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@renovate renovate bot commented Dec 22, 2025

This PR contains the following updates:

Package Type Update Change
hal (source) workspace.dependencies major 27.0.4 -> 28.0.0

Release Notes

gfx-rs/wgpu (hal)

v28.0.0

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Major Changes
Mesh Shaders

This has been a long time coming. See the tracking issue for more information.
They are now fully supported on Vulkan, and supported on Metal and DX12 with passthrough shaders. WGSL parsing and rewriting
is supported, meaning they can be used through WESL or naga_oil.

Mesh shader pipelines replace the standard vertex shader pipelines and allow new ways to render meshes.
They are ideal for meshlet rendering, a form of rendering where small groups of triangles are handled together,
for both culling and rendering.

They are compute-like shaders, and generate primitives which are passed directly to the rasterizer, rather
than having a list of vertices generated individually and then using a static index buffer. This means that certain computations
on nearby groups of triangles can be done together, the relationship between vertices and primitives is more programmable, and
you can even pass non-interpolated per-primitive data to the fragment shader, independent of vertices.

Mesh shaders are very versatile, and are powerful enough to replace vertex shaders, tesselation shaders, and geometry shaders
on their own or with task shaders.

A full example of mesh shaders in use can be seen in the mesh_shader example. For the full specification of mesh shaders in wgpu, go to docs/api-specs/mesh_shading.md. Below is a small snippet of shader code demonstrating their usage:

@​task
@​payload(taskPayload)
@​workgroup_size(1)
fn ts_main() -> @&#8203;builtin(mesh_task_size) vec3<u32> {
    // Task shaders can use workgroup variables like compute shaders
    workgroupData = 1.0;
    // Pass some data to all mesh shaders dispatched by this workgroup
    taskPayload.colorMask = vec4(1.0, 1.0, 0.0, 1.0);
    taskPayload.visible = 1;
    // Dispatch a mesh shader grid with one workgroup
    return vec3(1, 1, 1);
}

@&#8203;mesh(mesh_output)
@&#8203;payload(taskPayload)
@&#8203;workgroup_size(1)
fn ms_main(@&#8203;builtin(local_invocation_index) index: u32, @&#8203;builtin(global_invocation_id) id: vec3<u32>) {
    // Set how many outputs this workgroup will generate
    mesh_output.vertex_count = 3;
    mesh_output.primitive_count = 1;
    // Can also use workgroup variables
    workgroupData = 2.0;

    // Set vertex outputs
    mesh_output.vertices[0].position = positions[0];
    mesh_output.vertices[0].color = colors[0] * taskPayload.colorMask;

    mesh_output.vertices[1].position = positions[1];
    mesh_output.vertices[1].color = colors[1] * taskPayload.colorMask;

    mesh_output.vertices[2].position = positions[2];
    mesh_output.vertices[2].color = colors[2] * taskPayload.colorMask;
    
    // Set the vertex indices for the only primitive
    mesh_output.primitives[0].indices = vec3<u32>(0, 1, 2);
    // Cull it if the data passed by the task shader says to
    mesh_output.primitives[0].cull = taskPayload.visible == 1;
    // Give a noninterpolated per-primitive vec4 to the fragment shader
    mesh_output.primitives[0].colorMask = vec4<f32>(1.0, 0.0, 1.0, 1.0);
}
Thanks

This was a monumental effort from many different people, but it was championed by @​inner-daemons, without whom it would not have happened.
Thank you @​cwfitzgerald for doing the bulk of the code review. Finally thank you @​ColinTimBarndt for coordinating the testing effort.

Reviewers:

wgpu Contributions:

naga Contributions:

Testing Assistance:

Thank you to everyone to made this happen!

Switch from gpu-alloc to gpu-allocator in the vulkan backend

gpu-allocator is the allocator used in the dx12 backend, allowing to configure
the allocator the same way in those two backends converging their behavior.

