misc
wgpu-native
Our great sponsors
misc | wgpu-native | |
---|---|---|
8 | 13 | |
247 | 718 | |
- | 5.7% | |
5.8 | 8.3 | |
4 months ago | 13 days ago | |
C | Rust | |
- | 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.
misc
-
GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- “Clean Code, Horrible Performance” Discussion Part 2 (Final)
-
The Clean Code Debacle and Rhetoric Tricks - Casey Muratori vs Mr "Uncle Bob" Martin
I'll put the link to Casey and Uncle Bob's discussion about architecture here again. This discussion is specifically about maintainability. In it they both come up with a design for a device IO API, and argue its strengths in terms maintainability and extensibility.
- Uncle Bob's Response to Casey Muratori's Critique of Clean Code
- [A mail I wrote to the Vulkan advisory committee on Aug 4, 2015, 1:03 AM]
- The current state of GPU API's and why I wish V-EZ hadn't died.
- Reservations about the Vulkan API’s design
wgpu-native
-
Capturing the WebGPU Ecosystem
The Mach engine project has prebuilt Dawn libraries and also a simplified build-from-source process using the Zig build system, see:
https://machengine.org/pkg/mach-gpu-dawn/
It's also possible to use wgpu-native in C/C++ projects as prebuilt library, see:
https://github.com/gfx-rs/wgpu-native
-
I started drafting a tuto to learn WebGPU for native C++
It is based on the wgpu-native implementation (Firefox backend) but I plan on adding a receipe for using it with Dawn (Chrome backend) as well.
- How is Vulkan supposed to supersede OpenGL in practice?
- Vulkan update: version 1.2 conformance for Raspberry Pi 4
- New open source Common Lisp 3D graphics project -- call for participation
-
Go bindings for WebGPU
go-webgpu provides binding for wgpu-native (a safe and portable GPU abstraction in Rust, implementing WebGPU API).
-
The current state of GPU API's and why I wish V-EZ hadn't died.
Rust, C++
-
WebGL 2.0 is Now Supported in All Major Browsers
When you look at graphics APIs in Rust practically everything is pointing towards, and telling you to use, wgpu, which abstracts over Vulkan, Metal, DX11/12, GLES and WebGPU and is based on, drumroll, WebGPU. Hardly surprising as it's the backend firefox is going to use. And yes it has a C API, too.
-
Mach Engine: The future of graphics (with Zig)
Probably the easiest option would be to target wgpu-native prebuilt binaries but these don't have iOS/Android (unsure if wgpu-native supports iOS/Android at all)
-
Learn Wgpu
WGPU is the underlying implementation for WebGPU in Firefox and it has C bindings: https://github.com/gfx-rs/wgpu-native.git.
What are some alternatives?
webgpu-headers
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction