wgpu

package
v0.5.1 Latest Latest
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Published: May 27, 2026 License: MIT Imports: 12 Imported by: 0

Documentation

Overview

Package wgpu provides Zero-CGO WebGPU bindings for Go.

This package wraps wgpu-native (Rust WebGPU implementation) using pure Go FFI via syscall on Windows and dlopen on Unix. No CGO is required.

Thread Safety

The following operations are safe for concurrent use:

The following operations are NOT safe for concurrent use on the same object:

General rule: different GPU objects can be used from different goroutines, but a single object should not be accessed concurrently. This matches the WebGPU spec threading model.

Quick Start

// Initialize the library
if err := wgpu.Init(); err != nil {
    log.Fatal(err)
}

// Create instance
instance, err := wgpu.CreateInstance(nil)
if err != nil {
    log.Fatal(err)
}
defer instance.Release()

// Request adapter (GPU)
adapter, err := instance.RequestAdapter(nil)
if err != nil {
    log.Fatal(err)
}
defer adapter.Release()

// Request device
device, err := adapter.RequestDevice(nil)
if err != nil {
    log.Fatal(err)
}
defer device.Release()

Core Objects

The WebGPU API is structured around several core object types:

Resource Management

All WebGPU objects must be released when no longer needed:

buffer := device.CreateBuffer(&wgpu.BufferDescriptor{...})
defer buffer.Release()

Render Pipeline

A typical render pipeline setup:

// Create shader module
shader := device.CreateShaderModuleWGSL(shaderCode)
defer shader.Release()

// Create render pipeline
pipeline := device.CreateRenderPipeline(&wgpu.RenderPipelineDescriptor{
    Vertex: wgpu.VertexState{
        Module:     vsModule,
        EntryPoint: "main",
        Buffers:    []wgpu.VertexBufferLayout{vertexBufferLayout},
    },
    Fragment: &wgpu.FragmentState{
        Module:     fsModule,
        EntryPoint: "main",
        Targets:    []wgpu.ColorTargetState{{Format: format, WriteMask: gputypes.ColorWriteMaskAll}},
    },
    // ... other configuration
})
defer pipeline.Release()

Compute Pipeline

For GPU compute operations:

pipeline := device.CreateComputePipelineSimple(nil, shader, "main")
defer pipeline.Release()

// Dispatch compute work
computePass := encoder.BeginComputePass(nil)
computePass.SetPipeline(pipeline)
computePass.SetBindGroup(0, bindGroup, nil)
computePass.DispatchWorkgroups(workgroupCount, 1, 1)
computePass.End()

Indirect Drawing

GPU-driven rendering using indirect buffers:

// Create indirect buffer with draw args
args := wgpu.DrawIndirectArgs{
    VertexCount:   3,
    InstanceCount: 100,
}
// Write to buffer...

// Draw using GPU-specified parameters
renderPass.DrawIndirect(indirectBuffer, 0)

RenderBundle

Pre-record render commands for efficient replay:

bundleEncoder := device.CreateRenderBundleEncoderSimple(
    []gputypes.TextureFormat{surfaceFormat},
    gputypes.TextureFormatUndefined,
    1,
)
bundleEncoder.SetPipeline(pipeline)
bundleEncoder.Draw(3, 1, 0, 0)
bundle := bundleEncoder.Finish(nil)
defer bundle.Release()

// Later, in a render pass:
renderPass.ExecuteBundles([]*wgpu.RenderBundle{bundle})

Platform Support

Supported platforms:

  • Windows (x64) - uses syscall.LazyDLL
  • Linux (x64, arm64) - uses goffi/dlopen
  • macOS (x64, arm64) - uses goffi/dlopen

Dependencies

This package requires wgpu-native library:

  • Windows: wgpu_native.dll
  • Linux: libwgpu_native.so
  • macOS: libwgpu_native.dylib

Download from: https://github.com/gfx-rs/wgpu-native/releases

Index

Examples

Constants

View Source
const (
	BufferUsageNone         = gputypes.BufferUsageNone
	BufferUsageMapRead      = gputypes.BufferUsageMapRead
	BufferUsageMapWrite     = gputypes.BufferUsageMapWrite
	BufferUsageCopySrc      = gputypes.BufferUsageCopySrc
	BufferUsageCopyDst      = gputypes.BufferUsageCopyDst
	BufferUsageIndex        = gputypes.BufferUsageIndex
	BufferUsageVertex       = gputypes.BufferUsageVertex
	BufferUsageUniform      = gputypes.BufferUsageUniform
	BufferUsageStorage      = gputypes.BufferUsageStorage
	BufferUsageIndirect     = gputypes.BufferUsageIndirect
	BufferUsageQueryResolve = gputypes.BufferUsageQueryResolve
)
View Source
const (
	TextureUsageNone             = gputypes.TextureUsageNone
	TextureUsageCopySrc          = gputypes.TextureUsageCopySrc
	TextureUsageCopyDst          = gputypes.TextureUsageCopyDst
	TextureUsageTextureBinding   = gputypes.TextureUsageTextureBinding
	TextureUsageStorageBinding   = gputypes.TextureUsageStorageBinding
	TextureUsageRenderAttachment = gputypes.TextureUsageRenderAttachment
)
View Source
const (
	TextureFormatUndefined           = gputypes.TextureFormatUndefined
	TextureFormatR8Unorm             = gputypes.TextureFormatR8Unorm
	TextureFormatR8Snorm             = gputypes.TextureFormatR8Snorm
	TextureFormatR8Uint              = gputypes.TextureFormatR8Uint
	TextureFormatR8Sint              = gputypes.TextureFormatR8Sint
	TextureFormatR16Uint             = gputypes.TextureFormatR16Uint
	TextureFormatR16Sint             = gputypes.TextureFormatR16Sint
	TextureFormatR16Float            = gputypes.TextureFormatR16Float
	TextureFormatRG8Unorm            = gputypes.TextureFormatRG8Unorm
	TextureFormatRG8Snorm            = gputypes.TextureFormatRG8Snorm
	TextureFormatRG8Uint             = gputypes.TextureFormatRG8Uint
	TextureFormatRG8Sint             = gputypes.TextureFormatRG8Sint
	TextureFormatR32Float            = gputypes.TextureFormatR32Float
	TextureFormatR32Uint             = gputypes.TextureFormatR32Uint
	TextureFormatR32Sint             = gputypes.TextureFormatR32Sint
	TextureFormatRG16Uint            = gputypes.TextureFormatRG16Uint
	TextureFormatRG16Sint            = gputypes.TextureFormatRG16Sint
	TextureFormatRG16Float           = gputypes.TextureFormatRG16Float
	TextureFormatRGBA8Unorm          = gputypes.TextureFormatRGBA8Unorm
	TextureFormatRGBA8UnormSrgb      = gputypes.TextureFormatRGBA8UnormSrgb
	TextureFormatRGBA8Snorm          = gputypes.TextureFormatRGBA8Snorm
	TextureFormatRGBA8Uint           = gputypes.TextureFormatRGBA8Uint
	TextureFormatRGBA8Sint           = gputypes.TextureFormatRGBA8Sint
	TextureFormatBGRA8Unorm          = gputypes.TextureFormatBGRA8Unorm
	TextureFormatBGRA8UnormSrgb      = gputypes.TextureFormatBGRA8UnormSrgb
	TextureFormatRGB10A2Uint         = gputypes.TextureFormatRGB10A2Uint
	TextureFormatRGB10A2Unorm        = gputypes.TextureFormatRGB10A2Unorm
	TextureFormatRG11B10Ufloat       = gputypes.TextureFormatRG11B10Ufloat
	TextureFormatRG32Float           = gputypes.TextureFormatRG32Float
	TextureFormatRG32Uint            = gputypes.TextureFormatRG32Uint
	TextureFormatRG32Sint            = gputypes.TextureFormatRG32Sint
	TextureFormatRGBA16Uint          = gputypes.TextureFormatRGBA16Uint
	TextureFormatRGBA16Sint          = gputypes.TextureFormatRGBA16Sint
	TextureFormatRGBA16Float         = gputypes.TextureFormatRGBA16Float
	TextureFormatRGBA32Float         = gputypes.TextureFormatRGBA32Float
	TextureFormatRGBA32Uint          = gputypes.TextureFormatRGBA32Uint
	TextureFormatRGBA32Sint          = gputypes.TextureFormatRGBA32Sint
	TextureFormatDepth32Float        = gputypes.TextureFormatDepth32Float
	TextureFormatDepth24Plus         = gputypes.TextureFormatDepth24Plus
	TextureFormatDepth24PlusStencil8 = gputypes.TextureFormatDepth24PlusStencil8
	TextureFormatDepth16Unorm        = gputypes.TextureFormatDepth16Unorm
)
View Source
const (
	TextureDimension1D = gputypes.TextureDimension1D
	TextureDimension2D = gputypes.TextureDimension2D
	TextureDimension3D = gputypes.TextureDimension3D
)
View Source
const (
	ShaderStageNone     = gputypes.ShaderStageNone
	ShaderStageVertex   = gputypes.ShaderStageVertex
	ShaderStageFragment = gputypes.ShaderStageFragment
	ShaderStageCompute  = gputypes.ShaderStageCompute
)
View Source
const (
	PrimitiveTopologyPointList     = gputypes.PrimitiveTopologyPointList
	PrimitiveTopologyLineList      = gputypes.PrimitiveTopologyLineList
	PrimitiveTopologyLineStrip     = gputypes.PrimitiveTopologyLineStrip
	PrimitiveTopologyTriangleList  = gputypes.PrimitiveTopologyTriangleList
	PrimitiveTopologyTriangleStrip = gputypes.PrimitiveTopologyTriangleStrip
)
View Source
const (
	FrontFaceCCW = gputypes.FrontFaceCCW
	FrontFaceCW  = gputypes.FrontFaceCW
)
View Source
const (
	CullModeNone  = gputypes.CullModeNone
	CullModeFront = gputypes.CullModeFront
	CullModeBack  = gputypes.CullModeBack
)
View Source
const (
	IndexFormatUint16 = gputypes.IndexFormatUint16
	IndexFormatUint32 = gputypes.IndexFormatUint32
)
View Source
const (
	LoadOpLoad  = gputypes.LoadOpLoad
	LoadOpClear = gputypes.LoadOpClear
)
View Source
const (
	StoreOpStore   = gputypes.StoreOpStore
	StoreOpDiscard = gputypes.StoreOpDiscard
)
View Source
const (
	FilterModeNearest = gputypes.FilterModeNearest
	FilterModeLinear  = gputypes.FilterModeLinear
)
View Source
const (
	AddressModeRepeat       = gputypes.AddressModeRepeat
	AddressModeMirrorRepeat = gputypes.AddressModeMirrorRepeat
	AddressModeClampToEdge  = gputypes.AddressModeClampToEdge
)
View Source
const (
	CompareFunctionUndefined    = gputypes.CompareFunctionUndefined
	CompareFunctionNever        = gputypes.CompareFunctionNever
	CompareFunctionLess         = gputypes.CompareFunctionLess
	CompareFunctionEqual        = gputypes.CompareFunctionEqual
	CompareFunctionLessEqual    = gputypes.CompareFunctionLessEqual
	CompareFunctionGreater      = gputypes.CompareFunctionGreater
	CompareFunctionNotEqual     = gputypes.CompareFunctionNotEqual
	CompareFunctionGreaterEqual = gputypes.CompareFunctionGreaterEqual
	CompareFunctionAlways       = gputypes.CompareFunctionAlways
)
View Source
const (
	PresentModeImmediate   = gputypes.PresentModeImmediate
	PresentModeMailbox     = gputypes.PresentModeMailbox
	PresentModeFifo        = gputypes.PresentModeFifo
	PresentModeFifoRelaxed = gputypes.PresentModeFifoRelaxed
)
View Source
const (
	CompositeAlphaModeAuto            = gputypes.CompositeAlphaModeAuto
	CompositeAlphaModeOpaque          = gputypes.CompositeAlphaModeOpaque
	CompositeAlphaModePremultiplied   = gputypes.CompositeAlphaModePremultiplied
	CompositeAlphaModeUnpremultiplied = gputypes.CompositeAlphaModeUnpremultiplied
	CompositeAlphaModeInherit         = gputypes.CompositeAlphaModeInherit
)
View Source
const (
	PowerPreferenceNone            = gputypes.PowerPreferenceNone
	PowerPreferenceLowPower        = gputypes.PowerPreferenceLowPower
	PowerPreferenceHighPerformance = gputypes.PowerPreferenceHighPerformance
)
View Source
const (
	ColorWriteMaskNone  = gputypes.ColorWriteMaskNone
	ColorWriteMaskRed   = gputypes.ColorWriteMaskRed
	ColorWriteMaskGreen = gputypes.ColorWriteMaskGreen
	ColorWriteMaskBlue  = gputypes.ColorWriteMaskBlue
	ColorWriteMaskAlpha = gputypes.ColorWriteMaskAlpha
	ColorWriteMaskAll   = gputypes.ColorWriteMaskAll
)
View Source
const (
	VertexFormatUint8x2   = gputypes.VertexFormatUint8x2
	VertexFormatUint8x4   = gputypes.VertexFormatUint8x4
	VertexFormatSint8x2   = gputypes.VertexFormatSint8x2
	VertexFormatSint8x4   = gputypes.VertexFormatSint8x4
	VertexFormatFloat32   = gputypes.VertexFormatFloat32
	VertexFormatFloat32x2 = gputypes.VertexFormatFloat32x2
	VertexFormatFloat32x3 = gputypes.VertexFormatFloat32x3
	VertexFormatFloat32x4 = gputypes.VertexFormatFloat32x4
	VertexFormatUint32    = gputypes.VertexFormatUint32
	VertexFormatUint32x2  = gputypes.VertexFormatUint32x2
	VertexFormatUint32x3  = gputypes.VertexFormatUint32x3
	VertexFormatUint32x4  = gputypes.VertexFormatUint32x4
	VertexFormatSint32    = gputypes.VertexFormatSint32
	VertexFormatSint32x2  = gputypes.VertexFormatSint32x2
	VertexFormatSint32x3  = gputypes.VertexFormatSint32x3
	VertexFormatSint32x4  = gputypes.VertexFormatSint32x4
)
View Source
const (
	VertexStepModeVertex   = gputypes.VertexStepModeVertex
	VertexStepModeInstance = gputypes.VertexStepModeInstance
)
View Source
const (
	BufferBindingTypeUndefined       = gputypes.BufferBindingTypeUndefined
	BufferBindingTypeUniform         = gputypes.BufferBindingTypeUniform
	BufferBindingTypeStorage         = gputypes.BufferBindingTypeStorage
	BufferBindingTypeReadOnlyStorage = gputypes.BufferBindingTypeReadOnlyStorage
)
View Source
const (
	SamplerBindingTypeUndefined    = gputypes.SamplerBindingTypeUndefined
	SamplerBindingTypeFiltering    = gputypes.SamplerBindingTypeFiltering
	SamplerBindingTypeNonFiltering = gputypes.SamplerBindingTypeNonFiltering
	SamplerBindingTypeComparison   = gputypes.SamplerBindingTypeComparison
)
View Source
const (
	TextureSampleTypeUndefined         = gputypes.TextureSampleTypeUndefined
	TextureSampleTypeFloat             = gputypes.TextureSampleTypeFloat
	TextureSampleTypeUnfilterableFloat = gputypes.TextureSampleTypeUnfilterableFloat
	TextureSampleTypeDepth             = gputypes.TextureSampleTypeDepth
	TextureSampleTypeSint              = gputypes.TextureSampleTypeSint
	TextureSampleTypeUint              = gputypes.TextureSampleTypeUint
)
View Source
const (
	TextureViewDimensionUndefined = gputypes.TextureViewDimensionUndefined
	TextureViewDimension1D        = gputypes.TextureViewDimension1D
	TextureViewDimension2D        = gputypes.TextureViewDimension2D
	TextureViewDimension2DArray   = gputypes.TextureViewDimension2DArray
	TextureViewDimensionCube      = gputypes.TextureViewDimensionCube
	TextureViewDimensionCubeArray = gputypes.TextureViewDimensionCubeArray
	TextureViewDimension3D        = gputypes.TextureViewDimension3D
)
View Source
const (
	StencilOperationUndefined      = gputypes.StencilOperationUndefined
	StencilOperationKeep           = gputypes.StencilOperationKeep
	StencilOperationZero           = gputypes.StencilOperationZero
	StencilOperationReplace        = gputypes.StencilOperationReplace
	StencilOperationInvert         = gputypes.StencilOperationInvert
	StencilOperationIncrementClamp = gputypes.StencilOperationIncrementClamp
	StencilOperationDecrementClamp = gputypes.StencilOperationDecrementClamp
	StencilOperationIncrementWrap  = gputypes.StencilOperationIncrementWrap
	StencilOperationDecrementWrap  = gputypes.StencilOperationDecrementWrap
)
View Source
const DepthSliceUndefined uint32 = 0xFFFFFFFF

DepthSliceUndefined is used for 2D textures in color attachments.

View Source
const TimestampLocationUndefined uint32 = 0xFFFFFFFF

TimestampLocationUndefined indicates no timestamp write at this location.

Variables

View Source
var (
	ErrSurfaceNeedsReconfigure = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "surface needs reconfigure"}
	ErrSurfaceLost             = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "surface lost"}
	ErrSurfaceTimeout          = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "surface texture timeout"}
	// ErrSurfaceOccluded is returned on macOS Metal when the window is minimized or fully covered.
	// Applications should skip rendering for the current frame and try again when unoccluded.
	// New in wgpu-native v29.
	ErrSurfaceOccluded = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "surface occluded (window minimized or covered)"}
	// ErrSurfaceOutOfMemory is kept for backward compatibility.
	// Deprecated: In v29 this is reported as generic Error status.
	ErrSurfaceOutOfMemory = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "out of memory"}
	// ErrSurfaceDeviceLost is kept for backward compatibility.
	// Deprecated: In v29 this is reported as generic Error status.
	ErrSurfaceDeviceLost = &WGPUError{Op: "Surface.GetCurrentTexture", Message: "device lost"}
)

Error values for surface operations. These are sentinel errors for programmatic error handling via errors.Is().

