gfx-rs
wgpu
Rust

A cross-platform, safe, pure-Rust graphics API.

Last updated Jul 10, 2026
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README

wgpu

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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][webgpu], 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 . 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.

[Learn Wgpu]: https://sotrh.github.io/learn-wgpu/ [WebGPU Fundamentals]: https://webgpufundamentals.org/

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.

  • <code>#wgpu:matrix.org</code> - discussion of wgpu's development.
  • <code>#wgpu-users:matrix.org</code> - 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++.

[Learn WebGPU (for C++)]: https://eliemichel.github.io/LearnWebGPU/ [webgpu]: https://gpuweb.github.io/gpuweb/

Quick Links

| Docs | Examples | Changelog | | :-------------------: | :-----------------------: | :---------------------: | | [v30][rel-docs] | [v30][rel-examples] | [v30][rel-change] | | [trunk][trunk-docs] | [trunk][trunk-examples] | [trunk][trunk-change] |

Contributors are welcome! See [CONTRIBUTING.md][contrib] for more information.

[rel-docs]: https://docs.rs/wgpu/ [rel-examples]: https://github.com/gfx-rs/wgpu/tree/v30/examples#readme [rel-change]: https://github.com/gfx-rs/wgpu/releases [trunk-docs]: https://wgpu.rs/doc/wgpu/ [trunk-examples]: https://github.com/gfx-rs/wgpu/tree/trunk/examples#readme [trunk-change]: https://github.com/gfx-rs/wgpu/blob/trunk/CHANGELOG.md#unreleased [contrib]: CONTRIBUTING.md

Supported Platforms

| API | Windows | Linux/Android | macOS/iOS | Web (wasm) | | ------ | ------------ | --------------- | --------- | ----------- | | Vulkan | โœ… | โœ… | ๐ŸŒ‹ | | | Metal | | | โœ… | | | DX12 | โœ… | | | | | OpenGL | ๐Ÿ†— (GL 3.3+) | ๐Ÿ†— (GL ES 3.0+) | ๐Ÿ“ | ๐Ÿ†— (WebGL2) | | WebGPU | | | | โœ… |

โœ… = First Class Support ๐Ÿ†— = Downlevel/Best Effort Support ๐Ÿ“ = Requires the ANGLE translation layer (GL ES 3.0 only). Use the angle feature on macOS/iOS. On Windows, gles uses WGL by default; build with cfg(windowsangle) to use ANGLE instead. ๐ŸŒ‹ = Requires the MoltenVK translation layer ๐Ÿ› ๏ธ = 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).
  • WGPUADAPTERNAME with a case-insensitive substring of the name of the adapter you want to use (ex. 1080 will match NVIDIA GeForce 1080ti).
  • WGPUDX12COMPILER 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 DENOWEBGPUADAPTERNAME, DENOWEBGPUBACKEND, DENOWEBGPUPOWERPREFERENCE, DENOWEBGPUDX12COMPILER, and DENOWEBGPUSTRICTCOMPLIANCE.

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, naga-types 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 WGPUMSRV, COREMSRV, 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 MINIMUMRUSTVERSION in [python/mozboot/mozboot/util.py][moz-msrv].
  • 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][servo-msrv]
  • 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][nixos-msrv], though this is not required.

[moz-msrv]: https://searchfox.org/mozilla-central/source/python/mozboot/mozboot/util.py [servo-msrv]: https://github.com/servo/servo/blob/main/Cargo.toml#L23 [nixos-msrv]: https://search.nixos.org/packages?show=rustc

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][webgpu spec]. That specification, along with its shading language, [WGSL][wgsl spec], 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][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][naga 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.

[webgpu spec]: https://www.w3.org/TR/webgpu/ [wgsl spec]: https://gpuweb.github.io/gpuweb/wgsl/ [naga]: https://github.com/gfx-rs/wgpu/tree/trunk/naga/ [naga bugs]: https://github.com/gfx-rs/wgpu/issues?q=is%3Aissue%20state%3Aopen%20label%3A%22naga%22

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