vulkan_minimal_compute
shaderc
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 |
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vulkan_minimal_compute
shaderc
- General Tip On Porting a In-House Engine to vulkan
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Challenges of compiling OpenGL 4.3 compute kernels on Nvidia
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.
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2D Anime Computer Graphics. A humble beginning.
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
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Shader package - First look at shader command-line tool
_ _ ___| |__ __ _ __| | ___ _ __ / __| '_ \ / _` |/ _` |/ _ \ '__| \__ \ | | | (_| | (_| | __/ | |___/_| |_|\__,_|\__,_|\___|_| 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
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What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
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
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I think I found a bug in the windows version of shaderc?
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
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How to install glslc
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 :)
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mpv symbol look up error
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?
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This Week in Veloren #136: Economics, Naga
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?
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