 12x less

Both backends achieve a 12x DRAM bandwidth reduction — G-buffer intermediates stay in on-chip tile memory, and only the final swapchain write hits DRAM. On Mali-G78, the bandwidth savings translate to a 1.86x frame time improvement despite slightly higher GPU shader execution time, demonstrating that DRAM avoidance dominates performance on bandwidth-constrained mobile SoCs.

This is a Fork

wgpu-tiled is a permanent fork of wgpu v29.0.1. It deliberately breaks WebGPU spec compliance to expose native TBDR capabilities. There are no plans to upstream these changes or track upstream wgpu releases.


wgpu (upstream)

wgpu is a cross-platform, safe, pure-Rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.

The API is based on the WebGPU standard, but is a fully native Rust library. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno.

Getting Started

See our examples online at https://wgpu.rs/examples/. You can see the Rust sources at examples and run them directly with cargo run --bin wgpu-examples <example>.

Learning wgpu

If you are new to wgpu and graphics programming, we recommend starting with Learn Wgpu.

Additionally, WebGPU Fundamentals is a tutorial for WebGPU which is very similar to our API, minus differences between Rust and Javascript.

Wiki

We have a wiki which has information on useful architecture patterns, debugging tips, and more getting started information.

Need Help? Want to Contribute?

The wgpu community uses Matrix and Discord to discuss.

  • #wgpu:matrix.org - discussion of wgpu's development.
  • #wgpu-users:matrix.org - discussion of using the library and the surrounding ecosystem.
  • #wgpu on the Rust Gamedev Discord - Dedicated support channel on the Rust Gamedev Discord.

Other Languages

To use wgpu in C or dozens of other languages, look at wgpu-native. These are C bindings to wgpu and has an up-to-date list of libraries bringing support to other languages.

Learn WebGPU (for C++) is a good resource for learning how to use wgpu-native from C++.

Quick Links

Docs Examples Changelog
v29 v29 v29
trunk trunk trunk

Contributors are welcome! See CONTRIBUTING.md for more information.

Supported Platforms

API Windows Linux/Android macOS/iOS Web (wasm)
Vulkan 🌋
Metal
DX12
OpenGL 🆗 (GL 3.3+) 🆗 (GL ES 3.0+) 📐 🆗 (WebGL2)
WebGPU

✅ = First Class Support
🆗 = Downlevel/Best Effort Support
📐 = Requires the ANGLE translation layer (GL ES 3.0 only)
🌋 = Requires the MoltenVK translation layer
🛠️ = Unsupported, though open to contributions

Environment Variables

Testing, examples, and ::from_env() methods use a standardized set of environment variables to control wgpu's behavior.

  • WGPU_BACKEND with a comma-separated list of the backends you want to use (vulkan, metal, dx12, or gl).
  • WGPU_ADAPTER_NAME with a case-insensitive substring of the name of the adapter you want to use (ex. 1080 will match NVIDIA GeForce 1080ti).
  • WGPU_DX12_COMPILER with the DX12 shader compiler you wish to use (dxc, static-dxc, or fxc). Note that dxc requires dxcompiler.dll (min v1.8.2502) to be in the working directory, and static-dxc requires the static-dxc crate feature to be enabled. Otherwise, it will fall back to fxc.

See the documentation for more environment variables.

When running the CTS, use the variables DENO_WEBGPU_ADAPTER_NAME, DENO_WEBGPU_BACKEND, DENO_WEBGPU_POWER_PREFERENCE, and DENO_WEBGPU_DX12_COMPILER.

Repo Overview

For an overview of all the components in the gfx-rs ecosystem, see the big picture.

MSRV policy

TL;DR: If you're using wgpu, our MSRV is 1.87. If you're running our tests or examples, our MSRV is 1.93.

We will avoid bumping the MSRV of wgpu without good reason, and such a change is considered breaking.

Specific Details

Due to complex dependants, we have three MSRV policies:

  • wgpu's MSRV is 1.87
  • wgpu-core (and hence wgpu-hal, naga, and wgpu-types)'s MSRV is 1.87.
  • The rest of the workspace has an MSRV of 1.93.

It is enforced on CI (in "/.github/workflows/ci.yml") with the WGPU_MSRV, CORE_MSRV, and REPO_MSRV variables, respectively. This version can only be upgraded in breaking releases, though we release a breaking version every three months.

The following rules apply:

  • The wgpu-core crate should never require an MSRV ahead of Firefox's MSRV for nightly builds, as determined by the value of MINIMUM_RUST_VERSION in python/mozboot/mozboot/util.py.
  • The wgpu crate should never require an MSRV ahead of Servo's MSRV, as determined by the value of their rust-version declaration in Cargo.toml
  • The repository MSRV should never require an MSRV higher than stable - 3. For example, if stable is at 1.97, the repository MSRV should be no higher than 1.94. This is to allow people who are using a decently-updated OS-provided rust to be able to build our repository. Consider cross checking with NixOS, though this is not required.

Testing and Environment Variables

Information about testing, including where tests of various kinds live, and how to run the tests.

Tracking the WebGPU and WGSL draft specifications

The wgpu crate is meant to be an idiomatic Rust translation of the WebGPU API. That specification, along with its shading language, WGSL, are both still in the "Working Draft" phase, and while the general outlines are stable, details change frequently. Until the specification is stabilized, the wgpu crate and the version of WGSL it implements will likely differ from what is specified, as the implementation catches up.

Exactly which WGSL features wgpu supports depends on how you are using it:

  • When running as native code, wgpu uses Naga to translate WGSL code into the shading language of your platform's native GPU API. Naga is working on catching up to the WGSL specification, with bugs tracking various issues, but there is no concise summary of differences from the specification.

  • When running in a web browser (by compilation to WebAssembly) without the "webgl" feature enabled, wgpu relies on the browser's own WebGPU implementation. WGSL shaders are simply passed through to the browser, so that determines which WGSL features you can use.

  • When running in a web browser with wgpu's "webgl" feature enabled, wgpu uses Naga to translate WGSL programs into GLSL. This uses the same version of Naga as if you were running wgpu as native code.

About

wgpu-tiled - A mobile-optimized fork of wgpu with tile-based deferred rendering (TBDR) support

Topics

Resources

License

Apache-2.0, MIT licenses found

Licenses found

Apache-2.0
LICENSE.APACHE
MIT
LICENSE.MIT

Code of conduct

Contributing

Security policy

Stars

Watchers

Forks

Contributors