View Source
var (
	// ErrValidation matches any WebGPU validation error.
	ErrValidation = &WGPUError{Type: ErrorTypeValidation}
	// ErrOutOfMemory matches any WebGPU out-of-memory error.
	ErrOutOfMemory = &WGPUError{Type: ErrorTypeOutOfMemory}
	// ErrInternal matches any WebGPU internal error.
	ErrInternal = &WGPUError{Type: ErrorTypeInternal}
	// ErrDeviceLost matches device lost errors.
	ErrDeviceLost = &WGPUError{Type: ErrorTypeUnknown, Message: "device lost"}
)

Sentinel errors for programmatic error handling via errors.Is().

Usage:

if errors.Is(err, wgpu.ErrValidation) {
    // handle validation error
}
View Source
var ErrLibraryNotLoaded = errors.New("wgpu: native library not loaded or failed to initialize")

ErrLibraryNotLoaded is returned when wgpu-native library is not loaded or failed to initialize.

Functions

func DebugMode added in v0.3.0

func DebugMode() bool

DebugMode returns whether debug mode is currently enabled.

func Init

func Init() error

Init initializes the wgpu library. Called automatically on first use. Can be called explicitly to check for initialization errors early.

The library is located using the following strategy (first match wins):

  1. WGPU_NATIVE_PATH environment variable (explicit full path)
  2. Platform default name (searched via OS library loader): - Windows: wgpu_native.dll - macOS: libwgpu_native.dylib - Linux: libwgpu_native.so

func ResetLeakTracker added in v0.3.0

func ResetLeakTracker()

ResetLeakTracker clears the resource tracker. Useful for test cleanup.

func SetDebugMode added in v0.3.0

func SetDebugMode(enabled bool)

SetDebugMode enables or disables resource tracking. When enabled, all GPU resource allocations and releases are tracked, and ReportLeaks() can be used to find unreleased resources. Should be called before any GPU operations.

Types

type Adapter

type Adapter struct {
	// contains filtered or unexported fields
}

Adapter represents a physical GPU and its capabilities. Obtained via Instance.RequestAdapter, release with Adapter.Release.

func (*Adapter) EnumerateFeatures

func (a *Adapter) EnumerateFeatures() []FeatureName

EnumerateFeatures is a deprecated alias for Features. Deprecated: Use Features instead. This method was renamed in wgpu-native v29.

func (*Adapter) Features added in v0.5.0

func (a *Adapter) Features() []FeatureName

Features retrieves all features supported by this adapter. v29: Uses single-call wgpuAdapterGetFeatures with SupportedFeatures struct (replaces two-call EnumerateFeatures). The returned slice is copied from C memory; the underlying C allocation is freed automatically.

func (*Adapter) Handle

func (a *Adapter) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Adapter) HasFeature

func (a *Adapter) HasFeature(feature FeatureName) bool

HasFeature checks if the adapter supports a specific feature.

func (*Adapter) Info added in v0.5.0

func (a *Adapter) Info() (*AdapterInfoGo, error)

Info retrieves information about this adapter. The returned AdapterInfoGo contains Go strings copied from C memory. Returns nil if the adapter is nil or if the operation fails.

func (*Adapter) Limits added in v0.5.0

func (a *Adapter) Limits() Limits

Limits returns the resource limits of this adapter.

Limits are cached at adapter creation time and returned by value. No FFI call is made. Returns zero-value Limits if the adapter is nil. This matches the gogpu/wgpu API signature for cross-project compatibility.

func (*Adapter) Release

func (a *Adapter) Release()

Release releases the adapter resources.

func (*Adapter) RequestDevice

func (a *Adapter) RequestDevice(options *DeviceDescriptor) (*Device, error)

RequestDevice requests a GPU device from the adapter. This is a synchronous wrapper that blocks until the device is available.

type AdapterInfo

type AdapterInfo struct {
	NextInChain     uintptr // *ChainedStruct (was *ChainedStructOut in v27)
	Vendor          StringView
	Architecture    StringView
	Device          StringView
	Description     StringView
	BackendType     BackendType
	AdapterType     AdapterType
	VendorID        uint32
	DeviceID        uint32
	SubgroupMinSize uint32 // NEW in v29
	SubgroupMaxSize uint32 // NEW in v29
}

AdapterInfo contains information about the adapter. v29: NextInChain type changed from *ChainedStructOut to *ChainedStruct. v29: SubgroupMinSize and SubgroupMaxSize fields added.

type AdapterInfoGo

type AdapterInfoGo struct {
	Vendor       string
	Architecture string
	Device       string
	Description  string
	BackendType  BackendType
	AdapterType  AdapterType
	VendorID     uint32
	DeviceID     uint32
}

AdapterInfoGo is the Go-friendly version of AdapterInfo with actual strings.

type AdapterType

type AdapterType uint32

AdapterType describes the type of GPU adapter.

const (
	// AdapterTypeDiscreteGPU indicates a dedicated/discrete GPU (best performance).
	AdapterTypeDiscreteGPU AdapterType = 0x00000001
	// AdapterTypeIntegratedGPU indicates an integrated GPU (shared with CPU).
	AdapterTypeIntegratedGPU AdapterType = 0x00000002
	// AdapterTypeCPU indicates a software/CPU-based renderer.
	AdapterTypeCPU AdapterType = 0x00000003
	// AdapterTypeUnknown indicates the adapter type could not be determined.
	AdapterTypeUnknown AdapterType = 0x00000004
)

type AddressMode

type AddressMode = gputypes.AddressMode

type BackendType

type BackendType uint32

BackendType describes the graphics backend being used.

const (
	// BackendTypeUndefined indicates no backend is specified.
	BackendTypeUndefined BackendType = 0x00000000
	// BackendTypeNull indicates a null/mock backend (for testing).
	BackendTypeNull BackendType = 0x00000001
	// BackendTypeWebGPU indicates the native WebGPU backend.
	BackendTypeWebGPU BackendType = 0x00000002
	// BackendTypeD3D11 indicates the Direct3D 11 backend (Windows).
	BackendTypeD3D11 BackendType = 0x00000003
	// BackendTypeD3D12 indicates the Direct3D 12 backend (Windows).
	BackendTypeD3D12 BackendType = 0x00000004
	// BackendTypeMetal indicates the Metal backend (macOS/iOS).
	BackendTypeMetal BackendType = 0x00000005
	// BackendTypeVulkan indicates the Vulkan backend (cross-platform).
	BackendTypeVulkan BackendType = 0x00000006
	// BackendTypeOpenGL indicates the OpenGL backend.
	BackendTypeOpenGL BackendType = 0x00000007
	// BackendTypeOpenGLES indicates the OpenGL ES backend (mobile/embedded).
	BackendTypeOpenGLES BackendType = 0x00000008
)

type BindGroup

type BindGroup struct {
	// contains filtered or unexported fields
}

BindGroup binds actual GPU resources (buffers, textures, samplers) to shader slots. Create with Device.CreateBindGroup, release with BindGroup.Release.

func (*BindGroup) Handle

func (bg *BindGroup) Handle() uintptr

Handle returns the underlying handle.

func (*BindGroup) Release

func (bg *BindGroup) Release()

Release releases the bind group.

type BindGroupDescriptor

type BindGroupDescriptor struct {
	Label   string
	Layout  *BindGroupLayout
	Entries []BindGroupEntry
}

BindGroupDescriptor describes a bind group.

type BindGroupDescriptorGo added in v0.5.0

type BindGroupDescriptorGo = BindGroupDescriptor

BindGroupDescriptorGo is kept for backward compatibility. Deprecated: Use BindGroupDescriptor directly (now Go-idiomatic).

type BindGroupEntry

type BindGroupEntry struct {
	Binding     uint32
	Buffer      *Buffer      // For buffer bindings (nil if not used)
	Offset      uint64       // Buffer offset (ignored for non-buffer bindings)
	Size        uint64       // Buffer binding size; 0 = whole buffer
	Sampler     *Sampler     // For sampler bindings (nil if not used)
	TextureView *TextureView // For texture view bindings (nil if not used)
}

BindGroupEntry describes a single binding in a bind group. Exactly one of Buffer, Sampler, or TextureView must be non-nil.

func BufferBindingEntry

func BufferBindingEntry(binding uint32, buffer *Buffer, offset, size uint64) BindGroupEntry

BufferBindingEntry creates a BindGroupEntry for a buffer.

func SamplerBindingEntry

func SamplerBindingEntry(binding uint32, sampler *Sampler) BindGroupEntry

SamplerBindingEntry creates a BindGroupEntry for a sampler.

func TextureBindingEntry

func TextureBindingEntry(binding uint32, textureView *TextureView) BindGroupEntry

TextureBindingEntry creates a BindGroupEntry for a texture view.

type BindGroupEntryGo added in v0.5.0

type BindGroupEntryGo = BindGroupEntry

BindGroupEntryGo is kept for backward compatibility. Deprecated: Use BindGroupEntry directly (now Go-idiomatic).

type BindGroupLayout

type BindGroupLayout struct {
	// contains filtered or unexported fields
}

BindGroupLayout defines the layout of resource bindings for a shader stage. Create with Device.CreateBindGroupLayout, release with BindGroupLayout.Release.

func (*BindGroupLayout) Handle

func (bgl *BindGroupLayout) Handle() uintptr

Handle returns the underlying handle.

func (*BindGroupLayout) Release

func (bgl *BindGroupLayout) Release()

Release releases the bind group layout.

type BindGroupLayoutDescriptor

type BindGroupLayoutDescriptor struct {
	Label   string
	Entries []BindGroupLayoutEntry
}

BindGroupLayoutDescriptor describes a bind group layout.

type BindGroupLayoutDescriptorGo added in v0.5.0

type BindGroupLayoutDescriptorGo = BindGroupLayoutDescriptor

BindGroupLayoutDescriptorGo is kept for backward compatibility. Deprecated: Use BindGroupLayoutDescriptor directly (now Go-idiomatic).

type BindGroupLayoutEntry

type BindGroupLayoutEntry struct {
	// Binding is the binding number (must match @binding in shader).
	Binding uint32
	// Visibility specifies which shader stages can access this binding.
	Visibility gputypes.ShaderStage
	// Buffer describes a buffer binding (nil if not a buffer binding).
	Buffer *BufferBindingLayout
	// Sampler describes a sampler binding (nil if not a sampler binding).
	Sampler *SamplerBindingLayout
	// Texture describes a texture binding (nil if not a texture binding).
	Texture *TextureBindingLayout
	// StorageTexture describes a storage texture binding (nil if not a storage texture binding).
	StorageTexture *StorageTextureBindingLayout
}

BindGroupLayoutEntry describes a single binding in a bind group layout.

Exactly one of Buffer, Sampler, Texture, or StorageTexture must be non-nil. This matches the gogpu/wgpu API for cross-project compatibility.

type BlendComponent

type BlendComponent struct {
	Operation gputypes.BlendOperation
	SrcFactor gputypes.BlendFactor
	DstFactor gputypes.BlendFactor
}

BlendComponent describes blend state for a color component.

type BlendFactor

type BlendFactor = gputypes.BlendFactor

Blend types.

type BlendOperation

type BlendOperation = gputypes.BlendOperation

type BlendState

type BlendState struct {
	Color BlendComponent
	Alpha BlendComponent
}

BlendState describes how colors are blended.

type Bool

type Bool uint32

Bool is a WebGPU boolean (uint32).

const (
	// False is the WebGPU boolean false value (0).
	False Bool = 0
	// True is the WebGPU boolean true value (1).
	True Bool = 1
)

type Buffer

type Buffer struct {
	// contains filtered or unexported fields
}

Buffer represents a block of GPU-accessible memory. Create with Device.CreateBuffer, release with Buffer.Release.

func (*Buffer) Destroy

func (b *Buffer) Destroy()

Destroy destroys the buffer, making it invalid.

func (*Buffer) GetMappedRange

func (b *Buffer) GetMappedRange(offset, size uint64) unsafe.Pointer

GetMappedRange returns a pointer to the mapped buffer data. The buffer must be mapped (either via MapAsync or MappedAtCreation). offset and size specify the range to access. Returns nil if the buffer is not mapped or the range is invalid.

func (*Buffer) Handle

func (b *Buffer) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Buffer) Map added in v0.5.0

func (b *Buffer) Map(ctx context.Context, mode MapMode, offset, size uint64) error

Map blocks until a CPU-visible mapping is established for the given byte range, or until ctx is canceled.

The buffer must have been created with BufferUsageMapRead or BufferUsageMapWrite matching mode. offset must be a multiple of 8 and size must be a multiple of 4 (WebGPU MAP_ALIGNMENT).

After Map succeeds, call MappedRange to obtain a byte view and Unmap when finished:

if err := buf.Map(ctx, wgpu.MapModeRead, 0, size); err != nil {
    return err
}
defer buf.Unmap()
rng, _ := buf.MappedRange(0, size)
data := rng.Bytes()

Matches gogpu/wgpu Buffer.Map(ctx, mode, offset, size) error.

func (*Buffer) MapAsync

func (b *Buffer) MapAsync(mode MapMode, offset, size uint64) (*MapPending, error)

MapAsync initiates an asynchronous buffer map without blocking. Returns a *MapPending that resolves once the GPU completes the operation.

The caller must periodically drive Device.Poll(false) so the mapping resolves. For a blocking variant use Buffer.Map.

Matches gogpu/wgpu Buffer.MapAsync(mode, offset, size) (*MapPending, error).

func (*Buffer) MapAsyncBlocking added in v0.5.0

func (b *Buffer) MapAsyncBlocking(device *Device, mode MapMode, offset, size uint64) error

MapAsyncBlocking maps a buffer for reading or writing, blocking until complete. Deprecated: Use Buffer.Map for blocking mapping or Buffer.MapAsync for non-blocking. This method is retained for backward compatibility.

func (*Buffer) MapState added in v0.5.0

func (b *Buffer) MapState() BufferMapState

MapState returns the current mapping state of this buffer.

func (*Buffer) MappedRange added in v0.5.0

func (b *Buffer) MappedRange(offset, size uint64) (*MappedRange, error)

MappedRange returns a safe view over the mapped region [offset, offset+size).

The buffer must be in the Mapped state (Buffer.Map or Buffer.MapAsync resolved to success). The returned MappedRange.Bytes() slice is invalidated by Buffer.Unmap.

Matches gogpu/wgpu Buffer.MappedRange(offset, size) (*MappedRange, error).

func (*Buffer) Release

func (b *Buffer) Release()

Release releases the buffer reference.

func (*Buffer) Size added in v0.5.0

func (b *Buffer) Size() uint64

Size returns the size of the buffer in bytes.

func (*Buffer) Unmap

func (b *Buffer) Unmap() error

Unmap unmaps the buffer, making the mapped memory inaccessible. For buffers created with MappedAtCreation, this commits the data to the GPU. Returns nil on success. Matches gogpu/wgpu Buffer.Unmap() error signature.

func (*Buffer) Usage added in v0.5.0

func (b *Buffer) Usage() gputypes.BufferUsage

Usage returns the usage flags of this buffer.

type BufferBindingLayout

type BufferBindingLayout = gputypes.BufferBindingLayout

BufferBindingLayout describes buffer binding properties.

