SPIRV-Cross
wgpu
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SPIRV-Cross | wgpu | |
---|---|---|
10 | 195 | |
1,905 | 10,910 | |
1.9% | 4.1% | |
9.0 | 9.9 | |
8 days ago | about 15 hours 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
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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
wgpu
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GPU Compute in the Browser at the Speed of Native: WebGPU Marching Cubes
Oh look it's subgroup support landing last week: https://github.com/gfx-rs/wgpu/pull/5301
- 3D and 2D: Testing out my cross-platform graphics engine
- Warp Terminal is now available for Linux
- Linux version of Warp terminal is here
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Building the DirectX shader compiler better than Microsoft?
And wgpu has been doing this for years. Things like descriptor indexing are not exposed to the web but used by Rust (mostly) engines on native.
https://wgpu.rs/
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New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
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Show HN: WebGPU Particles Simulation
IIRC it was delayed multiple times. I think the first intent to ship from chrome was before 100 but they kept pushing it off. Firefox still does not support it. There are projects like wgpu[0] that wrap provide a higher level API and I have used some projects using it with no issues. WFIW I didn't see any issue with OP's demo either.
[0] https://github.com/gfx-rs/wgpu
- Deno 1.39: The Return of WebGPU
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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There is anything like wgpu.rs for Zig?
There is anything like wgpu.rs for Zig? wgpu.rs is an abstraction on top of Vulkan, Metal, DirectX, etc...
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
vulkano - Safe and rich Rust wrapper around the Vulkan API
naga - Universal shader translation in Rust
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
bevy - A refreshingly simple data-driven game engine built in Rust
rivi-loader - Vulkan Compute program loader in Rust
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.