webgpu-headers VS Vulkan-Docs

Compare webgpu-headers vs Vulkan-Docs and see what are their differences.

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webgpu-headers Vulkan-Docs
4 161
325 2,663
2.5% 0.3%
7.2 8.4
7 days ago 14 days ago
C JavaScript
BSD 3-clause "New" or "Revised" 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.
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.

webgpu-headers

Posts with mentions or reviews of webgpu-headers. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-10-11.
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    There's standardized C API which is both implemented by Dawn and wgpu.rs:

    https://github.com/webgpu-native/webgpu-headers/blob/main/we...

    ...and this standardized API would also enable other independent native implementations.

    There's even thought put into the API being extensible via 'struct chaining', this is how the native implementations also accept SPIRV shader bytecode instead of just WGSL shader source code.

  • I want to talk about WebGPU
    15 projects | news.ycombinator.com | 3 May 2023
    The API definition exists:

    https://github.com/webgpu-native/webgpu-headers/blob/main/we...

    The next missing piece is a standard window system glue API for WASI though.

  • The current state of GPU API's and why I wish V-EZ hadn't died.
    9 projects | /r/GraphicsProgramming | 11 Mar 2022
    At first it was for only web, but browsers implement it using compiled code (C++/Rust) and you can use the implementation directly. Wgpu is for Firefox, Dawn is for Chrome. There is a C header for them: https://github.com/webgpu-native/webgpu-headers/blob/main/webgpu.h.
  • Learn Wgpu
    3 projects | news.ycombinator.com | 16 Oct 2021
    > Wgpu actually has C bindings to allow you to write C/C++ code with it, as well as use other languages that interface with C. That being said, wgpu is written in Rust, and it has some convenient Rust bindings that don't have to jump through any hoops. On top of that, I've been enjoying writing in Rust.

    Why the bloat when this exist? https://github.com/webgpu-native/webgpu-headers

Vulkan-Docs

Posts with mentions or reviews of Vulkan-Docs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-17.
  • GPU synchronization in Godot 4.3 is getting a major upgrade
    2 projects | news.ycombinator.com | 17 Feb 2024
    Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).

    I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).

    There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...

  • Vulkan 1.3.273 spec update
    1 project | /r/vulkan | 8 Dec 2023
  • [Roadmap Feedback] Function Pointers with some limitations
    1 project | /r/vulkan | 7 Dec 2023
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.

    Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.

    Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]

    Android and Linux are the only platform where Vulkan is a first-class citizen.

    You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.

    Graphics API wars are alive and well.

    [0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423

  • Vulkan 1.3.267 spec update
    1 project | /r/vulkan | 7 Oct 2023
  • Vulkan 1.3.266 spec update
    1 project | /r/vulkan | 1 Oct 2023
  • Vulkan 1.3.262 spec update
    1 project | /r/vulkan | 27 Aug 2023
  • Vulkan 1.3.260 spec update
    1 project | /r/vulkan | 30 Jul 2023
  • Vulkan 1.3.257 spec update
    1 project | /r/vulkan | 7 Jul 2023
  • Vulkan 1.3.256 spec update
    1 project | /r/vulkan | 30 Jun 2023

What are some alternatives?

When comparing webgpu-headers and Vulkan-Docs you can also consider the following projects:

wgpu-native - Native WebGPU implementation based on wgpu-core

wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.

DiligentEngine - A modern cross-platform low-level graphics library and rendering framework

webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.

VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project

Vulkan-Headers - Vulkan header files and API registry

misc - Clippings

WASI - WebAssembly System Interface

wgpu - Cross-platform, safe, pure-rust graphics api.

Vulkan - Examples and demos for the new Vulkan API