SPIRV-Cross
anydsl
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SPIRV-Cross | anydsl | |
---|---|---|
10 | 5 | |
1,905 | 98 | |
1.9% | - | |
9.0 | 3.4 | |
6 days ago | about 2 months ago | |
GLSL | Shell | |
Apache License 2.0 | GNU General Public License v3.0 only |
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.
SPIRV-Cross
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Why aren't there constantly more shading languages popping up all the time like other languages?
There also exists something like SPIRV-Cross which promises to be able to generate code from the SPIRV intermediate representation into Metal and all versions of GLSL and HLSL. I am not sure really how good it is at this point, but going forward we might start to see more high-level shader languages, that compile to SPRIV and then from there to the myriad of different shader formats different platforms expect.
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The trouble with SPIR-V, 2022 edition
If you have shaders, I believe you can use SPIRV-Cross to generate GLSL, which you can probably get to pass as OpenCL C with just a bunch of macro tweaks, or at worst some small changes to spv-cross.
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Need guidance on SPIRV reflection
Regarding reflection, here is a guide: https://github.com/KhronosGroup/SPIRV-Cross/wiki/Reflection-API-user-guide
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What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
I am working on an engine that targets Vulkan and Metal. I'm at the point now where I want to be able to dynamically update my shader at runtime to suit the type of data being sent in for drawing. I am currently using offline compilation for my GLSL (for Vulkan) and MSL (for Metal) shaders. What are your workflows for situations like this? For those using tools like SPIR-V Cross and shaderc, what has your experience been with these tools keeping up to date with the latest features in the specs?
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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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Is it possible to get set number from uniform block reflection in glslang?
Just for reference, the library I'm using (both for compiling the shaders and for reflection), is SPIRV-Cross by the Khronos Group and here you have the docs for the reflection API. I wanted to check out `glslang` but honestly this one so far has worked like a charm.
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Reflection on shaders to determine uniforms, samplers, attributes, etc.
Aside from SPIRV-Reflect, if you're using SPIRV-cross to cross compile your shaders, there is also a --reflect arg you can pass which spits out reflection info in JSON format. We already need to cross compile from spirv, so it just removes a tool in the chain to depend on.
- Finally managed to make my own shading language working! (need some opinion about the lang)
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Need a little help with shaders.
For your own engine, use the format your API uses. If you need crossplatformness, there is a new path available. Write your shaders in a language that compiles to SPIR-V (HLSL/GLSL are the most obvious languages), and then use SPIR-V Cross to compile the SPIR-V back to HLSL/GLSL for other API to consume.
- Getting descriptors from SPIRV
anydsl
- AnyDSL: Partial Evaluation Framework for Programming High-Performance Libraries
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The trouble with SPIR-V, 2022 edition
I work on the AnyDSL research project, we have our own IR and optimizing compiler (Thorin), our framework supports partial evaluation and efficient codegen for the host as well as multiple compute offload targets (CUDA, OpenCL C, the NVVM and AMDGPU targets in LLVM), and I've been pursuing targeting SPIR-V as well.
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A new programming language for high-performance computers
There is also this:
https://anydsl.github.io/
They have some framework that achieves high level compute!
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Interesting Language / Architecture: AnyDSL + Impala (Add your comments + parallels in Rust?)
While waiting for std::simd to become a thing in stable and looking for alternatives I stumbled upon this: https://anydsl.github.io/
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Compiler IR (well, IL) design question: Syntax for multiple function entry points?
I had a look at Impala previously. It describes itself as dialect of Rust, but somehow I'm not exactly happy with Rust syntax, but found Impala's much more cuter, up to actually bother to report a doc glitch to make it even more cuter to passers-by ;-). I understand that it's pretty hard to bootstrap a language nowadays, so understand that "any DSL" marketing niche, though I guess it wouldn't look bad if it was promoted as a general-purpose language either. I also understand that it's open-source, but I'm not rushing to look there, by various reasons, like complexity, copyright and possibility to pick up bad ideas ;-). Preferring to do "black box" studying by papers for now, so thanks again for the links.
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
truenas-useful-scripts - A collection of scripts for TrueNAS to display useful information, do some reporting by email and backup the TrueNAS config.
naga - Universal shader translation in Rust
verified-scheduling
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
poudriere - Port/Package build and test system
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
toast - Time Ordered Astrophysics Scalable Tools
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
phobos-next - Various generic reusable D code.
rivi-loader - Vulkan Compute program loader in Rust
exo - Exocompilation for productive programming of hardware accelerators