Vulkan-Samples
vulkano
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Vulkan-Samples | vulkano | |
---|---|---|
44 | 22 | |
3,918 | 4,303 | |
4.9% | 1.7% | |
9.2 | 9.5 | |
6 days ago | 2 days ago | |
C++ | Rust | |
Apache License 2.0 | Apache License 2.0 |
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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-Samples
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Google's First Tensor Processing Unit: Architecture
Vulcan is a driver-level API. It competes with DirectX and OpenGL.
CUDA is a language you write kernels. It competes with OpenAI's Triton language.
Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...
This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...
By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
(It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)
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Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
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Show HN: A tutorial for building a 2D game engine with Go and OpenGL
and see if it works.
[1] https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
- New Vulkan sample - VK_EXT_full_screen_exclusive
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Mesh Shader Sample
In this new sample, we see how to incorporate the Vulkan extension VK_EXT_mesh_shader and introduce per primitive culling in a mesh shader. https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shader_culling
- New Extension Sample: VK_EXT_swapchain_maintenance1
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
- Can anyone give valid reasons why game engines are any easier to use than just programming with something like Vulkan?
vulkano
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Hey Rustaceans! Got a question? Ask here (16/2023)!
There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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How to learn writing a Wayland compositor?
Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
- I made JSON.parse() 2x faster
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Is C++ still the language when entering 3D programming in 2023?
Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
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Vulkano vs Ash?
Huh? What makes you think that? The commit history looks pretty active.
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Point cloud rendering draw calls
I use rust with the vulkano library.
- Vulkano – Safe and rich rust wrapper around the Vulkan API
- Vulkano - Safe and rich rust wrapper around the vulkan api
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Silverblue loads nouveau instead of installed nvidia
rpm-ostree install https://download1.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm sudo rpm-ostree uninstall akmod-nvidia sudo rpm-ostree install akmod-nvidia-470xx rpm-ostree kargs --append=rd.driver.blacklist=nouveau --append=modprobe.blacklist=nouveau --append=nvidia-drm.modeset=1 sudo systemctl reboot sudo rpm-ostree install nvidia-settings-470xx xorg-x11-drv-nvidia-470xx-power sudo rpm-ostree uninstall xorg-x11-drv-nvidia-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-devel sudo rpm-ostree install xorg-x11-drv-nvidia-470xx-cuda-devel sudo rpm-ostree install cuda-samples sudo rpm-ostree install vulkan-tools vkmark mesa-vulkan-devel sudo rpm-ostree install libshaderc-devel sudo rpm-ostree install clang clang-tools-extra libstdc++-devel sudo rpm-ostree install glib2-devel glib-devel avahi-gobject-devel sudo rpm-ostree install cairo-devel pango-devel gdk-pixbuf2-devel sudo rpm-ostree install graphene-devel gtk4-devel cairo-gobject-devel sudo systemctl reboot modinfo /usr/lib/modules/$(uname -r)/kernel/drivers/video/nvidia.ko | grep ^version find /usr/lib/modules -name nvidia.ko -exec modinfo {} \; sudo lspci -v | grep -A 20 VGA git clone https://github.com/Rust-GPU/Rust-CUDA.git git clone https://github.com/vulkano-rs/vulkano.git git clone https://github.com/Relm4/relm4.git glxgears glxinfo glxgears glxinfo vkcube vkcubepp ./teapot ./triangle ./occlusion-query ./interactive_fractal
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A 2D Pixel Physics Simulator with Cellular Automata written in Rust
I use the awesome Vulkano for rendering and computation, and Rapier for simple physics. Contour is used for the initial shapes, but rapier forms the physics colliders from it. Hecs is used as well. And you might recognize Egui as gui :). I gotta say, I'm starting to be pretty happy with the rust ecosystem overall.
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
wgpu - Cross-platform, safe, pure-rust graphics api.
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
vulkan-tutorial-rs - Vulkan tutorial written in Rust using Ash
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.
rust-bindgen - Automatically generates Rust FFI bindings to C (and some C++) libraries.
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers
vulkan-tutorial-rs - Rust version of https://github.com/Overv/VulkanTutorial
glTF-Sample-Models - glTF Sample Models
learn-wgpu - Guide for using gfx-rs's wgpu library.