Rust bindings to wgpu native library (by gfx-rs)

Wgpu-rs Alternatives

Similar projects and alternatives to wgpu-rs

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better wgpu-rs alternative or higher similarity.

wgpu-rs reviews and mentions

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.
  • gfx-rs ecosystem releases v0.8
    3 projects | /r/rust | 30 Apr 2021
    Naga-based shader infrastructure has been growing and capturing more ground. It has reached an important point where SPIRV-Cross is not just optional on some platforms, but even not enabled by default. This is now the case for Metal and OpenGL backends. Naga path is easier to integrate, share types with, compile, and it’s much faster to run. Early benchmarks suggest about 2.5x perf improvement over SPIRV-Cross for us.
    3 projects | /r/rust | 30 Apr 2021
    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
  • GPU compute shader for SHA256 using Rust!
    3 projects | /r/rust | 25 Apr 2021
    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
    2 projects | /r/rust | 15 Apr 2021
  • Bevy 0.5
    14 projects | /r/rust | 6 Apr 2021
    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.
  • Bevy 0.5: data oriented game engine built in Rust
    10 projects | news.ycombinator.com | 6 Apr 2021
    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.
  • Last big wgpu-rs example shaders are fully ported to WGSL now, and validated in it
    6 projects | /r/rust_gamedev | 30 Mar 2021
    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!
    6 projects | /r/rust_gamedev | 30 Mar 2021
  • Newbie questions on design patterns in Rust
    2 projects | /r/rust_gamedev | 21 Mar 2021
    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.
  • OpenGL in Rust
    4 projects | /r/rust | 22 Feb 2021
    there is a lack of opengl development because opengl itself is beint phased out slowly. your best bet here is probably https://wgpu.rs
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