- Handle to a physical graphics and/or compute device. 
- Information about an adapter. 
- Represents the backends that wgpu will use. 
- Handle to a binding group. 
- Describes a group of bindings and the resources to be bound. 
- An element of a  - BindGroupDescriptor- , consisting of a bindable resource
and the slot to bind it to. 
- Handle to a binding group layout. 
- Describes a single binding inside a bind group. 
- Handle to a GPU-accessible buffer. 
- Error occurred when trying to async map a buffer. 
- Describes the segment of a buffer to bind. 
- Different ways that you can use a buffer. 
- Read only view into a mapped buffer. 
- Write only view into mapped buffer. 
- RGBA double precision color. 
- Describes the color state of a render pipeline. 
- Color write mask. Disabled color channels will not be written to. 
- Handle to a command buffer on the GPU. 
- Encodes a series of GPU operations. 
- In-progress recording of a compute pass. 
- Describes the attachments of a compute pass. 
- Handle to a compute pipeline. 
- Describes a compute pipeline. 
- Describes the biasing setting for the depth target. 
- Describes the depth/stencil state in a render pipeline. 
- Open connection to a graphics and/or compute device. 
- 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. 
- Extent of a texture related operation. 
- Features that are not guaranteed to be supported. 
- Describes the fragment processing in a render pipeline. 
- Opaque globally-unique identifier 
- 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. 
- View of a texture which can be used to copy to a texture, including
color space and alpha premultiplication information. 
- Layout of a texture in a buffer’s memory. 
- Subresource range within an image 
- Context for all other wgpu objects. Instance of wgpu. 
- Options for creating an instance. 
- Represents the sets of limits an adapter/device supports. 
- Describes the multi-sampling state of a render pipeline. 
- Pair of load and store operations for an attachment aspect. 
- Origin of a copy from a 2D image. 
- Origin of a copy to/from a texture. 
- Handle to a pipeline layout. 
- Flags for which pipeline data should be recorded. 
- Nanosecond timestamp used by the presentation engine. 
- Describes the state of primitive assembly and rasterization in a render pipeline. 
- A range of push constant memory to pass to a shader stage. 
- Handle to a query set. 
- Handle to a command queue on a device. 
- A read-only view into a staging buffer. 
- Pre-prepared reusable bundle of GPU operations. 
- Describes the depth/stencil attachment for render bundles. 
- Encodes a series of GPU operations into a reusable “render bundle”. 
- In-progress recording of a render pass. 
- Describes a depth/stencil attachment to a  - RenderPass- . 
- Describes the attachments of a render pass. 
- Handle to a rendering (graphics) pipeline. 
- Describes a render (graphics) pipeline. 
- Options for requesting adapter. 
- Requesting a device failed. 
- Handle to a sampler. 
- Handle to a compiled shader module. 
- 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). 
- Identifier for a particular call to  - Queue::submit- . Can be used
as part of an argument to  - Device::poll-  to block for a particular
submission to finish. 
- Handle to a presentable surface. 
- Defines the capabilities of a given surface and adapter. 
- Handle to a texture on the GPU. 
- Feature flags for a texture format. 
- Features supported by a given texture format 
- Different ways that you can use a texture. 
- Handle to a texture view. 
- Vertex inputs (attributes) to shaders. 
- Describes how the vertex buffer is interpreted. 
- Describes the vertex processing in a render pipeline. 
- How edges should be handled in texture addressing. 
- ASTC block dimensions 
- ASTC RGBA channel 
- Backends supported by wgpu. 
- Resource that can be bound to a pipeline. 
- 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. 
- Specifies how the alpha channel of the textures should be handled during
compositing. 
- Supported physical device types. 
- Selects which DX12 shader compiler to use. 
- Error type 
- Filter for error scopes. 
- 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. 
- Operation to perform to the output attachment at the start of a render pass. 
- Passed to - Device::pollto control how and if it should block.
 
- Type of buffer mapping. 
- Type of drawing mode for polygons 
- Power Preference when choosing a physical adapter. 
- Color spaces supported on the web. 
- 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. 
- Collections of shader features a device supports if they support less than WebGPU normally allows. 
- Source of a shader module. 
- 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. 
- Whether a vertex buffer is indexed by vertex or by instance.