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Home
  • Dependencies and the window
  • The Surface
  • The Pipeline
  • Buffers and Indices
  • Textures and bind groups
  • Uniform buffers and a 3d camera
  • Instancing
  • The Depth Buffer
  • Model Loading
  • Working with Lights
  • Normal Mapping
  • A Better Camera
  • High Dynamic Range Rendering
  • Intro to Compute Pipelines
  • Sorting on the GPU
  • Foreword
  • Mipmapping
  • Stencil Buffers
  • Wgpu without a window
  • Creating gifs
  • Pong
  • Memory Layout in WGSL
  • Update to Wgpu 29.0
  • Update to Vuepress v2
  • Version 28.0 and stencil showcase
  • Update to 27.0!
  • Update to wgpu 26.0.1 and started compute pipeline guide
  • Update to Winit 0.30!
  • Version 25.0!
  • Version 24.0
  • First Major Version! (22.0)
  • Update to 0.18 and HDR tutorial
  • Update to 0.17
  • Update to 0.16
  • Update to 0.15!
  • Update to 0.14!
  • Update to 0.13!
  • Update to 0.12!
  • News (Pre 0.12)
  • First Major Version! (22.0)

First Major Version! (22.0)

Theres only a few things here. First all the shader related config structs now have a compilation_options field. For now I'm just leaving it as Default::default(), but if you have specific compilation needs it's there for you.

The next thing is RenderPipelineDescriptor and ComputePipelineDescriptor now have a cache field. This allows you to supply a cache to use during shader compilation. This is only really useful for Android devices as most desktop hardware/drivers provide caching. I've left it as None for now.

DeviceDescriptor now has a memory_hint field. You can use this to ask the gpu to prioritize performance, memory usage, or allow you to request a custom memory block size. These are just hints though and the hardware has the final say in how to do things. I've left this as Default::default() for now.

Last Updated: 5/17/26, 3:25 AM
Contributors: Benjamin Hansen