Expand description

This library describes the API surface of WebGPU that is agnostic of the backend. This API is used for targeting both Web and Native.

Structs

Information about an adapter.

Represents the backends that wgpu will use.

Describes a single binding inside a bind group.

Describes a blend component of a BlendState.

Describe the blend state of a render pipeline, within ColorTargetState.

Different ways that you can use a buffer.

RGBA double precision color.

Describes the color state of a render pipeline.

Color write mask. Disabled color channels will not be written to.

Describes the biasing setting for the depth target.

Describes the depth/stencil state in a render pipeline.

Argument buffer layout for dispatch_indirect commands.

Lists various ways the underlying platform does not conform to the WebGPU standard.

Binary flags listing features that may or may not be present on downlevel adapters.

Represents the sets of additional limits on an adapter, which take place when running on downlevel backends.

Argument buffer layout for draw_indexed_indirect commands.

Argument buffer layout for draw_indirect commands.

Extent of a texture related operation.

Features that are not guaranteed to be supported.

View of a buffer which can be used to copy to/from a texture.

View of a texture which can be used to copy to/from a buffer/texture.

Layout of a texture in a buffer’s memory.

Subresource range within an image

Represents the sets of limits an adapter/device supports.

Describes the multi-sampling state of a render pipeline.

Origin of a copy to/from a texture.

Flags for which pipeline data should be recorded.

Describes the state of primitive assembly and rasterization in a render pipeline.

A range of push constant memory to pass to a shader stage.

Describes how to create a QuerySet.

Describes the depth/stencil attachment for render bundles.

Options for requesting adapter.

Describes how shader bound checks should be performed.

Describes the shader stages that a binding will be visible from.

Describes stencil state in a render pipeline.

State of the stencil operation (fixed-pipeline stage).

Configures a Surface for presentation.

Feature flags for a texture format.

Features supported by a given texture format

Information about a texture format.

Different ways that you can use a texture.

Vertex inputs (attributes) to shaders.

Enums

How edges should be handled in texture addressing.

ASTC block dimensions

ASTC RGBA channel

Backends supported by wgpu.

Specific type of a binding.

Alpha blend factor.

Alpha blend operation.

Specific type of a buffer binding.

Comparison function used for depth and stencil operations.

Supported physical device types.

Face of a vertex.

Texel mixing mode when sampling between texels.

Vertex winding order which classifies the “front” face of a triangle.

Format of indices used with pipeline.

Passed to Device::poll to control how and if it should block.

Type of drawing mode for polygons

Power Preference when choosing a physical adapter.

Behavior of the presentation engine based on frame rate.

Primitive type the input mesh is composed of.

Type of query contained in a QuerySet.

Specific type of a sampler binding.

Color variation to use when sampler addressing mode is AddressMode::ClampToBorder

Collections of shader features a device supports if they support less than WebGPU normally allows.

Operation to perform on the stencil value.

Specific type of a sample in a texture binding.

Status of the recieved surface image.

Kind of data the texture holds.

Dimensionality of a texture.

Underlying texture data format.

Specific type of a sample in a texture binding.

Dimensions of a particular texture view.

Vertex Format for a VertexAttribute (input).

Whether a vertex buffer is indexed by vertex or by instance.

Constants

Buffer to buffer copy as well as buffer clear offsets and sizes must be aligned to this number.

Buffer-Texture copies must have bytes_per_row aligned to this number.

Size to align mappings.

Alignment all push constants need

An offset into the query resolve buffer has to be aligned to this.

Maximum queries in a query set

Size of a single piece of query data.

Vertex buffer strides have to be aligned to this number.

Type Definitions

Integral type used for buffer offsets.

Integral type used for buffer slice sizes.

Integral type used for dynamic bind group offsets.

Integral type used for binding locations in shaders.