ash VS wgpu-rs

Compare ash vs wgpu-rs and see what are their differences.

ash

Vulkan bindings for Rust (by ash-rs)

wgpu-rs

Rust bindings to wgpu native library (by gfx-rs)
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ash wgpu-rs
9 16
1,289 1,699
2.6% -
8.9 9.0
10 days ago over 1 year ago
Rust Rust
Apache License 2.0 Mozilla Public License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

ash

Posts with mentions or reviews of ash. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-04-27.

wgpu-rs

Posts with mentions or reviews of wgpu-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-30.
  • gfx-rs ecosystem releases v0.8
    3 projects | reddit.com/r/rust | 30 Apr 2021
    Naga-based shader infrastructure has been growing and capturing more ground. It has reached an important point where SPIRV-Cross is not just optional on some platforms, but even not enabled by default. This is now the case for Metal and OpenGL backends. Naga path is easier to integrate, share types with, compile, and it’s much faster to run. Early benchmarks suggest about 2.5x perf improvement over SPIRV-Cross for us.
    3 projects | reddit.com/r/rust | 30 Apr 2021
    wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
  • GPU compute shader for SHA256 using Rust!
    3 projects | reddit.com/r/rust | 25 Apr 2021
    rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
  • GPU programming .. SYCL
    2 projects | reddit.com/r/rust | 15 Apr 2021
  • Bevy 0.5
    14 projects | reddit.com/r/rust | 6 Apr 2021
    For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
  • Bevy 0.5: data oriented game engine built in Rust
    10 projects | news.ycombinator.com | 6 Apr 2021
    We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
  • Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
    6 projects | reddit.com/r/rust_gamedev | 30 Mar 2021
    Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
    6 projects | reddit.com/r/rust_gamedev | 30 Mar 2021
  • Newbie questions on design patterns in Rust
    2 projects | reddit.com/r/rust_gamedev | 21 Mar 2021
    Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
  • OpenGL in Rust
    4 projects | reddit.com/r/rust | 22 Feb 2021
    there is a lack of opengl development because opengl itself is beint phased out slowly. your best bet here is probably https://wgpu.rs

What are some alternatives?

When comparing ash and wgpu-rs you can also consider the following projects:

learn-wgpu - Guide for using gfx-rs's wgpu library.

gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.

awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community

rust-gpu - πŸ‰ Making Rust a first-class language and ecosystem for GPU shaders 🚧

bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine

hash-shader - SHA256 Compute Shader (Kernel) Written in Rust

gpuweb - Where the GPU for the Web work happens!

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

veloren

vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.

rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.

simple-game - A personal collection of windowing/graphics/game code to get started quickly on games and graphical applications