This also brings the Device::generate_allocator_report feature to
the vulkan backend.

By @​DeltaEvo in #​8158.

wgpu::Instance::enumerate_adapters is now async & available on WebGPU

BREAKING CHANGE: enumerate_adapters is now async:

- pub fn enumerate_adapters(&self, backends: Backends) -> Vec<Adapter> {
+ pub fn enumerate_adapters(&self, backends: Backends) -> impl Future<Output = Vec<Adapter>> {

This yields two benefits:

  • This method is now implemented on non-native using the standard Adapter::request_adapter(…), making enumerate_adapters a portable surface. This was previously a nontrivial pain point when an application wanted to do some of its own filtering of adapters.
  • This method can now be implemented in custom backends.

By @​R-Cramer4 in #​8230

New LoadOp::DontCare

In the case where a renderpass unconditionally writes to all pixels in the rendertarget,
Load can cause unnecessary memory traffic, and Clear can spend time unnecessarily
clearing the rendertargets. DontCare is a new LoadOp which will leave the contents
of the rendertarget undefined. Because this could lead to undefined behavior, this API
requires that the user gives an unsafe token to use the api.

While you can use this unconditionally, on platforms where DontCare is not available,
it will internally use a different load op.

load: LoadOp::DontCare(unsafe { wgpu::LoadOpDontCare::enabled() })

By @​cwfitzgerald in #​8549

MipmapFilterMode is split from FilterMode

This is a breaking change that aligns wgpu with spec.

SamplerDescriptor {
...
-     mipmap_filter: FilterMode::Nearest
+     mipmap_filter: MipmapFilterMode::Nearest
...
}

By @​sagudev in #​8314.

Multiview on all major platforms and support for multiview bitmasks

Multiview is a feature that allows rendering the same content to multiple layers of a texture.
This is useful primarily in VR where you wish to display almost identical content to 2 views,
just with a different perspective. Instead of using 2 draw calls or 2 instances for each object, you
can use this feature.

Multiview is also called view instancing in DX12 or vertex amplification in Metal.

Multiview has been reworked, adding support for Metal and DX12, and adding testing and validation to wgpu itself.
This change also introduces a view bitmask, a new field in RenderPassDescriptor that allows a render pass to render
to multiple non-adjacent layers when using the SELECTIVE_MULTIVIEW feature. If you don't use multi-view,
you can set this field to none.

- wgpu::RenderPassDescriptor {
-     label: None,
-     color_attachments: &color_attachments,
-     depth_stencil_attachment: None,
-     timestamp_writes: None,
-     occlusion_query_set: None,
- }
+ wgpu::RenderPassDescriptor {
+     label: None,
+     color_attachments: &color_attachments,
+     depth_stencil_attachment: None,
+     timestamp_writes: None,
+     occlusion_query_set: None,
+     multiview_mask: NonZero::new(3),
+ }

One other breaking change worth noting is that in WGSL @builtin(view_index) now requires a type of u32, where previously it required i32.

By @​inner-daemons in #​8206.

Error scopes now use guards and are thread-local.
- device.push_error_scope(wgpu::ErrorFilter::Validation);
+ let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
  // ... perform operations on the device ...
- let error: Option<Error> = device.pop_error_scope().await;
+ let error: Option<Error> = scope.pop().await;

Device error scopes now operate on a per-thread basis. This allows them to be used easily within multithreaded contexts,
without having the error scope capture errors from other threads.

When the std feature is not enabled, we have no way to differentiate between threads, so error scopes return to be
global operations.

By @​cwfitzgerald in #​8685

Log Levels

We have received complaints about wgpu being way too log spammy at log levels info/warn/error. We have
adjusted our log policy and changed logging such that info and above should be silent unless some exceptional
event happens. Our new log policy is as follows:

  • Error: if we can’t (for some reason, usually a bug) communicate an error any other way.
  • Warning: similar, but there may be one-shot warnings about almost certainly sub-optimal.
  • Info: do not use
  • Debug: Used for interesting events happening inside wgpu.
  • Trace: Used for all events that might be useful to either wgpu or application developers.

