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# `iced_wgpu`
[![Documentation](https://docs.rs/iced_wgpu/badge.svg)][documentation]
[![Crates.io](https://img.shields.io/crates/v/iced_wgpu.svg)](https://crates.io/crates/iced_wgpu)
[![License](https://img.shields.io/crates/l/iced_wgpu.svg)](https://github.com/hecrj/iced/blob/master/LICENSE)
[![project chat](https://img.shields.io/badge/chat-on_zulip-brightgreen.svg)](https://iced.zulipchat.com)
`iced_wgpu` is a [`wgpu`] renderer for [`iced_native`]. For now, it is the default renderer of Iced in native platforms.
[`wgpu`] supports most modern graphics backends: Vulkan, Metal, DX11, and DX12 (OpenGL and WebGL are still WIP). Additionally, it will support the incoming [WebGPU API].
Currently, `iced_wgpu` supports the following primitives:
- Text, which is rendered using [`wgpu_glyph`]. No shaping at all.
- Quads or rectangles, with rounded borders and a solid background color.
- Images, lazily loaded from the filesystem.
- Clip areas, useful to implement scrollables or hide overflowing content.
![iced_wgpu](../docs/graphs/wgpu.png)
[documentation]: https://docs.rs/iced_wgpu
[`iced_native`]: ../native
[`wgpu`]: https://github.com/gfx-rs/wgpu-rs
[WebGPU API]: https://gpuweb.github.io/gpuweb/
[`wgpu_glyph`]: https://github.com/hecrj/wgpu_glyph
## Current limitations
The current implementation is quite naive, it uses:
- A different pipeline/shader for each primitive
- A very simplistic layer model: every `Clip` primitive will generate new layers
- _Many_ render passes instead of preparing everything upfront
- A glyph cache that is trimmed incorrectly when there are multiple layers (a [`glyph_brush`] limitation)
Some of these issues are already being worked on! If you want to help, [get in touch!]
[get in touch!]: ../CONTRIBUTING.md
[`glyph_brush`]: https://github.com/alexheretic/glyph-brush