gpgpu-rs
gpuweb
Our great sponsors
gpgpu-rs | gpuweb | |
---|---|---|
8 | 56 | |
135 | 4,580 | |
- | 1.7% | |
3.8 | 9.1 | |
about 1 month ago | about 14 hours ago | |
Rust | Bikeshed | |
European Union Public License 1.2 | GNU General Public License v3.0 or later |
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.
gpgpu-rs
-
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.
-
Non graphical computing on GPU
gpgpu-rs is a wgpu helper lib
-
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 :)
-
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
-
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
-
Learn Wgpu updated to 0.11
I'm working on a compute framework (gpgpu-rs) based on wgpu, if you wanna check out.
-
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.
gpuweb
- WGSL Is Terrible
-
WebGPU now available for testing in Safari Technology Preview
People keep spreading this incredibly misleading statement, and yours is even more misleading (suggesting Apple opposed a 'GPU WASM')
By all accounts, Apple's /only/ stance was that if WebGPU used SPIR-V it would be a non-starter for them, due to ongoing legal issues between Apple and Khronos.
Apple actually proposed WebHLSL in collaboration with Microsoft, to have HLSL be the standard.
Mozilla employee's stance[0] was that SPIRV was too low level, did not fit with the goals of WebGPU portability and security, and expressed concern that Khronos may add functionality to SPIRV they cannot support in WebGPU like raytracing instructions .. 'So we'd always be on the verge of forking SPIR-V in some way.'
It was also noted by many people that even if a bytecode format was used, it would still have to be translated to the target (HLSL/DXIL, MSL, etc.) in almost the same way a text format would.
Nobody proposed a 'GPU WASM equivalent' or an alternative bytecode format.
The hard truth is that shader compilation is a fucking nightmare, people do not realize how bad it is across the different native APIs. SPIR-V is good, but it doesn't solve that - and presents other challenges if you are a web browser API. Vulkan and SPIRV are not the golden goose many make them out to be.
[0] https://github.com/gpuweb/gpuweb/issues/847#issuecomment-642...
-
Show HN: WebGPU Particles Simulation
Yes it is still a bit new. WebGPU is not finished and is still being worked on: https://webgpu.io/
-
Capturing the WebGPU Ecosystem
WebGPU currently doesn't support the "bindless" resource access model (see: https://github.com/gpuweb/gpuweb/issues/380).
The "max number of sampled texture per shader stage" is a runtime device limit, and the minimal value for that seems to be 16. So texture atlasses are still a thing in WebGPU.
-
Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- How to get Chromium working with the Vulkan driver on a RPi4?
- Anyone has Chromium WebGPU working?
- [Rust_Gamedev] WGSL est-il un bon choix?
- I want to talk about WebGPU
What are some alternatives?
wgsl.vim - WGSL syntax highlight for vim
wgpu - Cross-platform, safe, pure-rust graphics api.
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
noclip.website - A digital museum of video game levels
compute-shader-101 - Sample code for compute shader 101 training
BestBuy-GPU-Bot - BestBuy Bot is an Add to cart and Auto Checkout Bot. This auto buying bot can search the item repeatedly on the ITEM page using one keyword. Once the desired item is available it can add to cart and checkout very fast. This auto purchasing BestBuy Bot can work on Firefox Browser so it can run in all Operating Systems. It can run for multiple items simultaneously.
vange-rs - Rusty Vangers clone
wgpu-rs - Rust bindings to wgpu native library
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
WASI - WebAssembly System Interface