naga
shaderc
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naga | shaderc | |
---|---|---|
28 | 11 | |
1,491 | 1,738 | |
0.7% | 1.9% | |
9.2 | 7.6 | |
6 months ago | 10 days ago | |
Rust | C++ | |
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 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.
shaderc
- General Tip On Porting a In-House Engine to vulkan
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Challenges of compiling OpenGL 4.3 compute kernels on Nvidia
I actually did that too. I tried using google's shaderc to compile my existing OpenGL 4.3 codebase to SPIRV binaries and load it from a OpenGL 4.6 context. Sadly this did not fix my issue, the Nvidia compiler crashed the same way.
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2D Anime Computer Graphics. A humble beginning.
Do you mean how to compile Spir-V at runtime? shaderc repo has an example https://github.com/google/shaderc/tree/main/examples/online-compile
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Shader package - First look at shader command-line tool
_ _ ___| |__ __ _ __| | ___ _ __ / __| '_ \ / _` |/ _` |/ _ \ '__| \__ \ | | | (_| | (_| | __/ | |___/_| |_|\__,_|\__,_|\___|_| shader helps you with compiling your GLSL files into SPIR-V byte code. Examples: | > shader --webservice | | Use webservice to automatically compile all *.glsl files in this project. | > shader --webservice --watch | | Watch for file system changes and use webservice to compile *.glsl files. | > shader --webservice --dart | | Generates a .dart-file with a loading function instead of byte code. | > shader --webservice --put-in-assets | | Places compiled files into the Flutter assets directory. | > shader --local /path/to/shaderc | | Use local executable of glslc by pointing to a directory to look for it. Usage: -s, --webservice Use a hosted webservice to compile local *.glsl files. -l, --local Use a local executable of the glslc compiler. Specify the path to a location where shader_cli should scan for the glslc executable. Download: https://github.com/google/shaderc -c, --custom-webservice Uses a self-hosted webservice to compile *.glsl files. You can download the webservice at: https://github.com/felixblaschke/shaderc_webservice -w, --watch Watches for file system changes and automatically recompiles the *.glsl files. -p, --path Defines a directory path to scan for files to compiler. If unset, it will use current working directory. -a, --put-in-assets Places the compiled files into this project's assets directory. -d, --dart Generates Dart-file with embedded SPR-V byte code and a simple shader loading function. -h, --help Shows this help text. Updates and more information: https://pub.dev/packages/shader_cli
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What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
I am working on an engine that targets Vulkan and Metal. I'm at the point now where I want to be able to dynamically update my shader at runtime to suit the type of data being sent in for drawing. I am currently using offline compilation for my GLSL (for Vulkan) and MSL (for Metal) shaders. What are your workflows for situations like this? For those using tools like SPIR-V Cross and shaderc, what has your experience been with these tools keeping up to date with the latest features in the specs?
- Issues linking shaderc from SDK using static libs
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I think I found a bug in the windows version of shaderc?
I can;t edit the post for some reason, you can find it in the issue I posted in the library: https://github.com/google/shaderc/issues/1235
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How to install glslc
go to https://github.com/google/shaderc/blob/main/downloads.md and download the version for linux unzip the downloaded folder, assumin you unzipped it in downloads, run the following command in the terminal sudo cp /home/{user}/Downloads/install/bin/glslc /usr/local/bin, cp command copies the target file to target location, you cant drag and drop because copying to local/bin requires special permissions :)
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mpv symbol look up error
This was reported as bugs already, status remain undecided. ``` shaderc``` package have been flagged out of date already as the upstream has released tag 2021.3 while it's still on 2021.2 in extra repository. Is this the cause of error?
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This Week in Veloren #136: Economics, Naga
shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
wgsl.vim - WGSL syntax highlight for vim
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang
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
slang - Making it easier to work with shaders
shaderc-rs - Rust bindings for the shaderc library.