This is an overview of how to run wgpu releases.
We do a major breaking release every 12 weeks. This happens no matter the status of various in-flight projects.
We do a patch releases as needed in the weeks between major releases. Once a new major release is cut, we stop doing patch releases for the previous major release unless there is a critical bug or a compilation issue.
Anyone can perform most of these steps, except actually publishing the crates.
Currently only @kvark and @cwfitzgerald can publish all crates. @grovesNL can also publish wgpu
crates. @jimblandy can publish naga
crates. @msiglreith can publish d3d12
.
Approx 1 Week Before:
- Determine if
glow
(@groves),metal-rs
(@kvark and @cwfitzgerald) or any other dependant crates will need a release. If so, coordinate with their maintainers. - Go through the changelog:
- Re-categorize miscategorized items.
- Edit major changes so a user can easily understand what they need to do.
- Add missing major changes that users need to know about.
- Copy-edit the changelog for clarity.
Day of Release:
- Update all crates to be the new version. We bump all versions even if there were no changes.
d3d12
naga
naga-cli
wgpu-types
wgpu-hal
wgpu-core
Cargo.toml
(this covers the rest of the crates).
- Ensure
glow
andmetal
are updated to the latest version if needed. - Add a new header for the changelog with the release version and date.
- Create a PR with all of the version changes and changelog updates.
- Once the PR is CI clean, (force) merge it.
- Checkout
trunk
with the merged PR. - Publish! These commands can be pasted directly into your terminal in a single command, and they will publish everything.
cargo publish -p d3d12 cargo publish -p naga cargo publish -p naga-cli cargo publish -p wgpu-types cargo publish -p wgpu-hal --all-features cargo publish -p wgpu-core --all-features cargo publish -p wgpu cargo publish -p wgpu-info
- Create a new release on the
wgpu
repo with the changelog and a tag calledvX.Y.Z
. - Create a branch with the with the new version
vX.Y
and push it to the repo. - Publish the link to the github release in the following places.
- r/rust.
- Add an AMA comment.
- Crosspost to r/rust_gamedev.
- Add an AMA comment.
- Include the r/rust post shortlink in the following posts as well:
- wgpu matrix
- Rust Gamedev Discord in the #crates channel
- Bevy Discord in the #rendering-dev channel
- Graphics Programming Discord in the #webgpu channel
- Rust Community Discord in the #games-and-graphics channel
- r/rust.
- Complete the release's milestone on GitHub.
- Create a new milestone for the next release, in 12 weeks time.
- Enumerate all PRs that haven't been backported yet. These use the
needs-backport
label. GH Link - On your own branch based on the latest release branch. Cherry-pick the PRs that need to be backported. When modifying the commits, use --append to retain their original authorship.
- Remove the
needs-backport
label from the PRs. - Fix the changelogs items and add a new header for the patch release with the release version and date.
- Once all the PRs are cherry-picked, look at the diff between HEAD and the previous patch release. See what crates changed.
- Bump all the versions of the crates that changed.
- Create a PR with all of the version changes and changelog updates into the release branch.
- Once the PR is CI clean, (force) rebase merge it.
- Checkout the release branch with the merged PR.
- Publish all relevant crates (see list above).
- Create a new release on the
wgpu
repo with the changelog and a tag calledvX.Y.Z
on the release branch. - Backport the changelog and version bumps to the
trunk
branch.- Ensure that any items in the newly-released changelog don't appear in the "unreleased" section of the trunk changelog.