vello
rust-gpu
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vello | rust-gpu | |
---|---|---|
31 | 82 | |
1,873 | 6,876 | |
11.1% | 2.7% | |
9.4 | 8.2 | |
2 days ago | 9 days ago | |
Rust | 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.
vello
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Rive Renderer β 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...
- 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.
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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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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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Taffy 0.3: UI layout in Rust, now with css-grid!
It seems like bevy is pretty committed to making it's own UI which uses bevy_ecs to store all the UI data, which Xilem is unlikely to adopt. However, the underlying renderer for Xilem (vello) does already have a bevy integration example, so it's likely that might be able to use Xilem with bevy as a 3rd-party package similar to the existing bevy_egui.
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Announcing concoct! A cross-platform native UI framework (formerly viewbuilder)
Thanks (: I wish vello was more mature but skia is amazing with how much it supports
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Canvas API for Bevy?
Unfortunately immediate mode 2d graphics is a bit lacking at the moment. Usually rendering is done with entities. Still, there's Vello which seems very promising, but it's still unstable. There's also bevy_keith but it's a bit outdated (0.8)
rust-gpu
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Vcc β The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
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Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
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What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
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How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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[rust-gpu] How do I run/build my own shaders locally?
Long story short, I watched this video about shader programs, and got inspired to try writing shader programs in Rust. I came across rust-gpu which seems to fit the bill. My problem is that I don't really understand its documentation for this particular part.
The examples in the rust-gpu repository are a good place to start
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Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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Whatβs everyone working on this week (19/2023)?
My focus this week has been on planning and assisting with architecture changes that help us fully integrate the node graph compositing engine we built over the past year. Upcoming tech we're working towards includes full utilization of the node graph to power all our layers; adopting WebGPU (now out in Chrome) into our editor using WGPU and rust-gpu; setting up a Tauri build and deployment; and building a backend web service to handle user accounts for document storage, hosting rustc to compile custom graphics effect nodes written by users in Rust, and Stable Diffusion image generation on AWS EC2 GPU instances.
What are some alternatives?
llama.cpp - LLM inference in C/C++
wgpu - Cross-platform, safe, pure-rust graphics api.
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
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.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
compute-shader-101 - Sample code for compute shader 101 training
bevy - A refreshingly simple data-driven game engine built in Rust
hash-shader - SHA256 WebGPU Compute Shader (Kernel) Written in Rust
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
makepad - Makepad is a creative software development platform for Rust that compiles to wasm/webGL, osx/metal, windows/dx11 linux/opengl
are-we-learning-yet - How ready is Rust for Machine Learning?