This type matches gputypes.BufferBindingLayout for cross-project compatibility. Used as a pointer field in BindGroupLayoutEntry; nil means "not a buffer binding".

type BufferBindingType

type BufferBindingType = gputypes.BufferBindingType

Binding layout types.

type BufferDescriptor

type BufferDescriptor struct {
	Label            string               // Buffer label for debugging
	Usage            gputypes.BufferUsage // How the buffer will be used
	Size             uint64               // Size in bytes
	MappedAtCreation bool                 // If true, buffer is mapped when created
}

BufferDescriptor describes a GPU buffer to create.

type BufferMapCallbackInfo

type BufferMapCallbackInfo struct {
	NextInChain uintptr // *ChainedStruct
	Mode        CallbackMode
	Callback    uintptr // Function pointer
	Userdata1   uintptr
	Userdata2   uintptr
}

BufferMapCallbackInfo holds callback configuration for MapAsync.

type BufferMapState

type BufferMapState uint32

BufferMapState describes the mapping state of a buffer.

const (
	// BufferMapStateUnmapped indicates the buffer is not mapped.
	BufferMapStateUnmapped BufferMapState = 0x00000001
	// BufferMapStatePending indicates a map operation is in progress.
	BufferMapStatePending BufferMapState = 0x00000002
	// BufferMapStateMapped indicates the buffer is currently mapped and accessible.
	BufferMapStateMapped BufferMapState = 0x00000003
)

type BufferTextureCopy added in v0.5.0

type BufferTextureCopy struct {
	// BufferLayout describes the memory layout of the buffer data.
	BufferLayout ImageDataLayout
	// TextureBase describes the texture subresource and origin.
	TextureBase ImageCopyTexture
	// Size is the extent of the copy operation.
	Size gputypes.Extent3D
}

BufferTextureCopy defines a buffer-texture copy region. Matches gogpu/wgpu BufferTextureCopy.

type BufferUsage

type BufferUsage = gputypes.BufferUsage

Buffer types.

type CallbackMode

type CallbackMode uint32

CallbackMode controls how callbacks are fired.

const (
	// CallbackModeWaitAnyOnly fires callbacks only during WaitAny calls.
	CallbackModeWaitAnyOnly CallbackMode = 0x00000001
	// CallbackModeAllowProcessEvents fires callbacks during ProcessEvents calls.
	CallbackModeAllowProcessEvents CallbackMode = 0x00000002
	// CallbackModeAllowSpontaneous allows callbacks to fire at any time.
	CallbackModeAllowSpontaneous CallbackMode = 0x00000003
)

type ChainedStruct

type ChainedStruct struct {
	Next  uintptr // *ChainedStruct
	SType uint32
}

ChainedStruct is used for struct chaining (both input and output). In v29 ChainedStructOut was unified with ChainedStruct — use ChainedStruct everywhere.

type ChainedStructOut

type ChainedStructOut = ChainedStruct

ChainedStructOut is kept for backward compatibility. Deprecated: Use ChainedStruct. In v29 there is no separate ChainedStructOut in C header.

type Color

type Color struct {
	R, G, B, A float64
}

Color represents RGBA color with double precision.

type ColorTargetState

type ColorTargetState struct {
	Format    gputypes.TextureFormat
	Blend     *BlendState // nil for no blending
	WriteMask gputypes.ColorWriteMask
}

ColorTargetState describes a render target in a render pipeline.

type ColorWriteMask

type ColorWriteMask = gputypes.ColorWriteMask

type CommandBuffer

type CommandBuffer struct {
	// contains filtered or unexported fields
}

CommandBuffer holds encoded GPU commands ready for submission via Queue.Submit. Obtained from CommandEncoder.Finish, release with CommandBuffer.Release.

func (*CommandBuffer) Handle

func (cb *CommandBuffer) Handle() uintptr

Handle returns the underlying handle.

func (*CommandBuffer) Release

func (cb *CommandBuffer) Release()

Release releases the command buffer.

type CommandBufferDescriptor

type CommandBufferDescriptor struct {
	NextInChain uintptr // *ChainedStruct
	Label       StringView
}

CommandBufferDescriptor describes a command buffer.

type CommandEncoder

type CommandEncoder struct {
	// contains filtered or unexported fields
}

CommandEncoder records GPU commands into a CommandBuffer. Create with Device.CreateCommandEncoder, finalize with CommandEncoder.Finish.

func (*CommandEncoder) BeginComputePass

func (enc *CommandEncoder) BeginComputePass(desc *ComputePassDescriptor) (*ComputePassEncoder, error)

BeginComputePass begins a compute pass. Returns an error if the FFI call fails or the encoder is nil.

func (*CommandEncoder) BeginRenderPass

func (enc *CommandEncoder) BeginRenderPass(desc *RenderPassDescriptor) (*RenderPassEncoder, error)

BeginRenderPass begins a render pass. Returns an error if the FFI call fails, encoder is nil, or desc has no color attachments.

func (*CommandEncoder) ClearBuffer

func (enc *CommandEncoder) ClearBuffer(buffer *Buffer, offset, size uint64)

ClearBuffer clears a region of a buffer to zeros. size = 0 means clear from offset to end of buffer.

func (*CommandEncoder) CopyBufferToBuffer

func (enc *CommandEncoder) CopyBufferToBuffer(src *Buffer, srcOffset uint64, dst *Buffer, dstOffset uint64, size uint64)

CopyBufferToBuffer copies data between buffers.

func (*CommandEncoder) CopyBufferToTexture

func (enc *CommandEncoder) CopyBufferToTexture(source *TexelCopyBufferInfo, destination *TexelCopyTextureInfo, copySize *gputypes.Extent3D)

CopyBufferToTexture copies data from a buffer to a texture using low-level wire types. Errors are reported via Device error scopes, not as return values.

func (*CommandEncoder) CopyTextureToBuffer

func (enc *CommandEncoder) CopyTextureToBuffer(src *Texture, dst *Buffer, regions []BufferTextureCopy)

CopyTextureToBuffer copies data from a texture to a buffer. Accepts gogpu/wgpu-compatible types: src *Texture, dst *Buffer, regions []BufferTextureCopy. Each region specifies the buffer layout, texture subresource origin, and copy extent. Errors are reported via Device error scopes, not as return values.

func (*CommandEncoder) CopyTextureToBufferRaw added in v0.5.0

func (enc *CommandEncoder) CopyTextureToBufferRaw(source *TexelCopyTextureInfo, destination *TexelCopyBufferInfo, copySize *gputypes.Extent3D)

CopyTextureToBufferRaw copies data from a texture to a buffer using low-level wire types. Prefer [CopyTextureToBuffer] for new code.

func (*CommandEncoder) CopyTextureToTexture

func (enc *CommandEncoder) CopyTextureToTexture(src, dst *Texture, regions []TextureCopy)

CopyTextureToTexture copies data from one texture to another. Accepts gogpu/wgpu-compatible types: src *Texture, dst *Texture, regions []TextureCopy. Each region specifies the source and destination subresource origins and copy extent. Errors are reported via Device error scopes, not as return values.

func (*CommandEncoder) CopyTextureToTextureRaw added in v0.5.0

func (enc *CommandEncoder) CopyTextureToTextureRaw(source *TexelCopyTextureInfo, destination *TexelCopyTextureInfo, copySize *gputypes.Extent3D)

CopyTextureToTextureRaw copies data from one texture to another using low-level wire types. Prefer [CopyTextureToTexture] for new code.

func (*CommandEncoder) Finish

func (enc *CommandEncoder) Finish(desc ...*CommandBufferDescriptor) (*CommandBuffer, error)

Finish finishes recording and returns a command buffer. The optional desc argument allows setting a label; pass nothing for defaults. This variadic signature matches the gogpu/wgpu API for compatibility. Returns an error if the FFI call fails or the encoder is nil.

func (*CommandEncoder) Handle

func (enc *CommandEncoder) Handle() uintptr

Handle returns the underlying handle.

func (*CommandEncoder) InsertDebugMarker

func (enc *CommandEncoder) InsertDebugMarker(markerLabel string)

InsertDebugMarker inserts a single debug marker label. This is useful for GPU debugging tools to identify specific command points.

func (*CommandEncoder) PopDebugGroup

func (enc *CommandEncoder) PopDebugGroup()

PopDebugGroup ends the current debug group. Must match a preceding PushDebugGroup call.

func (*CommandEncoder) PushDebugGroup

func (enc *CommandEncoder) PushDebugGroup(groupLabel string)

PushDebugGroup begins a labeled debug group. Use PopDebugGroup to end the group. Groups can be nested.

func (*CommandEncoder) Release

func (enc *CommandEncoder) Release()

Release releases the command encoder.

func (*CommandEncoder) ResolveQuerySet

func (enc *CommandEncoder) ResolveQuerySet(querySet *QuerySet, firstQuery, queryCount uint32, destination *Buffer, destinationOffset uint64)

ResolveQuerySet resolves query results to a buffer. The buffer must have BufferUsageQueryResolve usage.

func (*CommandEncoder) WriteTimestamp

func (enc *CommandEncoder) WriteTimestamp(querySet *QuerySet, queryIndex uint32)

WriteTimestamp writes a timestamp to a query. Note: This is a wgpu-native extension. Prefer pass-level timestamps via RenderPassTimestampWrites or ComputePassTimestampWrites when possible.

type CommandEncoderDescriptor

type CommandEncoderDescriptor struct {
	Label string
}

CommandEncoderDescriptor describes a command encoder to create.

type CommandEncoderDescriptorGo added in v0.5.0

type CommandEncoderDescriptorGo = CommandEncoderDescriptor

CommandEncoderDescriptorGo is kept for backward compatibility. Deprecated: Use CommandEncoderDescriptor directly (now Go-idiomatic).

type CompareFunction

type CompareFunction = gputypes.CompareFunction

Depth/stencil types.

type ComponentSwizzle added in v0.5.0

type ComponentSwizzle uint32

ComponentSwizzle describes texture component swizzle mapping. New in v29.

const (
	// ComponentSwizzleUndefined indicates no value is passed.
	ComponentSwizzleUndefined ComponentSwizzle = 0x00000000
	// ComponentSwizzleZero forces the component value to 0.
	ComponentSwizzleZero ComponentSwizzle = 0x00000001
	// ComponentSwizzleOne forces the component value to 1.
	ComponentSwizzleOne ComponentSwizzle = 0x00000002
	// ComponentSwizzleR takes from the red channel.
	ComponentSwizzleR ComponentSwizzle = 0x00000003
	// ComponentSwizzleG takes from the green channel.
	ComponentSwizzleG ComponentSwizzle = 0x00000004
	// ComponentSwizzleB takes from the blue channel.
	ComponentSwizzleB ComponentSwizzle = 0x00000005
	// ComponentSwizzleA takes from the alpha channel.
	ComponentSwizzleA ComponentSwizzle = 0x00000006
)

type CompositeAlphaMode

type CompositeAlphaMode = gputypes.CompositeAlphaMode

type ComputePassDescriptor

type ComputePassDescriptor struct {
	Label           string
	TimestampWrites *PassTimestampWrites // optional; use PassTimestampWrites (was ComputePassTimestampWrites)
}

ComputePassDescriptor describes a compute pass (user-facing API).

type ComputePassEncoder

type ComputePassEncoder struct {
	// contains filtered or unexported fields
}

ComputePassEncoder records dispatch commands within a compute pass. Begin with CommandEncoder.BeginComputePass, end with ComputePassEncoder.End.

func (*ComputePassEncoder) DispatchWorkgroups

func (cpe *ComputePassEncoder) DispatchWorkgroups(x, y, z uint32)

DispatchWorkgroups dispatches compute work.

func (*ComputePassEncoder) DispatchWorkgroupsIndirect

func (cpe *ComputePassEncoder) DispatchWorkgroupsIndirect(indirectBuffer *Buffer, indirectOffset uint64)

DispatchWorkgroupsIndirect dispatches compute work using parameters from a GPU buffer. indirectBuffer must contain a DispatchIndirectArgs structure:

  • workgroupCountX (uint32)
  • workgroupCountY (uint32)
  • workgroupCountZ (uint32)

func (*ComputePassEncoder) End

func (cpe *ComputePassEncoder) End()

End ends the compute pass.

func (*ComputePassEncoder) Handle

func (cpe *ComputePassEncoder) Handle() uintptr

Handle returns the underlying handle.

func (*ComputePassEncoder) Release

func (cpe *ComputePassEncoder) Release()

Release releases the compute pass encoder.

func (*ComputePassEncoder) SetBindGroup

func (cpe *ComputePassEncoder) SetBindGroup(groupIndex uint32, group *BindGroup, dynamicOffsets []uint32)

SetBindGroup sets a bind group.

func (*ComputePassEncoder) SetPipeline

func (cpe *ComputePassEncoder) SetPipeline(pipeline *ComputePipeline)

SetPipeline sets the compute pipeline.

type ComputePassTimestampWrites added in v0.5.0

type ComputePassTimestampWrites = PassTimestampWrites

ComputePassTimestampWrites is a deprecated alias for PassTimestampWrites. Deprecated: Use PassTimestampWrites. Renamed in wgpu-native v29.

type ComputePipeline

type ComputePipeline struct {
	// contains filtered or unexported fields
}

ComputePipeline is a compiled compute pipeline configuration. Create with Device.CreateComputePipeline, release with ComputePipeline.Release.

func (*ComputePipeline) GetBindGroupLayout

func (cp *ComputePipeline) GetBindGroupLayout(groupIndex uint32) *BindGroupLayout

GetBindGroupLayout returns the bind group layout at the given index. Useful for auto-layout pipelines.

func (*ComputePipeline) Handle

func (cp *ComputePipeline) Handle() uintptr

Handle returns the underlying handle.

func (*ComputePipeline) Release

func (cp *ComputePipeline) Release()

Release releases the compute pipeline.

type ComputePipelineDescriptor

type ComputePipelineDescriptor struct {
	Label      string
	Layout     *PipelineLayout // nil for auto layout
	Module     *ShaderModule
	EntryPoint string
}

ComputePipelineDescriptor describes a compute pipeline to create. Layout is nil for auto layout.

type ComputePipelineDescriptorGo added in v0.5.0

type ComputePipelineDescriptorGo = ComputePipelineDescriptor

ComputePipelineDescriptorGo is kept for backward compatibility. Deprecated: Use ComputePipelineDescriptor directly (now Go-idiomatic).

type CullMode

type CullMode = gputypes.CullMode

type DepthStencilState

type DepthStencilState struct {
	Format              gputypes.TextureFormat
	DepthWriteEnabled   bool
	DepthCompare        gputypes.CompareFunction
	StencilFront        StencilFaceState
	StencilBack         StencilFaceState
	StencilReadMask     uint32
	StencilWriteMask    uint32
	DepthBias           int32
	DepthBiasSlopeScale float32
	DepthBiasClamp      float32
}

DepthStencilState describes depth and stencil test state (user API).

type Device

type Device struct {
	// contains filtered or unexported fields
}

Device is the logical connection to a GPU, used to create all other resources. Obtained via Adapter.RequestDevice, release with Device.Release.

func (*Device) CreateBindGroup

func (d *Device) CreateBindGroup(desc *BindGroupDescriptor) (*BindGroup, error)

CreateBindGroup creates a bind group. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateBindGroupLayout

func (d *Device) CreateBindGroupLayout(desc *BindGroupLayoutDescriptor) (*BindGroupLayout, error)

CreateBindGroupLayout creates a bind group layout. Entries are converted from gputypes to wgpu-native enum values before FFI call. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateBindGroupLayoutSimple

func (d *Device) CreateBindGroupLayoutSimple(entries []BindGroupLayoutEntry) (*BindGroupLayout, error)

CreateBindGroupLayoutSimple creates a bind group layout with the given entries. Returns an error if the FFI call fails or the device is nil.

func (*Device) CreateBindGroupSimple

func (d *Device) CreateBindGroupSimple(layout *BindGroupLayout, entries []BindGroupEntry) (*BindGroup, error)

CreateBindGroupSimple creates a bind group with the given entries. Returns an error if the FFI call fails or the device/layout is nil.

func (*Device) CreateBuffer

func (d *Device) CreateBuffer(desc *BufferDescriptor) (*Buffer, error)

CreateBuffer creates a new GPU buffer. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateCommandEncoder

func (d *Device) CreateCommandEncoder(desc *CommandEncoderDescriptor) (*CommandEncoder, error)

CreateCommandEncoder creates a command encoder. Returns an error if the FFI call fails or the device is nil.

func (*Device) CreateComputePipeline

func (d *Device) CreateComputePipeline(desc *ComputePipelineDescriptor) (*ComputePipeline, error)

CreateComputePipeline creates a compute pipeline. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateComputePipelineSimple

func (d *Device) CreateComputePipelineSimple(layout *PipelineLayout, shader *ShaderModule, entryPoint string) (*ComputePipeline, error)

CreateComputePipelineSimple creates a compute pipeline with the given shader and entry point. If layout is nil, auto layout is used. Returns an error if the FFI call fails or the device/shader is nil.

func (*Device) CreateDepthTexture

func (d *Device) CreateDepthTexture(width, height uint32, format gputypes.TextureFormat) *Texture

CreateDepthTexture creates a depth texture with the specified dimensions and format. This is a convenience function for creating depth buffers for render passes. Returns nil on error (use CreateTexture directly for full error handling).

func (*Device) CreateLinearSampler

func (d *Device) CreateLinearSampler() (*Sampler, error)

CreateLinearSampler creates a sampler with linear filtering.

func (*Device) CreateNearestSampler

func (d *Device) CreateNearestSampler() (*Sampler, error)

CreateNearestSampler creates a sampler with nearest filtering.

func (*Device) CreatePipelineLayout

func (d *Device) CreatePipelineLayout(desc *PipelineLayoutDescriptor) (*PipelineLayout, error)

CreatePipelineLayout creates a pipeline layout. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreatePipelineLayoutSimple

func (d *Device) CreatePipelineLayoutSimple(layouts []*BindGroupLayout) (*PipelineLayout, error)

CreatePipelineLayoutSimple creates a pipeline layout with the given bind group layouts. Returns an error if the FFI call fails or the device is nil.

func (*Device) CreateQuerySet

func (d *Device) CreateQuerySet(desc *QuerySetDescriptor) (*QuerySet, error)

CreateQuerySet creates a new QuerySet for GPU profiling/timestamps.

func (*Device) CreateRenderBundleEncoder

func (d *Device) CreateRenderBundleEncoder(desc *RenderBundleEncoderDescriptor) (*RenderBundleEncoder, error)

CreateRenderBundleEncoder creates a render bundle encoder for pre-recording render commands. Render bundles allow you to pre-record a sequence of render commands that can be replayed multiple times, which is useful for static geometry.

func (*Device) CreateRenderBundleEncoderSimple

func (d *Device) CreateRenderBundleEncoderSimple(colorFormats []gputypes.TextureFormat, depthFormat gputypes.TextureFormat, sampleCount uint32) *RenderBundleEncoder

CreateRenderBundleEncoderSimple creates a render bundle encoder with common settings.

func (*Device) CreateRenderPipeline

func (d *Device) CreateRenderPipeline(desc *RenderPipelineDescriptor) (*RenderPipeline, error)

CreateRenderPipeline creates a render pipeline. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateRenderPipelineSimple

func (d *Device) CreateRenderPipelineSimple(
	layout *PipelineLayout,
	vertexShader *ShaderModule,
	vertexEntryPoint string,
	fragmentShader *ShaderModule,
	fragmentEntryPoint string,
	targetFormat gputypes.TextureFormat,
) (*RenderPipeline, error)

CreateRenderPipelineSimple creates a simple render pipeline with common defaults. Returns an error if the FFI call fails or the device/shaders are nil.

func (*Device) CreateSampler

func (d *Device) CreateSampler(desc *SamplerDescriptor) (*Sampler, error)

CreateSampler creates a sampler with the specified descriptor.

func (*Device) CreateShaderModule

func (d *Device) CreateShaderModule(desc *ShaderModuleDescriptor) (*ShaderModule, error)

CreateShaderModule creates a shader module from a descriptor. For WGSL shaders, prefer CreateShaderModuleWGSL or use ShaderDescriptor. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) CreateShaderModuleFromDesc added in v0.5.0

func (d *Device) CreateShaderModuleFromDesc(desc *ShaderDescriptor) (*ShaderModule, error)

CreateShaderModule creates a shader module from a Go-idiomatic ShaderDescriptor. This is the preferred method name matching the gogpu/wgpu API. If both WGSL and SPIRV are set, WGSL takes precedence. Returns an error if the FFI call fails, the device is nil, or both sources are empty.

