glslcc
GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang (by septag)
naga
Universal shader translation in Rust (by gfx-rs)
glslcc | naga | |
---|---|---|
3 | 28 | |
499 | 1,494 | |
- | 0.3% | |
0.0 | 9.2 | |
over 2 years ago | 6 months ago | |
C++ | Rust | |
BSD 2-clause "Simplified" License | GNU General Public License v3.0 or later |
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.
glslcc
Posts with mentions or reviews of glslcc.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-04.
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An introduction to Shader Art Coding
I was able to find a project on Github (https://github.com/septag/glslcc), which claims to convert glsl to hlsl using spirv cross. I haven't tried it, however. I remembered running across it recently doing similar google searches on shaders.
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Is there a list of resources which help to abstract over OpenGL and Vulkan, as their as their GLSL dialects? (DirectX and HLSL are also welcomed)
For cross compiling you can look at https://github.com/septag/glslcc - which uses SPIRV-Cross too.
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niceshade - convert HLSL to SPIR-V, GLSL, or Metal Shading Language
..or glslcc: https://github.com/septag/glslcc
naga
Posts with mentions or reviews of naga.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-08-09.
- How does webgpu planning to use webgl shaders?
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I want to talk about WebGPU
That wouldn't have been all that different from WGSL though, the most important thing is that whatever WebGPU uses for its shaders can be translated to and from SPRIV (and WGSL does that too (e.g. via https://dawn.googlesource.com/tint and https://github.com/gfx-rs/naga).
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Survey: How have shader compilation messages been for you?
Hey all, wanted to put this link in here, where I'm proposing changing the API for errors in naga, so Naga can take ownership of error presentation and actually Make Shader Compilation Messages Comfyâ„¢: https://github.com/gfx-rs/naga/issues/2317
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Chrome ships WebGPU (available by default in Chrome 113)
And it seems that naga https://github.com/gfx-rs/naga Already has a working front/backend for wgsl.
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Ray query example in Blade
This is basically Ray Tracing support in Blade. So far, only ray queries are supported. Unlike prior work on ray tracing in Rust, this is original due to all shader code being WGSL, see the Naga PR.
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Does WGSL work well with vulkan?
There's a compiler that can translate from WGSL to SPIR-V called naga. Having such a compiler is essential, since WebGPU is planned to use WGSL and browsers are expected to implement rendering via Vulkan (and probably Metal and DX12).
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Glsl transpiler, interpreter?
Not sure about on the CPU, but naga is a shading language transpiler you can write custom front/backends for.
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Any guides/documentation on the WGSL shading language?
The spec docs are actually pretty useful https://www.w3.org/TR/WGSL/ besides that I was using naga's tests for reference https://github.com/gfx-rs/naga/tree/master/tests
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How are Vulkan, CUDA, Triton and all other things connected?
For cross-platform support look at WebGPU and Vulkan (e.g,: [0] [1]. Essentially, you would need to write the func in WGSL or GLSL, HLSL or MSL. Each of these can be cross-compiled to SPIR-V (what Vulkan needs) with cross-compilers such as spirv-cross and naga.
What are some alternatives?
When comparing glslcc and naga you can also consider the following projects:
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
SHADERed - Lightweight, cross-platform & full-featured shader IDE
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
wgsl.vim - WGSL syntax highlight for vim
niceshade - A wrapper for DirectXShaderCompiler and SPIRV-cross
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
reshade - A generic post-processing injector for games and video software.
gpuweb - Where the GPU for the Web work happens!
SideFXLabs
vscode-wgsl - VsCode Syntax highlight for WGSL files