naga
WASI
naga | WASI | |
---|---|---|
28 | 45 | |
1,494 | 4,604 | |
0.3% | 1.7% | |
9.2 | 6.9 | |
6 months ago | 10 days ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | 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.
naga
- How does webgpu planning to use webgl shaders?
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I want to talk about WebGPU
That wouldn't have been all that different from WGSL though, the most important thing is that whatever WebGPU uses for its shaders can be translated to and from SPRIV (and WGSL does that too (e.g. via https://dawn.googlesource.com/tint and https://github.com/gfx-rs/naga).
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Survey: How have shader compilation messages been for you?
Hey all, wanted to put this link in here, where I'm proposing changing the API for errors in naga, so Naga can take ownership of error presentation and actually Make Shader Compilation Messages Comfy™: https://github.com/gfx-rs/naga/issues/2317
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Start project on Metal, port to DX11?
EDIT: There is also naga but it does not take HLSL as input: https://github.com/gfx-rs/naga but you can use DirectXShaderCompiler to compile to SpirV, then use naga to compile to Metal.
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Chrome ships WebGPU (available by default in Chrome 113)
And it seems that naga https://github.com/gfx-rs/naga Already has a working front/backend for wgsl.
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Ray query example in Blade
This is basically Ray Tracing support in Blade. So far, only ray queries are supported. Unlike prior work on ray tracing in Rust, this is original due to all shader code being WGSL, see the Naga PR.
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Does WGSL work well with vulkan?
There's a compiler that can translate from WGSL to SPIR-V called naga. Having such a compiler is essential, since WebGPU is planned to use WGSL and browsers are expected to implement rendering via Vulkan (and probably Metal and DX12).
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Glsl transpiler, interpreter?
Not sure about on the CPU, but naga is a shading language transpiler you can write custom front/backends for.
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Any guides/documentation on the WGSL shading language?
The spec docs are actually pretty useful https://www.w3.org/TR/WGSL/ besides that I was using naga's tests for reference https://github.com/gfx-rs/naga/tree/master/tests
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How are Vulkan, CUDA, Triton and all other things connected?
For cross-platform support look at WebGPU and Vulkan (e.g,: [0] [1]. Essentially, you would need to write the func in WGSL or GLSL, HLSL or MSL. Each of these can be cross-compiled to SPIR-V (what Vulkan needs) with cross-compilers such as spirv-cross and naga.
WASI
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WASI 0.2.0 and Why It Matters
WASI Co-chair here. Nothing in WASI is "somehow blocked by Google", or indeed blocked by anyone at all. Graphics support in WASI hasn't been developed simply because nobody has put energy into developing graphics support in WASI.
At the end of 2023 we counted around 40 contributors who have been working on WASI specifications and implementations: https://github.com/WebAssembly/meetings/blob/main/wasi/2023/... . That is a great growth for our project from a few years ago when that issue was filed, but as you can see from what people are working on, its all much more foundational pieces than a graphics interface. Also, if you look at who is employing those contributors, its largely vendors who are interested in WASI in the context of serverless. That doesn't mean WASI is limited to only serverless, but that has been the focus from contributors so far.
By rolling out WASI on top of the WASM Component Model we have built a sound foundation for creating WASI proposals that support more problem domains, such as embedded systems (@mc_woods and his colleagues are helping with this), or graphics if someone is interested in putting in the work. Our guide to how to create proposals is found here: https://github.com/WebAssembly/WASI/blob/main/Contributing.m... .
- WASI Launching Preview 2
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Missing the Point of WebAssembly
> As I understand it, it's not even really possible today to make WebAssembly do anything meaningful in the browser without trampolining back out to JavaScript anyway, which seems like a remarkable missed opportunity.
That's the underlying messy API it's built on. There are specs to make the API more standardized like https://github.com/WebAssembly/WASI
But overall, yeah, it feels like a shiny new toy everyone is excited about and wants to use. Some toys can be fun to play with, but it doesn't mean we have to rewrite production systems in it. Sometimes, or most of the time, toys don't become useful tools.
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Running WASI binaries from your HTML using Web Components
Snapshot Preview 1 is the standard all tools are building to right now. The specification is available here: https://github.com/WebAssembly/WASI/blob/main/legacy/preview...
It's pretty unreadable though!
Preview 2 looks like it will be a big change, and is just being finalised at the moment. I'd expect that when preview 2 is available there will be an improvement in the quality of documentation. I'm not sure how long it will take after release for tools to start switching to it. I'd expect Preview 1 will still be the main target at least for the rest of this year.
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WASI: WebAssembly System Interface
> Like WTF does this mean? The repo tells me nothing
Directly above the sentence you quoted:
"Interposition in the context of WASI interfaces is the ability for a Webassembly instance to implement a given WASI interface, and for a consumer WebAssembly instance to be able to use this implementation transparently. This can be used to adapt or attenuate the functionality of a WASI API without changing the code using it."
> and I've still yet to see a clear write-up about what WASI is.
In the same document: [0]
> WTF is wit?
The first link in that document ("Starting in Preview2, WASI APIs are defined using the Wit IDL.") is [1].
> I click on "legacy" and I see preview0 and preview1, which are basically unreadable proto-specs.
The README for the legacy directory [2] clearly explains what they are.
> Where's a single well-written WASI spec?
"Development of each API happens in its own repo, which you can access from the proposals list." [3]
> Whatever WASI is doing, I don't like it.
Clearly not - you've gone out of your way to ignore all of the documentation that answers your questions.
> And neither does AssemblyScript team apparently
The AssemblyScript team have a bone to pick with WASI based on their misunderstanding of what WASI is for (it is not intended for use on the web) and WASI's disinterest in supporting UTF-16 strings. You can see for yourself in [4].
[0]: https://github.com/WebAssembly/WASI/tree/main#wasi-high-leve...
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A Gentle Introduction to WebAssembly
The Bytecode Alliance initiated a sub-project called the WebAssembly System Interface (WASI). WASI is an API that allows WebAssembly access to system features such as files, filesystems, Berkeley sockets, clocks, and random numbers. WASI acts as a system-level interface for WebAssembly, so incorporating a runtime into a host environment and building a platform is easier.
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Spin 1.0 — The Developer Tool for Serverless WebAssembly
We are excited to contribute back to Wasmtime and the component model, as well as to new projects and proposals emerging in this space (such as new Wasm proposals, like WASI Preview 2, wasi-keyvalue, wasi-sql or wasi-cloud).
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The Tug-of-War over Server-Side WebAssembly
I've been reading the following repositories.
https://github.com/WebAssembly/WASI/blob/main/Proposals.md
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
.NET Runtime - .NET is a cross-platform runtime for cloud, mobile, desktop, and IoT apps.
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
wgsl.vim - WGSL syntax highlight for vim
threads - Threads and Atomics in WebAssembly
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
wasi-libc - WASI libc implementation for WebAssembly
gpuweb - Where the GPU for the Web work happens!
node-sqlite3 - SQLite3 bindings for Node.js
vscode-wgsl - VsCode Syntax highlight for WGSL files