vuh
GLSL
Our great sponsors
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.
vuh
- Resources for Vulkan GPGPU searched
-
Blender 3.0 takes support for AMD GPUs to the next level
Don't try to use it directly, you need a higher level library.
https://github.com/KomputeProject/kompute seems like what's taking off. There are also smaller ones like https://github.com/Glavnokoman/vuh etc.
GLSL
-
GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
-
You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
-
Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
-
Announcing Rust-CUDA 0.3; Hardware raytracing, cuBLAS, cuDNN, atomics, and more
Great work, I think you should look at memory semantics scope semantics https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_memory_scope_semantics.txt
-
Resources for Vulkan GPGPU searched
memory scope semantics
-
Web-Based Vulkan GLSL Ray Tracing Emulator
Vulkan ray tracing typically uses GLSL as shader language. DirectX Raytracing (DXR) uses HLSL (but is restricted to run only on Windows).
Because Vulkan ray tracing is cross-platform, I have chosen GLSL for this project.
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
-
Web-based Vulkan GLSL Ray Tracing Emulator
The Vulkan GLSL Ray Tracing Emulator is an online application that aims to simulate the ray tracing shader pipeline from the Vulkan GL EXT ray tracing specification.
Yes, it is like "Shadertoy" for the new Vulkan GL EXT ray tracing specification.
-
Cross Platform GPU-Capable Framework?
This gets you most of small int arithmetic and 64 bit arithmetic (though f16 is missing, and that's annoying...) robust buffer access errors on out of bounds access in shader (can be disabled in other builds), descriptr indexing allows you to index descriptors, scalar block layout allows contiguous homogenous layouts of non pow2 aligned types ie float3, timeline semaphores allow better synchronization control, bufferDeviceAddess allows usage of pointers in shader code for global memory.
What are some alternatives?
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
ocl - OpenCL for Rust
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
build_all - GO HERE FIRST: nvpro-samples overview
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
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.
uVkCompute - A micro Vulkan compute pipeline and a collection of benchmarking compute shaders
cuda-api-wrappers - Thin C++-flavored header-only wrappers for core CUDA APIs: Runtime, Driver, NVRTC, NVTX.
liblava - Modern and easy-to-use library for Vulkan