Vulkan-Docs
wgpu
Vulkan-Docs | wgpu | |
---|---|---|
161 | 197 | |
2,669 | 11,164 | |
0.5% | 4.2% | |
8.4 | 9.9 | |
9 days ago | about 12 hours ago | |
JavaScript | Rust | |
GNU General Public License v3.0 or later | 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.
Vulkan-Docs
-
GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- Vulkan 1.3.273 spec update
- [Roadmap Feedback] Function Pointers with some limitations
-
New Vulkan Documentation Website
Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.
Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.
Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]
Android and Linux are the only platform where Vulkan is a first-class citizen.
You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.
Graphics API wars are alive and well.
[0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423
- Vulkan 1.3.267 spec update
- Vulkan 1.3.266 spec update
- Vulkan 1.3.262 spec update
- Vulkan 1.3.260 spec update
- Vulkan 1.3.257 spec update
- Vulkan 1.3.256 spec update
wgpu
-
Zed Decoded: Linux When? – Zed Blog
Wgpu seems very very well loved & supported, is one of the most successful comings together of the graphics world in ages. I'd love to hear some actual critique of it, hear what people think are shortcomings, because it feels to an outsider like this is the fantasy land, that we're living in the better place now. https://github.com/gfx-rs/wgpu
-
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
-
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/
-
New Renderers for GTK
If they used https://wgpu.rs/ they would get directx and metal for free (:
-
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
-
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.
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
vulkano - Safe and rich Rust wrapper around the Vulkan API
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
Vulkan-Headers - Vulkan header files and API registry
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
WASI - WebAssembly System Interface
bevy - A refreshingly simple data-driven game engine built in Rust
Vulkan - Examples and demos for the new Vulkan API
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.