By @​cwfitzgerald in #​8579.

Push constants renamed immediates, API brought in line with spec.

As the "immediate data" api is getting close to stabilization in the WebGPU specification,
we're bringing our implementation in line with what the spec dictates.

First, in the PipelineLayoutDescriptor, you now pass a unified size for all stages:

- push_constant_ranges: &[wgpu::PushConstantRange {
-     stages: wgpu::ShaderStages::VERTEX_FRAGMENT,
-     range: 0..12,
- }]
+ immediate_size: 12,

Second, on the command encoder you no longer specify a shader stage, uploads apply
to all shader stages that use immediate data.

- rpass.set_push_constants(wgpu::ShaderStages::FRAGMENT, 0, bytes);
+ rpass.set_immediates(0, bytes);

Third, immediates are now declared with the immediate address space instead of
the push_constant address space. Due to a known issue on DX12
it is advised to always use a structure for your immediates until that issue
is fixed.

- var<push_constant> my_pc: MyPushConstant;
+ var<immediate> my_imm: MyImmediate;

Finally, our implementation currently still zero-initializes the immediate data
range you declared in the pipeline layout. This is not spec compliant and failing
to populate immediate "slots" that are used in the shader will be a validation error
in a future version. See the proposal for details for determining
which slots are populated in a given shader.

By @​cwfitzgerald in #​8724.

subgroup_{min,max}_size renamed and moved from Limits -> AdapterInfo

To bring our code in line with the WebGPU spec, we have moved information about subgroup size
from limits to adapter info. Limits was not the correct place for this anyway, and we had some
code special casing those limits.

Additionally we have renamed the fields to match the spec.

- let min = limits.min_subgroup_size;
+ let min = info.subgroup_min_size;
- let max = limits.max_subgroup_size;
+ let max = info.subgroup_max_size;

By @​cwfitzgerald in #​8609.

