naga
slides
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naga | slides | |
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28 | 1 | |
1,491 | 17 | |
0.5% | - | |
9.2 | 1.9 | |
5 months ago | 10 months ago | |
Rust | HTML | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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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 Comfyâ„¢: 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.
slides
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Naga shader translation is 4x faster on Dota2/Metal
This is the first benchmark of our new shader translation library - Naga - in pure Rust. It was also the topic of Rust Gamedev Meetup happening earlier today (online). A few slides are also available.
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
binfarce - Extremely minimal parser for ELF/PE/Mach-o/ar
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wgsl.vim - WGSL syntax highlight for vim
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
gpuweb - Where the GPU for the Web work happens!
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.
vscode-wgsl - VsCode Syntax highlight for WGSL files
wgpu - Cross-platform, safe, pure-rust graphics api.
noclip.website - A digital museum of video game levels
learn-wgpu - Guide for using gfx-rs's wgpu library.
WASI - WebAssembly System Interface