gpgpu-rs
baryon
gpgpu-rs | baryon | |
---|---|---|
8 | 3 | |
135 | 87 | |
- | - | |
3.8 | 0.0 | |
about 1 month ago | about 2 years ago | |
Rust | Rust | |
European Union Public License 1.2 | MIT License |
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gpgpu-rs
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GPGPU Options
If you don't mind using a pure rust "alternative" you could use wgpu or a wrapper like gpgpu-rs, or any other of the projects mentioned in the other comments.
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Non graphical computing on GPU
gpgpu-rs is a wgpu helper lib
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Compute Shaders and Rust - looking for some guidance.
You could try gpgpu-rs, a compute-focused framework I'm writing. It has some nice integrations with image and ndarray (tho the latter still needs some work) I'll definitely love some feedback :)
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Rust-CUDA: writing and executing extremely fast GPU code fully in Rust
Would be really nice to have an actual cross platform GPGPU library. It's really holding every kind of progress back to have only vendor lock-in.
Maybe WebCPU will be capable of compute to the extend that CUDA isn't necessary. https://github.com/UpsettingBoy/gpgpu-rs
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I was bored so I corrected the corrected calculator by u/pushinat to calculate all possible scenarios between max and lewis. Out of these 3.7 trillion scenarios Max wins 86.6% of them (Fixed fastest lap, and added half points and cancelled races)
gpgpu-rs it is then! 🙂
- gpgpu-rs: A GPGPU compute oriented framework inspired in OpenCL
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Learn Wgpu updated to 0.11
I'm working on a compute framework (gpgpu-rs) based on wgpu, if you wanna check out.
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Is WGSL a good choice?
My recommendation is to stick with WGSL for wgpu. I have some simple compute shaders examples if you wanna check out.
baryon
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Render Pipelines in wgpu and Rust
Before I set off on the journey of refactoring, I looked for other wgpu projects to see how they structured their app architecture. I found 2 great examples that I primarily referenced - both with “b” names funnily enough: baryon and bevy.
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Primitive Geometry in wgpu and Rust
Before I dove too deep into the process, I was curious how other libraries handled their primitive geometry in Rust. I looked into Bevy and Baryon, the former being a well established (and huge) game engine and the latter being a smaller, easier to digest library.
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
What are some alternatives?
wgsl.vim - WGSL syntax highlight for vim
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
wgpu - Cross-platform, safe, pure-rust graphics api.
vscode-wgsl - VsCode Syntax highlight for WGSL files
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
learn-wgpu - Guide for using gfx-rs's wgpu library.
compute-shader-101 - Sample code for compute shader 101 training
naga - Universal shader translation in Rust
vange-rs - Rusty Vangers clone
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
wgpu-hello-world - exploring wgpu for Rust