Not a lot here yet. More will come over time.

A brief history of WGPU

For years, OpenGL has been the only cross-platform API to talk to the GPU. But over time OpenGL has grown into an inconsistent and complex API …

OpenGL is dying — Dzmitry Malyshau at Fosdem 2020

In recent years, modern API’s have emerged that solve many of OpenGL’s problems. You may have heard of them: Vulkan, Metal, and DX12. These API’s are much closer to the hardware. Unfortunately, the huge amount of “knobs to turn” makes them quite hard to work with for developers.

Therefore, people are working on a higher level API, that wraps Vulkan/Metal/DX12, and uses the same principals, but is much easier to work with. This is the WebGPU spec. This is what future devs will be using to write GPU code for the browser. And for desktop and mobile.

As WebGPU spec is being developed, a reference implementation is also being build. It’s written in Rust, and is likely going to power the WebGPU implementation in Firefox. This reference implementation, called wgpu-native, also exposes a C-api, which means that it can be wrapped in Python. And this is what wgpu-py does.

So in short, wgpu-py is a Python wrapper of wgpu-native, which is a wrapper for Vulkan, Metal and DX12, which are low-level API’s to talk to the GPU hardware.

Getting started with WGPU

For now, we’ll direct you to some related tutorials:

Coordinate system

The Y-axis is up in normalized device coordinate (NDC): point(-1.0, -1.0) in NDC is located at the bottom-left corner of NDC. In addition, x and y in NDC should be between -1.0 and 1.0 inclusive, while z in NDC should be between 0.0 and 1.0 inclusive. Vertices out of this range in NDC will not introduce any errors, but they will be clipped.


If you want to debug your application, it’s adviced to use a debug build of wgpu-native, because this will enable the validation layers.

You can run your application via RenderDoc, which is able to capture a frame, including all API calls, objects and the complete pipeline state and displays all of that information within a nice UI.

Many GPU objects can be given a string label. This label will be used in Rust validation errors, and are also used in e.g. RenderDoc to identify objects.

Additionally, you can insert debug markers at the render/compute pass object, which will then show up in RenderDoc.


Some examples with wgpu-py can be found here: