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chore(deps): update rust crate wgpu to v25 - abandoned#1542

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chore(deps): update rust crate wgpu to v25 - abandoned#1542
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renovate/wgpu-25.x

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@renovate renovate Bot commented Apr 10, 2025

This PR contains the following updates:

Package Type Update Change
wgpu (source) dev-dependencies major 23 -> 25

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Release Notes

gfx-rs/wgpu (wgpu)

v25.0.0

Compare Source

Major Features
Hashmaps Removed from APIs

Both PipelineCompilationOptions::constants and ShaderSource::Glsl::defines now take
slices of key-value pairs instead of hashmaps. This is to prepare for no_std
support and allow us to keep which hashmap hasher and such as implementation details. It
also allows more easily creating these structures inline.

By @​cwfitzgerald in #​7133

All Backends Now Have Features

Previously, the vulkan and gles backends were non-optional on windows, linux, and android and there was no way to disable them. We have now figured out how to properly make them disablable! Additionally, if you turn on the webgl feature, you will only get the GLES backend on WebAssembly, it won't leak into native builds, like previously it might have.

[!WARNING]
If you use wgpu with default-features = false and you want to retain the vulkan and gles backends, you will need to add them to your feature list.

-wgpu = { version = "24", default-features = false, features = ["metal", "wgsl", "webgl"] }
+wgpu = { version = "25", default-features = false, features = ["metal", "wgsl", "webgl", "vulkan", "gles"] }

By @​cwfitzgerald in #​7076.

device.poll Api Reworked

This release reworked the poll api significantly to allow polling to return errors when polling hits internal timeout limits.

Maintain was renamed PollType. Additionally, poll now returns a result containing information about what happened during the poll.

-pub fn wgpu::Device::poll(&self, maintain: wgpu::Maintain) -> wgpu::MaintainResult
+pub fn wgpu::Device::poll(&self, poll_type: wgpu::PollType) -> Result<wgpu::PollStatus, wgpu::PollError>

-device.poll(wgpu::Maintain::Poll);
+device.poll(wgpu::PollType::Poll).unwrap();
pub enum PollType<T> {
    /// On wgpu-core based backends, block until the given submission has
    /// completed execution, and any callbacks have been invoked.
    ///
    /// On WebGPU, this has no effect. Callbacks are invoked from the
    /// window event loop.
    WaitForSubmissionIndex(T),
    /// Same as WaitForSubmissionIndex but waits for the most recent submission.
    Wait,
    /// Check the device for a single time without blocking.
    Poll,
}

pub enum PollStatus {
    /// There are no active submissions in flight as of the beginning of the poll call.
    /// Other submissions may have been queued on other threads during the call.
    ///
    /// This implies that the given Wait was satisfied before the timeout.
    QueueEmpty,

    /// The requested Wait was satisfied before the timeout.
    WaitSucceeded,

    /// This was a poll.
    Poll,
}

pub enum PollError {
    /// The requested Wait timed out before the submission was completed.
    Timeout,
}

[!WARNING]
As part of this change, WebGL's default behavior has changed. Previously device.poll(Wait) appeared as though it functioned correctly. This was a quirk caused by the bug that these PRs fixed. Now it will always return Timeout if the submission has not already completed. As many people rely on this behavior on WebGL, there is a new options in BackendOptions. If you want the old behavior, set the following on instance creation:

instance_desc.backend_options.gl.fence_behavior = wgpu::GlFenceBehavior::AutoFinish;

You will lose the ability to know exactly when a submission has completed, but device.poll(Wait) will behave the same as it does on native.

By @​cwfitzgerald in #​6942 and #​7030.

wgpu::Device::start_capture renamed, documented, and made unsafe
- device.start_capture();
+ unsafe { device.start_graphics_debugger_capture() }
// Your code here
- device.stop_capture();
+ unsafe { device.stop_graphics_debugger_capture() }

There is now documentation to describe how this maps to the various debuggers' apis.

By @​cwfitzgerald in #​7470

Ensure loops generated by SPIR-V and HLSL Naga backends are bounded

Make sure that all loops in shaders generated by these naga backends are bounded
to avoid undefined behaviour due to infinite loops. Note that this may have a
performance cost. As with the existing implementation for the MSL backend this
can be disabled by using Device::create_shader_module_trusted().

By @​jamienicol in #​6929 and #​7080.

