Vulkan-ValidationLayers
wgpu
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Vulkan-ValidationLayers | wgpu | |
---|---|---|
30 | 195 | |
699 | 10,910 | |
3.0% | 4.7% | |
9.9 | 9.9 | |
2 days ago | 3 days ago | |
C++ | 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-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.
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?
vulkan-guide - Introductory guide to vulkan.
vulkano - Safe and rich Rust wrapper around the Vulkan API
Vulkan - Examples and demos for the new Vulkan API
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
quickstep - Quickstep project
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
pyusb - Easy USB access for Python
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
SDL - Simple Directmedia Layer
bevy - A refreshingly simple data-driven game engine built in Rust
prjtrellis - Documenting the Lattice ECP5 bit-stream format.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.