applegpu
vello
applegpu | vello | |
---|---|---|
4 | 31 | |
505 | 1,968 | |
- | 4.8% | |
5.8 | 9.4 | |
5 days ago | 3 days ago | |
HTML | Rust | |
BSD 3-clause "New" or "Revised" License | 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.
applegpu
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A note on Metal shader converter
The most complete documentation is in the applegpu repo[1] by dougallj showing a great deal of recent activity (including by alyssarosenzweig). Last I checked, the documentation of barrier instructions wasn't complete enough to tell whether these device-scoped barriers are possible. (Note: on RDNA2, they're accomplished by DLC and GLC flags on memory accesses, combined with cache flush instructions such as S_GL1_INV).
There's also a lot of great material, accessibly written, on Alyssa's blog[2], see in particular the posts titled "Dissecting the Apple M1 GPU, part ${I}".
[1]: https://github.com/dougallj/applegpu
[2]: https://rosenzweig.io/
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The first Asahi Linux Alpha Release is out! | Asahi Linux is a project that brings Linux to all M1 Macs
Not really. I don't mean to imply that it's easy but multiple people (Alyssa and Dougall have successfully built end to end FOSS drivers and compilers for the GPUs in these machines. It's a big undertaking but a lot of talented people are working on it
- Apple M1 latencies, throughput and iops
- dougallj/applegpu — Apple GPU reverse engineering
vello
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Rive Renderer – now open source and available on all platforms
I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results.
My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher.
One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] that uses monoids for segmented reduction. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]).
Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future.
[1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da...
[2]: https://github.com/linebender/vello/issues/259
[3]: https://github.com/gpuweb/gpuweb/issues/4306
- WebKit Switching to Skia for 2D Graphics Rendering
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Looking for this. html + css rendering through wgpu.
Dioxus is working on this with blitz. It's leveraging wgpu through the linebender group's Vello renderer. Still in early stages.
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A note on Metal shader converter
If you're doing advanced compute work (including lock-free data structures), then it's best effort.
https://github.com/linebender/vello/issues/42 is an issue from when Vello (then piet-gpu) had a single-pass prefix sum algorithm. Looking back, I'm fairly confident that it's a shader translation issue and that it wouldn't work with MoltenVK either, but we stopped investigating when we moved to a more robustly portable approach.
- Vello: An experimental WebGPU-based compute-centric 2D renderer in Rust
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XUL Layout has been removed from Firefox
There are a number of up-and-coming Rust-based frameworks in this niche:
- https://github.com/iced-rs/iced (probably the most usable today)
- https://github.com/vizia/vizia
- https://github.com/marc2332/freya
- https://github.com/linebender/xilem (currently very incomplete but exciting because it's from a team with a strong track record)
What is also exciting to me is that the Rust GUI ecosystem is in many cases building itself up with modular libraries. So while we have umpteen competing frameworks they are to a large degree all building and collaborating on the same foundations. For example, we have:
- https://github.com/rust-windowing/winit (cross-platform window creation)
- https://github.com/gfx-rs/wgpu (abstraction on top of vulkan/metal/dx12)
- https://github.com/linebender/vello (a canvas like imperative drawing API on top of wgpu)
- https://github.com/DioxusLabs/taffy (UI layout algorithms)
- https://github.com/pop-os/cosmic-text (text rendering and editing)
- https://github.com/AccessKit/accesskit (cross-platform accessibility APIs)
In many cases there a see https://blessed.rs/crates#section-graphics-subsection-gui for a more complete list of frameworks and foundational libraries)
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Drawing and Annotation in Rust
blessed.rs lists these three crates for 2D drawing: - https://lib.rs/crates/femtovg - https://lib.rs/crates/skia-safe - https://github.com/linebender/vello
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Recommended UI framework to draw many 2D lines?
Vello (https://github.com/linebender/vello) which uses wgpu to render Edit: just saw you require images. Vello doesn't support those yet
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Announcing piet-glow, a GL-based implementation of Piet for 2D rendering
How does this relate to Vello? Both target raw-window-handle for winit compatibility. Vello uses WGPU vs piet-glow using GL.
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Is WGPU actually a good idea yet?
Finally, maybe vello could help you with ideas. It's not production ready yet, but they have some interesting ideas for 2D rendering using wgpu.
What are some alternatives?
FEX - A fast usermode x86 and x86-64 emulator for Arm64 Linux
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
msdfgen - Multi-channel signed distance field generator
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
troika - A JavaScript framework for interactive 3D and 2D visualizations
tinyraytracer - A brief computer graphics / rendering course
gpuweb - Where the GPU for the Web work happens!
compute-shader-101 - Sample code for compute shader 101 training
filmulator-gui - Filmulator --- Simplified raw editing with the power of film
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
cosmic-text - Pure Rust multi-line text handling
lapce - Lightning-fast and Powerful Code Editor written in Rust