Both wgpu and gfx APIs try to avoid any significant CPU usage in hot rendering/compute paths (e.g. by doing more work upfront instead of during rendering), so generally the performance cost should be fairly low for most applications.
The Vulkan API is basically 1:1 with gfx-hal so the performance cost should be negligible when gfx-hal is running on top of Vulkan. There is some overhead when running on top of other backends (such as Metal or DX12) versus implementing separate backends for wgpu, but the design of WebGPU avoids most places where the overhead would become significant anyway.
Similarly wgpu-rs only adds Rustier bindings to wgpu-core, so any performance cost should be negligible.
There is some amount of overhead in WebGPU in general (caused by automatic memory management, additional resource tracking, etc.) versus directly using raw Vulkan/DX12/Metal, but WebGPU tries to find a good balance here between security/portability/performance/usability.
It's really hard to estimate without implementing alternative paths that are more direct and yet fairly optimized. For example, since Intel and AMD have open-source drivers on Linux, somebody could write respective wgpu-core implementations directly on top of the drivers. That's a lot of work, and without a clear prospect of being much faster.
Anyone has an idea how much performance those layers of abstraction cost?