learn-wgpu
ash
learn-wgpu | ash | |
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78 | 13 | |
1,633 | 1,991 | |
2.8% | 2.1% | |
6.4 | 6.7 | |
11 days ago | about 1 month ago | |
Rust | Rust | |
MIT License | Apache License 2.0 |
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learn-wgpu
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Memory Safety for Web Fonts
> Of course evidence continues to build that no tooling or coding practice eliminates the risk here
Concidering Rust is just tooling and coding practice in front of LLVM IR does this statement not also include Rust? There are in fact formally verified C and C++ programs, does that formal verification also count as tooling and coding practice and therefore not apply?
If either of the above is true why does it matter at all?
I am specifically calling out your blanket statement and want to open uo discussion about it because at present your implied point was it is impossible to write safe code in C/C++ and it is only possible in Rust, however the very point you made would also apply to Rust.
There are also non-safety issues that may affect the integrity of a program. I recently again looked into Rust, haven't given up just yet but to just instantiate a WGPU project the amount of incidental complexity is mind boggling. I haven't explored OpenGL but concidering that the unofficial webgpu guide for rust [1] recommends using an older version of winit because the current version would require significant rewrites due to API changes is not encouraging. Never mind the massive incidental complexity of needing an async runtime for webgpu itself, is this a pattern I am going to see in different parts of Rust. Rust already has enough complexity without injecting coroutines in places where blocking functions are reasonable.
1. https://sotrh.github.io/learn-wgpu/#what-is-wgpu
- Learn Wgpu
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Vulkan Tutorial
https://sotrh.github.io/learn-wgpu/
Wgpu is a Rust-based library that takes a similiar general API shape as Vulkan but is simplified. When I first tried to learn Vulkan I found the complication to be overwhelming (primarily because there are no defaults for ANYTHING) but once I learned wgpu it was substantially less so. It is still quite complicated though.
Wgpu is aiming to be almost as powerful as Vulkan, but it's not there yet because the features that are needed to do the modern techniques that make Vulkan really good (as compared to opengl) either aren't there yet or are so bug-ridden as to not be usable in practice yet.
It has some ability to run in a web browser, probably with JS, too, but I'm unfamiliar with the details there.
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Practicing Rust, Learning Bevy, Creating a WASM Snake Game for the Browser
Nice.
Speaking of Snake game, if you want to go even deeper, you can try to use the wgpu crate to combine Rust and WebGPU to write everything from scratch. Here is the tutorial:
https://sotrh.github.io/learn-wgpu/#what-is-wgpu
I once wrote a code editor with wgpu, from font rendering to char/line state management (very rough) for music live coding:
https://github.com/glicol/glicol-wgpu
It runs in browsers, even including Safari!
- Please review my ECS geospatial engine so far
- Help me get started with 3D graphics in Rust
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Realtime Ray Marching implemented with Rust and wgpu
https://sotrh.github.io/learn-wgpu/ This is probably the best resource out there for learning wgpu specifically. If you're unfamiliar with graphics, the learnopengl one is good. If you've got experience though, jumping right into that one is a shout or looking at some vulkan ones as they're pretty similar in terms of architecture.
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Is it possible and realistic to learn independent of an API?
- https://sotrh.github.io/learn-wgpu
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What would be a good project structure/ design for a game engine using WebGPU?
Most of The WGPU I learnt is from https://sotrh.github.io/learn-wgpu/ but it doesn't really talk about designing n stuff, I thought of checking out the source code for Bevy or even games like veloren. But well, their codebases are pretty big to get started in the first place.
ash
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Going beyond build.rs: introducing cargo-px
If you want to automate the creation of certain code that will be nested under the src directory, and committed into source control, there are a variety of ways to do that. One option is to create a sub-crate in your project that does the code-gen and you can run it as needed. The ash project is an example of this.
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Hey Rustaceans! Got a question? Ask here (16/2023)!
There is also [Vulkano](https://github.com/vulkano-rs/vulkano). It has a safe high level api and lower level layers, all the way down to [ash](https://github.com/ash-rs/ash) which is more or less raw vulkan. It's more explicit and verbose than [wgpu](https://github.com/gfx-rs/wgpu) though, so maybe try wgpu first and see how you like it.
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A new picture of my ray tracing voxel engine (Vulkan/RTX/Rust)
Yes. I use Ash bindings for Vulkan and raw GLSL for shaders. I tried to use spirv-std for shaders—it was really great to have the benefits of Rust (structs, enums, strict type assertions, etc.)—until I needed to use buffer references. Unfortunaly, it is not yet implemented.
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go-vk - A new Go language binding for Vulkan
This is great, of all the vulkan go bindings I have been waiting for one that uses vk.xml to generate the bindings, because it's the only viable way to keep the bindings up-to-date. (fyi the popular [ash-rs](https://github.com/ash-rs/ash) is created the same-way).
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undefined symbol: wlEglCreateSurfaceExport
Hi, I am having an issue on pop-os wayland where when I run a vulkan application I get an error symbol lookup error: /lib/x86_64-linux-gnu/libnvidia-vulkan-producer.so: undefined symbol: wlEglCreateSurfaceExport I have tested this with https://github.com/ash-rs/ash running the triangle example.
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State of GPGPU in 2022
Nice and simple. Its quite portable too. But simplicity and ease of use come with some limitations. Ash is much more complex but can extract every bit of power from your card if needed. Wgpu-rs github comes with many examples and you can find a really nice tutorial here
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I made a video with every single debug render on a pathtracer I'm programming in Rust
low level vulkan bindings
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How to render text with rust?
Glium and ash provide low level access to different common graphics api's. I'm sure there's a good directx-11/12 bindings as well but I'm unfamiliar with what people use.
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https://np.reddit.com/r/rust/comments/pgruh2/most_efficient_way_to_write_and_read_large/hbfavpa/
fn read_uncompressed_buffer( reader: &mut R, length: usize, // estimated via a seek or other mechanism file_is_little_endian: bool, ) -> Result> { let bytes = length * std::mem::size_of::(); // it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) } }
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Most efficient way to write and read large amounts of u64s?
// it is undefined behavior to call read_exact on un-initialized, https://doc.rust-lang.org/std/io/trait.Read.html#tymethod.read // see also https://github.com/MaikKlein/ash/issues/354#issue-781730580 let mut buffer = vec![0u64, length]; unsafe { // transmute u64 to bytes. let slice = std::slice::from_raw_parts_mut( buffer.as_mut_ptr() as *mut u8, length * std::mem::size_of::(), ); reader.read_exact(slice)?; } if is_native_little_endian() != file_is_little_endian { swap(&mut buffer, file_is_little_endian) }
What are some alternatives?
SDL - Simple Directmedia Layer
vulkan-tutorial-rust - Following the vulkan tutorial(https://vulkan-tutorial.com/) using the Rust programming language.
glium - Safe OpenGL wrapper for the Rust language.
wgpu-rs - Rust bindings to wgpu native library
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
rust-gpu-compute-example - Minimal example of using rust-gpu and wgpu to dispatch compute shaders written in rust.