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naga | vange-rs | |
---|---|---|
28 | 6 | |
1,491 | 405 | |
0.5% | - | |
9.2 | 6.1 | |
5 months ago | 3 months ago | |
Rust | Rust | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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.
vange-rs
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Driving through the voxel grid in vange-rs
This is a new rendering method I was working on in Rusty Vangers. It's based on using a hierarchical voxel grid (mipmapped 3D texture) as an acceleration structure for ray tracing. Allows viewing the level from any perspective, and is faster than the "painter" method.
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Simple graphics library using software rendering?
You don't need to depend on Angle in the build system, or link to it statically. For the purposes of your program it's just a GL driver. You'd just take libEGL.dll and a few dependencies from somewhere and place it in your folder with the executable. You can either copy it from Chrome or Firefox distribution, or as an artifact from https://github.com/DileSoft/gfbuild-angle, which my friend has set up for http://vange.rs/ builds on older Windows.
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Why Does WGSL Support Include Functionality?
I couldn't find any mention of it in the official documentation or online, and I looked in some repositories online until I saw something suspicious here where there is a comment mentioning an include.
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vange-rs running on WebGL
This is a port of vange-rs on "wasm32-unknown-emscripten" target via wgpu's GLES3 backend. Done by @caiiiycuk (thank you!), and also described in https://habr.com/en/post/594611/ (in Russian language).
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Is WGSL a good choice?
P.S. I'm fully using WGSL in vange-rs and baryon
- Just found out about this Rust rewrite of Vangers. Still a proof of concept, but will be interesting to see how it goes (especially for me as a Rustacean).
What are some alternatives?
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
gpgpu-rs - Simple experimental async GPGPU framework for Rust
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
wgsl.vim - WGSL syntax highlight for vim
gfbuild-angle - A set of scripts for building ANGLE for the GraphicsFuzz project
gpuweb - Where the GPU for the Web work happens!
vscode-wgsl - VsCode Syntax highlight for WGSL files
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.
Neothesia - Flashy Synthesia Like Software For Linux,Windows and MacOs