clvk
Implementation of OpenCL 3.0 on Vulkan (by kpet)
GLSL
GLSL Shading Language Issue Tracker (by KhronosGroup)
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.
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.
clvk
Posts with mentions or reviews of clvk.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-12.
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LangChain / LlamaCpp on M1 GPU (MPS)?
I tried very similar thing. My purpose was to run llama-cpp-python with CLBlast GPU acceleration via clvk on VulkanSDK on my M1 Max computer. I downloaded VulkanSDK for macOS, cloned clvk(https://github.com/kpet/clvk) and CLBlast. Build was successful but there is a problem; when clCreateCommandQueue function was called with CL_QUEUE_OUT_OF_ORDER_EXEC_MODE_ENABLE option(in ggml-opencl.c of llama.cpp) , an error was happened and I do not know how to handle it.
- Resources for Vulkan GPGPU searched
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Cross Platform GPU-Capable Framework?
OpenCL really is your best bet for a cross-platform GPU-capable framework. OpenCL 3.0 cleared out a lot of the cruft from OpenCL 2.x so it's seeing a lot more adoption. The most cross-platform solution is still OpenCL 1.2, largely for MacOS, but OpenCL 3.0 is becoming more and more common for Windows and Linux and multiple devices. Even on platforms without native OpenCL support there are compatibility layers that implement OpenCL on top of DirectX (OpenCLOn12) or Vulkan (clvk and clspv).
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How does GPU programming work?
What we really need is CLVK, but it seems pretty limited. I'd prefer a clang based compiler which can accept opencl c++ personally, because a brand new compiler is not ideal
GLSL
Posts with mentions or reviews of GLSL.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-26.
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Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
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GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
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New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the VulkanĀ® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
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Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
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You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
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Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
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Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
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Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
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Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
What are some alternatives?
When comparing clvk and GLSL you can also consider the following projects:
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
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.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
vuh - Vulkan compute for people
ocl - OpenCL for Rust
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library