wgpu-native
webgpu-headers
wgpu-native | webgpu-headers | |
---|---|---|
13 | 4 | |
737 | 325 | |
4.8% | 2.5% | |
8.1 | 7.2 | |
2 days ago | 6 days ago | |
Rust | C | |
Apache License 2.0 | BSD 3-clause "New" or "Revised" License |
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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.
webgpu-headers
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New Vulkan Documentation Website
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.
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I want to talk about WebGPU
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.
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The current state of GPU API's and why I wish V-EZ hadn't died.
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.
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Learn Wgpu
> 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
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.
learn-wgpu - Guide for using gfx-rs's wgpu library.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
wgpu - Cross-platform, safe, pure-rust graphics api.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
misc - Clippings
angle - A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com