meta VS shaders

Compare meta vs shaders and see what are their differences.

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meta shaders
9 9
122 472
0.8% -
0.0 1.8
almost 3 years ago about 2 years ago
C++ C++
- -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

meta

Posts with mentions or reviews of meta. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-01-03.

shaders

Posts with mentions or reviews of shaders. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-12.
  • Adding HLSL and DirectX Support to Clang and LLVM
    1 project | news.ycombinator.com | 11 Mar 2022
    It may be close to a technical impossibility, but the Circle compiler by Sean Baxter is attempting it. That's based on an aggressive "de-pointerization" (see [1] in particular for details). There's also academic work[2] to compile C++ to shaders. I agree that it's an open question how well that will work out.

    Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times!

    [1]: https://github.com/seanbaxter/shaders#approaching-circle-sha...

    [2]: https://arxiv.org/abs/2109.14682

  • Writing Vulkan SPIR-V shaders in C++?
    4 projects | /r/vulkan | 12 Feb 2022
    You can use circle c++ shader https://github.com/seanbaxter/shaders but it's limited to look linux afaik?
  • Where to Learn Vulkan for parallel computation (with references to porting from CUDA)
    5 projects | /r/vulkan | 4 Jan 2022
    First we have Circle C++ shaders, which pretty much would tick all the boxes. Problem is it's closed source and only compiles host code on linux. Closed source isn't the biggest of issues actually, but prevents anyone from fixing the developers issue with interfacing with the windows ABI and getting the thing working on windows (which itself isn't something they are able to fix because windows doesn't provide the documentation to work with their ABI). However you could use it separately to compile your SPIR-V for windows since SPIR-V doesn't care about platform itself.
  • Has anyone seriously considered C++AMP? Thoughts / Experiences?
    2 projects | /r/gpgpu | 12 Nov 2021
    Yes, Vulkan GPU source is split, though technically in a way that makes it more similar to CUDA. Vulkan uses an intermediate format instead of consuming text code directly, meaning new features are easier to add and frontend code doesn't need to be passed to the vendors driver compiler. SPIR-V is like DXIL or PTX code for CUDA, basically LLVM IR for GPUs. The CUDA compiler compiles your device code into PTX code, and it's what enables you to have "non split" source code. There's even an option to have separate PTX code in CUDA. There are few projects that aim to bring Vulkan SPIR-V into source, including Rust GPU for rust (though it will still have to be in a separate file) and Circle C++ shader for C++.
  • Circle, the C++ Automation Language
    4 projects | news.ycombinator.com | 16 Oct 2021
    My favorite use is putting user-defined attributes on data members, and using reflection to generate a UI to manipulate those values. I do it with these shadertoys:

    https://github.com/seanbaxter/shaders#reflection-and-attribu...

    Just mark your declarations up with custom attributes:

  • Unified Shader Programming in C++
    1 project | /r/cpp | 3 Oct 2021
    I'm confused what is novel about this paper. We already have unified shader programming with circle C++, with way more features, and instead of having an SPIR-V compiler, they made a source to source compiler... We have quite a few of those.
    13 projects | news.ycombinator.com | 3 Oct 2021
    I think shader specialisation is handled pretty well in circle. Since you can essentially run arbitrary C++ code at compile time, selection and specialisation of a shader can even depend on hardware specific benchmarks. There is an extensive repo with examples here: https://github.com/seanbaxter/shaders. One example decodes a sprite sheet stored as a png at compile time and creates a specialised compute shader for it. You can also easily implement a control UI based on reflection of uniform shader parameters.
  • Embark Studios has rewritten all their renderer's shader code from GLSL to Rust
    1 project | /r/programming | 6 Mar 2021
    There's a project doing something similar for C++ called Circle which is pretty incredible. In its core Circle is an extension of standard C++ which adds a ton of metaprogramming facilities and other productivity enhancing features, things the base language sorely lacks like full compile-time execution of regular C++ code which lets you do anything you can normally do from runtime during compile-time (including file I/O and networking), reflection, typed enums, pattern matching, hygienic macros, list comprehensions and language-native ranges, first class paramater packs and much more.
  • Code generation using attributes
    4 projects | /r/cpp | 8 Jan 2021
    I use them to automatically generate an ImGui interface for controlling a shadertoy here: https://github.com/seanbaxter/shaders/blob/master/README.md#user-attributes-and-dear-imgui

What are some alternatives?

When comparing meta and shaders you can also consider the following projects:

circle - The compiler is available for download. Get it!

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

printf-tac-toe - tic-tac-toe in a single call to printf

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

Refureku - Cross-platform C++17 Runtime Reflection Library

C++ Format - A modern formatting library

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization

HAR - Drop-in simulator for C/C++-programmable microcontrollers and hardware models

dcompute - DCompute: Native execution of D on GPUs and other Accelerators

llvm-project - The LLVM Project is a collection of modular and reusable compiler and toolchain technologies. Note: the repository does not accept github pull requests at this moment. Please submit your patches at http://reviews.llvm.org.

processing - Source code for the Processing Core and Development Environment (PDE)