Vulkan-ValidationLayers
rust-gpu
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Vulkan-ValidationLayers | rust-gpu | |
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30 | 82 | |
699 | 6,952 | |
3.0% | 2.2% | |
9.9 | 7.7 | |
2 days ago | 10 days ago | |
C++ | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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Vulkan-ValidationLayers
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Baldurs Gate 3 wont work with Vulkan
If this works then it might actually be a game bug and the game I guess passes invalid shaders when the cache exists... but it seems to work fine on windows vulkan drivers. You could try to run the game with https://github.com/KhronosGroup/Vulkan-ValidationLayers
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Help a noob out: compute shader synchronization/scheduling
For debugging these kinds of issues, I would recommend enabling the synchronization validation layer.
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Validation Layers crash Vulkan (on Android)
I would use the debugger to produce a stack trace and look into the validation layers source code. https://github.com/KhronosGroup/Vulkan-ValidationLayers Then I would either file an issue or make a PR there.
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Managing bindless descriptors in Vulkan
Currently validation layers might generate false-positive errors: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3450
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Validation layers sporadically cause extended dynamic states to crash.
A'rightey... I was able to reproduce this issue with Sascha Willems basic triangle example, so I am fairly certain, that this is a bug. I've opened an issue.
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Need help using Vulkan-ValidationLayers as CMake FetchContent
I am really at loss here, I found this issue but it doesn't really help me (I am starting to doubt it's even possible, maybe I'm a clown and doing it wrong...)
- Anyway to get QueueSubmit to wait on Timeline Semaphores?
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Synchronization layers being triggered by a subpass dependency
Can you post a reproduction case at https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues so we can take a look at it.
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Emacs Is Not Enough
Which is why a GPU debugger with frame tracing is so much better option.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...
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Is here a way to turn VkResult into C string?
Huh yeah. Looking through the header the function you want works with c but there are others using c++ features. The reason given is understandable.
rust-gpu
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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
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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
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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?
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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)
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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
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[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
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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.
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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?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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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?
vulkan-guide - Introductory guide to vulkan.
llama.cpp - LLM inference in C/C++
Vulkan - Examples and demos for the new Vulkan API
wgpu - Cross-platform, safe, pure-rust graphics api.
quickstep - Quickstep project
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
pyusb - Easy USB access for Python
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
SDL - Simple Directmedia Layer
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.
prjtrellis - Documenting the Lattice ECP5 bit-stream format.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework