Orochi
wgpu
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Orochi | wgpu | |
---|---|---|
5 | 165 | |
140 | 7,935 | |
0.7% | 5.5% | |
6.2 | 9.0 | |
18 days ago | 1 day ago | |
C++ | Rust | |
MIT License | Apache License 2.0 |
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
wgpu
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Wgpu Questions: Vertex Buffers
(Unfortunately, wgpu is not optimally parallelized yet under the hood - see this issue - but it hopefully will be in the future.)
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Error on adding Default Bevy Plugins
Sorry I don’t know much about Rasberry PI. Which rendering API are you using? WGPU fullly supports Vulkan on Linux and GLES3 as “best effort” (from their readme).
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NANOVOID Devlog #1: Lua Scripting
Not anymore, we only used it for BITGUN. The game in the devlog is made purely in Rust, built on top of https://wgpu.rs/. We have some other projects that use Unity though.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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What’s everyone working on this week (19/2023)?
My focus this week has been on planning and assisting with architecture changes that help us fully integrate the node graph compositing engine we built over the past year. Upcoming tech we're working towards includes full utilization of the node graph to power all our layers; adopting WebGPU (now out in Chrome) into our editor using WGPU and rust-gpu; setting up a Tauri build and deployment; and building a backend web service to handle user accounts for document storage, hosting rustc to compile custom graphics effect nodes written by users in Rust, and Stable Diffusion image generation on AWS EC2 GPU instances.
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I want to talk about WebGPU
My mistake, I remembered that they plan to use DX12 by default on Windows, but there's still blocking issues in the DX12 backend
WebGPU can be used outside of the browser through native libraries:
https://github.com/gfx-rs/wgpu
https://dawn.googlesource.com/dawn
Some WASM engines also have WebGPU support already, but unfortunately only for 'offscreen rendering' or compute tasks (e.g. for writing windowed apps, there's a window system glue layer missing).
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Noob Question: Why Am I Getting The Error "The pipeline layout, associated with the current compute pipeline, contains a bind group layout at index 0 which is incompatible with the bind group layout associated with the bind group at 0"?
Why is the hello-compute example able to write to a buffer without a layout the compute pipeline ( https://github.com/gfx-rs/wgpu/blob/trunk/wgpu/examples/hello-compute/main.rs )?
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Tridify-rs 0.2.2 released: A fast, simple and low level rendering framework
Tridify-rs (Originally named Ldrawy and based on Open GL) is a really simple but flexible and lightweight low-level GPU rendering framework based on Wgpu to create your own frameworks, engines, emulators... You name it!
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Considerations for Power Draw with egui
I have been contemplating the development of an image manipulation tool as a side project during my university studies. After some consideration, I have decided to implement it in Rust using wgpu for rendering and compute shaders. The supported platforms will include desktop and desktop web. As an image manipulation tool requires more than just a viewport, it also needs some form of GUI around it. Therefore, the choice of GUI library, if any, becomes quite relevant from an architectural perspective. I have been exploring egui, but I have encountered a problem. Since it employs immediate mode rendering, the entire content of the application needs to be re-rendered every time a user interacts with it, such as moving their cursor over the window. This can result in a power draw that presents issues for portable devices like laptops.
What are some alternatives?
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
vulkano - Safe and rich Rust wrapper around the Vulkan API
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
bevy - A refreshingly simple data-driven game engine built in Rust
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
glium - Safe OpenGL wrapper for the Rust language.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
gdnative - Rust bindings for Godot 3
cef - Chromium Embedded Framework (CEF). A simple framework for embedding Chromium-based browsers in other applications.