kompute
Vulkan
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kompute | Vulkan | |
---|---|---|
37 | 70 | |
1,480 | 9,693 | |
6.5% | - | |
8.3 | 9.3 | |
2 days ago | 5 days ago | |
C++ | GLSL | |
Apache License 2.0 | MIT License |
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.
kompute
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
The two I know of are IREE and Kompute[1]. I'm not sure how much momentum the latter has, I don't see it referenced much. There's also a growing body of work that uses Vulkan indirectly through WebGPU. This is currently lagging in performance due to lack of subgroups and cooperative matrix mult, but I see that gap closing. There I think wonnx[2] has the most momentum, but I am aware of other efforts.
[1]: https://kompute.cc/
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[P] - VkFFT version 1.3 released - major design and functionality improvements
Great to see the positive momentum of this framework! Best wishes and upvotes from the Vulkan Kompute team :)
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VkFFT: Vulkan/CUDA/Hip/OpenCL/Level Zero/Metal Fast Fourier Transform Library
To a first approximation, Kompute[1] is that. It doesn't seem to be catching on, I'm seeing more buzz around WebGPU solutions, including wonnx[2] and more hand-rolled approaches, and IREE[3], the latter of which has a Vulkan back-end.
[1]: https://kompute.cc/
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I'm Having Trouble Building this Library...
I look in an example and see similar instructions, stating that the build should be quite simple. But again, it doesn't work. It generates a bunch of folders with Visual Studio stuff, but no executables, no libraries, or anything like that.
I can't figure out how, and there are no tutorials. According to https://kompute.cc/overview/build-system.html I should simply run "cmake -Bbuild". But this doesn't output what I need, and when I look in the Makefile I get the sense that this is more an example Makefile... but then that contradicts the above tutorial.
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How to properly construct an abstraction layer with Vulkan
Kompute is in my opinion good example to take inspiration for abstractions.
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Vulkan for Image Processing? Good choice?
Currently, there's a few Vulkan compute frameworks floating around (like Kompute). I would work with those. Kompute simplifies a lot of the biolerplate and seems like you could benefit from using it.
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Paralell computing project
Try Kompute, a project from the Linux foundation. It is quite simple to use, and does not require deep knowledge of graphics API. It’s a bit painful to setup, but it kinda works well (and I have a project going on on it)
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Bootstrapping Vulkan for Scientific Compute Applications?
This so much.
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[D] PyTorch is moving to the Linux Foundation
This makes alot of sense considering the Linux Foundation is also in charge of Kompute which is likely to be the basis of vendor agnostic GPGPU, and thus the basis of vendor agnostic GPU-based machine learning.
Vulkan
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Usages for vkCreateHeadlessSurfaceEXT
Samples in https://github.com/SaschaWillems/Vulkan have shown how to use vkCreateHeadlessSurfaceEXT. But these headless samples crash at acquireNextImage from the swapchain. Now I guess the problem lies in the vulkan-wsi-layer.
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offscreen rendering vs render to texture
This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
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Question about descriptor buffers.
Hi, I'm messing with descriptor buffers but I've came across certain issues I can't seem to solve. I'm using this tutorial as reference. I've tried UBOs and SSBOs, it works perfectly and there is no need to change the buffers offsets when recording a command buffer because I can access them by index like this:
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Need help learning descriptor sets
Hi I am trying to learn Vulkan for an upcoming project and I have so far found everything to be straight forward if very verbose. I have now come to descriptor sets, layout bindings and the so forth and it's got more confusing than I can work out. I have been following this github repo for a headless compute example and it works fine as it is. But when I tried to add an additional storage buffer to the test shader than it comes with I am unable to copy the data over instead just getting a whole collection of 0's.
- Sascha Willems bloom example dependency management
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Vulkan ray tracer with fog and stuff
P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
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I've been working on a real-time ray tracing renderer
It's not a tutorial but I'd recommend Sascha Willems examples. A good next step could be adding models and shadows (see https://github.com/SaschaWillems/Vulkan/tree/master/examples/raytracingshadows). It's a single file but you can easily understand what each function does.
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Add a second texture to Sascha Willems glftLoading app
Exactly as u/aerorang said. I recommend comparing your linked example with Sascha's gtTF Scene rendering example where he adds a normal map along with the base albedo texture. He also marked important parts of the code with the POI keyword, so you can search for them in the code.
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
vulkano - Safe and rich Rust wrapper around the Vulkan API
ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]
vulkan-guide - Introductory guide to vulkan.
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
vk-bootstrap - Vulkan Bootstrapping Iibrary
OpenCLOn12 - The OpenCL-on-D3D12 mapping layer
msdf-atlas-gen - MSDF font atlas generator
godot-proposals - Godot Improvement Proposals (GIPs)
tinyrenderer - A brief computer graphics / rendering course
VulkanExamples - Examples and demos for the Vulkan C++ API
Vulkan-Samples - One stop solution for all Vulkan samples