SPIRV-Cross
rust-gpu
Our great sponsors
SPIRV-Cross | rust-gpu | |
---|---|---|
10 | 82 | |
1,905 | 6,930 | |
1.9% | 1.9% | |
9.0 | 8.2 | |
7 days ago | 7 days ago | |
GLSL | Rust | |
Apache License 2.0 | 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.
SPIRV-Cross
-
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.
-
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.
-
Need guidance on SPIRV reflection
Regarding reflection, here is a guide: https://github.com/KhronosGroup/SPIRV-Cross/wiki/Reflection-API-user-guide
-
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?
-
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.
-
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.
-
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)
-
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
rust-gpu
-
Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
-
Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
-
What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
-
How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
-
What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
-
[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
-
Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
-
Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
-
Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
-
With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
What are some alternatives?
naga - Universal shader translation in Rust
llama.cpp - LLM inference in C/C++
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
wgpu - Cross-platform, safe, pure-rust graphics api.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
rivi-loader - Vulkan Compute program loader in Rust
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
vulkan-guide - Introductory guide to vulkan.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework