opencl3
Vulkan-ValidationLayers
opencl3 | Vulkan-ValidationLayers | |
---|---|---|
4 | 30 | |
91 | 699 | |
- | 1.1% | |
4.7 | 9.9 | |
about 1 month ago | 6 days ago | |
Rust | C++ | |
Apache License 2.0 | 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.
opencl3
- [Rust] État de GPGPU en 2022
-
State of GPGPU in 2022
Rust-GPU look promising, also Rust-CUDA, also I see OpenCL 3.0 wrapper
-
[D] Why does AMD do so much less work in AI than NVIDIA?
If I would build something like this again, I'd probably recommend the opencl3 bindings by Ken Barker - I played around with them a little for some hackathon projects, and the bindings seem pretty complete when it comes to kernel, scheduling and distribution of tasks.
-
Is the ocl crate unmaintained?
I found a OpenCL 3 project, when I searched for recently updated OpenCL Rust projects. Last commit was about 2 month ago, so perhaps it's still being maintained. It's perhaps better to fork it than ocl, because it supports the latest version of OpenCL.
Vulkan-ValidationLayers
-
Baldurs Gate 3 wont work with Vulkan
If this works then it might actually be a game bug and the game I guess passes invalid shaders when the cache exists... but it seems to work fine on windows vulkan drivers. You could try to run the game with https://github.com/KhronosGroup/Vulkan-ValidationLayers
-
Help a noob out: compute shader synchronization/scheduling
For debugging these kinds of issues, I would recommend enabling the synchronization validation layer.
-
Validation Layers crash Vulkan (on Android)
I would use the debugger to produce a stack trace and look into the validation layers source code. https://github.com/KhronosGroup/Vulkan-ValidationLayers Then I would either file an issue or make a PR there.
-
Managing bindless descriptors in Vulkan
Currently validation layers might generate false-positive errors: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3450
-
Validation layers sporadically cause extended dynamic states to crash.
A'rightey... I was able to reproduce this issue with Sascha Willems basic triangle example, so I am fairly certain, that this is a bug. I've opened an issue.
-
Need help using Vulkan-ValidationLayers as CMake FetchContent
I am really at loss here, I found this issue but it doesn't really help me (I am starting to doubt it's even possible, maybe I'm a clown and doing it wrong...)
- Anyway to get QueueSubmit to wait on Timeline Semaphores?
-
Synchronization layers being triggered by a subpass dependency
Can you post a reproduction case at https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues so we can take a look at it.
-
Emacs Is Not Enough
Which is why a GPU debugger with frame tracing is so much better option.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...
-
Is here a way to turn VkResult into C string?
Huh yeah. Looking through the header the function you want works with c but there are others using c++ features. The reason given is understandable.
What are some alternatives?
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
vulkan-guide - Introductory guide to vulkan.
leaf - Open Machine Intelligence Framework for Hackers. (GPU/CPU)
Vulkan - Examples and demos for the new Vulkan API
quickstep - Quickstep project
pyusb - Easy USB access for Python
SDL - Simple Directmedia Layer
prjtrellis - Documenting the Lattice ECP5 bit-stream format.
Keras - Deep Learning for humans
rust-sdl2 - SDL2 bindings for Rust
tensorflow - An Open Source Machine Learning Framework for Everyone
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