Note: there is also a lower-level CreateShaderModule(*ShaderModuleDescriptor) that accepts the wire-level descriptor with a chained struct for direct FFI use.

func (*Device) CreateShaderModuleFromDescriptor deprecated added in v0.5.0

func (d *Device) CreateShaderModuleFromDescriptor(desc *ShaderDescriptor) (*ShaderModule, error)

CreateShaderModuleFromDescriptor creates a shader module from a Go-idiomatic ShaderDescriptor. If both WGSL and SPIRV are set, WGSL takes precedence. Returns an error if the FFI call fails, the device is nil, or both sources are empty.

Deprecated: use CreateShaderModule which has the same signature.

func (*Device) CreateShaderModuleSPIRV added in v0.5.0

func (d *Device) CreateShaderModuleSPIRV(label string, spirv []uint32) (*ShaderModule, error)

CreateShaderModuleSPIRV creates a shader module from SPIR-V bytecode. Returns an error if the FFI call fails, the device is nil, or the bytecode is empty.

func (*Device) CreateShaderModuleWGSL

func (d *Device) CreateShaderModuleWGSL(code string) (*ShaderModule, error)

CreateShaderModuleWGSL creates a shader module from WGSL source code. Returns an error if the FFI call fails or the device is nil.

func (*Device) CreateTexture

func (d *Device) CreateTexture(desc *TextureDescriptor) (*Texture, error)

CreateTexture creates a texture with the specified descriptor. Enum values are converted from gputypes to wgpu-native values before FFI call. Returns an error if the FFI call fails or the device/descriptor is nil.

func (*Device) Features added in v0.5.0

func (d *Device) Features() []FeatureName

Features retrieves all features enabled on this device. Returns a slice of FeatureName values.

func (*Device) Handle

func (d *Device) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Device) HasFeature added in v0.3.0

func (d *Device) HasFeature(feature FeatureName) bool

HasFeature checks if the device has a specific feature enabled.

func (*Device) Limits added in v0.5.0

func (d *Device) Limits() Limits

Limits returns the resource limits of this device.

Limits are cached at device creation time and returned by value. No FFI call is made. Returns zero-value Limits if the device is nil. This matches the gogpu/wgpu API signature for cross-project compatibility.

func (*Device) Poll

func (d *Device) Poll(wait bool) bool

Poll polls the device for completed work. If wait is true, blocks until there is work to process. Returns true if the queue is empty. This is a wgpu-native extension.

func (*Device) PopErrorScope deprecated

func (d *Device) PopErrorScope(instance *Instance) (ErrorType, string)

Deprecated: PopErrorScope panics on failure. Use PopErrorScopeAsync instead.

PopErrorScope pops the current error scope and returns the first error caught. This is a synchronous wrapper that blocks until the result is available.

IMPORTANT: You must have pushed an error scope before calling this. Calling PopErrorScope on an empty stack will cause a panic in wgpu-native. Use PopErrorScopeAsync if you need to handle empty stack gracefully.

Returns:

  • ErrorType: The type of error that occurred (ErrorTypeNoError if no error)
  • string: Error message (empty if no error)

Note: Error scopes are LIFO - the last pushed scope is popped first.

func (*Device) PopErrorScopeAsync

func (d *Device) PopErrorScopeAsync(instance *Instance) (ErrorType, string, error)

PopErrorScopeAsync pops the current error scope and returns the first error caught. This version returns an error instead of panicking if the operation fails.

Returns:

  • ErrorType: The type of error that occurred (ErrorTypeNoError if no error)
  • string: Error message (empty if no error)
  • error: An error if the operation failed (e.g., empty stack)

Note: Error scopes are LIFO - the last pushed scope is popped first. If the error scope stack is empty, returns an error instead of panicking.

func (*Device) PushErrorScope

func (d *Device) PushErrorScope(filter ErrorFilter)

PushErrorScope pushes an error scope for catching GPU errors. Errors of the specified filter type will be caught until PopErrorScope is called. Error scopes are LIFO (stack-based) - last pushed scope is popped first.

IMPORTANT: You must call PopErrorScope for each PushErrorScope. Popping an empty stack will cause a panic in wgpu-native (known limitation). Users should track push/pop calls manually to avoid stack underflow.

Example usage:

device.PushErrorScope(ErrorFilterValidation)
// ... GPU operations that might produce validation errors
errType, message := device.PopErrorScope(instance)
if errType != ErrorTypeNoError {
    log.Printf("Validation error: %s", message)
}

func (*Device) Queue added in v0.5.0

func (d *Device) Queue() *Queue

Queue returns the default queue for the device.

func (*Device) Release

func (d *Device) Release()

Release releases the device resources.

type DeviceDescriptor

type DeviceDescriptor struct {
	// Label is an optional debug label for the device.
	Label string
	// RequiredFeatures lists GPU features that the device must support.
	RequiredFeatures []FeatureName
	// RequiredLimits, if non-nil, specifies minimum resource limits the device must meet.
	// Pass nil to use the adapter's default limits.
	RequiredLimits *Limits
}

DeviceDescriptor configures device creation. Matches the gogpu/wgpu API for cross-project compatibility.

type DeviceLostCallbackInfo added in v0.5.0

type DeviceLostCallbackInfo struct {
	NextInChain uintptr // *ChainedStruct
	Mode        CallbackMode
	Callback    uintptr // Function pointer
	Userdata1   uintptr
	Userdata2   uintptr
}

DeviceLostCallbackInfo configures the device-lost callback.

type DeviceLostReason

type DeviceLostReason uint32

DeviceLostReason describes why a device was lost.

const (
	// DeviceLostReasonUnknown indicates the device was lost for an unknown reason.
	DeviceLostReasonUnknown DeviceLostReason = 0x00000001
	// DeviceLostReasonDestroyed indicates the device was explicitly destroyed.
	DeviceLostReasonDestroyed DeviceLostReason = 0x00000002
	// DeviceLostReasonCallbackCancelled indicates the operation was cancelled (e.g. instance dropped).
	// Renamed from InstanceDropped in v29.
	DeviceLostReasonCallbackCancelled DeviceLostReason = 0x00000003
	// DeviceLostReasonFailedCreation indicates device creation failed.
	DeviceLostReasonFailedCreation DeviceLostReason = 0x00000004
	// DeviceLostReasonInstanceDropped is a deprecated alias for CallbackCancelled.
	// Deprecated: Use DeviceLostReasonCallbackCancelled.
	DeviceLostReasonInstanceDropped = DeviceLostReasonCallbackCancelled
)

type DispatchIndirectArgs

type DispatchIndirectArgs struct {
	WorkgroupCountX uint32 // Number of workgroups in X dimension
	WorkgroupCountY uint32 // Number of workgroups in Y dimension
	WorkgroupCountZ uint32 // Number of workgroups in Z dimension
}

DispatchIndirectArgs contains arguments for indirect compute dispatch. This struct must be written to a Buffer for use with DispatchWorkgroupsIndirect. Size: 12 bytes, must be aligned to 4 bytes.

type DrawIndexedIndirectArgs

type DrawIndexedIndirectArgs struct {
	IndexCount    uint32 // Number of indices to draw
	InstanceCount uint32 // Number of instances to draw
	FirstIndex    uint32 // First index in the index buffer
	BaseVertex    int32  // Value added to vertex index before indexing into vertex buffer
	FirstInstance uint32 // First instance index
}

DrawIndexedIndirectArgs contains arguments for indirect indexed draw calls. This struct must be written to a Buffer for use with DrawIndexedIndirect. Size: 20 bytes, must be aligned to 4 bytes.

type DrawIndirectArgs

type DrawIndirectArgs struct {
	VertexCount   uint32 // Number of vertices to draw
	InstanceCount uint32 // Number of instances to draw
	FirstVertex   uint32 // First vertex index
	FirstInstance uint32 // First instance index
}

DrawIndirectArgs contains arguments for indirect (GPU-driven) draw calls. This struct must be written to a Buffer for use with DrawIndirect. Size: 16 bytes, must be aligned to 4 bytes.

type ErrorFilter

type ErrorFilter uint32

ErrorFilter filters error types in error scopes.

const (
	// ErrorFilterValidation catches validation errors.
	ErrorFilterValidation ErrorFilter = 0x00000001
	// ErrorFilterOutOfMemory catches out-of-memory errors.
	ErrorFilterOutOfMemory ErrorFilter = 0x00000002
	// ErrorFilterInternal catches internal errors.
	ErrorFilterInternal ErrorFilter = 0x00000003
)

type ErrorType

type ErrorType uint32

ErrorType describes the type of error that occurred.

const (
	// ErrorTypeNoError indicates no error occurred.
	ErrorTypeNoError ErrorType = 0x00000001
	// ErrorTypeValidation indicates a validation error.
	ErrorTypeValidation ErrorType = 0x00000002
	// ErrorTypeOutOfMemory indicates an out-of-memory error.
	ErrorTypeOutOfMemory ErrorType = 0x00000003
	// ErrorTypeInternal indicates an internal error.
	ErrorTypeInternal ErrorType = 0x00000004
	// ErrorTypeUnknown indicates an unknown error.
	ErrorTypeUnknown ErrorType = 0x00000005
)

type Extent3D

type Extent3D = gputypes.Extent3D

Extent3D is a 3D extent (width/height/depth or array layers).

type FeatureLevel

type FeatureLevel uint32

FeatureLevel indicates the WebGPU feature level.

const (
	// FeatureLevelUndefined indicates no value is passed. Added in v29.
	FeatureLevelUndefined FeatureLevel = 0x00000000
	// FeatureLevelCompatibility indicates the compatibility feature level (WebGPU compat).
	FeatureLevelCompatibility FeatureLevel = 0x00000001
	// FeatureLevelCore indicates the core feature level (full WebGPU).
	FeatureLevelCore FeatureLevel = 0x00000002
)

type FeatureName

type FeatureName uint32

FeatureName describes a WebGPU feature that can be requested.

const (
	// FeatureNameCoreFeaturesAndLimits indicates core features and limits support.
	FeatureNameCoreFeaturesAndLimits FeatureName = 0x00000001
	// FeatureNameDepthClipControl enables depth clip control.
	FeatureNameDepthClipControl FeatureName = 0x00000002
	// FeatureNameDepth32FloatStencil8 enables depth32float-stencil8 texture format.
	FeatureNameDepth32FloatStencil8 FeatureName = 0x00000003
	// FeatureNameTextureCompressionBC enables BC texture compression.
	FeatureNameTextureCompressionBC FeatureName = 0x00000004
	// FeatureNameTextureCompressionBCSliced3D enables sliced 3D BC compression.
	FeatureNameTextureCompressionBCSliced3D FeatureName = 0x00000005
	// FeatureNameTextureCompressionETC2 enables ETC2 texture compression.
	FeatureNameTextureCompressionETC2 FeatureName = 0x00000006
	// FeatureNameTextureCompressionASTC enables ASTC texture compression.
	FeatureNameTextureCompressionASTC FeatureName = 0x00000007
	// FeatureNameTextureCompressionASTCSliced3D enables sliced 3D ASTC compression.
	FeatureNameTextureCompressionASTCSliced3D FeatureName = 0x00000008
	// FeatureNameTimestampQuery enables timestamp query support.
	FeatureNameTimestampQuery FeatureName = 0x00000009
	// FeatureNameIndirectFirstInstance enables indirect first instance.
	FeatureNameIndirectFirstInstance FeatureName = 0x0000000A
	// FeatureNameShaderF16 enables f16 in shaders.
	FeatureNameShaderF16 FeatureName = 0x0000000B
	// FeatureNameRG11B10UfloatRenderable enables RG11B10Ufloat as render target.
	FeatureNameRG11B10UfloatRenderable FeatureName = 0x0000000C
	// FeatureNameBGRA8UnormStorage enables BGRA8Unorm storage textures.
	FeatureNameBGRA8UnormStorage FeatureName = 0x0000000D
	// FeatureNameFloat32Filterable enables filterable float32 textures.
	FeatureNameFloat32Filterable FeatureName = 0x0000000E
	// FeatureNameFloat32Blendable enables blendable float32 textures.
	FeatureNameFloat32Blendable FeatureName = 0x0000000F
	// FeatureNameClipDistances enables clip distances in shaders.
	FeatureNameClipDistances FeatureName = 0x00000010
	// FeatureNameDualSourceBlending enables dual source blending.
	FeatureNameDualSourceBlending FeatureName = 0x00000011
	// FeatureNameSubgroups enables subgroup operations.
	FeatureNameSubgroups FeatureName = 0x00000012
	// FeatureNameTextureFormatsTier1 enables tier 1 texture formats.
	FeatureNameTextureFormatsTier1 FeatureName = 0x00000013
	// FeatureNameTextureFormatsTier2 enables tier 2 texture formats.
	FeatureNameTextureFormatsTier2 FeatureName = 0x00000014
	// FeatureNamePrimitiveIndex enables primitive index in shaders.
	FeatureNamePrimitiveIndex FeatureName = 0x00000015
	// FeatureNameTextureComponentSwizzle enables texture component swizzle.
	FeatureNameTextureComponentSwizzle FeatureName = 0x00000016
)

type Features added in v0.5.0

type Features = gputypes.Features

Features is a bitmask of enabled GPU features. Note: Limits is defined as a native FFI struct in adapter.go (matches wgpu-native ABI).

type FilterMode

type FilterMode = gputypes.FilterMode

Sampler types.

type FragmentState

type FragmentState struct {
	Module     *ShaderModule
	EntryPoint string
	Targets    []ColorTargetState
}

FragmentState describes the fragment stage of a render pipeline.

type FrontFace

type FrontFace = gputypes.FrontFace

type Future

type Future struct {
	ID uint64
}

Future represents an async operation handle.

type ImageCopyTexture added in v0.5.0

type ImageCopyTexture struct {
	Texture  *Texture
	MipLevel uint32
	Origin   gputypes.Origin3D
	Aspect   TextureAspect
}

ImageCopyTexture describes a texture subresource and origin for copy/write operations. Matches gogpu/wgpu ImageCopyTexture.

type ImageDataLayout added in v0.5.0

type ImageDataLayout struct {
	Offset       uint64
	BytesPerRow  uint32
	RowsPerImage uint32
}

ImageDataLayout describes the layout of image data in a buffer. Matches gogpu/wgpu ImageDataLayout.

type IndexFormat

type IndexFormat = gputypes.IndexFormat

type Instance

type Instance struct {
	// contains filtered or unexported fields
}

Instance is the entry point to the WebGPU API. Create with CreateInstance, release with Instance.Release.

func CreateInstance

func CreateInstance(desc *InstanceDescriptor) (*Instance, error)

CreateInstance creates a new WebGPU instance. Pass nil for default configuration (all primary backends enabled).

func (*Instance) CreateSurfaceFromWaylandSurface

func (inst *Instance) CreateSurfaceFromWaylandSurface(display, surface uintptr) (*Surface, error)

CreateSurfaceFromWaylandSurface creates a surface from a Wayland surface. display is the wl_display pointer. surface is the wl_surface pointer.

func (*Instance) CreateSurfaceFromXlibWindow

func (inst *Instance) CreateSurfaceFromXlibWindow(display uintptr, window uint64) (*Surface, error)

CreateSurfaceFromXlibWindow creates a surface from an X11 Xlib window. display is the X11 Display pointer. window is the X11 Window ID (XID).

func (*Instance) Handle

func (i *Instance) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Instance) ProcessEvents

func (i *Instance) ProcessEvents()

ProcessEvents processes pending async events.

func (*Instance) Release

func (i *Instance) Release()

Release releases the instance resources.

func (*Instance) RequestAdapter

func (i *Instance) RequestAdapter(options *RequestAdapterOptions) (*Adapter, error)

RequestAdapter requests a GPU adapter from the instance. This is a synchronous wrapper that blocks until the adapter is available.

type InstanceBackend added in v0.5.0

type InstanceBackend uint64

InstanceBackend is a bitflag selecting which graphics backends to enable. Used in InstanceExtras.Backends.

const (
	// InstanceBackendAll enables all available backends (default when zero).
	InstanceBackendAll InstanceBackend = 0x00000000
	// InstanceBackendVulkan enables the Vulkan backend.
	InstanceBackendVulkan InstanceBackend = 1 << 0
	// InstanceBackendGL enables the OpenGL/OpenGL ES backend.
	InstanceBackendGL InstanceBackend = 1 << 1
	// InstanceBackendMetal enables the Metal backend (macOS/iOS).
	InstanceBackendMetal InstanceBackend = 1 << 2
	// InstanceBackendDX12 enables the Direct3D 12 backend (Windows).
	InstanceBackendDX12 InstanceBackend = 1 << 3
	// InstanceBackendBrowserWebGPU enables the browser WebGPU backend (WASM).
	InstanceBackendBrowserWebGPU InstanceBackend = 1 << 5
	// InstanceBackendPrimary enables primary tier backends: Vulkan, Metal, DX12, BrowserWebGPU.
	InstanceBackendPrimary InstanceBackend = (1 << 0) | (1 << 2) | (1 << 3) | (1 << 5)
	// InstanceBackendSecondary enables secondary tier backends: GL only.
	// BREAKING: v27 had Secondary = GL | DX11; DX11 was removed in v29.
	InstanceBackendSecondary InstanceBackend = (1 << 1)
)

type InstanceDescriptor

type InstanceDescriptor struct {
	// Backends selects which GPU backends to enable.
	// Use gputypes.BackendsPrimary (default) or specific backends.
	Backends gputypes.Backends
	// Flags controls instance features like debug layers and validation.
	// Use gputypes.InstanceFlagsDebug to enable GPU debug layer.
	Flags gputypes.InstanceFlags
}

InstanceDescriptor configures instance creation. Matches the gogpu/wgpu API for cross-project compatibility.

