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Orochi | naga | |
---|---|---|
5 | 27 | |
140 | 1,286 | |
0.7% | 4.6% | |
6.2 | 6.5 | |
11 days ago | 1 day ago | |
C++ | Rust | |
MIT License | 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.
Orochi
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Blender 3.6 (huge AMD gains with HIP RT) reaches Beta Phase 3
While you're waiting for the HIP SDK to release, check out Orochi as an alternative https://github.com/GPUOpen-LibrariesAndSDKs/Orochi
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First time in 2 years I was able to get Blender running with an AMD GPU on Linux!
You can't run CUDA binaries directly. But you can use a wrapper library like Orochi to run both CUDA and HIP using a single binary that dynamically links with CUDA/HIP libraries at runtime https://github.com/GPUOpen-LibrariesAndSDKs/Orochi
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How are Vulkan, CUDA, Triton and all other things connected?
I stumbled across orochi from AMD while looking for their FSR2.0 implementation, which basically boils down to being a wrapper over Cuda and HIP. I don't know if it is still maintained or functional, but heres the link if anyone is interested: https://github.com/GPUOpen-LibrariesAndSDKs/Orochi
naga
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I want to talk about WebGPU
That wouldn't have been all that different from WGSL though, the most important thing is that whatever WebGPU uses for its shaders can be translated to and from SPRIV (and WGSL does that too (e.g. via https://dawn.googlesource.com/tint and https://github.com/gfx-rs/naga).
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Survey: How have shader compilation messages been for you?
Hey all, wanted to put this link in here, where I'm proposing changing the API for errors in naga, so Naga can take ownership of error presentation and actually Make Shader Compilation Messages Comfy™: https://github.com/gfx-rs/naga/issues/2317
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Chrome ships WebGPU (available by default in Chrome 113)
And it seems that naga https://github.com/gfx-rs/naga Already has a working front/backend for wgsl.
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Ray query example in Blade
This is basically Ray Tracing support in Blade. So far, only ray queries are supported. Unlike prior work on ray tracing in Rust, this is original due to all shader code being WGSL, see the Naga PR.
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Does WGSL work well with vulkan?
There's a compiler that can translate from WGSL to SPIR-V called naga. Having such a compiler is essential, since WebGPU is planned to use WGSL and browsers are expected to implement rendering via Vulkan (and probably Metal and DX12).
You could setup your build manager to use naga-cli to compile your shaders into spir-v on write
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Glsl transpiler, interpreter?
Not sure about on the CPU, but naga is a shading language transpiler you can write custom front/backends for.
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How are Vulkan, CUDA, Triton and all other things connected?
For cross-platform support look at WebGPU and Vulkan (e.g,: [0] [1]. Essentially, you would need to write the func in WGSL or GLSL, HLSL or MSL. Each of these can be cross-compiled to SPIR-V (what Vulkan needs) with cross-compilers such as spirv-cross and naga.
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How to use Push Constants in Wgsl using WGpu?
anyway, here's the test. https://github.com/gfx-rs/naga/blob/master/tests/in/push-constants.wgsl
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
wgsl.vim - WGSL syntax highlight for vim
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
gpuweb - Where the GPU for the Web work happens!
vscode-wgsl - VsCode Syntax highlight for WGSL files
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
noclip.website - A digital museum of video game levels
learn-wgpu - Guide for using gfx-rs's wgpu library.
wgpu - Safe and portable GPU abstraction in Rust, implementing WebGPU API.
WASI - WebAssembly System Interface
wgpu-rs - Rust bindings to wgpu native library