What's New
This page contains news for recent luma.gl releases. For older releases (through v8.5) refer to the Legacy What's New page.
Version 9.2 (In Development)
Target Date: Q2, 2025
Production quality WebGPU backend
General
- TypeScript v5.6, all
"strict"
TypeScript options are now applied to all luma.gl modules. - Website tooling upgrades
- All examples run on WebGPU
- Documentation improvements (TBD)
- Improved GitHub issue templates
@luma.gl/core
- Shader type APIs have been improved.
CommandEncoder
/CommandBuffer
API improvementsTexture
class refactors complete.CanvasContext
API simplifications (see upgrade guide).
@luma.gl/engine
AsyncTexture
now supports mipmap generation for WebGPU textures
@luma.gl/effects
- All postprocessing effects ported to WGSL (in progress)
@luma.gl/shadertools
- All shader modules ported to WGSL (in progress)
@luma.gl/gltf
- glTF and PRB now supported on WebGPU (in progress)
Version 9.1
Target Date: Dec, 2024
Enhanced WebGPU support.
Highlights
- GPU backend management is streamlined via the new
Adapter
API. - GPU connection to HTML DOM (via
canvas
elements) improved viaCanvasContext
API changes. Texture
s are now immutable, however a newAsyncTexture
class offers a higher-level, mutable texture API.ShaderModule
type safety improvements (shader uniforms can now be strictly typed in JavaScript)
@luma.gl/core
Adapter
- New class for singleton objects representing pluggable GPU backends.
- Singleton
Adapter
objects are exported by the@luma.gl/webgpu
and@luma.gl/webgl
modules.
luma
- Now relies on
Adapter
instances to define which GPU backends are available. - Adapter can be supplied during device creation, avoiding the need for global registration of GPU backends.
CreateDeviceProps.adapters
prop to supply list of GPU backend adapters toluma.createDevice()
.luma.registerAdapters()
New method for global registration of adapters (in case it still desired).
- Now relies on
Device
DeviceProps.createCanvasContext
- New prop for creating a defaultCanvasContext
.DeviceProps.onResize
- New callback tracking size changes toCanvasContext
s.DeviceProps.onVisibilityChange
- New callback tracking visibility toCanvasContext
s.DeviceProps.onDevicePixelRatioChange
- New callback tracking device pixel resolution (DPR) changes toCanvasContext
s.DeviceProps.debug*
- New debug options, please refer toDeviceProps
documentation.
CanvasContext
- Now calculates exact "device pixel content box" size enabling pixel perfect sized drawing buffers (no moire etc).
- Now tracks size, visibility and DPR changes (see the new
DeviceProps
callbacks).
Texture
- Textures are now immutable and synchronous. See upgrade guide, and the new
AsyncTexture
class in@luma.gl/engine
. Texture.copyExternalImage()
New function that works on both WebGPU and WebGL.Texture.copyImageData()
New function that works on both WebGPU and WebGL.
- Textures are now immutable and synchronous. See upgrade guide, and the new
Sampler
SamplerProps.mipmapFilter
New value'none'
providing more explicit control over mipmap filtering.
RenderPipeline
Parameters.blend
- New parameter that provides more explicit control over color blending activation.
RenderPass
RenderPassProps.clearColors
- New prop enables specification of clear colors for multiple color attachments.
@luma.gl/engine
makeAnimationLoopTemplate
- Accepts a new
.adapters
prop. (Avoids need for global registration of adapters).
- Accepts a new
AsyncTexture
](/docs/api-reference/engine/async-texture)- New class allows that applications to work withcreate textures from a Promise.
ShaderPassRenderer
- New class that helps applications apply a
ShaderPass
list to a texture.
- New class that helps applications apply a
@luma.gl/shadertools
- [
ShaderModule](/docs/api-reference/shadertools/shader-module)
- New improvements to type safety, in particular for uniforms and bindings.
- New simplified API, no longer required to instantiate modules into
ShaderModuleInstances
.
getShaderModuleUniforms(module: ShaderModule, ...)
New functiongetShaderModuleDependencies(module: ShaderModule)
New function
@luma.gl/webgl
webglAdapter
- New object representing the WebGL backend
- New: adds mock WEBGL1 extensions to WebGL2 contexts for better compatibility with old WebGL libraries
- Big texture refactor to align WebGL implementation with WebGPU APIs
RenderPipeline
- WebGL render pipelines now support frame buffers with multiple color attachments.
RenderPass
- Now supports framebuffers with multiple color attachments.
@luma.gl/webgpu
webgpuAdapter
New object representing the WebGPU backend- Numerous under-the-hood improvements and bug fixes
Version 9.0
Target Date: Feb 2024
luma.gl v9 contains significant API changes and requires existing luma.gl v8 applications to be upgraded.
luma.gl v9 is a major release that adds experimental WebGPU support to the luma.gl API.
