build_all
GLSL
build_all | GLSL | |
---|---|---|
1 | 27 | |
303 | 321 | |
1.0% | 1.6% | |
4.8 | 5.3 | |
3 months ago | 14 days ago | |
Batchfile | ||
Apache License 2.0 | - |
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.
build_all
-
Web-Based Vulkan GLSL Ray Tracing Emulator
>>> web-based emulator is intended for computer graphics education
Vulkan ShaderToy in the browser! This is huge. ShaderToy is used everywhere. And a LOT of people are struggling with getting great ray tracing results.
Have you tried porting the NVPro samples?
https://github.com/nvpro-samples/build_all
GLSL
-
Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
-
GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
-
New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the VulkanĀ® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
-
Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
-
You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
-
Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
-
Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
-
Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
-
Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
What are some alternatives?
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
vuh - Vulkan compute for people
ocl - OpenCL for Rust
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
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.
clvk - Implementation of OpenCL 3.0 on Vulkan
OpenCLOn12 - The OpenCL-on-D3D12 mapping layer
Vulkan-ExtensionLayer - Layer providing Vulkan features when native support is unavailable
accel - (Mirror of GitLab) GPGPU Framework for Rust