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naga | baryon | |
---|---|---|
28 | 3 | |
1,491 | 87 | |
0.5% | - | |
9.2 | 0.0 | |
5 months ago | about 2 years ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | MIT License |
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.
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
Posts with mentions or reviews of naga.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-08-09.
- 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.
baryon
Posts with mentions or reviews of baryon.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-18.
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Render Pipelines in wgpu and Rust
Before I set off on the journey of refactoring, I looked for other wgpu projects to see how they structured their app architecture. I found 2 great examples that I primarily referenced - both with “b” names funnily enough: baryon and bevy.
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Primitive Geometry in wgpu and Rust
Before I dove too deep into the process, I was curious how other libraries handled their primitive geometry in Rust. I looked into Bevy and Baryon, the former being a well established (and huge) game engine and the latter being a smaller, easier to digest library.
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
What are some alternatives?
When comparing naga and baryon you can also consider the following projects:
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
vscode-wgsl - VsCode Syntax highlight for WGSL files
wgsl.vim - WGSL syntax highlight for vim
learn-wgpu - Guide for using gfx-rs's wgpu library.
gpgpu-rs - Simple experimental async GPGPU framework for Rust
gpuweb - Where the GPU for the Web work happens!
vange-rs - Rusty Vangers clone
SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
wgpu-hello-world - exploring wgpu for Rust