Pass nil to CreateInstance for default configuration (all primary backends enabled).

type InstanceFeatureName added in v0.5.0

type InstanceFeatureName uint32

InstanceFeatureName describes features that can be required at instance creation. New in v29.

const (
	// InstanceFeatureNameTimedWaitAny enables wgpuInstanceWaitAny with timeoutNS > 0.
	InstanceFeatureNameTimedWaitAny InstanceFeatureName = 0x00000001
	// InstanceFeatureNameShaderSourceSPIRV enables SPIR-V shader sources.
	InstanceFeatureNameShaderSourceSPIRV InstanceFeatureName = 0x00000002
	// InstanceFeatureNameMultipleDevicesPerAdapter allows multiple devices per adapter.
	InstanceFeatureNameMultipleDevicesPerAdapter InstanceFeatureName = 0x00000003
)

type InstanceFlag added in v0.5.0

type InstanceFlag uint64

InstanceFlag is a bitflag controlling instance debugging and validation behavior. Used in InstanceExtras.Flags.

const (
	// InstanceFlagEmpty has no flags set. Zero-initialization default.
	// BREAKING: v27 had Default=0; v29 renamed to Empty=0, Default moved to 1<<24.
	InstanceFlagEmpty InstanceFlag = 0x00000000
	// InstanceFlagDebug generates debug information in shaders and objects.
	InstanceFlagDebug InstanceFlag = 1 << 0
	// InstanceFlagValidation enables validation in the backend API.
	InstanceFlagValidation InstanceFlag = 1 << 1
	// InstanceFlagDiscardHalLabels suppresses label passing to backend HAL.
	InstanceFlagDiscardHalLabels InstanceFlag = 1 << 2
	// InstanceFlagAllowUnderlyingNoncompliantAdapter exposes adapters on non-compliant drivers.
	InstanceFlagAllowUnderlyingNoncompliantAdapter InstanceFlag = 1 << 3
	// InstanceFlagGPUBasedValidation enables GPU-based validation (implies Validation).
	InstanceFlagGPUBasedValidation InstanceFlag = 1 << 4
	// InstanceFlagValidationIndirectCall validates indirect buffer content before indirect draws.
	InstanceFlagValidationIndirectCall InstanceFlag = 1 << 5
	// InstanceFlagAutomaticTimestampNormalization normalizes timestamps to nanoseconds.
	InstanceFlagAutomaticTimestampNormalization InstanceFlag = 1 << 6
	// InstanceFlagDefault uses the default flags for the current build configuration.
	// BREAKING: v27 had Default=0; v29 Default=1<<24 (debug builds enable Debug+Validation).
	InstanceFlagDefault InstanceFlag = 1 << 24
	// InstanceFlagDebugging enables Debug and Validation.
	InstanceFlagDebugging InstanceFlag = 1 << 25
	// InstanceFlagAdvancedDebugging enables Debug, Validation, and GPUBasedValidation.
	InstanceFlagAdvancedDebugging InstanceFlag = 1 << 26
	// InstanceFlagWithEnv reads flag overrides from environment variables.
	InstanceFlagWithEnv InstanceFlag = 1 << 27
)

type InstanceLimits added in v0.5.0

type InstanceLimits struct {
	NextInChain          uintptr // *ChainedStruct (nullable)
	TimedWaitAnyMaxCount uint64
}

InstanceLimits describes the limits required at instance creation. New in v29 — passed as RequiredLimits in instanceDescriptorWire.

type LeakReport added in v0.3.0

type LeakReport struct {
	// Count is the total number of unreleased resources.
	Count int
	// Types maps resource type names to their counts.
	Types map[string]int
}

LeakReport contains information about unreleased GPU resources.

func ReportLeaks added in v0.3.0

func ReportLeaks() *LeakReport

ReportLeaks returns information about unreleased GPU resources. Only meaningful when debug mode is enabled via SetDebugMode(true). Returns nil if no leaks are detected.

func (*LeakReport) String added in v0.3.0

func (r *LeakReport) String() string

String returns a human-readable summary of the leak report.

type Library

type Library interface {
	// NewProc retrieves a procedure (function) from the library.
	// Returns a Proc interface that can be used to call the function.
	NewProc(name string) Proc
}

Library represents a dynamically loaded library (DLL/SO/DYLIB). Platform-specific implementations handle the actual loading mechanism.

type Limits

type Limits struct {
	// MaxTextureDimension1D is the maximum 1D texture dimension.
	MaxTextureDimension1D uint32
	// MaxTextureDimension2D is the maximum 2D texture dimension.
	MaxTextureDimension2D uint32
	// MaxTextureDimension3D is the maximum 3D texture dimension.
	MaxTextureDimension3D uint32
	// MaxTextureArrayLayers is the maximum texture array layer count.
	MaxTextureArrayLayers uint32
	// MaxBindGroups is the maximum number of bind groups.
	MaxBindGroups uint32
	// MaxBindGroupsPlusVertexBuffers is the max bind groups + vertex buffers.
	MaxBindGroupsPlusVertexBuffers uint32
	// MaxBindingsPerBindGroup is the max bindings per bind group.
	MaxBindingsPerBindGroup uint32
	// MaxDynamicUniformBuffersPerPipelineLayout is the max dynamic uniform buffers.
	MaxDynamicUniformBuffersPerPipelineLayout uint32
	// MaxDynamicStorageBuffersPerPipelineLayout is the max dynamic storage buffers.
	MaxDynamicStorageBuffersPerPipelineLayout uint32
	// MaxSampledTexturesPerShaderStage is the max sampled textures per shader stage.
	MaxSampledTexturesPerShaderStage uint32
	// MaxSamplersPerShaderStage is the max samplers per shader stage.
	MaxSamplersPerShaderStage uint32
	// MaxStorageBuffersPerShaderStage is the max storage buffers per shader stage.
	MaxStorageBuffersPerShaderStage uint32
	// MaxStorageTexturesPerShaderStage is the max storage textures per shader stage.
	MaxStorageTexturesPerShaderStage uint32
	// MaxUniformBuffersPerShaderStage is the max uniform buffers per shader stage.
	MaxUniformBuffersPerShaderStage uint32
	// MaxUniformBufferBindingSize is the max uniform buffer binding size in bytes.
	MaxUniformBufferBindingSize uint64
	// MaxStorageBufferBindingSize is the max storage buffer binding size in bytes.
	MaxStorageBufferBindingSize uint64
	// MinUniformBufferOffsetAlignment is the minimum uniform buffer offset alignment.
	MinUniformBufferOffsetAlignment uint32
	// MinStorageBufferOffsetAlignment is the minimum storage buffer offset alignment.
	MinStorageBufferOffsetAlignment uint32
	// MaxVertexBuffers is the max vertex buffers in a pipeline.
	MaxVertexBuffers uint32
	// MaxBufferSize is the max buffer size in bytes.
	MaxBufferSize uint64
	// MaxVertexAttributes is the max vertex attributes in a pipeline.
	MaxVertexAttributes uint32
	// MaxVertexBufferArrayStride is the max vertex buffer array stride.
	MaxVertexBufferArrayStride uint32
	// MaxInterStageShaderVariables is the max inter-stage shader variables.
	MaxInterStageShaderVariables uint32
	// MaxColorAttachments is the max color attachments in a render pass.
	MaxColorAttachments uint32
	// MaxColorAttachmentBytesPerSample is the max bytes per sample for color attachments.
	MaxColorAttachmentBytesPerSample uint32
	// MaxComputeWorkgroupStorageSize is the max compute workgroup storage in bytes.
	MaxComputeWorkgroupStorageSize uint32
	// MaxComputeInvocationsPerWorkgroup is the max compute invocations per workgroup.
	MaxComputeInvocationsPerWorkgroup uint32
	// MaxComputeWorkgroupSizeX is the max compute workgroup size in X dimension.
	MaxComputeWorkgroupSizeX uint32
	// MaxComputeWorkgroupSizeY is the max compute workgroup size in Y dimension.
	MaxComputeWorkgroupSizeY uint32
	// MaxComputeWorkgroupSizeZ is the max compute workgroup size in Z dimension.
	MaxComputeWorkgroupSizeZ uint32
	// MaxComputeWorkgroupsPerDimension is the max compute workgroups per dimension.
	MaxComputeWorkgroupsPerDimension uint32
}

Limits describes GPU resource limits for an adapter or device.

This type matches the gogpu/wgpu API for cross-project compatibility. Limits are cached at creation time (RequestAdapter/RequestDevice) and returned by value — no FFI call is made on each access.

Note: wgpu-native-specific fields (MaxImmediateSize, MaxNonSamplerBindings) are not exposed here. Use NativeLimits for native extensions.

type LoadOp

type LoadOp = gputypes.LoadOp

Render pass types.

type MapAsyncStatus

type MapAsyncStatus uint32

MapAsyncStatus is the status returned by MapAsync callback.

const (
	// MapAsyncStatusSuccess indicates the buffer was successfully mapped.
	MapAsyncStatusSuccess MapAsyncStatus = 0x00000001
	// MapAsyncStatusCallbackCancelled indicates the callback was cancelled.
	MapAsyncStatusCallbackCancelled MapAsyncStatus = 0x00000002
	// MapAsyncStatusError indicates a mapping error occurred.
	MapAsyncStatusError MapAsyncStatus = 0x00000003
	// MapAsyncStatusAborted indicates the mapping was aborted (e.g., buffer destroyed).
	MapAsyncStatusAborted MapAsyncStatus = 0x00000004

	// Deprecated: use MapAsyncStatusCallbackCancelled.
	MapAsyncStatusInstanceDropped = MapAsyncStatusCallbackCancelled
)

type MapMode

type MapMode uint64

MapMode specifies the mapping mode for MapAsync.

const (
	// MapModeNone indicates no mapping mode (default).
	MapModeNone MapMode = 0x0000000000000000
	// MapModeRead maps the buffer for reading via GetMappedRange.
	MapModeRead MapMode = 0x0000000000000001
	// MapModeWrite maps the buffer for writing via GetMappedRange.
	MapModeWrite MapMode = 0x0000000000000002
)

type MapPending added in v0.5.0

type MapPending struct {
	// contains filtered or unexported fields
}

MapPending represents an in-flight buffer map request. Created by Buffer.MapAsync; poll Status() or call Wait() to resolve.

The caller must not access the mapped buffer data until Status() returns ready=true with err=nil, or Wait() returns nil.

func (*MapPending) Release added in v0.5.0

func (p *MapPending) Release()

Release discards the pending handle. Safe to call after Wait/Status resolved.

func (*MapPending) Status added in v0.5.0

func (p *MapPending) Status() (ready bool, err error)

Status reports whether the map request has completed. Non-blocking — returns (false, nil) if still pending. Once it returns (true, ...), subsequent calls return the same value.

func (*MapPending) Wait added in v0.5.0

func (p *MapPending) Wait(ctx context.Context) error

Wait blocks until the map request completes or ctx is canceled. Returns nil on success, ctx.Err() if context was canceled before completion.

type MappedRange added in v0.5.0

type MappedRange struct {
	// contains filtered or unexported fields
}

MappedRange provides safe access to a mapped buffer region. Obtained via Buffer.MappedRange after a successful Buffer.Map or Buffer.MapAsync. The data slice is invalidated by Buffer.Unmap.

Matches gogpu/wgpu MappedRange.

func (*MappedRange) Bytes added in v0.5.0

func (m *MappedRange) Bytes() []byte

Bytes returns the mapped memory as a byte slice. Returns nil if the buffer is not mapped or the range has been invalidated.

The slice is valid only while the buffer remains mapped. Calling Buffer.Unmap or Buffer.Release after this will cause undefined behavior if the slice is still accessed.

func (*MappedRange) Len added in v0.5.0

func (m *MappedRange) Len() int

Len returns the size of the mapped range in bytes.

func (*MappedRange) Offset added in v0.5.0

func (m *MappedRange) Offset() uint64

Offset returns the byte offset of this range within the buffer.

type Mat4

type Mat4 [16]float32

Mat4 represents a 4x4 matrix in column-major order, compatible with WGSL mat4x4<f32>. Layout: [col0, col1, col2, col3] where each column is [x, y, z, w]. Element at column c, row r is at index c*4+r. This matches WebGPU/WGSL/OpenGL convention (column-major).

Example (Basic)

ExampleMat4_basic demonstrates basic matrix operations

package main

import (
	"fmt"

	"github.com/go-webgpu/webgpu/wgpu"
)

func main() {
	// Create transformation matrices
	translate := wgpu.Mat4Translate(10, 0, 0)
	scale := wgpu.Mat4Scale(2, 2, 2)

	// Combine transformations (order matters: scale first, then translate)
	combined := translate.Mul(scale)

	// Transform a point
	point := wgpu.Vec4{X: 1, Y: 0, Z: 0, W: 1}
	result := combined.MulVec4(point)

	fmt.Printf("Transformed point: (%.0f, %.0f, %.0f)\n", result.X, result.Y, result.Z)
}
Output:
Transformed point: (12, 0, 0)
Example (Rotation)

ExampleMat4_rotation demonstrates rotation matrices

package main

import (
	"fmt"

	"github.com/go-webgpu/webgpu/wgpu"
)

func main() {
	// Rotate 90 degrees around Y axis
	rotation := wgpu.Mat4RotateY(3.14159 / 2) // 90 degrees in radians

	// Apply rotation to a point on X axis
	point := wgpu.Vec4{X: 1, Y: 0, Z: 0, W: 1}
	rotated := rotation.MulVec4(point)

	// Right-hand rule: rotating +X around +Y by 90° gives -Z direction
	fmt.Printf("Rotated point: X≈%.0f, Z≈%.0f\n", rotated.X, rotated.Z)
}
Output:
Rotated point: X≈0, Z≈-1

func Mat4Identity

func Mat4Identity() Mat4

Mat4Identity returns a 4x4 identity matrix. The identity matrix has 1s on the diagonal and 0s elsewhere.

func Mat4LookAt

func Mat4LookAt(eye, center, up Vec3) Mat4

Mat4LookAt returns a view matrix that looks from eye position towards center. eye: camera position center: point the camera is looking at up: up direction vector (typically (0, 1, 0))

This creates a right-handed coordinate system view matrix.

func Mat4Perspective

func Mat4Perspective(fovY, aspect, near, far float32) Mat4

Mat4Perspective returns a perspective projection matrix. fovY: vertical field of view in radians aspect: aspect ratio (width/height) near: near clipping plane distance (must be > 0) far: far clipping plane distance (must be > near)

This uses right-handed coordinate system with Z in [-1, 1] (OpenGL/Vulkan style). For WebGPU with Z in [0, 1], post-multiply with depth range transform.

Example

ExampleMat4Perspective demonstrates perspective projection setup

package main

import (
	"fmt"

	"github.com/go-webgpu/webgpu/wgpu"
)

func main() {
	// Common 3D camera setup
	fov := float32(45.0 * 3.14159 / 180.0) // 45 degrees in radians
	aspect := float32(16.0 / 9.0)          // 16:9 aspect ratio
	near := float32(0.1)
	far := float32(100.0)

	projection := wgpu.Mat4Perspective(fov, aspect, near, far)

	// Create view matrix (camera looking from (0, 0, 5) towards origin)
	eye := wgpu.Vec3{X: 0, Y: 0, Z: 5}
	center := wgpu.Vec3{X: 0, Y: 0, Z: 0}
	up := wgpu.Vec3{X: 0, Y: 1, Z: 0}
	view := wgpu.Mat4LookAt(eye, center, up)

	// Combine projection and view
	viewProj := projection.Mul(view)

	fmt.Printf("View-Projection matrix ready: %v elements\n", len(viewProj))
}
Output:
View-Projection matrix ready: 16 elements

func Mat4RotateX

func Mat4RotateX(radians float32) Mat4

Mat4RotateX returns a rotation matrix around the X axis. Angle is in radians. Positive rotation follows right-hand rule.

func Mat4RotateY

func Mat4RotateY(radians float32) Mat4

Mat4RotateY returns a rotation matrix around the Y axis. Angle is in radians. Positive rotation follows right-hand rule.

func Mat4RotateZ

func Mat4RotateZ(radians float32) Mat4

Mat4RotateZ returns a rotation matrix around the Z axis. Angle is in radians. Positive rotation follows right-hand rule.

func Mat4Scale

func Mat4Scale(x, y, z float32) Mat4

Mat4Scale returns a scaling matrix for the given factors. Scales objects by (x, y, z) along each axis.

func Mat4Translate

func Mat4Translate(x, y, z float32) Mat4

Mat4Translate returns a translation matrix for the given offset. Translates points by (x, y, z) in 3D space.

func (Mat4) Mul

func (m Mat4) Mul(other Mat4) Mat4

Mul multiplies this matrix by another matrix (column-major order). Returns result = m * other (apply m first, then other).

func (Mat4) MulVec4

func (m Mat4) MulVec4(v Vec4) Vec4

MulVec4 multiplies this matrix by a 4D vector. Returns result = m * v (transforms vector by matrix).

type MipmapFilterMode

type MipmapFilterMode = gputypes.MipmapFilterMode

type MultisampleState

type MultisampleState struct {
	Count                  uint32
	Mask                   uint32
	AlphaToCoverageEnabled bool
}

MultisampleState describes multisampling.

type NativeDisplayHandleType added in v0.5.0

type NativeDisplayHandleType uint32

NativeDisplayHandleType identifies the platform display connection type. Used in NativeDisplayHandle.Type. New in v29.

const (
	// NativeDisplayHandleTypeNone indicates no display handle. Default (zero-init).
	NativeDisplayHandleTypeNone NativeDisplayHandleType = 0x00000000
	// NativeDisplayHandleTypeXlib is an X11 display via Xlib.
	NativeDisplayHandleTypeXlib NativeDisplayHandleType = 0x00000001
	// NativeDisplayHandleTypeXcb is an X11 display via XCB.
	NativeDisplayHandleTypeXcb NativeDisplayHandleType = 0x00000002
	// NativeDisplayHandleTypeWayland is a Wayland display connection.
	NativeDisplayHandleTypeWayland NativeDisplayHandleType = 0x00000003
)

type NativeFeature added in v0.5.0

type NativeFeature uint32

NativeFeature describes a wgpu-native extension feature.