New Features
  • Added support for transient textures on Vulkan and Metal. By @​opstic in #​8247
  • Implement shader triangle barycentric coordinate builtins. By @​atlv24 in #​8320.
  • Added support for binding arrays of storage textures on Metal. By @​msvbg in #​8464
  • Added support for multisampled texture arrays on Vulkan through adapter feature MULTISAMPLE_ARRAY. By @​LaylBongers in #​8571.
  • Added get_configuration to wgpu::Surface, that returns the current configuration of wgpu::Surface. By @​sagudev in #​8664.
  • Add wgpu_core::Global::create_bind_group_layout_error. By @​ErichDonGubler in #​8650.
Changes
General
  • Require new enable extensions when using ray queries and position fetch (wgpu_ray_query, wgpu_ray_query_vertex_return). By @​Vecvec in #​8545.
  • Texture now has from_custom. By @​R-Cramer4 in #​8315.
  • Using both the wgpu command encoding APIs and CommandEncoder::as_hal_mut on the same encoder will now result in a panic.
  • Allow include_spirv! and include_spirv_raw! macros to be used in constants and statics. By @​clarfonthey in #​8250.
  • Added support for rendering onto multi-planar textures. By @​noituri in #​8307.
  • Validation errors from CommandEncoder::finish() will report the label of the invalid encoder. By @​kpreid in #​8449.
  • Corrected documentation of the minimum alignment of the end of a mapped range of a buffer (it is 4, not 8). By @​kpreid in #​8450.
  • util::StagingBelt now takes a Device when it is created instead of when it is used. By @​kpreid in #​8462.
  • wgpu_hal::vulkan::Texture API changes to handle externally-created textures and memory more flexibly. By @​s-ol in #​8512, #​8521.
  • Render passes are now validated against the maxColorAttachmentBytesPerSample limit. By @​andyleiserson in #​8697.
Metal
naga
  • Prevent UB with invalid ray query calls on spirv. By @​Vecvec in #​8390.
  • Update the set of binding_array capabilities. In most cases, they are set automatically from wgpu features, and this change should not be user-visible. By @​andyleiserson in #​8671.
  • Naga now accepts the var<function> syntax for declaring local variables. By @​andyleiserson in #​8710.
Bug Fixes
General
  • Fixed a bug where mapping sub-ranges of a buffer on web would fail with OperationError: GPUBuffer.getMappedRange: GetMappedRange range extends beyond buffer's mapped range. By @​ryankaplan in #​8349
  • Reject fragment shader output locations > max_color_attachments limit. By @​ErichDonGubler in #​8316.
  • WebGPU device requests now support the required limits maxColorAttachments and maxColorAttachmentBytesPerSample. By @​evilpie in #​8328
  • Reject binding indices that exceed wgpu_types::Limits::max_bindings_per_bind_group when deriving a bind group layout for a pipeline. By @​jimblandy in #​8325.
  • Removed three features from wgpu-hal which did nothing useful: "cargo-clippy", "gpu-allocator", and "rustc-hash". By @​kpreid in #​8357.
  • wgpu_types::PollError now always implements the Error trait. By @​kpreid in #​8384.
  • The texture subresources used by the color attachments of a render pass are no longer allowed to overlap when accessed via different texture views. By @​andyleiserson in #​8402.
  • The STORAGE_READ_ONLY texture usage is now permitted to coexist with other read-only usages. By @​andyleiserson in #​8490.
  • Validate that buffers are unmapped in write_buffer calls. By @​ErichDonGubler in #​8454.
  • Shorten critical section inside present such that the snatch write lock is no longer held during present, preventing other work happening on other threads. By @​cwfitzgerald in #​8608.
naga
  • The || and && operators now "short circuit", i.e., do not evaluate the RHS if the result can be determined from just the LHS. By @​andyleiserson in #​7339.
  • Fix a bug that resulted in the Metal error program scope variable must reside in constant address space in some cases. By @​teoxoy in #​8311.
  • Handle rayQueryTerminate in spv-out instead of ignoring it. By @​Vecvec in #​8581.
DX12
  • Align copies b/w textures and buffers via a single intermediate buffer per copy when D3D12_FEATURE_DATA_D3D12_OPTIONS13.UnrestrictedBufferTextureCopyPitchSupported is false. By @​ErichDonGubler in #​7721.
  • Fix detection of Int64 Buffer/Texture atomic features. By @​cwfitzgerald in #​8667.
Vulkan
Metal
WebGPU
  • Fixed a bug where the texture aspect was not passed through when calling copy_texture_to_buffer in WebGPU, causing the copy to fail for depth/stencil textures. By @​Tim-Evans-Seequent in #​8445.
GLES
hal

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renovate bot commented Dec 22, 2025

⚠️ Artifact update problem

Renovate failed to update an artifact related to this branch. You probably do not want to merge this PR as-is.

♻ Renovate will retry this branch, including artifacts, only when one of the following happens:

  • any of the package files in this branch needs updating, or
  • the branch becomes conflicted, or
  • you click the rebase/retry checkbox if found above, or
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The artifact failure details are included below:

File name: Cargo.lock
Command failed: cargo update --config net.git-fetch-with-cli=true --manifest-path Cargo.toml --package [email protected] --precise 28.0.0
    Updating crates.io index
error: failed to select a version for the requirement `wgpu-hal = "^27.0.0"`
candidate versions found which didn't match: 28.0.0
location searched: crates.io index
required by package `wgpu-core v27.0.3`
    ... which satisfies dependency `wgc = "^27.0.3"` of package `wgpu-native v0.0.0 (/tmp/renovate/repos/github/gfx-rs/wgpu-native)`

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