🚀 Generate typesafe Rust bindings from WGSL shaders for wgpu
wgsl_bindgen transforms your WGSL shader development workflow by automatically generating Rust types, constants, and boilerplate code that perfectly match your shaders. Powered by naga-oil, it integrates seamlessly into your build process to catch shader-related errors at compile time rather than runtime.
Before: Manual, error-prone shader bindings
// ❌ Easy to make mistakes - no compile-time verification
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
entries: &[
wgpu::BindGroupEntry {
binding: 0, // Is this the right binding index?
resource: texture_view.as_binding(), // Is this the right type?
},
wgpu::BindGroupEntry {
binding: 1, // What if you change the shader?
resource: sampler.as_binding(),
},
],
// ... more boilerplate
});
After: Typesafe, auto-generated bindings
// ✅ Compile-time safety - generated from your actual shaders
let bind_group = my_shader::WgpuBindGroup0::from_bindings(
device,
my_shader::WgpuBindGroup0Entries::new(my_shader::WgpuBindGroup0EntriesParams {
my_texture: &texture_view, // Type-checked parameter names
my_sampler: &sampler, // Matches your WGSL exactly
})
);
bind_group.set(&mut render_pass); // Simple, safe usage
wgsl_bindgen is tightly coupled to wgpu due to the code it generates. Here is the compatibility matrix:
wgsl_bindgen |
wgpu |
|---|---|
| 0.22.x | 29.x |
| 0.21.2 - 0.21.3 | 26.x |
| 0.19.0 - 0.21.1 | 25.x |
| 0.16.0 - 0.18.2 | 24.x |
| 0.15.2 | 23.x |
| 0.15.0 - 0.15.1 | 22.x |
| 0.12.0 - 0.14.1 | 0.20.x |
| 0.5.1 - 0.11.0 | 0.19.x |
Add shader defines dynamically when using either WgslShaderSourceType::EmbedWithNagaOilComposer or WgslShaderSourceType::ComposerWithRelativePath source output type.
The WgslShaderSourceType::ComposerWithRelativePath provides full control over file I/O without requiring nightly Rust, making it ideal for integration with custom asset systems and hot reloading.
File Visitor Pattern: The visit_shader_files function allows custom processing of all shader files in a dependency tree. This enables advanced use cases like:
```rust // Example: Hot reloading with file watching use shader_bindings::visit_shader_files;
visit_shader_files( "shaders", ShaderEntry::MyShader, |path| std::fs::read_to_string(path), |file_path, file_content| { println!("Processing shader: {}", file_path); // Add to file watcher, cache, etc. } )?; ```
Shader registry utility to dynamically call create_shader variants depending on the variant. This is useful when trying to keep cache of entry to shader modules. Also remember to add shader defines to accomodate for different permutation of the shader modules.
Cargo.toml[build-dependencies]
wgsl_bindgen = "0.19"
[dependencies]
wgpu = "25"
bytemuck = { version = "1.0", features = ["derive"] }
# Optional: for additional features
# encase = "0.8"
# serde = { version = "1.0", features = ["derive"] }
# Note: When using ComposerWithRelativePath, enable naga-ir feature for optimal performance:
# wgpu = { version = "25", features = ["naga-ir"] }
shaders/my_shader.wgsl)struct Uniforms {
transform: mat4x4<f32>,
time: f32,
}
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var my_texture: texture_2d<f32>;
@group(0) @binding(2) var my_sampler: sampler;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.clip_position = uniforms.transform * vec4<f32>(input.position, 1.0);
output.uv = input.uv;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(my_texture, my_sampler, input.uv);
}
build.rs)use wgsl_bindgen::{WgslBindgenOptionBuilder, WgslTypeSerializeStrategy, GlamWgslTypeMap};
fn main() -> Result<(), Box<dyn std::error::Error>> {
WgslBindgenOptionBuilder::default()
.workspace_root("shaders")
.add_entry_point("shaders/my_shader.wgsl")
.serialization_strategy(WgslTypeSerializeStrategy::Bytemuck)
.type_map(GlamWgslTypeMap) // Use glam for math types
.output("src/shader_bindings.rs")
.build()?
