VkFFT VS clspv

Compare VkFFT vs clspv and see what are their differences.

VkFFT

Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library (by DTolm)

clspv

Clspv is a compiler for OpenCL C to Vulkan compute shaders (by google)
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VkFFT clspv
37 8
1,432 568
- 1.9%
8.1 9.0
6 days ago 5 days ago
C++ LLVM
MIT License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

VkFFT

Posts with mentions or reviews of VkFFT. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-08-02.

clspv

Posts with mentions or reviews of clspv. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-09.
  • Vcc – The Vulkan Clang Compiler
    9 projects | news.ycombinator.com | 9 Jan 2024
    See https://github.com/google/clspv for an OpenCL implementation on Vulkan Compute. There are plenty of quirks involved because the two standards use different varieties of SPIR-V ("kernels" vs. "shaders") and provide different guarantees (Vulkan Compute doesn't care much about numerical accuracy). The Mesa folks are also looking into this as part of their RustiCL (a modern OpenCL implementation) and Zink (implementing OpenGL and perhaps OpenCL itself on Vulkan) projects.
  • AMD's CDNA 3 Compute Architecture
    7 projects | news.ycombinator.com | 17 Dec 2023
    Vulkan Compute backends for numerical compute (as typified by both OpenCL and SYCL) are challenging, you can look at Google's cspv https://github.com/google/clspv project for the nitty gritty details. The lowest-effort path is actually via some combination of Rocm (for hardware that AMD bothers to support themselves) and the Mesa project's Rusticl backend (for everything else).
  • WSL with CUDA Support
    2 projects | news.ycombinator.com | 22 Jan 2022
    D3D12 has more compute features than Vulkan has. It works out for DXVK because games often don’t use those, but it’ll cause much more issues with CLon12.

    By the way, if you are ready to have a _limited_ implementation without a full feature set because of Vulkan API limitations, clvk is a thing. The list of limitations of that approach is at https://github.com/google/clspv/blob/master/docs/OpenCLCOnVu...

    tldr: Vulkan and OpenCL SPIR-V dialects are different, and the former has significant limitations affecting this use case

  • Resources for Vulkan GPGPU searched
    6 projects | /r/vulkan | 12 Jan 2022
  • Low overhead C++ interface for Apple's Metal API
    8 projects | news.ycombinator.com | 22 Nov 2021
    For OpenCL on DX12, the test suite doesn't pass yet. Every Khronos OpenCL 1.2 CTS test passes on at least one hardware driver, but there's none that pass them all. That is why CLon12 isn't submitted to Khronos's compliant products list yet.

    The pointer semantics that Vulkan has aren't very amenable to implementing a compliant OpenCL implementation on top of. There are also some other limitatons: https://github.com/google/clspv/blob/master/docs/OpenCLCOnVu....

  • [Hardware Unboxed] - Apple M1 Pro Review - Is It Really Faster than Intel/AMD?
    2 projects | /r/hardware | 10 Nov 2021
    Vulkan is much more limited, notably because of Vulkan's SPIR-V dialect limitations. That makes a compliant OpenCL 1.2 impl on top of Vulkan impossible. (see: https://github.com/google/clspv/blob/master/docs/OpenCLCOnVulkan.md)
  • Cross Platform GPU-Capable Framework?
    6 projects | /r/gpgpu | 1 Aug 2021
    OpenCL really is your best bet for a cross-platform GPU-capable framework. OpenCL 3.0 cleared out a lot of the cruft from OpenCL 2.x so it's seeing a lot more adoption. The most cross-platform solution is still OpenCL 1.2, largely for MacOS, but OpenCL 3.0 is becoming more and more common for Windows and Linux and multiple devices. Even on platforms without native OpenCL support there are compatibility layers that implement OpenCL on top of DirectX (OpenCLOn12) or Vulkan (clvk and clspv).

What are some alternatives?

When comparing VkFFT and clspv you can also consider the following projects:

wgpu - Cross-platform, safe, pure-rust graphics api.

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.

OpenCLOn12 - The OpenCL-on-D3D12 mapping layer

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

cuda-samples - Samples for CUDA Developers which demonstrates features in CUDA Toolkit

rocFFT - Next generation FFT implementation for ROCm

GLSL - GLSL Shading Language Issue Tracker

alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:

xNVMe - Portable and high-performance libraries and tools for NVMe devices as well as support for traditional/legacy storage devices/interfaces.

MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.

ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]