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gfx-rs

gfx-rs is a low-level, cross-platform graphics and compute abstraction library in Rust. It consists of the following components:

gfx-hal deprecation

As of the v0.9 release, gfx-hal is now in maintenance mode. gfx-hal development was mainly driven by wgpu, which has now switched to its own GPU abstraction called wgpu-hal. For this reason, gfx-hal development has switched to maintenance only, until the developers figure out the story for gfx-portability. Read more about the transition in #3768.

hal

  • gfx-hal which is gfx's hardware abstraction layer: a Vulkan-ic mostly unsafe API which translates to native graphics backends.
  • gfx-backend-* which contains graphics backends for various platforms:
  • gfx-warden which is a data-driven reference test framework, used to verify consistency across all graphics backends.

gfx-rs is hard to use, it's recommended for performance-sensitive libraries and engines. If that's not your domain, take a look at wgpu-rs for a safe and simple alternative.

Hardware Abstraction Layer

The Hardware Abstraction Layer (HAL), is a thin, low-level graphics and compute layer which translates API calls to various backends, which allows for cross-platform support. The API of this layer is based on the Vulkan API, adapted to be more Rust-friendly.

Hardware Abstraction Layer (HAL)

Currently HAL has backends for Vulkan, DirectX 12/11, Metal, and OpenGL/OpenGL ES/WebGL.

The HAL layer is consumed directly by user applications or libraries. HAL is also used in efforts such as gfx-portability.

See the Big Picture blog post for connections.

The old gfx crate (pre-ll)

This repository was originally home to the gfx crate, which is now deprecated. You can find the latest versions of the code for that crate in the pre-ll branch of this repository.

The master branch of this repository is now focused on developing gfx-hal and its associated backend and helper libraries, as described above. gfx-hal is a complete rewrite of gfx, but it is not necessarily the direct successor to gfx. Instead, it serves a different purpose than the original gfx crate, by being "lower level" than the original. Hence, the name of gfx-hal was originally ll, which stands for "lower level", and the original gfx is now referred to as pre-ll.

The spiritual successor to the original gfx is actually wgpu, which stands on a similar level of abstraction to the old gfx crate, but with a modernized API that is more fit for being used over Vulkan/DX12/Metal. If you want something similar to the old gfx crate that is being actively developed, wgpu is probably what you're looking for, rather than gfx-hal.

Contributing

We are actively looking for new contributors and aim to be welcoming and helpful to anyone that is interested! We know the code base can be a bit intimidating in size and depth at first, and to this end we have a label on the issue tracker which marks issues that are new contributor friendly and have some basic direction for completion in the issue comments. If you have any questions about any of these issues (or any other issues) you may want to work on, please comment on GitHub and/or drop a message in our Matrix chat!

License

This repository is licensed under either of

at your option.

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

wgpu-rs.github.io's People

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wgpu-rs.github.io's Issues

Support video files

Once the fidelity of an animated image crosses a particular threshold (of 1-2mb), it becomes much more efficient to have it as a video. We just need to make sure that there is a thumbnail shown while the video is being loaded, and/or have a "play" button on them.

Add Web3D Survey Collector Script

What is it?

Web3D Survey solves a common problem that 3D graphics web developers face: which API features can I use reliably? We solve this problem by collecting web graphics API capabilities and features widely across the web and then presenting that data back on this website so 3D graphics web developers can make informed decisions and reliable experiences.

We currently are collecting information on WebGL, WebGL 2, WebGPU and WebXR API features and capabilities.

Re privacy:

The Web3D Survey collector script is GDPR compliant in that we do not use cookies nor do we collect any personal information and we also do not store IP addresses. We are focused on our mission of making the web a better place for 3D graphics and we are not interested in selling your data to advertisers.

How to add:

Do your part to help the web 3D graphics community and embed our collector script on your website:

<script defer src="https://web3dsurvey.com/collector.js"></script>

The Web3d Survey collector script is designed to minimize impact on participating websites: 3kb of JavaScript, runs in 20 ms, only runs after page load has completed (1 second after DOMContentLoaded.)

Link to the website of Web3D Survey which goes into more detail: https://web3dsurvey.com

Would be a great contribution to the Web3D Survey by having it embedded on https://wgpu.rs/

Un-list Mipmap Web Example?

The WebGL mipmapping example doesn't really work right, should we remove it from the list on the website?

image

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