Split up Features internally

Internally split up the Features struct and recombine them internally using a macro. There should be no breaking
changes from this. This means there are also namespaces (as well as the old Features::*) for all wgpu specific
features and webgpu feature (FeaturesWGPU and FeaturesWebGPU respectively) and Features::from_internal_flags which
allow you to be explicit about whether features you need are available on the web too.

By @​Vecvec in #​6905, #​7086

WebGPU compliant dual source blending feature

Previously, dual source blending was implemented with a wgpu native only feature flag and used a custom syntax in wgpu.
By now, dual source blending was added to the WebGPU spec as an extension.
We're now following suite and implement the official syntax.

Existing shaders using dual source blending need to be updated:

struct FragmentOutput{
-    @&#8203;location(0) source0: vec4<f32>,
-    @&#8203;location(0) @&#8203;second_blend_source source1: vec4<f32>,
+    @&#8203;location(0) @&#8203;blend_src(0) source0: vec4<f32>,
+    @&#8203;location(0) @&#8203;blend_src(1) source1: vec4<f32>,
}

With that wgpu::Features::DUAL_SOURCE_BLENDING is now available on WebGPU.

Furthermore, GLSL shaders now support dual source blending as well via the index layout qualifier:

layout(location = 0, index = 0) out vec4 output0;
layout(location = 0, index = 1) out vec4 output1;

By @​wumpf in #​7144

Unify interface for SpirV shader passthrough

Replace device create_shader_module_spirv function with a generic create_shader_module_passthrough function
taking a ShaderModuleDescriptorPassthrough enum as parameter.

Update your calls to create_shader_module_spirv and use create_shader_module_passthrough instead:

-    device.create_shader_module_spirv(
-        wgpu::ShaderModuleDescriptorSpirV {
-            label: Some(&name),
-            source: Cow::Borrowed(&source),
-        }
-    )
+    device.create_shader_module_passthrough(
+        wgpu::ShaderModuleDescriptorPassthrough::SpirV(
+            wgpu::ShaderModuleDescriptorSpirV {
+                label: Some(&name),
+                source: Cow::Borrowed(&source),
+            },
+        ),
+    )

By @​syl20bnr in #​7326.

Noop Backend

It is now possible to create a dummy wgpu device even when no GPU is available. This may be useful for testing of code which manages graphics resources. Currently, it supports reading and writing buffers, and other resource types can be created but do nothing.

To use it, enable the noop feature of wgpu, and either call Device::noop(), or add NoopBackendOptions { enable: true } to the backend options of your Instance (this is an additional safeguard beyond the Backends bits).

By @​kpreid in #​7063 and #​7342.

SHADER_F16 feature is now available with naga shaders

Previously this feature only allowed you to use f16 on SPIR-V passthrough shaders. Now you can use it on all shaders, including WGSL, SPIR-V, and GLSL!

enable f16;

fn hello_world(a: f16) -> f16 {
    return a + 1.0h;
}

By @​FL33TW00D, @​ErichDonGubler, and @​cwfitzgerald in #​5701

Bindless support improved and validation rules changed.

Metal support for bindless has significantly improved and the limits for binding arrays have been increased.

Previously, all resources inside binding arrays contributed towards the standard limit of their type (texture_2d arrays for example would contribute to max_sampled_textures_per_shader_stage). Now these resources will only contribute towards binding-array specific limits:

  • max_binding_array_elements_per_shader_stage for all non-sampler resources
  • max_binding_array_sampler_elements_per_shader_stage for sampler resources.

This change has allowed the metal binding array limits to go from between 32 and 128 resources, all the way 500,000 sampled textures. Additionally binding arrays are now bound more efficiently on Metal.

This change also enabled legacy Intel GPUs to support 1M bindless resources, instead of the previous 1800.

To facilitate this change, there was an additional validation rule put in place: if there is a binding array in a bind group, you may not use dynamic offset buffers or uniform buffers in that bind group. This requirement comes from vulkan rules on UpdateAfterBind descriptors.
By @​cwfitzgerald in #​6811, #​6815, and #​6952.