const (
	// NativeFeatureImmediates enables immediate data (push constants replacement).
	// Renamed from PushConstants in v29.
	NativeFeatureImmediates NativeFeature = 0x00030001
	// NativeFeaturePushConstants is a deprecated alias for Immediates.
	// Deprecated: Use NativeFeatureImmediates.
	NativeFeaturePushConstants = NativeFeatureImmediates
	// NativeFeatureTextureAdapterSpecificFormatFeatures enables device-specific texture format features.
	NativeFeatureTextureAdapterSpecificFormatFeatures NativeFeature = 0x00030002
	// NativeFeatureMultiDrawIndirectCount enables indirect draw count.
	NativeFeatureMultiDrawIndirectCount NativeFeature = 0x00030004
	// NativeFeatureVertexWritableStorage enables vertex shader writable storage.
	NativeFeatureVertexWritableStorage NativeFeature = 0x00030005
	// NativeFeatureTextureBindingArray enables texture binding arrays.
	NativeFeatureTextureBindingArray NativeFeature = 0x00030006
	// NativeFeatureSampledTextureAndStorageBufferArrayNonUniformIndexing enables non-uniform indexing.
	NativeFeatureSampledTextureAndStorageBufferArrayNonUniformIndexing NativeFeature = 0x00030007
	// NativeFeaturePipelineStatisticsQuery enables pipeline statistics queries.
	NativeFeaturePipelineStatisticsQuery NativeFeature = 0x00030008
	// NativeFeatureStorageResourceBindingArray enables storage resource binding arrays.
	NativeFeatureStorageResourceBindingArray NativeFeature = 0x00030009
	// NativeFeaturePartiallyBoundBindingArray enables partially bound binding arrays.
	NativeFeaturePartiallyBoundBindingArray NativeFeature = 0x0003000A
	// NativeFeatureTextureFormat16bitNorm enables normalized 16-bit texture formats.
	NativeFeatureTextureFormat16bitNorm NativeFeature = 0x0003000B
	// NativeFeatureTextureCompressionAstcHdr enables ASTC HDR compression.
	NativeFeatureTextureCompressionAstcHdr NativeFeature = 0x0003000C
	// NativeFeatureMappablePrimaryBuffers enables mappable primary buffers.
	NativeFeatureMappablePrimaryBuffers NativeFeature = 0x0003000E
	// NativeFeatureBufferBindingArray enables buffer binding arrays.
	NativeFeatureBufferBindingArray NativeFeature = 0x0003000F
	// NativeFeatureUniformBufferAndStorageTextureArrayNonUniformIndexing enables non-uniform indexing for these types.
	NativeFeatureUniformBufferAndStorageTextureArrayNonUniformIndexing NativeFeature = 0x00030010
	// NativeFeaturePolygonModeLine enables polygon line mode.
	NativeFeaturePolygonModeLine NativeFeature = 0x00030013
	// NativeFeaturePolygonModePoint enables polygon point mode.
	NativeFeaturePolygonModePoint NativeFeature = 0x00030014
	// NativeFeatureConservativeRasterization enables conservative rasterization.
	NativeFeatureConservativeRasterization NativeFeature = 0x00030015
	// NativeFeatureSpirvShaderPassthrough enables SPIR-V shader passthrough.
	NativeFeatureSpirvShaderPassthrough NativeFeature = 0x00030017
	// NativeFeatureVertexAttribute64bit enables 64-bit vertex attributes.
	NativeFeatureVertexAttribute64bit NativeFeature = 0x00030019
	// NativeFeatureTextureFormatNv12 enables NV12 texture format.
	NativeFeatureTextureFormatNv12 NativeFeature = 0x0003001A
	// NativeFeatureRayQuery enables ray query in shaders.
	NativeFeatureRayQuery NativeFeature = 0x0003001C
	// NativeFeatureShaderF64 enables f64 in shaders.
	NativeFeatureShaderF64 NativeFeature = 0x0003001D
	// NativeFeatureShaderI16 enables i16 in shaders.
	NativeFeatureShaderI16 NativeFeature = 0x0003001E
	// NativeFeatureShaderEarlyDepthTest enables early depth test attribute in shaders.
	NativeFeatureShaderEarlyDepthTest NativeFeature = 0x00030020
	// NativeFeatureSubgroup enables subgroup operations in compute/fragment shaders.
	NativeFeatureSubgroup NativeFeature = 0x00030021
	// NativeFeatureSubgroupVertex enables subgroup operations in vertex shaders.
	NativeFeatureSubgroupVertex NativeFeature = 0x00030022
	// NativeFeatureSubgroupBarrier enables subgroup barrier in compute shaders.
	NativeFeatureSubgroupBarrier NativeFeature = 0x00030023
	// NativeFeatureTimestampQueryInsideEncoders enables timestamp queries on command encoders.
	NativeFeatureTimestampQueryInsideEncoders NativeFeature = 0x00030024
	// NativeFeatureTimestampQueryInsidePasses enables timestamp queries inside render/compute passes.
	NativeFeatureTimestampQueryInsidePasses NativeFeature = 0x00030025
	// NativeFeatureShaderInt64 enables i64/u64 in shaders.
	NativeFeatureShaderInt64 NativeFeature = 0x00030026
)

type NativeLimits added in v0.5.0

type NativeLimits struct {
	Chain                                 ChainedStruct // chain.SType must be STypeNativeLimits
	MaxImmediateSize                      uint32        // was maxPushConstantSize in v27
	MaxNonSamplerBindings                 uint32        // max live non-sampler bindings (DX12 only)
	MaxBindingArrayElementsPerShaderStage uint32        // max resources in binding arrays per shader stage
}

NativeLimits extends WGPULimits with wgpu-native specific limits. Chain via NextInChain in Limits with SType = STypeNativeLimits. v29 BREAKING: maxPushConstantSize renamed to maxImmediateSize; maxNonSamplerBindings and maxBindingArrayElementsPerShaderStage added.

type OptionalBool

type OptionalBool uint32

OptionalBool is a tri-state boolean for WebGPU.

const (
	// OptionalBoolFalse represents an explicit false value.
	OptionalBoolFalse OptionalBool = 0x00000000
	// OptionalBoolTrue represents an explicit true value.
	OptionalBoolTrue OptionalBool = 0x00000001
	// OptionalBoolUndefined represents an unset/default value.
	OptionalBoolUndefined OptionalBool = 0x00000002
)

type Origin3D

type Origin3D = gputypes.Origin3D

Origin3D is a 3D origin (x/y/z or array layer offset).

type PassTimestampWrites added in v0.5.0

type PassTimestampWrites struct {
	QuerySet                  *QuerySet
	BeginningOfPassWriteIndex uint32 // Use TimestampLocationUndefined to disable
	EndOfPassWriteIndex       uint32 // Use TimestampLocationUndefined to disable
}

PassTimestampWrites describes timestamp writes for a render or compute pass. v29: Unified struct — replaces separate RenderPassTimestampWrites and ComputePassTimestampWrites.

type PipelineLayout

type PipelineLayout struct {
	// contains filtered or unexported fields
}

PipelineLayout defines the bind group layouts used by a pipeline. Create with Device.CreatePipelineLayout, release with PipelineLayout.Release.

func (*PipelineLayout) Handle

func (pl *PipelineLayout) Handle() uintptr

Handle returns the underlying handle.

func (*PipelineLayout) Release

func (pl *PipelineLayout) Release()

Release releases the pipeline layout.

type PipelineLayoutDescriptor

type PipelineLayoutDescriptor struct {
	Label            string
	BindGroupLayouts []*BindGroupLayout
}

PipelineLayoutDescriptor describes a pipeline layout to create. BindGroupLayouts is a slice of *BindGroupLayout; nil for auto layout.

type PipelineLayoutDescriptorGo added in v0.5.0

type PipelineLayoutDescriptorGo = PipelineLayoutDescriptor

PipelineLayoutDescriptorGo is kept for backward compatibility. Deprecated: Use PipelineLayoutDescriptor directly (now Go-idiomatic).

type PipelineLayoutExtras added in v0.5.0

type PipelineLayoutExtras struct {
	Chain             ChainedStruct // chain.SType must be STypePipelineLayoutExtras
	ImmediateDataSize uint32        // bytes of immediate data for shaders (requires NativeFeatureImmediates)
}

PipelineLayoutExtras provides wgpu-native specific pipeline layout extensions. Chain via NextInChain in PipelineLayoutDescriptor with SType = STypePipelineLayoutExtras. v29 BREAKING: pushConstantRangeCount/pushConstantRanges replaced by immediateDataSize.

type PopErrorScopeStatus

type PopErrorScopeStatus uint32

PopErrorScopeStatus describes the result of PopErrorScope operation.

const (
	// PopErrorScopeStatusSuccess indicates the error scope was successfully popped.
	PopErrorScopeStatusSuccess PopErrorScopeStatus = 0x00000001
	// PopErrorScopeStatusCallbackCancelled indicates the operation was cancelled (e.g. instance dropped).
	// Renamed from InstanceDropped in v29.
	PopErrorScopeStatusCallbackCancelled PopErrorScopeStatus = 0x00000002
	// PopErrorScopeStatusError indicates the error scope stack was empty or another error occurred.
	// Renamed from EmptyStack in v29.
	PopErrorScopeStatusError PopErrorScopeStatus = 0x00000003
	// PopErrorScopeStatusInstanceDropped is a deprecated alias for CallbackCancelled.
	// Deprecated: Use PopErrorScopeStatusCallbackCancelled.
	PopErrorScopeStatusInstanceDropped = PopErrorScopeStatusCallbackCancelled
	// PopErrorScopeStatusEmptyStack is a deprecated alias for Error.
	// Deprecated: Use PopErrorScopeStatusError.
	PopErrorScopeStatusEmptyStack = PopErrorScopeStatusError
)

type PowerPreference

type PowerPreference = gputypes.PowerPreference

Adapter types.

type PredefinedColorSpace added in v0.5.0

type PredefinedColorSpace uint32

PredefinedColorSpace describes a color space for surface color management. New in v29.

const (
	// PredefinedColorSpaceSRGB is the standard sRGB color space.
	PredefinedColorSpaceSRGB PredefinedColorSpace = 0x00000001
	// PredefinedColorSpaceDisplayP3 is the Display P3 wide-gamut color space.
	PredefinedColorSpaceDisplayP3 PredefinedColorSpace = 0x00000002
)

type PresentMode

type PresentMode = gputypes.PresentMode

Surface/presentation types.

type PrimitiveState

type PrimitiveState struct {
	Topology         gputypes.PrimitiveTopology
	StripIndexFormat gputypes.IndexFormat
	FrontFace        gputypes.FrontFace
	CullMode         gputypes.CullMode
}

PrimitiveState describes how primitives are assembled.

type PrimitiveTopology

type PrimitiveTopology = gputypes.PrimitiveTopology

Primitive assembly types.

type Proc

type Proc interface {
	// Call invokes the procedure with the given arguments.
	// Returns the result value and error (if any).
	// Arguments are passed as uintptr to match C ABI.
	Call(args ...uintptr) (uintptr, uintptr, error)
}

Proc represents a procedure (function pointer) from a dynamically loaded library. It abstracts platform-specific function calling mechanisms.

type ProgrammableStageDescriptor

type ProgrammableStageDescriptor struct {
	NextInChain   uintptr    // *ChainedStruct
	Module        uintptr    // WGPUShaderModule
	EntryPoint    StringView // Entry point function name
	ConstantCount uintptr    // size_t
	Constants     uintptr    // *ConstantEntry
}

ProgrammableStageDescriptor describes a programmable shader stage.

type QuerySet

type QuerySet struct {
	// contains filtered or unexported fields
}

QuerySet holds a set of GPU queries (occlusion or timestamp). Create with Device.CreateQuerySet, release with QuerySet.Release.

func (*QuerySet) Destroy

func (qs *QuerySet) Destroy()

Destroy destroys the QuerySet, making it invalid.

func (*QuerySet) Handle

func (qs *QuerySet) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*QuerySet) Release

func (qs *QuerySet) Release()

Release releases the QuerySet reference.

type QuerySetDescriptor

type QuerySetDescriptor struct {
	Label string
	Type  QueryType
	Count uint32
}

QuerySetDescriptor describes a QuerySet to create.

type QueryType

type QueryType uint32

QueryType describes the type of queries in a QuerySet.

const (
	// QueryTypeOcclusion specifies occlusion queries.
	QueryTypeOcclusion QueryType = 0x00000001
	// QueryTypeTimestamp specifies timestamp queries for GPU profiling.
	QueryTypeTimestamp QueryType = 0x00000002
)

type Queue

type Queue struct {
	// contains filtered or unexported fields
}

Queue is used to submit command buffers and write data to buffers/textures. Obtained via Device.Queue, release with Queue.Release.

func (*Queue) Handle

func (q *Queue) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Queue) Release

func (q *Queue) Release()

Release releases the queue resources.

func (*Queue) Submit

func (q *Queue) Submit(commands ...*CommandBuffer) (uint64, error)

Submit submits command buffers for execution. Returns the submission index (uint64) and nil on success. The submission index can be used with Device.Poll to track when work completes. Matches gogpu/wgpu Queue.Submit(commands ...*CommandBuffer) (uint64, error).

func (*Queue) WriteBuffer

func (q *Queue) WriteBuffer(buffer *Buffer, offset uint64, data []byte) error

WriteBuffer writes data to a buffer. Returns nil on success. In this FFI implementation errors are surfaced through the Device uncaptured-error callback; the signature matches gogpu/wgpu for API compatibility.

func (*Queue) WriteBufferRaw

func (q *Queue) WriteBufferRaw(buffer *Buffer, offset uint64, data unsafe.Pointer, size uint64)

WriteBufferTyped writes typed data to a buffer. The data pointer should point to the first element, size is total byte size.

func (*Queue) WriteTexture

func (q *Queue) WriteTexture(dest *ImageCopyTexture, data []byte, layout *ImageDataLayout, size *gputypes.Extent3D) error

WriteTexture writes data to a texture. Returns nil on success. In this FFI implementation errors are surfaced through the Device uncaptured-error callback; the signature matches gogpu/wgpu for API compatibility.

Accepts either ImageCopyTexture or TexelCopyTextureInfo as dest (via overloads below). This overload takes the high-level ImageCopyTexture type.

func (*Queue) WriteTextureRaw added in v0.5.0

func (q *Queue) WriteTextureRaw(dest *TexelCopyTextureInfo, data []byte, layout *TexelCopyBufferLayout, size *gputypes.Extent3D) error

WriteTextureRaw writes data to a texture using the low-level wire types. Prefer [WriteTexture] for new code.

type QueueDescriptor added in v0.5.0

type QueueDescriptor struct {
	NextInChain uintptr // *ChainedStruct
	Label       StringView
}

QueueDescriptor configures queue creation.

type RenderBundle

type RenderBundle struct {
	// contains filtered or unexported fields
}

RenderBundle is a pre-recorded set of render commands for efficient replay. Obtained from RenderBundleEncoder.Finish, release with RenderBundle.Release.

func (*RenderBundle) Handle

func (rb *RenderBundle) Handle() uintptr

Handle returns the underlying handle.

func (*RenderBundle) Release

func (rb *RenderBundle) Release()

Release releases the render bundle.

type RenderBundleDescriptor

type RenderBundleDescriptor struct {
	NextInChain uintptr // *ChainedStruct
	Label       StringView
}

RenderBundleDescriptor describes a render bundle.

type RenderBundleEncoder

type RenderBundleEncoder struct {
	// contains filtered or unexported fields
}

RenderBundleEncoder records render commands into a RenderBundle. Create with Device.CreateRenderBundleEncoder, finalize with RenderBundleEncoder.Finish.

func (*RenderBundleEncoder) Draw

func (rbe *RenderBundleEncoder) Draw(vertexCount, instanceCount, firstVertex, firstInstance uint32)

Draw records a non-indexed draw call.

func (*RenderBundleEncoder) DrawIndexed

func (rbe *RenderBundleEncoder) DrawIndexed(indexCount, instanceCount, firstIndex uint32, baseVertex int32, firstInstance uint32)

DrawIndexed records an indexed draw call.

func (*RenderBundleEncoder) DrawIndexedIndirect

func (rbe *RenderBundleEncoder) DrawIndexedIndirect(indirectBuffer *Buffer, indirectOffset uint64)

DrawIndexedIndirect records an indirect indexed draw call.

func (*RenderBundleEncoder) DrawIndirect

func (rbe *RenderBundleEncoder) DrawIndirect(indirectBuffer *Buffer, indirectOffset uint64)

DrawIndirect records an indirect draw call.

func (*RenderBundleEncoder) Finish

Finish completes recording and returns the render bundle. The optional desc parameter allows specifying a label; if omitted, nil is used.

func (*RenderBundleEncoder) Handle

func (rbe *RenderBundleEncoder) Handle() uintptr

Handle returns the underlying handle.

func (*RenderBundleEncoder) Release

func (rbe *RenderBundleEncoder) Release()

Release releases the render bundle encoder.

func (*RenderBundleEncoder) SetBindGroup

func (rbe *RenderBundleEncoder) SetBindGroup(groupIndex uint32, group *BindGroup, dynamicOffsets []uint32)

SetBindGroup sets a bind group at the given index.

func (*RenderBundleEncoder) SetIndexBuffer

func (rbe *RenderBundleEncoder) SetIndexBuffer(buffer *Buffer, format gputypes.IndexFormat, offset, size uint64)

SetIndexBuffer sets the index buffer.

func (*RenderBundleEncoder) SetPipeline

func (rbe *RenderBundleEncoder) SetPipeline(pipeline *RenderPipeline)

