wasmdec
wgpu-native
wasmdec | wgpu-native | |
---|---|---|
5 | 13 | |
390 | 737 | |
- | 5.6% | |
0.0 | 8.1 | |
3 months ago | 3 days ago | |
C++ | Rust | |
MIT License | Apache License 2.0 |
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wasmdec
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Capturing the WebGPU Ecosystem
I think you're missing a good amount of nuance here
minified JS can be turned into reasonable JS, yes, but you're probably not going to get TypeScript code back, so the same sort of challenge exists there.
Assembly -> high-level language is harder, but there are absolutely binary -> C decompilers that are very popular/used in the RE community to make changes to existing programs.
But that doesn't even matter, WASM is much higher level than assembly, it's a stack machine, there is no arbitrary control flow / labels / `goto`, there are pre-defined data types, etc. all of this means it's easier to convert WASM -> high-level language than it is with a generic x86/arm binary.
There are WASM decompilers[0][1] which can convert WASM binaries into C code and back.
In both cases (minified JS and WASM), you're not going to get out exactly what you put in, but WASM doesn't really change the situation very much given the widespread adoption of 'compile to JS' languages like TypeScript these days.
[0] https://chromium.googlesource.com/external/github.com/WebAss...
[1] https://github.com/wwwg/wasmdec
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Would rewriting a JS library in WASM(Rust) provide sufficient obfuscation?
There are wasm2c and wasmdec that decompile to C. There is also rewasm, which decompiles WASM to Rust. But I don't know if they can reconstruct non-trivial logic, e.g. shapes of structures.
- Wasmdec: Converts WebAssembly binaries to C (2018)
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Alternative for an existing plugin
Have you considered just transpiling it to C? Assuming it's the pseudocode you're after, that should be enough by itself. You could also lift it and recompile to whatever your preferred architecture is.
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152kb WebAssembly interpreter that runs on six OSs with Cosmopolitan
This is not less portable and will beat any wasm interpreter in terms of speed: https://github.com/wwwg/wasmdec
wgpu-native
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Capturing the WebGPU Ecosystem
The Mach engine project has prebuilt Dawn libraries and also a simplified build-from-source process using the Zig build system, see:
https://machengine.org/pkg/mach-gpu-dawn/
It's also possible to use wgpu-native in C/C++ projects as prebuilt library, see:
https://github.com/gfx-rs/wgpu-native
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I started drafting a tuto to learn WebGPU for native C++
It is based on the wgpu-native implementation (Firefox backend) but I plan on adding a receipe for using it with Dawn (Chrome backend) as well.
- How is Vulkan supposed to supersede OpenGL in practice?
- Vulkan update: version 1.2 conformance for Raspberry Pi 4
- New open source Common Lisp 3D graphics project -- call for participation
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Go bindings for WebGPU
go-webgpu provides binding for wgpu-native (a safe and portable GPU abstraction in Rust, implementing WebGPU API).
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The current state of GPU API's and why I wish V-EZ hadn't died.
Rust, C++
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WebGL 2.0 is Now Supported in All Major Browsers
When you look at graphics APIs in Rust practically everything is pointing towards, and telling you to use, wgpu, which abstracts over Vulkan, Metal, DX11/12, GLES and WebGPU and is based on, drumroll, WebGPU. Hardly surprising as it's the backend firefox is going to use. And yes it has a C API, too.
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Mach Engine: The future of graphics (with Zig)
Probably the easiest option would be to target wgpu-native prebuilt binaries but these don't have iOS/Android (unsure if wgpu-native supports iOS/Android at all)
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Learn Wgpu
WGPU is the underlying implementation for WebGPU in Firefox and it has C bindings: https://github.com/gfx-rs/wgpu-native.git.
What are some alternatives?
wasm3 - 🚀 A fast WebAssembly interpreter and the most universal WASM runtime
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
idawasm - IDA Pro loader and processor modules for WebAssembly
webgpu-headers
trianglepacker - A C/C++ single-file library that packs triangles of a 3D mesh into a rectangle/texture.
learn-wgpu - Guide for using gfx-rs's wgpu library.
wabt - The WebAssembly Binary Toolkit
wgpu - Cross-platform, safe, pure-rust graphics api.
rewasm - Decompiler for WebAssembly binaries
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
gpuweb - Where the GPU for the Web work happens!
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.