.generate()?;
Ok(())
}
// Include the generated bindings
mod shader_bindings;
use shader_bindings::my_shader;
fn setup_render_pipeline(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> wgpu::RenderPipeline {
// Create shader module from generated code
let shader = my_shader::create_shader_module_embed_source(device);
// Use generated pipeline layout
let pipeline_layout = my_shader::create_pipeline_layout(device);
// Use generated vertex entry with proper buffer layout
let vertex_entry = my_shader::vs_main_entry(wgpu::VertexStepMode::Vertex);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: Some(&pipeline_layout),
vertex: my_shader::vertex_state(&shader, &vertex_entry),
fragment: Some(my_shader::fragment_state(&shader, &my_shader::fs_main_entry([
Some(wgpu::ColorTargetState {
format: surface_format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})
]))),
// ... other pipeline state
})
}
fn setup_bind_group(device: &wgpu::Device, texture_view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> my_shader::WgpuBindGroup0 {
// Create uniform buffer with generated struct
let uniforms = my_shader::Uniforms::new(
glam::Mat4::IDENTITY, // transform
0.0, // time
);
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
// Create bind group using generated types - fully type-safe!
my_shader::WgpuBindGroup0::from_bindings(
device,
my_shader::WgpuBindGroup0Entries::new(my_shader::WgpuBindGroup0EntriesParams {
uniforms: wgpu::BufferBinding {
buffer: &uniform_buffer,
offset: 0,
size: None,
},
my_texture: texture_view,
my_sampler: sampler,
})
)
}
🎉 That's it! Your shader bindings are now fully type-safe and will automatically update when you modify your WGSL files.
📚 See the example project for a complete working demo with multiple shaders, including advanced features like texture arrays and overlay rendering.
Choose how your WGSL types are serialized to Rust:
// For zero-copy, compile-time verified layouts (recommended)
.serialization_strategy(WgslTypeSerializeStrategy::Bytemuck)
// For runtime padding/alignment handling
.serialization_strategy(WgslTypeSerializeStrategy::Encase)
Use your preferred math library:
// glam (recommended for games)
.type_map(GlamWgslTypeMap)
// nalgebra (recommended for scientific computing)
.type_map(NalgebraWgslTypeMap)
// Use built-in Rust arrays (no external dependencies)
.type_map(RustWgslTypeMap)
Override specific types or structs:
.override_struct_field_type([
("MyStruct", "my_field", quote!(MyCustomType))
])
.add_override_struct_mapping(("MyWgslStruct", quote!(my_crate::MyRustStruct)))
Control how shaders are embedded:
// Embed shader source directly (recommended for most cases)
.shader_source_type(WgslShaderSourceType::EmbedSource)
// Use file paths for hot-reloading during development
.shader_source_type(WgslShaderSourceType::HardCodedFilePath)
// Use naga-oil composer for advanced import features
.shader_source_type(WgslShaderSourceType::EmbedWithNagaOilComposer)
// Use relative paths with custom file loading (no nightly Rust required)
// Requires wgpu "naga-ir" feature for optimal performance
.shader_source_type(WgslShaderSourceType::ComposerWithRelativePath)
The ComposerWithRelativePath option allows you to provide your own file loading logic, which is perfect for integrating with custom asset systems.
Performance Note: This mode uses wgpu's naga-ir feature to pass Naga IR modules directly to the GPU instead of converting back to WGSL source. This provides better performance by avoiding the round-trip conversion process. Make sure to enable the feature in your dependencies:
[dependencies]
wgpu = { version = "25", features = ["naga-ir"] }
// In your build.rs
.shader_source_type(WgslShaderSourceType::ComposerWithRelativePath)
// In your application code
let module = main::load_naga_module_from_path(
"assets/shaders", // Base directory
ShaderEntry::Main, // Entry point enum variant
&mut composer,
shader_defs,
|path| std::fs::read_to_string(path), // Your custom file loader
)?;
// Or use your own asset system
let module = main::load_naga_module_from_path(
"shaders",
ShaderEntry::Main,
&mut composer,
shader_defs,
|path| asset_manager.load_text_file(path), // Custom asset manager
)?;
wgsl_bindgen uses a specific strategy to resolve the import paths in your WGSL source code. This process is handled by the ModulePathResolver::generate_possible_paths function.
Consider the following directory structure:
/my_project
├── src
│ ├── shaders
│ │ ├── main.wgsl
│ │ ├── utils
│ │ │ ├── math.wgsl
│ ├── main.rs
├── Cargo.toml
And the following import statement in main.wgsl:
import utils::math;
Here's how wgsl_bindgen resolves the import path:
utils::math) starts with the module prefix. If a module prefix is set and matches, it removes the prefix and treats the rest of the import module name as a relative path from the entry source directory converting the double semicolor :: to forward slash / from the directory of the current source file (src/shaders).utils/math.wgsl in the same directory as main.wgsl.$ claude mcp add wgsl-bindgen \
-- python -m otcore.mcp_server <graph>