New Features
General
  • Add Buffer methods corresponding to BufferSlice methods, so you can skip creating a BufferSlice when it offers no benefit, and BufferSlice::slice() for sub-slicing a slice. By @​kpreid in #​7123.
  • Add BufferSlice::buffer(), BufferSlice::offset() and BufferSlice::size(). By @​kpreid in #​7148.
  • Add impl From<BufferSlice> for BufferBinding and impl From<BufferSlice> for BindingResource, allowing BufferSlices to be easily used in creating bind groups. By @​kpreid in #​7148.
  • Add util::StagingBelt::allocate() so the staging belt can be used to write textures. By @​kpreid in #​6900.
  • Added CommandEncoder::transition_resources() for native API interop, and allowing users to slightly optimize barriers. By @​JMS55 in #​6678.
  • Add wgpu_hal::vulkan::Adapter::texture_format_as_raw for native API interop. By @​JMS55 in #​7228.
  • Support getting vertices of the hit triangle when raytracing. By @​Vecvec in #​7183.
  • Add as_hal for both acceleration structures. By @​Vecvec in #​7303.
  • Add Metal compute shader passthrough. Use create_shader_module_passthrough on device. By @​syl20bnr in #​7326.
  • new Features::MSL_SHADER_PASSTHROUGH run-time feature allows providing pass-through MSL Metal shaders. By @​syl20bnr in #​7326.
  • Added mesh shader support to wgpu_hal. By @​SupaMaggie70Incorporated in #​7089
Naga
  • Add support for unsigned types when calling textureLoad with the level parameter. By @​ygdrasil-io in #​7058.
  • Support @​must_use attribute on function declarations. By @​turbocrime in #​6801.
  • Support for generating the candidate intersections from AABB geometry, and confirming the hits. By @​kvark in #​7047.
  • Make naga::back::spv::Function::to_words write the OpFunctionEnd instruction in itself, instead of making another call after it. By @​junjunjd in #​7156.
  • Add support for texture memory barriers. By @​Devon7925 in #​7173.
  • Add polyfills for unpackSnorm4x8, unpackUnorm4x8, unpackSnorm2x16, unpackUnorm2x16 for GLSL versions they aren't supported in. By @​DJMcNab in #​7408.
Examples
  • Added an example that shows how to handle datasets too large to fit in a single GPUBuffer by distributing it across many buffers, and then having the shader receive them as a binding_array of storage buffers. By @​alphastrata in #​6138
Changes
General
  • wgpu::Instance::request_adapter() now returns Result instead of Option; the error provides information about why no suitable adapter was returned. By @​kpreid in #​7330.
  • Support BLAS compaction in wgpu-hal. By @​Vecvec in #​7101.
  • Avoid using default features in many dependencies, etc. By Brody in #​7031
  • Use hashbrown to simplify no-std support. By Brody in #​6938 & #​6925.
  • If you use Binding Arrays in a bind group, you may not use Dynamic Offset Buffers or Uniform Buffers in that bind group. By @​cwfitzgerald in #​6811
  • Rename instance_id and instance_custom_index to instance_index and instance_custom_data by @​Vecvec in
    #​6780
Naga
  • Naga IR types are now available in the module naga::ir (e.g. naga::ir::Module).
    The original names (e.g. naga::Module) remain present for compatibility.
    By @​kpreid in #​7365.
  • Refactored use statements to simplify future no_std support. By @​bushrat011899 in #​7256
  • Naga's WGSL frontend no longer allows using the & operator to take the address of a component of a vector,
    which is not permitted by the WGSL specification. By @​andyleiserson in #​7284
Vulkan
HAL queue callback support
  • Add a way to notify with Queue::submit() to Vulkan's vk::Semaphore allocated outside of wgpu. By @​sotaroikeda in #​6813.
Bug Fixes
Naga
General
Vulkan
  • Stop naga causing undefined behavior when a ray query misses. By @​Vecvec in #​6752.
Gles
Dx12
WebGPU
Performance
Naga
Documentation
  • Improved documentation around pipeline caches and TextureBlitter. By @​DJMcNab in #​6978 and #​7003.

  • Improved documentation of PresentMode, buffer mapping functions, memory alignment requirements, texture formats’ automatic conversions, and various types and constants. By @​kpreid in #​7211 and #​7283.

  • Added a hello window example. By @​laycookie in #​6992.

Examples

v24.0.3

Compare Source

Bug Fixes
  • Fix drop order in Surface, solving segfaults on exit on some systems. By @​ed-2100 in #​6997

v24.0.1

Compare Source

Bug Fixes
  • Fix wgpu not building with --no-default-features on when targeting wasm32-unknown-unknown. By @​wumpf in #​6946.
  • Implement Clone on ShaderModule. By @​a1phyr in #​6937.

v24.0.0

Compare Source

Major changes
Refactored Dispatch Between wgpu-core and webgpu

The crate wgpu has two different "backends", one which targets webgpu in the browser, one which targets wgpu_core on native platforms and webgl. This was previously very difficult to traverse and add new features to. The entire system was refactored to make it simpler. Additionally the new system has zero overhead if there is only one "backend" in use. You can see the new system in action by using go-to-definition on any wgpu functions in your IDE.

