wgpu-native
angle
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wgpu-native | angle | |
---|---|---|
13 | 20 | |
718 | 3,221 | |
5.7% | 1.6% | |
8.3 | 9.3 | |
8 days ago | 5 days ago | |
Rust | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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.
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:
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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.
angle
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Meta releases open source Intermediate Graphics Library which runs on top of Vulkan, Open GL, or Metal on multiple operating systems.
It's using MoltenVK on Mac for Vulkan compatibility, and ANGLE for OpenGL compatibility on Windows and Linux. Makes you wonder what it's actually doing itself.
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Appleās Game Porting Toolkit is Wine
Can't they use https://github.com/google/angle?
- can some help me setup OpenGL ES
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Learn WebGPU
BTW. For the last 15 years, all web browsers on Windows do WebGL on top of DirectX (using the Angle library https://github.com/google/angle).
- Game crashing when downloading additional content on Windows Subsystem for Android
- Exynos 2200, s22u, citra 3ds question
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Vulkan update: version 1.2 conformance for Raspberry Pi 4
You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like:
* ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished.
* Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider using this.
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Starting a new Project in 2022, Vulkan or OpenGL?
Another option if perf isn't a big concern is to try using Google's angle OpenGL ES 3.0 implementation, there's backends for it to be supported on Vulkan, Direct3D 11, and (work in progress) Metal. Disclosure, haven't tried it myself, just looking at their feature descriptions: https://github.com/google/angle
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Minimising input latency in OpenGL
I don't believe Chrome uses OpenGL directly- any OpenGL usage it does have (e.g. for WebGL) is actually going through ANGLE which translates it all to D3D on Windows.
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Need Help Downloading From GitHub
RTFM, have you read their instruction
What are some alternatives?
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
webgpu-headers
ar_flutter_plugin - Flutter Plugin for AR (Augmented Reality) - Supports ARKit on iOS and ARCore on Android devices
learn-wgpu - Guide for using gfx-rs's wgpu library.
OpenGL-on-DXGI - How to use WGL_NV_DX_interop2 to use OpenGL in a DXGI window
wgpu - Cross-platform, safe, pure-rust graphics api.
model_viewer.dart - A Flutter widget for rendering interactive 3D models in the glTF and GLB formats.
swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
engine - The Flutter engine