wg-securing-critical-projects
vello
wg-securing-critical-projects | vello | |
---|---|---|
15 | 31 | |
312 | 1,945 | |
3.2% | 3.7% | |
5.1 | 9.4 | |
6 days ago | 5 days ago | |
Rust | ||
Apache License 2.0 | Apache License 2.0 |
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.
wg-securing-critical-projects
- Adressing Misconceptions
-
I’m aware that the template is kinda bad
1.https://www.privacyguides.org/basics/threat-modeling/ 2. https://www.privacyguides.org/linux-desktop/overview/ 3. https://www.privacyguides.org/basics/common-threats/#common-misconceptions 4. https://madaidans-insecurities.github.io/linux.html 5. Founder of Qubes 6. https://twitter.com/justinschuh/status/1190347400885329920 7. https://github.com/ossf/wg-securing-critical-projects/blob/main/presentations/The_state_of_the_Linux_kernel_security.pdf 8. https://grsecurity.net/10_years_of_linux_security.pdf 9. https://grsecurity.net/~spender/interview_notes.txt 10. https://twitter.com/grsecurity/status/1249850031357788162 11. https://seclists.org/oss-sec/2019/q2/165 12. https://arxiv.org/abs/2105.14565 13. https://theinvisiblethings.blogspot.com/2011/04/linux-security-circus-on-gui-isolation.html 14. https://chromium.googlesource.com/chromiumos/docs/+/HEAD/sandboxing.md 15. https://docs.microsoft.com/en-us/windows/uwp/security/intro-to-secure-windows-app-development#41-windows-app-model
- Linux may be Private, but it is not secure. Although Privacy is not that useful without security. The misconception that opensource is secure baffles me.
- ossf/wg-securing-critical-projects: Helping allocate resources to secure the critical open source projects we all depend on.
-
Google wants to work with government to secure open-source software
[3] https://github.com/ossf/wg-securing-critical-projects#how-we...
-
How impactful is free and open source software development?
It's security-specific, but I appreciate that in the wake of Heartbleed, the industry really did take things seriously, from the Linux Foundation's Core Infrastructure Initiative (now OpenSSF's Securing Critical Projects Working Group) to Project Zero, the latter of which is still quite active testing everything from Windows filesystem "filter drivers" to Apple's ImageIO library to old versions of Acroread to GhostScript sandboxing.
- If you want HDR content from the web to display properly on a retina display, use a Chromium-based browser.
- The State of the Linux Kernel Security (2020)
- The_state_of_the_Linux_kernel_security(2020) [pdf]
-
Microsoft pulls Windows 10 AMD driver causing PCs not to boot
I am not sure point you are making here? Are you saying linux is freaking stable, not even linux kernel developers gonna agree with you! (https://github.com/ossf/wg-securing-critical-projects/blob/main/presentations/The_state_of_the_Linux_kernel_security.pdf)
vello
-
Rive Renderer – now open source and available on all platforms
I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results.
My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher.
One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] that uses monoids for segmented reduction. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]).
Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future.
[1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da...
[2]: https://github.com/linebender/vello/issues/259
[3]: https://github.com/gpuweb/gpuweb/issues/4306
- WebKit Switching to Skia for 2D Graphics Rendering
-
Looking for this. html + css rendering through wgpu.
Dioxus is working on this with blitz. It's leveraging wgpu through the linebender group's Vello renderer. Still in early stages.
-
A note on Metal shader converter
If you're doing advanced compute work (including lock-free data structures), then it's best effort.
https://github.com/linebender/vello/issues/42 is an issue from when Vello (then piet-gpu) had a single-pass prefix sum algorithm. Looking back, I'm fairly confident that it's a shader translation issue and that it wouldn't work with MoltenVK either, but we stopped investigating when we moved to a more robustly portable approach.
- Vello: An experimental WebGPU-based compute-centric 2D renderer in Rust
-
XUL Layout has been removed from Firefox
There are a number of up-and-coming Rust-based frameworks in this niche:
- https://github.com/iced-rs/iced (probably the most usable today)
- https://github.com/vizia/vizia
- https://github.com/marc2332/freya
- https://github.com/linebender/xilem (currently very incomplete but exciting because it's from a team with a strong track record)
What is also exciting to me is that the Rust GUI ecosystem is in many cases building itself up with modular libraries. So while we have umpteen competing frameworks they are to a large degree all building and collaborating on the same foundations. For example, we have:
- https://github.com/rust-windowing/winit (cross-platform window creation)
- https://github.com/gfx-rs/wgpu (abstraction on top of vulkan/metal/dx12)
- https://github.com/linebender/vello (a canvas like imperative drawing API on top of wgpu)
- https://github.com/DioxusLabs/taffy (UI layout algorithms)
- https://github.com/pop-os/cosmic-text (text rendering and editing)
- https://github.com/AccessKit/accesskit (cross-platform accessibility APIs)
In many cases there a see https://blessed.rs/crates#section-graphics-subsection-gui for a more complete list of frameworks and foundational libraries)
-
Drawing and Annotation in Rust
blessed.rs lists these three crates for 2D drawing: - https://lib.rs/crates/femtovg - https://lib.rs/crates/skia-safe - https://github.com/linebender/vello
-
Recommended UI framework to draw many 2D lines?
Vello (https://github.com/linebender/vello) which uses wgpu to render Edit: just saw you require images. Vello doesn't support those yet
-
Announcing piet-glow, a GL-based implementation of Piet for 2D rendering
How does this relate to Vello? Both target raw-window-handle for winit compatibility. Vello uses WGPU vs piet-glow using GL.
-
Is WGPU actually a good idea yet?
Finally, maybe vello could help you with ideas. It's not production ready yet, but they have some interesting ideas for 2D rendering using wgpu.
What are some alternatives?
itpol - Useful IT policies
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
repo
msdfgen - Multi-channel signed distance field generator
filmulator-gui - Filmulator --- Simplified raw editing with the power of film
Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
criticality_score - Gives criticality score for an open source project
troika - A JavaScript framework for interactive 3D and 2D visualizations
tinyraytracer - A brief computer graphics / rendering course
gpuweb - Where the GPU for the Web work happens!
compute-shader-101 - Sample code for compute shader 101 training