WebGPU Support
The biggest change is that the core API is now portable (no longer WebGL-specific), and plug-in backends are provided for WebGL 2 and WebGPU:
- Portable GPU API:
@luma.gl/core
now provides a portable GPU resource management API. - WebGL bindings:
@luma.gl/webgl
now provides a WebGL backend for the core API. - WebGPU bindings:
@luma.gl/webgpu
provides a new experimental WebGPU backend for the core API.
WebGL Support
luma.gl v9 drops support for WebGL 1 functionality.
- WebGL1 WebGL 1 support is dropped.
- GLSL 1.00 is no longer supported. GLSL shaders need to be ported to GLSL 3.00.
- headless-gl The Node.js WebGL 1 integration is no longer supported
On the upside this means that all features requiring WebGL 2 are now available and luma.gl also brings support for a range of new WebGL 2 extensions, see more below.
New module structure
Module | Impact | Description |
---|---|---|
@luma.gl/core | New API | The new portable luma.gl GPU API. Applications can run on both WebGPU and WebGL2 devices. |
@luma.gl/engine | Light API updates | Classic luma.gl engine classes ()Model , AnimationLoop etc), which work portably on both WebGPU and WebGL 2. |
@luma.gl/gltf | Renamed module | New module that exports the glTF classes (moved from @luma.gl/experimental ). |
@luma.gl/shadertools | Light API updates | The shader assembler API and the shader module library. |
@luma.gl/webgl | WebGL backend | Optional "GPU backend module". Importing this module enables the application to create WebGL 2 Device s. |
@luma.gl/webgpu | WebGPU backend | Experimental "GPU backend module". Importing this module enables the application to create WebGPU Device s. |
General improvements
- TypeScript: All APIs now rigorously typed.
- ES modules - Modern ES module and CommonJS entry points for maximum interoperability.
- Website - New Docusaurus website with more embedded live examples and improved documentation.
- Debugging - SpectorJS integration. Shader debugger UI.
New features
@luma.gl/core
- Exports the new
Device
class is the entry point to the luma.gl API, used to create other GPU resources.
@luma.gl/engine
- NEW: Scenegraph classes:
ModelNode
,GroupNode
,ScenegraphNode
, moved from@luma.gl/experimental
. - NEW:
ShaderInputs
- Class that manages uniform buffers for aModel
- NEW:
ShaderFactory
- Creates and caches reusableShader
resources - NEW:
AnimationLoopTemplate
- Helper class for writing cleaner demos and applications in TypeScript. - New
Computation
- Class that manages aComputePipeline
similar toModel
andTransform
.
@luma.gl/gltf
- New module that exports the glTF classes (moved from
@luma.gl/experimental
).
@luma.gl/shadertools
- All shader modules now use uniform buffers.
- New
ShaderAssembler
class that provides a clean entry point to the shader module system. - New
CompilerMessage
type andformatCompilerLog
function for portable shader log handling. - Shader assembly now supports WGSL and single shader source (compute or single vertex+fragment WGSL shaders)
@luma.gl/webgl
- The new bindings API now supports WebGL 2 Uniform Buffers.
WebGL 2 Extension support: WebGL is not dead yet! Browsers (Chrome in particular)
are actively developing "extensions" for WebGL 2,
and luma.gl is exposing support for many of the new WebGL extensions through the
DeviceFeatures
API.
New Device.features
that improve application performance in WebGL:
compilation-status-async-webgl
: Asynchronous shader compilation and linking is used automatically by luma.gl and significantly speeds up applications that create manyRenderPipelines
.
New Device.features
that enable additional color format support in WebGL:
rgb9e5ufloat-renderable-webgl
:rgb9e5ufloat
is renderable.snorm8-renderable-webgl
:r,rg,rgba8snorm
are renderable.norm16-renderable-webgl
:r,rg,rgba16norm
are renderable.snorm16-renderable-webgl
:r,rg,rgba16snorm
are renderable.
New Device.features
that expose new GPU parameters in WebGL:
depth-clip-control
:parameters.unclippedDepth
- depth clipping can now be disabled.provoking-vertex-webgl
:parameters.provokingVertex
- controls which primitive vertex is used for flat shading.polygon-mode-webgl
:parameters.polygonMode
- enables wire frame rendering of polygons.polygon-mode-webgl
:parameters.polygonOffsetLine
- enables depth bias (polygon offset) for lines.shader-clip-cull-distance-webgl
:parameters.clipCullDistance0-7
, also see GLSL effects below.
New Device.features
that enable new GLSL syntax
shader-noperspective-interpolation-webgl
: GLSL vertex outputs and fragment inputs may be declared with anoperspective
interpolation qualifier.shader-conservative-depth-webgl
: GLSLgl_FragDepth
qualifiersdepth_any
depth_greater
depth_less
depth_unchanged
can enable early depth test optimizations.shader-clip-cull-distance-webgl
: Enablesgl_ClipDistance[] / gl_CullDistance[]
.