simple-game
naga
simple-game | naga | |
---|---|---|
4 | 28 | |
5 | 1,523 | |
- | 0.6% | |
3.9 | 9.2 | |
8 days ago | 10 months ago | |
Rust | Rust | |
- | GNU General Public License v3.0 or later |
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simple-game
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Looking for an image manipulation library that can add text to images. (and has documentation for it)
I have a somewhat naive version of this sort of system running via wgpu, but that's likely lower level than you'd want to go.
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Some advice on starting out
I won't claim this is great code, but poke around a little bit at my wgpu code and get a sense for how it compares to OpenGL. Overall the concepts are pretty close to each other, it's just that you declare everything up front instead of poking at OpenGL via functions to set things to the state you want.
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First Public Working Drafts: WebGPU and WebGPU Shading Language
It's really not that bad. I had some complaints about WGSL a few months ago but it was surprising how quickly it improved. Here are some simple real-world shaders you can look at:
https://github.com/bschwind/simple-game/tree/9de179085a04dd4...
If you combine it with a quick build step to give you shader compilation errors before your program runs, it becomes a pretty nice shading language. There are still a few rough edges but it's not _that_ bad to work with.
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Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
Thanks! I ended up going that route here
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.
What are some alternatives?
nannou - A Creative Coding Framework for Rust.
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
wgpu-rs - Rust bindings to wgpu native library
shaderc - A collection of tools, libraries, and tests for Vulkan shader compilation.
sokol - minimal cross-platform standalone C headers
wgsl.vim - WGSL syntax highlight for vim
imageproc (PistonDevelopers) - Image processing operations
gpuweb - Where the GPU for the Web work happens!
piet - An abstraction for 2D graphics.
wgsl-mode - Emacs syntax highlighting for the WebGPU Shading Language (WGSL)
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