wgpu-native
cross
wgpu-native | cross | |
---|---|---|
13 | 118 | |
737 | 5,938 | |
4.8% | 1.8% | |
8.1 | 9.2 | |
1 day ago | 17 days ago | |
Rust | 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.
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.
cross
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Is statically compiling against glibc possible?
To compile a program with musl on a glibc system you can use cross-rs!
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How to cross Compile on Debian for: Mac / FreeBSD / OpenBSD / Android ... ?
I cross compile to Mac, bsd, windows, etc cross ... Works great for me with either docker or podman.
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Compiling against specific version glibc
If docker is available for you, https://github.com/cross-rs/cross is another and reliable way to solve this kind of problem. I do use it regularly.
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Transitioning to Rust as a company
We are using https://github.com/cross-rs/cross.
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A guide to cross-compilation in Rust
There is some built-in support in rustc for cross-compiling, but getting the build to actually work can be tricky due to the need for an appropriate linker. Instead, we’re going to use the Cross crate, which used to be maintained by the Rust Embedded Working Group Tools group.
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Is there a definitive guide on cross-compiling with OpenSSL?
I have used cross before to cross compile from Linux to other Linux. It has a section on it's wiki about this. Maybe that could be of help.
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Docker ARMv7 Alpine Rust builder
You can use cross to build your application and copy the artifacts into an alpine armv7 container. It would also build faster due to using cross compilation rather than QEMU.
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Compiling Linux to Mac in CI/CD
Looks like cross is the easiest way to get something cross-compiled but its Mac support is blocked behind building your own build image. Even that repo says that it might be broken.
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How to you develop in containers?
Bonus: if you’re working with Rust and doing a lot of cross platform stuff, check out cross. It runs QEMU in docker so you can run tests on a bunch of different emulated targets easily- literally a one line setup, it’s kind of magical.
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What are some stuff that Rust isn't good at?
It's also not as naturally cross-compilable as Go, though that's partly a side-effect of not accepting being a semi-closed ecosystem to achieve that and cross exists as a stop-gap while things like cargo-zigbuild explore less drastic options.
What are some alternatives?
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
dockcross - Cross compiling toolchains in Docker images
webgpu-headers
termux-adb-fastboot - android adb-fastboot tools for termux
learn-wgpu - Guide for using gfx-rs's wgpu library.
opencv-rust - Rust bindings for OpenCV 3 & 4
wgpu - Cross-platform, safe, pure-rust graphics api.
rusqlite - Ergonomic bindings to SQLite for Rust
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
plotters - A rust drawing library for high quality data plotting for both WASM and native, statically and realtimely 🦀 📈🚀
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
homebrew-macos-cross-toolchains - macOS cross compiler toolchains