emscripten VS compute-shader-101

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

emscripten

Emscripten: An LLVM-to-WebAssembly Compiler (by emscripten-core)

compute-shader-101

Sample code for compute shader 101 training (by googlefonts)
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emscripten compute-shader-101
20 8
25,139 484
0.9% 3.3%
9.9 0.0
1 day ago 3 months ago
C++ Rust
GNU General Public License v3.0 or later Apache 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.

emscripten

Posts with mentions or reviews of emscripten. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-30.
  • Python HTTP library 'urllib3' now works in the browser
    8 projects | news.ycombinator.com | 30 Jan 2024
    Browsers limit the ability for these platforms to use raw sockets, there simply is no API for it. The best that can be done /today/ is to use WebSockets, which are not the same thing any can't be used for HTTP requests without the server expecting a WebSocket connection:

    https://github.com/emscripten-core/emscripten/issues/5196#is...

  • A minimal working Rust / SDL2 / WASM browser game
    6 projects | news.ycombinator.com | 15 Jan 2024
    Only half true. Emscripten implements the SDL 1.2 (and also SDL_mixer 1.2) API in Javascript here: https://github.com/emscripten-core/emscripten/blob/main/src/.... On the other hand SDL 2 (and SDL_mixer 2) are proper ports (which you linked to).

    So there's quite a size penalty to using SDL 2 rather than SDL 1.2.

  • Playing with low-level memory in WebAssembly
    2 projects | dev.to | 5 Sep 2023
    Playing with low-level stuff is fun, but I won't use it anywhere in productionable code. Well, at least without considerable experience and understanding of the Emscripten code base.
  • Keeping Figma Fast: perf-testing the WASM editor
    5 projects | news.ycombinator.com | 30 Aug 2023
    Thank you for your comment!

    WASM gave Figma a lot of speed by default for a lot of perf-sensitive code like rendering, layouts, applying styles and materializing component instances, our GUI code is mostly React and CSS.

    WASM engine performance has not been a problem for us, instead we are constantly looking forward improvements in the devex department: debugging, profiling and modularization.

    One of the largest challenges of the platform we face today is the heap size limit. While Chrome supports up to 4GB today, that's not yet the case for all browsers. And even with that, we are still discovering bugs in the toolchain (see this recent issue filed by one of our engineers) https://github.com/emscripten-core/emscripten/issues/20137

    The challenge of the perf-testing at scale in our company is helping developers to detect perf regressions when they don't expect them - accidental algorithmic errors, misused caches, over-rendering React components, dangerously inefficient CSS directives, etc.

  • Show HN: Classic FPS Wolfenstein 3D brought in the browser via Emscripten
    7 projects | news.ycombinator.com | 3 Mar 2023
    https://github.com/emscripten-forge/recipes/tree/main/recipe...

    Re: emscripten fs implementations: https://github.com/emscripten-core/emscripten/issues/15041#i... https://github.com/jupyterlite/jupyterlite/issues/315

  • Hello World In Web Assembly
    4 projects | dev.to | 12 Feb 2023
    Moving onto the project, let’s first install Emscripten from their git repository. Emscripten will compile C into Wasm code. An important note is that I will be using Mac OS for this project. If you want to follow along using Windows, use this link. To Begin, open your terminal and clone down Emscripten with:
  • Emscripten: An LLVM-to-WebAssembly Compiler
    1 project | /r/coolgithubprojects | 3 Jan 2023
  • GDExtension step-by-step tutorial
    1 project | /r/godot | 6 Dec 2022
    I got pointed to this one here: https://github.com/emscripten-core/emscripten/issues/15487
  • Question about usage on a chromebook
    4 projects | /r/i2p | 30 Nov 2022
    If you want to do it, go to town. This is the only reference I could find to anybody targeting wasm with i2pd frankly I really hope the person inquiring in the issue is also you.
  • The Reason Java Is Still Popular
    2 projects | news.ycombinator.com | 22 Sep 2022
    Right, and if that momentum is going to last 20 years, then that's going to dictate what's a good strategic decision and what isn't for the next 20 years. Thanks for letting me know what the good options might be when my infant daughter is halfway through college, that doesn't help me save for it in the meantime.

    Prior familiarity is a very good reason to pick an option for a greenfield project if you're operating on any type of serious budget (time or money), especially if you need to hire others to help out. There's also the annoying reality that most libraries for new/up-and-coming languages are simply inadequate, despite whatever claims they make.

    For instance, one of my personal side projects involves getting familiar with WebAssembly (note: not on a serious budget), and I'm using emscripten to transcode because that's what the internet seemed to think was the closest thing to a standard toolkit. I found a bug simply by combining two pieces of example code from Emscripten's own documentation (you'll note I'm transcoding from c++ due to prior familiarity): https://github.com/emscripten-core/emscripten/issues/17143

    This is not a dig on emscripten per se, merely pointing out that it's probably not mature enough for the stress of corporate-scale development, where you encounter all sorts of crazy edge cases well beyond the sample code. Java over the years has obtained that level of maturity. The edge cases are largely solved or at least known, and there's an army of experts and consultants ready to help if there's a problem. When time is money, that matters. It determines the risk profile of any project, greenfield or otherwise.

    Java's momentum hasn't stopped, at best it's simply slowing. And at this rate it'll take decades to come to a stop, and decades more to recede to any meaningful degree. I'll also point out that C is very much alive and well in the embedded world. Plenty of job postings looking for C experience explicitly.

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.

What are some alternatives?

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

pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

wasm-libxml2 - A quick experiment to build and run libxml2 as a WebAssembly module.

raylib - A simple and easy-to-use library to enjoy videogames programming

fengari - 🌙 φεγγάρι - The Lua VM written in JS ES6 for Node and the browser

strange-attractors

GodotSteam - An open-source and fully functional Steamworks SDK / API module and plug-in for the Godot Game Engine.

vello - An experimental GPU compute-centric 2D renderer.

beatmapper - A 3D editor for creating Beat Saber maps

gpgpu-rs - Simple experimental async GPGPU framework for Rust

team - Rust teams structure

Vulkan-Guide - One stop shop for getting started with the Vulkan API