SetPipeline sets the render pipeline for subsequent draw calls.

func (*RenderBundleEncoder) SetVertexBuffer

func (rbe *RenderBundleEncoder) SetVertexBuffer(slot uint32, buffer *Buffer, offset, size uint64)

SetVertexBuffer sets a vertex buffer at the given slot.

type RenderBundleEncoderDescriptor

type RenderBundleEncoderDescriptor struct {
	Label              string
	ColorFormats       []gputypes.TextureFormat
	DepthStencilFormat gputypes.TextureFormat
	SampleCount        uint32
	DepthReadOnly      bool
	StencilReadOnly    bool
}

RenderBundleEncoderDescriptor describes a render bundle encoder to create.

type RenderBundleEncoderDescriptorGo added in v0.5.0

type RenderBundleEncoderDescriptorGo = RenderBundleEncoderDescriptor

RenderBundleEncoderDescriptorGo is kept for backward compatibility. Deprecated: Use RenderBundleEncoderDescriptor directly (now Go-idiomatic).

type RenderPassColorAttachment

type RenderPassColorAttachment struct {
	View          *TextureView
	ResolveTarget *TextureView // For MSAA, nil otherwise
	LoadOp        gputypes.LoadOp
	StoreOp       gputypes.StoreOp
	ClearValue    Color
}

RenderPassColorAttachment describes a color attachment for a render pass.

type RenderPassDepthStencilAttachment

type RenderPassDepthStencilAttachment struct {
	View              *TextureView
	DepthLoadOp       gputypes.LoadOp
	DepthStoreOp      gputypes.StoreOp
	DepthClearValue   float32
	DepthReadOnly     bool
	StencilLoadOp     gputypes.LoadOp
	StencilStoreOp    gputypes.StoreOp
	StencilClearValue uint32
	StencilReadOnly   bool
}

RenderPassDepthStencilAttachment describes a depth/stencil attachment (user API).

type RenderPassDescriptor

type RenderPassDescriptor struct {
	Label                  string
	ColorAttachments       []RenderPassColorAttachment
	DepthStencilAttachment *RenderPassDepthStencilAttachment
	TimestampWrites        *RenderPassTimestampWrites
}

RenderPassDescriptor describes a render pass.

type RenderPassEncoder

type RenderPassEncoder struct {
	// contains filtered or unexported fields
}

RenderPassEncoder records draw commands within a render pass. Begin with CommandEncoder.BeginRenderPass, end with RenderPassEncoder.End.

func (*RenderPassEncoder) Draw

func (rpe *RenderPassEncoder) Draw(vertexCount, instanceCount, firstVertex, firstInstance uint32)

Draw draws primitives.

func (*RenderPassEncoder) DrawIndexed

func (rpe *RenderPassEncoder) DrawIndexed(indexCount, instanceCount, firstIndex uint32, baseVertex int32, firstInstance uint32)

DrawIndexed draws indexed primitives.

func (*RenderPassEncoder) DrawIndexedIndirect

func (rpe *RenderPassEncoder) DrawIndexedIndirect(indirectBuffer *Buffer, indirectOffset uint64)

DrawIndexedIndirect draws indexed primitives using parameters from a GPU buffer. indirectBuffer must contain a DrawIndexedIndirectArgs structure:

  • indexCount (uint32)
  • instanceCount (uint32)
  • firstIndex (uint32)
  • baseVertex (int32)
  • firstInstance (uint32)

func (*RenderPassEncoder) DrawIndirect

func (rpe *RenderPassEncoder) DrawIndirect(indirectBuffer *Buffer, indirectOffset uint64)

DrawIndirect draws primitives using parameters from a GPU buffer. indirectBuffer must contain a DrawIndirectArgs structure:

  • vertexCount (uint32)
  • instanceCount (uint32)
  • firstVertex (uint32)
  • firstInstance (uint32)

func (*RenderPassEncoder) End

func (rpe *RenderPassEncoder) End()

End ends the render pass.

func (*RenderPassEncoder) ExecuteBundles

func (rpe *RenderPassEncoder) ExecuteBundles(bundles []*RenderBundle)

ExecuteBundles executes pre-recorded render bundles in the render pass. This is useful for replaying static geometry without re-recording commands.

func (*RenderPassEncoder) Handle

func (rpe *RenderPassEncoder) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*RenderPassEncoder) InsertDebugMarker

func (rpe *RenderPassEncoder) InsertDebugMarker(markerLabel string)

InsertDebugMarker inserts a single debug marker label into the render pass. This is useful for GPU debugging tools to identify specific command points.

func (*RenderPassEncoder) PopDebugGroup

func (rpe *RenderPassEncoder) PopDebugGroup()

PopDebugGroup ends the current debug group in the render pass. Must match a preceding PushDebugGroup call.

func (*RenderPassEncoder) PushDebugGroup

func (rpe *RenderPassEncoder) PushDebugGroup(groupLabel string)

PushDebugGroup begins a labeled debug group in the render pass. Use PopDebugGroup to end the group. Groups can be nested.

func (*RenderPassEncoder) Release

func (rpe *RenderPassEncoder) Release()

Release releases the render pass encoder.

func (*RenderPassEncoder) SetBindGroup

func (rpe *RenderPassEncoder) SetBindGroup(groupIndex uint32, group *BindGroup, dynamicOffsets []uint32)

SetBindGroup sets a bind group for this pass.

func (*RenderPassEncoder) SetBlendConstant

func (rpe *RenderPassEncoder) SetBlendConstant(color *Color)

SetBlendConstant sets the blend constant color used by blend operations. Errors are reported via Device error scopes.

func (*RenderPassEncoder) SetIndexBuffer

func (rpe *RenderPassEncoder) SetIndexBuffer(buffer *Buffer, format gputypes.IndexFormat, offset, size uint64)

SetIndexBuffer sets the index buffer for this pass.

func (*RenderPassEncoder) SetPipeline

func (rpe *RenderPassEncoder) SetPipeline(pipeline *RenderPipeline)

SetPipeline sets the render pipeline for this pass.

func (*RenderPassEncoder) SetScissorRect

func (rpe *RenderPassEncoder) SetScissorRect(x, y, width, height uint32)

SetScissorRect sets the scissor rectangle used during the rasterization stage. Pixels outside the scissor rectangle will be discarded. x, y: top-left corner of the scissor rectangle in pixels width, height: dimensions of the scissor rectangle in pixels

func (*RenderPassEncoder) SetStencilReference

func (rpe *RenderPassEncoder) SetStencilReference(reference uint32)

SetStencilReference sets the stencil reference value used by stencil operations.

func (*RenderPassEncoder) SetVertexBuffer

func (rpe *RenderPassEncoder) SetVertexBuffer(slot uint32, buffer *Buffer, offset, size uint64)

SetVertexBuffer sets a vertex buffer for this pass.

func (*RenderPassEncoder) SetViewport

func (rpe *RenderPassEncoder) SetViewport(x, y, width, height, minDepth, maxDepth float32)

SetViewport sets the viewport used during the rasterization stage. x, y: top-left corner of the viewport in pixels width, height: dimensions of the viewport in pixels minDepth, maxDepth: depth range for the viewport (typically 0.0 to 1.0)

type RenderPassTimestampWrites

type RenderPassTimestampWrites = PassTimestampWrites

RenderPassTimestampWrites is a deprecated alias for PassTimestampWrites. Deprecated: Use PassTimestampWrites. Renamed in wgpu-native v29.

type RenderPipeline

type RenderPipeline struct {
	// contains filtered or unexported fields
}

RenderPipeline is a compiled render pipeline configuration (shaders, vertex layout, blend state). Create with Device.CreateRenderPipeline, release with RenderPipeline.Release.

func (*RenderPipeline) GetBindGroupLayout

func (rp *RenderPipeline) GetBindGroupLayout(groupIndex uint32) *BindGroupLayout

GetBindGroupLayout returns the bind group layout for the given index.

func (*RenderPipeline) Handle

func (rp *RenderPipeline) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*RenderPipeline) Release

func (rp *RenderPipeline) Release()

Release releases the render pipeline.

type RenderPipelineDescriptor

type RenderPipelineDescriptor struct {
	Label        string
	Layout       *PipelineLayout // nil for auto layout
	Vertex       VertexState
	Primitive    PrimitiveState
	DepthStencil *DepthStencilState // nil for no depth/stencil
	Multisample  MultisampleState
	Fragment     *FragmentState // nil for no fragment stage (depth-only)
}

RenderPipelineDescriptor describes a render pipeline to create.

type RequestAdapterCallbackInfo

type RequestAdapterCallbackInfo struct {
	NextInChain uintptr // *ChainedStruct
	Mode        CallbackMode
	Callback    uintptr // Function pointer
	Userdata1   uintptr
	Userdata2   uintptr
}

RequestAdapterCallbackInfo holds callback configuration.

type RequestAdapterOptions

type RequestAdapterOptions struct {
	// PowerPreference indicates power consumption preference.
	PowerPreference gputypes.PowerPreference
	// ForceFallbackAdapter forces the use of a software adapter.
	ForceFallbackAdapter bool
	// CompatibleSurface, if non-nil, restricts adapter selection to those
	// compatible with rendering to the given surface.
	CompatibleSurface *Surface
}

RequestAdapterOptions configures adapter selection. Matches the gogpu/wgpu API for cross-project compatibility.

type RequestAdapterStatus

type RequestAdapterStatus uint32

RequestAdapterStatus is the status returned by RequestAdapter callback.

const (
	// RequestAdapterStatusSuccess indicates the adapter was successfully obtained.
	RequestAdapterStatusSuccess RequestAdapterStatus = 0x00000001
	// RequestAdapterStatusCallbackCancelled indicates the operation was cancelled (e.g. instance dropped).
	// Renamed from InstanceDropped in v29.
	RequestAdapterStatusCallbackCancelled RequestAdapterStatus = 0x00000002
	// RequestAdapterStatusUnavailable indicates no suitable adapter is available.
	RequestAdapterStatusUnavailable RequestAdapterStatus = 0x00000003
	// RequestAdapterStatusError indicates an error occurred during adapter request.
	RequestAdapterStatusError RequestAdapterStatus = 0x00000004
	// RequestAdapterStatusInstanceDropped is a deprecated alias for CallbackCancelled.
	// Deprecated: Use RequestAdapterStatusCallbackCancelled.
	RequestAdapterStatusInstanceDropped = RequestAdapterStatusCallbackCancelled
)

type RequestDeviceCallbackInfo

type RequestDeviceCallbackInfo struct {
	NextInChain uintptr // *ChainedStruct
	Mode        CallbackMode
	Callback    uintptr // Function pointer
	Userdata1   uintptr
	Userdata2   uintptr
}

RequestDeviceCallbackInfo holds callback configuration for RequestDevice.

type RequestDeviceStatus

type RequestDeviceStatus uint32

RequestDeviceStatus is the status returned by RequestDevice callback.

const (
	// RequestDeviceStatusSuccess indicates the device was successfully obtained.
	RequestDeviceStatusSuccess RequestDeviceStatus = 0x00000001
	// RequestDeviceStatusCallbackCancelled indicates the operation was cancelled (e.g. instance dropped).
	// Renamed from InstanceDropped in v29.
	RequestDeviceStatusCallbackCancelled RequestDeviceStatus = 0x00000002
	// RequestDeviceStatusError indicates an error occurred during device request.
	RequestDeviceStatusError RequestDeviceStatus = 0x00000003
	// RequestDeviceStatusInstanceDropped is a deprecated alias for CallbackCancelled.
	// Deprecated: Use RequestDeviceStatusCallbackCancelled.
	RequestDeviceStatusInstanceDropped = RequestDeviceStatusCallbackCancelled
)

type SType

type SType uint32

SType identifies chained struct types.

const (
	// STypeShaderSourceSPIRV identifies a SPIR-V shader source chained struct.
	STypeShaderSourceSPIRV SType = 0x00000001
	// STypeShaderSourceWGSL identifies a WGSL shader source chained struct.
	STypeShaderSourceWGSL SType = 0x00000002
	// STypeRenderPassMaxDrawCount identifies the max draw count chained struct.
	STypeRenderPassMaxDrawCount SType = 0x00000003

	// STypeSurfaceSourceMetalLayer identifies a Metal layer surface source (macOS/iOS).
	STypeSurfaceSourceMetalLayer SType = 0x00000004
	// STypeSurfaceSourceWindowsHWND identifies a Windows HWND surface source.
	STypeSurfaceSourceWindowsHWND SType = 0x00000005
	// STypeSurfaceSourceXlibWindow identifies an Xlib window surface source (Linux).
	STypeSurfaceSourceXlibWindow SType = 0x00000006
	// STypeSurfaceSourceWaylandSurface identifies a Wayland surface source (Linux).
	STypeSurfaceSourceWaylandSurface SType = 0x00000007
	// STypeSurfaceSourceAndroidNativeWindow identifies an Android native window surface source.
	STypeSurfaceSourceAndroidNativeWindow SType = 0x00000008
	// STypeSurfaceSourceXCBWindow identifies an XCB window surface source (Linux).
	STypeSurfaceSourceXCBWindow SType = 0x00000009
	// STypeSurfaceColorManagement identifies a surface color management chained struct. New in v29.
	STypeSurfaceColorManagement SType = 0x0000000A
	// STypeRequestAdapterWebXROptions identifies WebXR adapter options. New in v29.
	STypeRequestAdapterWebXROptions SType = 0x0000000B
	// STypeTextureComponentSwizzleDescriptor identifies a texture component swizzle descriptor. New in v29.
	STypeTextureComponentSwizzleDescriptor SType = 0x0000000C
	// STypeExternalTextureBindingLayout identifies an external texture binding layout. New in v29.
	STypeExternalTextureBindingLayout SType = 0x0000000D
	// STypeExternalTextureBindingEntry identifies an external texture binding entry. New in v29.
	STypeExternalTextureBindingEntry SType = 0x0000000E
	// STypeCompatibilityModeLimits identifies compat-mode limits. New in v29.
	STypeCompatibilityModeLimits SType = 0x0000000F
	// STypeTextureBindingViewDimension identifies a texture binding view dimension. New in v29.
	STypeTextureBindingViewDimension SType = 0x00000010

	// STypeDeviceExtras identifies wgpu-native device extras chained struct.
	STypeDeviceExtras SType = 0x00030001
	// STypeNativeLimits identifies wgpu-native native limits chained struct.
	STypeNativeLimits SType = 0x00030002
	// STypePipelineLayoutExtras identifies wgpu-native pipeline layout extras chained struct.
	STypePipelineLayoutExtras SType = 0x00030003
	// STypeShaderSourceGLSL identifies a GLSL shader source chained struct (wgpu-native extension).
	STypeShaderSourceGLSL SType = 0x00030004
	// STypeInstanceExtras identifies wgpu-native instance extras chained struct.
	STypeInstanceExtras SType = 0x00030006
	// STypeBindGroupEntryExtras identifies wgpu-native bind group entry extras.
	STypeBindGroupEntryExtras SType = 0x00030007
	// STypeBindGroupLayoutEntryExtras identifies wgpu-native bind group layout entry extras.
	STypeBindGroupLayoutEntryExtras SType = 0x00030008
	// STypeQuerySetDescriptorExtras identifies wgpu-native query set descriptor extras.
	STypeQuerySetDescriptorExtras SType = 0x00030009
	// STypeSurfaceConfigurationExtras identifies wgpu-native surface configuration extras.
	STypeSurfaceConfigurationExtras SType = 0x0003000A
	// STypeSurfaceSourceSwapChainPanel identifies a WinUI SwapChainPanel surface source.
	STypeSurfaceSourceSwapChainPanel SType = 0x0003000B
	// STypePrimitiveStateExtras identifies wgpu-native primitive state extras.
	STypePrimitiveStateExtras SType = 0x0003000C
)

type Sampler

type Sampler struct {
	// contains filtered or unexported fields
}

Sampler defines how a shader samples a Texture. Create with Device.CreateSampler, release with Sampler.Release.

func (*Sampler) Handle

func (s *Sampler) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Sampler) Release

func (s *Sampler) Release()

Release releases the sampler reference.

type SamplerBindingLayout

type SamplerBindingLayout = gputypes.SamplerBindingLayout

SamplerBindingLayout describes sampler binding properties.

This type matches gputypes.SamplerBindingLayout for cross-project compatibility. Used as a pointer field in BindGroupLayoutEntry; nil means "not a sampler binding".

type SamplerBindingType

type SamplerBindingType = gputypes.SamplerBindingType

type SamplerDescriptor

type SamplerDescriptor struct {
	Label        string
	AddressModeU gputypes.AddressMode
	AddressModeV gputypes.AddressMode
	AddressModeW gputypes.AddressMode
	MagFilter    gputypes.FilterMode
	MinFilter    gputypes.FilterMode
	MipmapFilter gputypes.MipmapFilterMode
	LodMinClamp  float32
	LodMaxClamp  float32
	Compare      gputypes.CompareFunction
	// Anisotropy is the maximum anisotropy level for anisotropic filtering.
	// wgpu-native requires a value >= 1; 0 is automatically clamped to 1.
	Anisotropy uint16
}

SamplerDescriptor describes a sampler to create.

type ShaderDescriptor added in v0.5.0

type ShaderDescriptor struct {
	Label string
	WGSL  string   // WGSL source code
	SPIRV []uint32 // SPIR-V bytecode (alternative to WGSL)
}

ShaderDescriptor is the Go-idiomatic descriptor for creating a shader module. Use WGSL to specify WGSL source, or SPIRV for SPIR-V bytecode. If both are set, WGSL takes precedence. Use Device.CreateShaderModule or Device.CreateShaderModuleFromDescriptor to create from this.

type ShaderModule

type ShaderModule struct {
	// contains filtered or unexported fields
}

ShaderModule holds compiled shader code (WGSL or SPIR-V). Create with Device.CreateShaderModuleWGSL, release with ShaderModule.Release.

func (*ShaderModule) Handle

func (s *ShaderModule) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*ShaderModule) Release

func (s *ShaderModule) Release()

Release releases the shader module resources.

type ShaderModuleDescriptor

type ShaderModuleDescriptor struct {
	NextInChain uintptr    // *ChainedStruct
	Label       StringView // Shader module label for debugging
}

ShaderModuleDescriptor describes a shader module to create.

type ShaderModuleDescriptorGo added in v0.5.0

type ShaderModuleDescriptorGo = ShaderDescriptor

ShaderModuleDescriptorGo is an alias for ShaderDescriptor. Use this name when matching the gogpu/wgpu naming convention.

type ShaderSourceWGSL

type ShaderSourceWGSL struct {
	Chain ChainedStruct
	Code  StringView
}

ShaderSourceWGSL provides WGSL source code for shader creation.

type ShaderStage

type ShaderStage = gputypes.ShaderStage

Shader stage type. ShaderStage is the uint32 bitflag for individual stages (vertex/fragment/compute). ShaderStages is an alias for the same type for use in pipeline descriptors.

type ShaderStages added in v0.5.0

type ShaderStages = gputypes.ShaderStages

type StencilFaceState

type StencilFaceState struct {
	Compare     gputypes.CompareFunction
	FailOp      gputypes.StencilOperation
	DepthFailOp gputypes.StencilOperation
	PassOp      gputypes.StencilOperation
}

StencilFaceState describes stencil operations for a face.

type StencilOperation

type StencilOperation = gputypes.StencilOperation

type StorageTextureBindingLayout

type StorageTextureBindingLayout = gputypes.StorageTextureBindingLayout

StorageTextureBindingLayout describes storage texture binding properties.

