vello
iced
vello | iced | |
---|---|---|
31 | 165 | |
1,945 | 22,819 | |
3.7% | 1.6% | |
9.4 | 9.9 | |
3 days ago | about 24 hours ago | |
Rust | Rust | |
Apache License 2.0 | MIT License |
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.
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.
iced
- Cosmic Desktop Is Slated to Debut with Pop _OS 24.04 LTS
- Iced 0.12 Released
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I'm trying to build a progress bar for an Iced GUI app and having a lot of trouble with it.
I am building an app using Iced that takes hashes of the files in a directory and assigns them to a profile. The problem is that I can't get the progress bar to update in real time. I've been checking out examples like this https://github.com/iced-rs/iced/tree/master/examples/download_progress. But I just can't get the progress bar to move. Is anyone available to take a look at my code and maybe show me a fix (as long as you're okay with MIT licensing your changes)?
- A cross-platform GUI library for Rust
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Crate Suggestions for Web Frontend
What about Yew and Iced?
- LXD is now under Canonical
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What's everyone working on this week (27/2023)?
Working on Halloy - an IRC chat client for Mac, Windows and Linux. Written with Iced as GUI framework.
- Iced: A cross-platform GUI library for Rust, inspired by Elm
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Halloy - a GUI application with Iced for IRC
It’s a pretty new feature we merged 2 months ago: https://github.com/iced-rs/iced/pull/1856
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Show HN: Halloy – A GUI Application in Rust for IRC
Holy shit this GUI framework looks good. I am a Qt fanboi, but this looks great. Normally, I skip all the "X for Rust" posts as a bunch of fanaticism. Could it really be different this time???
The feature list is really impressive: https://github.com/iced-rs/iced
Plus, here is the road map with many things already done: https://github.com/iced-rs/iced/blob/master/ROADMAP.md
Wow, wow, wow: Keep up the great work.
One of the rendering engines is Skia by Google. This library is sneaking up fast on us...
What are some alternatives?
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
msdfgen - Multi-channel signed distance field generator
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
druid - A data-first Rust-native UI design toolkit.
troika - A JavaScript framework for interactive 3D and 2D visualizations
yew - Rust / Wasm framework for creating reliable and efficient web applications
tinyraytracer - A brief computer graphics / rendering course
slint - Slint is a declarative GUI toolkit to build native user interfaces for Rust, C++, or JavaScript apps.
gpuweb - Where the GPU for the Web work happens!
gtk-rs - Rust bindings for GTK 3