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Naga Alternatives
Similar projects and alternatives to naga
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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.
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wgsl-cheat-sheet
Cheat sheet for WGSL syntax for developers coming from GLSL.
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SPIRV-Cross
SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
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SonarLint
Clean code begins in your IDE with SonarLint. Up your coding game and discover issues early. SonarLint is a free plugin that helps you find & fix bugs and security issues from the moment you start writing code. Install from your favorite IDE marketplace today.
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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.
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naga reviews and mentions
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Ray query example in Blade
This is basically Ray Tracing support in Blade. So far, only ray queries are supported. Unlike prior work on ray tracing in Rust, this is original due to all shader code being WGSL, see the Naga PR.
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Does WGSL work well with vulkan?
There's a compiler that can translate from WGSL to SPIR-V called naga. Having such a compiler is essential, since WebGPU is planned to use WGSL and browsers are expected to implement rendering via Vulkan (and probably Metal and DX12).
You could setup your build manager to use naga-cli to compile your shaders into spir-v on write
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Glsl transpiler, interpreter?
Not sure about on the CPU, but naga is a shading language transpiler you can write custom front/backends for.
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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.
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How to use Push Constants in Wgsl using WGpu?
anyway, here's the test. https://github.com/gfx-rs/naga/blob/master/tests/in/push-constants.wgsl
- WebGPU – All of the cores, none of the canvas – surma.dev
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niceshade - convert HLSL to SPIR-V, GLSL, or Metal Shading Language
You might try https://github.com/gfx-rs/naga for that
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Announcement: pixels 0.9.0 release
Personally, one of the most exciting things about this release is that it took me on a little journey to contribute some fixes to the naga shader translator. Specifically, naga 0.8.1 now properly supports the Fused-Multiply-Add function in the HLSL (DirectX) and GLSL (WebGL2 and GLES 3.1) backends. To be frank, this function does not make a big difference on the tiny shader in pixels. It does however mean that using compute-heavy shaders with wgpu 0.12 can now benefit from this function on all supported backends!
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I made a video with every single debug render on a pathtracer I'm programming in Rust
universal shader translation
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Stats
gfx-rs/naga is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.