kompute
vulkan-guide
kompute | vulkan-guide | |
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37 | 67 | |
1,489 | 806 | |
2.7% | - | |
8.1 | 9.0 | |
3 days ago | 7 days ago | |
C++ | SCSS | |
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/
[2]: https://github.com/webonnx/wonnx
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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/
[2]: https://github.com/webonnx/wonnx
[3]: https://github.com/openxla/iree
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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-guide
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NVK is now ready for prime time
I totally agree, and so do the people working on it as well as some of the volunteers who write tutorials.
There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification.
On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/
I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it.
Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included.
Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.
- LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
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Struggling to Update Vertex Buffer via Staging Buffer
Also, use https://vkguide.dev/ rather than vulkan-tutorial.
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What are the best textbooks/resources for learning graphics programming practically in 2023?
Once you're beyond the "introductory" phase, resources become more specialized based on what you'd like to learn -- there are Vulkan tutorials like https://vkguide.dev/ which will teach you the API and also give a bit more insight in how modern GPU hardware is structured, there are books like the "GPU Zen" series that do deep-dives on specific techniques, and there are tons of recorded GDC and SIGGRAPH talks on interesting new techniques. :)
- Where do I start learning graphics programming?
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Yuzu Ea 3608 is out!
Personally, I'm a hands on learner who actually wants to use this stuff in my career, so I'd recommend these tutorials: https://learnopengl.com/ https://vulkan-tutorial.com/Overview https://vkguide.dev/
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Theory on structuring graphics projects, building interfaces, and designing abstractions?
vkguide teaches some good practices regarding code/renderer structure, but I'm afraid it doesn't go as deep as you'd like. It's certainly deeper than most other tutorials, though.
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"reportedly Apple just got absolutely everything they asked for and WebGPU really looks a lot like Metal. But Metal was always reportedly the nicest of the three modern graphics APIs to use, so that's… good?"
https://vkguide.dev/ This is my favorite.
- Extension VK_KHR_swapchain not found in list of known instance extensions
- Resources to build a game engine from scratch?
What are some alternatives?
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
vk-bootstrap - Vulkan Bootstrapping Iibrary
ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]
raylib - A simple and easy-to-use library to enjoy videogames programming
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
OpenCLOn12 - The OpenCL-on-D3D12 mapping layer
Vulkan - Examples and demos for the new Vulkan API
godot-proposals - Godot Improvement Proposals (GIPs)
SDL - Simple Directmedia Layer
VulkanExamples - Examples and demos for the Vulkan C++ API
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.