compute-shader-101
wgpu
compute-shader-101 | wgpu | |
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8 | 195 | |
489 | 10,910 | |
2.7% | 2.5% | |
0.0 | 9.9 | |
3 months ago | 7 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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compute-shader-101
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wgpu-rs resources for computing purposes only
You might find compute shader 101 useful.
- Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
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WGPU setup and compute shader feedback - and Tutorial.
Compute Shader 101 - Github, Video, Slideshow. additional resources at end of slide show.
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Compute Shaders and Rust - looking for some guidance.
Yes, compute-shader-101 is sample code + video + slides.
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Prefix sum on portable compute shaders
Workgroup in Vulkan/WebGPU lingo is equivalent to "thread block" in CUDA speak; see [1] for a decoder ring.
> Using atomics to solve this is rarely a good idea, atomics will make things go slowly, and there is often a way to restructure the problem so that you can let threads read data from a previous dispatch, and break your pipeline into more dispatches if necessary.
This depends on the exact workload, but I disagree. A multiple dispatch solution to prefix sum requires reading the input at least twice, while decoupled look-back is single pass. That's a 1.5x difference if you're memory saturated, which is a good assumption here.
The Nanite talk (which I linked) showed a very similar result, for very similar reasons. They have a multi-dispatch approach to their adaptive LOD resolver, and it's about 25% slower than the one that uses atomics to manage the job queue.
Thus, I think we can solidly conclud that atomics are an essential part of the toolkit for GPU compute.
You do make an important distinction between runtime and development environment, and I should fix that, but there's still a point to be made. Most people doing machine learning work need a dev environment (or use Colab), even if they're theoretically just consuming GPU code that other people wrote. And if you do distribute a CUDA binary, it only runs on Nvidia. By contrast, my stuff is a 20-second "cargo build" and you can write your own GPU code with very minimal additional setup.
[1]: https://github.com/googlefonts/compute-shader-101/blob/main/...
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Compute shaders - where to learn more outside of unity
googlefonts/compute-shader-101: Sample code for compute shader 101 training (github.com)
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Vulkan Memory Allocator
I agree strongly with you about the need for good resources. Here are a few I've found that are useful.
* A trip through the Graphics Pipeline[1] is slightly dated (10 years old) but still very relevant.
* If you're interested in compute shaders specifically, I've put together "compute shader 101"
* Alyssa Rosenzweig's posts[3] on reverse engineering GPUs casts a lot of light on how they work at a low level. It helps to have a big-picture understanding first.
I think there is demand for a good book on this topic.
[1]: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-...
[2]: https://github.com/googlefonts/compute-shader-101
[3]: https://rosenzweig.io/
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Compute shader 101 (video and slides)
This is a talk I've been working on for a while. It starts off motivating why you might want to write compute shaders (tl;dr you can exploit the impressive compute power of GPUs but portably), then explains the basics of how, including some sample code to help get people started.
Slides: https://docs.google.com/presentation/d/1dVSXORW6JurLUcx5UhE1...
Sample code: https://github.com/googlefonts/compute-shader-101
Feedback is welcome (please file issues against the open source repo), and AMA in this thread.
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?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
vulkano - Safe and rich Rust wrapper around the Vulkan API
raylib - A simple and easy-to-use library to enjoy videogames programming
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
emscripten - Emscripten: An LLVM-to-WebAssembly Compiler
glow - GL on Whatever: a set of bindings to run GL anywhere and avoid target-specific code
strange-attractors
vello - An experimental GPU compute-centric 2D renderer.
bevy - A refreshingly simple data-driven game engine built in Rust
gpgpu-rs - Simple experimental async GPGPU framework for Rust
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.