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#wgpu

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Out of curiosity do any of the #mobilelinux devices support WGPU? I have tested both #FLX1 and #PPP and neither one seems to work even though WGPU supports GLES and they both support GLES 3 but seems like WGPU doesnt work on it even if glxgears does. I opened a ticket for FLX1 a while back but I marked it as potentially a halium based issue.

I want to see if any other device is working before i open a mobile linux ticket

🦾 wgpu: A cross-platform, safe, pure-Rust graphics API.

「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.

The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」

github.com/gfx-rs/wgpu

A cross-platform, safe, pure-Rust graphics API. Contribute to gfx-rs/wgpu development by creating an account on GitHub.
GitHubGitHub - gfx-rs/wgpu: A cross-platform, safe, pure-Rust graphics API.A cross-platform, safe, pure-Rust graphics API. Contribute to gfx-rs/wgpu development by creating an account on GitHub.
#wgpu#rust#webgl2
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@lobsters Wgpu is great, but its documentation is just... bad. The only guide on the internet is a guide which uses Winit (which is basically a dead API at this point) and it only goes as far as instancing.

I'd love to use a pure rust graphics library, but at the moment I'm going to stick to OpenGL and Bevy due to the terrible documentation of Wgpu.

I do hope Wgpu improves that in the future, as it is definitely the future of Rust graphics programming!

#wgpu#rust#bevy

So, last week I started building something. I don't have much time for it, basically 1 day a week, but I'm happy I've got time to work on it.

In the scope of a larger project, I started hacking a Rust library to compose wgpu renderers over multiple windows.

Here's a first screenshot. I'll release something as soon as it is marginally useful. Right now, it isn't.

#devlog#rust#slender

Is it me or there doesn't seem to have a #rust consensus on how to do some wgpu rendering in a random window?

Examples seem to be stuck in an old version of winit¹, none of the wgpu.rs examples seem to work on the website², ...

The barrier of entry seems even worse than doing some Vulkan + C with the awful glslang. Quite a depressing sight...

¹ github.com/sotrh/learn-wgpu/is
² wgpu.rs/examples/

GitHubUpdate the window creation section · Issue #549 · sotrh/learn-wgpuDi tim-lappe
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@rust_discussions

Nice article.

Missed #egui / eframe in the list of game frameworks. It also comes with #vulkano and #wgpu bindings (3rd party).

I use egui + winit + vulkano in a video mixer / synthesizer app:
gitlab.freedesktop.org/AdeptVe

And eframe + wgpu in a sign language dictionary app:
gitlab.freedesktop.org/AdeptVe

Both have a surprisingly good performance for being that unoptimized (not even using buffer pools).

GitLabAdept Veritatis / pw-videomix · GitLabfreedesktop.org GitLab login

First render after rewriting my toy engine from Vulkan to #WebGPU. And I'm awestruck, again.

It's upside down, GUI is missing, shadow map is buggy. But it's not a black screen. In fact, most things work well on the first render.

When I wrote 3D in C++, black screens and crashes were quite common. C++ tells you how you _can_ use an API, but #rust tells you how you _should_. And the validation checks of both #wgpu and #vulkano are awesome.

Just a miiiiiinor detour into my efforts of implementing Hillaire's "Scalable and Production Ready Sky and Atmosphere" in my pet project: WebGPU spec compliant dual-source-blending for #wgpu

My first PR to the Naga shader compiler :3
github.com/gfx-rs/wgpu/pull/71

I've been long contributing to wgpu and more recently co-maintaining it, but I somehow always avoided the shader side of things

GitHub[wgsl-in, wgsl-out, glsl-in] WebGPU compliant dual source blending feature by Wumpf · Pull Request #7146 · gfx-rs/wgpuDi Wumpf
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@vwbusguy I had massive slowdowns on #BevyEngine as soon as I installed the #Vulkan drivers for the Broadcom VideoCore VI chipset on the #RaspberryPi4. It seems the #RaspberryPi500 ships VideoCore VII and possibly uses the same driver.

github.com/bevyengine/bevy/iss

How does your problem look like exactly? It might be a common #Wgpu bug (and not Bevy's fault after all)

GitHubRaspberry Pi 4 Performance Regression · Issue #14253 · bevyengine/bevyDi s-mayrh