compute-shader-101 VS wgpu

Compare compute-shader-101 vs wgpu and see what are their differences.

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compute-shader-101 wgpu
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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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.

compute-shader-101

Posts with mentions or reviews of compute-shader-101. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-10.
  • wgpu-rs resources for computing purposes only
    2 projects | /r/rust | 10 Mar 2023
    You might find compute shader 101 useful.
  • Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
    2 projects | /r/vulkan | 30 May 2022
  • WGPU setup and compute shader feedback - and Tutorial.
    2 projects | /r/rust | 16 Jan 2022
    Compute Shader 101 - Github, Video, Slideshow. additional resources at end of slide show.
  • Compute Shaders and Rust - looking for some guidance.
    3 projects | /r/rust | 15 Jan 2022
    Yes, compute-shader-101 is sample code + video + slides.
  • Prefix sum on portable compute shaders
    2 projects | news.ycombinator.com | 17 Nov 2021
    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/...

  • Compute shaders - where to learn more outside of unity
    2 projects | /r/gamedev | 31 Oct 2021
    googlefonts/compute-shader-101: Sample code for compute shader 101 training (github.com)
  • Vulkan Memory Allocator
    3 projects | news.ycombinator.com | 21 Jul 2021
    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/

  • Compute shader 101 (video and slides)
    2 projects | news.ycombinator.com | 4 Jun 2021
    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

Posts with mentions or reviews of wgpu. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-23.

What are some alternatives?

When comparing compute-shader-101 and wgpu you can also consider the following projects:

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.