Ingest, store, & analyze all types of time series data in a fully-managed, purpose-built database. Keep data forever with low-cost storage and superior data compression. Learn more →
SPIRV-Cross Alternatives
Similar projects and alternatives to SPIRV-Cross
-
rust-gpu
🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧
-
-
SonarQube
Static code analysis for 29 languages.. Your projects are multi-language. So is SonarQube analysis. Find Bugs, Vulnerabilities, Security Hotspots, and Code Smells so you can release quality code every time. Get started analyzing your projects today for free.
-
shaderc
A collection of tools, libraries, and tests for Vulkan shader compilation.
-
glslang
Khronos-reference front end for GLSL/ESSL, partial front end for HLSL, and a SPIR-V generator.
-
SPIRV-Reflect
SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.
-
-
InfluxDB
Access the most powerful time series database as a service. Ingest, store, & analyze all types of time series data in a fully-managed, purpose-built database. Keep data forever with low-cost storage and superior data compression.
-
-
-
-
-
filament
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
-
DirectXShaderCompiler
This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
-
-
kompute
General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
-
NazaraEngine
Nazara Engine is a cross-platform framework aimed at (but not limited to) real-time applications requiring audio, 2D and 3D real-time rendering, network and more.
-
-
SDL_shader_tools
Shader compiler and tools for SDLSL (Simple Directmedia Layer Shader Language)
-
-
-
SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
SPIRV-Cross reviews and mentions
-
Why aren't there constantly more shading languages popping up all the time like other languages?
There also exists something like SPIRV-Cross which promises to be able to generate code from the SPIRV intermediate representation into Metal and all versions of GLSL and HLSL. I am not sure really how good it is at this point, but going forward we might start to see more high-level shader languages, that compile to SPRIV and then from there to the myriad of different shader formats different platforms expect.
-
The trouble with SPIR-V, 2022 edition
If you have shaders, I believe you can use SPIRV-Cross to generate GLSL, which you can probably get to pass as OpenCL C with just a bunch of macro tweaks, or at worst some small changes to spv-cross.
-
Need guidance on SPIRV reflection
Regarding reflection, here is a guide: https://github.com/KhronosGroup/SPIRV-Cross/wiki/Reflection-API-user-guide
-
What are your (dynamic) shader workflows when targeting multiple backends (Vulkan and Metal)?
I am working on an engine that targets Vulkan and Metal. I'm at the point now where I want to be able to dynamically update my shader at runtime to suit the type of data being sent in for drawing. I am currently using offline compilation for my GLSL (for Vulkan) and MSL (for Metal) shaders. What are your workflows for situations like this? For those using tools like SPIR-V Cross and shaderc, what has your experience been with these tools keeping up to date with the latest features in the specs?
-
How are Vulkan, CUDA, Triton and all other things connected?
For cross-platform support look at WebGPU and Vulkan (e.g,: [0] [1]. Essentially, you would need to write the func in WGSL or GLSL, HLSL or MSL. Each of these can be cross-compiled to SPIR-V (what Vulkan needs) with cross-compilers such as spirv-cross and naga.
-
Is it possible to get set number from uniform block reflection in glslang?
Just for reference, the library I'm using (both for compiling the shaders and for reflection), is SPIRV-Cross by the Khronos Group and here you have the docs for the reflection API. I wanted to check out `glslang` but honestly this one so far has worked like a charm.
-
Reflection on shaders to determine uniforms, samplers, attributes, etc.
Aside from SPIRV-Reflect, if you're using SPIRV-cross to cross compile your shaders, there is also a --reflect arg you can pass which spits out reflection info in JSON format. We already need to cross compile from spirv, so it just removes a tool in the chain to depend on.
- Finally managed to make my own shading language working! (need some opinion about the lang)
-
A note from our sponsor - InfluxDB
www.influxdata.com | 2 Apr 2023
Stats
KhronosGroup/SPIRV-Cross is an open source project licensed under Apache License 2.0 which is an OSI approved license.