swiftshader
vello
swiftshader | vello | |
---|---|---|
11 | 31 | |
2,024 | 1,945 | |
0.8% | 3.3% | |
0.0 | 9.4 | |
9 days ago | 1 day ago | |
C++ | Rust | |
Apache License 2.0 | 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.
swiftshader
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WebGPU Technical Report
Is it really true that those bugs aren't getting fixed? There's a commit from July 18th to SwiftShader that seems to be addressing exactly the bug described in the blog post:
https://github.com/google/swiftshader/commit/4e401427f8dd799...
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Vulkan drivers for 7 year old PC?
If your GPU does not support Vulkan you can still do some experimenting with a CPU renderer. I've used swiftshader a lot, it's a bit of a pain to compile, but once you manage to do so you can compile and run Vulkan code almost the same as if you had a compatible GPU. The performance of course is not great, but it's better than nothing.
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Has anyone gotten Amnesia: Rebirth to work on their Apple Silicon Mac?
swiftshader by Google (link):
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is makeing Vulkan guis worth it?
You also don't get extensive support for various hardware for free – good luck running a Vulkan GUI on a pre-GCN AMD card or a sufficiently old NVIDIA one without a compatibility layer of sorts, which would require bothering with Vulkan Portability (i.e. missing certain Vulkan features due to it being implemented via an older API). The only alternative to that is SwiftShader (which would throw your extremely fast GUI aspirations right outta the window).
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With the induction of UE5’s integrated real-time lighting system (Lumen); if developers begin utilizing this technology, and Epic optimizes its CPU performance, do you think it will replace ray-tracing? Should AMD keep chasing this feature?
That's like saying no one needs a GPU anymore because Swiftshader exists.
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Swiftshader without watermark?
Btw, if anyone's interested, here's the link to that branch: https://github.com/google/swiftshader/tree/legacy-d3d9
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WebGL 2.0 is Now Supported in All Major Browsers
Yeah, there's still a fallback option through the use of Swiftshader if GPU accelerated vulkan isn't an option. If you use Vulkan for GUI, then it'll be fine to use Swiftshader, but if you're trying to play a game on Swiftshader, it'll likely struggle and probably fail.
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Direct3D on Flutter Desktop
The fix is https://github.com/flutter/engine/pull/25205 to use soft renderer SwiftShader instead of DXD9 on low-end PCs
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Forza Horizon 5 with no graphics card
Google’s version is SwiftShader
- Why isn’t Vulkan used as the backend for things like wayland, Firefox, et
vello
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Rive Renderer – now open source and available on all platforms
I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results.
My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher.
One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] that uses monoids for segmented reduction. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]).
Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future.
[1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da...
[2]: https://github.com/linebender/vello/issues/259
[3]: https://github.com/gpuweb/gpuweb/issues/4306
- WebKit Switching to Skia for 2D Graphics Rendering
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Looking for this. html + css rendering through wgpu.
Dioxus is working on this with blitz. It's leveraging wgpu through the linebender group's Vello renderer. Still in early stages.
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A note on Metal shader converter
If you're doing advanced compute work (including lock-free data structures), then it's best effort.
https://github.com/linebender/vello/issues/42 is an issue from when Vello (then piet-gpu) had a single-pass prefix sum algorithm. Looking back, I'm fairly confident that it's a shader translation issue and that it wouldn't work with MoltenVK either, but we stopped investigating when we moved to a more robustly portable approach.
- Vello: An experimental WebGPU-based compute-centric 2D renderer in Rust
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XUL Layout has been removed from Firefox
There are a number of up-and-coming Rust-based frameworks in this niche:
- https://github.com/iced-rs/iced (probably the most usable today)
- https://github.com/vizia/vizia
- https://github.com/marc2332/freya
- https://github.com/linebender/xilem (currently very incomplete but exciting because it's from a team with a strong track record)
What is also exciting to me is that the Rust GUI ecosystem is in many cases building itself up with modular libraries. So while we have umpteen competing frameworks they are to a large degree all building and collaborating on the same foundations. For example, we have:
- https://github.com/rust-windowing/winit (cross-platform window creation)
- https://github.com/gfx-rs/wgpu (abstraction on top of vulkan/metal/dx12)
- https://github.com/linebender/vello (a canvas like imperative drawing API on top of wgpu)
- https://github.com/DioxusLabs/taffy (UI layout algorithms)
- https://github.com/pop-os/cosmic-text (text rendering and editing)
- https://github.com/AccessKit/accesskit (cross-platform accessibility APIs)
In many cases there a see https://blessed.rs/crates#section-graphics-subsection-gui for a more complete list of frameworks and foundational libraries)
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Drawing and Annotation in Rust
blessed.rs lists these three crates for 2D drawing: - https://lib.rs/crates/femtovg - https://lib.rs/crates/skia-safe - https://github.com/linebender/vello
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Recommended UI framework to draw many 2D lines?
Vello (https://github.com/linebender/vello) which uses wgpu to render Edit: just saw you require images. Vello doesn't support those yet
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Announcing piet-glow, a GL-based implementation of Piet for 2D rendering
How does this relate to Vello? Both target raw-window-handle for winit compatibility. Vello uses WGPU vs piet-glow using GL.
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Is WGPU actually a good idea yet?
Finally, maybe vello could help you with ideas. It's not production ready yet, but they have some interesting ideas for 2D rendering using wgpu.
What are some alternatives?
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
wgpu-native - Native WebGPU implementation based on wgpu-core
msdfgen - Multi-channel signed distance field generator
steam-audio - Steam Audio
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
swiftshader-dist-win - Google SwiftShader Windows builds focused on Vulkan driver with utilities to help usage
troika - A JavaScript framework for interactive 3D and 2D visualizations
iced - A cross-platform GUI library for Rust, inspired by Elm
tinyraytracer - A brief computer graphics / rendering course
engine - The Flutter engine
gpuweb - Where the GPU for the Web work happens!