vulkan_minimal_compute VS shaderc

Compare vulkan_minimal_compute vs shaderc and see what are their differences.

vulkan_minimal_compute

Minimal Example of Using Vulkan for Compute Operations. Only ~400LOC. (by Erkaman)

shaderc

A collection of tools, libraries, and tests for Vulkan shader compilation. (by google)
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vulkan_minimal_compute shaderc
1 11
699 1,748
- 1.1%
10.0 7.5
almost 2 years ago 7 days ago
C++ C++
MIT License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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vulkan_minimal_compute

Posts with mentions or reviews of vulkan_minimal_compute. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-20.

shaderc

Posts with mentions or reviews of shaderc. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-05.
  • General Tip On Porting a In-House Engine to vulkan
    1 project | /r/vulkan | 1 Feb 2023
  • Challenges of compiling OpenGL 4.3 compute kernels on Nvidia
    1 project | /r/eevol_sim | 18 Sep 2022
    I actually did that too. I tried using google's shaderc to compile my existing OpenGL 4.3 codebase to SPIRV binaries and load it from a OpenGL 4.6 context. Sadly this did not fix my issue, the Nvidia compiler crashed the same way.
  • 2D Anime Computer Graphics. A humble beginning.
    2 projects | /r/GraphicsProgramming | 5 Aug 2022
    Do you mean how to compile Spir-V at runtime? shaderc repo has an example https://github.com/google/shaderc/tree/main/examples/online-compile
  • Shader package - First look at shader command-line tool
    2 projects | /r/FlutterDev | 26 May 2022
    _ _ ___| |__ __ _ __| | ___ _ __ / __| '_ \ / _` |/ _` |/ _ \ '__| \__ \ | | | (_| | (_| | __/ | |___/_| |_|\__,_|\__,_|\___|_| shader helps you with compiling your GLSL files into SPIR-V byte code. Examples: | > shader --webservice | | Use webservice to automatically compile all *.glsl files in this project. | > shader --webservice --watch | | Watch for file system changes and use webservice to compile *.glsl files. | > shader --webservice --dart | | Generates a .dart-file with a loading function instead of byte code. | > shader --webservice --put-in-assets | | Places compiled files into the Flutter assets directory. | > shader --local /path/to/shaderc | | Use local executable of glslc by pointing to a directory to look for it. Usage: -s, --webservice Use a hosted webservice to compile local *.glsl files. -l, --local Use a local executable of the glslc compiler. Specify the path to a location where shader_cli should scan for the glslc executable. Download: https://github.com/google/shaderc -c, --custom-webservice Uses a self-hosted webservice to compile *.glsl files. You can download the webservice at: https://github.com/felixblaschke/shaderc_webservice -w, --watch Watches for file system changes and automatically recompiles the *.glsl files. -p, --path Defines a directory path to scan for files to compiler. If unset, it will use current working directory. -a, --put-in-assets Places the compiled files into this project's assets directory. -d, --dart Generates Dart-file with embedded SPR-V byte code and a simple shader loading function. -h, --help Shows this help text. Updates and more information: https://pub.dev/packages/shader_cli
  • What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
    2 projects | /r/vulkan | 19 May 2022
    I am working on an engine that targets Vulkan and Metal. I'm at the point now where I want to be able to dynamically update my shader at runtime to suit the type of data being sent in for drawing. I am currently using offline compilation for my GLSL (for Vulkan) and MSL (for Metal) shaders. What are your workflows for situations like this? For those using tools like SPIR-V Cross and shaderc, what has your experience been with these tools keeping up to date with the latest features in the specs?
  • Issues linking shaderc from SDK using static libs
    1 project | /r/vulkan | 10 Mar 2022
  • I think I found a bug in the windows version of shaderc?
    1 project | /r/GraphicsProgramming | 24 Jan 2022
    I can;t edit the post for some reason, you can find it in the issue I posted in the library: https://github.com/google/shaderc/issues/1235
  • How to install glslc
    1 project | /r/linuxmint | 18 Jan 2022
    go to https://github.com/google/shaderc/blob/main/downloads.md and download the version for linux unzip the downloaded folder, assumin you unzipped it in downloads, run the following command in the terminal sudo cp /home/{user}/Downloads/install/bin/glslc /usr/local/bin, cp command copies the target file to target location, you cant drag and drop because copying to local/bin requires special permissions :)
  • mpv symbol look up error
    1 project | /r/archlinux | 5 Dec 2021
    This was reported as bugs already, status remain undecided. ``` shaderc``` package have been flagged out of date already as the upstream has released tag 2021.3 while it's still on 2021.2 in extra repository. Is this the cause of error?
  • This Week in Veloren #136: Economics, Naga
    2 projects | /r/Veloren | 15 Sep 2021
    shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.

What are some alternatives?

When comparing vulkan_minimal_compute and shaderc you can also consider the following projects:

mandelbrot-orbits - Looking at periodic cycles / orbits in the mandelbrot set.

glslang - Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.

mraster - Simple C++ off screen raster graphics library

DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.

mandelbrotpp - 🧮 An interactive Mandelbrot set visualizer written in C++.

naga - Universal shader translation in Rust

renderscript-samples - Multiple samples showing renderscript best practices in Android.

glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang

SPIRV-Cross - SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.

slang - Making it easier to work with shaders

shaderc-rs - Rust bindings for the shaderc library.

uVkCompute - A micro Vulkan compute pipeline and a collection of benchmarking compute shaders