By @​cwfitzgerald in #​6619.

Most objects in wgpu are now Clone

All types in the wgpu API are now Clone.
This is implemented with internal reference counting, so cloning for instance a Buffer does copies only the "handle" of the GPU buffer, not the underlying resource.

Previously, libraries using wgpu objects like Device, Buffer or Texture etc. often had to manually wrap them in a Arc to allow passing between libraries.
This caused a lot of friction since if one library wanted to use a Buffer by value, calling code had to give up ownership of the resource which may interfere with other subsystems.
Note that this also mimics how the WebGPU javascript API works where objects can be cloned and moved around freely.

By @​cwfitzgerald in #​6665.

Render and Compute Passes Now Properly Enforce Their Lifetime

A regression introduced in 23.0.0 caused lifetimes of render and compute passes to be incorrectly enforced. While this is not
a soundness issue, the intent is to move an error from runtime to compile time. This issue has been fixed and restored to the 22.0.0 behavior.

Bindless (binding_array) Grew More Capabilities
  • DX12 now supports PARTIALLY_BOUND_BINDING_ARRAY on Resource Binding Tier 3 Hardware. This is most D3D12 hardware D3D12 Feature Table for more information on what hardware supports this feature. By @​cwfitzgerald in #​6734.
Device::create_shader_module_unchecked Renamed and Now Has Configuration Options

create_shader_module_unchecked became create_shader_module_trusted.

This allows you to customize which exact checks are omitted so that you can get the correct balance of performance and safety for your use case. Calling the function is still unsafe, but now can be used to skip certain checks only on certain builds.

This also allows users to disable the workarounds in the msl-out backend to prevent the compiler from optimizing infinite loops. This can have a big impact on performance, but is not recommended for untrusted shaders.

let desc: ShaderModuleDescriptor = include_wgsl!(...)
- let module = unsafe { device.create_shader_module_unchecked(desc) };
+ let module = unsafe { device.create_shader_module_trusted(desc, wgpu::ShaderRuntimeChecks::unchecked()) };

By @​cwfitzgerald and @​rudderbucky in #​6662.

wgpu::Instance::new now takes InstanceDescriptor by reference

Previously wgpu::Instance::new took InstanceDescriptor by value (which is overall fairly uncommon in wgpu).
Furthermore, InstanceDescriptor is now cloneable.

- let instance = wgpu::Instance::new(instance_desc);
+ let instance = wgpu::Instance::new(&instance_desc);

By @​wumpf in #​6849.

Environment Variable Handling Overhaul

Previously how various bits of code handled reading settings from environment variables was inconsistent and unideomatic.
We have unified it to (Type::from_env() or Type::from_env_or_default()) and Type::with_env for all types.

- wgpu::util::backend_bits_from_env()
+ wgpu::Backends::from_env()

- wgpu::util::power_preference_from_env()
+ wgpu::PowerPreference::from_env()

- wgpu::util::dx12_shader_compiler_from_env()
+ wgpu::Dx12Compiler::from_env()

- wgpu::util::gles_minor_version_from_env()
+ wgpu::Gles3MinorVersion::from_env()

- wgpu::util::instance_descriptor_from_env()
+ wgpu::InstanceDescriptor::from_env_or_default()

- wgpu::util::parse_backends_from_comma_list(&str)
+ wgpu::Backends::from_comma_list(&str)

By @​cwfitzgerald in #​6895

Backend-specific instance options are now in separate structs

In order to better facilitate growing more interesting backend options, we have put them into individual structs. This allows users to more easily understand what options can be defaulted and which they care about. All of these new structs implement from_env() and delegate to their respective from_env() methods.

- let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
-     backends: wgpu::Backends::all(),
-     flags: wgpu::InstanceFlags::default(),
-     dx12_shader_compiler: wgpu::Dx12Compiler::Dxc,
-     gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
- });
+ let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
+     backends: wgpu::Backends::all(),
+     flags: wgpu::InstanceFlags::default(),
+     backend_options: wgpu::BackendOptions {
+         dx12: wgpu::Dx12BackendOptions {
+             shader_compiler: wgpu::Dx12ShaderCompiler::Dxc,
+         },
+         gl: wgpu::GlBackendOptions {
+             gles_minor_version: wgpu::Gles3MinorVersion::Automatic,
+         },
+     },
+ });

If you do not need any of these options, or only need one backend's info use the default() impl to fill out the remaining feelds.

