wgpu-rs
Rust bindings to wgpu native library (by gfx-rs)
ashpd
A Rust wrapper around XDG portals DBus interfaces (by bilelmoussaoui)
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wgpu-rs | ashpd | |
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16 | 4 | |
1,699 | 215 | |
- | - | |
9.0 | 8.8 | |
almost 3 years ago | 4 days ago | |
Rust | Rust | |
Mozilla Public License 2.0 | MIT License |
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.
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-rs
Posts with mentions or reviews of wgpu-rs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-04-30.
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Using WGPU + crates directly or Bevy?
You could start with one of examples from wgpu and tinker with it to see if that's your thing. Ie. copy hello-triangle and add more triangles / make them move, etc.
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gfx-rs ecosystem releases v0.8
wgpu-rs (https://github.com/gfx-rs/wgpu-rs) is probably closer to what you're looking for, it's a "high level wrapper" over wgpu-core (Which implements "WebGPU", an upcoming browser API for graphics using gfx-rs, and AIUI "implements" means this is what a browser might use to actually call a graphics API when javascript uses webGPU, although if you're compiling for wasm it could just call the browser APIs). It can run natively, ignore the fact it has "Web" in the name
- Rust shader translator is 2.5x faster
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GPU compute shader for SHA256 using Rust!
rust-gpu) is used for compiling a compute shader written in Rust to SPIR-V. wgpu-rs is used natively for running the GPU computation.
- GPU programming .. SYCL
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Bevy 0.5
For web assembly there is the unofficial bevy_webgl2 plugin. Official bevy web assembly support would probably use the wgpu webgl backend, which still needs some work, and is currently untested in bevy.
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Bevy 0.5: data oriented game engine built in Rust
We let wgpu https://github.com/gfx-rs/wgpu-rs handle our graphics backend abstraction, so our OpenGL support will come whenever they implement and release it. Currently, it seems to be a WIP.
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Help a newbie (in this language) to find directions :)
It's the same thing, the Rust implementation is just called[wgpu](https://wgpu.rs/)
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Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
Same as with GLSL, isn't it? What we do in wgpu-rs examples, and that's something I expect to see more widely, is having an integration test that just parses all the WGSL in the project and reports errors. Ideally though, we'd have a set of IDE plugins to do the parsing and report errors right where you type the code. We'd appreciate any help to get these started!
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Newbie questions on design patterns in Rust
Also you could use an existing cross-platform graphics library, e.g. wgpu-rs. It supports Vulkan, Metal, DirectX, OpenGL and WebGPU. Oh and it seems to allow switching backends at compile-time via the WGPU_BACKEND environment variable, so maybe check out how they're doing it.
ashpd
Posts with mentions or reviews of ashpd.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-06-21.
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Zoom can now (as of version 5.11.0) share screen on Wayland
ASHPD Demo is a great app that demonstrates what kinds of things that can be handled by the Freedesktop.org Portals system. It's available as a Flatpak on Flathub.
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ASHPD 0.2 release, a XDG DBus portals wrapper in Rust
Detailed release notes can be found at https://github.com/bilelmoussaoui/ashpd/releases/tag/0.2.0
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zbus 2.0 (Super easy! Barely an inconvenience) is out!
For reference, the client code can be found at https://github.com/bilelmoussaoui/ashpd & the server one at https://gitlab.gnome.org/World/Rust/search-provider. When we ported the later from dbus-rs lately, we noticed it is way faster (with a debug build!) then a similar code with dbus-rs
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Rust DBus service with state managed by async code advice?
From what I gather, zbus seems to be by far the best at the moment, it is what it is used by https://github.com/bilelmoussaoui/ashpd for example.
What are some alternatives?
When comparing wgpu-rs and ashpd you can also consider the following projects:
ash - Vulkan bindings for Rust
dbus-rs - D-Bus binding for the Rust language
gfx - [maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
libportal - libportal - Flatpak portal library
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community
rusqlite - Ergonomic bindings to SQLite for Rust
bevy_webgl2 - WebGL2 renderer plugin for Bevy game engine
handlr - A better xdg-utils
rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
flatpak-external-data-checker - A tool for checking if the external data used in Flatpak manifests is still up to date
gpuweb - Where the GPU for the Web work happens!
rfd - Rusty File Dialog