This type matches gputypes.StorageTextureBindingLayout for cross-project compatibility. Used as a pointer field in BindGroupLayoutEntry; nil means "not a storage texture binding".

type StoreOp

type StoreOp = gputypes.StoreOp

type StringView

type StringView struct {
	Data   uintptr // *char
	Length uintptr // size_t, use SIZE_MAX for null-terminated
}

StringView represents a WebGPU string view (pointer + length).

func EmptyStringView

func EmptyStringView() StringView

EmptyStringView returns an empty string view (null label).

type SupportedFeatures added in v0.3.0

type SupportedFeatures struct {
	FeatureCount uintptr // size_t
	Features     uintptr // *FeatureName (C-allocated, must free with SupportedFeaturesFreeMembers)
}

SupportedFeatures contains features supported by adapter or device. This is the wire format for wgpuAdapterGetFeatures/wgpuDeviceGetFeatures (v29 single-call API). Call SupportedFeaturesFreeMembers after use to release C-allocated memory.

type Surface

type Surface struct {
	// contains filtered or unexported fields
}

Surface represents a platform window surface for presenting rendered frames. Create with platform-specific CreateSurface, release with Surface.Release.

func (*Surface) Configure

func (s *Surface) Configure(device *Device, config *SurfaceConfiguration) error

Configure configures the surface for rendering. The device argument specifies which logical device to use for the surface. If config.Device is also set (deprecated usage), it takes precedence over the device arg. Returns nil on success. Errors are surfaced through the Device uncaptured-error callback in this FFI implementation; the error return matches the gogpu/wgpu API signature. This replaces the deprecated SwapChain API. Enum values are converted from gputypes to wgpu-native values before FFI call.

func (*Surface) ConfigureLegacy added in v0.5.0

func (s *Surface) ConfigureLegacy(config *SurfaceConfiguration)

ConfigureLegacy configures the surface using only the config struct (legacy API). Deprecated: use Configure(device, config) instead.

func (*Surface) GetCapabilities added in v0.3.0

func (s *Surface) GetCapabilities(adapter *Adapter) (*SurfaceCapabilities, error)

GetCapabilities queries the surface capabilities for the given adapter. This determines which texture formats, present modes, and alpha modes are supported. The caller must provide a valid adapter that will be used with this surface.

func (*Surface) GetCurrentTexture

func (s *Surface) GetCurrentTexture() (*SurfaceTexture, bool, error)

GetCurrentTexture gets the current texture to render to. Returns the texture, a suboptimal flag (true if the surface needs reconfiguration but is still usable this frame), and any error. This matches the gogpu/wgpu API.

func (*Surface) Handle

func (s *Surface) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Surface) Present

func (s *Surface) Present(texture ...*SurfaceTexture) error

Present presents the current frame to the surface. The texture argument is accepted for API compatibility with gogpu/wgpu but is unused in the FFI implementation (wgpuSurfacePresent takes no texture arg). Returns nil on success.

func (*Surface) Release

func (s *Surface) Release()

Release releases the surface.

func (*Surface) Unconfigure

func (s *Surface) Unconfigure()

Unconfigure removes the surface configuration.

type SurfaceCapabilities added in v0.3.0

type SurfaceCapabilities struct {
	Usages       gputypes.TextureUsage
	Formats      []gputypes.TextureFormat
	PresentModes []gputypes.PresentMode
	AlphaModes   []gputypes.CompositeAlphaMode
}

SurfaceCapabilities describes the capabilities of a surface for presentation. Returned by Surface.GetCapabilities() to query supported formats, present modes, etc.

type SurfaceConfiguration

type SurfaceConfiguration struct {
	// Device is deprecated: pass the device to Configure() directly instead.
	// Kept for backward compatibility. If non-nil, overrides the explicit device argument.
	Device      *Device
	Format      gputypes.TextureFormat
	Usage       gputypes.TextureUsage
	Width       uint32
	Height      uint32
	AlphaMode   gputypes.CompositeAlphaMode
	PresentMode gputypes.PresentMode
}

SurfaceConfiguration describes how to configure a surface. Note: the Device field is deprecated — pass the device as a separate argument to Configure. It remains here for backward compatibility; if non-nil it takes precedence over the explicit arg.

type SurfaceGetCurrentTextureStatus

type SurfaceGetCurrentTextureStatus uint32

SurfaceGetCurrentTextureStatus describes the result of GetCurrentTexture.

const (
	// SurfaceGetCurrentTextureStatusSuccessOptimal indicates the texture was obtained optimally.
	SurfaceGetCurrentTextureStatusSuccessOptimal SurfaceGetCurrentTextureStatus = 0x00000001
	// SurfaceGetCurrentTextureStatusSuccessSuboptimal indicates the texture was obtained but may not be optimal.
	SurfaceGetCurrentTextureStatusSuccessSuboptimal SurfaceGetCurrentTextureStatus = 0x00000002
	// SurfaceGetCurrentTextureStatusTimeout indicates the operation timed out.
	SurfaceGetCurrentTextureStatusTimeout SurfaceGetCurrentTextureStatus = 0x00000003
	// SurfaceGetCurrentTextureStatusOutdated indicates the surface needs reconfiguration.
	SurfaceGetCurrentTextureStatusOutdated SurfaceGetCurrentTextureStatus = 0x00000004
	// SurfaceGetCurrentTextureStatusLost indicates the surface was lost and must be recreated.
	SurfaceGetCurrentTextureStatusLost SurfaceGetCurrentTextureStatus = 0x00000005
	// SurfaceGetCurrentTextureStatusError indicates a deterministic error (e.g. surface not configured).
	// BREAKING: v27 had OutOfMemory=0x06, DeviceLost=0x07, Error=0x08; v29 collapsed to Error=0x06.
	SurfaceGetCurrentTextureStatusError SurfaceGetCurrentTextureStatus = 0x00000006

	// NativeSurfaceGetCurrentTextureStatusOccluded is a wgpu-native extension status.
	// Returned on macOS Metal when the window is occluded/minimized.
	NativeSurfaceGetCurrentTextureStatusOccluded SurfaceGetCurrentTextureStatus = 0x00030001
)

type SurfaceTexture

type SurfaceTexture struct {
	Texture *Texture
	Status  SurfaceGetCurrentTextureStatus
}

SurfaceTexture holds the result of GetCurrentTexture.

type TexelCopyBufferInfo

type TexelCopyBufferInfo struct {
	Layout TexelCopyBufferLayout
	Buffer uintptr // Buffer handle
}

TexelCopyBufferInfo describes a buffer source/destination for copy operations.

type TexelCopyBufferLayout

type TexelCopyBufferLayout struct {
	Offset       uint64
	BytesPerRow  uint32
	RowsPerImage uint32
}

TexelCopyBufferLayout describes buffer layout for WriteTexture (low-level wire type). Prefer ImageDataLayout for new code.

type TexelCopyTextureInfo

type TexelCopyTextureInfo struct {
	Texture  uintptr
	MipLevel uint32
	Origin   gputypes.Origin3D
	Aspect   TextureAspect
}

TexelCopyTextureInfo describes a texture for WriteTexture (low-level wire type). Prefer ImageCopyTexture for new code — it holds a *Texture handle.

type Texture

type Texture struct {
	// contains filtered or unexported fields
}

Texture represents a GPU texture resource (1D, 2D, or 3D). Create with Device.CreateTexture, release with Texture.Release.

func (*Texture) CreateView

func (t *Texture) CreateView(desc *TextureViewDescriptor) (*TextureView, error)

CreateView creates a view into this texture. Pass nil for default view parameters. Enum values are converted from gputypes to wgpu-native values before FFI call. Returns an error if the FFI call fails or the texture is nil.

func (*Texture) DepthOrArrayLayers added in v0.5.0

func (t *Texture) DepthOrArrayLayers() uint32

DepthOrArrayLayers returns the depth (for 3D textures) or array layer count.

func (*Texture) Destroy

func (t *Texture) Destroy()

Destroy destroys the texture.

func (*Texture) Format added in v0.5.0

func (t *Texture) Format() gputypes.TextureFormat

Format returns the texture format. TextureFormat values match between gputypes v0.3.0 and wgpu-native v29 exactly.

func (*Texture) Handle

func (t *Texture) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*Texture) Height added in v0.5.0

func (t *Texture) Height() uint32

Height returns the height of the texture in texels.

func (*Texture) MipLevelCount added in v0.5.0

func (t *Texture) MipLevelCount() uint32

MipLevelCount returns the number of mip levels.

func (*Texture) Release

func (t *Texture) Release()

Release releases the texture reference.

func (*Texture) Width added in v0.5.0

func (t *Texture) Width() uint32

Width returns the width of the texture in texels.

type TextureAspect

type TextureAspect uint32

TextureAspect describes which aspect of a texture to access.

const (
	// TextureAspectUndefined leaves the texture aspect unspecified.
	TextureAspectUndefined TextureAspect = 0x00
	// TextureAspectAll accesses all aspects of the texture.
	TextureAspectAll TextureAspect = 0x01
	// TextureAspectStencilOnly accesses only the stencil aspect of a depth-stencil texture.
	TextureAspectStencilOnly TextureAspect = 0x02
	// TextureAspectDepthOnly accesses only the depth aspect of a depth-stencil texture.
	TextureAspectDepthOnly TextureAspect = 0x03
)

type TextureBindingLayout

type TextureBindingLayout = gputypes.TextureBindingLayout

TextureBindingLayout describes texture binding properties.

This type matches gputypes.TextureBindingLayout for cross-project compatibility. Used as a pointer field in BindGroupLayoutEntry; nil means "not a texture binding".

type TextureCopy added in v0.5.0

type TextureCopy struct {
	// Source describes the source texture subresource and origin.
	Source ImageCopyTexture
	// Destination describes the destination texture subresource and origin.
	Destination ImageCopyTexture
	// Size is the extent of the copy operation.
	Size gputypes.Extent3D
}

TextureCopy describes a texture-to-texture copy region. Matches gogpu/wgpu TextureCopy.

type TextureDescriptor

type TextureDescriptor struct {
	Label         string
	Usage         gputypes.TextureUsage
	Dimension     gputypes.TextureDimension
	Size          gputypes.Extent3D
	Format        gputypes.TextureFormat
	MipLevelCount uint32
	SampleCount   uint32
	ViewFormats   []gputypes.TextureFormat
}

TextureDescriptor describes a texture to create.

type TextureDimension

type TextureDimension = gputypes.TextureDimension

type TextureFormat

type TextureFormat = gputypes.TextureFormat

Texture types. TextureAspect is defined as a native enum in enums.go.

type TextureSampleType

type TextureSampleType = gputypes.TextureSampleType

type TextureUsage

type TextureUsage = gputypes.TextureUsage

Texture usage type.

type TextureView

type TextureView struct {
	// contains filtered or unexported fields
}

TextureView is a view into a subset of a Texture, used in bind groups and render passes. Create with Texture.CreateView, release with TextureView.Release.

func (*TextureView) Handle

func (tv *TextureView) Handle() uintptr

Handle returns the underlying handle. For advanced use only.

func (*TextureView) Release

func (tv *TextureView) Release()

Release releases the texture view reference.

type TextureViewDescriptor

type TextureViewDescriptor struct {
	Label           string
	Format          gputypes.TextureFormat
	Dimension       gputypes.TextureViewDimension
	BaseMipLevel    uint32
	MipLevelCount   uint32
	BaseArrayLayer  uint32
	ArrayLayerCount uint32
	Aspect          TextureAspect
	Usage           gputypes.TextureUsage
}

TextureViewDescriptor describes a texture view to create.

type TextureViewDimension

type TextureViewDimension = gputypes.TextureViewDimension

type ToneMappingMode added in v0.5.0

type ToneMappingMode uint32

ToneMappingMode describes tone mapping for HDR surfaces. New in v29.

const (
	// ToneMappingModeStandard is standard tone mapping (sRGB).
	ToneMappingModeStandard ToneMappingMode = 0x00000001
	// ToneMappingModeExtended is extended (HDR) tone mapping.
	ToneMappingModeExtended ToneMappingMode = 0x00000002
)

type UncapturedErrorCallbackInfo added in v0.5.0

type UncapturedErrorCallbackInfo struct {
	NextInChain uintptr // *ChainedStruct
	Callback    uintptr // Function pointer
	Userdata1   uintptr
	Userdata2   uintptr
}

UncapturedErrorCallbackInfo configures the uncaptured-error callback.

type Vec3

type Vec3 struct {
	X, Y, Z float32
}

Vec3 represents a 3D vector with X, Y, Z components.

Example (Cross)

ExampleVec3_cross demonstrates cross product for normal calculation

package main

import (
	"fmt"

	"github.com/go-webgpu/webgpu/wgpu"
)

func main() {
	// Calculate normal for a triangle (right-hand rule)
	// Triangle vertices: v0, v1, v2
	v0 := wgpu.Vec3{X: 0, Y: 0, Z: 0}
	v1 := wgpu.Vec3{X: 1, Y: 0, Z: 0}
	v2 := wgpu.Vec3{X: 0, Y: 1, Z: 0}

	// Edge vectors
	edge1 := v1.Sub(v0)
	edge2 := v2.Sub(v0)

	// Normal = edge1 × edge2
	normal := edge1.Cross(edge2).Normalize()

	fmt.Printf("Triangle normal: (%.0f, %.0f, %.0f)\n", normal.X, normal.Y, normal.Z)
}
Output:
Triangle normal: (0, 0, 1)

func (Vec3) Cross

func (v Vec3) Cross(other Vec3) Vec3

Cross computes the cross product of this vector with another. Returns v × other (perpendicular to both vectors). Result follows right-hand rule.

func (Vec3) Dot

func (v Vec3) Dot(other Vec3) float32

Dot computes the dot product of this vector with another. Returns v · other (scalar projection).

func (Vec3) Normalize

func (v Vec3) Normalize() Vec3

Normalize returns a unit vector in the same direction as v. If v has zero length, returns zero vector.

func (Vec3) Sub

func (v Vec3) Sub(other Vec3) Vec3

Sub subtracts another vector from this vector. Returns v - other.

type Vec4

type Vec4 struct {
	X, Y, Z, W float32
}

Vec4 represents a 4D vector with X, Y, Z, W components. Compatible with WGSL vec4<f32>.

type VertexAttribute

type VertexAttribute struct {
	Format         gputypes.VertexFormat
	Offset         uint64
	ShaderLocation uint32
	// contains filtered or unexported fields
}

VertexAttribute describes a vertex attribute.

type VertexBufferLayout

type VertexBufferLayout struct {
	ArrayStride uint64
	StepMode    gputypes.VertexStepMode

	AttributeCount uintptr
	Attributes     *VertexAttribute
	// contains filtered or unexported fields
}

VertexBufferLayout describes how vertex data is laid out in a buffer.

type VertexFormat

type VertexFormat = gputypes.VertexFormat

Vertex types.

type VertexState

type VertexState struct {
	Module     *ShaderModule
	EntryPoint string
	Buffers    []VertexBufferLayout
}

VertexState describes the vertex stage of a render pipeline.

type VertexStepMode

type VertexStepMode = gputypes.VertexStepMode

type WGPUError added in v0.3.0

type WGPUError struct {
	// Op is the operation that failed (e.g., "CreateBuffer", "RequestAdapter").
	Op string
	// Type is the WebGPU error type (Validation, OutOfMemory, Internal).
	Type ErrorType
	// Message is the error message from wgpu-native.
	Message string
}

WGPUError represents a WebGPU operation error with context. Supports errors.Is() and errors.As() for programmatic handling.

func (*WGPUError) Error added in v0.3.0

func (e *WGPUError) Error() string

Error returns a formatted error string including the operation name and message.

func (*WGPUError) Is added in v0.3.0

func (e *WGPUError) Is(target error) bool

Is supports errors.Is() matching by error Type. This allows: errors.Is(err, wgpu.ErrValidation)

type WGPUStatus

type WGPUStatus uint32

WGPUStatus describes the status returned from certain WebGPU operations. Note: v29 changed Success from 0x00 to 0x01 and Error from 0x01 to 0x02.

const (
	// WGPUStatusSuccess indicates the operation completed successfully.
	WGPUStatusSuccess WGPUStatus = 0x00000001
	// WGPUStatusError indicates the operation failed.
	WGPUStatusError WGPUStatus = 0x00000002
)

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