By @​cwfitzgerald in #​6895

The diagnostic(…); directive is now supported in WGSL

Naga now parses diagnostic(…); directives according to the WGSL spec. This allows users to control certain lints, similar to Rust's allow, warn, and deny attributes. For example, in standard WGSL (but, notably, not Naga yet—see #​4369) this snippet would emit a uniformity error:

@&#8203;group(0) @&#8203;binding(0) var s : sampler;
@&#8203;group(0) @&#8203;binding(2) var tex : texture_2d<f32>;
@&#8203;group(1) @&#8203;binding(0) var<storage, read> ro_buffer : array<f32, 4>;

@&#8203;fragment
fn main(@&#8203;builtin(position) p : vec4f) -> @&#8203;location(0) vec4f {
  if ro_buffer[0] == 0 {
    // Emits a derivative uniformity error during validation.
    return textureSample(tex, s, vec2(0.,0.));
  }

  return vec4f(0.);
}

…but we can now silence it with the off severity level, like so:

// Disable the diagnosic with this…
diagnostic(off, derivative_uniformity);

@&#8203;group(0) @&#8203;binding(0) var s : sampler;
@&#8203;group(0) @&#8203;binding(2) var tex : texture_2d<f32>;
@&#8203;group(1) @&#8203;binding(0) var<storage, read> ro_buffer : array<f32, 4>;

@&#8203;fragment
fn main(@&#8203;builtin(position) p : vec4f) -> @&#8203;location(0) vec4f {
  if ro_buffer[0] == 0 {
    // Look ma, no error!
    return textureSample(tex, s, vec2(0.,0.));
  }

  return vec4f(0.);
}

There are some limitations to keep in mind with this new functionality:

  • We support @diagnostic(…) rules as fn attributes, but prioritization for rules in statement positions (i.e., if (…) @&#8203;diagnostic(…) { … } is unclear. If you are blocked by not being able to parse diagnostic(…) rules in statement positions, please let us know in #​5320, so we can determine how to prioritize it!
  • Standard WGSL specifies error, warning, info, and off severity levels. These are all technically usable now! A caveat, though: warning- and info-level are only emitted to stderr via the log façade, rather than being reported through a Result::Err in Naga or the CompilationInfo interface in wgpu{,-core}. This will require breaking changes in Naga to fix, and is being tracked by #​6458.
  • Not all lints can be controlled with diagnostic(…) rules. In fact, only the derivative_uniformity triggering rule exists in the WGSL standard. That said, Naga contributors are excited to see how this level of control unlocks a new ecosystem of configurable diagnostics.
  • Finally, diagnostic(…) rules are not yet emitted in WGSL output. This means that wgsl-inwgsl-out is currently a lossy process. We felt that it was important to unblock users who needed diagnostic(…) rules (i.e., #​3135) before we took significant effort to fix this (tracked in #​6496).

By @​ErichDonGubler in #​6456, #​6148, #​6533, #​6353, #​6537.

