stablehlo
godot-proposals
stablehlo | godot-proposals | |
---|---|---|
5 | 610 | |
333 | 1,032 | |
4.2% | 1.5% | |
9.8 | 2.7 | |
4 days ago | 6 months ago | |
MLIR | ||
Apache License 2.0 | MIT License |
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stablehlo
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Nvidia H200 Tensor Core GPU
I am going to paste a cousin comment:
StableHLO[1] is an interesting project that might help AMD here:
> Our goal is to simplify and accelerate ML development by creating more interoperability between various ML frameworks (such as TensorFlow, JAX and PyTorch) and ML compilers (such as XLA and IREE).
From there, their goal would most likely be to work with XLA/OpenXLA teams on XLA[3] and IREE[2] to make RoCM a better backend.
[1] https://github.com/openxla/stablehlo
[2] https://github.com/openxla/iree
[3] https://www.tensorflow.org/xla
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Chrome Ships WebGPU
Also see the recently introduced StableHLO and its serialization format: https://github.com/openxla/stablehlo/blob/main/docs/bytecode...
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OpenXLA Is Available Now
If you mean StableHLO, then it has an MLIR dialect: https://github.com/openxla/stablehlo/blob/main/stablehlo/dia....
In the StableHLO spec, we are talking about this in more abstract terms - "StableHLO opset" - to be able to unambiguously reason about the semantics of StableHLO programs. However, in practice the StableHLO dialect is the primary implementation of the opset at the moment.
I wrote "primary implementation" because e.g. there is also ongoing work on adding StableHLO support to the TFLite flatbuffer schema: https://github.com/tensorflow/tensorflow/blob/master/tensorf.... Having an abstract notion of the StableHLO opset enables us to have a source of truth that all the implementations correspond to.
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
wonnx - A WebGPU-accelerated ONNX inference run-time written 100% in Rust, ready for native and the web
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
SHA256-WebGPU - Implementation of sha256 in WGSL
godex - Godex is a Godot Engine ECS library.
wgpu-mm
Godot - Godot Engine – Multi-platform 2D and 3D game engine
iree - A retargetable MLIR-based machine learning compiler and runtime toolkit.
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
SHARK - SHARK - High Performance Machine Learning Distribution
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
glare-core - C++ code used in various Glare Tech Ltd products
openseeface-gd - A GUI for running OpenSeeFace.