GLSL
mach-examples
GLSL | mach-examples | |
---|---|---|
27 | 5 | |
316 | 89 | |
1.3% | - | |
6.0 | 9.2 | |
about 2 months ago | about 2 months ago | |
Zig | ||
- | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
GLSL
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Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
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GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
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New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the VulkanĀ® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
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Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
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You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
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Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
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Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
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Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
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Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
mach-examples
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Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
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Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
Mach core (pretty much ready for use today): a modern alternative to e.g. SDL+OpenGL which gives you just a Window+Input+GPU. We have ~16 examples including texturing, PBR, deferred rendering, etc.
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Learning Modern 3D Graphics Programming
links to the github examples are all busted: https://github.com/hexops/mach-examples/tree/main/cubemap
- mach-examples: 15+ standalone Mach core examples (WebGPU, sysaudio, etc.)
What are some alternatives?
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
webassembly-canvas - Draw canvas using WASM
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
mach - zig game engine & graphics toolkit
vuh - Vulkan compute for people
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
ocl - OpenCL for Rust
score - ossia score, an interactive sequencer for the intermedia arts
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.