New Features
Naga
General
Vulkan
  • Allow using some 32-bit floating-point atomic operations (load, store, add, sub, exchange) in shaders. It requires the extension VK_EXT_shader_atomic_float. By @​AsherJingkongChen in #​6234.
Metal
  • Allow using some 32-bit floating-point atomic operations (load, store, add, sub, exchange) in shaders. It requires Metal 3.0+ with Apple 7, 8, 9 or Mac 2. By @​AsherJingkongChen in #​6234.
  • Add build support for Apple Vision Pro. By @​guusw in #​6611.
  • Add raw_handle method to access raw Metal textures in #​6894.
D3D12
Changes
Naga
  • Show types of LHS and RHS in binary operation type mismatch errors. By @​ErichDonGubler in #​6450.
  • The GLSL parser now uses less expressions for function calls. By @​magcius in #​6604.
  • Add a note to help with a common syntax error case for global diagnostic filter directives. By @​e-hat in #​6718
  • Change arithmetic operations between two i32 variables to wrap on overflow to match WGSL spec. By @​matthew-wong1 in #​6835.
  • Add directives to suggestions in error message for parsing global items. By @​e-hat in #​6723.
  • Automatic conversion for override initializers. By @​sagudev in 6920
General
  • Align Storage Access enums to the webgpu spec. By @​atlv24 in #​6642
  • Make Surface::as_hal take an immutable reference to the surface. By @​jerzywilczek in #​9999
  • Add actual sample type to CreateBindGroupError::InvalidTextureSampleType error message. By @​ErichDonGubler in #​6530.
  • Improve binding error to give a clearer message when there is a mismatch between resource binding as it is in the shader and as it is in the binding layout. By @​eliemichel in #​6553.
  • Surface::configure and Surface::get_current_texture are no longer fatal. By @​alokedesai in #​6253
  • Rename BlasTriangleGeometry::index_buffer_offset to BlasTriangleGeometry::first_index. By @​Vecvec in #​6873
D3D12
  • Avoid using FXC as fallback when the DXC container was passed at instance creation. Paths to dxcompiler.dll & dxil.dll are also now required. By @​teoxoy in #​6643.
Vulkan
  • Add a cache for samplers, deduplicating any samplers, allowing more programs to stay within the global sampler limit. By @​cwfitzgerald in #​6847
HAL
  • Replace usage: Range<T>, for BufferUses, TextureUses, and AccelerationStructureBarrier with a new StateTransition<T>. By @​atlv24 in #​6703
  • Change the DropCallback API to use FnOnce instead of FnMut. By @​jerzywilczek in #​6482
Bug Fixes
General
  • Handle query set creation failure as an internal error that loses the Device, rather than panicking. By @​ErichDonGubler in #​6505.
  • Ensure that Features::TIMESTAMP_QUERY is set when using timestamp writes in render and compute passes. By @​ErichDonGubler in #​6497.
  • Check for device mismatches when beginning render and compute passes. By @​ErichDonGubler in #​6497.
  • Lower QUERY_SET_MAX_QUERIES (and enforced limits) from 8192 to 4096 to match WebGPU spec. By @​ErichDonGubler in #​6525.
  • Allow non-filterable float on texture bindings never used with samplers when using a derived bind group layout. By @​ErichDonGubler in #​6531.
  • Replace potentially unsound usage of PreHashedMap with FastHashMap. By @​jamienicol in #​6541.
  • Add missing validation for timestamp writes in compute and render passes. By @​ErichDonGubler in #​6578, #​6583.
    • Check the status of the TIMESTAMP_QUERY feature before other validation.
    • Check that indices are in-bounds for the query set.
    • Check that begin and end indices are not equal.
    • Check that at least one index is specified.
  • Reject destroyed buffers in query set resolution. By @​ErichDonGubler in #​6579.
  • Fix panic when dropping Device on some environments. By @​Dinnerbone in #​6681.
  • Reduced the overhead of command buffer validation. By @​nical in #​6721.
  • Set index type to NONE in get_acceleration_structure_build_sizes. By @​Vecvec in #​6802.
  • Fix wgpu-info not showing dx12 adapters. By @​wumpf in #​6844.
  • Use transform_buffer_offset when initialising transform_buffer. By @​Vecvec in #​6864.
Naga
Vulkan
D3D12
Examples
Testing
  • Tests the early returns in the acceleration structure build calls with empty calls. By @​Vecvec in #​6651.

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@renovate renovate Bot force-pushed the renovate/wgpu-25.x branch 5 times, most recently from 4dd1a07 to 0abc9c0 Compare April 12, 2025 23:48
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@renovate renovate Bot force-pushed the renovate/wgpu-25.x branch from 4ad4f59 to 7bb04ba Compare May 16, 2025 16:50
@renovate renovate Bot force-pushed the renovate/wgpu-25.x branch 2 times, most recently from ddb6087 to ea0926c Compare May 24, 2025 14:06
@renovate renovate Bot force-pushed the renovate/wgpu-25.x branch from ea0926c to 2f1fc42 Compare June 23, 2025 09:48
@FabianLars FabianLars marked this pull request as draft June 23, 2025 11:07
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renovate Bot commented Jun 23, 2025

Edited/Blocked Notification

Renovate will not automatically rebase this PR, because it does not recognize the last commit author and assumes somebody else may have edited the PR.

You can manually request rebase by checking the rebase/retry box above.

⚠️ Warning: custom changes will be lost.

@renovate renovate Bot changed the title chore(deps): update rust crate wgpu to v25 chore(deps): update rust crate wgpu to v25 - abandoned Jul 10, 2025
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renovate Bot commented Jul 10, 2025

Autoclosing Skipped

This PR has been flagged for autoclosing. However, it is being skipped due to the branch being already modified. Please close/delete it manually or report a bug if you think this is in error.

@FabianLars FabianLars closed this Aug 13, 2025
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