Comments (2)
I am sorry for opening an issue, it seemed inappropriate to me too, but there was no discussions tab and I am not on zulip (too many different messengers these days, but worry not, once xilem is ready I'll write the chosen one to rule them all! ;))
Thanks a bunch for taking time to answer and in such depth! Feel free to close and again: sorry for opening an issue when it's clearly not!
from vello.
Absolutely. I'd love to have something along the lines of rust-gpu, but it is sadly not mature enough. Another major concern was portability - WGSL is carefully designed to work well even on Vulkan 1.0, while rust-gpu requires more modern GPUs. This is a tradeoff of course, there are also advantages to being able to depend on modern features.
For evaluating shader languages, I strongly recommend implementing prefix sum. That should only be about a hundred lines of code (give or take) but shakes out a lot of the potential problems and also is a good chance to show off the abstraction capabilities of the language. In particular, I'd love to have a Rust trait to express a monoid, and a scan implementation generic on the monoid. For extra points, have that trait include methods for subgroup reduction and scan with a default implementation based on subgroup shuffle.
The currently most promising alternative to WGSL is slang. I've lightly prototyped prefix sum, but run into issues with default trait methods (called "extension" in slang). I should file issues there :)
BTW, there's nothing wrong with using issues to ask questions, but Zulip might be better for such discussions, in this case the #gpu
stream.
from vello.
Related Issues (20)
- Trouble drawing emojis HOT 8
- Improving bump estimation accuracy and performance
- API Issue for `Renderer`
- Full system hang on Apple M1 8GB HOT 9
- Rendering to a surface and transparency HOT 2
- Minor issue: example 'simple' - when compiled standalone - the render context needs to be unwrapped HOT 2
- Winit example slow on wsl HOT 4
- Lots of wgpu error messages HOT 5
- `vello_shaders` causes recompilation HOT 1
- How to figure out the correspondence of window size and image size HOT 4
- wgpu: Use `write_buffer_with` rather than `write_buffer` HOT 2
- Update ARCHITECTURE.md HOT 2
- Issue with flattening of a stroked cubic around a near-cusp
- Can we re-export `wgpu` with the feature?
- Vello anti-aliasing rendering seems not fine enough, how to improve it? HOT 4
- API question: negative space / cutouts HOT 4
- Snapshot testing
- Add basic tests HOT 3
- Serde support for re-exported Peniko types HOT 1
- Rendering issue when clipping and stroking the same path HOT 5
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from vello.